Stellaris

Stellaris

Hyperlane Generation: Isolator
25 Comments
ItsChugg 9 Nov, 2024 @ 8:34pm 
Heyo, after a request I've merged this mod into my mod aswell. Thanks for supporting these mods until now!
NBUIJBT 16 Jun, 2024 @ 7:03pm 
Just tried this with gigas, and it removed all the hyperlanes around a system upon the mega being completed, so seems to work.
Inderezzed 23 Apr, 2024 @ 4:35pm 
any signs of this still working with the latest release?
Sade 13 May, 2021 @ 12:02am 
This is working fine for me on 3.0.2
Alana 1 Apr, 2021 @ 3:50pm 
beep
VS-lockon 18 Jan, 2021 @ 9:52am 
beep
Atom, He Who Seeks Nowhere 6 Aug, 2020 @ 8:11am 
beep
Kingdark 17 Jul, 2020 @ 1:33pm 
The last time the mod was updated was march 2019. Unless the author says otherwise, I don't think this is gonna see an update any time soon.
SeGAD 17 Jul, 2020 @ 11:55am 
Urgent update, please.
46Sora 18 Apr, 2020 @ 9:40pm 
works with gigastructures?
Honshitsu 20 Mar, 2020 @ 5:43am 
tested working in 2.6 (tested only the isolator, but worked fine)
jonjowett  [author] 26 Feb, 2019 @ 1:16pm 
Uploaded a "proper fix" for the survey, along with a cost update.

For the record, the problem was that the "requires all planets to be surveyed" check was checking whether you had surveyed all planets everywhere in the galaxy, rather than all planets in the system.

I have also uploaded an alternate version of the base Hyperlane Generation mod, which should be properly updated for v2.2.4.
Tsunatus 15 Feb, 2019 @ 1:19am 
there might be a conflict with the core mod "Hyperlane Generation". I'll check it out later
jonjowett  [author] 14 Feb, 2019 @ 9:52am 
@Tsunatus: Thanks for the detailed bugfix. I have no idea why this isn't working... but then again, I'm not playing Stellaris much at the moment! Anyway, I've pushed your change up to the workshop as a new version. It shouldn't be necessary for anyone to do your fix manually.

Aside: If this is broken, the same lines in the base hyperlane generator mod are probably also causing problems...
Tsunatus 14 Feb, 2019 @ 6:06am 
@Alex Beheshti
@everyone else i guess

If you are having trouble constructing the Isolator due to the game thinking you having surveyed the system you remove the clause preventing its construction

Make sure you have WinRar

Go into the workshop folder located here
.\steamapps\workshop\content\281990\1350762827

Open "hyperlane_generation_nuke.zip"
(you don't need to extract, just open it by double-clicking)

Open Common and then Megastructures and you should see a .txt file named "hyperlane_nuke.txt"

Open "hyperlane_nuke.txt" by double clicking

Once inside go to line 28 and you should see this:
custom_tooltip = {
fail_text = "requires_surveyed_system"
NOT = {
any_planet = {
is_surveyed = {
who = prev.from
status = no
}
}
}
}

Delete this, save the changes and when you close the editor WinRar should give you a popup saying that the file was modified. Select yes and close winrar and reload the game.
Kingdark 18 Jan, 2019 @ 2:43pm 
@Alex beheshti this mod requires another which hasn't been updated yet. Don't use it until both are up to date. That's my advice at least.
Timmie 18 Jan, 2019 @ 10:12am 
I'm getting an error when I try to build to isolater. The game is telling me I can't build it in systems I haven't surveyed... except I have.
jonjowett  [author] 10 Dec, 2018 @ 9:49am 
Updated for v2.2. This mod still requires the v2.1 Hyperlane Generation mod, for the prerequisite tech. I've also added some arbitrary costs that seem to be in line with other megastructures... but I have no idea if they are balanced or not. When Khadgar updates his mod, I'll change my costs to be in line with his.
Kingdark 10 Dec, 2018 @ 9:00am 
Hey, at least you're going to the trouble of updating them. That's something that can't be said for a lot of mods on the workshop these days. Thank you!
jonjowett  [author] 10 Dec, 2018 @ 8:27am 
@Kingdark: No idea, tbh. My best guess is "probably", but I'll need to see what's changed in the vanilla code (and in Khadgar's mod). I'm not playing Stellaris much at the moment (CK2's Holy Fury is too good...), but I am planning to get all of my mods updated to work with v2.2. That said, because I'm not playing much at the moment, they may not be well balanced for the new game environment.
Kingdark 9 Dec, 2018 @ 3:46am 
Is this compatible with the current game?
jonjowett  [author] 12 Apr, 2018 @ 1:10pm 
@Joseph, Yes, I use that one too. I'll make a note in the description.
J 12 Apr, 2018 @ 12:10pm 
Using your mod in my current game along with this mod

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1310625695

this game makes it much more strategic. just the right amount of choke points for my empire!
jonjowett  [author] 12 Apr, 2018 @ 10:27am 
Added some screenshots of the time that the Ether Dragon spawned next to the xenophobe fallen empire - a classic use-case for this mod!
J 12 Apr, 2018 @ 9:25am 
COOL!