But not for cargo transport since that would undermine the SE mod
Cargo can be readily transported this way, based in lore.
No issue here.
Side note it's one of the few big things that distinguishes this mod from being a carbon copy of https://mods.factorio.com/mod/Teleporters - where the mods effectively perform the same function.
(Gates can't be placed on any space tiles right now)
I understand spacegates, but the thing is they can't be moved easily because of the belt/logistics thing, and i would need to either change collision masks of the gates, the tiles, or both, as not doing so will likely result in gates placeable on water.
I see little reason reason for gates to be placeable anywhere.
What's wrong with building a platform for it?
The first would be having the gate being larger, since it's pretty tiny and cute but it's difficult to see the fine details on the gate itself or any effects.
You've done a nice job with the effects from what bit I could see, so it would be nicer if you didn't have to zoom all the way in to view them.
Size is fine for two reasons.
1. According to source material/lore, the gate is about two times the size of a person, or about the size of a small car.
2. At the current size, there is enough surface area to link 16 belts through a single stargate. Adding more would be absurd.
We can see that the current size is about as practical, realistic and as reasonable as it really can be given those key points.
It also helps to better stand out in a cluster of buildings as well, since I've had issues finding it in busy areas while it's shut off.
That's on you.
Secondly, the gate itself should have its buffer full before it can dial.
10MW+ open
600kw while active
You also forgot, the gate should only stay open for 38 minutes.
I make no promises on electricity-demanding stargates.
Thirdly, there should be a setting where only a single Stargate is permitted on a surface.
I was thinking about doing that, but i didn't like it because for gameplay purposes, such as stargates operating on their own without any other mods, there is no multiple surfaces.
So instead i was considering of adding a distance limit so gates can't be opened too close to eachother.
However it just doesn't make for good gameplay because there's no decent way to indicate these restrictions and limitations.
I can add an option if you really wanted it exclusively for one gate per surface, just so you dont have to self-impose that restriction, but beyond that i see little reason to make changes here.
A distance limit would be too confusing.
The second idea is most certainly the one I'd love to see implemented the most as it fits the lore of how we know the gate operates
According to lore, there are 9 symbols in a gate address made up from a pool of about 26.
In this mod there's only 5 symbols in the address, and only 5 to choose from down from 26.
The reason for this difference is a mix of practicality.
It's a lot easier to remember and interact with the fewer symbols and shorter length addresses, but at the same time, it seriously reduces the number of combinations to about 3125.
but also to give players more reason to consider their Stargate use outside of just spamming them without much thought.
All it really takes is the 38 minute timer.
But if i add a circuit-powered DHD to automatically dial, you're back to spamming gates everywhere with a few extra steps.
I'd love to further discuss these ideas
https://discord.gg/a9CNarA