Stellaris

Stellaris

Disable Hyper Relay Tech
27 Comments
jwhennig Sep 22 @ 4:59pm 
Still seems to work on 4.1; If you saw a message from me claiming otherwise, you're from another dimension and should return to your astral sphere.:steamhappy:
Deviant May 17 @ 3:29pm 
There is a small problem.
If you have the DLC "Astral Planes", then from the middle of the game you will always have a notification for one of the decrees for magic astral threads...
KGSpace May 14 @ 8:16pm 
Deviant. thanks for info.
Deviant May 14 @ 9:11am 
@KGSpace yes
KGSpace May 14 @ 8:37am 
Deviant - does your post mean this mod still works in 4.0?
Deviant May 10 @ 5:43pm 
4.0 mod work
Cavalstone Jan 22, 2024 @ 5:54am 
I just downloaded this mod and when I restarted and reloaded my existing game all of my dormant hyper relays were listed in the megastructure outliner (where they never appeared before). This makes the outliner much less useful. Does anyone know how to fix this?
Francisco Mar 7, 2023 @ 11:28am 
This still works with the latest version right?

These relays are the only one I wish to disable. Not the others
greatswizard Jan 21, 2023 @ 6:43am 
thanks, I play with alot of mods and generally my own FTL methods are way faster than hyperrelays but the ^pathfinding always prioritize the use of it, even when it's faster to just not take them
Rogue77 Jan 14, 2023 @ 8:58pm 
Ty for this! So much better without hyper relays!
Jack the Smack  [author] Dec 20, 2022 @ 9:46pm 
I have created a new mod that replaces this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2903760829
R Oct 30, 2022 @ 3:01pm 
Yeah this is gonna have be to used until paradox fixes their vanilla issue. Thanks a bunch
ColorsFade Oct 23, 2022 @ 9:29am 
I sincerely hope this mod works as advertised, because if it does, you may have just saved Stellaris for me my friend. Gonna shout you out on my channel Jack.
rollerman109 Sep 15, 2022 @ 2:16am 
Is there anyway to enmasse delete the unnamed "_DESC" structures that were the "POTENTIAL" and "POSSIBLE"?
Using the command to delete an existing megastructure does not seem to work as the AI have spammed soo many of them on every star they could that deleting a single one does nothing.
Jack the Smack  [author] Sep 14, 2022 @ 9:10pm 
@m©⌠⌡¾, any existing hyper relays shouldn't be a problem since you cannot traverse them even if they exist.
gumbar Sep 14, 2022 @ 9:07pm 
I hope it works. Unbidden everywhere!
m©⌠⌡¾ Sep 12, 2022 @ 10:49am 
Also not sure if this is something you can or need to do anything about, but the Yuht precursor home system spawns with a ruined hyper relay. It still spawned even with the previous version of this mod (the one with the POTENTIAL/POSSIBLE megastructures)
m©⌠⌡¾ Sep 12, 2022 @ 10:23am 
That worked, thanks!
Just for reference, the previous save where there were already existing POSSIBLE/POTENTIAL megastructures are still there in the current save, but the names are now "_DESC". For both existing and new games, construction ships don't have that build option anymore

Also I forgot to mention I had the 42 mods loaded in A-Z order, but I don't think loading them in a different order would have changed anything
Jack the Smack  [author] Sep 11, 2022 @ 5:57pm 
@m©⌠⌡¾, I was able to reproduce the bug using your collection of mods, and then fix it. Let me know how it goes.
m©⌠⌡¾ Sep 11, 2022 @ 9:11am 
Hey, my friends and I found that loading this mod with 41 others causes a strange couple of megastructures to be available to construct. They are called "possible" and "potential" and cost 0 resources to build around a star. We discovered that removing this mod (disable hyper relay tech) removes the funky megastructures. As you might expect, it is not good for the game's speed for empires to be able to spam these useless megastructures everywhere - pea brain AI will see "free megastructure must build" which has the added bonus of removing the resources you can harvest from the star. Will send link to the modpack I was playing on soon. Hope you will look into it and see if this mod is actually the cause for the extra megastructures
Jack the Smack  [author] Aug 25, 2022 @ 1:13am 
@chimaeraUndying I completely reworked the mod (see change log). Try using it now.
chimaeraUndying Aug 24, 2022 @ 5:54pm 
The mods I'm referring to are Gigastructural Engineering & More, the Universal Modifier Patch, and the Universal Resource Patch:

Gigas: https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237
UMP: https://steamcommunity.com/sharedfiles/filedetails/?id=1688887083
URP: https://steamcommunity.com/sharedfiles/filedetails/?id=1595876588
Jack the Smack  [author] Aug 24, 2022 @ 3:08pm 
@chimaeraUndying can you link the mod so I can analyze it?
chimaeraUndying Aug 24, 2022 @ 3:03pm 
I've got this basically at the bottom of my load order and it's not working - does Gigas overwrite it? Should I be loading it after the universal modifier/resource patches?
IntrepidH Aug 22, 2022 @ 10:21am 
Same, I thought they would be like cool highways that let you insta jump from system, not this weird trolley teleport from relay to relay. TY for mod
Dr. Nolegs Aug 11, 2022 @ 4:16pm 
While the extra end game lag from AI pathfinding is fairly limited, sometimes you just don't want relays so thanks for the mod.