Stellaris

Stellaris

Hyperlane Randomizer
53 Comments
grendelfreak 29 Aug, 2021 @ 5:01am 
I haven't got the latest DLCs yet, but this mod does work if you use the console commands.
Hull City Fan 9 May, 2021 @ 8:29am 
any alternatives to this mod? missing its functions in my games
pauli 17 Apr, 2021 @ 5:00am 
For the curious - no, this does not work with 3.0.1. The policy options function fine, but the events never trigger, and the console commands don't appear to work either.
Anbeeld 27 Jun, 2020 @ 11:06pm 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI.
You can check proof of this and read detailed description here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055544110
Rabbit 28 Jul, 2019 @ 9:29am 
It still works
Gavril 16 Jun, 2019 @ 9:38pm 
Evolving Hyperlanes kind of does this? Unfortunately it doesn't do nearly as much as this mod, and it isn't as versital, but it is something while we wait for an update or someone who knows what they are doing to pick it up.
Radlemus 22 Apr, 2019 @ 7:43pm 
Update please! This looks cool!
Kepos 31 Dec, 2018 @ 5:42am 
could we get an update?
Kingdark 16 Dec, 2018 @ 11:48am 
This looks like a very interesting mod, I only just discovered it. Unfortunately, as far as I can tell, this mod hasn't been updated in a while, which is a real shame, because I would've liked to try it out. judging by the comments, nobody knows for sure if this is compatible or not. Still, I would say that if you use this mod, make sure not to enable other mods that touch the galaxy at all.
MightNight 12 Dec, 2018 @ 11:27pm 
@Crimson Phantom it doesn't so don't even think about it lol
Crimson Phantom 10 Dec, 2018 @ 6:47pm 
Any plans to update to 2.2? I don't know how the mod will play with the new sector generation
tilarium 31 Aug, 2018 @ 9:09pm 
@djvandebrake I like the idea of random wormholes!
djvandebrake 31 Aug, 2018 @ 4:39pm 
Wonderful mod idea! I wanted to do a "phase transition" galaxy, that started with all hyperlanes destroyed - I successfully did that (by the way, reloading a save game gets rid of the "phantom" hyperlanes) with the manual script above, then set hyperlanes to generate on a monthly basis and to be destroyed every three months. Should create 8 hyperlanes per year. Might be better to start with *most* rather than *all* hyperlanes gone, though... start of game gets really boring with nowhere to go.

Out of curioisty, have you considered a mod that adds and removes wormholes at random? Playing in a galaxy with few hyperlanes and having neighbors change every year could be really interesting. And would actually fit in game - the CoM left Earth using a wormhole that is nowhere to be found.
yobeefjerky 11 Aug, 2018 @ 2:58am 
So basically we can have really chaotic galaxies, this mod is amazing.
ScepraX  [author] 22 Apr, 2018 @ 11:19am 
@Simius: Thank you! Corrected it in the description.
Simius 22 Apr, 2018 @ 10:56am 
Thanks a lot for adding the ability to turn off the notifications. You have a slight typo in code to implement it though. It should be [event hyperlane_randomizer.7] You have [event hyperlansS_randomizer.7]

Anyway, this mod is awesome. I kind of dig it when part of my empire gets cut off from the rest and I have to declare war on some fool just to reach it.
Kepos 22 Apr, 2018 @ 6:24am 
@ScepraX
Sorry, no, I get warnings from Paradoxos Mod Manager tool with built-in compatibility checks.
Your mod works fine. All I wanted was to let you know about, so you may be able to have a look on. Incompatibility between different mods is a growing problem in Stellaris workshop.
ScepraX  [author] 22 Apr, 2018 @ 4:38am 
@Kepos: You get incompability warnings from the documentation of my mods? :) Those files are not needed for the mods to function. They're just my changelog, a link to the mod used on Steam and the Steam description. They have the same filenames in all my mods so according to your software they are all incompatible. Might be an idea to ignore the files in the root folder of the mods as they most probably have zero impact on the workings of a mod.
Kepos 21 Apr, 2018 @ 1:47pm 
Nice mod, although I have an incompatibility warning for Solar System Spawner:

- changelog.txt
- linkto.txt
- steam_description.txt

So far both work just wanted to let you know.
SoldMars 21 Apr, 2018 @ 3:57am 
Cut off my fleet from the rest of the empire. Had to watch pirates destroy my mining stations over and over. 20/10
Gudabeg 20 Apr, 2018 @ 4:24pm 
Could you tie an event to make a hyperlane to where the ship is?
YggdrasilsSword 20 Apr, 2018 @ 12:56pm 
Mod works just as advertised. I like how it makes the galactic terrain a little more fluid, without breaking game balance. This is especially needed when playing at low hyperlane settings.
ScepraX  [author] 20 Apr, 2018 @ 2:07am 
@Being Gneiss Rocks!: The idea is good and it should be possible to implement. A science ship with a special module that maintains a temporary hyperlane. I'll see if I can find the time to create it.
Gudabeg 20 Apr, 2018 @ 12:12am 
Make it super expensive tohugh
Gudabeg 20 Apr, 2018 @ 12:12am 
Could you make it some a specical ship has a module to create a temproary hyperlane (decays if not maintained)? This could be useful for going around fortress systems
Miesha 19 Apr, 2018 @ 3:56pm 
Many regrets were had when I, as soon as the game started, turned the destroy hyperlanes function on to once a month and create hyperlane to once every 2 months. Game was lagging insanely for the next 10 years until I could change policies again. 10/10 love this mod <3
ScepraX  [author] 19 Apr, 2018 @ 10:47am 
Updated the mod with the option to turn off the notifications, though not with an edict of policy. Executing [event hyperlanes_randomizer.7] in the console will toggle the notifications on and off.
Knapp 19 Apr, 2018 @ 8:56am 
This is something that is desperately needed to liven up what has become a static game.
Well done.
Simius 18 Apr, 2018 @ 9:49pm 
Could you add an edict or policy that removes the notification?

It is a great addition that you added. But I am abusing your mod to make hyperlanes get added and deleted on average once every 3 or 4 months. Getting the popup every few seconds is a bit much.
Holy Athena 18 Apr, 2018 @ 11:51am 
Good enough for me ScepraX! I'm downloading it now :D THanks for the quick update!
ScepraX  [author] 18 Apr, 2018 @ 11:50am 
@Kinith: If you set the policy settings to once [Every 12 months], wouldn't that be equivalent to once a year?
ScepraX  [author] 18 Apr, 2018 @ 11:48am 
Updated the mod to give players a notification a year before any changes occur to hyperlanes. Note that there are no marks on the galaxy map or event chains in your situation log and the information will only be displayed once.
Xyre 18 Apr, 2018 @ 7:51am 
In my opinion it would be good for a endgame crisis. Something like the Age of Strife from 40k.
Holy Athena 18 Apr, 2018 @ 7:25am 
@ Baleur

I'm with him. This looks really fun, and should be a legit mechanic in the stock game imo, but as it is right now, its too random. Your entire fleet suddenly getting cut off from your sectors in a double war, and now your stuck in 1 enemies territory, and your whole empire is open for the other enemy to rampage through.

Just 1 of many game breaking elements of the mod without what Baleur suggested. Otherwise I LOVE the idea of it as a whole.
Baleur 18 Apr, 2018 @ 6:16am 
I would love this mod if it was a bit more than just pure chance.
What i mean is, it would be nice if it had custom event chains (at least in a small way, to the empires with territory adjacent or over the affected hyperlane).
For example "WARNING: Sensors detect hyperlane degradation, we suspect a hyperlane may be collapsing between Rigel and Sol within the next year"

This would add gameplay depth as the player can plan for the event coming up, reinforce other points or redirect defences, or even secure alternate routes before the lane collapses / is created.
YGC | Kinith 17 Apr, 2018 @ 7:51pm 
How to change it so that every year it changes rather than every month. that would encourage planing and chance rather than pure luck.
Kepler68 16 Apr, 2018 @ 2:32pm 
would be tricky to pull off but amazing if it happened XD
Lady Lucina 16 Apr, 2018 @ 10:21am 
Could be interesting if the system that fleet entered has a hostile inhibitor. They may only leave through the lane they've come from, but that lane is no longer there xD
ScepraX  [author] 16 Apr, 2018 @ 9:04am 
@Athena: The fleet will be able to reach the target system without problems but it won't be able to return the same way.
Athena 15 Apr, 2018 @ 9:46pm 
This is a really cool mod idea, I'm just imagining "hyperspace" as a constantly shifting stormy dimension, or maybe the shroud is hyperspace and the same idea applies. It's kinda like the warp now. What happens if a ship is in hyperspace and the tunnel collapses during a monthly change? do they become lost or just continue to their destination?
CrazyDoc_SW 15 Apr, 2018 @ 2:30pm 
@ScepraX Wow, thanks for that!
ScepraX  [author] 15 Apr, 2018 @ 1:35pm 
Updated the description to explain it will prioritize systems with activity and systems with none or one hyperlane(s) will receive priority.

@CrazyDoc_SW: I've removed the functionality that conflicted with the mod you used from the Multiverse: Solar System Spawner mod.
ScepraX  [author] 15 Apr, 2018 @ 12:59pm 
@CrazyDoc_SW: Thank you for the feedback.
Chastity the Celibate 15 Apr, 2018 @ 12:59pm 
The author (my friend) said he is going to rework it to make monsters guard your way out of your home system.
CrazyDoc_SW 15 Apr, 2018 @ 12:58pm 
Huh, oh well, I guess I'll disable Multiverse for now. Thanks for the help.
ScepraX  [author] 15 Apr, 2018 @ 12:57pm 
Multiverse will randomly generate hyperlanes at systems that don't have any.
ScepraX  [author] 15 Apr, 2018 @ 12:56pm 
Than I'm afraid it's caused by that mod rather than this one. Might have to rethink the implementation of that mod.
CrazyDoc_SW 15 Apr, 2018 @ 12:56pm 
And yes @xnadu27, I am using the Origin Civics mod
CrazyDoc_SW 15 Apr, 2018 @ 12:56pm 
I am, yes, but the systems my home system connected to aleady existed at the start of the game.
Chastity the Celibate 15 Apr, 2018 @ 12:55pm 
I think he using the Origin Civic that starts you with no hyperlanes but a gateway in your home system.