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@Aesyaan the techs ought to still roll from this mod, you do need fusion power for the first, if it still won't roll it may be another mod with broken techs preventing the game from being able to load techs after it in the mod list.
You can test if the game can see this tech by starting a new game and entering "effect give_technology = { tech = tech_subwarp_drive }" in the console without quotation marks, and seeing if you get given it. If not, check the error log for errors relating to techs and try disabling mods which might be the offenders.
Wish I could figure out a way to make army transports keep using these instead of the hyperdrive, but seems to be something baked into the game logic which prevents that.
I know you're gonna say "it's not the same as slipspace" but it actually is. It's just called something different but the outcome is/was the same.
As an aside, I still wholly believe Paradox will add the other two drive types back in as DLC at the end of the games life when they move on to Stellaris 2.
tobor8888 - Its just the descriptor file. I'll update it today to remove that!
Pitlos Tails - Nothin but patch compatibility!
Jaysus237 - This be the answer, thank you!
Vietnam - It can be very powerful, yeah.