Having a market in the gate station causes ships to appear and disappear from it like any other market. If I remove the market, is there any way to create a realistic appearance of other fleets using the gates?
Toast and Wispborne - I copied a very small portion of their code relating to performing the actual jump.
Right now the gates replace existing inactive gates because it was very easy to implement this (due to orbits, etc.) and sort of makes sense. Should I make the gates buildable anywhere?
Probably the most elegant option is to make the gates use Stable Locations.
Interesting mod Boggled, but I have a request for you so it doesn't harm some extant and also planned mod content :)
A mergeable .csv or .json file that can make it so that your active gate does not replace an inactive one when desired in X star system IDs or Tags. This is important for hidden content and such discoverable things where it should be for story and gameplay reasons hard to reach them.
Probably the most elegant option is to make the gates use Stable Locations. Then, even without tags or other complex methods, there's a simple mechanism for blocking gate access to some systems; no Stable Locations, no gate. We also don't know what inactive gates are going to do in the future vanilla game, so you may have to change this mechanic anyway; might as well get ahead of it now.
I'd make gate use a flat activation cost; a couple hundred Fuel + 5-10 Rare Metals would work. Make it high enough that it's impractical for short distances but attractive for long ones; then, it still makes sense to fly around hyperspace normally, but strategic gate placement and use can still cut down your travel times. Plus, now gates are competing for Stable Locations with things like Nav Buoys, Sensor Arrays, and Comm Relays; scrapping and replacing your built gates seems like a natural progression.
(As far as a gate sprite goes; yeah, I think changing it is a good idea. If nothing else, centering the warp-bubble on the spin axis of the gate would be nice).
Having a market in the gate station causes ships to appear and disappear from it like any other market. If I remove the market, is there any way to create a realistic appearance of other fleets using the gates?
By appear and disappear, you mean that ships fly to/from there, right? And they'd hover over the gate, trading, then leave again?Toast and Wispborne - I copied a very small portion of their code relating to performing the actual jump.
Thanks for the credit, especially since what you copied is indeed very small.
Any idea how this mod plays with Gates Awakened? Perusing the code, seems like there would be no interaction, since it is all driven using abilities, not dialog. Looks like you can replace a GA-active gate with a Boggled gate, and cannot jump to a GA-active gate from a Boggled gate (or vice-versa).
I believe that Gates Awakened will detect, on game load, if a gate has been cannibalized by Boggled and will refund the player an activation code.Right now the gates replace existing inactive gates because it was very easy to implement this (due to orbits, etc.) and sort of makes sense. Should I make the gates buildable anywhere?Probably the most elegant option is to make the gates use Stable Locations.
I had the same thought about using Stable Locations for the part of Gates Awakened where you can create a gate, but lore-wise, the stable locations are stable in hyperspace, like where it's easier to access hyperspace, rather than "stable orbit" locations. So, I ended up letting the player build anywhere, with restrictions (not too close to planets). PGC is already lore-unfriendly (having the entire sector aware that gates can be built would have huge implications, which is why I sidestepped it in GA), so that might not be an issue.
Code to drop a gate at the location of a given entity: https://github.com/davidwhitman/Gates-Awakened/blob/master/src/main/kotlin/org/wisp/gatesawakened/Common.kt#L88
I took a look at the code you linked regarding placing an entity. As far as I'm aware, the orbital period of an object is entirely dependent on the mass of the focus and the distance from the focus. The orbit period calculation in that code includes a random element, so you could easily end up with the gate having the same radius but a different period than a nearby object. Maybe I've played too much Kerbal Space Program but this would bother me enough that I think putting it in orbit around a planet is a better idea. Your code is much cleaner than mine though; I'm guessing you're a professional programmer!
Yea, just I know I have some plans for literally "gated" content. Where there will be things like blockades, and disconnected from hyperspace systems and other story related things where mods such as this would totally ruin them heh.
So, being able to block mods like this from doing things to X star system IDs for handmade ones, and Y star system Tags for ones that might be proc genned is very important! And you can be sure other modders have plans for similar story related things and would thus benefit from the same stuff I requested for the same reasons.
GatesAwakened__gate_activated
FYI I've made it possible (https://github.com/davidwhitman/Gates-Awakened/commit/9e175e89091f2384bae00196e0b4e87ad13df154) for players to jump from a Gates Awakened gate to one of your player-constructed gates. I'm not expecting the same, totally fine if you don't, but just in case, I tag all activated gates withCode(double underscore because I screwed up and am too lazy to fix it).GatesAwakened__gate_activated
FYI I've made it possible (https://github.com/davidwhitman/Gates-Awakened/commit/9e175e89091f2384bae00196e0b4e87ad13df154) for players to jump from a Gates Awakened gate to one of your player-constructed gates. I'm not expecting the same, totally fine if you don't, but just in case, I tag all activated gates withCode(double underscore because I screwed up and am too lazy to fix it).GatesAwakened__gate_activated
I just added support for active gates. The next update will include the changes. Thanks for your help!
FYI I've made it possible (https://github.com/davidwhitman/Gates-Awakened/commit/9e175e89091f2384bae00196e0b4e87ad13df154) for players to jump from a Gates Awakened gate to one of your player-constructed gates. I'm not expecting the same, totally fine if you don't, but just in case, I tag all activated gates withCode(double underscore because I screwed up and am too lazy to fix it).GatesAwakened__gate_activated
I just added support for active gates. The next update will include the changes. Thanks for your help!
Cool, thank you!
And small correction, my mod is Gates Awakened, which is a fork of Active Gates - I know, the names are way too similar.
Active Gates uses the tag "gate_activated" (no prefix) for its active gates.
FYI I've made it possible (https://github.com/davidwhitman/Gates-Awakened/commit/9e175e89091f2384bae00196e0b4e87ad13df154) for players to jump from a Gates Awakened gate to one of your player-constructed gates. I'm not expecting the same, totally fine if you don't, but just in case, I tag all activated gates withCode(double underscore because I screwed up and am too lazy to fix it).GatesAwakened__gate_activated
I just added support for active gates. The next update will include the changes. Thanks for your help!
Cool, thank you!
And small correction, my mod is Gates Awakened, which is a fork of Active Gates - I know, the names are way too similar.
Active Gates uses the tag "gate_activated" (no prefix) for its active gates.
I know your mod is Gates Awakened! I wrote "active gates" because that's the name of the tokens for your gates!
Gates Awakened basically superseded Active Gates right? So there's not much point adding support for the Active Gates mod because everyone has moved to yours?
I've just noticed a drop in FPS while skillbar with PGC skills is active.
I am not the same person but also get a massive fps hit when i have the 3 gate usage abilities (gate switch and use/activate not the build one) on my 3rd bar, i get from 30-40 fps to 1-3 fps when my ability bar with the 3 abilities is on switching to my 1st bar stop the fps hit. my device specification:
Processor : Intel(R) Core(TM) i5-3570 CPU @ 3.40GHz 3.80 Ghz
Installed RAM : 8.00 GB
System type 64-bit operating system, X64-based processor
Graphics Card : GeForce GTX 670
got 84 mods activated almost all of them faction mods ((including vayra sector and nexerelin) gonna put my a link to my enabled mod) as for my hard drive it is a hdd.
the link : https://drive.google.com/open?id=1rtbE0OFbBqX-IYWo1m_60BcTv3l6GMtS
EDIT: also here a recording i did to show you : https://drive.google.com/open?id=1xY1bRe_z2WsSfFOYCtjOVBwUgDsh1XKT
I appreciate it, thank you for you time (and the mod), looking forward the update.
p.s sorry if i am hard to read, i'm francophone.
I tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement ;D.
I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened (https://fractalsoftworks.com/forum/index.php?topic=16562.0) mod and add an option to only allow the gate that the player activated then again I am not a modder.
I tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement ;D.
I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened (https://fractalsoftworks.com/forum/index.php?topic=16562.0) mod and add an option to only allow the gate that the player activated then again I am not a modder.
Did you use the settings file to enable low performance mode? What's the FPS with low performance mode on, and with it off?
My mod works differently than Gates Awakened. GA only allows a maximum of five active gates that the player can't choose, while my mod allows a theoretically unlimited number built anywhere the player wants. This means I have to use a different search algorithm.
I tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement ;D.
I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened (https://fractalsoftworks.com/forum/index.php?topic=16562.0) mod and add an option to only allow the gate that the player activated then again I am not a modder.
Did you use the settings file to enable low performance mode? What's the FPS with low performance mode on, and with it off?
My mod works differently than Gates Awakened. GA only allows a maximum of five active gates that the player can't choose, while my mod allows a theoretically unlimited number built anywhere the player wants. This means I have to use a different search algorithm.
GA allows the player to choose all of their gates. The first two are assigned for them, but they can (after the second quest) "move" the active status to any other gate. So they can have x active at any given time, deactivating and activating others at their leisure.
https://github.com/davidwhitman/Gates-Awakened/blob/master/src/main/kotlin/org/wisp/gatesawakened/Common.kt#L41
I get all systems, then use `system.getEntitiesWithTag(Tags.TAG_GATE)` to get all gates, then filter on the results of that to get gates activated by GA. This little algorithm is independent of the number of gates activated by GA.
I tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement ;D.
I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened (https://fractalsoftworks.com/forum/index.php?topic=16562.0) mod and add an option to only allow the gate that the player activated then again I am not a modder.
Did you use the settings file to enable low performance mode? What's the FPS with low performance mode on, and with it off?
My mod works differently than Gates Awakened. GA only allows a maximum of five active gates that the player can't choose, while my mod allows a theoretically unlimited number built anywhere the player wants. This means I have to use a different search algorithm.
GA allows the player to choose all of their gates. The first two are assigned for them, but they can (after the second quest) "move" the active status to any other gate. So they can have x active at any given time, deactivating and activating others at their leisure.
https://github.com/davidwhitman/Gates-Awakened/blob/master/src/main/kotlin/org/wisp/gatesawakened/Common.kt#L41
I get all systems, then use `system.getEntitiesWithTag(Tags.TAG_GATE)` to get all gates, then filter on the results of that to get gates activated by GA. This little algorithm is independent of the number of gates activated by GA.
My mistake. We actually seem to use a fairly similar method to get a list of active gates - I imagine you don't scan for updates to which gates are active every single frame though, which is where the performance problems appear to come in for people with slower computers.
I tried the update, while it didn't resolve the fps hit, it did change from 1-3 to 9-10 fps so definitely an improvement ;D.
I do not know how your mod work, but does the gate selection ability scan for a gate in the galaxies because if it does I would recommend doing like the Gates Awakened (https://fractalsoftworks.com/forum/index.php?topic=16562.0) mod and add an option to only allow the gate that the player activated then again I am not a modder.
Did you use the settings file to enable low performance mode? What's the FPS with low performance mode on, and with it off?
My mod works differently than Gates Awakened. GA only allows a maximum of five active gates that the player can't choose, while my mod allows a theoretically unlimited number built anywhere the player wants. This means I have to use a different search algorithm.
GA allows the player to choose all of their gates. The first two are assigned for them, but they can (after the second quest) "move" the active status to any other gate. So they can have x active at any given time, deactivating and activating others at their leisure.
https://github.com/davidwhitman/Gates-Awakened/blob/master/src/main/kotlin/org/wisp/gatesawakened/Common.kt#L41
I get all systems, then use `system.getEntitiesWithTag(Tags.TAG_GATE)` to get all gates, then filter on the results of that to get gates activated by GA. This little algorithm is independent of the number of gates activated by GA.
My mistake. We actually seem to use a fairly similar method to get a list of active gates - I imagine you don't scan for updates to which gates are active every single frame though, which is where the performance problems appear to come in for people with slower computers.
Right, only when they interact with a gate and the dialog is shown.
Why do you need to do it on each frame? Couldn't it be done whenever the player uses one of the abilities?
Gotcha. If I may be so bold, I'd suggest making the "performance mode" the default; once people get the idea in their head that a mod causes performance problems, it's *very* hard to change the collective's mind. People remember and repeat bad things but if it's fixed, or there's a workaround, most won't hear about it and will just avoid it without researching.
Just my two cents.
Gotcha. If I may be so bold, I'd suggest making the "performance mode" the default; once people get the idea in their head that a mod causes performance problems, it's *very* hard to change the collective's mind. People remember and repeat bad things but if it's fixed, or there's a workaround, most won't hear about it and will just avoid it without researching.
Just my two cents.
You're entirely correct about this. I wanted to get some feedback first on the performance mode to see if it actually works and if it causes bugs or problems. If nobody reports any issues I will make it the default. It seems to have worked for AimedCanada, so that's a good sign.
Thanks for your help and advice! I appreciate it, especially considering my mod is "competing" with yours.
I have huge FPS drops when I change between the "Colony Info" and "Resources" tabs when inside one of my colonies. When turning on Performance Mode it fixes the issue. Just wanted to mention that. Love the mod by the way.
also this is the first time I'll be reporting a crashing bug I have been experiencing for some time related to using some of the skills from this mod namely gate "channel" surfing and using the actual gate
it happens intermittently sometimes it works sometimes it just flat out fails either using the gate or "surfing" the channels of the gates, as for replicability I can't give other additional info other than I'm being spammed by my comms relay about stuff that needs to be hunted down and or procurement questsalso this is the first time I'll be reporting a crashing bug I have been experiencing for some time related to using some of the skills from this mod namely gate "channel" surfing and using the actual gate
I think I know what's causing this and I'm going to issue a patch to attempt to fix it. Is there a crash every time you activate one of the abilities from this mod, or does the crash only happen intermittently? Is there any particular event or circumstance that always or usually precedes the crash? Thanks for letting me know about this and hopefully I can get it fixed for you!
it happens intermittently sometimes it works sometimes it just flat out fails either using the gate or "surfing" the channels of the gates, as for replicability I can't give other additional info other than I'm being spammed by my comms relay about stuff that needs to be hunted down and or procurement questsalso this is the first time I'll be reporting a crashing bug I have been experiencing for some time related to using some of the skills from this mod namely gate "channel" surfing and using the actual gate
I think I know what's causing this and I'm going to issue a patch to attempt to fix it. Is there a crash every time you activate one of the abilities from this mod, or does the crash only happen intermittently? Is there any particular event or circumstance that always or usually precedes the crash? Thanks for letting me know about this and hopefully I can get it fixed for you!
-Astral gate should be an industry, not structure. IMO.
-Astral gate should consume large amount of some kind of resources. Heavy machinery, fuel, crew, volatiles, transplutonics... pick any.
-It is weird, you can build any structure/industry on gatekeeper station. Isn't it should be specialized? Orbital works (NF) + fuel production (ST) + light industry + all demands supplied in faction, makes station profitable even without AI cores. Using AI cores makes it a money river, not a sinkhole it should be. Suggestion to forbid building all the industries except commerce and military base. Alternative, that industries can have some kind of penalty to production/income not to be over-profitable.
-Gatekeeper station should have a colony condition that decrease stability and population growth. It is dangerous place to live.
Bug: you can abandon gatekeeper station, but gate still active and you can use it for free. No monthly upkeep.
I'm currently working on a new industry that can only be built on planets with ruins on them. It will produce "Domain-Era Artifacts" corresponding with the size of the ruins on the planet. Ultimately I'm going to have the astral gate, Kletka simulator, and all my terraforming structures demand that commodity (optionally of course in case the player doesn't want to use that industry/commodity). The astral gate will demand an enormous amount of them, forcing the player to find a vast ruins planet to colonize before they can profitably run an astral gate network.
The astral gate will demand an enormous amount of them, forcing the player to find a vast ruins planet to colonize before they can profitably run an astral gate network.