RimWorld

RimWorld

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Stargates!
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.251 MB
7 Jul, 2022 @ 1:00am
12 Aug @ 9:42am
27 Change Notes ( view )

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Stargates!

Description
For how much demand I've seen for a Stargate mod... nobody seems to have done it. Well that changes now! This mod adds stargates to the rim, and lets your daring colonists/savage tribespeople travel anywhere on the planet (as long as there's a stargate there).
[Incompatible with RimWar]

This mod is on development hiatus for the time being. I will still update it to new game versions, so the mod will remain functional, but no new features will be added or majorly changed.

About
This mod adds three types of stargates:
  • Makeshift stargates - These stargates are one-use only cheap transportation devices, for when you need to quickly get to another gate and you don't happen to have one spare. These stargates can't support irises.
  • Stargates - Your standard old stargates. They are activated using a seperate DHD linkable.
  • Advanced stargates - Functionally the same to regular stargates, except that they can be built by your colonists and have a built in DHD.

Usage
How to get one
First, you need to go to an exotic goods trader / shaman trader and buy stargate glyphs from them. Outlander settlements will always have at least one glyph slab, and neolithic settlements may have some. If you have the 'glyph decoding' research, you can interact with the glyph slab, which once complete will add a new site to your map guaranteed to contain a stargate. From there, you can either connect to the site using a makeshift stargate or go there on foot.

Risks and Rewards
From time to time, Randy might look down upon your colony and decide to send some pirates through your stargate. If you have fancy fabrication technology, however, you can stop these pirates from coming through using an iris.
With the risk of a raid right in the middle of your base, there better be a good reward! Well, they also allow for instant travel between any of your colonies, with no power requirement! On top of that, they can also lead to secret treasures hidden within ancient, forgotten structures. All you need to do is get lucky and find the right glyphs from a trader.

Using a stargate
To use a regular stargate, get a pawn to interact with the DHD, and select a location to dial to. After some time has passed, a connection with the other gate will be made, and an unstable vortex will destroy anything in front of the stargate. If nothing is moved through the gate after 1 ingame hour, the stargate will automatically close. The DHDs of makeshift and advanced stargates are integrated into the gate itself, so there is no seperate module required. Watch out for the vortex, though!
To install an iris, finish the iris research and create an iris installation kit at the fabrication bench. Then, get a pawn to interact with it and target a stargate. Makeshift stargates can't support irises, so use them quickly.

To bring large amounts of items or animals through, select an active stargate to load it the same way as a transport pod.
***Remember that pawns can only go through a stargate one way, through the dialling side. Don't go through a stargate with an incoming wormhole, it's pretty lethal!***

Building your own gate network
If you want to transport your pawns across the world without the overhead of making new colonies, you can bring a stargate to any tile and click "Create stargate site" in the caravan gizmos. Don't put an iris on the site's gate, as it will be deleted and raids don't come through these sites anyway. To enter the site, you can either right click on it with a caravan or dial it using any stargate. To make the site more recognizable, you can click on the site and rename it.
To delete the site, enter the site and bring the gate and DHD with you. If there are no gates or DHDs on the map when your pawns leave, it will automatically be destroyed.

Supports existing saves.

Credit
Sounds - CAP from GMod
Building Art - Dave
1.6 update - Alyssa
Everything else - me

Contribution
If you want to help improve the mod and are a masochist, you can find the source for the mod here: https://github.com/CatCraftYT/stargate-mod
If you are also a seasoned rimworld architect, I invite you to create new buildings/structures to be used for stargate sites!
Translators: see the translation guide in the core mod for guidance, or ask in the translation discussion
Popular Discussions View All (6)
63
24 Aug @ 2:52pm
PINNED: Bug Reports
catcraft
14
19 Oct, 2022 @ 7:50am
my portal doesn't close anymore and I can't send anyone through :P
𝖉𝖔𝖓𝖙𝖋𝖊𝖊𝖉G!Zm0
5
20 Jan, 2024 @ 11:51pm
Multiplayer Support
Krauterz
432 Comments
Alyssa 27 Aug @ 12:36am 
@ Evil Overlord

Way ahead of ya :p

But, currently in the release version the vortex damage isn't working properly, so until the mod is updated with the fix i've done for that getting caught in the vortex isn't necessarily the end of the (rim)world.
Evil Overlord 26 Aug @ 4:11pm 
I'd like to suggest a countdown on stargate activation, gives you a moment to get out of the blast zone with the advanced gate.
Рыцарь Нестор 22 Aug @ 9:34am 
Is there any compatibility patch for rimwar? That would be great
Alyssa 13 Aug @ 3:04am 
@ Sithgrim

Honestly not a bad idea! I make no promises, especially when I already have a bunch of stuff to do for the mod, but I might look into it. I would want it to work meaningfully different to stargates though, so it probably wouldn't be a perfect alternative. Plus, something something lore accuracy.
Also, in the end its obviously not my mod, so it would also depend on if catcraft wants it or not.

As for making stargates rotatable, it should be relatively doable to make it work, except for one problem: the stargates have a drawOffset to draw the texture in the proper place, but if it is rotated that same offset is applied, which will mess it up in the east and west rotations. And I don't know if there's a way to apply different drawOffsets for different rotations..
If anyone knows how to fix that situation I would be happy to hear it.
:spiffo:
Sithgrim 13 Aug @ 2:48am 
@Alyssa might be out of scope for this mod but if the rotation part of the Stargates can never be fixed for grav ships something like transportation rings might be a good alternative. Could use the gravship substructure to allow or disallow objects maybe.
Alyssa 13 Aug @ 2:37am 
@ Leutian Kane

It should work fine for the most part, but there are some problems with it.
For one, you should probably avoid landing a gravship with a stargate on a map that already has a stargate. I have created a system to better handle that sorta thing, but it's not in the release version of the mod yet.
Secondly, stargates are not rotatable, so if you rotate a gravship with a stargate it won't go super well. The stargate will forcibly be rotated, but graphically will be messed up, as well as the unstable vortex staying facing south. I am looking into a solution for this, but I don't know how that's gonna work out yet.
Leutian Kane 12 Aug @ 5:09pm 
so the big question is can you have a gate on your gravship and it still work as an origin/destination?
Alyssa 12 Aug @ 8:55am 
That's because you had one or more gates in orbit, which it tries to get the destinations for, but can't, which throws that error, so it was relevant. Anyway, thanks for reporting the issue :slugcatsleep:
Obi™ 12 Aug @ 8:22am 
Everywhere else as in not in orbit, regardless of where the dialing took place from the same error would be thrown

https://pastebin.com/SK49hKhg
Alyssa 12 Aug @ 7:04am 
Well, I would advice you to not ever assume an error is useless when reporting a bug, because they usually aren't. Including in this case, where it immediately told me what was going wrong (or at least the general area, from which I can find the actual issue).

Also, what error are *you* talking about, and what does 'everywhere else' mean?
The one I'm talking about happens when you try to get a pawn to dial an address from an orbital location.

Anyway, because I was able to reproduce the issue and follow the error I have as previously mentioned found the issue. fixed it, and submitted it. :rwslugcat: