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