RimWorld

RimWorld

Stargates!
386 Comments
Scionin 15 Jul @ 4:44pm 
Much thanks Alyssa
Schokolabbi 15 Jul @ 10:52am 
Thank you Alyssa :twopointcured:
Alyssa 11 Jul @ 12:38pm 
@Fuyu
Currently it doesn't, but I'm working on an update to contribute to the mod :rwslugcat:
Fuyu 11 Jul @ 11:06am 
Does this still work in 1.6?
Alyssa 9 Jul @ 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 8 Jul @ 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 8 Jul @ 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 8 Jul @ 11:33am 
Thanks tho, having to settle limits how many locations for gates you can actually have.
Non Alchemist. 7 Jul @ 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 7 Jul @ 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.
catcraft  [author] 4 Jul @ 6:15am 
I don't mind either way, but having multiple smaller PRs is probably better
Alyssa 4 Jul @ 5:59am 
Okay, Yay :slimetabby:
Should I split up what's ready now(mostly) and what I'm still working on? Because the crates and the site stuff in general will still take a bit to get done, and maybe it'd be good to have a 1.6 compatible update sooner? idk :SBpanda:
catcraft  [author] 4 Jul @ 5:28am 
sounds good to me, generally I'm not a fan of unnecessary dependencies but mod options are probably a good thing to have (xml extensions is a pretty popular mod anyway). I wasn't even aware of 1.6 so if changes were needed I'll happily take them :winter2019happydog:

also, having a PR open even if it's not ready will be helpful, so i don't have to review the whole thing in one go
Alyssa 4 Jul @ 4:48am 
Lastly, are you working on a 1.6 update? I only ask because I also have a fully working 1.6 version here if you want, Would maybe save you the effort.

I don't know what you'd consider a total rewrite, but I don't think I did, lol, in terms of code it's mostly smallish additions / changes. Let me know what you think, I'd rather know If you don't care for something before I put in too much more effort into it.
and sorry for the wall of text, lol. c:

(2/2)
Alyssa 4 Jul @ 4:48am 
I'm still working on the kinda main thing, which is to fix and partially redesign the sites (aside from the barren ones), and replace the baked in loot with crates that contain loot so you don't always get the same stuff from a site, And design more sites.

I fixed the unstable vortex not damaging anything besides non-standable buildings.
(also (temporarily?) disallowed placing stargates on pocket maps, because they currently aren't supported by the mod. Haven't come up with a solution for that yet)

I added sound to the gate when it's dialling up, and when an address is selected on the dhd.

I also would like to add mod settings to make some things customisable, but idk if you would be ok with adding 'xml extensions' as a dependency.
I would love to just do it without, but haven't been able to figure out how you would, like toggle an xml patch with a setting then.
I guess it could maybe be an optional dependency so it wouldn't be a hard requirement if you'd rather?.

(1/2)
catcraft  [author] 3 Jul @ 9:16pm 
sure, make a PR on github and i'll check it out, as long as it's not a total rewrite lol
Alyssa 3 Jul @ 7:55am 
Hiya, I love this mod and have been working on some additions and fixes and stuff I'd like to contribute to it if you're still open to that. c:
catcraft  [author] 9 May @ 6:31am 
they're one-way
ツLOLIK(¬‿¬) 9 May @ 5:06am 
hi, I ran into a problem when I give the command to a pawn to enter the portal, it instantly dies as soon as it enters it, what am I doing wrong?
FJSA 17 Mar @ 2:39pm 
Can you please support for Deeprim? I cant use stargate in other level of map.
catcraft  [author] 12 Feb @ 12:57am 
Don't see why you couldn't
Astromad 12 Feb @ 12:50am 
Do raids only work through Randy? Or can I use other story tellers like modded ones?
Taz 9 Feb @ 3:43am 
Can you please add Vehicle support?
Drumzelchen 25 Jan @ 4:56pm 
Okay I have found the Problem, it seems that ReGrowth mods are patching something in the world gen, and therefore the maps are not Loading. Maybe A Fix you can provide or get it up for hard incompatible =)
Drumzelchen 25 Jan @ 3:41pm 
Okay something is running wrong for me, i bought diverse glyphs with adresses, but every time i try to dial on of them, my game freezes, than a short loading .... square in my screen and then nothing. What am i doing wrong?
catcraft  [author] 21 Jan @ 7:07am 
not that i know of, at least one that would cause that issue
bigd 21 Jan @ 7:01am 
I'll do that later when I get off work. By any chance, do you know if there is any mod it's not compatible with?
catcraft  [author] 20 Jan @ 7:46pm 
yes
martingolding96 20 Jan @ 1:15pm 
Is this mod compatible with SoS2? As in the Stargate Series they can be used on Ships.
catcraft  [author] 19 Jan @ 7:55pm 
can't reproduce, put your log in the bug reports discussion
bigd 19 Jan @ 11:19am 
I can't install the Iris on the advanced stargate. I built an iris and selected a pawn to install it. When it ask me where to install it, I hover over the stargate and all UI vanishes. I can't select the gate. When move the cursor from the gate, the UI reappears.
weregamer 11 Jan @ 6:20pm 
This sounds like a great theme for a completely new run-through, someday. Nice work!
DA/TA 16 Oct, 2024 @ 8:50am 
I'm having trouble building my own Gate network, How exactly is the process of 'transporting' one gate to another tile and setting it up there?
and is there a way of 'claiming' Gate sites from the shards you find addresses from?
so that they don't despawn but rather be "utilized" as a second base
Myphicbowser 3 Sep, 2024 @ 11:34am 
Thanks for keeping the mod up to date! I love this thing!
E1S4 24 Aug, 2024 @ 8:57am 
This mod is sooo unrealistic!!!! There can only be one gate per planet or it's like trying to call yourself!!!
cap_wacky 30 Jun, 2024 @ 9:07am 
More specifically on the previous request to have multiple gates on the same map: When there is more than one gate on a map have them all go into an inactive state and only allow one gate to be active at a time per map. That would keep it reasonable balanced and likely be simpler to code than having multiple destinations per map...
cap_wacky 26 Jun, 2024 @ 4:59pm 
Hiya, I have 2 feature requests for this great mod if they could be done:
1. Ability to name our stargates addresses; E.g able to change the name of it on a base, etc.
2. The ability to put multiple stargates down on the same map where it would add a -1, -2, -a, etc to end of the address/name. This would be intended for using with Save our Ship 2 so you could put a gate on each of your ships if you have more than one and thus you can use it for easy transport without having to pick up and place a gate whenever your ship moves, etc.

Anyway great mod regardless.
thoth.unified 24 Jun, 2024 @ 8:34am 
Is it possible to add SOS2 support? The gates need to be rotatable to be used in ships.
Creeper Gamer 9 Jun, 2024 @ 10:14pm 
Oh thats why they died: ONE way
Peryn [Андрій] 25 May, 2024 @ 10:55pm 
Can we add the posibility to use vahicles?
Hebrux 18 May, 2024 @ 11:43am 
incompatible with rimwar? Shit
catcraft  [author] 7 May, 2024 @ 5:05pm 
sure you can
UnfortunateДруг 7 May, 2024 @ 10:03am 
It's a bit of a different story. I wanted to ask for your permission to use parts of your code for a similar mod, naturally putting your name and link to Stargate mod into the description.
catcraft  [author] 7 May, 2024 @ 1:29am 
You can just put it here
if you want to contribute to this mod you can open a PR on the github :)
UnfortunateДруг 6 May, 2024 @ 10:14am 
@CatCraftYT, thank you for such an amazing mod. Is it possible to contact you about a modding project somehow?
BelloDHR 6 May, 2024 @ 9:32am 
Thank you CatCraftYT, awesome work :)
Gurney Halleck 24 Apr, 2024 @ 3:56pm 
you sir are one of the ancients
neorex72 22 Apr, 2024 @ 10:19pm 
My Gawd... What have I been missing out on.
The Regulator 20 Apr, 2024 @ 12:41pm 
Thank you for the update!
catcraft  [author] 12 Apr, 2024 @ 10:27pm 
updated to 1.5, yippee!