Stellaris
Hyperlane Modification
74 comentarios
Syze 2 OCT a las 7:12 
works perfectly fine for me on current patch.
SpartanAVG 28 SEP a las 13:09 
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 a las 15:40 
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 AGO a las 11:39 
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  [autor] 7 AGO a las 11:12 
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 AGO a las 21:35 
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 AGO a las 19:56 
@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 a las 10:02 
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 a las 18:00 
so i guess i need the utopia dlc before i can use this mod??
Rekhyt 19 MAY a las 11:01 
Yep works just fine, even with the new DLC and its new origin :)
ItsChugg  [autor] 7 MAY a las 23:04 
Should work perfectly fine for 4.0!
ConfusedAsian 7 MAY a las 19:50 
pls update to 4.0
The Next Decade 20 ABR a las 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  [autor] 14 ABR a las 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 ABR a las 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  [autor] 8 ABR a las 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 ABR a las 19:51 
for some reason it isnt working anymore and i don't know why, cant build past first stage
ItsChugg  [autor] 7 ABR a las 16:42 
Unfortunate, but I'm glad you solved the situation!
Yourmomu 7 ABR a las 7:20 
I'm a fool. It was ACOT and its supertensile megstructure system. I didnt realize it worked on all megastructures.
Yourmomu 7 ABR a las 7:14 
oh nvm its not this mod, ALL of my megastructures are janked up.
Yourmomu 7 ABR a las 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  [autor] 6 ABR a las 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  [autor] 6 ABR a las 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  [autor] 6 ABR a las 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  [autor] 6 ABR a las 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 ABR a las 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 ABR a las 1:59 
Compared to technology requirements, cost and construction time, hyperline should be better than stargate, otherwise why not directly create stargate.
ItsChugg  [autor] 4 ABR a las 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 ABR a las 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  [autor] 10 FEB a las 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 a las 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  [autor] 7 FEB a las 3:45 
AI is not capable of using this, so you don't have to worry!
Siberian Frontier 4 FEB a las 4:47 
I hope AI can't use it?
Duros001 18 ENE a las 7:15 
Thank you so much :D
ItsChugg  [autor] 17 ENE a las 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 ENE a las 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 ENE a las 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 DIC 2024 a las 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 DIC 2024 a las 21:27 
.... so use this with gates... this is like a big super tactic over space control.
ItsChugg  [autor] 20 NOV 2024 a las 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  [autor] 20 NOV 2024 a las 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 a las 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  [autor] 16 NOV 2024 a las 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 a las 21:10 
do you think your mod will conflict with others? i mostly just run ZoFE or the grey tempest
ItsChugg  [autor] 13 NOV 2024 a las 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 a las 18:07 
What's the difference between this and NSC3's own hyperlane modification?
Apocrypha 13 NOV 2024 a las 14:50 
Behold the GOAT is returned to us.
♦Semaru♦ 13 NOV 2024 a las 8:42 
@ItsChugg Localization is working fine. Thx!
TheGrandN 13 NOV 2024 a las 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  [autor] 13 NOV 2024 a las 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.