Stellaris

Stellaris

Quantum Gateway
52 条留言
Amalie 7 月 30 日 下午 12:12 
@Frag Jacker, Huzzah! Took a hot second, but glad to have it back!
Frag Jacker  [作者] 7 月 30 日 上午 11:21 
I have updated the mod to Stellaris v4.0. The issues such as reported by @Amalie should be fixed now.
Amalie 4 月 15 日 下午 5:03 
An issue I've noticed:
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.
卡尔文迪斯梅特 2024 年 3 月 15 日 下午 7:38 
Bilious Slick 2023 年 1 月 24 日 下午 4:06 
@Frag Jacker
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?
Kampfbell 2023 年 1 月 23 日 上午 6:59 
Just a suggestion or two. Can you make it a hundred percent accurate when you completed the Catapult and maybe reducing the windup time a bit or way lower when you're about to travel. Honestly this think sucks when you have jump drive and I thought I could use it as a debuff-free alternative but one way.
Frag Jacker  [作者] 2023 年 1 月 21 日 上午 6:26 
@Bilious Slick; I just pushed a fix for this, please take a look if it works now.
Bilious Slick 2023 年 1 月 20 日 下午 4:20 
Crashed the first time I tried to use the Catapult with this mod, but subsequent yeets have so far worked without issue. However, deactivating the gateway seems to count against the megastructure build cap, so if you're already building/upgrading too many other megastructures, you can't shut it off until they finish.

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.
Frag Jacker  [作者] 2022 年 12 月 26 日 上午 6:00 
Davic Civlor: I just updated it to 3.6.1 however I couldn't replicate any issues with the gateways at all. In fact the same code from 3.5 worked just fine in 3.6 for me as well so I just had to change the version number.

@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.
Davic Civlor 2022 年 12 月 25 日 下午 4:28 
Please update Deactivating gateway broke in Update 3.6 causing a gateway to only be removed from the quantum catapult and still allowing access between the two systems that had gateways.
Bugsecks 2022 年 12 月 15 日 下午 7:20 
Excuse me, is there a version of this mod with only the catapult's changes (no gateway stuff)?
SMmania123 2022 年 12 月 9 日 下午 12:57 
@Frag Jacker this might need an Update for 3.6.
Nikitian 2022 年 11 月 4 日 下午 1:30 
Do you have to pay the upkeep for 60 days while the Quantum Gateway decays? Asking since this seems like an awesome mod, but -2000 energy for two months in early-mid game (on Slingshot to the Stars origin) would be unsustainable even if you immediately depower the newly established Gateway after yeeting the fleet normally.
GoddessGaming1520 2022 年 9 月 20 日 下午 10:50 
update?
Virus.exe 2022 年 9 月 13 日 下午 3:41 
Thanks for looking into it! One day no less, you've got some serious dedication =)
Frag Jacker  [作者] 2022 年 9 月 10 日 上午 4:21 
@Virus.exe: I have checked my code and would even say that this is a Paradox bug. Reason being that I am using a hardcoded on_action event. This event gives me a 'fromfrom' scope that should point at the jump origin of your ships and then uses that to spawn the quantum gateway. Apparently this 'fromfrom' scope points falsely to your vassal's system instead of yours and thus, since it's hardcoded, can be only fixed by Paradox.
Virus.exe 2022 年 9 月 9 日 下午 2:59 
Fun Bug:
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.
CHFern 2022 年 8 月 29 日 下午 7:15 
It's a variety of mods tbh, that adds like those isolated clusters, I think Extra Galactic Clusters Start along with the More Events Mod's Sadrell Exile isolated cluster
Frag Jacker  [作者] 2022 年 8 月 29 日 上午 9:03 
@CHFern17: No it's not. I have just tested it in my testing environment and everything works as intended. Your setup looks rather unusual with that local cluster not connected to the rest of the galaxy. Is this the L-Gate cluster? Could be that the game itself is struggling when the Catapult is build outside of the main galaxy.
CHFern 2022 年 8 月 28 日 下午 2:07 
Uh, this wasn't suppose to happen right? https://i.imgur.com/FEAaj48.png

Quantum Catapult is like only the size of its own system
Frag Jacker  [作者] 2022 年 7 月 31 日 上午 5:35 
@FacelessOnes: I added a Patreon link if you want to support me :steamhappy:
FacelessOnes 2022 年 7 月 30 日 下午 9:46 
@Frag Jacker Thanks for this great mod mate. I really appreciate the effort. If you can, please attach a Patreon or Paypal so I can send some free coffee your way!
Frag Jacker  [作者] 2022 年 6 月 23 日 上午 8:28 
@Liquid Snake: Alright I have pushed an update for your issue. The gist of the issue was that the event to establish the wormholes fired for the lower tiers of the Quantum Catapult, where it shouldn't. This created the broken event dialogue with the missing destination and no wormholes spawned.
Nicho 2022 年 6 月 22 日 下午 1:50 
Ah I see. I notice that after Yeeting a fleet and getting a wormhole to spawn, it's now an "Active Quantum Catapult" (Active is new) and has the option to 'Deactivate Quantum Gateway', but it requires Mega-Engineering (which I don't have in 2223, of course). And can't be re-used in QC launcher mode while the Wormhole is active. 2000 upkeep is also prohibitively steep for an empire just starting out! Lol, sorry to have such a laundry list of gripes here. I'm just really pleased that it's (mostly) working now, I'm excited.

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
Frag Jacker  [作者] 2022 年 6 月 22 日 下午 1:09 
@Liquid Snake: Ah yes, of course. Wormholes are only produced by the final tier of the Quantum Catapult. I should change it to work with every tier. This however requires some additional fiddling, since spawning a wormhole deletes the old Quantum Catapult and replaces it with an identical looking copy, which is used to close the wormhole again. I gotta need to make copies for every tier then and handle them accordingly. :steamhappy:
Nicho 2022 年 6 月 22 日 下午 12:53 
Eureka! I've found the problem. When using this mod with a Slingshot to the Stars empire, the issue I've been having occurs if you upgrade the Ruined catapult next to you - but DOESN'T occur if you upgrade it further into the Improved QC.
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
Frag Jacker  [作者] 2022 年 6 月 22 日 上午 3:51 
@Liquid Snake: I am at a serious loss at this. I tested it today with slingshot to the stars origin and it worked just fine. I usually test things the following way:

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.
Nicho 2022 年 6 月 21 日 下午 1:18 
I've tried running just this lone mod through the Paradox Stellaris launcher - not Irony - yet all the previously reported issues persist.

Please, help.
Nicho 2022 年 6 月 21 日 下午 1:01 
Am I missing something? Is this mod not intended to work for Slingshot to the Stars Origin empires? Do the tunnels require you to first have Wormhole technologies or something? I'm at my absolute wits end here. I can't understand why things are not working. I get the pop-up, but with the fault as I described previously. Also I've noticed that restored STTS QCs don't have galaxy wide range (but then, I don't think your mod intends for that anyway).

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?
Nicho 2022 年 6 月 21 日 下午 12:29 
I've re-verified the integrity of my game cache three times, I've unsubscribed and resubscribed three times, and I've taken off every single mod except for this one. Absolutely none of that has worked; the 'wormhole' consistently refuses to appear, even though I get the pop-up. What's weirdest is that it always says "We have successfully established a Quantum gateway between our Quantum Catapult and the System". That's not a typo - it really does fail to list the destination system in the event pop-up.

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:
Frag Jacker  [作者] 2022 年 6 月 21 日 上午 8:41 
@Iram Hammerfist: Welp I tried the mod with most of the staple mods active (Gigas, ACOT etc.) and everything worked just fine. I declared wars on several empires and the borders opened appropriately. I couldn't replicate your issue at all at my side, which I expected since my Mod doesn't change anything border related. Did you try it again with just this Mod activated and nothing else if it still got these issues? I have no idea what could be the cause of this issue, rather then corrupted mod files maybe? (Verify game cache again just to be sure lol)
JHF 2022 年 6 月 20 日 下午 7:39 
@Frag Jacker
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!
Nicho 2022 年 6 月 20 日 下午 2:30 
Cache is verified and I've re-downloaded the mod. Issue persists. Can't figure out if there's an incompatibility, but I can't spot anything in Irony. I'll continue investigating.
Frag Jacker  [作者] 2022 年 6 月 20 日 上午 9:12 
@Iram Hammerfist: I think I found the culprit. It was the Gigastructures Mod overwriting my changes to the Quantum Gateway, reverting it back to vanilla. I just pushed a fix for this.

@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.
JHF 2022 年 6 月 19 日 下午 4:44 
@Frag Jacker
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.
Nicho 2022 年 6 月 19 日 下午 12:20 
Hi. Everything about this mod seems to be working absolutely fine, except for some reason the tunnels aren't forming. I've Catapulted science ships, and I get the pop up (but it fails to display the name of the destination system I notice), and there is no wormhole.
Frag Jacker  [作者] 2022 年 6 月 19 日 上午 4:27 
@Iram Hammerfist: Try verifying your game cache here on STEAM first, could be that your files got screwed, wouldn't be the first time.
JHF 2022 年 6 月 18 日 下午 6:09 
Hello, I really love the concept of the mod - having a megastructure that lets you send fleets quickly from one end of the galaxy to the other, provided you can bear the cost, is a fantastic game addition that has let me pull off some terrifying invasions on my rivals in my latest save!

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!
Frag Jacker  [作者] 2022 年 6 月 9 日 上午 10:32 
@armadyllo: Did you try verifying your game cache on Stellaris to make sure that STEAM didn't fail to update your mod proper? If that still didn't work, could upload your safegame somewhere like dropbox and post the link here so I could test it myself?
willowism 2022 年 6 月 8 日 下午 7:19 
Hey, the ruined version for some reason still doesn't work? it just doesn't spawn in a ruined catapult
Frag Jacker  [作者] 2022 年 6 月 4 日 上午 3:00 
@vakamak: It should be, yes. The events only fire when you catapult a fleet. Also the range changes work retroactively.

@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.
vakamak 2022 年 6 月 3 日 下午 12:36 
Awesome mod! Quick question: is this save game compatible?
Coolcat15 2022 年 6 月 3 日 上午 11:18 
Mass relay from Mass effect?
Frag Jacker  [作者] 2022 年 6 月 3 日 上午 9:37 
@Jumper2105: Thanks for the bug report, I just pushed a fix which should adress this. I couldn't test the ruined version but it should work as well now. The Slingshot definitly does work :steamhappy:.
Jumper2105 2022 年 6 月 2 日 下午 2:54 
Nice Mod. Just don't work with start slingshot to the sky origin or ruined version.
Solution: Integrate the same effect you use for the quantum gateway close
Frag Jacker  [作者] 2022 年 6 月 2 日 上午 9:44 
@starfirejordan: Now is your time to shine! Go give modding a try, it's fun! If you want to get something done, you gotta do it yourself! So you are our last hope :steamhappy:

@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.
starfirejordan 2022 年 6 月 1 日 下午 2:21 
Im not a coder but i have an idea. too use the new machanics added too re-add warp drives
Zia 2022 年 6 月 1 日 上午 11:54 
Not sure if you fixed this or not, but sometimes the Quantom doesn't show up right. Just as a giant glowing mass that obscures the whole system. Might be a conflict with crystaline.
nianqingdedisitianzai 2022 年 5 月 31 日 上午 8:08 
cool,I will try and feed back soon
SargR 2022 年 5 月 31 日 上午 7:36 
thank you! i appreciate the fast response:D