Stellaris

Stellaris

Starting Out with Gateways
42 Comments
The Next Decade  [author] 11 May, 2020 @ 12:03pm 
Yup. And they do, in fact, use it relatively commonly. Though I might try and see if, maybe, tweaking them to use it more commonly might be fun.
nicholas-abbott 10 May, 2020 @ 6:59pm 
Question - Will AI get this Tech right away as well?
The Next Decade  [author] 26 Mar, 2020 @ 5:44pm 
Updated for 2.6. No changes required, everything seems to be working. If somebody experiences any bugs, please let me know.
TCGM 1 Dec, 2019 @ 7:20am 
It was destiny that I find this mod
Spalato 9 May, 2019 @ 7:15pm 
2.2.7 and functional, even more so it is fully compatible with 2.2.7 (no red exclamation mark).
The Next Decade  [author] 23 Mar, 2019 @ 11:14am 
Is the mod still functional on 2.2.6? It should be, since I don't think there were any techtree changes in the recent version, but still.
Shade 14 Mar, 2019 @ 7:29pm 
Would you be willing to make a version of this mod that makes this a civic choice / nobody else just auto-has this? If they research yours, they just get the standard gateway choices, but because you got the civic, yours are cheaper/etc? Maybe the civic gives your ships like -25% sublight speed, or +25% charge time to use FTL jumps?
The Next Decade  [author] 20 Jan, 2019 @ 9:35am 
Updated
VS-lockon 20 Jan, 2019 @ 9:32am 
thank mate
The Next Decade  [author] 20 Jan, 2019 @ 9:28am 
Oh, found it. They changed the name of a single modifier it seems like. Instead of any_planet it's not any_system_planet. Will roll out the update as soon as I test it out.
VS-lockon 20 Jan, 2019 @ 9:26am 
hey chance Empires placement of megastructures not the structures it self this what it said ever time i try place it both in my home system as well as any Survey System https://prnt.sc/m9powd
The Next Decade  [author] 20 Jan, 2019 @ 9:21am 
Hmm. That's strange, because I just compared the code in the mod and the code in the vanilla gateway, and I can't find ANYTHING different whatsoever.
VS-lockon 20 Jan, 2019 @ 8:32am 
need fix 2.2.3 changes all megastructures so this need fix or we can't place any
VS-lockon 19 Jan, 2019 @ 1:28pm 
you might want up date this again it broke in 2.2.3
Viceroy Günther von Lichler 9 Dec, 2018 @ 11:53pm 
Thanks for updating, i couldn't live without this mod before the expansion and that goes for triple that now with the immense resource costs to build just 1 gateway in vanilla.
The Next Decade  [author] 6 Dec, 2018 @ 1:24pm 
Mod updated for 2.2
Ended up restructuring the mod a bit for better compatibility with other mods.
The Next Decade  [author] 6 Dec, 2018 @ 10:26am 
For whoever's still watching and using this mod. I've got the newest DLC. Still need to check for any possible tweaks I'll have to add to make sure the darn thing works correctly and doesn't frack with the vanilla techtree.
Spalato 28 Jun, 2018 @ 11:40pm 
By far the best thing about this mod is when you play tall you can finally build those damn gateways in your backwater tributaries territory so the journey to the frontline doesn't take forever. Top notch mate, much love <3
The Next Decade  [author] 23 May, 2018 @ 12:36pm 
Mod updated for 2.1

The only changes are that I've added a single new event flag, and updated the tech tree in case there's any new research in the newest version.
The Next Decade  [author] 23 May, 2018 @ 12:23pm 
Good, thank you for taking your time for checking. Now I can update the tech tree with a clean conscience.
The Jawa Wrangler 23 May, 2018 @ 12:16pm 
Started to work again, So whatever was causing it oddly appeared to be only something with that save.
The Next Decade  [author] 23 May, 2018 @ 11:46am 
@"TallestManInTheWorld" Just installed the DLC and checked it. It still displays and takes up only 400 days, and costs only 500 minerals and 200 energy. Could you please check for any other incompatilibilities, because I cannot reproduce the bug?
The Next Decade  [author] 23 May, 2018 @ 8:36am 
Checked Vanilla 2.1, the time is still the correct 400 days. The DLC is what's changing it I think.

Okay, definitely will have to wait until I can buy the DLC.
The Next Decade  [author] 23 May, 2018 @ 6:11am 
I will take a look at it once I finally buy the new DLC. I think that it does something that changes Gateways? Not sure, need to check.
The Jawa Wrangler 22 May, 2018 @ 3:39pm 
*Correction, Mod does work, still gives you the option to build and reactivate but the times to do so are back to vanilla
The Jawa Wrangler 22 May, 2018 @ 2:30pm 
I can confirm that this no longer works with the 2.1 update
The Next Decade  [author] 1 May, 2018 @ 8:50am 
Nevermind, figured it out. Gotta add an incompatilibility notice...
The Next Decade  [author] 1 May, 2018 @ 8:15am 
Does my mod still work on the newest version? I'm having some weirdness myself, so if anybody can check it would be grat.
Tilur 3 Mar, 2018 @ 2:52pm 
Most of them do, and with the testing I've done personally shows it may unfortunately be incompatable with large amounts of mods I use. It's a great mod though, and hope to see more like it!
The Next Decade  [author] 3 Mar, 2018 @ 2:30pm 
Do any of them change any of the existing technologies? Adding new ones shouldn't be a problem, but changing or removing is bad for compatibility, since modders have to simply include the entire tech tree in the mod with the edits they needed.
Tilur 3 Mar, 2018 @ 12:17pm 
I do have many mods that add things to the physics tech tree, most of which shouldn't affect gateways. Those are the Utopia mod, realistic ships, extra ship components, and thats it. I'll shuffle the mods around to find which one and will give you a sit rep on which mod conflicts.
The Next Decade  [author] 3 Mar, 2018 @ 1:58am 
Check for any mods that affect the Physics tech tree, there's most likely a conflict somewhere there.
Tilur 2 Mar, 2018 @ 4:17pm 
I maybe one of the only people whom play with too many mods, making the game rediculiously unstable. I state that in the begining to state that I may have caused one mod to conflict with another due to it. With that said, I have tried playing the mod these past few days and have not been able to build any gateways. I'll keep looking for where other mods might conflict with it.
The Next Decade  [author] 2 Mar, 2018 @ 3:08pm 
Changed the supported version number, should now work OK on anything 2.0.x
Computer 2 Mar, 2018 @ 2:09pm 
thank you for making the game playable.
The Next Decade  [author] 2 Mar, 2018 @ 12:35am 
I have seen the AI building quite a few gateways
Pepega 1 Mar, 2018 @ 10:35pm 
One thing i wonder though...does the AI ever build gateways?

I really wouldnt be surprised of paradox didnt code that in yet or something lol. Ill try and start a game with no gateways, let it run, and see if the AI build any
The Next Decade  [author] 1 Mar, 2018 @ 2:51pm 
I will change the version number tomorrow to avoid confusion. Hopefully, 2.0.* will work now that new versions came out...
Pepega 1 Mar, 2018 @ 2:42pm 
It works just fine. Just because the mod has the red exclimation mark, doesnt mean it doesnt work. It literally just means the mod creator didnt change a few numbers to match with the current version number. Thats all.
Pepega 1 Mar, 2018 @ 11:54am 
def works in 2.0.1. But the question is does it work in 2.0.2. (I think it does since basically all other mods does as well)
patrick.mcdowell 1 Mar, 2018 @ 10:35am 
looks like 2.0.1 made it no longer work
Pepega 28 Feb, 2018 @ 8:21pm 
This is great. Combined with the mass relay mod this completely changes how i play the game now.