Stellaris

Stellaris

[DEPRECIATED] True Hyperdrive-only
121 Comments
SargR 21 Apr, 2021 @ 8:48am 
update to 3.0.2 p;ls
falhxer 11 Feb, 2018 @ 9:20am 
i wonder why didnt i subscribed yet ?
foolmanchoo 26 Jan, 2018 @ 4:02pm 
Just what I needed to practice for 2.0. Thank you! :steamhappy:
alexanderyou 15 Dec, 2017 @ 7:00pm 
@Primarch Fenrir and you sound like an asshole. Anyways, once 2.0 hits the base game will work like this for the most part anyways, so have fun.
Jarl Vánagandr 15 Dec, 2017 @ 6:54pm 
this sounds insanely boring
Sovereign 13 Dec, 2017 @ 4:15am 
Important mod at somepoint all empires reach to point of using jump drives and then the game fps drops significantly. CPU hates everything but hyperlanes drive.
Boristus  [author] 8 Dec, 2017 @ 10:03am 
The mod is now updated to 1.9
Boristus  [author] 8 Dec, 2017 @ 9:18am 
@Doma - There will be as soon as I can take a look at it. I haven't been playing Stellaris recently, so the update took me by surprise. Shouldn't be more than an hour or two.
Doma 8 Dec, 2017 @ 3:00am 
Any support for 1.9 ?
Boristus  [author] 10 Nov, 2017 @ 10:38am 
@yook9298 - That may be a mod conflict (I did modifiy the Guardian FTL drive, but it is in a different file than the other ones).
yoon 9 Nov, 2017 @ 3:47pm 
It seems that some unique units like ether drake doesn't have any FTL method in this mod so can't travel between star systems..
alexanderyou 2 Nov, 2017 @ 6:25am 
Next stellaris update basically integrates this mod.

Thanks for the mod so far, was a required mod for me since my second game :P
alexanderyou 17 Oct, 2017 @ 2:58pm 
Anyways true warp wouldn't really make sense, since jump drives function the same as warp and basically everything overwritten by this mod is a jump drive or creature that uses warp drives already...
Boristus  [author] 17 Oct, 2017 @ 1:27pm 
@Spirit - I'll leave that to someone else.
Spirit 17 Oct, 2017 @ 11:57am 
can you create a true warp only one ? would be awesome
Boristus  [author] 16 Oct, 2017 @ 8:25pm 
Ok, now that I am finished moving I finally had time to update to the new patch. Sorry for the delay.
Ram 14 Oct, 2017 @ 2:17pm 
@Boristus - Yeah, it will probably take less than 10 minutes. Just open the vanilla file and your file in the same instance of Notepad++, use the Compare plugin and it'll highlight all the differences. The other changes I mentioned are just minor changes to weight modifiers, which will be quick to fix.
Boristus  [author] 14 Oct, 2017 @ 2:08pm 
@Ramdat - Understood. I should have time to fix it within the day.
Ram 14 Oct, 2017 @ 2:05pm 
@Boristus - The current version is 1.8.2. It is not beta anymore. Everyone's gene tailoring will be broken unless they manually tell Steam to use 1.8.0 instead.
Boristus  [author] 14 Oct, 2017 @ 2:01pm 
@Ramdat - Is this a change in the beta version (If it is even still a beta version. I'm in the middle of moving so I haven't been in a position to keep up with updates to the game)?
Spirit 14 Oct, 2017 @ 1:12pm 
i think you should change fallen empires back to jump drives ... they refuse to colonize more planets or expand their borders (but keep jumpdrives unresearchable)
Ram 13 Oct, 2017 @ 6:25pm 
The gene tailoring thing is broken because they changed

HUM_species_trait_points_add = @tech_gene_tailoring_POINTS
MAM_species_trait_points_add = @tech_gene_tailoring_POINTS
REP_species_trait_points_add = @tech_gene_tailoring_POINTS
AVI_species_trait_points_add = @tech_gene_tailoring_POINTS
ART_species_trait_points_add = @tech_gene_tailoring_POINTS
MOL_species_trait_points_add = @tech_gene_tailoring_POINTS
FUN_species_trait_points_add = @tech_gene_tailoring_POINTS
PLANT_species_trait_points_add = @tech_gene_tailoring_POINTS
To only

BIOLOGICAL_species_trait_points_add = @tech_gene_tailoring_POINTS

On line 2260.

There are a number of other small changes as well, to both the physics and society tree.
Boristus  [author] 11 Oct, 2017 @ 8:46pm 
@Ramdat - Sort of, that tech still exists and is obtained the same way, but now grants a +50% FTL speed instead.
Ram 11 Oct, 2017 @ 12:47pm 
Does this disable the jumpdrive technology gained from destroying the dimensional horror and the psi-jumpdrive from the shroud events?
baronjutter 5 Oct, 2017 @ 8:31am 
Would it be safe to turn off your mod mid-game then?
Boristus  [author] 5 Oct, 2017 @ 4:09am 
@baronjutter - While I've been too busy to take a look at the patch yet, I would assume that is because it has made substantial changes to the Society tech tree which this mod overwrites. That makes things tricky, since fixing the mod to work with the beta patch in that case would likely render it unusable (or at least cause similar issues to what beta patch users are experiencing) under the "live" release.
baronjutter 4 Oct, 2017 @ 10:52pm 
I'm on 1.8.1 as well and noticed a few minor bugs like Tobori noted. The biggest thing though is that I can no longer gene mod, the genetic tailoring tech is some how missing from the game. Even using the effect give_technology can't give it, and further tech that give gene points have blank descriptions. Something has messed up technology.
Boristus  [author] 3 Oct, 2017 @ 6:17pm 
@Tobori - It could be. I wasn't aware there even was a new Beta patch out. I'll take a look a little later.
UncleTobiVT 3 Oct, 2017 @ 5:02pm 
There seems to be some conflict with the 1.8.1 Beta patch. For example: The Determinated Exterminator Civic has lost the buff that it got, or atleast it looks that way. I noticed that you have the original english localisation file in your mod, could that be causing a visual bug with the civic not show the correct stats, even if the are applied?
alexanderyou 29 Sep, 2017 @ 9:34pm 
Improved Hyperlanes and Fog of War also changes hyperdrives and it says it also makes fallen empires use hyperdrives. Maybe it's conflicting, but I'd think even if they did one would work XD
alexanderyou 29 Sep, 2017 @ 9:32pm 
Here's the list of all the mods I was using (is a lot)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1117950830
Boristus  [author] 29 Sep, 2017 @ 9:02pm 
@alexanderyou - I've taken a look at all three (individually and all at once), but cannot replicate the issue. What other mods are you running?
alexanderyou 29 Sep, 2017 @ 8:27pm 
I have this and the compatability patch, and the awakened empire I fought still has jump drives. The only things I can think of that affect FTL drives are NSC, Naked Corvette Prevention, and maybe Fallen Empires Expanded.
Boristus  [author] 21 Sep, 2017 @ 11:41am 
@GM - Probably not. I don't think the Workshop supports legacy mod downloads, unfortunately.
TehGM 21 Sep, 2017 @ 10:45am 
Is there any way to get previous version? Can't play my save cause some mods didn't upgrade to new one, and I wanted to downgrade.
X i 17 Sep, 2017 @ 1:37pm 
Capek* and saw you replied. Thanks!!
Boristus  [author] 17 Sep, 2017 @ 1:30pm 
@X i - Yes it will be.
X i 17 Sep, 2017 @ 1:29pm 
This one going to be updated with Caped Release 1.8? Can't play without it at this point.
Summon3r 24 Aug, 2017 @ 11:55pm 
really? that has to be the weirdest dumbest mechanic ever why would your drives get less efficient as you move away lol.... thx though
Boristus  [author] 24 Aug, 2017 @ 7:42pm 
@Summon3r - By default, that happens if you are really really far from your territory. It's a frustrating little feature included in the base game called Windup Penalty. One of my other mods, Better Hyperdrives (it's the second link in the mod description), removes this feature.
Summon3r 24 Aug, 2017 @ 5:08pm 
*18 days
Summon3r 24 Aug, 2017 @ 4:56pm 
@Boristus is the t4 hyperdrive really wupposed to take 22 days to spin up? or is it based on ship size?
Boristus  [author] 20 Aug, 2017 @ 9:42am 
@Alexaneryou - I've made a fix. I did end up going with a compatibility patch since it ended up being the cleanest fix. You can find it here:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1116054121

Apologies for the delay.
alexanderyou 20 Aug, 2017 @ 9:24am 
Thankee much~
Boristus  [author] 20 Aug, 2017 @ 9:13am 
@Alexanderyou - I'll take a look at it. Compatibility patches can be a bit finicky in Paradox games due to lack of a controllable load order, so I will see if I can get it to overwrite IHaFoW's utilities_drives by default without breaking that mod in the process.
alexanderyou 19 Aug, 2017 @ 8:08am 
I'm getting the same issue as Syntax and The Mad Malk, where the tier IV Hyperdrive acts as a jump drive. The collection of mods I use is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=833721433

I believe the mod that may be causing the incompatabilities is "Improved Hyperlanes and Fog of War V2" since it also overwrites the "00_utilities_drives.txt" file. A compatability patch would be much appreciated, as I feel these two mods complement each other quite nicely :P
UncleTobiVT 15 Jul, 2017 @ 7:39pm 
Works like a charm :) Thank you very much for this mod. Liked and Favorited.
Boristus  [author] 13 Jul, 2017 @ 1:50pm 
@TheSkyShaft™ - There's no alternative DL link, but the way the mod is currently written it shouldn't cause too many issues if it is installed mid-way through a game (the main issues would be with countries using Wormholes, but those issues would still crop up if you used the "Any FTL Allowed" setting with the mod installed from the start).
Leo 13 Jul, 2017 @ 8:48am 
Hi, is there a mod download link for this on for instance mega? i have no idea how "unstable" mods can get when they are updated to a higher version on stellaris while you're still playing on the same save(but my guess, its something like hearts of iron 4 where the game more or less dies if a mod changes mid save) so i'd prefer to download it manually(as i can use weeks to finish a game).
Boristus  [author] 12 Jul, 2017 @ 1:02pm 
@Summon3r - Barring mod incompatabilities, yes.