RimWorld

RimWorld

Stargates!
431 Comments
Evil Overlord 1 hour ago 
I'd like to suggest a countdown on stargate activation, gives you a moment to get out of the blast zone with the advanced gate.
Рыцарь Нестор Aug 22 @ 9:34am 
Is there any compatibility patch for rimwar? That would be great
Alyssa Aug 13 @ 3:04am 
@ Sithgrim

Honestly not a bad idea! I make no promises, especially when I already have a bunch of stuff to do for the mod, but I might look into it. I would want it to work meaningfully different to stargates though, so it probably wouldn't be a perfect alternative. Plus, something something lore accuracy.
Also, in the end its obviously not my mod, so it would also depend on if catcraft wants it or not.

As for making stargates rotatable, it should be relatively doable to make it work, except for one problem: the stargates have a drawOffset to draw the texture in the proper place, but if it is rotated that same offset is applied, which will mess it up in the east and west rotations. And I don't know if there's a way to apply different drawOffsets for different rotations..
If anyone knows how to fix that situation I would be happy to hear it.
:spiffo:
Sithgrim Aug 13 @ 2:48am 
@Alyssa might be out of scope for this mod but if the rotation part of the Stargates can never be fixed for grav ships something like transportation rings might be a good alternative. Could use the gravship substructure to allow or disallow objects maybe.
Alyssa Aug 13 @ 2:37am 
@ Leutian Kane

It should work fine for the most part, but there are some problems with it.
For one, you should probably avoid landing a gravship with a stargate on a map that already has a stargate. I have created a system to better handle that sorta thing, but it's not in the release version of the mod yet.
Secondly, stargates are not rotatable, so if you rotate a gravship with a stargate it won't go super well. The stargate will forcibly be rotated, but graphically will be messed up, as well as the unstable vortex staying facing south. I am looking into a solution for this, but I don't know how that's gonna work out yet.
Leutian Kane Aug 12 @ 5:09pm 
so the big question is can you have a gate on your gravship and it still work as an origin/destination?
Alyssa Aug 12 @ 8:55am 
That's because you had one or more gates in orbit, which it tries to get the destinations for, but can't, which throws that error, so it was relevant. Anyway, thanks for reporting the issue :slugcatsleep:
Obi™ Aug 12 @ 8:22am 
Everywhere else as in not in orbit, regardless of where the dialing took place from the same error would be thrown

https://pastebin.com/SK49hKhg
Alyssa Aug 12 @ 7:04am 
Well, I would advice you to not ever assume an error is useless when reporting a bug, because they usually aren't. Including in this case, where it immediately told me what was going wrong (or at least the general area, from which I can find the actual issue).

Also, what error are *you* talking about, and what does 'everywhere else' mean?
The one I'm talking about happens when you try to get a pawn to dial an address from an orbital location.

Anyway, because I was able to reproduce the issue and follow the error I have as previously mentioned found the issue. fixed it, and submitted it. :rwslugcat:
Obi™ Aug 12 @ 6:08am 
I mean yeah it does give me an error, but I mentioned initially that the error wasn't particularly helpful, as it seemed to be identical to the same error I got everywhere else
Alyssa Aug 12 @ 2:13am 
You know what, I think I know what the issue is with orbital gate dialling.
In working on adding and improving on to the mod I reworked the FloatMenu thing a bit, but then I switched focus to updating the mod to 1.6, and in the interest of separating things I reverted it to the original floatMenu thing, but I forgot to make sure it takes planet layers into account.
Alyssa Aug 12 @ 1:52am 
@ Obi

Are you sure you're not getting any errors?
Because I just had a look in-game and it spews out an error constantly when I try to open the floatMenu to dial a destination from an orbital location.
Alyssa Aug 12 @ 1:43am 
@ Sithgrim

The unique glyph is there to represent the point-of-origin, point A, so basically where the wormhole starts and then goes to point B.

Also yeah, gates do not work on one planet, but this is Rimworld. In order to adapt the concept to the game, sacrifices have to be made to make it actually fun / useful / viable, given that we only really have one planet at a time.
Technically with 1.6 PlanetLayers could be used to make different planets, but then you're looking at lots and lots of work to make unique, interesting planets, like custom biomes and such, and what's it gonna do that doesn't already work fine on one planet, yknow. And this way the gates serve as an additional method of travelling across the planet.

Plus, gates (Should) work across planet layers, so they can still work interplanetarily if you have mods that add additional planets as planet layers. :ftlslug:
Obi™ Aug 12 @ 1:30am 
@Alyssa

It seems the orbital gate issue is permanent, however when planetary gates stop being dialable, oddly enough doing the uninstalling waiting and reinstalling of a gate on an orbital map will somehow refresh all the planetary ones and make them dialable again

I'm not doing anything particularly odd, only trying to dial gates between my colonies. So far the best fix I have for my problems is to reinstall the gates on orbital maps in order to make the ones on the planet work properly, but I'd still like to be able to dial the ones I have in orbit, as orbital ones can't even dial each other and can only dial the planet's gates.
Sithgrim Aug 12 @ 1:18am 
@Alyssa I guess looking at it from that perspective yea you are right I was thinking more along the lines from the glyphs and stuff. The glyphs do represent astronomical bodies though so are technically coordinates. I was just spit balling that it sounded like because you could not use coordinates for the gates in sub maps maybe designations would work though now that I think about it that might allow cross tile transport and could be a little game breaking so I don't know what the best approach is. If we are talking in lore gates would not even function to go to the same planet so the whole mod is a bit off lol. Just in my head I remember each spot there was a gate it had it's own unique glyph which is sorta like a name.
Alyssa Aug 12 @ 1:03am 
@ Sithgrim

I don't really see how that would make it more accurate to Stargate. As far as I know the addresses refer to the location, not to any specific gate. If you were to replace it with a different gate the address should stay the same. I don't know if you're talking about the SGC planet / destination designations or the glyph addresses, but I guess the former is more a designation than an address strictly speaking, but the glyph addresses do point to a specific location no matter what gate happens to be there.
Alyssa Aug 12 @ 12:55am 
@ Obi,

6 active colonies shouldn't have an effect on the gates working properly or not, as far as I can think. Uninstalling a gate would remove the address from the registry, so that kinda makes sense. I'll look into it, but any information you can give about what's happening and what you're doing would be helpful. :slimetabby:

Also, is the orbital gate issue happening sometimes or always? That might be a separate issue if it always is the case. Which might also be easier for me to figure out what's going wrong there.
Obi™ Aug 11 @ 3:07pm 
Addendum: Oddly enough, uninstalling and speeding up time for a little bit before replacing the gates makes their addresses work again. With the exclusion of the gates I have in orbit, which are still unreachable from the planet, but orbital gates can reach any planetary one.
Obi™ Aug 11 @ 2:58pm 
Hypothetically, would having 6 active colonies in any way break the gates? I'm suffering from a small bug where only some gates, one gate, or no gates show up in the right click float menu with no clear obvious error in the debug log.
Sithgrim Aug 11 @ 2:33pm 
@Alyssa I don't do code but maybe a possible solution is to assign each stargate random address when built, could make it changeable as well, oddly enough this would make it more like how the universe works as well.

@catcraft thanks for the update! And from my understanding (correct me if I am wrong) thank you as well Alyssa for working on the patching.
Alyssa Aug 11 @ 2:04pm 
Sarus,

A Stargate address (the actual technical, behind-the-scenes one) is a tile on the planet (or orbit, etc), that's what is saved as a Stargate location. I have looked into it but haven't figured anything out to somehow support pocket maps. :rwslugcat:

No promises, but I might still be able to figure something out to make it work.
Anyway, that's what I have to offer from my end. :spiffo:
garra30 Aug 11 @ 1:56pm 
Torn between a Goa'uld playthrough or a Jaffa Rebellion run. What a great mod!
Obi™ Aug 11 @ 1:53pm 
We're so back, it's finally time
Sarus Aug 11 @ 12:51pm 
If it can't already, is it possible to let it operate in places that have no "map tile" example like the pit of doom from anomaly or those that monolith labyrinthe realm, or caves from Deep and Deeper?

Also Hell yea for 1.6 update, great job :) cant live without the sacred ring!
csfireworks Aug 11 @ 6:59am 
lollll
catcraft  [author] Aug 11 @ 6:51am 
Updated to 1.6 :)
Alyssa Aug 6 @ 9:32am 
There is a load cargo gizmo where you can select anything you want to send through, kinda like transport pods, except it gets sent to the other side.
StarOri Aug 6 @ 8:49am 
Hmm so I "captured" a Stargate and took it home. I also know a few sites on the map (which I created, not the ones from the glyphs).
There isn't any way to go through the stargate with animals right? Can't find a way to do that, unless by "downing" them (so not really helpful haha).
It's also quite micro-heavy if we want to go with supplies (to create a caravan on the other side for example)

I think this is missing a lot, is it possible to add a button in the world map when you have a stargate, to create a caravan that will "spawn" on a selected site?
You know, a caravan that you create from your settlement, but once ready which will actually travel immediately somewhere where there's another known stargate.
Something like that would be a huge addition!
CommanderJroc Aug 1 @ 7:05am 
I closed my 1.6 Update PR, once this mod updates to 1.6, I will delist and encourage people to move over. Just don't want to break saves, so will only delete once I hit 0 subscribers.
Alyssa Jul 31 @ 1:22pm 
Thanks, I'll get on it :rwspear::rwslugcat:
catcraft  [author] Jul 31 @ 9:09am 
My bad, it was poor communication on my part. If you have the 1.6 update ready, open a PR and I can take a look. If you'd like we can test your additions to see if they break backwards compatibility with the 1.6-only update (then delaying if so). Thanks for your work on the mod, I appreciate it :winter2019happydog:
Alyssa Jul 31 @ 6:52am 
You could've just asked, and I would've given it already, that was basically done like a month ago, I've just been busy working on the other stuff. I asked what I should do in that regard and you said you didn't care, so I felt I would rather make sure I did it right rather than risk maybe making any changes breaking existing saves or something.
catcraft  [author] Jul 31 @ 6:15am 
Drama? In my comments section? It's more likely than you think.

What do we think of updating the mod to 1.6 and then adding improvements? As long as they aren't backwards incompatible they can be added after the update. It's also easier to review.

Also I think further discussion on this should go in the PR on GitHub or we can create a steam discussion here for it.
CommanderJroc Jul 30 @ 11:42am 
To clear up any confusion, I have altered my re-upload to show that its temporary and just a placeholder till this mod can be updated.

I don't want anyone mad at me, I just figured getting up a 1:1 working version and also doing the min work to get it up to 1.6 version and also creating the pull request to upstream.

I haven't seen any recent commits or comments on the github side, so was unsure if my changes would be accepted.
CommanderJroc Jul 30 @ 11:15am 
@Alyssa, I already put a PR up against the main repo here

https://github.com/CatCraftYT/stargate-mod/pull/7

I am just keeping it as is for now, till this mod gets updated. I then plan to remove my mod or keep it hidden and encourage people to head over to this mod.
Alyssa Jul 30 @ 11:12am 
Wow. Nice job doing the bare minimum to technically get it working. Just because you dont have any patience that doesn't give you the right to reupload a mod that clearly hasnt been abandoned by the original author. I have put in a month+ of effort not just to do the bare minimum but also actually try to improve the mod.
CommanderJroc Jul 30 @ 11:01am 
@Alyssa

I am aware but I got tired of waiting. So I went and updated it and got it working.

I put up a PR against the github repo to update this to 1.6.
Alyssa Jul 30 @ 9:46am 
@CommanderJroc
You know that the mod is still active right?
The only reason it hasn't been updated yet is because I already offered to provide an updated version.
CommanderJroc Jul 30 @ 9:42am 
I have put up a PR against the git repo to bring this mod into 1.6.

Should that get merged, I will pull mine once my version hits 0 subscribers.
CommanderJroc Jul 30 @ 8:27am 
Hey folks, I have created a continuation of this mod here:

https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3538089575

I will be uploading github sources soon once I straighten out some repo stuff (cause I am picky and such).
Alyssa Jul 30 @ 7:32am 
Hi!
I'm looking into it. :SBpanda:
StarOri Jul 30 @ 4:56am 
Hello,

Since this is being continued by someone, I'm here to report a bug:
With both mods "ancient danger on encounter" (2910004353 & 3521383341), using Stargates is broken.
We can create caravans and go to stargate sites, however we cannot dial any gate anymore. There's an error about a nullpointerexception or something and that's it.
Once I removed the ancient danger mod, stargates are working as normally.

I was able to reproduce this on a new game with only both mods and the dependencies.
Wise_Crak Jul 23 @ 2:05pm 
cant wait for this to update and have a Stargate on my ship!
Mr. Feed Jul 21 @ 3:15am 
@Alyssa thanks, if you need help just ask
Myphicbowser Jul 20 @ 2:01pm 
Thank you Alyssa! My Stargate Network has always been something I adore setting up, and with Asteroid bases now it'll be so much cooler...
Scionin Jul 15 @ 4:44pm 
Much thanks Alyssa
Schokolabbi Jul 15 @ 10:52am 
Thank you Alyssa :twopointcured:
Alyssa Jul 11 @ 12:38pm 
@Fuyu
Currently it doesn't, but I'm working on an update to contribute to the mod :rwslugcat:
Fuyu Jul 11 @ 11:06am 
Does this still work in 1.6?
Alyssa Jul 9 @ 1:02am 
Well, those are your two options, i'm afraid. you can't permanently claim a site without settling it, that's just how the game works c: And you wouldn't want to have more than a small handful of open maps at a time, there's a reason why the game limits you in that way (the answer is performance), plus if you just want to use it for travel, it would be overkill to have an entire site, let alone multiple loaded all the time. You could maybe try just not using vehicles for the gate site stuff, then it should at least work.