RimWorld

RimWorld

447 ratings
Stargates!
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
6.926 MB
Jul 7, 2022 @ 1:00am
Apr 12, 2024 @ 10:26pm
25 Change Notes ( view )

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Stargates!

Description
For how much demand I've seen for a Stargate mod... nobody seems to have done it. Well that changes now! This mod adds stargates to the rim, and lets your daring colonists/savage tribespeople travel anywhere on the planet (as long as there's a stargate there).
[Incompatible with RimWar]

This mod is on development hiatus for the time being. I will still update it to new game versions, so the mod will remain functional, but no new features will be added or majorly changed.

About
This mod adds three types of stargates:
  • Makeshift stargates - These stargates are one-use only cheap transportation devices, for when you need to quickly get to another gate and you don't happen to have one spare. These stargates can't support irises.
  • Stargates - Your standard old stargates. They are activated using a seperate DHD linkable.
  • Advanced stargates - Functionally the same to regular stargates, except that they can be built by your colonists and have a built in DHD.

Usage
How to get one
First, you need to go to an exotic goods trader / shaman trader and buy stargate glyphs from them. Outlander settlements will always have at least one glyph slab, and neolithic settlements may have some. If you have the 'glyph decoding' research, you can interact with the glyph slab, which once complete will add a new site to your map guaranteed to contain a stargate. From there, you can either connect to the site using a makeshift stargate or go there on foot.

Risks and Rewards
From time to time, Randy might look down upon your colony and decide to send some pirates through your stargate. If you have fancy fabrication technology, however, you can stop these pirates from coming through using an iris.
With the risk of a raid right in the middle of your base, there better be a good reward! Well, they also allow for instant travel between any of your colonies, with no power requirement! On top of that, they can also lead to secret treasures hidden within ancient, forgotten structures. All you need to do is get lucky and find the right glyphs from a trader.

Using a stargate
To use a regular stargate, get a pawn to interact with the DHD, and select a location to dial to. After some time has passed, a connection with the other gate will be made, and an unstable vortex will destroy anything in front of the stargate. If nothing is moved through the gate after 1 ingame hour, the stargate will automatically close. The DHDs of makeshift and advanced stargates are integrated into the gate itself, so there is no seperate module required. Watch out for the vortex, though!
To install an iris, finish the iris research and create an iris installation kit at the fabrication bench. Then, get a pawn to interact with it and target a stargate. Makeshift stargates can't support irises, so use them quickly.

To bring large amounts of items or animals through, select an active stargate to load it the same way as a transport pod.
***Remember that pawns can only go through a stargate one way, through the dialling side. Don't go through a stargate with an incoming wormhole, it's pretty lethal!***

Building your own gate network
If you want to transport your pawns across the world without the overhead of making new colonies, you can bring a stargate to any tile and click "Create stargate site" in the caravan gizmos. Don't put an iris on the site's gate, as it will be deleted and raids don't come through these sites anyway. To enter the site, you can either right click on it with a caravan or dial it using any stargate. To make the site more recognizable, you can click on the site and rename it.
To delete the site, enter the site and bring the gate and DHD with you. If there are no gates or DHDs on the map when your pawns leave, it will automatically be destroyed.

Supports existing saves.

Credit
Sounds - CAP from GMod
Building Art - Dave
Everything else - me

Contribution
If you want to help improve the mod and are a masochist, you can find the source for the mod here: https://github.com/CatCraftYT/stargate-mod
If you are also a seasoned rimworld architect, I invite you to create new buildings/structures to be used for stargate sites!
Translators: see the translation guide in the core mod for guidance, or ask in the translation discussion
Popular Discussions View All (6)
60
Feb 2 @ 6:25pm
PINNED: Bug Reports
catcraft
14
Oct 19, 2022 @ 7:50am
my portal doesn't close anymore and I can't send anyone through :P
𝖉𝖔𝖓𝖙𝖋𝖊𝖊𝖉G!Zm0
5
Jan 20, 2024 @ 11:51pm
Multiplayer Support
Krauterz
386 Comments
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.
Raovake Jul 8 @ 6:11pm 
Yeah I tried doing that with vehicles, and that was so messed up (opening a map with them in general was). As long as i only placed it and didnt open the map seemed to work alright. Ive got several new mods im just kinda figuring out.

The main issue was the loss when trying to claim the location.
Alyssa Jul 8 @ 12:10pm 
@Raovake
You can caravan out with a stargate and setup a gate site (see the gizmo with caravan selected on world map). That will set up a permanent site that will get unloaded when not occupied by your people, but can later be reopened again, Plus you can gate to it just like the quest sites when they're unloaded.
Raovake Jul 8 @ 11:33am 
Thanks tho, having to settle limits how many locations for gates you can actually have.
Non Alchemist. Jul 7 @ 6:35pm 
@Raovake
I think you have to mark the sites as settlements... you may have claimed the structures on the map, but you may have forgotten to actually settle the map tile that contains the site so that the stuff doesn't just get erased from existence when you leave.
Raovake Jul 7 @ 12:43pm 
is it not possible to claim the random sites that generate? i got to one, claimed everything then when I went to leave it went poof.