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Do you have other mods installed? Perhaps ones that manipulate antennas?
Kolt - Command console pack (add new blocks, doesnt seems like antena) never used in this game.
Caldari Skybox
Holographic Radar - never used it
X3 soundtrack pack
Even if I disable those mods, the behaviour and the logs are the same, unless the save game is corrupted...
I've suspected that modder in order to create blocks used some base stufs (inheritance ?) maybe on of the mod block are based on the antena ?
I can also send my savegame if this can be of any help.
If 2 gate are 200m (approx.) or less one from another (on different bases), the second one "could" be corrupted, it's not automatic and has maybe something to do with big bases, I got 1 gate inside my base (who is inside a mountain) and the second on a large ship (a tel'tac actually). If the ship get 200 meter or closer, one of the gate get corrupted and unusable (in and out). If I build a second station near the big one, the second gate is unusable, even if I destroy the gate in the main base, the second is still unusable.
I don't know how much all of these is relevant, I tested with 2 basic base close to each other and it worked just well. So There must have another reason.
The first problem solve easily, just add the xsi type in the CubeBlocks.sbc on line 1352:
<Definition xsi:type="MyObjectBuilder_RadioAntennaDefinition">
The main problem was a little bit more weird, the prblem was with the horizon, I found a workaround by setting the builder as static, file Stargate.cs line 1669:
gridBuilder.IsStatic = true;
Or it crash a short moment after the CreateAndSyncEntities. Async error, sweet.
Of course, I have no idea if it is important. But things work just well, I will write if my PC take fire.
I will look into it more. If I need more, I'll ask for the world. Thanks for that information so far!