Fractal Softworks Forum

Starsector => Mods => Topic started by: Wispborne on September 12, 2019, 04:32:18 PM

Title: [0.9.1a] Gates Awakened (updated 2020-02-06)
Post by: Wispborne on September 12, 2019, 04:32:18 PM
(https://www.nexusmods.com/Contents/mods/2672/images/headers/31.jpg?check=1568325718)

Gates Awakened
v2.0.4

Gates Awakened adds a short series of quests that open up instantaneous travel between Gates and are intended to feel like a natural extension to the vanilla game.


Download (https://github.com/davidwhitman/Gates-Awakened/releases/download/2.0.4/Gates-Awakened-2.0.4.zip)

Updating from a v1.x version of Gates Awakened to a v2.x version (eg v1.3.1 to v2.0.0) will NOT WORK without creating a new save.
Updates from v1.x to v1.y are save-compatible, as are v2.x to v2.y.
requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

or view on NexusMods (https://www.nexusmods.com/starsector/mods/31)

Source Code (https://github.com/davidwhitman/Gates-Awakened) • Previous Versions (https://github.com/davidwhitman/Gates-Awakened/releases)
(https://img.shields.io/github/downloads/davidwhitman/gates-awakened/2.0.4/total?color=blue&logo=github) (https://github.com/davidwhitman/Gates-Awakened) (https://img.shields.io/github/downloads/davidwhitman/gates-awakened/2.0.3/total?color=blue&logo=github)


Gates Awakened gives you access to a small number of fast-travel Gates, changing up exploration and colony planning. While it is, of course, not canon, the mod is intended to fit into the game's lore (if you squint a little bit). To keep the activation of the gates a secret from the rest of the Sector, the player will not use the Gates while being observed.

The mod tries to encourage early exploration and ease later-game traveling, without feeling like a cheat.
Once a Gate is activated, the player may travel to any other active Gate for a fuel cost based on the distance traveled.

To get started, simply check around at bars until something Gate-related pops up.

Features
Spoiler
- Total of five gates allowing instant travel (two random, three player choice)
- Travel cost is 80% of the fuel a direct route would otherwise take
- First exploration mission found randomly at bars, immediately available, that activates one Gate in the Core and one near the edge of the Sector
- Second exploration mission from the bar, available once player has a midgame-sized fleet or established colony, that lets the player choose more Gates to activate
- Third exploration mission available through play, available once player has an endgame-sized fleet or multiple, very established colonies
- A Gate cannot be used while another fleet is observing you. We do not want the attention this would draw
- Should be fine to add to a save at any time
[close]


Massive thanks to toast for his inspirational mod, Active Gates (https://fractalsoftworks.com/forum/index.php?topic=12791.0), without which this mod would not exist.
If activating every gate and being able to jump all over the Sector sounds better than only getting to play with a few gates, go check out Active Gates!
Where Active Gates allows you to jump right in and activate everything (for a price), Gates Awakened introduces gates more slowly and in a limited amount, making an attempt at acknowledging the game lore.


Bugs? Suggestions? Questions? Want me to talk about why you should be coding in Kotlin instead of Java until you can't take it any more? Ping me on Discord (https://fractalsoftworks.com/forum/index.php?topic=11488.0) @Wisp#0302, or just leave a comment in this thread.

Changelog
Spoiler
2.0.4 (2020-2-6)
- Fixes gate icon not showing sometimes (thanks to those who reported, including @Ner'zhulAI)
- Fixes crash when loading save game after taking a GA quest from the bar (reported by Atopo on the forums and QA'ed by @Bribe Guntails)
Spoilers for third mission (just more bugfixes)
Spoiler
- Fixes gate defense fleet spawning on star instead of gate (reported by @Ner'zhulAI)
- Fixes invalid character in gate defence fleet name (reported by @Ner'zhulAI)
[close]

2.0.3 (2020-1-7)
- Added support for jumping to Boggled's player constructed gates
- If no Remnant systems exist, second quest uses a non-Remnant system instead (reported by Tiberiumkyle on the forums)
- Fixed third quest intel showing planet type instead of name (reported by Avanitia on Discord)
- Possibly fixed quest intel icon showing incorrectly (unconfirmed)
- Fixed bug where declining a quest, then trying to start it again would crash
- Fixed bug where final quest epilogue could be triggered by interacting with any active gate  (reported by Histidine on Discord)
- Adds forum id to version checker

2.0.2 (2019-11-30)
- Added console command to force start the first quest
- Fixed bug where some players were kicked out of the planet dialog when trying to start
 the first quest (thanks to Kraosdada#8765 on Discord and Sartek on the forums for the reports)

2.0.1 (2019-11-27) (Discord-first)
- Not save compatible with v1.x (eg v1.3.1)
- Fixed bug where you couldn't use gates :S
    - Caused by a last-minute change to mod prefix that wasn't correctly updated in rules.csv
    - Thanks to Sunflare#3581 on Discord for the report!

2.0.0 (2019-11-25) (Discord-only for testing)
- Not save compatible with v1.x (eg v1.3.1)
- Added final quest, which allows the player (wouldn't you rather have a surprise?)
Spoiler
to spawn a new gate
[close]
- Polished existing quests and intel. New icon, intel is now marked as completed, better wording, etc
- Fixed compatibility issue with Vayra's Sector where a gate-related event in VS was not shown
- Hopefully fixed bug where the dialog did not appear after jumping in the first quest
- Added Gates-Awakened-related Console Commands (including spawning a gate)
- Readded LazyLib as dependency (to use its Kotlin stdlib)
- Way more refactoring than was necessary

1.3.1 (2019-10-9)

- Fix for crash when completing a question after the intel has timed out
    - Thanks to Liork on Discord for the report
- Known issue: intel can time out, apparently :(

1.3.0 (2019-10-02)

- Gates now get their original name back after being deactivated
- Slightly improved gate intel formatting
- Balance is for gymnasts. Added configuration for # of activation codes

1.2.0 (2019-9-29)

- Gates may now be deactivated to reclaim an activation code
- Number of reward activation codes increased to 3 from 2
- Now prompts player to enable transponder when needed
- Added hyperspace transition animation
- Gates Awakened quests are now marked with the Story intel tag

1.1.1 (2019-9-25)

- Fixed crash that could occur when updating gate intel (thanks to Sunflare#3581 on Discord for the report and QA)

1.1 (2019-9-24)

- Added new intel that displays all active gates
- Updated intel icons to be cooler
- Reduced fuel requirement to use gates to 80%
- Removed dependency on LazyLib

- Fixed bug where the second quest would not appear, even if you met the requirements

1.0.1 (2019-9-12)

- Fixed jump using double the stated fuel price.
- Fixed typo in the second mission opening.

1.0.0 (2019-9-12)

- Initial Release
[close]

"I want to activate all of the gates and travel for free!"
Spoiler
The game is balanced around travel. This mod exists because I started to find it tedious in the late-game, but being able to activate any gate will make the distance between places largely meaningless and remove some of the strategy/decision-making/gameplay loop. I'd caution against going too crazy.

That said, it's your decision, not mine. In "mods/Gates-Awakened/data/config/settings.json", there is a setting called "gatesAwakened_midgameQuestRewardCodeCount".
Simply change that to the number of gate activation codes you want (+ you will have an additional two from the first quest that activates two gates) and restart Starsector.
Note that you must have finished the second (final) quest to unlock at-will gate activate/deactivation.

You may also change the fuel cost ratio in the same file, using "gatesAwakened_FuelMultiplier".
[close]

Compatibility
Boggled's Player Gate Construction: Can jump to and from Boggled's player-built gates.
Active Gates: Untested, but it should be possible to jump to gates activated in Active Gates.


Credits
toast: The original Active Gates mod
LazyWizard: LazyLib, Console Commands, and a font of knowledge
Many others on Discord for help, support, reports, and being a motivating community
And of course Fractal Softworks for this incredible game

(https://img.shields.io/github/license/davidwhitman/gates-awakened?color=blue) (https://tldrlegal.com/license/apache-license-2.0-(apache-2.0))

I give full permission for Alex and crew to take any part or all of this mod for use in vanilla Starsector without further permission from me. (ha, as if)
Title: Re: [0.9.1a] Gates Awakened v1.0.0 (2019-9-12)
Post by: Dwarden on September 12, 2019, 05:15:41 PM
just fast q, is it compatible with active gates mod ?
Title: Re: [0.9.1a] Gates Awakened v1.0.0 (2019-9-12)
Post by: Wispborne on September 12, 2019, 05:30:31 PM
I haven't tested it with Active Gates, since they'd be slightly redundant.

In theory, they should be compatible. I would expect gates activated using Gates Awakened to only be able to jump to other gates activated using Gates Awakened, and same for Active Gates, but the mods shouldn't have compatibility issues with each other.
Title: Re: [0.9.1a] Gates Awakened v1.0.1 (2019-9-12)
Post by: PyroFuzz on September 12, 2019, 07:14:54 PM
More campaign missions! Yay!  :D
Title: Re: [0.9.1a] Gates Awakened v1.1.0 (2019-9-24)
Post by: Wispborne on September 24, 2019, 08:05:39 PM
v1.1 (2019-9-24)

- Added new intel that displays all active gates
- Updated intel icons to be cooler
- Reduced fuel requirement to use gates to 80%
- Removed dependency on LazyLib
- Fixed bug where the second quest would not appear, even if you met the requirements
Title: Re: [0.9.1a] Gates Awakened (2019-9-25)
Post by: Wispborne on September 25, 2019, 12:37:54 PM
v1.1.1 (2019-9-25)
- Fixed crash that could occur when updating gate intel (thanks to Sunflare on Discord for the report and QA)
Title: Re: [0.9.1a] Gates Awakened (2019-9-25)
Post by: Zuthal on September 26, 2019, 06:12:22 PM
Would it be possible to add a config option for the number of gates that the player can activate, for people who want to change it to some higher number?
Title: Re: [0.9.1a] Gates Awakened (2019-9-25)
Post by: Wispborne on September 28, 2019, 11:51:04 PM
@Zuthal Apologies, I apparently didn't have notifications on for this thread.
Yes, definitely possible. I've added it to my todo list, it'll be in the next release. However, although it's only one more, you may still be glad to see...

version 1.2.0 (2019-9-29)

- Gates may now be deactivated to reclaim an activation code
- Number of reward activation codes increased to 3 (was 2)
- Now prompts player to enable transponder when needed
- Added hyperspace transition animation
- Gates Awakened quests are now marked with the Story intel tag
Title: Re: [0.9.1a] Gates Awakened (2019-10-02)
Post by: Wispborne on October 01, 2019, 10:30:27 PM
1.3.0 (2019-10-02)

- Gates now get their original name back after being deactivated
- Slightly improved gate intel formatting
- Balance is for gymnasts. Added configuration for # of activation codes


The game is balanced around travel. This mod exists because I started to find it tedious in the late-game, but being able to activate any gate will make the distance between places largely meaningless and remove some of the strategy/decision-making/gameplay loop. I'd caution against going too crazy.

That said, it's your decision, not mine. In "mods/Gates-Awakened/data/config/settings.json", there is a setting called "gatesAwakened_midgameQuestRewardCodeCount".
Simply change that to the number of gate activation codes you want (+ you will have an additional two from the first quest that activates two gates) and reload your game (if that doesn't work, restart Starsector).
Note that you must have finished the second (final) quest to unlock at-will gate activate/deactivation.

You may also change the fuel cost ratio in the same file, using "gatesAwakened_FuelMultiplier".
Title: Re: [0.9.1a] Gates Awakened (2019-10-02)
Post by: Pokpaul on October 02, 2019, 03:53:54 PM
This looks like a very good enhancement to the mid-late game, thank you!
Title: Re: [0.9.1a] Gates Awakened (2019-10-09)
Post by: ArchdukeValeCortez on November 09, 2019, 07:02:58 AM
So I just got the mod and I've run into a bit of an issue with it.

The second mission is to investigate a planet in what I assume is a randomly picked system. Well, thanks to my surveying in the early game, I have already surveyed every planet in the system the mission is telling me to go investigate. So I'm sort of stuck.

Help please.

I will say I like the idea behind the limited gates. It makes you consider them when you are setting up colonies. :)
Title: Re: [0.9.1a] Gates Awakened (2019-10-09)
Post by: I_is_nublet on November 09, 2019, 09:09:54 AM
So I just got the mod and I've run into a bit of an issue with it.

The second mission is to investigate a planet in what I assume is a randomly picked system. Well, thanks to my surveying in the early game, I have already surveyed every planet in the system the mission is telling me to go investigate. So I'm sort of stuck.

Help please.

I will say I like the idea behind the limited gates. It makes you consider them when you are setting up colonies. :)

There might be a way to reset that the exploration done on that planet via the console mod. But I don't know what command you would need off the top of my head. You can type in "help" to get that figured out or ask on the mod page itself.
Title: Re: [0.9.1a] Gates Awakened (2019-10-09)
Post by: Wispborne on November 10, 2019, 04:16:33 PM
So I just got the mod and I've run into a bit of an issue with it.

The second mission is to investigate a planet in what I assume is a randomly picked system. Well, thanks to my surveying in the early game, I have already surveyed every planet in the system the mission is telling me to go investigate. So I'm sort of stuck.

Have you investigated the planet and nothing happens? I don't think that whether you've surveyed it should have any effect on the quest - you don't need to survey it for the quest, in fact.

From a role-playing standpoint, surveying is looking for habitability and major planet features, but doesn't explore every nook and cranny of a planet. The quest has you go to a specific location on the planet's surface.
Title: Re: [0.9.1a] Gates Awakened (2019-10-09)
Post by: StahnAileron on November 27, 2019, 01:03:07 PM
So I finished the second mission and have seen the default activation count.

Would it be possible to add a usable in-game item that can add activations? (Kinda like how blueprints or mod-specs work.) I'm thinking that you can add that item as guaranteed drops from full-size [REDACTED] stations (with lower chances on lesser stations, possibly generated on sector creation to prevent save-scumming if you wish.)

This way, exploration feeds back on itself with a reward for the player in the long run. Players can at least earn their conveniences.

You may have to figure out a way to prevent any of these items from being used before gaining the ability to activate/deactivate gates though. (Or it could be an alternate method for the more combat-oriented player; [REDACTED] stations are mid- and late-game opponents for the most part.)

(Also, maybe a rare drop from ruins?)

I think the only thing that would truly trivialized travel in the game is if someone makes a mod to be able to build new gates as a skill. (So you can plop one down anywhere you want.) Otherwise, there would be having Gates as a build option for stable points in a system (along side Comms, Navs, and Sensors.)
Title: Re: [0.9.1a] Gates Awakened (2019-10-09)
Post by: Wispborne on November 27, 2019, 03:39:16 PM
I really like that idea. I think you know, but just to make sure; you can change the number of activation codes in a config file.

Like you said, it'd be a bonus reason to keep exploring and you'd have to keep making decisions about which gates to activate, which is interesting. It'd be tricky from a lore perspective, but that
Spoiler
TriPad in the cave is basically magic
[close]
so it could be made to work.

I've started a different mod, though, and am considering Gates Awakened to be complete, at least for now. I'll add this as a potential new feature over at https://github.com/davidwhitman/Gates-Awakened/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc, and maybe I'll pick it up for the future.

Thanks for the feedback! Just out of curiosity, are you on v1.3.1 or using v2.0.1 from the Discord? I'm hoping to see one or two people get all the way through v2 before I release it everywhere.
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: Wispborne on November 27, 2019, 08:35:32 PM
Gates Awakened v2.0.1 released!

Updating from a v1.x version of Gates Awakened to a v2.x version (eg v1.3.1 to v2.0.1) will NOT WORK without creating a new save.
Apologies for the inconvenience, I ended up changing too many things under the hood.

2.0.1 (2019-11-27) (Discord for a few days)
- Fixed bug where you couldn't use gates :S
    - Caused by a last-minute change to mod prefix that wasn't correctly updated in rules.csv
    - Thanks to Sunflare#3581 on Discord for the report!

2.0.0 (2019-11-25) (Discord-only for testing)
- Added final quest, which allows the player (wouldn't you rather have a surprise?)
Spoiler
to spawn a new gate
[close]
- Polished existing quests and intel. New icon, intel is now marked as completed, better wording, etc
- Fixed compatibility issue with Vayra's Sector where a gate-related event in VS was not shown
- Hopefully fixed bug where the dialog did not appear after jumping in the first quest
- Added Gates-Awakened-related Console Commands (including spawning a gate)
- Readded LazyLib as dependency (to use its Kotlin stdlib)
- Way more refactoring than was necessary
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: xucthclu on November 28, 2019, 01:35:52 AM
So, uh, is this going to work with lazy lib v 2.x at some point? Cause I already have that and a bunch of other mods using that.
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: Wispborne on November 28, 2019, 07:00:18 AM
Sorry, the OP was unclear. You cannot update from v1 to v2 of Gates Awakened. It works fine with the latest version of LazyLib.
I'll update that.
Title: Re: [0.9.1a] Gates Awakened (2019-10-09)
Post by: StahnAileron on November 28, 2019, 09:37:39 AM
I really like that idea. I think you know, but just to make sure; you can change the number of activation codes in a config file.

Like you said, it'd be a bonus reason to keep exploring and you'd have to keep making decisions about which gates to activate, which is interesting. It'd be tricky from a lore perspective, but that
Spoiler
TriPad in the cave is basically magic
[close]
so it could be made to work.

I've started a different mod, though, and am considering Gates Awakened to be complete, at least for now. I'll add this as a potential new feature over at https://github.com/davidwhitman/Gates-Awakened/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc, and maybe I'll pick it up for the future.

Thanks for the feedback! Just out of curiosity, are you on v1.3.1 or using v2.0.1 from the Discord? I'm hoping to see one or two people get all the way through v2 before I release it everywhere.

I figure the [REDACTED] stations would have access codes just because. I'm not exactly sure how they relate to the overall story other than AIs are bad to the Hegemony, which are the leftovers from the Empire days. But if they were waging a fight, I figure they would have access codes somehow. (And perhaps part of the reason for the war: don't want your enemies having access to your transportation system.)

I also imagine certain people or organizations having codes that could be relics found at ruins or abandoned station. Could have been Space Traffic Control's codes to allow access for lesser people like spaceliners, merchants, tourists, etc. or something like that.

I'm still on v1.3.1. I knew about the config, but its not exactly intuitive for an everyday use to modify a file inside of a mod. Especially if the mod gets updated and the file gets replaced each time. (Maybe Alex will, if possible, add an in-game or launcher-based mod-options menu in the future to make changing options for mods easier. Factorio has one.) I did change the limit after the fact though.
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: xucthclu on November 28, 2019, 12:14:33 PM
You mean that breaks saves, right?

Sorry, the OP was unclear. You cannot update from v1 to v2 of Gates Awakened. It works fine with the latest version of LazyLib.
I'll update that.
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: Wispborne on November 28, 2019, 06:38:25 PM
You mean that breaks saves, right?

Sorry, the OP was unclear. You cannot update from v1 to v2 of Gates Awakened. It works fine with the latest version of LazyLib.
I'll update that.

Right. Updated OP to be even more clear.


@StahnAileron
That all could make sense. I really do like the idea of adding more things to find during exploration.

Agreed about changing the default number of codes, as well. I could add a console command to change that, actually, and also save the number in the save game, ignoring whatever's in the config if it has been overridden. Not a super hard change...I'll add it to the "maybe in the future" list.
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: Sartek on November 30, 2019, 04:39:21 AM
Is the questline that unlocks the gate the one that has the dialog option "move nearer for a closer look at his screen"

Because if so, everyrime I see that line, I am immediately thrown out of the station menus, back on travel map, played fine with the previous version, not sure if I did anything wrong.

Deleted the previous mod folder, downloaded the latest version, extracted that and activated it. Started a new game.
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: Wispborne on November 30, 2019, 07:58:37 AM
Sorry about that, I've had another similar bug report but haven't had time to fix it yet. I believe it only affects a small number of users.

To work around it, you'll need Console Commands installed. Open up the console and look for a command named GatesAwakenedStartIntroQuest (or something like that). That'll start the quest, then things should continue normally from there.
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: Sartek on November 30, 2019, 11:14:05 AM
Typing in the command you suggested says that it doesnt exist, but it suggested a command to force start the midgame quest.

How do I look for a specific  command like that?
Title: Re: [0.9.1a] Gates Awakened (2019-11-27)
Post by: Wispborne on November 30, 2019, 03:17:23 PM
Just type "help" to see a list of all commands.

But I just checked and dammit, I didn't add a command to start the first quest. I'll see if I can get a fix out tonight. It will be save-compatible, so no need to wait on anything else.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on November 30, 2019, 07:23:58 PM
v2.0.2
Download on main page

- Added console command to force start the first quest
- Fixed bug where some players were kicked out of the planet dialog when trying to start
 the first quest
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Sartek on December 01, 2019, 02:10:47 AM
Nice, will try it right now.

EDIT: Worked now, no need for console commands
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Tiberiumkyle on December 01, 2019, 09:25:06 PM
Midgame quest doesn't appear to be working for me. 6 colony worlds at size 4+ (biggest is size 7) and a moderately sizable fleet, quest doesn't turn up in bars, console command gives the following:
Code
10901724 [Thread-4] INFO  org.lazywizard.console.Console  - > gatesawakenedforcestartmidgamequest
10901727 [Thread-4] WARN  org.wisp.gatesawakened.Di  - No planet to put cache on, cannot start Gates Awakened midgame quest

I have done the initial quest to completion. Running latest version of the mod as of this post. Maybe not playing nicely with Adjusted Sector mod? Dunno, worked with Grand Sector, at least.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on December 02, 2019, 07:44:41 AM
Here's the relevant code:

Code: kotlin
    private fun findRandomCacheSystemInRemnantSpace(): PlanetAPI? {
        return Common.getSystems()
            .sortedByDescending { it.distanceFromCenter }
            .filter {
                !it.isBlacklisted
                        && it.hasTag(com.fs.starfarer.api.impl.campaign.ids.Tags.THEME_REMNANT)
                        && filterPlanets(it.planets).any()
            }
            .ifEmpty { null }
            ?.flatMap { filterPlanets(it.planets) }
            ?.random()
    }

    fun filterPlanets(planets: List<PlanetAPI>) =
        planets.filter { planet ->
            !planet.isGasGiant
                    && !planet.isStar
                    && !planet.isMoon
    }

It looks for a system that isn't blacklisted (other mods can blacklist systems), has remnants (using the Starsector default tag for a remnant system), and has planets.
Then, it grabs a random one, and if there aren't any, it logs the error you saw (good to know logging is working).

I wouldn't expect it to fail unless Remnant systems aren't being properly generated, either missing the tag that vanilla adds or missing planets. I'll ask the creator of Adjusted Sector.
Thanks for reporting this and also digging into the logs to find the relevant part! I would've been pretty dead in the water otherwise.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on December 02, 2019, 08:23:19 AM
I spoke with Nerzhull_AI and they said that you can create a sector with no Remnants.

You can change these numbers
Code
"sectorConstellationRemnantMin":75,
"sectorConstellationRemnantMax":125,
"sectorConstellationRemnantSkipProb":0,

but also

Quote
it's also might happen if you *** with numbers
for example, if you set constellations to 100, and ruin themed to 100 - game probably won't generate remnants

My best guess is that you have no Remnant systems. When I made the mod, there were always remnant systems, so I didn't consider this possibility. I'll make a note to both update the ingame error and also fall back to using any system if no remnant systems can be found.

In the meantime, if you don't want to try restarting with remnant systems, you can try editing your save file (after backing it up) to add the remnant tag ("theme_remnant") to a system. If you're not too confident with json, I'd just hold off until I either fix it or you create a new save game.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Tiberiumkyle on December 02, 2019, 02:44:50 PM
I'll wait, no rush in current game. I did peek into the save file, could likely go that route if I didn't want to wait.

On the Adjusted Sector side of things, in the settings for it this is all I changed, as default setup had the sector map at a near unplayable framerate.
Code
	"sectorWidth":180000,
"sectorHeight":160000,
"AdjustedSectorConstellationCount":200,

compared to the mod default of
Code
	"sectorWidth":274000,
"sectorHeight":234000,
"AdjustedSectorConstellationCount":360,

I'll poke at that more next game, too far into current to restart. Lacking gates is annoying, but I can live with it.

Edit: Further poking around in the save file, yep, no remnant systems. Woops!
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: cpmartins on December 05, 2019, 03:26:22 PM
First, let me say I love this mod! It adds QOL for travelling in endgame with my massive 20 Cap ship fleets.
And now to the bug report:
I don't know which mod adds some different  Distress Signal events, but I got one: O ghost ship. Pretty cool I say, had to keep 800 marines with me and had some unique hull mod. All good. Except that when I tried to use a gate, the ship vanished! After that, I couldn't use the gates anymore. Even after restoring a previous saved game. It somehow globally saved the "no using the gates anymore" status.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: BringerofBabies on December 05, 2019, 04:37:42 PM
The ghost ship is from Varya's Sector, I believe.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Vayra on December 05, 2019, 09:10:42 PM
First, let me say I love this mod! It adds QOL for travelling in endgame with my massive 20 Cap ship fleets.
And now to the bug report:
I don't know which mod adds some different  Distress Signal events, but I got one: O ghost ship. Pretty cool I say, had to keep 800 marines with me and had some unique hull mod. All good. Except that when I tried to use a gate, the ship vanished! After that, I couldn't use the gates anymore. Even after restoring a previous saved game. It somehow globally saved the "no using the gates anymore" status.

That's mine, unfortunately. Would you mind elaborating on "couldn't use the gates anymore"? Did it give you the spooky ghost ship message when you lost the ship, or did it just disappear - and when you couldn't use them later, were they just showing the default message, or the spooky ghost ship message, or the Gates Awakened message?
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: cpmartins on December 06, 2019, 05:24:20 AM
I tried using the gate, as per "Fly through the gate"
At that moment, the game gave me a message saying that the ship had dissapeared, together with its entire crew.
After that, every time I'd try and flight through the gate, it only gave me the message that "nothing happens" instead of the mod usual gate addresses and fuel costs.
Also love your mod man, it's become mandatory for my playthroughs as well.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on December 06, 2019, 03:45:09 PM
Updating this post, since we spoke on Discord.

Investigation points to the gate interaction in Vayra's Sector getting fired instead of the Gates Awakened one, when it shouldn't be firing.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: ofasia on December 07, 2019, 10:00:39 AM
I would like to suggest adding a charge based cooldown period to reactivation code. Perhaps 30 days for 1 charge once the inital charges are spent. Maybe something about the tripad archaic power supply breaking down and being replaced by a modern charger. I think it would make make for a nice balance addition.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on December 08, 2019, 08:34:36 AM
I would like to suggest adding a charge based cooldown period to reactivation code. Perhaps 30 days for 1 charge once the inital charges are spent. Maybe something about the tripad archaic power supply breaking down and being replaced by a modern charger. I think it would make make for a nice balance addition.

What problem or OP mechanic would that be addressing?

I'd considered adding some sort of cooldown, but since you need to be at a gate to deactivate it, I haven't noticed having no cooldown to be abusable.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: ofasia on December 09, 2019, 10:30:44 AM
I would like to suggest adding a charge based cooldown period to reactivation code. Perhaps 30 days for 1 charge once the inital charges are spent. Maybe something about the tripad archaic power supply breaking down and being replaced by a modern charger. I think it would make make for a nice balance addition.

What problem or OP mechanic would that be addressing?

I'd considered adding some sort of cooldown, but since you need to be at a gate to deactivate it, I haven't noticed having no cooldown to be abusable.

Using gates is great but since the AI can't set some or interact with them, I would enjoy the mod even more if the option to gate was more limited in my games. I can reduce the number of gate codes but on top of that, I'd like another barrier that would prevent changing them on a whim.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: xucthclu on December 09, 2019, 03:28:05 PM
Tried the mod. Works well, quite handy for when you get some colonies going. Changes the overall decisions and planning somewhat, since you start considering placing colonies somewhere not too far from a gate, or spawning one in the system with colonies. Also is quite nifty when you find a high danger system with a gate, you can just activate it for when you wanna go milking the [REDACTED] cows.

Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on December 09, 2019, 04:10:18 PM
I would like to suggest adding a charge based cooldown period to reactivation code. Perhaps 30 days for 1 charge once the inital charges are spent. Maybe something about the tripad archaic power supply breaking down and being replaced by a modern charger. I think it would make make for a nice balance addition.

What problem or OP mechanic would that be addressing?

I'd considered adding some sort of cooldown, but since you need to be at a gate to deactivate it, I haven't noticed having no cooldown to be abusable.

Using gates is great but since the AI can't set some or interact with them, I would enjoy the mod even more if the option to gate was more limited in my games. I can reduce the number of gate codes but on top of that, I'd like another barrier that would prevent changing them on a whim.

I can see your point, but I really feel that this would be more complex and frustrating than it's worth, at least for my playstyle. After all, if you want to deactivate a gate and there's a cooldown, you can just hold down Shift to speed up time until the cooldown is expired, which is not fun but will feel like the most optimal way to play. I tend to like mechanics that let the player experiment, in this case by giving the freedom to change up gates at will.

Tried the mod. Works well, quite handy for when you get some colonies going. Changes the overall decisions and planning somewhat, since you start considering placing colonies somewhere not too far from a gate, or spawning one in the system with colonies. Also is quite nifty when you find a high danger system with a gate, you can just activate it for when you wanna go milking the [REDACTED] cows.

Thanks! It suddenly makes nice systems that are farther away from the core but have a gate to be more attractive, too, but then you're also penalized with a lower accessibility score. (since NPC fleets don't know about / can't use the gates, there's no accessibility change from having a gate)
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: ofasia on December 09, 2019, 09:05:19 PM
Yes I see your point. I'll set the settings to 1.5 fuel and only 1 extra gate code, I think this will do nicely for my need. Thanks for your answer and your mod :)
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: ofasia on December 10, 2019, 08:30:45 AM
Some more silly and potentially unwanted suggestions. Adding options for a credit cost to use gates. And for ships to get randomly get damaged like hyperstorms or rarely get totaled with d-mods. A tiny chance of ship disappearing, along with whoever is piloting it. Sometime redirect the fleet to another random gate. Or have ship separated from the fleet turn mad and hostile. Because those gates are old and out of maintenance, of course.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on December 10, 2019, 08:47:54 AM
Some more silly and potentially unwanted suggestions. Adding options for a credit cost to use gates. And for ships to get randomly get damaged like hyperstorms or rarely get totaled with d-mods. A tiny chance of ship disappearing, along with whoever is piloting it. Sometime redirect the fleet to another random gate. Or have ship separated from the fleet turn mad and hostile. Because those gates are old and out of maintenance, of course.

I dislike punishing the player for using a feature as intended. I figure that if they installed this mod, they are looking for something a bit cheaty and if there's a downside to using gates, especially after the mod has already been released, then that won't go over well.

Of course these downsides could be turned off via an options config, but optional features add code complexity and also, imo, make a mod seem non-vanilla. I'm not anti-configuration, but if something can be worked into the mod without needing a config option, I'll almost always take that option.

And what you're describing would fit perfectly with Alex's approach to the game with one alteration. Make it so that you can always use a gate, but if you don't have enough fuel, then bad *** can happen, directly correlated to how much fuel you're lacking.

Not sure about using credits for a gate jump; travel is about managing fuel and supplies. Plus it'd be hard to explain why a gate can use either fuel or credits.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Embolism on December 13, 2019, 08:35:48 AM
Minor bug. Active gates don't have icons on the Intel map, it just shows as a white circle.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on December 15, 2019, 04:33:43 PM
Minor bug. Active gates don't have icons on the Intel map, it just shows as a white circle.

Thanks for reporting. On vacation right now, I'll look into it soon after the new year!
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: saqib126 on December 26, 2019, 10:55:07 AM
Unsure why, but upon interacting with the second bar event and gaining the location of the gate code cache, my save game seems to be corrupted(cannot save after that, gives a 'fatal null' error, but thankfully I can reload and simply avoid that bar event)
This leaves me rather unable to actually play through the rest of the mod. Currently using nexrelin, varya's sector, and every 9.1 faction mod.

Edit: This 'fatal null' error still occurs if I just open the bar(don't have to click on the event). Also if I go and fly to the cache after accepting the mission (and not saving), and pick up the gate codes, afterwards I can save as normal. Weird.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on December 30, 2019, 10:39:44 AM
Unsure why, but upon interacting with the second bar event and gaining the location of the gate code cache, my save game seems to be corrupted(cannot save after that, gives a 'fatal null' error, but thankfully I can reload and simply avoid that bar event)
This leaves me rather unable to actually play through the rest of the mod. Currently using nexrelin, varya's sector, and every 9.1 faction mod.

Edit: This 'fatal null' error still occurs if I just open the bar(don't have to click on the event). Also if I go and fly to the cache after accepting the mission (and not saving), and pick up the gate codes, afterwards I can save as normal. Weird.

Hmm, I haven't see that before. If you reproduce it again, could you try attaching a zipped version of your log? (<install_folder>/starsector-core/starsector.log)
I'll look at it when I can. I logged it here: https://github.com/davidwhitman/Gates-Awakened/issues/29
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Wispborne on January 03, 2020, 02:11:18 PM
Minor bug. Active gates don't have icons on the Intel map, it just shows as a white circle.

Does using this version fix it? It's a stab in the dark, as I couldn't reproduce the bug.
https://github.com/davidwhitman/Gates-Awakened/releases/tag/2.0.3-rc1

Unsure why, but upon interacting with the second bar event and gaining the location of the gate code cache, my save game seems to be corrupted(cannot save after that, gives a 'fatal null' error, but thankfully I can reload and simply avoid that bar event)
This leaves me rather unable to actually play through the rest of the mod. Currently using nexrelin, varya's sector, and every 9.1 faction mod.

Edit: This 'fatal null' error still occurs if I just open the bar(don't have to click on the event). Also if I go and fly to the cache after accepting the mission (and not saving), and pick up the gate codes, afterwards I can save as normal. Weird.

I poked through my code, but I'll basically need your starsector.log file to debug this. I was able do the second quest while saving and reloading at every point during it.
Title: Re: [0.9.1a] Gates Awakened (2020-1-7)
Post by: Wispborne on January 07, 2020, 12:47:31 PM
2.0.3
Save compatible (v2.x to v2.y is always compatible)

- Added support for jumping to Boggled's player constructed gates (you cannot jump back, though)
- If no Remnant systems exist, second quest uses a non-Remnant system instead (reported by Tiberiumkyle on the forums)
- Fixed third quest intel showing planet type instead of name (reported by Avanitia on Discord)
- Possibly fixed quest intel icon showing incorrectly (unconfirmed)
- Fixed bug where declining a quest, then trying to start it again would crash
- Fixed bug where final quest epilogue could be triggered by interacting with any active gate  (reported by Histidine on Discord)
- Adds forum id to version checker
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: OldSkies on January 09, 2020, 09:45:28 AM
Do AI use activated gates? If not have you thought about adding that?
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: Wispborne on January 09, 2020, 09:56:06 AM
Do AI use activated gates? If not have you thought about adding that?

They do not. I decided that it would be simply too much to try to mod all of the repercussions of the sector knowing that some of the gates were working.

- Gates would become critical strategic points and be highly protected/contested by warring factions.
- You'd probably need clearance and/or pay credits to use the gates with friendly factions.
- Exploration quests would probably need to be reworked to take into account the new ease of access.
- Various bits of ingame lore wouldn't make sense and/or need to be updated to mention that gates work again.
- You, the player, would probably be on the hotseat by every faction for being the one to reenable them.
- Colony accessibility would need to be modified by gates.

So, in Gates Awakened, the player is simply forced to hide that the gates are working by not being able to use them while others are watching.

However, Boggled is working on a gate mod that allows the player to build their own gates, and I believe the AI will "use" them (it makes it look like the AI is using them). Gates affect accessibility in their mod, also, and you cannot use gates if they are controlled by an enemy faction.
Player Gate Construction (https://fractalsoftworks.com/forum/index.php?topic=17543.msg276414#msg276414).

Boggled's mod (PGC) and Gates Awakened (GA) are compatible; you should be able to jump between their gates.

PGC is better integrated into the game's mechanics, whereas GA is more story-focused (3 quests to fully unlock the mod's features).
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: OldSkies on January 09, 2020, 10:04:30 AM
Do AI use activated gates? If not have you thought about adding that?

They do not. I decided that it would be simply too much to try to mod all of the repercussions of the sector knowing that some of the gates were working.

- Gates would become critical strategic points and be highly protected/contested by warring factions.
- You'd probably need clearance and/or pay credits to use the gates with friendly factions.
- Exploration quests would probably need to be reworked to take into account the new ease of access.
- Various bits of ingame lore wouldn't make sense and/or need to be updated to mention that gates work again.
- You, the player, would probably be on the hotseat by every faction for being the one to reenable them.
- Colony accessibility would need to be modified by gates.

So, in Gates Awakened, the player is simply forced to hide that the gates are working by not being able to use them while others are watching.

However, Boggled is working on a gate mod that allows the player to build their own gates, and I believe the AI will "use" them (it makes it look like the AI is using them). Gates affect accessibility in their mod, also, and you cannot use gates if they are controlled by an enemy faction.
Player Gate Construction (https://fractalsoftworks.com/forum/index.php?topic=17543.msg276414#msg276414).

Boggled's mod (PGC) and Gates Awakened (GA) are compatible; you should be able to jump between their gates.

PGC is better integrated into the game's mechanics, whereas GA is more story-focused (3 quests to fully unlock the mod's features).

Fair enough, that would be an irritating amount of work. Forcing the player to use them without watchful eyes sounds like a good compromise too.
Title: Re: [0.9.1a] Gates Awakened (2019-11-30)
Post by: Atopo on March 04, 2020, 11:42:47 AM
Minor bug. Active gates don't have icons on the Intel map, it just shows as a white circle.

Does using this version fix it? It's a stab in the dark, as I couldn't reproduce the bug.
https://github.com/davidwhitman/Gates-Awakened/releases/tag/2.0.3-rc1

Unsure why, but upon interacting with the second bar event and gaining the location of the gate code cache, my save game seems to be corrupted(cannot save after that, gives a 'fatal null' error, but thankfully I can reload and simply avoid that bar event)
This leaves me rather unable to actually play through the rest of the mod. Currently using nexrelin, varya's sector, and every 9.1 faction mod.

Edit: This 'fatal null' error still occurs if I just open the bar(don't have to click on the event). Also if I go and fly to the cache after accepting the mission (and not saving), and pick up the gate codes, afterwards I can save as normal. Weird.

I poked through my code, but I'll basically need your starsector.log file to debug this. I was able do the second quest while saving and reloading at every point during it.

Hi, I just started a new campaign with your mod and ran into the same problem. I went to the guy in the bar who was looking at a gate picture and afterwards got the coordinates for the first mission. If now try to save I am getting the error. I have attached the logfile.

[attachment deleted by admin]
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: Wispborne on March 04, 2020, 11:58:14 AM
Thank you for the report and for attaching the log!
Could you please also attach your save game file? I'll take a look later on, but I'm curious if it's choosing a planet for the quest that is unexpected or something.
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: Atopo on March 04, 2020, 12:24:26 PM
The savegame is way to big to attach it here, do you need any specific information from the files?
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: Wispborne on March 04, 2020, 12:42:37 PM
The savegame is way to big to attach it here, do you need any specific information from the files?

Even after being zipped? It should compress very well.

I'm looking for anything containing "Gates_Awakened", really. Specifically, "gate_intro_core" and "gate_intro_fringe" will be tags on the two gates that the mission assigns. It's hard to know without seeing the whole thing - maybe a PM with a https://send.firefox.com/ link if that works for you?

If it's too much of a hassle, don't worry, I'll still look into it. The logfile will hopefully be helpful (although at first glance it's an annoyingly useless error).
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: Atopo on March 04, 2020, 01:00:44 PM
Well, the size limit for this forum is 192KB and even after zipping I still have around 2MB.
BUT, I just remembered that things like Dropbox exist, so here you go!

https://www.dropbox.com/s/wgv970yo8cpvqmi/save_Stargazer_7526029007863642785.zip?dl=0 (https://www.dropbox.com/s/wgv970yo8cpvqmi/save_Stargazer_7526029007863642785.zip?dl=0)

Update: I just wanted to try it out again but now the guy is no longer inside the bar (Port Tse Franchise Station). So you might not be able to reproduce the problem with my safe.

Update2: I found the guy again in a different bar and activated the quest again. This time I have no problems with saving the game. The target system for the quest is the same as last time.
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: Wispborne on March 05, 2020, 03:17:15 PM
Hey Atopo, your save file has a .inprogress save file and I think that was exactly the information I needed!

Looks like I was unintentionally serializing the entire InteractionDialogAPI object into the save file...oops.

Does this solve the issue?
https://github.com/davidwhitman/Gates-Awakened/releases/download/2.0.4-rc03/Gates-Awakened-2.0.4-rc03.zip
Title: Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
Post by: Wispborne on March 06, 2020, 10:08:23 AM
2.0.4 (2020-2-6) released!

This is a bugfix release. It should be fully save-compatible with previous 2.0.x versions.

- Fixes gate icon not showing sometimes (thanks to those who reported, including @Ner'zhulAI)
- Fixes crash when loading save game after taking a GA quest from the bar (reported by Atopo on the forums and QA'ed by @Bribe Guntails)
Spoilers for third mission (just more bugfixes)
Spoiler
- Fixes gate defense fleet spawning on star instead of gate (reported by @Ner'zhulAI)
- Fixes invalid character in gate defense fleet name (reported by @Ner'zhulAI)
[close]
Title: Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
Post by: Atopo on March 06, 2020, 11:57:58 PM
Hey Atopo, your save file has a .inprogress save file and I think that was exactly the information I needed!

Looks like I was unintentionally serializing the entire InteractionDialogAPI object into the save file...oops.

Does this solve the issue?
https://github.com/davidwhitman/Gates-Awakened/releases/download/2.0.4-rc03/Gates-Awakened-2.0.4-rc03.zip

Glad I could help! :)
I'll try out the new version now!
Title: Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
Post by: CJagd on March 29, 2020, 09:14:36 AM
Hi,

Is there a way to force/cheat/edit a gate to awaken, exemple: the Corvus gate ?
Or is there a way to have the activated gate by the "active gate mod" to connect with the "awakened gates" ?

Thank
Title: Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
Post by: Wispborne on March 29, 2020, 11:17:22 AM
Is there a way to force/cheat/edit a gate to awaken, exemple: the Corvus gate ?

Have you done the second mission? That allows you to awaken any gate you want. You can also edit the config file (described on first post) to give yourself more awakened gates, if you want.

Or is there a way to have the activated gate by the "active gate mod" to connect with the "awakened gates" ?

I've never tested, but you should be able to jump to an Active Gates active gate from a Gates Awakened active gate. Jumping the other way, though, would require a change in the Active Gates mod.
Title: Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
Post by: CJagd on March 29, 2020, 04:45:24 PM
Is there a way to force/cheat/edit a gate to awaken, exemple: the Corvus gate ?

Have you done the second mission? That allows you to awaken any gate you want. You can also edit the config file (described on first post) to give yourself more awakened gates, if you want.

Or is there a way to have the activated gate by the "active gate mod" to connect with the "awakened gates" ?

I've never tested, but you should be able to jump to an Active Gates active gate from a Gates Awakened active gate. Jumping the other way, though, would require a change in the Active Gates mod.

I just had the second mission done before reading this. Thank you