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. :)
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.
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 thatso it could be made to work.SpoilerTriPad in the cave is basically magic[close]
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.
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.
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.
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
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
}
"sectorConstellationRemnantMin":75,
"sectorConstellationRemnantMax":125,
"sectorConstellationRemnantSkipProb":0,
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
"sectorWidth":180000,
"sectorHeight":160000,
"AdjustedSectorConstellationCount":200,
"sectorWidth":274000,
"sectorHeight":234000,
"AdjustedSectorConstellationCount":360,
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.
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.
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.
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.
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.
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.
Minor bug. Active gates don't have icons on the Intel map, it just shows as a white circle.
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.
Minor bug. Active gates don't have icons on the Intel map, it just shows as a white circle.
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.
Do AI use activated gates? If not have you thought about adding that?
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).
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-rc1Unsure 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.
The savegame is way to big to attach it here, do you need any specific information from the files?
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
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" ?
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.
Hey Hyperversum, do you have LazyLib updated and active? It is a prerequisite for GA.
Hey there, I'm having some trouble with the intro quest. I got the quest at a bar and it told me to go investigate a gate on the edge of the sector. However, when I got there the gate was inactive, with no option to activate it. I used GatesAwakenedViewInfo and it showed the core gate being in Yma (I had forgotten which system I was in when I started the quest). I went to Yma and that gate is inactive as well, with no way to activate it. Am I just missing something obvious? Thanks, and cool mod. 8)
Hey there, I'm having some trouble with the intro quest. I got the quest at a bar and it told me to go investigate a gate on the edge of the sector. However, when I got there the gate was inactive, with no option to activate it. I used GatesAwakenedViewInfo and it showed the core gate being in Yma (I had forgotten which system I was in when I started the quest). I went to Yma and that gate is inactive as well, with no way to activate it. Am I just missing something obvious? Thanks, and cool mod. 8)
Hey, are you one of the 40 people who downloaded v2.0.5 instead of v2.0.5.1 by any chance?
Check by looking in your mods folder; if you see Gates-Awakened-2.0.5, then updating to 2.0.5.1 should fix the issue. No need for a new save.
I must've been, lucky me... D'oh! ;D That fixed it. My bad, I didn't realize there was a bugfix. Thanks, dude!
hey can you update you're mod on nexus?
forgive me but the nexus mods page still shows an old version, I was really looking forward to this mod and -- of course: thank you so much for your work to keep it updated. :)
Well, this mod is pretty much part of the game now more or less.Yet it eludes me. Campaign wise nothing new popped up so far, just the usual red planet.
<spoilers>
Go the the Galactia academy in the Galactia system.And what to look for? There is only a generic bar quest and the usual station officals with ai turn in and commission options or none of those.
https://starsector.fandom.com/wiki/Galatia_Star_System
That where you start the tutorial by the way. After the tutorial is finished, just go to the academy (Or directly go to the academy if you did a fast start).
Go the the Galactia academy in the Galactia system.And what to look for? There is only a generic bar quest and the usual station officals with ai turn in and commission options or none of those.
https://starsector.fandom.com/wiki/Galatia_Star_System
That where you start the tutorial by the way. After the tutorial is finished, just go to the academy (Or directly go to the academy if you did a fast start).
Go the the Galactia academy in the Galactia system.And what to look for? There is only a generic bar quest and the usual station officals with ai turn in and commission options or none of those.
https://starsector.fandom.com/wiki/Galatia_Star_System
That where you start the tutorial by the way. After the tutorial is finished, just go to the academy (Or directly go to the academy if you did a fast start).
Since we're doing spoilers anyway, talk to the Provost at Galatia academy. Then you'll be able to do missions for a contact there. Keep doing those missions and eventually the story will start when you are turning in one of those quests at Galatia academy.
Go the the Galactia academy in the Galactia system.And what to look for? There is only a generic bar quest and the usual station officals with ai turn in and commission options or none of those.
https://starsector.fandom.com/wiki/Galatia_Star_System
That where you start the tutorial by the way. After the tutorial is finished, just go to the academy (Or directly go to the academy if you did a fast start).
Since we're doing spoilers anyway, talk to the Provost at Galatia academy. Then you'll be able to do missions for a contact there. Keep doing those missions and eventually the story will start when you are turning in one of those quests at Galatia academy.
Thanks. I've should have kept in mind that the game tries to make you a Hegemony worshipper, too.
Are there other quests I might have missed?
Would you please find another thread to continue this discussion?I'm not that comfortable with forums, but I'll leave your thread alone and thanks again.
So, this mod is now a part of the game now? Am I right in assuming this mod will no longer get updates then? I'm wondering because the last few posts have me confused and I haven't touched the new content yet.
The mod itself is not part of the game, just that the game now has endgame stuff that renders this mod unnecessary