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Hi Magus, sorry, but I'm not entirely sure what you mean by this. Do you mean that the L-Gate in your starting cluster connects directly to every other L-Gate, rather than just to Terminal Egress? That shouldn't be possible, nor should it be possible for this mod to spawn an L-Gate in a system that already has one.
Are you using any other mods? If so, are you sure this is the one causing the problem? If you haven't done so already, try running a test by starting a new game with only this mod enabled, to see if that still happens. If it does, please send me screenshots and a copy of your save file (you can DM me a DropBox link or something similar). If deactivating your other mods solves the problem, post a list of the other mods you were using, and maybe I can figure out where the conflict is.
I have no idea why this mod would cause a freeze in that situation; it doesn't affect starting resources at all.
If you post the script you're using, I might be able to figure it out, though.
I think it has something to do with the planet view window: specifically, adding new modifiers/deposits/blockers to it. With the mod enabled, I was able to use the "planet_size" and "planet_class" commands without any problems but if I tried to use these two:
effect add_deposit = insert_planet_deposit_code_here
effect add_modifier = { modifier = insert_planet_modifier_code_here }
... the game would freeze up, essentially crashing.
That being said, I started a new game with the mod enabled, saved, exited the game, disabled the mod and went back into the game and reloaded the save. This time around I was able to use console commands to add planet modifiers and deposits again.
In the meantime, I'd suggest that you just keep doing what you did to test it: start a new game with this mod active, then save, quit, deactivate this mod, and reload your game. This mod doesn't do anything further once a game is in progress, so continuing a game after deactivating it shouldn't cause any problems.
I did notice that with the mod enabled, on a planet with no modifiers present, I could add one modifier/deposit with a delay of a few seconds or so. Then if I added a second one, it would be a far longer delay but eventually it MIGHT work (it didn't always do so). Adding a third would simply be a lost cause. So that's why the planet view window thing was my first theory.
If I can figure out what's happening there and how to fix it, I'll upload a patch, but in the meantime I'm going to add this as a "Known Issue" to the mod description, along with the workaround.
Edit: The "bug" I just reported corrects when wormholes are researched.