Stellaris

Stellaris

Hypertraversal Manipulation CLASSIC
44 Comments
Nomad0133 24 Feb @ 11:24am 
dose this mod still work?
爱丽丝愛麗絲靉釐磃ォ 25 Feb, 2023 @ 5:09am 
:steamthumbsup::Gifting:
Vauthil  [author] 31 Dec, 2021 @ 10:24am 
Some may notice this is labeled CLASSIC now.

That's because very shortly Hypertraversal Manipulation 2 will be going up, featuring a new ship that does the same stuff instead of megastructures (a change made in preparation to add more things that manipulate hyperlane stuff to the mod).

This version will remain up for everybody who prefer the megastructure-based playstyle, although it could break at some point in the future and I may (continue to) be slow on the uptake to keep it version-current (which so far has not required any code changes, just bumping the compatible version).
Baka Racker 27 Nov, 2021 @ 10:59am 
This sounds awesome, just came across it. As others have said, a better way to play tall and/or pacifist!
Vauthil  [author] 27 Nov, 2021 @ 10:15am 
There's a folder labeled "Hypertraversal Manipulation - Dangerous Technologies" that exists in my dev environment, and one of the things I had planned in there was a pair of ships to do the coupling/decoupling of hyperlanes between existing systems. I just really haven't played in a long while and probably won't get much time to go back to the concept for a while yet.

I was opting for the ship pair to make it something more strategic; NSC has its own hyperlane manipulation structures but you have to own both systems to make use of those and I wanted something that could come into play in warfare, where you would have these lumbering unarmed things that you'd have to defend with a fleet that could handle the process (and of course weigh the cost of losing one in an operation where it cuts itself off and can't make it back home safely).

So definitely something I want, but on the pile of Things To Do it just isn't up there to make into reality yet.
samsockeater 27 Nov, 2021 @ 9:47am 
if this mod's devices can do things like create new systems, would be within the realms of believable for it to be able to make specific hyperlane connections - if you're doing map terraforming may as well go neck deep and all that
Vauthil  [author] 27 Nov, 2021 @ 7:49am 
Had time to double-check that all was functioning in testing in 3.2.2 so I've updated the marked version for all 3.2.x releases with no other changes. Sorry for no 3.1, I didn't find time to even play in that version (although hey, Paradox made it so the random system layouts will now work as intended instead of giving you the same one over and over, isn't that nice?).

There's a legacy version available here that's set to work with all 3.x releases for those still in 3.0.x and 3.1.x.

I still would like to place a limit-on-connections cap in the future, but that'd probably be sometime next year. I have no plans to shackle this mod to any other so no O-class here in the vanilla mod, although people are welcome (even encouraged) to make their own if they want to add that functionality before I manage to get an expansion out (likely since I'm lazy and short on time right now).
Cobrastan 18 Nov, 2021 @ 12:00pm 
my guess is probably not; just get that mod that lets you print systemcraft, use this mod to make a b-class, then pump it full of stellar whatever to make it o-class
Tensei Necron 4 Nov, 2021 @ 1:27pm 
Will there be an option for o-class stars in the future
samsockeater 7 Oct, 2021 @ 11:32am 
my guess is probably
masternetra 15 Sep, 2021 @ 3:34pm 
Does this still work in 3.1?
Grace of Thule 11 Jul, 2021 @ 6:34pm 
Fun fact. This isn't unrealistic within the lore of Stellaris. Only a small fraction of stars in the galaxy are connected to the hyperlane network.
leeal 24 Jun, 2021 @ 2:09pm 
finally
a way to play tall that doesn't involve dumb bandage buffs lmao
Yuki900 13 Jun, 2021 @ 11:46am 
Thank you for helping me cram my entire empire into the L-Cluster <3 Now take my points -pushes awards at OP-
ECFOX 1 Jun, 2021 @ 7:21am 
Sorry im just wondering if there will be Gigastructures or Planetary Diversity support for this mod, if not thank you anyways
CrimsonGamer99 29 May, 2021 @ 12:45pm 
But in all seriousness, THANK YOU!! You would not believe how many times I have started new games and then immediately deleted them because the starting system did not have a tight cluster of stars protected by one chokepoint and also contain a neutron star and black hole in my little 'cluster'. Now, I don't need the star requirement, which will save me literal hours.
CrimsonGamer99 29 May, 2021 @ 12:41pm 
Haha star printer go brrrrrrrr
Vauthil  [author] 23 May, 2021 @ 2:08pm 
@Olympia Thank you so much! I did this thing in a single sit-down and was kind of just brain-fried searching through modders' Discord histories seeing if anybody else had something and got some really convoluted "set a variable on every system" type answers (which was just unacceptable). This looks like exactly what I needed! When I get a moment and some ambition I'll go ahead and get that fixed up, since keeping this friendly on performance (as much as something triggering system creation can be) is important to me.
Olympia 22 May, 2021 @ 1:35pm 
Hey Vauthil! Love the mod. Nice work! I was thinking about your border gore Q&A above about not wanting to institute a performance tax. I have a personal mod that checks for the number of hyperlanes to a system by using the count_neighboring_system condition.

I plug the following into my event trigger:

count_neighbor_system = {
count < 4
}

This prevents my custom event from adding new hyperlanes in a system with 4 hyperlanes already connected to it. Could you use that same trigger for the megastructure trigger? Doesn't sound like it's a huge problem in your mod, but just wanted to share!
我不是人造革 14 May, 2021 @ 4:16pm 
Thank you for your authorization, I will start immediately :Gifting:
Vauthil  [author] 14 May, 2021 @ 9:21am 
@我不是人造革 You certainly may! Have fun!
我不是人造革 14 May, 2021 @ 5:25am 
Hello author, can I translate this mod into Chinese? I'll mark the author on the mod page.:Gifting:
Diedel 14 May, 2021 @ 1:52am 
@Lovecraft You can add the O Stars relatively easy if you want them.
1) open htm_bore_events.txt and/or htm_dowsing_events.txt
2) change one of the existing ones to have a different initializer, line instead of "special_init_09" use "giga_o_star_1"

If you want to make it a bit nicer you can add a new entry for the O stars and randomized it, there a 3 initializers. The files are documented quite nicely, so it isn't that hard.
PixiiByte 13 May, 2021 @ 9:36am 
wonderful! ive always thought that this idea in science fiction was under represented! thank you for this cool mod.
AngleWyrm 12 May, 2021 @ 3:49pm 
@LeafyGrove,
How long will it take your empire to build these things?
masternetra 12 May, 2021 @ 9:05am 
@Lex - That was a CHEAT tool. The point of this mod is to do it in a non-cheating way.
Lex 12 May, 2021 @ 2:33am 
In Tass cheat tool mod implemented this long ago. Without any techs and megastructures.
AngleWyrm 12 May, 2021 @ 12:12am 
So far it seems Research is proportional to population
Which means we can use population to estimate research time [docs.google.com]
Vauthil  [author] 11 May, 2021 @ 11:55pm 
@AngleWyrm Very variable depending on civics and such, but the first three techs are Tier 4 amounts of research (Tachyon Sensors, Hyper Shields, Citadel tier) while the final is a Tier 5 (Mega-Engineering, Jump Drives, various repeatables).

@Lovecraft I'm not going to touch O-Class stars at the moment. I'm avoiding implementing anything that directly calls upon another mod, but I also want to see if the EHOF is just going to cheaply print those or if there's going to be some sort of tax/limit involved if it does them at all. There's a "Dangerous Techs" module coming and I might throw something there, though.
NotNitehawk 11 May, 2021 @ 10:29pm 
Welp, Daltem's lost it...
Daltem 11 May, 2021 @ 6:09pm 
THIS IS THE PERFECT MOD! I WILL BLOT OUT THE STARS WITH MY STELLAR SYSTEMCRAFT! GWAHAHAHAHAHAHA!
Dreams of Quiet Calamity 10 May, 2021 @ 6:00pm 
Since you seem to be making this as a companion to Gigastructures, are you planning on adding a tech or AP to draw in the new O-Class stars?
AngleWyrm 9 May, 2021 @ 4:56am 
16k RP, so my guess is it takes about 150 pop to make the first level be a three-year research project?
Vauthil  [author] 8 May, 2021 @ 6:56pm 
There's a bigger-than-comment-size discussion of why I have this instead, but the short version is I wanted a more specifically tailored tool that addresses the specific need without additional fuss or requirements or frills to it.
samsockeater 8 May, 2021 @ 4:04pm 
why not just max out the ehof and then get the systems? and that's awesome given i too likely to just watch the other countries play at war
Vauthil  [author] 8 May, 2021 @ 7:55am 
Yes, the one content mod I will go out of my way to ensure this doesn't break is Gigastructural Engineering. I made this largely so I could both stick to my isolationist-observer playstyle and have access to specific stars to build around. Getting a Massive SINGLE star to plop a Brain on or a genuine Neutron for a Hyperforge are important things, and I was being something of a pain in the butt in MP sessions with my friends by spamming cohesive systems on cooldown to fish for these (and ending up with a lot of trinaries instead, because that's my luck).
samsockeater 8 May, 2021 @ 4:48am 
and, i should learn to read through before i type, well, now i know at least
samsockeater 8 May, 2021 @ 4:48am 
assuming it'll be fine but may as well ask : does this play nice with gigastructures?
ranma100 7 May, 2021 @ 9:07pm 
It looks like this won't conflict with Gigastructures, so I will have to give it a try
wancar 7 May, 2021 @ 8:19pm 
Thanks
Vauthil  [author] 7 May, 2021 @ 6:38pm 
Version 1.0.2, the "Actually Tell People When Things Are Happening" Update, is now live. Now you'll get notifications when the initial structure construction is complete as well as when a system has been generated. This should bring the mod up to a basic level of comfort.
wancar 7 May, 2021 @ 12:00pm 
Intriguing.
Vauthil  [author] 7 May, 2021 @ 9:26am 
What to look forward to next: A QoL pass on things. Most immediate thing is popping up a notice after system creation so as to tie up the package in a neat little bow (because that stuff is important to the experience). That's the kind of stuff one misses when making something and testing it solo (particularly when you're the type who is used to janky apps that require workarounds just to function).
Vauthil  [author] 7 May, 2021 @ 8:37am 
Please pardon the mess, I'm going to call this state "good enough" for people to look at. More effort in the presentation when I've gotten some rest and other work done!