I'm not happy with 2.0's removal of warp travel so I'm going on a learning experience to generally mod some kind of warp back into the game. I've never created a mod or really looked into the in-game files so this'll be... interesting. I may fail or I may succeed 
Anyways, without further ado, here are some bits and bobs relating to jumpdrives in 2.0 before I really get stuck into this.
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MAKE JUMPDRIVES A STARTING TECH
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Replace the jump-drive tech in the 00_phys_tech.txt file with the following to start with jumpdrives
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********FILE = 00_phys_tech.txt********
tech_jump_drive_1 = {
cost = 0
area = physics
tier = 0
category = { field_manipulation }
start_tech = yes
# # jumpdrivestart
}
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EDIT/ REMOVE THE JUMP-DRIVE JUMP PENALTY
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Edit the numerical values in the cited file to suit
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********FILE = 06_static_modifiers_apocalypse.txt********
# Jump Drive
jump_drive_cooldown = {
ship_weapon_damage = -0.0
ship_speed_reduction = 0.0
}
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EDIT/ REMOVE THE JUMP-DRIVE COOL-DOWN PENALTY
---------------------------------------------------------------------------------------------------------------------------
Edit the "days" value in the cited file to suit
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********FILE = on_action_events.txt********
# Jump Drive cooldown modifier
ship_event = {
id = action.89
hide_window = yes
is_triggered_only = yes
immediate = {
add_modifier = {
modifier = jump_drive_cooldown
days = 120
}
}
}
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EDIT THE JUMP DRIVE RANGE
---------------------------------------------------------------------------------------------------------------------------
Find the line of code in the below file and edit to suit
---------------------------------------------------------------------------------------------------------------------------
********FILE = 00_defines.txt********
JUMP_DRIVE_RANGE = 100
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Next up I'm going to look through 1.9 for the graphical assets (tech screen, icons etc) relating to the warp drive and see if I can't re-introduce some of them into 2.0. Then it's off to the modding wiki to learn how to make techs. I'll update this post as I learn things!
Anyways, without further ado, here are some bits and bobs relating to jumpdrives in 2.0 before I really get stuck into this.
---------------------------------------------------------------------------------------------------------------------------
MAKE JUMPDRIVES A STARTING TECH
---------------------------------------------------------------------------------------------------------------------------
Replace the jump-drive tech in the 00_phys_tech.txt file with the following to start with jumpdrives
---------------------------------------------------------------------------------------------------------------------------
********FILE = 00_phys_tech.txt********
tech_jump_drive_1 = {
cost = 0
area = physics
tier = 0
category = { field_manipulation }
start_tech = yes
# # jumpdrivestart
}
--------------------------------------------------------------------------------------------------------------------------
EDIT/ REMOVE THE JUMP-DRIVE JUMP PENALTY
---------------------------------------------------------------------------------------------------------------------------
Edit the numerical values in the cited file to suit
---------------------------------------------------------------------------------------------------------------------------
********FILE = 06_static_modifiers_apocalypse.txt********
# Jump Drive
jump_drive_cooldown = {
ship_weapon_damage = -0.0
ship_speed_reduction = 0.0
}
--------------------------------------------------------------------------------------------------------------------------
EDIT/ REMOVE THE JUMP-DRIVE COOL-DOWN PENALTY
---------------------------------------------------------------------------------------------------------------------------
Edit the "days" value in the cited file to suit
---------------------------------------------------------------------------------------------------------------------------
********FILE = on_action_events.txt********
# Jump Drive cooldown modifier
ship_event = {
id = action.89
hide_window = yes
is_triggered_only = yes
immediate = {
add_modifier = {
modifier = jump_drive_cooldown
days = 120
}
}
}
--------------------------------------------------------------------------------------------------------------------------
EDIT THE JUMP DRIVE RANGE
---------------------------------------------------------------------------------------------------------------------------
Find the line of code in the below file and edit to suit
---------------------------------------------------------------------------------------------------------------------------
********FILE = 00_defines.txt********
JUMP_DRIVE_RANGE = 100
---------------------------------------------------------------------------------------------------------------------------
Next up I'm going to look through 1.9 for the graphical assets (tech screen, icons etc) relating to the warp drive and see if I can't re-introduce some of them into 2.0. Then it's off to the modding wiki to learn how to make techs. I'll update this post as I learn things!