Stellaris

Stellaris

EG - Slower Hyperdrives (ex Make Space Bigger)
273 Comments
Quote 27 Apr, 2024 @ 8:48pm 
All this time and this mod still works.

I actually think that this makes more sense than what we have now. I always found it silly how charging hyperdrives take 15 days, while the FTL travel itself only lasts 3 days max. More time travelling, less time charging please!
Emmanuel DH 2 Feb, 2024 @ 5:14pm 
Khorne Flakes, could you be more specific about your last message about adding stuff ? what to do exactly ? (Ultra noob in modding here)
di2 18 Jan, 2024 @ 3:28pm 
I have been looking exactly for something like this. Many thanks for the detailed explanations, both to the author and to Khorne Flakes!
Khorne Flakes 23 Sep, 2023 @ 12:23am 
You might wanna go through the vanilla 00_defines.txt and add things to your modded defines, accommodating for the slower hyper travel speed. Stuff like DEBRIS_DAYS, JUMP_DRIVE_COOLDOWN, ENFORCE_STATUS_QUO_MONTHS, WAR_EXHAUSTION, etc. Those ones specifically need to be in NGameplay's brackets, not NShip's.
Khorne Flakes 23 Sep, 2023 @ 12:22am 
I don't believe this mod works anymore but I could be wrong, haven't used it since ButtJunkie explained it and I just made my own(thanks again).

> Make a new mod in the stellaris launcher
> Go to documents/paradox interactive/stellaris/mods/(your mod here)
> Create two new folders called common and defines. Put defines in the common folder
> Copy 00_defines.txt from the stellaris files to your new defines folder
> Rename 00_defines to whatever you want like slower_drive
> Delete everything in the text file and paste/type this instead:
NShip = {

HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED = 1.0 # In micro updates ( 10/day )

}
> Replace 1.0 with however fast/slow you want hyperdrive travel to be. I have mine at 0.01. Like ButtJunkie mentioned below, lowering it runs the risk of breaking things but you can try to go slower.
> Enable your new mod in the paradox launcher, now hyperdrive travel should be much slower.
ButtJunkie  [author] 22 Sep, 2023 @ 8:04pm 
No idea, I haven't played Stellaris since 2019.
atticorafasciata_Lastochka 15 Sep, 2023 @ 12:42pm 
work on 3.9??
Bluetail 11 Apr, 2022 @ 6:58pm 
Yes people like me want the game to slow down and not be so quick, ships flying around the galaxy like as if they're driving on a road to downtown, plus going slow makes certain things better, saying certain things for a reason.
ButtJunkie  [author] 11 Jul, 2020 @ 7:10pm 
Go into the stellaris/common/defines folder and open 00_defines. Find:
"HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED"
It should be 1.0 by default. Lower it - note that lowering it too low (sorry can't remember the value) will cause ships to get stuck just before entering a system. There is a way to get around that, but it requires scripting and has an effect on performance (you create a script which fires occasionally giving ships an FTL speed boost for a single day, allowing them to finish the final day of the trip).
Khorne Flakes 7 Jul, 2020 @ 11:57pm 
Could you or anyone else explain how to change hyperdrive speeds via modding? I really want to use a mod like this, but I can't find one thats up-to-date.
ButtJunkie  [author] 16 Dec, 2018 @ 8:05am 
Well it's just a few defines tweaks, so it's not really 'incorporating', it's a simple mod. That said I'll update this, because the problem with a combination mod like that is people can't necessarily choose what they want. E.g. I just want the speed change - I've got my own galaxy generation mod, and my overhaul covers everything else.
Kepos 16 Dec, 2018 @ 3:25am 
Thumbs up for updating. Game Options Expanded already incorporated your mod, probably you don't have to work over all stuff...
ButtJunkie  [author] 9 Dec, 2018 @ 9:08pm 
Ok I'll update. I also like to torture myself ;)
DirectorRein 9 Dec, 2018 @ 6:52pm 
I for one would love to have this updated. If anything, slow the ships down slightly more, they still move through hyperspace a little fast for me (or publish a base mod, with instructions on how we can slow them down further ourselves)
Huntsman 8 Dec, 2018 @ 10:33am 
Some people like to torture themselves with slower speeds lol. Idk if more than one person would be interested but hey, you have one who wouldn't mind it being updated but if it works there is no rush.
ButtJunkie  [author] 8 Dec, 2018 @ 10:07am 
Still works, but I'm surprised people are using it since all it does is slow down hyperlane speed (it used to do more before vanilla 2.0). Do people want this updated?
Huntsman 8 Dec, 2018 @ 9:39am 
Is this mod still working or requiring an update since 2.2?
ButtJunkie  [author] 4 Sep, 2018 @ 10:48pm 
It's largely redundant. Right now it just slows hyperdrive by 90%, which roughly doubles total travel time (inc travel through systems).
Jinn 2 Sep, 2018 @ 7:30pm 
Does this still work?
Dr Zhivago 4 May, 2018 @ 1:34pm 
@Einolf Yes
Raptor Jesus Reborn 13 Apr, 2018 @ 2:52pm 
Does real space work with this mod ?
Marinho 31 Mar, 2018 @ 2:03am 
I really like your mods and your balancing ;)
Ever thought about balancing the Vanilla Ships, in regard of built time, cost and Fleet size?
ButtJunkie  [author] 8 Mar, 2018 @ 11:24pm 
That's a good suggestion. I'm tempted to lower growth speed and increase colonisation/expansion costs as well, going back to the original idea of the mod.
starchitec 7 Mar, 2018 @ 6:49pm 
Minor suggestion- have higher tier drive techs increase ship_interstellar_speed_mult. Vanilla hyperdrive upgrades only effect windup, and since youve made that 3 days base, hyperdrive 3 only saves you a whole day and a half of travel time.
ButtJunkie  [author] 22 Feb, 2018 @ 8:36pm 
Ok, I had it on 10% of normal speed and found it too slow, doubled it to 20% for now.
ButtJunkie  [author] 22 Feb, 2018 @ 7:48am 
Updated, slowed hyperlane FTL down even more, remove cooldown and made windup 3 days.

@kelstr - FTL speed is the same, but they've massed slowed speed overall by requiring you to travel between jump points within systems.
kelstr 6 Feb, 2018 @ 10:02am 
I was watchign a video last night, they said that FTL movement is much slower in 2.0, but I do agree that we will need to make windup and cooldown minimal.

I love how this mod effects the borders to make them much smaller. Makes it was harder to have giant blob empires. There's so much "uncharted" space with this mod !!!

I'm SO excited for 2.0 !!
kelstr 5 Feb, 2018 @ 9:02pm 
This is the best mod on the fucking workshop, hands down :)
Alan 5 Feb, 2018 @ 11:31am 
This Mod effects Empire size as well, hard to take over othe planets if you cant get to them.
ButtJunkie  [author] 5 Feb, 2018 @ 7:48am 
You can, it just takes longer, which is the point. It's similar to how Stellaris 2.0 will be.
Alan 21 Jan, 2018 @ 3:14pm 
This makes the your empire so small you cant take other planets near by.
ButtJunkie  [author] 10 Jan, 2018 @ 1:29am 
"Is this compatible with mods like Fallen Empires Expanded?"

I don't see why it wouldn't be, but I can't guarantee it. I don't think they'd touch the same files though.

"is there a way to ramp up the cost increase to distance for colonising and building outposts?"

in the common\defines\defines.txt file in your Stellaris directly, there will be a line for both the influence cost of colonising and building outposts. Just search for either of those words - the lines will be in the same area.
mltuigarinjmmayberad 8 Jan, 2018 @ 9:44pm 
hey, awesome mod, but is there a way to ramp up the cost increase to distance for colonising and building outposts? i'm at the galactic rim in an elliptical 2500 stars map (using your other mod) and some of the ai are creating horrible border gore colonizing planets & building outposts like half the galaxy away. i'm using hyperlanes only if that affects anything. thanks!
Do'tasarr o Khajiit 8 Jan, 2018 @ 8:40pm 
Is this compatible with mods like Fallen Empires Expanded? It adds new types of FE, one of them having a puppet estate that is partially independent
Ockie 4 Jan, 2018 @ 10:03am 
cool thanks for the help, maybe you should make this as an option?
ButtJunkie  [author] 3 Jan, 2018 @ 6:38pm 
If you're willing to go into the mod files: steam > steamapps > workshop > content > 281990 > 901614896 (open with->windows explorer) > map > galaxy > base > then change the following:

'num_stars_core_perc = 0.075'
to
'num_stars_core_perc = 0.0'
Ockie 3 Jan, 2018 @ 11:54am 
using a couple of your mods, really like them but i dont like a couple of things like the core of the galaxy filled with stars is there a way of making it like the vanilla core galaxy where its empty?
ButtJunkie  [author] 30 Dec, 2017 @ 2:39pm 
I'm not a fan of increasing charge time - if I had a choice, I'd lower it further and increase travel time. I'm not really going to change this much until the next big patch (a few months away).
prassel 24 Dec, 2017 @ 6:11pm 
could you increase charge time aswell? that would make getting the techs to boost recharge time more worth getting
ButtJunkie  [author] 19 Dec, 2017 @ 4:50am 
Warp is 0.35, hyperlane is 1.0
TKCPrime 19 Dec, 2017 @ 4:26am 
Should I change Hyperlane travel to 0.35 too?
TKCPrime 19 Dec, 2017 @ 4:25am 
Ah ok thanks I'll do that. 1 seemed to work tho
ButtJunkie  [author] 19 Dec, 2017 @ 4:15am 
Setting warp speed to 0.35 will return it to the vanilla value. Or you could place a # in front of the line so it just gets ignored.
TKCPrime 19 Dec, 2017 @ 4:03am 
Ok I think I did it with a bit of brute force search. I've changed the txt file in the defines folder warp values to 1 from 0.1. I'll give it a whirl and see if that helped. If I did something I wasn't supposed to please let me know. I don't wish to step on your toes or anything.
TKCPrime 19 Dec, 2017 @ 3:30am 
Hi there is there a way to remove the slower ftl feature since it conflicts with primitive players.
Marinho 6 Dec, 2017 @ 8:13pm 
Sounds interresting. Well, I guess we have to wait until 2.0 is out.
ButtJunkie  [author] 6 Dec, 2017 @ 7:57pm 
@Marinho - seems they cover similar territory. I have plans for more ftl changes, but I'm not sure whether it's worth it given the upcoming changes in Stellaris. I'm pretty tempted to create a separate mod that focuses on hyperdrives. It'll make it more convenient to make significant changes and remain balanced, and still be compatible with Stellaris 2.0.
Marinho 6 Dec, 2017 @ 7:30pm 
Sadly not compatible with (--ExOverhaul: FTL--)
Great 6 Dec, 2017 @ 9:31am 
Thank you, I gonna check out your other mod then :)
ButtJunkie  [author] 6 Dec, 2017 @ 12:18am 
@Great - "Everything work except for this : "removed the hexagon borders around stars, and made the map 2d"

I need to update the description as I removed the hexagon and 3d star changes, since it's covered in another one of my mods (Cleaner Galaxy UI).

I haven't touched the planet icons (or resource/system icons).