Stellaris

Stellaris

Hyperlane Modification
65 opmerkingen
Rekhyt 19 mei om 11:01 
Yep works just fine, even with the new DLC and its new origin :)
ItsChugg  [auteur] 7 mei om 23:04 
Should work perfectly fine for 4.0!
ConfusedAsian 7 mei om 19:50 
pls update to 4.0
The Next Decade 20 apr om 9:52 
I wish there was a way to plop down an event whenever that happens. It feels appropriate that an experimental technology like this would sometimes fizz out and break.
ItsChugg  [auteur] 14 apr om 20:33 
Unfortunately that is a base game issue. If your hyperlanes are too long or you attempt to make a hyperlane to a special system (such as the L-Cluster) the game will remove it.
Soren Hero 14 apr om 9:15 
Mod is awesome! I noticed a recurring bug, and was wondering if you could help. Sometimes, when I activate a hyperlane, it will sometimes remove the hyperlane after a few in game days, usually the longer ones, but not always. It appears to happen more often when crossing multiple hyperlanes.
ItsChugg  [auteur] 8 apr om 21:12 
@Joca Seems I messed up when trying to remove the intermediate stage. Rolled back the mod for now, should be fixed.
Joca 8 apr om 19:51 
for some reason it isnt working anymore and i don't know why, cant build past first stage
ItsChugg  [auteur] 7 apr om 16:42 
Unfortunate, but I'm glad you solved the situation!
Yourmomu 7 apr om 7:20 
I'm a fool. It was ACOT and its supertensile megstructure system. I didnt realize it worked on all megastructures.
Yourmomu 7 apr om 7:14 
oh nvm its not this mod, ALL of my megastructures are janked up.
Yourmomu 7 apr om 6:57 
in the megastructure build menu, The UI is telling me that construction of one of the generators is 41k days and 20k days activation. Ill uninstall and reinstall the mod to see if it fixes it and somehow the file got messed up. I have screenshots if you want them though. @ItsChugg
ItsChugg  [auteur] 6 apr om 14:32 
@Yourmomu I'm not sure why it's taking you 6k days to build it. The base files claim it takes 720 days per stage.
ItsChugg  [auteur] 6 apr om 14:30 
@Gauntlet I'm going to be updating the mod and taking your advice. I've removed the intermediate step, which means all total construction will go faster.
ItsChugg  [auteur] 6 apr om 14:24 
@昵哈哈哈 I'll have to check. I ported the mod over without changing too much other than the localization, but if you or others have any recommendations for balancing, I'm happy to take suggestions.
ItsChugg  [auteur] 6 apr om 14:21 
@Yourmomu Very strange.. I'm not sure why it's so slow for you, but I'll try to release a fix soon once I figure out the issue.
Yourmomu 5 apr om 19:17 
I used the console command to grant myself the tech pretty much at the very start of the game and took megastructure build speed perks subsequently after noticing it was so slow. I am not on the beta.
昵哈哈哈 5 apr om 1:59 
Compared to technology requirements, cost and construction time, hyperline should be better than stargate, otherwise why not directly create stargate.
ItsChugg  [auteur] 4 apr om 17:55 
Would you happen to be in the beta by chance? If not, what stage of the game are you in, and did you JUST research it, any other mods, etc..?
Yourmomu 4 apr om 12:06 
The hyperlane generators/isolators/removers are taking upwards of 6k days to advance a single state or to construct. Is the speed of which they are built tied to megastructure build speed, or is the build speed tied to something else?
ItsChugg  [auteur] 10 feb om 6:58 
You *might* need the Utopia DLC? I've always had all the DLC, buying them the moment they came out, so I wouldn't know off the top of my head. You need the ability to build megastructures.
WolfieZ 9 feb om 15:33 
Do i need all dlcs for the research to appear? i was end game with both listed needed researches for a good amount of time and I can never get the research to show up?
ItsChugg  [auteur] 7 feb om 3:45 
AI is not capable of using this, so you don't have to worry!
Siberian Frontier 4 feb om 4:47 
I hope AI can't use it?
Duros001 18 jan om 7:15 
Thank you so much :D
ItsChugg  [auteur] 17 jan om 16:46 
Sure thing! It's "tech_hyperlane_generation". Make sure you give yourself "tech_gateway_activation" and "tech_mega_engineering" as well, otherwise you won't be able to build them.
Duros001 17 jan om 16:34 
Loving the mod. I'm playing a weekly mutliplayer game, and woukd love to know the Tech ID so my players can start with this tech (using console commands) :D
Gauntlet 12 jan om 10:47 
I just managed to tweak this mod to remove the intermediary construction stage for each structure type, and I find the reduced micro a significant improvement.

I recommend this be applied. Increasing cost of the base structure to compensate for the lost intermediary step.

Thank you for restoring/maintaining this mod.
\ / Noctazar \ / 23 dec 2024 om 14:44 
At the end of every year, the game began to remove all hyperlane changes I've made in the galaxy, idk what happened...
KARA | Z 6 dec 2024 om 21:27 
.... so use this with gates... this is like a big super tactic over space control.
ItsChugg  [auteur] 20 nov 2024 om 8:43 
I'm reading that comment now and realized I didn't actually explain what I forgot, lol. I forgot to port over a portion of the localisation from the Hyperlane Isolator mod.
ItsChugg  [auteur] 20 nov 2024 om 2:48 
Thanks for pointing that out. I checked the localisation and it seems I forgot to port over the events localisation (the pop ups) to the mod. All localisation files have been updated and the issue should be fixed.
Grumpy Yukichi 19 nov 2024 om 15:21 
I'm noticing some localisation lines missing. Building the Hyperlane Isolator Site brings up "hyperlane_nuke.101.name" and "hyperlane_nuke.101.desc", for example.
ItsChugg  [auteur] 16 nov 2024 om 23:20 
This mod should be compatible with any mod, so long as it doesn't add the same things as this. So as far as I know, the only incompatible mods are the two prior mods before this fork, and NSC2/NSC3.
obione69 15 nov 2024 om 21:10 
do you think your mod will conflict with others? i mostly just run ZoFE or the grey tempest
ItsChugg  [auteur] 13 nov 2024 om 21:17 
@Blackouto000 I dabbled with NSC2 in the past, if that hasn't changed then they should practically be the same. If you're using NSC2 or NSC3, I'd recommend against using this mod due to incompatibility issues.
Blackouto000 13 nov 2024 om 18:07 
What's the difference between this and NSC3's own hyperlane modification?
Apocrypha 13 nov 2024 om 14:50 
Behold the GOAT is returned to us.
♦Semaru♦ 13 nov 2024 om 8:42 
@ItsChugg Localization is working fine. Thx!
TheGrandN 13 nov 2024 om 6:04 
Great mod! Back in the ancient times I used one of the forks for ancient Stellaris. Nice to see an updated one! :lunar2019coolpig:
ItsChugg  [auteur] 13 nov 2024 om 5:47 
@Commander Ashfield I appreciate (and accept) your apology. I wasn't sure of your intentions so I just assumed you were advertising it.
Commander Ashfield 13 nov 2024 om 4:40 
@ItsGhugg
Didn't even think that talking about a somewhat similar mod was considered advertising it,
sorry about that. I just didn't want this mod to become overshadowed by the other one, that's why I pointed it out. Again, very sorry.
Sparble 13 nov 2024 om 0:37 
i like megastructures
ItsChugg  [auteur] 12 nov 2024 om 15:12 
@ ♦Semaru♦ I pushed an update for Localization. Seems I somehow deleted the localization folders for every language except English, not sure when I did that. Either way, please let me know if it works!
ItsChugg  [auteur] 12 nov 2024 om 15:01 
@Commander Ashfield Thanks for pointing that mod out, although I don’t really appreciate trying to advertise it here.

I looked into it and it seems to stray away from the theme of the game, alongside just allowing you to generate random systems within your borders.

This mod is purely for managing hyper lanes. Requiring megastructures keeps the general theme that more extreme projects require dedicated structures.
ItsChugg  [auteur] 12 nov 2024 om 14:47 
@ ♦Semaru♦ There should be localization for all major languages. I’ll push an update soon in case it’s not working.
Commander Ashfield 12 nov 2024 om 9:31 
*Hypertraversal Manipulation 2
By Vauthil
Commander Ashfield 12 nov 2024 om 9:29 
It's an nice mod. But I'll still be using the Hyperlane Manipulation 2 mod cause its just a ship you can build to modify Hyperlane's instead of creating many structures. But to each their own.
♦Semaru♦ 12 nov 2024 om 6:49 
Does it has a localization for other languages? At least a english? The mod sounds interesting, but I don’t want to see: gateway_construction_desc and so on in the game.
ItsChugg  [auteur] 12 nov 2024 om 2:15 
@Divan No. There's not really a good reason nor easy way to let them use it.