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)
70
16 hours ago
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
441 Comments
Anker 7 Sep @ 8:38pm 
Alrighty, so I've done my testing, and concluded this mod is somewhat incompatible with Odyssy. Specifically, the new Landmark systems. You're not able to place a stargate world tile over a landmark, as the game will tell you you're not allowed. However, stargate quests from glyph slabs can generate on landmarks. If they do, then trying to generate that map will cause it to fail and immediately un-generate.

So, uh... I guess... If you use Odyssy, debug in a bunch of glyph slabs and reroll whenever something bugs out?
Anker 7 Sep @ 7:45pm 
https://pastebin.com/JKDkdeyD

Here's what the error log had to say about it.
Anker 7 Sep @ 7:37pm 
I tried going to a stargate world map site I'd set up myself, and deleted my home portal- No effect- And then deleting the star gate world site, so the only two stargates were my base and the new area- No effect. I generated a new site with another slab. I get the 'enemies' pop-up letter for a moment and a loading hitch, so the map is being generated, then immediately *un*generated and removed.

I'm not sure what else I can do to troubleshoot this...
Anker 7 Sep @ 7:29pm 
Aand I sent a group on foot, caravanning, to enter the tile. Immediately deleted and booted off the world map. Yeah, it's definitely not the arrival method that's affecting this.
Anker 7 Sep @ 7:27pm 
Hmm. I generated a quest through a stargate glpyh, and tried to go through my stargate to theirs. Worked once before, after all. But this time it immediately deleted the quest site and the gate failed to open.

Well, alright- I sent my colonists through drop pods towards the quest site. I got a brief look at the map with the game paused... And when I unpaused, the quest site immediately was deleted and the group got kicked out to the world map.

Has anyone else seen this kind of issue before?
Sarus 7 Sep @ 1:56am 
that would be nice lol, Dare raid my base through my stargate during a critical time? Time for Revenge but where did they come from? :lunar2019crylaughingpig:
Anker 7 Sep @ 12:23am 
I wonder if getting raided through your stargate could spawn a quest to raid them *back*, letting you go through and raid *their* side. Bring a spare stargate of your own, and you could take theirs...
Anker 7 Sep @ 12:17am 
That *might* be a mod conflict. I'll have to do some indev mode testing later with everything that affects site generation, but I doubt it for the moment.
Anker 7 Sep @ 12:03am 
The stargate quest sites have a tendency to have the stargate 'room' be embedded in solid mountain. Expect to need to unfog the map to actually find what you came for.
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.