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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.
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.
https://pastebin.com/SK49hKhg
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.
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.
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.
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.
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.
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.
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.
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.
@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.
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.
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.
Also Hell yea for 1.6 update, great job :) cant live without the sacred ring!
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!
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.
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.
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.
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.
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.
Should that get merged, I will pull mine once my version hits 0 subscribers.
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).
I'm looking into it.
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.
Currently it doesn't, but I'm working on an update to contribute to the mod