Stellaris

Stellaris

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Hyperlane Generation: Isolator
 
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0.003 MB
Apr 2, 2018 @ 3:06pm
Feb 26 @ 1:05pm
6 Change Notes ( view )

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Hyperlane Generation: Isolator

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In 2 collections by jonjowett
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Description
This mod allows you to build a megastructure (the Hyperlane Isolator) that removes all hyperlanes that link to a system.

This is an addon for the existing Hyperlane Generation mod by Khadgar. However, since that mod has not been updated for v2.2.*, I have created my own alternate version. If you want to use this mod, you must also subscribe to the base mod!

(This mod only requires the base mod in order to give access to the prerequisite technology. So, for the purpose of this mod in isolation, it doesn't really matter whether you use the original or alternate version of the base mod.)

The cost of each stage of the Hyperlane Isolator is 6 times that of the equivalent stage of an individual receptor/emitter, and it takes twice as long to build. (In other words, it costs as much as removing 3 hyperlanes using the base mod, but takes slightly less time.)

Suggested Companion Mods:
  • More Hyperlane Chokepoints - As per the mod name, this alters the galaxy generation script to create more chokepoints. (This is better than simply turning down the number of hyperlanes in the new game screen.)

Technical info & compatibility:
  • This is a clean mod - no vanilla files are overwritten. As such, it should be compatible with any mod that doesn't drastically alter the core game.

  • As noted above, you must also subscribe to either the Hyperlane Generation mod by Khadgar or my alternate version.

  • If a system has more than 10 hyperlanes (!), only 10 randomly-chosen hyperlanes will be removed.

  • It is safe to add this mod to a game that's already in progress.

  • Before removing this mod from a game, you should ensure that there are no part-completed Hyperlane Isolators anywhere in the galaxy. (If you don't the game probably won't break, but you might have some weird effects.)

Earlier versions / Beta versions:
  • All of my mods are available on Github[github.com].

TLDR:
  • Tested version: 2.2.4
  • Required DLC: None
  • Ironman compatible: Yes
  • Achievement compatible: No
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14 Comments
jonjowett  [author] Feb 26 @ 1:16pm 
Uploaded a "proper fix" for the survey, along with a cost update.

For the record, the problem was that the "requires all planets to be surveyed" check was checking whether you had surveyed all planets everywhere in the galaxy, rather than all planets in the system.

I have also uploaded an alternate version of the base Hyperlane Generation mod, which should be properly updated for v2.2.4.
Tsunatus Feb 15 @ 1:19am 
there might be a conflict with the core mod "Hyperlane Generation". I'll check it out later
jonjowett  [author] Feb 14 @ 9:52am 
@Tsunatus: Thanks for the detailed bugfix. I have no idea why this isn't working... but then again, I'm not playing Stellaris much at the moment! Anyway, I've pushed your change up to the workshop as a new version. It shouldn't be necessary for anyone to do your fix manually.

Aside: If this is broken, the same lines in the base hyperlane generator mod are probably also causing problems...
Tsunatus Feb 14 @ 6:06am 
@Alex Beheshti
@everyone else i guess

If you are having trouble constructing the Isolator due to the game thinking you having surveyed the system you remove the clause preventing its construction

Make sure you have WinRar

Go into the workshop folder located here
.\steamapps\workshop\content\281990\1350762827

Open "hyperlane_generation_nuke.zip"
(you don't need to extract, just open it by double-clicking)

Open Common and then Megastructures and you should see a .txt file named "hyperlane_nuke.txt"

Open "hyperlane_nuke.txt" by double clicking

Once inside go to line 28 and you should see this:
custom_tooltip = {
fail_text = "requires_surveyed_system"
NOT = {
any_planet = {
is_surveyed = {
who = prev.from
status = no
}
}
}
}

Delete this, save the changes and when you close the editor WinRar should give you a popup saying that the file was modified. Select yes and close winrar and reload the game.
Kingdark Jan 18 @ 2:43pm 
@Alex beheshti this mod requires another which hasn't been updated yet. Don't use it until both are up to date. That's my advice at least.
Alex Beheshti Jan 18 @ 10:12am 
I'm getting an error when I try to build to isolater. The game is telling me I can't build it in systems I haven't surveyed... except I have.
jonjowett  [author] Dec 10, 2018 @ 9:49am 
Updated for v2.2. This mod still requires the v2.1 Hyperlane Generation mod, for the prerequisite tech. I've also added some arbitrary costs that seem to be in line with other megastructures... but I have no idea if they are balanced or not. When Khadgar updates his mod, I'll change my costs to be in line with his.
Kingdark Dec 10, 2018 @ 9:00am 
Hey, at least you're going to the trouble of updating them. That's something that can't be said for a lot of mods on the workshop these days. Thank you!
jonjowett  [author] Dec 10, 2018 @ 8:27am 
@Kingdark: No idea, tbh. My best guess is "probably", but I'll need to see what's changed in the vanilla code (and in Khadgar's mod). I'm not playing Stellaris much at the moment (CK2's Holy Fury is too good...), but I am planning to get all of my mods updated to work with v2.2. That said, because I'm not playing much at the moment, they may not be well balanced for the new game environment.
Kingdark Dec 9, 2018 @ 3:46am 
Is this compatible with the current game?