Stellaris

Stellaris

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Quantum Gateway
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30 May, 2022 @ 1:44pm
27 Dec, 2024 @ 5:25am
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Quantum Gateway

In 1 collection by Frag Jacker
Stellaris enhanced mod collection
72 items
Description




This mod is not Iron Man compatible!



If you bought Overlord and was pumped for the Fleet Yeeter Quantum Catapult you sure had it it expected to be more awesome. Instead we got a pathetic Megastructure that doesn't even have galactic wide range and blasts your fleets across half the galaxy. If you felt disappointed by this underwhelming performance, then this Mod is for you! It turns the Quantum Catapult into the Yeet Machine we deserve. Now you can actually move your fleets around much more reliably and can even establish beachheads into foreign territory to strike with overwhelming firepower and even retreat back to safety! But beware your enemies may follow you back to your safe harbour...



  • Increased the maximum range of the Quantum Catapult drastically so that it actually has galaxy wide range.
  • Reduced the scatter radius by 75%.
  • The first fleet to enter the destination spawns a Quantum Gateway, which is essentially a wormhole, that connects back to your Quantum Catapult for a large energy drain.
  • The established Quantum Gateway can be shut down at will, requiring 60 days to perform the shut down.



Any mod out there, really. Unless it overwrites the Quantum Catapult as well.

[www.patreon.com]
Popular Discussions View All (1)
0
21 Sep, 2022 @ 7:20pm
Multi-Gateway Bug
Virus.exe
50 Comments
Amalie 15 Apr @ 5:03pm 
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.
Bilious Slick 24 Jan, 2023 @ 4:06pm 
@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 23 Jan, 2023 @ 6:59am 
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  [author] 21 Jan, 2023 @ 6:26am 
@Bilious Slick; I just pushed a fix for this, please take a look if it works now.
Bilious Slick 20 Jan, 2023 @ 4:20pm 
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  [author] 26 Dec, 2022 @ 6:00am 
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 25 Dec, 2022 @ 4:28pm 
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 15 Dec, 2022 @ 7:20pm 
Excuse me, is there a version of this mod with only the catapult's changes (no gateway stuff)?
SMmania123 9 Dec, 2022 @ 12:57pm 
@Frag Jacker this might need an Update for 3.6.