Stellaris

Stellaris

Hypertraversal Manipulation 2
257 Comments
kinngrimm 2 Sep @ 12:37pm 
thanks for the explanation and you hit the target in your first attempt. Even though i was 80 years into that playthrough(already started the next two ^^) i did had not yet come to sensor research as i often procastinate their research as less useful, my bad.
Everything else i should fullfill and i will make a point of it now focusing that research. Again thanks for your time.
Vauthil  [author] 2 Sep @ 11:09am 
@kinngrimm

The only prerequisite technology is Subspace Sensors (tech_sensors_3), so if you have that it has a chance to show up (and if you don't it won't). The tech card showing up then has an increase in likelihood after game years 30, 40, and 50. If you have any councilors with Particle Expertise, Field Manipulation Expertise, Curator, Spark of Genius, or Maniacal traits it increases the chance again. Technological Ascendancy, finishing Discovery Traditions, or being a Scholarium also bonuses to rolling it.

Also, you need to have the Apocalypse DLC enabled or the tech will never show (Colossus functionality, which this uses, is tied to that DLC). No other mods should be messing with the tech discovery unless they've outright removed Subspace Sensors, but if you haven't discovered enough Tier 3 techs (same level as Subspace Sensors) then you won't see a Tier 4 like Fundamentals until you have enough of those too.
kinngrimm 1 Sep @ 3:03am 
80 years into my current game and sofar the technologies have not popped up- I did find the inactive ship which i guessed would become accessible with the technologies.Might be because of slow progress.
Any chance this would be incompatible with a mod that gradually develops hyperlajnes?
Vauthil  [author] 25 Aug @ 10:37am 
@Mecka Tinker

Upping it could be done again, but this shouldn't be a problem unless the galaxy is ultra-dense, provided Paradox didn't screw with the euclidean distances (and who knows, they might have, they never document that sort of thing so I don't know and I've been ill-inclined to bother checking given the absolute pile of broken promises 4.0.x has been).

Searching could be possible but it's beyond what I'm able to deal with (Stellaris UI modding is esoteric and complex at times). I won't say never, but it's beyond what I can do now.

Costs, creation distances, and the "wobble" of the Advanced Bore all have variables in \common\scripted_variables\htm_scripted_vars.txt. I'll make a note to see if I can use vars for the other stuff when next I'm tinkering (ship limits in particular are an odd bird), which will also include upping weapon priority since something in the ACOT ecosystem decided to be too low power to be a Colossus weapon and then slapped a huge priority on it.
Mecka Tinker 25 Aug @ 4:13am 
Not a bad mod, but sadly has some problems / reliability issues as well as lacking a bit.
The Issues:
- When connecting I found the mod does not seem capable of actually detecting all of the plausible systems. Either the mod fails to detect all systems or it has a limit as to how many it can display. This became painfully obvious when systems that were visually half an inch away were not an option, yet systems 4-6 visual inches away were.
As for what it's lacking:
- When connecting systems the selection list can get crazy huge. Would a search bar be possible / out of the question?
- I feel a modifiable, simple and easily understood config file to adjust costs, charge times, number of ships allowed, etc would be useful. Doesn't even need to be configurable in game either, just a txt file or something.
Otherwise, great work and a fun addition. Hope the mod gets better over time.
Ros[É] 24 Jun @ 2:08pm 
@random2125879 yes, but it's incompatible with ACOT, loading it before or after acot causes the augur to be replaced with some other more advanced planet killer component (in my case it's the sigma devolutioner)
random2125879 18 Jun @ 3:11pm 
does this still work?
Lord Tzeentch 25 May @ 9:04am 
This is the mod I was looking for, to be a real universe shaper empire, this is great, thank so much for this mod
Vauthil  [author] 20 May @ 7:00pm 
@tzverg Thank you very much, this is now included with the update just bumped.
tzverg 20 May @ 4:57pm 
Daltem 6 May @ 2:41pm 
counterpoint?
i can now build the augur?
very weird, but i'll take it XD
Daltem 6 May @ 1:46pm 
Just loaded up my game to check, and im currently unable to build the Augur as a meatship user
though ofc, my metalship friend in the same game can still build theirs
Vauthil  [author] 6 May @ 9:42am 
Provisionally I think Biological Shipset empires can build the Augur now, albeit at a pure alloy cost for the hull because I am not breaking backwards compatibility on something I can't check myself right now. If somebody with the DLC can check and report back I'd appreciate it.

I did go back and make sure adding the toggle didn't break building the ship in old Stellaris, so for the moment we remain backwards compatible AND able to let the meatship people build Augurs.
Vauthil  [author] 6 May @ 9:07am 
@Daltem I was afraid that might turn up as an issue but wasn't sure. Sigh.

I don't have BioGenesis yet so it'll take a bit for me to figure out what I'm supposed to do here (i.e. I'll need to trawl through the files and see how Science/Construction Ships get handled in that system since any exceptions for them are what I'll want to emulate).
Daltem 6 May @ 6:15am 
If you choose the Biological Shipset, you cant build the Augur, as presumably there isn't a Biological Augur

Please help, i didn't realise this until a Purifier was on my doorstop, and i cant cut them off XD
Vauthil  [author] 5 May @ 8:32am 
Version bumped since all appears to be in order. The event window is popping up when the Augur fires but that may just be base game default settings since Paradox has been poking at that stuff.

As Inny has justifiably stepped down from updating The Merger of Rules, I have removed the bit about it from the description. Everybody should be eternally grateful to Inny for having maintained so much for so long and it's going to be interesting seeing if people step up or at least take compatibility stuff into our own hands. For my part this adds "compatibility toggle option" to the list of things for the eventual initial configuration menu this mod will get when I'm energetic enough to implement it.
Vauthil  [author] 5 May @ 7:52am 
Everything appears to still be in order in 4.0, although I am poking at one thing before I'll officially bump the compatibility number.
Catalyst 2 May @ 11:03pm 
this is definitely my favorite mod. i love trolling the AI :steammocking:
Reubeanie 6 Jan @ 5:52pm 
Is it possible to remove wormholes with this mod?
Vauthil  [author] 31 Dec, 2024 @ 6:21pm 
@Ahveka Taqe They don't. On top of it potentially being that kind of resource nightmare, I have zero inclination to learn enough to make it work.

The reason the "Nevermind" button is on top of windows is to make it the default choice so just in case it somehow manages to fire it (which could happen if, say, someone is using the play command to swap while it's firing), it'll still pick to do nothing about it. The AI are straight up told to never bother researching the unlock techs (big huge 0 weight for AI priority), and if they still get their hands on one they just fly it around like it's another military ship.
Ahveka Taqe 31 Dec, 2024 @ 11:39am 
Quick question... Do ai empires know how to use this? They keep spamming Sentry Arrays (a mod I have installed allows this) when you only need one. My buddy is on the fence about us playing with this mod because he doesn't want ai to litter the galaxy with way too many hyperlanes.
Frantastic 9 Nov, 2024 @ 3:06am 
@Willem @Vauthil oh. this explains a lot, i'm a bit dumb. Thanks for the kind and patient responses, love the mod btw!
Namid 8 Nov, 2024 @ 6:44pm 
Oh my goodness ... it didn't warn me and I feel like I'm totally blind! Yep, I'm missing the DLC, so I'll go ahead and pick it up. Thank you!
Vauthil  [author] 8 Nov, 2024 @ 6:42pm 
@Namid Do you have the Apocalypse DLC and have it enabled? This mod requires it because it uses Colossus ship code and will not let you research or build anything without it. That's the only conceivable thing that should be blocking console-learning the technology (and the Workshop should have a purple bar above the Subscribe button warning you it needs DLC and show it on the right side if you don't have it because of that). Otherwise, the download's just outright borked and you may need to verify the game files through Steam.
Namid 8 Nov, 2024 @ 4:56pm 
So, I tried to force the research and it just keeps saying it cannot be researched - both with the command you gave me and the debug menu. This mod is at the bottom of my load order, only with "Overflow Prevention", "Real Space Triggers Compatibility Patch", "! Better Performance & Utilities", "!BERG - Building Merger", "!!!Universal Resource Patch [2.4+]", "!!Universal Modifier Patch (3.14.*)", and "! The Merger of Rules 3.14" below it (the list is in order).

Any ideas?

Edit: I put the mod at the bottom of my mod list, but still having the same issue.
Vauthil  [author] 8 Nov, 2024 @ 2:21am 
@Namid If you console (`) it and do "research_technology tech_htm_01" you should get the initial technology and be able to build the Augur immediately.

Getting it to show up naturally is boosted in a lot of ways. Firstly, the initial tech shows up 2x as often after 2230, and gets additional 2x boosts at 2240 and 2250. There's an additional 2x boost if anybody in your council has Particle Expertise, Field Manipulation Expertise, Spark of Genius, Hyper Focus, or is a Curator. Even though it isn't technically rare it also gets the boost from Tech Ascendancy, and also has a 1.5x boost if you've finished Discovery. A Scholarium also gets a 1.5x boost.

And finally, it's a Tier 4 tech, so (unless you have a mod changing the science tier requirement) you need to have researched 5 other Tier 3 techs besides Subspace Sensors before it'll ever show up.
Namid 8 Nov, 2024 @ 1:56am 
Sorry to pop in again... hi~ So, I've had Subspace Sensors for a WHILE now and haven't come across any of the techs. Is there a way to somehow double check they are there, but I'm just super unlucky?
Vauthil  [author] 8 Nov, 2024 @ 12:19am 
@Frantastic Yeah, as Willem noted, the Augur is like a science or construction ship and isn't able to be designed. It will automatically field-upgrade its components as you advance technologies like those as well, although it may periodically and temporarily show the upgrade icon but not let you do it since those upgrades appear to happen on the yearly tick.

The Augur's a specialist vessel that doesn't really benefit from micromanaging its loadout. It has no aux slots for any of that functionality, its valid reactors are limited to two versions that are still only 1/3rd what a Colossus weapon needs, and the niche of letting people go all-armor or all-shields (the only real choice you can make if it were still designable) isn't worth the support burden of people somehow dislodging the W slot beam and thinking it's broken.
Willem 7 Nov, 2024 @ 11:54pm 
@Frantastic You cannot design the Augur, it'll get automatically upgraded as you get new components.
Frantastic 7 Nov, 2024 @ 11:39pm 
Hey, new issue. Techs are coming up and I'm able to build the Augur, but can't make a design for it. "Open Designer" button on the ship inspect is greyed out and uninteractable. Maybe an NSC compat issue?
Namid 31 Oct, 2024 @ 12:08am 
I really appreciate the in-depth answer! Very much so~ You did remind me of the Maginot fields!
Vauthil  [author] 30 Oct, 2024 @ 10:25pm 
New systems made by the Augur can be jumped to; it would take something like the Maginot fields from Gigastructures or other jump-suppressors to stop that as the L-Cluster and Cohesive Space natively do (there's some other stuff out there, and if you take a look at the Merger of Rules which makes many of them work in concert you can see what they are).

I've contemplated making jump-sealing a system a function of the Augur but just haven't gotten around to it. Partially because the AI (outside of outliers like the Blokkats) is just really bad at ever using non-conventional drives or connection methods, so it never came up as something for me to bother implementing.

So with this mod alone as it is currently, no, you can't prevent someone jumping. That's currently outside the scope it handles.
Namid 30 Oct, 2024 @ 9:51pm 
Oh, I totally misspoke, so the misunderstanding is on my part! What I meant to say is... can you, in the new generated systems outside the galaxy, jump-drive to them? It is a vanilla tech (although late, but crisis tend to have the tech) that allows you to bypass hyperlanes altogether. The point of me asking is, wondering if I can truly isolate myself from everyone, if needed / wanted.
Commander Ashfield 30 Oct, 2024 @ 8:52pm 
@Namid
I don't know if jump drives are a vanilla tech or not, I play with so many extra tech mods I've honestly forgotten what the vanilla techs are.
But if it is in or is a part of the vanilla tech tree, you should be able to look up the exact tech id code for jump drives and enter it in the console commands bar at the very beginning of your game to receive the ability to use those jump drives.
Hope this helps with your additional question.
Namid 30 Oct, 2024 @ 6:07pm 
Thank you so much for the reply! One more quick question - would you be able to start jump drives? I'm guessing not, but thought I'd ask. However, even if my goal can't be achieved in the way I imagine it - yes, this mod sounds awesome!
Commander Ashfield 30 Oct, 2024 @ 5:47pm 
@Namid
Yes you can in a way, go to the edge of the your galaxy or generate a path there with the Augers & then use Augers to both create as many systems you want outside the the main galaxy's hyperlanes and then have an Auger cut of access to this new extra cluster until you want to reconnect it again.
This is one way to use the Augers in this mod, but there are plenty more ways to use them which you can find out as you experiment with it.
Namid 30 Oct, 2024 @ 5:21pm 
Just thought I'd pop in to ask (and forgive me if this is an annoying question), but I'm trying a way to generate new systems outside the galaxy and being able to control access to it. I was wondering if this mod has that potential?

So far I've "sort of" made it work with the EHOF and creating two gateways - though the only way to stop movement is to dismantle one of the gateways. I know one way is through L-Gate mods, but I'm very hesitant to get that DLC with all the bad reviews of L-Gates. I hope I explained what I'm trying to do clearly! <3
Commander Ashfield 30 Oct, 2024 @ 11:03am 
@Vauthil
Yeah, I did deactivate it and my game still crashed, thus it's other people's and their mods that are broken somewhere. So I'm just going to stop playing the game for the next week or two and allow everyone else to fix their stuff so I can play.
Vauthil  [author] 30 Oct, 2024 @ 10:44am 
@Commander Ashfield Oh yes, the Unofficial Patch touches so much stuff that it's a mod that's very serious about which version of Stellaris it works with and lists it in the title. That should definitely be disabled until Ariphaos has had time to update it (a task I do not envy one bit).
Commander Ashfield 30 Oct, 2024 @ 10:43am 
@Vauthil
Found out their isn't anything wrong with your mod after you bumped the version,
The fault is with several other peoples mods going haywire.
Commander Ashfield 30 Oct, 2024 @ 10:38am 
@Vauthil
After I paired up all the UI Mods I have working together and just going through the process of elimination.
I found that the mod: ~~Ariphaos Unofficial Patch (3.13) (That's been constantly updated to this point)
Is the cause of my crashes while using all my selected mods (Your mod included) together.
Vauthil  [author] 30 Oct, 2024 @ 10:36am 
I've just uploaded a version with a backwards-compatible (back to 3.8.1, yes) change to component templates that may ease a problem with ship templates causing CTD at the start screen that's arisen in 3.14.1. If anybody has crashes with this mod and only this mod at startup after updating, please let me know.
Vauthil  [author] 30 Oct, 2024 @ 10:22am 
@Commander Ashfield

THAT is bizarre if the only change was refreshing it. It's literally been the same exact everything for over a year, the only thing that changed when I version bumped is the header the launcher reads for version compatibility.

There's still one thing I'm looking to try as a backwards-compatible tweak anyway, but it's good that at least solo we are launching.
Vauthil  [author] 30 Oct, 2024 @ 10:16am 
@Commander Ashfield

I do have the new DLC (only one I don't own is Astral Planes), but I did just try this with the new DLC disabled from the launcher and I could still run it all just fine. I also looked into the CTD from ship components stuff other mods are having a problem with and I shouldn't have that problem because of how I set mine up (the problem for them seems to be with components locked behind the same tech as the chassis, which isn't how mine work).

Still, thanks for confirming it's something multiple people are having an issue with so I can keep digging.
Commander Ashfield 30 Oct, 2024 @ 10:14am 
@Vauthil
After correctly playing on the mod playlist with only your mod that you version bumped, it didn't crash after hitting new game, however when I went to use your mod with my other ones it crashed upon hitting new game. So something somewhere isn't liking each other.
Commander Ashfield 30 Oct, 2024 @ 10:05am 
@Vauthil
This slipped my mind but might help you locate the error.
I don't own the new dlc but I am on the latest update and it crashes upon hitting new game.
So maybe there's a problem for those don't own the latest dlc but are on the latest update.
Commander Ashfield 30 Oct, 2024 @ 10:01am 
So to try it out will require another unsub and resub?
Vauthil  [author] 30 Oct, 2024 @ 10:01am 
@Commander Ashfield That's okay, I'll look at what's changed in the ship required components (which I've seen some other mod authors mention needing to fix on theirs) and see if I can even do a placebo fix to placate the system there.
Vauthil  [author] 30 Oct, 2024 @ 9:58am 
Yeah, resubbing for long-time users shouldn't really affect anything; it's been over a year since anything's changed in the guts of the mod, I've just been reuploading to bump the header version since the version uploaded for Stellaris 3.8.1 (and I was too lazy to even bother with that for 3.13.x).

I've tested this for 3.14.1 in isolation and with the usual hodgepodge of big tech mods that already updated (and even a couple that haven't yet). Starting up the game, starting a new game, learning the techs, building the ship, shooting the beam, selecting all the different functions all worked as normal.

A fun quirk of the Workshop is I have to always use my local copy, though, so I version bumped just now just in case for folks willing to try it out.
Commander Ashfield 30 Oct, 2024 @ 9:55am 
Ok, to confirm, I loaded only your mod with nothing else and it crashes when hitting new game.
Sorry I don't have any other information to assist you in finding the error causing this to happen.