Hey Boggled,
I just started to use your Terraforming Mod and it's great.
I've not yet used the player station mod, but had a few things I was thinking about.
Just building Gates all over the place seems very OP. Could you possibly add a way to first disassemble existing gates and re-construct them in the system you want them.
So that way there are a finite amount of gates.
Also, if you build a gate in a system with a cryo-sleeper. you can move the cryo-sleeper to another system with a gate.
Anyways, thanks for your great work!
When I originally developed this mod, the player had to cannibalize existing gates to create new ones. Unfortunately, deleting existing content/objects causes significant problems for other mods, so I decided to move away from that to maintain compatibility and reduce headaches for other modders. This also applies to a lesser extent to the cryosleepers. Sorry!
I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.
I did a test and it seems I can use Gates Awakened activated gates just fine. Make sure you read the tool tips on my gate jumping abilities - after you jump, you have to use the left and right arrow abilities to select your next destination! Please let me know if that doesn't resolve your problem.
So I got the message with Odysseus' hint. I never played the gate mod, but I knew the mods were now merged and figured all was working as intended. I decided to do the quest later, when I would actually start exploring the fringes or something, but then Odysseus started talking to me while I was surveying some random system close to the core, but light years away from Aeolus or Penelope's Star itself.
I have dozens of mods on, so it could be some other one responsible for this(Tyrador Safeguard Coalition comes to mind. They start with a colony on Telepylus in Penelope's Star system) but I thought I'd mention it. I started a new run and will report if it happens again.
Also, all this mod merging you're doing is making me think you're gunning for an index spot in the "Megamods" section. For what it's worth, I think the planned merger between this and the terraforming mods will be well-deserving of it.
[offtopic]
What is the 9th?
[/offtopic]
Probably the Ninth Battlegroup from the Arsenal Expansion mod. They hate everyone, but don't do much and have some modified vanilla high-tech ships.
That's an odd bug you've encountered. I took a look through the Tyrador Safeguard Coalition files and I don't think it's the culprit. Could you post your mod list so I can investigate further? Either way, I think it's probably necessary to increase the number of checks I perform on planets to make sure they're the correct one. I'll include that in the next patch. Thanks for letting me know about this!
This might end up making it into the megamod section as a result of the mergers. The real reason I'm merging things is because it would be a massive headache implementing the Domain Archaeology industry, station lights overlays and sprite switching over multiple mods.