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1. Build a stargate in your main Hubworld colony (Spacer tech, pre-Glitterworld).
2. Load a save with or without a Starget.
3. Go to the MISC tab and choose “Off-world Gate.”
4. Activate the Transdimensional Stargate. WARNING: Every non-psychically deaf pawn will suffer MASSIVE consequences, including all of the animals.
5. Recall the team from the previous Savegame.
NOTE: You’ll have to build a stargate yourself while on this planet. It helps if you bring the 2,000 gold, etc. with you on your away mission. Usually, the only thing I hunt for in the new saves are the steel, silver, and AI core.
Send stuff through Gate 1. As soon as you hit “Send”, the pawns and items get removed (Destroy.Vanish) from the game.
Hit Recall on Gate 2. Pawns and items will spawn at the current location.
If you just want to teleport in the same Game, then do not hit Send, simply put stuff in the stargate buffer in Gate 1 and hit Recall in Gate 2.
But, what’s really special is that you can transport between different Planets (e.g., Savegames). Even on different PCs (assuming they’re each running the same Rimworld version and basic mod compatiblility).
Think Teeyla’s tribe in Stargate Atlantis.
I -could- add a DHD, but this is all about you yourself discovering how to build gate networks. There’s the ZPM mod that does the equivalent, and you can build that, too. It’s super expensive, but it stores like 2 Million KwH now. I have tribals that tote those things around and have no idea how to produce electricity and it lasts them years. They buy from the Artefact trader for 50,000 silver.
The Stargate will dynamically test every 250 ticks how much available power is free on the electric grid, and adjust to the nearest 1,000 kw. So if you have 8,653 kw free, the Stargate will use 8,000 giving you a 653 buffer.
If the amount of available power drops below 8,000 kw, then the Stargate’s power circuits trip and the process starts over at 1,000 kw/sec (or powered off until manual power on if less than 1,000 is avialable).
If it detects > 10,000 kw stored in batteries, it kicks into using 25% of the total available battery per 250 ticks. This means it uses less and less batter per cycle (e.g., 50% less every 500 ticks).
A ZPM is capable of powering about 20 Stargate transmissions, in line with the Stargate Universe canon.