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I've added the ACOT beam thing because I know it's a thing. This doesn't happen with the vanilla beams because they actually require reactor juice, but for some reason the Alpha+ tech ACOT beam upgrades are costless. The Augur's teeny reactor is the only way I can prevent cracker beams that aren't bound to a specific chassis type from being put on it.
The Augur will occasionally show it needs to be upgraded when a new component tech has been researched. It'll catch up, you just have to see it because the Augur can't be a civilian ship (I tried it, it went... strangely).
I've also removed the warning re: other beams going on the Augur. It only has the one beam now and I put a supermassive black hole on the upgrade weight scale so the game should never use another one when it's auto-upgrading.
Added note about Ripper. Need to do research on toggling whatever country flag is involved there, I guess.
Now the most glaring mod issue appears to be a lack of localizations. I don't want to inflict bad auto-translations on people so that's how it is until fluent people offer localizations.
DirectX 9 is the stable renderer for Stellaris. Please use it if you are using this mod and want to do anything with removing hyperlanes.
All mods that do hyperlane removal once the galaxy is rendered will run into this crash sooner or later. I wish we could have a fix that doesn't involve telling people how to run their game.