Stellaris

Stellaris

Stargate
85 Comments
Cagliostro 8 Jun @ 2:34am 
woohoo thanks for updating!
Crazy Old Texan 7 Jun @ 11:55pm 
A James Fire Product...yeah, I can trust it. Subbed
James Fire  [author] 7 Jun @ 9:22pm 
It is now updated
Silverfishv9 28 May @ 10:06pm 
Good to know! Thank you for responding
James Fire  [author] 28 May @ 5:21pm 
Yes, but no ETA
Silverfishv9 28 May @ 9:37am 
Are there current plans to update to 4.0?
MobiusRaptor 17 Aug, 2024 @ 4:39pm 
Everything is good to go -- the Stargate Arsenal mod issued a fix!
MobiusRaptor 14 Aug, 2024 @ 11:27pm 
Found a workaround by using the research_technology command to unlock only the initial stargate tech from the Stargate Weapons: Arsenal mod. After that, everything works fine, though I think there's still an incompatibility somewhere that keeps that mod's tech from working normally. Everything is good to go, and I let the other mod know what I found, too.
MobiusRaptor 13 Aug, 2024 @ 1:01am 
I let them know, and here's their reply: "I know this problem which can occur in certain rare cases unfortunately I do not have enough knowledge and time to resolve this, the only solution would be to remove the event but I think it remains useful, sry for that."

I'm playing a game with both mods active, but haven't yet researched the tech that triggers the event that leads to the bug. I'm hoping that the bug only happens when I use the research_all_technologies console command, and that playing the game naturally doesn't activate it.
James Fire  [author] 12 Aug, 2024 @ 10:48pm 
Best guess would be we use the same *something*

But why are you not mentioning this to them as well?
MobiusRaptor 11 Aug, 2024 @ 6:57pm 
Found a weird interaction with this Stargate mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2617459347) : When both mods are active (order doesn't matter), using the research_all_technologies console command brings up infinite selection windows from the other mod. If I click on an option or move the window, there's more of the same window underneath.
卡尔文迪斯梅特 10 Jun, 2024 @ 3:42am 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
焱淼 21 Apr, 2024 @ 3:03am 
Thanks for the answers!
James Fire  [author] 21 Apr, 2024 @ 2:57am 
No, Stellaris doesn't default language like that
焱淼 21 Apr, 2024 @ 2:56am 
If I open it in Chinese language, won't it also replace the code to display in English?

我使用中文语言打开,也不会将代码替换为英文显示吗?
James Fire  [author] 21 Apr, 2024 @ 2:53am 
It's code because I only have english loc.
焱淼 21 Apr, 2024 @ 12:13am 
Pop-up interface, decree interface, resolution interface, the text display of this three interfaces are all codes, is it a localization problem?

开局弹窗界面、法令界面、决议界面,这个三个界面的文字显示都是代码,是汉化问题吗?
七彩的写生 13 Apr, 2024 @ 5:32am 
星际之门 成本
James Fire  [author] 5 Mar, 2024 @ 6:48pm 
Yes, they use defaults. They *can* make new stargates, but I don't think they'll ever get the resources to do it.

That's on external economic connections, not internal ones.

No. Leaving aside I don't think I can script-move armies, it would be extremely tedious and clunky to make and use something to pick a target.

Fixed.
󠄀 2 Mar, 2024 @ 9:07am 
for some reason i can't seem to be able to decrease connection cap. tested without any mods
󠄀 29 Feb, 2024 @ 1:31pm 
good mod
three question tho. does AI use stargate or it doesn't change settings/cap at all. always default?
also played hive mind but i didn't see any bonus to my menial drone output from internal economics but that may be an UI issue
and finally can i invade other planets with an army. would be very cool if i could. army bonuses would actually be important for once
Ragnarac 30 Jul, 2023 @ 5:53pm 
whats the id for the planet feature?
James Fire  [author] 8 Mar, 2023 @ 9:04pm 
It works fine for me. Is the mod active?
ONE MAN ARMY 8 Mar, 2023 @ 6:54am 
is this compatible with latest updates? stargates do not populate nor does the game start event. it literally does nothing.
Nathaniel Herapen the Third 28 Jan, 2023 @ 7:03pm 
This looks neat. canonically in my Milky way Galaxy I have a megacorp empire of snails who hail from a salt world, whose primary travel method is stargate tech, not FTL.
James Fire  [author] 14 Jan, 2023 @ 10:08pm 
Definitely false.
ONE MAN ARMY 11 Jan, 2023 @ 9:25am 
mod doesn't do anything
James Fire  [author] 22 Sep, 2022 @ 8:01pm 
Stargates can be created after you've researched the appropriate tech.
nukestar 22 Sep, 2022 @ 12:31pm 
Is there a way to move stargates from one planet to another? Or create new stargates?
Cagliostro 19 May, 2022 @ 10:04am 
Hi! I’m not sure but I think the update broke stuff again =(. Half my connections are set to zero after continueing my game today =(
Cagliostro 15 May, 2022 @ 7:06pm 
True that! Thanks!
James Fire  [author] 15 May, 2022 @ 1:12pm 
Well, that gate counter is just for informational purposes, so at least the mod works now.
Cagliostro 15 May, 2022 @ 5:06am 
Ok I quickly tried it and all seems well, except that the counter for 'total number of gates' at the bottom is still at zero. Now I waited like a year or two to make sure the system had time to refresh, but it still kept at zero. All other individual connections work fine though.
Cagliostro 15 May, 2022 @ 4:38am 
Thanks! I’ll try it out later today!
James Fire  [author] 14 May, 2022 @ 11:20pm 
Should be fixed now.
James Fire  [author] 14 May, 2022 @ 4:17pm 
Oh dear
Cagliostro 14 May, 2022 @ 4:05pm 
Hello, I have a game where three of my planets have gates. But going to either the local, or global SGC screen says there are 0 connections being made. So I loaded up an old game where there's a sprawling empire with many gates and treaties. Still 0 connections. Am I doing something wrong, is the script buggered, or do I maybe need to resubscribe to the mod? =]
The Illusion 18 Apr, 2022 @ 11:29am 
Yeah. Something that would require multiple steps to get (asset would be the stargate address), maybe even a technology requirement
James Fire  [author] 18 Apr, 2022 @ 8:24am 
Like, perhaps an espionage operation?
The Illusion 17 Apr, 2022 @ 2:16pm 
In Stargate you can explode one of these things. I wonder if that would even be possible with this mod (basically gain access to enemy gate addresses then explode them, causing massive devastation)
ONE MAN ARMY 21 Mar, 2022 @ 9:04am 
would be nice to see a real attempt at bringing all the stargate content together into a mod like star trek new horizons and star wars fallen republic.
James Fire  [author] 25 May, 2021 @ 10:28pm 
Neither. Auto resettle happens regardless, the Starbase Module and Stargate just make it faster.
Killer Turnus 25 May, 2021 @ 5:50am 
So question about the auto-resettling, do i still need the Starbase module? or does the stargate function like one?
James Fire  [author] 7 May, 2021 @ 1:13pm 
Yeah. They don't have any special interaction, but they're compatible.
OsirisRaptor 7 May, 2021 @ 11:59am 
Compatibility with Space Exploitation?
James Fire  [author] 25 Apr, 2021 @ 8:32pm 
> Also has a decision to build them, which is unlocked by a tech that requires Gateway Construction.

Added
Killer Turnus 25 Apr, 2021 @ 3:50pm 
I see, when you get a chance can you peek at at it and add the requirements to the desc or even in the comments.

Sorry if this is an annoying request but i always find myself struggling to research mod techs because of missing prereqs.
James Fire  [author] 25 Apr, 2021 @ 3:16pm 
No. There's another tech, that requires gateways IIRC
Killer Turnus 25 Apr, 2021 @ 1:04pm 
So can you build stargates with the gateway building tech?
Byter 24 Apr, 2021 @ 7:17am 
Thank you :Djoe: