Stellaris

Stellaris

Evolving HyperLanes
218 Comments
Draconas Jul 17, 2022 @ 1:20pm 
With Arky's permission I have released a Redux version updated for 3.4: https://steamcommunity.com/sharedfiles/filedetails/?id=2836653877
victim of the stairs Jul 15, 2022 @ 9:03pm 
@RedWalrus Yeah, I encounter them too, probably just something with the most recent versions of stellaris causing it's code to act up
Draconas Apr 4, 2022 @ 9:45am 
Working fine with 3.3.4. I love it for the massive changes to how the game plays out.

Bug note: events Line 1518 is missing "to = event_target:ehl_disentangler_target_1" so occasionally that event does not work.
ShadowWarrior27 Jan 28, 2022 @ 10:28am 
Just tested it and it seems to work. Love the mod by the way. Its such an interesting concept and honestly brings a new level of strategy to the game.
ARGHouse Dec 5, 2021 @ 4:23am 
has this been tested for the Herbert update?
verybad Aug 26, 2021 @ 7:35pm 
Very cool mod. If it could be made to work with the Wild Space 3 mod for Stellaris you could have a fascinating addition.
ПТИЦ Jun 6, 2021 @ 1:13pm 
How can you reduce the frequency of natural changes in geography?
Nicho May 19, 2021 @ 12:00pm 
This is a good and very interesting mod, and I'm pleased to see it updated for 3.0.X. However I think it would really benefit from a check to make sure it doesn't end up creating isolated pockets of one, two, or three systems, particularly if those systems are in an existing empire. I've just been playing through a game I got bored of by 2350 or so, but on using the Observe mode, I noticed that many other empires in that game had their territory strewn into several separated areas, and I suspect that's because the hyperlanes went south on them. Funny, sure, but maybe something to think about - IDK ;)
RedWalrus May 18, 2021 @ 4:11pm 
Is it just me or is there heavy lag at the end of a year for this mod?
Seelenschwarz May 13, 2021 @ 10:29pm 
Really nice, thx for updating.
Der Schneehase May 13, 2021 @ 11:56am 
Would be awesome to have an update for 3.0.x versions. If I may make a request, I would like to select / deselect play with buildings that manipulate the hyperlanes. If that is not possible, a standalone version with only the growing / fluctuating hyperlanes would be awesome to have. In any case, I always liked this idea and it should be in the base game if you ask me <3
Antares Apr 28, 2021 @ 8:59am 
Thanks for the hard work and constant maintenance on this amazing mod!
Arky  [author] Apr 22, 2021 @ 10:37pm 
This will be updated & fixed for 3.X.

ETA: likely within 1-2 weeks.
Seelenschwarz Apr 22, 2021 @ 8:12pm 
Adding hyperlanes doesn't work anymore, removing still works. (Version 3.X)
Stelio Kontos Mar 23, 2021 @ 8:13pm 
Doesn't work for Butler v2.8.1

Please update. I love this mod.
RedWalrus Mar 15, 2021 @ 11:17am 
Does this need to be updated?
Bepiss Mar 5, 2021 @ 6:16am 
All I want is a mod that prevents AI empires from spawning on my side of the galaxy. I love anomalies and I don't want to give them up for some space vegetables.
VS-lockon Jan 18, 2021 @ 9:44am 
is there a way make it so you can cut off HyperLanes
Sil Dec 30, 2020 @ 4:09am 
This mod compatible with 2.8.*?
Lazor Gal Sep 18, 2020 @ 11:09pm 
Yea I know that it should be working it's just that I have 200ish mods and I might have messed things up without your fault :D

Turns out it was working though and I just had a very long stroke of bad luck were a hyperlane just would not be constructed.

As a sidenote, I would set AI weights for the Progenitor and especially the Disentangler to 0 instead of 10. Maybe allow the Disentangler outside of chokepoints.
Arky  [author] Sep 18, 2020 @ 8:06pm 
@Marchiali

I will check that out, it's a rather unwieldy solution but I haven't found any method to fix the overflow bug.

Aside from that it should be working 100% on the current version. I've tested before. If you switch empires at the start of the game, through the console, it would cause issues. It's critical that the starting event fires.

Otherwise did you use custom settings?
Lazor Gal Sep 18, 2020 @ 6:22am 
I made a mod removing the opinion modifier for distance, also fixes the overflow bug. (If I may advertise here)

Is there a way to check whether or not the mod is working? It's kind of hard to tell but my galaxy seems stagnant.
Darian Stephens Sep 8, 2020 @ 9:11pm 
Last I checked, it absolutely is not, which still leads to some odd situations.
Diatomic Element Sep 8, 2020 @ 11:53am 
Is the bug for infinite opinion patched?
Darian Stephens Aug 15, 2020 @ 2:30pm 
I don't entirely recall, but it might be possible to do that with the starting configuration offered when you begin a save with the mod enabled.
Archaeon Aug 15, 2020 @ 8:34am 
Would you be able to do a version with only the starbase modules? A big fan of being able to manipulate hyperlanes, but the natural hyperlane evolution isnt something im a fan of. Thanks!
Darian Stephens Jul 14, 2020 @ 1:13pm 
You can try having the only entrance to the artificial cluster be a pulsar, as they'll randomly gain and lose hyperlanes if not stabilized.
I've had some systems become isolated from the greater hyperlane network by them, so theoretically you can wait for it to lose the right connections, then use a registrar to keep it that way.
Jacubus Jul 14, 2020 @ 7:03am 
Hi do you know how a hyperlanes work? I wanna make a new isolated cluster with dynamic hyperlanes but i have problem with "guaranteed connection" beetwen every system in game... Its possible to delete it?
nobody Jun 24, 2020 @ 4:15am 
would it be possible to add "deterioration only" to the options at start? I think it would be an interesting way to heavily slow down exploration and expansion, and it's not like AI performance matters with this mod at this point anyways
Song Jun 18, 2020 @ 11:01am 
Have observed the same issue as Uzies. When there is no available path between two empires there seems to be some overflow leading to a +1000000 of the AI accepting any kind of deal.
Uzies Jun 14, 2020 @ 1:39pm 
There seems to be an unintentional bug with this mod involving AI decision making. When an AI empire has a path completely disconnected from your empire, the game thinks that somehow, someway that the distance between my empire and another ai empire that is half way across the galaxy is considered to be so close that the acceptance when doing diplomacy with an ai empire is considered so favorable to a point where you can vassalize them even if they have the suspicous or hostile debuff. tho, it kinda shows more of how spaghetti the code is for the game itself but this is something I want to report since I believe it's related to this mod so :p
Darian Stephens Jun 9, 2020 @ 4:56am 
That's good to know; I'll need to keep an eye out for that and report any similar issues going forward.
The only other ones I can think of are certain ascension perks from 'Unique Ascension Perks', and possibly the isolated systems generated with 'Event Horizon Offset Facility', but those are both post-initial generation, and I don't know if they'll count, or if there's even a distinction.
Arky  [author] Jun 9, 2020 @ 3:09am 
@Darian Stephens

Yes it can, I try to make it as compatible as I possible but somethings slip by.

I can push an update tomorrow to make it compatible, but it will only fix the issue going forward. probably can't undue an existing issue.
Darian Stephens Jun 9, 2020 @ 12:29am 
Is there any chance this might cause unintentional hyperlanes to appear between mod-added systems created at galaxy start, deliberately disconnected from the hyperlane network?
I'm cautious of running both this and, say, the recently-released 'Slightly More Celestial Objects' mod.
Darian Stephens Jun 3, 2020 @ 1:37pm 
I appreciate the offer, but I'll probably just restart; I've never made it to endgame anyway, so it hardly matters.
I also wanted to make some adjustments to my mod list, since I found some overlap in playing (Nyblax and Infinity Stones do much of the same, though Nyblax with much more of a Stellaris style to it, and probably a lot more content).
Der Schneehase May 30, 2020 @ 12:25pm 
@Darian Stephens - in case you want to continue your game with the old 2.3 version of Arky's mod drop me a line, i kept that one as well, to finish my current game
Spaceception May 30, 2020 @ 11:07am 
Looks good! But why only pulsars? Why not black holes and neutron stars as well?
Der Schneehase May 30, 2020 @ 7:37am 
@Arky - cool i will give it a go. If you need anything translated, my native is german, just add me friend or give me a shout.

Oh, and I have a little request, any chance you keep the former 2.3 version on steam workshop as a different upload, so we might continue to play with that one as well / finish our running games? Thank you so much <3
Darian Stephens May 30, 2020 @ 1:14am 
Sounds very interesting.
I'm assuming I'll need to start a new game to get the full experience, though, but that's what I get for being impatient.
Arky  [author] May 30, 2020 @ 12:26am 
Finally Updated and Revamped for Stellaris 2.7 "Wells"

Reworked entire mod from the ground up.

Added Custom Settings chosen at game start.

Hyperlanes now appear every 1-2 years(Hopefully evens out lag a bit)

Added a new early game technology, Hyperlane Manipulation which unlocks 3X new starbase buildings, Hyperlane Progenitor, Disentangler, Registrar

Players can now directly manipulate the Hyperlane network through these buildings for an energy cost.

Reimplemented a slightly buffed version of the old Hyperlane Registrar

Vanilla Hyperlane Registrar renamed to Trade Way Station(Functions exactly the same)
Removed Void Touched Civic(I intend to rework this into an Origin and give it more love)
Darian Stephens May 23, 2020 @ 9:13pm 
After playing with the currently-available version for a while, I've noticed something rather odd:
The 'distance' AI decision adjustment thing appears to have overflown in to the positive infinity something, so they'll always accept deals which have distance as a component.
I'm guessing this is because there's not an actual route between us at this point, so it goes a bit wonky.
I don't know if you've solved this in the upcoming update, but it's been wreaking havoc on my federation's cohesion as people constantly join and leave because their minds are having a fit.
Darian Stephens May 23, 2020 @ 2:27am 
In that case, I might just give in to my impatience and try the mod out!

I don't know what timezone the author is in, so even if the 24th estimate is accurate, I'm not sure if that's tomorrow or the day after, which feels too long and too uncertain for me to wait any longer.
I'm sure the update will be fantastic and bring a new zest to the mod and gameplay as a whole, but I'm just wanting to play at the moment with my slightly more minimal modset.
Der Schneehase May 23, 2020 @ 2:20am 
@Darian - Yes. On the very 1st startup it created a very interesting situation for me, playing in a larger galaxy. I used the "viod touched" trait for my race and my wormhole connected 2 larger clusters, which both had a homeworld but were otherwise not connected to each other. After conquering the other race, the clusters got connected very quickly through the natural evolution of the hyperlanes (playing with 5 yrs hyperlane evo here). Kudos to Arky because his settings feel right on the spot, hyperlane evo feels natural and is not overdone. I am well past 60 years gametime and it seems to me most parts of the galaxy have been connected now, though one can still spot isolated systems here and there. The update is no problem, i tend to start over all time anyway^^
Darian Stephens May 23, 2020 @ 1:53am 
I feel like it might not be a good idea to run with it right now, as there's an update planned to be released within a few days, and you might need to restart.

However, I am curious: Was the galaxy somewhat disconnected near the start of the game? Isolated stars and all?
I am unfortunately getting a bit antsy to start a game with this mod, but simultaneously concerned that I'll need to start over shortly in to it.
Der Schneehase May 23, 2020 @ 1:42am 
@Livigo - I am currently playing a game with this mod, game version 2.7.2 (stellaris beta branch) and it seems to me the mod is working as intended. Hyperlanes change all 5 years, and i can use the starbase addons, I also get the in game messages. Race trait works, too, even AI races use it. However i cant be sure that all aspects are working, since i am only playing, not testing all content of the mod :)
Darian Stephens May 22, 2020 @ 7:17pm 
The previous page of comments has a lot of info about the upcoming update, which is planned to be released within the next few days.
I'm really looking forward to it; it seems like a very enjoyable change to gameplay.
Spitfire May 22, 2020 @ 5:22pm 
Is it working on 2.7? ty!
Der Schneehase May 21, 2020 @ 11:59am 
In my latest game with this mod, i just met an AI race on the other side of the Galaxy (50ish years into the game) that also has the mods "void touched" trait. So cool to see even random AI races are using this. Very nice!
Der Schneehase May 21, 2020 @ 1:49am 
@Arky - Great you keep this updated and actively communicate with your subscribers.

About progenitor changes, hiding it behind a technology is perfectly fine. However, i am not sure i would want to choose the outcome, since that randomness involved added so much spice to the game. My understanding was, that the technology altering hyperlanes was so highly sophisticated, that noone could ever control it to the fullest. It might also be worth a try (dunno if game limitations allow you) to get results like hyperlanes being "bent" to other systems, instead of being deleted or added only.

Please do also look into registrars and consider, if they could have some low change to fail, times, in order to keep some of the surprise momentum. I wouldnt mind adding sliders for these functions either, but i perfectly know how much work you have to put into this, to make it work at all. I would be willing to playtest ideas if you were looking for someone doing that. Thanks again.
Gericht May 20, 2020 @ 9:11pm 
@Arky
Thanks for working to update your mod! Can't fathom getting back into Stellaris without it. Your mod single-handedly kept exploration relevant into the late game.