Stellaris

Stellaris

Shadowgate 4.1
198 条留言
Nardelus  [作者] 10 月 25 日 上午 8:23 
Glad to hear it. : - )
Let me know if you encounter anything else, and hope your game goes well.
willie2000 10 月 22 日 下午 7:16 
I'm happy to say that the fix worked for me :). i ran the save for a good 30 mins and it didn't crash.
Nardelus  [作者] 10 月 20 日 上午 10:16 
Hello, thanks for reporting this. : - ) The crash seems to happen when the planet a shadow anchor orbits is missing and a shadowrift attempts to open above it. There are now checks to make sure the planet exists, so it shouldn't crash anymore at the very least.

Please let me know if it's fixed for you. If you ever encounter a shadow anchor without a planet below it, toggling it on/off or reclaiming it through a shadowgate's menus should now instead return it to an owned shadowgate. Thanks again, and enjoy!
willie2000 10 月 19 日 下午 6:28 
Hey Loving the mod, I got a weird crash but tbh my save is modded to hell....

the error file had this error for the shadowgates, there are some more lines but i didnt want to fill the comment section with code, if you can help i would be grateful

Script error, spawn_megastructure coords_from: 'event_target:shadowrift_terminus_planet' is invalid at common/scripted_effects/shadowgate_scripted_effects.txt:1983 @ scripted effect spawn_shadowrift at file: events/shadowgate_galactic_events.txt line: 3323
Nardelus  [作者] 6 月 26 日 下午 9:17 
If you want, here's a guide [rentry.co] to resetting an installation's rifts with console. Enjoy!
Nardelus  [作者] 6 月 26 日 下午 8:23 
Hello. : - ) Thanks for the report, I can't believe I missed something as bad as this! Sorry about that. It's fixed now, but unfortunately you'll have to re-summon any active shadowrifts for the fix to take effect on your save file.

The issue was the shadowrift megastructures (the ones your ships enter) were briefly claiming ownership of the planets they were tied to whenever they spawned. It not only happened on loading a save, but also each time a rift opened for navigation. Really strange bug, but thanks again for letting me know. Hope you enjoy.
Interrogress 6 月 26 日 下午 6:51 
looks like the bug doesn't occur if there's dimensional feedback
Interrogress 6 月 26 日 下午 1:19 
hii thank you so much for the 4.0 update I love this mod. quick bug report, whenever you load a game shadowgates are occupied by the shadowgate empire for 1 day which clears the build queue. makes it really hard to build. happened on previous vers too
GE0 6 月 24 日 上午 11:54 
Just posting here to let anyone who's curious know that Shrouded Regions was updated to be compatible with Shadowgate :steamthumbsup:
Nardelus  [作者] 6 月 24 日 上午 10:05 
Of course, hope your game goes well. : - )
GE0 6 月 24 日 上午 6:34 
Thank you very much!
Nardelus  [作者] 6 月 23 日 下午 11:05 
Hello. There's a significant incompatibility with an easy fix. I'll request that Shrouded Regions' mod author add in the appropriate flags. If you want to modify it yourself for compatibility in the meantime, here's a guide [rentry.co].
GE0 6 月 23 日 下午 9:45 
How compatible is this mod with Shrouded Regions ?
Nardelus  [作者] 5 月 29 日 下午 3:44 
Hello, sorry to hear that. To try and fix it, you can select the shadowgate ingame, open the console (with ~), and then enter: effect set_planet_flag = shadowgate_d_compass_unlocked

Please let me know if that solves the issue. If not, I may need a screenshot if you're willing to post one. Did you happen to build the districts yourself, or did you acquire the shadowgate fully restored from an AI empire? I did find an instance where the compass can remain disabled if an AI builds every district.
Arphar 5 月 29 日 上午 10:20 
Hello, I can't seem to access the dimensional compass even when I have all districts repaired, how would I do so then?
Nardelus  [作者] 5 月 28 日 下午 11:57 
I forgot to specify this upfront: the guide in my last post has steps to convert a system into a black hole if you don't have one in your isolated cluster, which you can then either use the Staff of Umbral Sight or the console to create a Shadow Remnant. Let me know if you try it out!
Nardelus  [作者] 5 月 28 日 下午 6:19 
Happy to, and it's a bit complex. If you get the Staff of Umbral Sight relic from restoring the Ashen Pilgrimage's installation, you can convert a black hole within your territory into a Shadow Remnant. If you want to use the console to do it, here [rentry.co] is a guide on what to do. Please be careful, and make a save before doing anything!
w.girl27 5 月 28 日 下午 5:26 
thanks so much for updating sorry for a old question but whats the id for the shadow remant and is changing a local star into one enough to move a shadowgate there? i use a isolated cluster start and would love to have one in it.
Nardelus  [作者] 5 月 28 日 下午 4:05 
Hello. The mod is updated, sorry it took so long! As always, let me know if something doesn't seem right. Enjoy.
w.girl27 5 月 15 日 下午 12:06 
needs update because of the pop abnd job rework
Nardelus  [作者] 2024 年 11 月 20 日 下午 4:41 
Hello, I did a few tests and it still seems safe to use. Let me know if you run into any problems, however, and thanks for the compliments! Hope you have fun. : - )
Custos-Tenebris Archivan 2024 年 11 月 19 日 下午 6:10 
I love the look of your mod and I would love to try it out. So, I was wondering if ShadowGate is compatible with Stellaris 3.14 before I start a long play-through with it. Regardless, this seems like a really cool mod, you've done some great work on it and I hope you are having a good day wherever you are :)
Nardelus  [作者] 2024 年 2 月 17 日 上午 6:48 
Yeah, it would be a mess if you were to teleport a shadowgate to a remnant that has a frameworld . Here's a script you can paste into console to make your system look like a remnant: https://pastebin.com/BtX3gHJN : - )
toonslayerking 2024 年 2 月 16 日 下午 12:22 
i just though your black hole looked cool so i tryed to put it on the frameoworld that all
toonslayerking 2024 年 2 月 16 日 下午 12:20 
i thought that was it and with having both as on i dont think that is a good idea. the reason i say that districts right now are a pain because the scroll bar so far is now scalable on any ui mod i have found the best is base ui overhaul
Nardelus  [作者] 2024 年 2 月 14 日 下午 4:30 
Oh, you mean the Staff of Umbral Sight? That relic is meant to reset the entire black hole system you pick (it says so in the system select button's tooltip). I'll add a better warning if any habitable planets are detected in those systems.

Unfortunately, I don't think I'd be able to support having a shadowgate in a frameworld system. Sorry for the confusion!
toonslayerking 2024 年 2 月 14 日 下午 2:06 
i use the relic and that on the black hole with the frame world on it while i was trying a one system play throught ive tryed it with only the mods needed to test the compatabilty patch and i think it has to do with replacing the norm black hole with the one from the relic
Nardelus  [作者] 2024 年 2 月 14 日 上午 7:36 
Sorry that's happening to you. Are you running other mods? Does the frameworld get destroyed after colonizing or gaining ownership of a shadowgate? Does your frameworld still get destroyed when reloading an earlier save file after deactivating the compatibility patch?

The frameworld patch only adds a colonization event specifically for shadowgates, and it makes two minor edits to conditions within a single file of Gigastructural Engineering. I verified that the file it replaces is identical except for what the compatibility patch does, and I don't see how the alterations it makes could cause such a large issue.
toonslayerking 2024 年 2 月 13 日 下午 1:49 
having issues with the framewold patch destroying the frame world
Nardelus  [作者] 2024 年 1 月 16 日 上午 9:19 
Thanks for putting that together! The mod's localisation has been removed, and a link is now in the description as well.
卡尔文迪斯梅特 2024 年 1 月 13 日 上午 6:55 
Simple Chinese localisation is here.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3138451689
The Simple Chinese localisation does not work because of conflicts in the code.So could you please remove the Simple Chinese localisation in the mod?
Nardelus  [作者] 2023 年 12 月 23 日 下午 12:49 
That's very kind of you to say. Thanks!
Ezekiel 2023 年 12 月 22 日 下午 3:50 
No worries! I always wait for the good mods :)
Nardelus  [作者] 2023 年 12 月 21 日 下午 11:00 
It's updated, sorry it took so long. Enjoy!
Ezekiel 2023 年 12 月 21 日 下午 4:31 
Just checking in, any progress on fixing the crash? If not I may just start a file now, rather than waiting.
Nardelus  [作者] 2023 年 12 月 1 日 下午 6:04 
Hello, unfortunately it will not as the game crashes upon loading to 100% with the mod active. I have yet to take the time and figure out why, but I'll do it soon and post here when it's updated.
Uncle Iroh 2023 年 12 月 1 日 上午 3:48 
would this be fine working in 3.10?
Nardelus  [作者] 2023 年 10 月 21 日 上午 11:07 
That would look nice, I'll add it to my list of ideas. : - ) I haven't been doing much Stellaris modding lately, so it may be a while. Thanks!
M Vonel 2023 年 10 月 13 日 上午 8:28 
i think it might have been asked before but i think it would be really cool to have some kind of hud mod based off of the shadow gate hud.
Like imagine a mod that turns your hud from that green colour to purple and the close button to that symbol
Nardelus  [作者] 2023 年 9 月 22 日 下午 2:57 
Updated. : - )
busterbingus 2023 年 9 月 18 日 下午 12:58 
update to 3.9 pls
Nardelus  [作者] 2023 年 6 月 27 日 上午 9:28 
It's been added. Thank you both.
Inny 2023 年 6 月 26 日 下午 5:31 
Hello, I would need a little scripted trigger please:
is_shadowgate_world = { is_planet_class = pc_shadowgate }
Thanks!
Velaroz 2023 年 6 月 24 日 下午 7:58 
They can die fairly quickly to various things, yes. Takes a lot of reinforcements to bulk 'em up to buy some time for 'em.

Also, might I recommend giving them an aux component that grants them an anti-shield negation effect [so they don't care about pulsars or space storms] and shield hardening [anti-penetration stat vanilla added a bit ago]? This one could probably just exist from the start.
Nardelus  [作者] 2023 年 6 月 24 日 下午 5:38 
The mod is updated now, and includes a feature I hope you'll enjoy. I like the idea of further protecting shadowrifts. Are they dying too quickly in modded games? : - ) Like I said in my other reply, buildings crafted using lodestones is a great idea that may show up in the future. When I can, I'll do some testing on how to implement it. I haven't been playing Stellaris as much as I used to, which is why not much has been added lately.
Velaroz 2023 年 6 月 24 日 上午 3:38 
The thought in my mind is that all the "Fortification" upgrades and whatnot would still apply at maybe half the rate for the smaller stations, and after all of those are gone, the main station still has its boost in hull & shields to hopefully buy some more time as well.

It won't save the Shadowrifts if you do absolutely nothing, and my thought would be that the smaller stations wouldn't get replaced without opening a new Shadowrift completely. Stabilizers lost are lost for good for that rift's life.
Nardelus  [作者] 2023 年 6 月 23 日 下午 9:19 
Nice to see you again. : - ) I've been meaning to update, as there are quite a few quality of life additions ready to go (but untested) as well as something new concerning the mod's relics. I'll see about updating this weekend. I'd be grateful if you'd message Inny about adding those triggers, that's fine by me and thanks very much for offering. I like the idea of using dark lodestones for buildings or other things, so I'll experiment with it. In the past, I added means of getting invulnerable shadowrifts, but I felt it was OP and diminished all the rift fortifications up to that point. As always, thank you!
Velaroz 2023 年 6 月 21 日 下午 1:04 
I hate how Steam comments only allows for up to 1,000 characters per message.

I am, however, glad that trying to send a message over the limit doesn't just delete all the text that got typed up in the meantime.
Velaroz 2023 年 6 月 21 日 下午 1:02 
I've noticed that the rift's "anchor stations" [like, the thing that can be attacked and granted hull & shields, and on destruction causes the portal to be despawned], have actual weapons to retaliate with.
--Would it be a reasonable notion to add in a boosting effect to increase the damage/fire rate of its armaments? Perhaps spawn in secondary "emissions" platforms, that grant extra firepower/defense to the main wormhole-station?
---Thought being that so long as any exist the wormhole they're connected to is invulnerable, akin to how the Unbidden Dimensional Anchors & their Dimensional Portal behave.
Velaroz 2023 年 6 月 21 日 下午 1:02 
As for suggestions for internal additions within the Shadowgate mod itself:
Some buildings that can only be built on Shadowgates that get unlocked later, perhaps to act as supplemental boosts to the Ether Capacity & Generation of that Installation? Perhaps have them cost Dark Lodestones, as an alternate choice for what to use those on come later points in the game?
--ie Convert a Dark Lodestone into a "structural framework", which lets the player build one of the structures, functioning akin to how the FE buildings do.