Stellaris

Stellaris

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Hyperlane Generation (Alternate version)
   
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26 Feb, 2019 @ 1:05pm
8 Jun, 2019 @ 4:43am
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Hyperlane Generation (Alternate version)

Description
This mod allows you to add and remove hyperlanes on the galactic map, reshaping the galactic geography according to your whim.
  • Create chokepoints - We've all had pulsar systems that would make for perfect defensive chokepoints - if it wasn't for a pesky hyperlane or two. With this mod, you can remove them and realise your (chokepoint-related) dreams.

  • Connect distant systems - Using this mod, you can manually link systems that are close together in space but require huge detours via hyperspace lanes. (This is especially useful to link the arms of spiral galaxies, or if you have hyperlane frequency < 1 in galaxy generation.)

  • Cut yourself off from filthy xenos - Inward Perfectionist empires don't want to deal with the rest of the galaxy. Make this dream a reality by removing all external hyperlanes!

How it works:

First, you need to research a new (rare) physics technology - "Hyperlane Generation". (Prerequisites: Gateway Activation and Mega Engineering.)

Then, in order to add or remove a hyperlane, you need to build a Gateway-like megastructure in both systems. In other words - you must own both systems if you want to use this mod to add/remove a hyperlane between them.

Once you have built an "emitter" in one system and a "receiver" in the other (it doesn't matter which system has the emitter), you can "activate" the emitter and a hyperlane will be added/removed.

Inspiration:

This is actually an updated version of Khadgar's Hyperlane Generation mod (which has seemingly been abandoned). There are some interesting screenshots over there that show what you can achieve - given enough patience!

I have preserved as much functionality as possible from the original mod. The main difference is that I have changed the cost of the hyperlane generator/remover megastructures:
  • Stage 1 (construction site): 2000 alloys & 50 influence
  • Stage 2 (completed): 2000 alloys & 2000 energy
  • Stage 3 (activation): 10000 energy

FAQ:
    Can the AI use this?
    • No.
    • I honestly have no idea how to get the AI to recognise that it might be a good idea to link/unlink a specific pair of systems.
    Is this mod save-game compatible?
    • Yes.
    • You can safely add this mod to a save game that was already in progress.
    • You can safely remove this mod from a save game without harming it - as long as none of this mod's megastructures are present in the galaxy. (Since this AI can't build them, you just need to ensure that all players have finished their hyperlane construction/removal.)
    • You can probably remove this mod at any time without harming a save game - even if this mod's megastructures are present. (The game should silently fix any errors during the load process.) However, this is not tested.
    What are the restrictions on adding hyperlanes?
    • You need to own both systems, and there must not already be a hyperlane connecting them.
    • Yes, this means you can build a hyperlane between systems on opposite sides of the galaxy. However, this is visually ugly. Gateways are much cleaner!
    Can I use this mod to remove wormholes?
    • No.
    • However, the ability to manually close wormholes is very much on-theme - see the Inward Perfection example above.
    • So, I may add some kind of "wormhole disruption" in a future version, or as a submod. However, there is no timetable or ETA.

Suggested Companion Mods:
  • Hyperlane Isolator, which allows you to remove all of the hyperlanes that connect to a system at once. Although you can remove hyperlanes with this mod, an Isolator can be faster and more convenient in some circumstances.

Technical info / compatibility:
  • This mod is not compatible with Khadgar's original mod. You should not try to run Stellaris with that mod active at the same time as this one.

  • This mod is CLEAN - no vanilla files are altered. Hence, it should be compatible with all other mods.

Earlier versions / Beta versions:
  • All of my mods are available on Github[github.com] (eg. in case you want to revert to an earlier version)

TL;DR:
  • Tested version: 2.2.5
  • Required DLC: None
  • Ironman compatible: Yes
  • Achievement compatible: No
49 Comments
Wizard_ice 23 Sep, 2023 @ 6:09pm 
never mind I found it it's: tech_hyperlane_generation
Wizard_ice 23 Sep, 2023 @ 11:52am 
been trying to figure this out for a while just wondering what the tech ID is for the megastructures for this mod?
jonjowett  [author] 22 Sep, 2023 @ 7:48pm 
Amazing! Thanks for the update!
Wizard_ice 22 Sep, 2023 @ 12:49pm 
this mod still works.
jonjowett  [author] 7 Jun, 2023 @ 7:40am 
@Shoff:

I think the reason why a lot of my mods still work is because I try to make them as self-contained as possible. This means that, unless something major changes in the base game, they will continue to work basically forever. Even so, I'm very pleasantly surprised that some of my mods are still working 4 years later!

In terms of differences, it's very likely that the prerequisites, costs and time required to add/remove hyperlanes via this mod are different from the base game method. (But I have no idea which is "better".) Other than that, as you previously noted, the main difference is probably just the ability to remove hyperlanes. (However, from what I remember of my games many years ago, the companion "Isolator" mod was often more useful for hyperlane removal, due to the ability to remove large numbers of hyperlanes all at once and because you only needed to own one side of the hyperlane.)
Shoff 6 Jun, 2023 @ 9:18am 
Yeah, I know it's old, but for some reason... it's still working perfectly as far as I can tell lol. Hence why I asked the question, since apparently it works perfectly even side-by-side with the new official tool
jonjowett  [author] 5 Jun, 2023 @ 11:45pm 
@Shoff: This is a very old mod (last updated in 2019, if you look in the top right). I have very little idea about what's possible in Stellaris nowadays.
Shoff 5 Jun, 2023 @ 3:38pm 
Just curious, considering Paradox has since added an official hyperlane generation tech/tool, in what ways does this differ?

Based on my initial understanding of this mod, one of the fundamental differences is the ability to REMOVE hyperlanes - which to my knowledge the official, built-in hyperlane generation tech/tool does not do.

Is that about it? Not belittling the mod or anything, because that one feature is an absolutely massive difference with big implications for strategy as you pointed out in your mod description ("create chokepoints", "Cut yourself off from filthy xenos", etc)
Wizard_ice 12 Mar, 2023 @ 10:45am 
hey just wondering what the tech ideas for this
jonjowett  [author] 6 Mar, 2023 @ 12:39pm 
@Wizard_ice Thanks for the update. I am continually surprised when my mods just keep on working without maintenance :-)