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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).
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.
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).
a way to play tall that doesn't involve dumb bandage buffs lmao
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!
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.
How long will it take your empire to build these things?
Which means we can use population to estimate research time [docs.google.com]
@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.