*This mod overrides all the game star systems and removes all the standard stargate placement methods. (Will not override Huaramarca gate)
*recommended for adventure extensions only.
This changes nothing about how the regular game plays or where it builds stargates. You can drop the extension in your Extension folder and play the Vanilla game without noticing any difference at all- even though the gates are now being generated dynamically!
What this is doing is using all script in a small function to place the gates based on data in the topology. So if the system is linked with one gate, it gets one gate. If it is linked with 27 gates it gets 27 gates. Gates are generated dynamically as needed.
Now- what this means for you is that you can use the regular system unid to create as intricate networks as you like in an adventure extension without having to also dive into creating special systems.
This mod allows you to just focus on creating topology networks without worrying if the star systems you are using have the right number of gates. Completely removes the broken gate bugs that often crop up when trying to remember which unid to use for which number of gates. It's a simple and straightforward solution to gate placement that makes building adventure extension networks faster and much easier!
If you do add new systems, this mod adapts! Just don't add any <RandomLocation gate placement or other gates- you don't need them as long as you have the GateGlobalsD8,xml and a system using <OnGlobalSystemCreated> to call sysPlaceStargates. In the StarSystems override I placed the <OnGlobalSystemCreated> event in a special system at the top of the file, you can Find it there to use for your own custom systems if you aren't going to be using the standard systems override included.
This mod is fully compatible with the Navigation Computer basic, but won't help you with making any star charts (visual).
This is the smallest and most incredibly functional gate switch I have ever made, and it also has some built in error catching and additional dbgLog code to help figure out problems- if you are testing an adventure extension, simple turn every line (like 7 or 8 of them) like this
Code: Select all
;(dbgLog
Code: Select all
(dbgLog
Included in the mod package is an example Adventure Extension with multiple gates linking the test system- you can check out the topology and then see the gate placement in action in the ATA extension.
These is one limitation I found- the use of a [Prev] link in a LOOPING topology section causes errors. The function can't find the gateName for some reason. This is probably due to the way the loops can throw the [Prev] off in the first place. You can use [Prev] on a non-looping section just fine.
I found that using Prev can become difficult on branching topologies months ago and stopped using that feature of the topology linking, I recommend you do the same if you want loops that don't break.
This is packed as a regular extension so that you can re-use it in any topology you want to play.
I also upgraded the systems with Jump Beacon markers, I expect to be releasing a new version of the Jump To Beacon mod shortly.
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