Fractal Softworks Forum

Starsector => Mods => Topic started by: toast on July 09, 2017, 09:56:27 PM

Title: [0.9a] Active Gates 0.2.0
Post by: toast on July 09, 2017, 09:56:27 PM
Gates must be activated; once activated, you can travel between activated gates.

Thanks to: Wispborne (for latest update), LazyWizard (for console commands and example source)

Latest version: 1.0.0

Download:
https://github.com/ken-c/Active-Gates/releases/latest

Source:
https://github.com/ken-c/Active-Gates

Changelog for 1.0.0:
Thanks for Wispborne for updating the following:
Works with Starsector 0.9a (previous version did also).
May now jump to any activated gate.
Activation cost changed; can be modified via settings.json.
Smoothed numerous rough edges, such as wording and navigation within the dialog.
Now displays the fuel cost per jump.
General code refactoring. Added IntelliJ project, converted to Kotlin.

Changelog for 0.2.0:
Fuel cost now dependent on distance.
Reduce fuel cost multiplier to 1.
Can select from up to 5 of the closest systems with activated gates.
Title: Re: [0.8.1a] Active Gates 0.1.0
Post by: SamLivs on July 10, 2017, 02:25:41 PM
This is actually pretty cool. Thanks toast.
Title: Re: [0.8.1a] Active Gates 0.1.0
Post by: Az the Squishy on July 10, 2017, 03:33:52 PM
Ya' know, if you could I'd say make this part of "New Game Plus" Option of sorts, or at least try.

You find a gate, go into it, and then, NEW SECTOR (after Level 40 cap)! But, you've lost some skills after some sort'a cataclysmic break-up of the fleet due to being unprepared for the jump. Or you trade places with a time-line or some Multiverse mambo-jumbo.

It could also be a Random sort of Encounter, after all, things might be watching the gates, and maybe things just go wrong and you end up in a far-flung system!

otherwise, good luck with your future releases. :)
Title: Re: [0.8.1a] Active Gates 0.1.5
Post by: toast on July 17, 2017, 08:31:36 PM
I implemented the version checker incorrectly, so for those using 0.1.0, there won't be any notification that a later version is available.

Anyone using 0.1.0 might want to consider upgrading to 0.1.5, where I've fixed this problem.

Note also that activation and usage costs are now nonzero, but can be set to other values by changing data/config/settings.json.
Title: Re: [0.8.1a] Active Gates 0.1.5
Post by: peperoni_playboy on July 17, 2017, 09:25:08 PM
is there any way to choose a specific gate to go to instead of it randomly picking one of the ones you've already activated?
Title: Re: [0.8.1a] Active Gates 0.1.5
Post by: xenoargh on July 18, 2017, 08:39:59 AM
This is interesting, but shouldn't it offer a choice between the three closest Gates?  That should be easy to get; just query the Gate's location in Hyperspace, sort the other Gates by distance, and offer the first three as choices in the Dialog.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: toast on July 29, 2017, 07:27:03 AM
After fiddling around with rules.csv, I finally figured out display the closest gates.  In version 0.2.0, you get to choose from up to five of the closest gates.

One thing to keep in mind: consider not activating gates in a cluster.  For example, if there are six activated gates close together and one far away, you'll never be offered the choice of the far-away gate in the vicinity of the clustered gates.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: xenoargh on July 29, 2017, 10:37:58 AM
Hey, that's really cool :)

Now, if you could make Gates cost <insert commodities> that would be awesome; something like between 50-200 Supplies, Scrap, etc. and an AI Core to run the Gate's complex Hyperspace mathematics... that would feel really immersive and be a fun mechanic :)
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: toast on July 29, 2017, 01:29:52 PM
Quote
if you could make Gates cost <insert commodities> that would be awesome

Sorry, are you talking about gate creation cost or gate activation cost?

If the latter, gate activation already has fixed costs of 500 metal, 250 heavy machinery, 250 organics, 250 volatiles, and 250 transplutonics.  These are configurable via data/config/settings.json.

I could add AI cores (alpha or beta) to the activation cost if you like...
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Squish Cat on July 31, 2017, 10:33:06 PM
I would say that if you're going to add Cores, it should be a Gamma core based on the lore.  Gamma cores are there to do complex computational algorithms, organization and management on a massive scale, and keep track of long lists of inventory and sort them all out to where they need to go.  Gamma cores will have trouble doing anything else.  Beta and Alpha cores are there to simulate human behaviors and characteristics, with Alpha cores being considered actually sentient.  Managing a gate network doesn't really necessitate the need for human behavior characteristics or having sentience IMO.  If you feel Gamma cores are too easy to get, you can always just up the number of Gamma cores needed per gate.  Something along the lines of one core per gate within range.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Blackraz0r on March 26, 2018, 10:09:23 AM
Unfortunately you cant activate more than 5 Gates.

I mean, you can, but yo can only travel to the first 5 ones you activated, there is no "page 2,3,4..." in the travel dialog. =(

Can i change this somehow?
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: toast on April 26, 2018, 02:00:40 PM
Sorry, I haven't been keeping up with the feedback for this mod.

Squish Cat: OK, gamma cores it is.  But as you pointed out, they are relatively easy to obtain, so I'll arbitrarily set the cost to 3 for now (configurable in the settings).

Blackraz0r: A few comments:
(1) I was lazy and couldn't figure out how to nicely handle a variable length list with an arbitrary number of elements in rules.csv.
(2) I haven't bothered to characterize how many gates are in a randomly generated sector.
(3) The systems with the five closest gates get listed.  I suppose this could be increased to eight or so.  But paging through a large number of systems doesn't sound fun.
(4) Maybe the gates can be deactivated or put in stand-by mode or something.  So if you happen to activate gates in adjacent systems, you can deactivate some, so that they don't show up.
(5) Or maybe the farthest gates should be listed instead... ?
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Darloth on August 02, 2018, 10:06:56 AM
I'd say the 5 furthest gates would be a fairly good choice.  That way you can always use them to travel really long distances.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: lcarapaica on December 13, 2018, 05:44:00 AM
i believe this mod might be the only one that makes fast travel posible (excluding console commands), tried it out in .9a and it still works as intended. It's very rough around the edges since it was never updated (showing only the 5 closest active gates / not being able to deactivate gates), however for those that don't plan on activating a large amount of gates this mod might come useful.

Would be awesome if this mod could be continued tho.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Deshara on December 13, 2018, 07:05:06 AM
an update to this mod now that we're on 0.9 that makes activating a gate cost (# of gates active + 1) alpha cores would actually sit really well with the vanilla game's lore
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: grinningsphinx on December 13, 2018, 03:16:14 PM
an update to this mod now that we're on 0.9 that makes activating a gate cost (# of gates active + 1) alpha cores would actually sit really well with the vanilla game's lore

Alpha cores wouldnt be put to use in gate traffic...way overkill, and they would likely go insane from boredom.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Deshara on December 13, 2018, 06:49:25 PM
an update to this mod now that we're on 0.9 that makes activating a gate cost (# of gates active + 1) alpha cores would actually sit really well with the vanilla game's lore

Alpha cores wouldnt be put to use in gate traffic...way overkill, and they would likely go insane from boredom.

Not so much coordinating ship traffic but implying that the actual operation of a stargate requires intense, nonstop calculations to maintain their stability.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: MesoTroniK on December 13, 2018, 07:56:17 PM
an update to this mod now that we're on 0.9 that makes activating a gate cost (# of gates active + 1) alpha cores would actually sit really well with the vanilla game's lore

No, it isn't lore-friendly at all.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Wispborne on January 05, 2019, 09:49:26 PM
I've picked this mod up and made a few updates to it.

("omg i cant read any more i need to see it nao" ok.... https://github.com/davidwhitman/Active-Gates/tree/wisp)

Main change:
- Now requires 500 metal, 250 heavy machinery, and 1 gamma core
- Source code is now in Kotlin, did a little cleanup in it, and added an IntelliJ project

Smoothing of rough edges:
- Shows system name instead of system id
- Tells you how much metal and machinery you have in your cargo
- Doesn't dismiss the dialog when you do something other than jump successfully, allows you to go back in the dialog
- Shows how much fuel it'll take to jump somewhere


I just started learning to mod SS today, so I don't really know how much is feasible.
The main request seems to be to be able to select more than just the five closest locations, but not much consensus on what the best solution is. More ideas? I'm not entirely sure where to take this, but I ended up lategame frustrated by how much time I was flying through hyperspace storms and decided that it'd be really nice to have a mod for fast travel.

I should note that I tend to not finish side projects that I start, so take this for what it is currently - a very slightly more polished version of Active Gates.
Also, this is working off the assumption that Toast isn't planning on working on this any more. If he wants to step in and use my changes or take over, that's totally fine.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Wispborne on January 06, 2019, 10:36:35 AM
Update:
- All activated gates are now available as possible destinations using a paged selection list, not just the five closest.

Screenshots
Spoiler
(https://i.imgur.com/Vfil6gB.jpg)
(https://i.imgur.com/dP4EcZK.jpg)
[close]
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: toast on January 06, 2019, 01:06:13 PM
Wispborne -- looks like you're making good progress; want to take over this mod?
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Wispborne on January 06, 2019, 01:48:15 PM
Hey toast. I can't promise that I won't lose interest and disappear, that's my main concern. I've only been playing Starsector for a week :P

But yeah - with these changes, it's probably already in good enough shape for a 0.9a release and it'd be cool to see if anybody has any input on where the mod should go next, especially around balancing and lore-friendliness.

Would you want to make me a contributor on the github project?
My thinking right now is to have this as a 1.0 release of the mod (because it's a functional MVP), update master's mod_info so anyone running the mod gets a notification, and maybe when there's time, you can edit the OP so that the download link points to the latest release on github? (https://api.github.com/repos/ken-c/Active-Gates/releases/latest, doesn't exist yet).
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: StahnAileron on January 06, 2019, 05:22:20 PM
Considering the convenience factor of gates plus the availability of Gamma Cores (relatively speaking), may I submit including Transplutonics (power) and Volatiles (coolant) as materials needed to reactivate a Gate? I think they should be a bit inconvenient to activate.

Metals & machinery are things nearly every fleet will have on hand due to combat salvage (in machinery's case, also for surveying). Transplutonics & Volatile you have to plan to carry in most cases.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: toast on January 06, 2019, 06:00:39 PM
Wispborne -- that's ok if you aren't sure you want to take over. 

>Would you want to make me a contributor on the github project?
Sure!

Let's start with a pull request for your changes.  Once that's merged, we can update the mod_info and set up the download link.

Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Wispborne on January 06, 2019, 06:06:39 PM
@StahnAileron
Good points. Here's my thinking right now.

Overall goal: Reduce the tedium of dodging hyperspace storms for the 100th time between systems you visit often.

Goal: Not available early game.
Maybe require the player to go to the fridge of the sector in order to be able to activate gates at all.
Maybe have a fleet that must be defeated as a power level check.

Goal: Avoid making the sector feel too small. Alex has mentioned that being forced to travel through hyperspace is one of the few things that keeps the sector feeling large.
Maybe limit the player to only 5 active gates.
Maybe add a limit so a new gate may only be activated with x lightyears of another active gate.


@toast Sounds great. PR incoming.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: toast on January 06, 2019, 06:12:10 PM
Wispborne -- do you have any links to setting up a dev environment with Kotlin?  I don't know anything about that language and was just following Kazi's IntelliJ IDEA tutorial (http://fractalsoftworks.com/forum/index.php?topic=10057.0).
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Wispborne on January 06, 2019, 06:16:27 PM
It should be "straightforward" (as much as coding ever is) using IntelliJ. Make sure you have the Kotlin plugin installed in IntelliJ, then open one of the `.kt` files. Maybe it'll tell you that the project isn't configured for kotlin and do it for you (in theory it already is but who knows).

Are you on the SS unofficial Discord chat? My name over there is Wisp.
Title: Re: [0.8.1a] Active Gates 0.2.0
Post by: Wispborne on January 11, 2019, 10:51:06 AM
@Toast
I've created a v1.0.0 release with a zip, but can't test it right now since I'm at work.
https://github.com/ken-c/Active-Gates/releases/latest
I'll try and get to testing it when I get home, or if you want you're welcome to make sure it works as expected.

Once that's verified, the OP should be updated to point to https://github.com/ken-c/Active-Gates/releases/latest. Now that the branch is merged in, people are going to be getting a notification in-game via Version Checker that v1.0.0 is available.

edit: I just gave the github release a whirl and it seems fine, I managed not to mess up creating a zip file :)

One thing I just noticed is that the `/lib` folder must be in the .gitignore, because it's not getting committed. That folder contains the kotlin runtime library, which is needed to compile the project.
I'll have to build out a section of the readme on how to set up an environment to compile this anyway, so I can figure it out then.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: toast on January 11, 2019, 06:17:39 PM
Wispborne -- thanks for the updates.  I've updated the OP.  Please commit the lib folder when you have some spare cycles.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Ballagarraidh on January 12, 2019, 06:48:36 AM
First of all, love the mod and I congratulate you on the good work you've done! This is a really good mod, it makes traveling less tedious especially on routes you frequent. I do have a couple of suggestions and thoughts, if you'll have them.

First is that the Mod Index has not updated the tag for this mod and still displays it for 0.8.1a which is not too helpful, maybe consider updating/asking them to update that. Secondly, would it be possible for say, merchant convoys and patrols to make use of said gates, I feel this would be a challenge, so it's alright otherwise. Lastly, the concern over vanilla friendliness, the mod in its entirety is not really vanilla friendly, as the gates are intentionally made inactive. Nonetheless, really good mod and good job.

link for source of lore: http://fractalsoftworks.com/2011/02/21/the-state-of-affairs/

It's a bit dated, so things might've changed, but it's still applicable. To summarize, humans had a really huge hold of the galaxy, and they built gates connecting different -sectors- of said galaxy. They would colonize any planet without much fuss because they could terraform all of them to be habitable anyway. However, when a prisoner named "Ludd" crossed the gates to the Persean Sector, all the gates closed. Most of the Persean Sector still relied on the aid of the Human Domain, as it was called, but they thought that they'd eventually bring the gates back online, and so they waited. Waited for the supplies to continue terraforming their half-baked colonies, for the influx of new technologies, for military support and whatnot. But the gates never went online again. 207(?) years later and that's when we start playing the game.

Cheers! And those are all my thoughts on it, good luck!
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Wispborne on January 13, 2019, 07:58:48 PM
Thanks Ballagarraidh for the comment. I agree with a lot of your points.

Looks like the mod index is updated now. Not sure if Toast messaged the mods or they did it on their own, but that one's out of the way.

I don't know anything about changing the AI to use gates, but based on how they don't even avoid deep hyperspace and storms, it seems like that won't be happening any time soon. Easier to just come up with a reason for why nobody else but the player knows the gates are active ;)

Agreed about vanilla-friendliness. I wrote up some ideas for the possible future of the mod on the github page, here: https://github.com/ken-c/Active-Gates/wiki.

tldr of above link:

    Early game: A gate will appear randomly, allowing player to have an exploration staging area
    Mid game: Allow player to jump between a system or two of their choice and the Core
    End game: Player is already god, let them set up some of their own jump gates wherever they want

Title: Re: [0.9a] Active Gates 0.2.0
Post by: MesoTroniK on January 13, 2019, 09:16:09 PM
Making AI fleets use the gates isn't really possible. Can only be done using custom fleet AI, which is not really doable except for specific fleets added by and controlled by the same mod. IE impossible for a general use case.

Also I have a request for you Wispborne. Please add a mergeable .csv that can blacklist whatever specific star systems desired to make it so that gates there cannot be jumped to there, and in the future make it impossible to build gates there as well. There will be content later that will requires such a thing, or it would ruin what it is heh :)

If you can do this it would be much appreciated.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Midnight Kitsune on January 13, 2019, 09:23:08 PM
Also I have a request for you Wispborne. Please add a mergeable .csv that can blacklist whatever specific star systems desired to make it so that gates there cannot be jumped to there, and in the future make it impossible to build gates there as well. There will be content later that will requires such a thing, or it would ruin what it is heh :)

If you can do this it would be much appreciated.
Yeah, I can see building active, working gates also playing havoc with both the Fleet AI and also possibly creating bugs with certain mods and systems. IE SCY's system for Freeport or Neutrino's hidden system
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Wispborne on January 13, 2019, 10:31:50 PM
Quote
Also I have a request for you Wispborne. Please add a mergeable .csv that can blacklist whatever specific star systems desired to make it so that gates there cannot be jumped to there, and in the future make it impossible to build gates there as well. There will be content later that will requires such a thing, or it would ruin what it is heh

Yep, I've made a note to do this in the future.

Basically, have a way for other mods (and vanilla) to leave the gates in a sector untouched by Active Gates.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Ballagarraidh on January 14, 2019, 06:34:58 AM
I've checked your roadmap and plans for the mod and I have a few suggestions and possible answers.

For the midgame event: I suppose it doesn't have to be a trigger and something that the player can take on whenever he feels himself ready, the way I see it, maybe something similar to the already vanilla "shady explorer guy in the bar says something of interest yet dangerous is out there" in one of the already inhabited systems, make it a random "capital" or a particular one, this will deal with those that don't have colonies of their own.

For the lategame event: I suppose when the expeditions to you start to cost 1 million to disrupt, this can be any other cost you deem enough, though this does necessitate colonies still.

Finally, as for a reason why only the player fleet has access, maybe he needs something special to operate the gate haulers, or to actually activate the gates, like a key or ring of power, or in my mind, a special Alpha Core that you can name "Bob" or whatever you feel like. I see opportunities for comedic interactions with "Bob", but also, maybe the other factions' higher ups will hear word of it and they will want it for themselves, so they start placing bounties on your head periodically, the entire faction isn't at open war with you, so the relationship bar is still where it was, this is because the higher ups don't want everyone knowing so they keep it top secret, they wouldn't want every pirate, smuggler and other lower classes trying to compete for it, but they do hire specialists who don't ask questions, thus periodic bounties with no relationship penalty. I read bounties on you is already a vanilla mechanic, but I have no idea how it's implemented, but I think that should work. This can be ideal for some, an okay trade-off for others, and just tedious and troublesome for the rest. Anyway, those are my thoughts, sorry for the long post and good luck!
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Wispborne on January 14, 2019, 10:27:49 AM
Thanks again for the thoughts.

I'm back and forth on whether to have an artificial trigger on the midgame event. The reason that I'm leaning toward having one is that trekking back and forth is an intentional part of the gameplay, otherwise Alex would have done something like fast travel to avoid it.
If Active Gates is meant to seem like vanilla content, which is what I think we should strive for, then the player should have to feel a little pain from trekking before we give them a gate. This will also make them appreciate the convenience much more.
The other reason to have a trigger is that we can make the event stand out more, seem more urgent, than if it were some ever-present mission. That'll help guarantee that they actually *find* the content instead of ignoring it and trekking forever. And the mission can be easier than if there is no trigger - no need to make the mission itself a progress check.

Experienced players will find a way to trigger the midgame event whenever they want no matter what, so I'm not too worried about them.

I'd like to stay away from assuming that players will always create colonies. What about people doing a bounty hunter playthrough? Having gates will be very helpful to them and let them focus more on the actual combat instead of trekking.

I'm also trying to stay away from scope creep and creating a big mod with conflicts. Already we've started to see concerns raised about mod (vanilla?) conflicts. For example, I'd imaging that changing faction relationships and creating bounties will require special handling to work with Nexerelin. Plus, it starts to get outside the goal of the mod.

It also might be wise to avoid writing too much of my own Starsector lore than could conflict with future official lore. Although that might happen anyway ;)

A way to sidestep the whole issue would be to force secrecy on the player by preventing them from using a gate if there is any other fleet that can detect them on either side (do fleets exist everywhere at once? or just in a radius around the player?). So, the player must go through transponder off and maybe even go dark.

That way, nobody else even knows that the gates are active. And we can give the player the "activation codes" so even if another fleet flew through a gate, nothing would happen. Remember that the games have been silent for 200+ cycles. Nobody is expecting them to activate.

edit: I've implemented many of these ideas in a new mod, Gates Awakened: https://fractalsoftworks.com/forum/index.php?topic=16562.0
Changing Active Gates would have been too much, I think; some people like it how it is and wouldn't want the limitations added in Gates Awakened.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Wispborne on January 14, 2019, 08:12:46 PM
@MesoTroniK https://github.com/ken-c/Active-Gates/pull/4

I'm still super new to SS modding so it's quite possible I've done something wrong.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: MesoTroniK on January 15, 2019, 08:52:10 PM
Looking at the code and the .csv that appears workable :)

Thank you Wispborne, and yea that will allow some secret locations and such things to work as intended in relation to gates there. Also later when you allow building gates as seen on your design document, prevent building them there. But of course, still requires and ideally would get some testing done.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: runetrantor on August 04, 2019, 02:01:42 PM
You mention that a gate activates in the early game? 
Where would that be? Because I started in Sindria and after a while managed to activate theirs, but I have no other to go to yet.

Also, is there any way to see which systems have gates? (That I have found already of course)
Like, I know where some are in the core worlds, but once I enable a couple in the outer areas its gonna be a mess to figure which is which or remember what systems had some I have yet to turn on...

Maybe like how the map marks intel of domain probes and such, we get a 'gate here' intel when we find one?
Title: Re: [0.9a] Active Gates 0.2.0
Post by: lapersonaoval on August 04, 2019, 03:04:08 PM
i think gates are an amazing power (!!!) and may requires a very hard work (almost burn our balls) to set them up

pd just learning english so if you focus your attention on wrong gramatics, gross lenguage mistakes or my ugly beerlover face PEASE DON't you are loosing what's really important
 8) 8) 8) :D
Title: Re: [0.9a] Active Gates 0.2.0
Post by: runetrantor on August 06, 2019, 05:49:55 AM
Building your own would be swell for reaching your colonies yeah. 
I do wish they had at least a small bit of fuel savings to using them, so repairing them feels more of a priority. Right now its more of a time saving thing.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Rafs on August 07, 2019, 07:40:14 PM
Gona try this mod now, after time and time again of annoying hyperstorm walls and getting slingshoted into wasting fuel with no mod to remove them this is a god send, my opinion and ideas:
Keep the core requirements to Gamma only, it's already a pain to come by Beta and Alpha class cores, like someone suggested make it use less fuel or maybe add another requirement for making a jump, like volatiles or something of the sorts, as someone that likest to explore a lot even late game, exploring some of the outer sectors is a nightmare, and would normally require you to set up an outpost colony just for fueling your exploring needs of fuel, also I think the requirements are a little bit too high taking into account the insane cargo space that you would need to have to even carry all of those materials, also would be good to have a little mark on the map next to systems with active gates, so it's easier to navigate the menu and choose gates.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: hurrdurrmurrgurr on August 17, 2019, 03:20:52 AM
I couldn't find an option in the config so how do I increase the number of gates generated?
As an addendum, I built multiple gates thinking they could get me around the sector quickly for good trading but whenever they're used time passes enough for all the surpluses and deficits to change. Is there an option to remove the passing of time with these, make it a flat teleport?
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Vanjack on August 23, 2019, 05:21:00 PM
Why does 1 gate take so much to activate? 2k metal, 500-250 a few other materials like idk how I'm expected to haul this much stuff to every single gate I want to activate. I know I can change the values by manually going into the save files but I hate to do so as not only it feels like cheating myself but it's worse to do so in the middle of a save file as I've done it before and it has badly messed up my saves.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Philo_sophist on August 25, 2019, 10:06:08 PM
Don't know what ppl are complaining about WRT gate reactivation costs, I get a few thousand metal and all the associated other resources just from a 15-20 minute jog around the outer rim. You salvage a few derelicts and domain probes, kill a couple redacted fleets, and maybe a couple survey ships or mining bases with defense drone fleets and you've got hundreds and hundreds of all the necessary resources. One mining base, habitat, or research stations could potentially provide you will everything you need, plus salvage gained from a few fights with drone fleets for the metal.

If anything reactivating a Gate should be an enormous endeavor that should cost way MORE than it currently does.

Also, if you don't always have a couple colossus' or an atlas superfreighter in your fleet to take big bar jobs and haul around tons of cargo, you're doing it wrong. I always aim for a fleet with no less than one atlas and two colossus, if I can't get an atlas quick then I'll build up to 5-6 colossus. With the perks that lower maintenance and fuel costs, plus efficiency overhaul, plus militarized subsystems, it's not expensive to just have them tag along with the main fleet, and you can do long survey runs out on the rim for many systems at a time, picking up so much salvage that you become self-sustainable for a while. I only come back to the core when I'm packing more than 6000 units of cargo.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: SirBrodacious on August 26, 2019, 07:43:38 AM
Hi! I love this mod as it saves a lot of time, though I'm curious if there'd be a way for activated gates to be added to an intel page? I don't know a lot about modding, so my apologies if this isn't possible or a pain, but I think if it's possible it'd be a great way to keep track of all the active gates in the system. But again, thank you for the mod!
Title: Re: [0.9a] Active Gates 0.2.0
Post by: runetrantor on September 12, 2019, 05:29:23 PM
100% agree.

Right now I have to take a picture of the sector at the start of a run and mark stuff in the image instead, to know where I have gates.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Yunru on September 22, 2019, 05:34:47 PM
It might just be me, but I don't like the idea of being able to build your own gate.
Forget the lore, my main concern is it devalues systems with existing gates (which had only just gained that value too :P ).
Also, is there a way to auto-path through them, similar to how you can path through jump points? Have yet to install because too busy playing (typing in hyperspace) :P
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Hague on September 22, 2019, 06:56:31 PM
Personally, I think the "fleets using the gates" thing can be solved by simply making the gates themselves into orbital colonies that the player can refurbish with a special building that upgrades through stages to be the working gateway. When fleets show up and disappear, they look like they're passing through the gateway. Give the gateway building a Luddic Path interest of 32. This allows the gateway itself to function as an industry that generates income for the gate owner and as a functional outpost. Once the functional gateway works, the player gets access to the gateway menu. The player would already be paying for the gateway if they controlled it via the building upkeep but if they give it away via Nexerelin or lose it to another faction, they would have to pay fee instead.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Alfa Cor on September 28, 2019, 02:00:37 AM
Does having an active gate increase accessibility of colonies in the same system?
Title: Re: [0.9a] Active Gates 0.2.0
Post by: runetrantor on October 07, 2019, 02:03:28 PM
Pretty sure that as far as the AI is concerned, the gates are as dead as always. 
And accessibility is just a number resulting in set modifiers.

I dont think gates have one attached if they are open. 
Specially as there's no warranty you have already activated a second gate, or if said second gate is not in a red beacon system half the sector away from the core.
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Eshir on April 06, 2020, 03:45:03 AM
is there a way to get this to work with Player Station Construction by boggled so that the astral gates can be listed as destination to jump to AND go back through the astral gates back to these gates?
Title: Re: [0.9a] Active Gates 0.2.0
Post by: xelo on October 15, 2021, 10:24:53 PM
I'm very happy to inform you that this mod works (at least for me) pretty well in StarSector v0.95aRC15.

Thank you!
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Yunru on October 17, 2021, 04:23:00 AM
I'm very happy to inform you that this mod works (at least for me) pretty well in StarSector v0.95aRC15.

Thank you!
Are you not aware?
Spoiler
This is in vanilla gameplay now, no need to try and get the mod to work.
[close]
Title: Re: [0.9a] Active Gates 0.2.0
Post by: IonDragonX on October 17, 2021, 09:05:11 AM
I'm very happy to inform you that this mod works (at least for me) pretty well in StarSector v0.95aRC15.
Thank you!
Are you not aware?
Spoiler
This is in vanilla gameplay now, no need to try and get the mod to work.
[close]
Well, maybe they are playing with Nex without the main campaign?
Title: Re: [0.9a] Active Gates 0.2.0
Post by: Yunru on October 18, 2021, 04:03:53 AM
I'm very happy to inform you that this mod works (at least for me) pretty well in StarSector v0.95aRC15.
Thank you!
Are you not aware?
Spoiler
This is in vanilla gameplay now, no need to try and get the mod to work.
[close]
Well, maybe they are playing with Nex without the main campaign?
In which case the campaign is automatically completed.