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That's because very shortly Hypertraversal Manipulation 2 will be going up, featuring a new ship that does the same stuff instead of megastructures (a change made in preparation to add more things that manipulate hyperlane stuff to the mod).
This version will remain up for everybody who prefer the megastructure-based playstyle, although it could break at some point in the future and I may (continue to) be slow on the uptake to keep it version-current (which so far has not required any code changes, just bumping the compatible version).
I was opting for the ship pair to make it something more strategic; NSC has its own hyperlane manipulation structures but you have to own both systems to make use of those and I wanted something that could come into play in warfare, where you would have these lumbering unarmed things that you'd have to defend with a fleet that could handle the process (and of course weigh the cost of losing one in an operation where it cuts itself off and can't make it back home safely).
So definitely something I want, but on the pile of Things To Do it just isn't up there to make into reality yet.
There's a legacy version available here that's set to work with all 3.x releases for those still in 3.0.x and 3.1.x.
I still would like to place a limit-on-connections cap in the future, but that'd probably be sometime next year. I have no plans to shackle this mod to any other so no O-class here in the vanilla mod, although people are welcome (even encouraged) to make their own if they want to add that functionality before I manage to get an expansion out (likely since I'm lazy and short on time right now).