Minor Update - 3.1.1
Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!
Started a new game after updating this mod and I'm still losing access to an active gate. More specifically the gate in Yma that activated when I did the first part of Gates Awakened. It worked for a while but now when I go to it it pops up the dialogue from this mod.
Other gates seem to work fine.
edit: Second gate stopped working with the same thing right after I activated it. I'm using 3.1.1 btw.
This... I'm still lost on.
The Gates Awakened dialog check has
$tag:GatesAwakened__gate_activated score:10while the Vayra ghost ship gate dialog check has
$global.vayra_hasHyperlostGhostShip score:420Since the latter number is bigger, the ghost ship rule always runs in preference to the awakened gate rule.
Either lower the score from the ghost ship check, or update your rule so that it checks for the gate
not being awakened; e.g.
!$tag:GatesAwakened__gate_activatedApologies in advance if this question has already been asked but:
How do the colony factions work? When do they appear? I don't recall them ever showing up in an (albeit brief, like 1 hour) playthrough I did with this mod. Where and when do they show up? And does it work the same way in Nexerelin's Corvus mode? I'm looking to start a new playthrough soon and I am quite interested in this system.
IIRC:
They don't spawn until cycle 208 by default. You'll get an intel notification that a new faction has formed, and more notifications for each colony expedition they send out.
It should work in both random and non-random Nexerelin sectors.