Stellaris

Stellaris

336 ratings
Evolving HyperLanes
 
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0.046 MB
May 5, 2019 @ 8:19pm
Jul 9, 2019 @ 5:53pm
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Evolving HyperLanes

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Description
A mod I threw together awhile ago to play with some ideas, figured I may as well upload it. I find the exploration phase of Stellaris enjoyable so my goal was to extend it a bit.

!Warning!
May cause a lag spike when generating new hyperlanes depending on your PC and Galaxy size.
Playtested but may cause issues with certain events, special projects/anomalies.

Evolving Lanes
  • At the start of the game 25% of stars won't have any connection to the hyper lane network. Each decade will have stars gaining new connections.

    This means there will still be new systems to discover over the course of the game.
    At the mid game every star will gain a connection however they may still be separated from the main network.

  • Connections between pulsars will fluctuate, meaning they will lose and create new hyperlanes to their neighbours.

  • Hyperlane Progenitor has a chance to generate new lanes to nearby systems.

  • Hyperlane Registrars will lock down and prevent a star system from gaining new lanes. Both are unlocked from the start.

  • New Civic: Void Touched - which allows wormhole technology from the start of the game, and spawns a wormhole in your starting system.

  • Includes a few extra galaxy sizes.

Compatibility
Will cause issue with other mods that have their own custom alerts
The Universal Notifications Patch by Catapultam Habeo, should fix the issue.

Language
Current supports: English, German - happy to integrate other languages if anyone wishes to contribute
German/Deutsch translation - fail2ban

Other
Feel free to check out my other mod:
Conscription
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146 Comments
123 Dec 19, 2019 @ 12:04am 
is the mod compatible whit 2.5.1? tnx!
starchitec Nov 7, 2019 @ 5:08pm 
Late to the party, but this mod is fantastic. I was just devouring a smaller empire, when there fleet tried to make a run for a starbase I had in a pulsar. I followed them, figuring I would end their fleet and then turn around and finish off their homeworld. But then, the pulsar changed hyperlanes and my fleet was entirely cutoff from their home system. Its like they knew, and were drawing me away to survive for at least another 5 years until the hyperlanes shifted again.
Leviathan Oct 25, 2019 @ 11:52am 
@Meyar I suppose you only have to merge the changes to the Hyperlane Registrars and create a patch. Its probably only 1 file anyway...
Meyar Oct 23, 2019 @ 4:33pm 
I tried that but sadly didn't fix it. Not a biggy really.
GaryxGaming Oct 23, 2019 @ 9:46am 
You can try to fix this by placing this mod under the conflicting mod in load order
Meyar Oct 21, 2019 @ 6:08pm 
As a quick update, found the mod conflict. https://steamcommunity.com/sharedfiles/filedetails/?id=1359700418
Meyar Oct 21, 2019 @ 5:55pm 
I apparently have a mod that is conflicted with this, though using a mod manager that checks for conflicts, I cannot figure out which one is causing an issue. It's making it so that the hyperlane registrar isn't available at start. (The other module is).

Not realistically expecting you to fix this, of course, just making you aware.
starfirejordan Oct 6, 2019 @ 9:57pm 
what if im using a mod that allows me to make or get rid of hyperlanes? will they be affected by this mod or will they be perm/able to get rid of?
Musashi Sep 22, 2019 @ 2:42am 
It would be interesting to have a version of this mod that have a random galactic cataclòysm changing hyperlanes like every 100 or 150 years instead that every 10 years. is it possible?
Nikal Sep 14, 2019 @ 1:31pm 
Hey man, my error.log is going crazy about Script Error: Invalid context switch[owner] in basically every line with "starbase" (1252, 1268, 1404, 1328, 1344, etc.)

Here's a snippet: pastebin.com/raw/5cDkvffU