Stellaris

Stellaris

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Hyperlane Modification
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8 Nov, 2024 @ 1:49pm
8 Apr @ 9:11pm
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Hyperlane Modification

In 1 collection by ItsChugg
Chugg's Mods
4 items
Description
This mod allows you to modify hyperlanes on the map by creating or removing them.

To use this mod, firstly you'll need to research a rare physics technology called Hyperlane Modification, which requires Gateway Activation and Mega Engineering as prerequisites.

Afterwards, in order to add a hyperlane, you'll first need to build an Emissive Hyperlane Generator in one system, and a Receptive Hyperlane Generator in another. On activation, the Emissive Hyperlane Generator will launch a tachyonic beam towards the Receptive Gateway Generator and form a hyperlane.

Alternatively, in order to remove a hyperlane, you can repeat the same process but with the Emissive Hyperlane Remover in one system, and a Receptive Hyperlane Remover in another. Again, on activation, the Emissive Hyperlane Remover will launch a tachyonic beam towards the Receptive Hyperlane Remover and disrupt the hyperlane in the process, removing it.

Finally, if you'd like to entirely isolate a system from the hyperlane network, you can instead build a Hyperlane Isolator in the system you'd like to isolate, then activate it.

This mod is a fork of this mod, which itself is a fork of this mod. It has been modified, merged, and updated to the latest version. I have modified the localisation as well to help better convey how each megastructure works.

This mod has been updated to 3.14. Not the latest version? Leave a comment letting me know!

This mod is not Ironman compatible.

Check out my other mods?

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74 Comments
Syze 2 Oct @ 7:12am 
works perfectly fine for me on current patch.
SpartanAVG 28 Sep @ 1:09pm 
Could you updated to the latest version? Apparently is not working sometimes with the latest patches, Thx in advance, one of the best mods added to stellaris so far.
kinngrimm 2 Sep @ 3:40pm 
There are several strategies for using this.
Defensively to cut of access to hostile empires.
Agressively to cricumvent positions that would otherwise hidner access to a taget empire or to withhold their expected support of allies.
Economicly cut of systems we do not need and use up efficiency or to create better conditions for trade whatever that may entail.
Artisticly to make nice looking shapes.
others i did not think of ....

Point being, at least some of this could be estemations on when an AIs would use it to their advantage.
I am though completly unaware if just by comparing strength of empires, and identifying useless systems that would be enough to create a list of systems that should or should not be connected for the AI and if that would lead otherwise to problems i did not factor in.
GDI_JeffL 11 Aug @ 11:39am 
Doesn't requiring gateway tech make it kinda useless, just build two gateways. I suppose it could still be useful to create a defensive choke point by removing a hyperlane
ItsChugg  [author] 7 Aug @ 11:12am 
AI cannot use it! I don't see a good way to make AI create or destroy lanes without it being pretty much completely random.
alos 6 Aug @ 9:35pm 
Question: Is this weighted to let AI research it? And do they know how to use it, if they do? Is there a risk of them accidentally building the stations and destroying or creating lanes at random lol?
swboy2021 2 Aug @ 7:56pm 
@M3veronMast3r That data is hardcoded into the mod. Paradox has no knowledge of what works or doesn't with their game, it just means that the Mod Author hasn't updated that part of their code to tell paradox that it works with 4.0.
M3veronMast3r 29 Jun @ 10:02am 
The Mod says it's not compatible with 4.0 and the last compatible version was 3.14 (in the playsets and mod menu in the paradox launcher that opens after starting the game)
Sypher_77 21 Jun @ 6:00pm 
so i guess i need the utopia dlc before i can use this mod??
Rekhyt 19 May @ 11:01am 
Yep works just fine, even with the new DLC and its new origin :)