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报告翻译问题






If any other empire constructs a Quantum Gateway, it completely ruins the ability to use the Quantum Catapult, as it will open the exit where you choose, but the entrance will be built at someone else's Quantum Catapult.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3108330591
Sorry I didn't see your reply! I'd noticed for the past few days that deactivating the gateway didn't seem to count against the build cap anymore. I kept thinking that I should come back here to mention that, but it kept slipping my mind... in other words, the fix seems to be working just fine. I'm also happy to report that I still haven't crashed since that first usage. Thank you so much, both for the fix and for the mod itself!
While I'm here, I have another couple things I want to mention:
First, is megastructure build speed supposed to affect the time it takes to close the gate (and if not, is that something that can be helped)? In an otherwise-vanilla game, it'd be possible to significantly cut its base time of 60 days.
Second, if this mod were used in a multiplayer game, would everyone get an announcement that someone had completed their construction of "Deactivate Quantum Gateway" or some such whenever someone shuts theirs off?
Thankfully I wasn't playing in Ironman mode, and after that first crash I made a point of saving right before each use, so I was able to reload that save - but even still, I suspect this behavior isn't intended. I hope it's possible to make just one stage of a megastructure not count against the build cap (or that there's some other workaround), but even if not, this mod feels like a must-have. It's so, so much easier now to hunt leviathans that are surrounded by closed-border empires.
@Ministevo: Not from me that is.
@Nikitian: Yes, you gotta pay that fee for the duration of the powering down currently. I was however thinking about adding a policy that allows you to switch the gateway creation on/off.
If there are multiple quantum catapults, (in this case) myself and a vassal the wormhole spawns on the second constructed gateway (my vassal) no matter how many yeets occur. Before the vassal had one, it worked fine. I'm not certain if it's because we're "allies" with open borders or just because their gateway was built after mine.
Quantum Catapult is like only the size of its own system
Perhaps it would be better to find a way of disabling the Wormhole event outright for STTS Empires using the first tier of restored QC? That might be the simplest option. Getting the Wormholes with later, more stable and advanced incarnations of the QC is fitting thematically / in lore as well.
I shall let you do your tinkering :D Thanks
I think the fix for this is adding the line "is_megastructure_type = quantum_catapult_restored_slingshot" to the quantum_triggers in this mod's scripted triggers file. This correctly defines the STTS first level restored QC for the purposes of the mod event, and makes everything work :D
1. Start a new game with whatever race you want
2. Open the game console with ^-Key and type the following commands:
research_all_technologies
instant_build
survey
max_resources
3. Find a suitable spot somewhere and build an outpost->Quantum Catapult there.
4. Yeet a ship of your choice anywhere in the galaxy.
If that still doesn't work you could, maybe you could upload your save game somewhere and send me the link so I can check it out.
Please, help.
I'm particularly baffled by why I'm the only one with this problem. Is this mod not meant to be used with Irony Mod Manager or something like that?
I have no idea what the hell is going wrong, particularly when nothing is there to be wrong in the first place. I'm tearing my goddamn hair out trying to bugfix this mod. Stellaris why do you do this to me; I have barely enough hair left as it is. :Screams:
That seems to have fixed the gateway crash issue and the Megastructure itself works perfectly! Sadly, another issue seems to have cropped up in its stead - now when I declare war, the other Empire refuses to unlock their borders for a proper invasion!
I had downloaded no recent mods that could cause this, and after disabling your mod and testing it, they opened their borders once war was declared.
Sorry I'm being high maintenance on this - any advice would be appreciated!
@Liquid Snake: Now that's something. Try to verify your Stellaris game cache at first. The creation of the wormholes should always work, despite any other mod present. If they don't, then there's some serious issues going on your end.
Thank you for the advice, though sadly that did not seem to fix my issue. If there is anything you'd like me to provide, I would be happy to do so. Until then, I think I will temporarily disable this mod for now.
However, I can't seem to turn off the wormhole. My first time doing so, it turned off the 'cost', but the wormhole stayed. It was a bit disconcerting since I didn't want a permanent breach into my territory, so I backed up the save and tried again - this time looking directly into my Quantum Catapult system as I did so. It resulted in a crash.
I've a pretty expansive mod list so I wouldn't be surprised if there was an incompatibility somewhere, though yours is the only mod that touches the Catapult as far as I know. My mod list includes many "main staples" (ACOT, Real Space, Planetary Diversity, Gigastructures, etc). Any advice would be appreciated!
@Coolcat15: Mass relays, but the sender is also the receiver station. It remotely creates a wormhole at the travel destination for free. It then costs 2k energy per month to keep it up.
Solution: Integrate the same effect you use for the quantum gateway close
@ERROR//UNKNOWN: I didn't touch anything model related, so I suppose it's on the Crystalline side. I gonna take a look at this when I can.