That's interesting, as I'm definitely seeing less then that. Only discovered two ore blocks so far, no groups of multiple blocks. It might just be my bad luck and getting the extreme low chance generation. I bet somewhere out there in the world is a massive clump of naquadah.
Hmm, I think MCEdit can actually tell you what is in a chunk, without the need of mining it all up.
Those two rules combined should make enough resources to build a stargate from scratch and also power it for a bit.
A little suggestion If I may
Have a bit more of a spawn rate for the naquadah ore.
Otherwise people are not going to use the gate as often.
Which kind of defeats the purpose of having an awesome mod.
IF I run out of naquadah, and can barely find any, the gate will sit there collecting dust.
which will then deter people from using the gate even more, because you cant find enough of the naquadah
in the first place.
I believe that the object of this mod, should be that people should constantly be able to use the gate.
and not let it sit collecting dust because the spawn rate of the naquadah are more rare than diamonds.
just saying
Rollback Post to RevisionRollBack
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
I think I will look at it the opposite way. Once the compatibility with other electric/power mods (i would highly recommend buildcraft first) the naquadah will be a way to power the gate early game when you don't have a huge power system to support it and this level of rarity will be perfect (or very close i still think a very slight increase would be good so that it goes from seeing it once to seeing it sometime.)
At that point naqudah should be insanely rare because it bypasses the need for the power systems.
On a side note, will you be using any special blocks for the power system bridge. It would be really cool to have those big ole clamps at the SGC gate and plug power cables into them. have like each of the take a specific amount of power and only with all of them powered will it be able to at a moments notice.
And remember the gates are massive super conductors. So even the smallest power system should be able to power a gate it will just need a long ass time for it to charge so some kind of internal battery would seem to fit.
EDIT: For clarity, the reason I recommend buildcraft compatibility first is that so many more things are compatible with it and use its power as well as the fact that the entire universal electricity mod suite can use mekanism universal cables and energy cubes to interface between buildcraft, UE and IC2 energy seamlessly so you can target a large audience out the gate.
Just wanted to post some ore generation results, I generated a new world (didn't explore), analyzed it in MCEdit, and there are 432 Naq Ore blocks. So it generates, it's just very very rare, as it should be.
The Meaning of Life, the Universe, and Everything.
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8/23/2012
Posts:
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Minecraft:
AridholGM
Member Details
SGCraft Version .5.2 isn't loading in server, it says the file is invalid... It loads fine on the client, but the server does not see it. What gives ?
Here...
2013-06-28 16:29:58 [FINE] [ForgeModLoader] Examining file SGCraft-0.5.2-mc1.5.1.jar for potential mods
2013-06-28 16:29:58 [WARNING] [ForgeModLoader] Zip file SGCraft-0.5.2-mc1.5.1.jar failed to read properly, it will be ignored
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:41)
at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:42)
at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:64)
at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:115)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:348)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:480)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:430)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Yeah as in my pack the only way to change the event horizon was to change the water.png until greg adds its own separate texture hopefully soon
As for the default blue nothing can realy be done about that untill the separate png is added to the mod.
ty for that response DrakeDB. I was having the same issues except b/c the way misa uses her water png there is literally no visible event horizon.
another thing or idea for the event horizon image is to make it one whole image if you will. that way its easier to get a true water effect over the whole image instead of several smaller image sizes
Im wondering if you will ever add and Iris, and other types of stargates. Also it would be awesome if you could add the SGC computers. Also possibly the Cheyenne Mountain Complex.
Im wondering if you will ever add and Iris, and other types of stargates. Also it would be awesome if you could add the SGC computers. Also possibly the Cheyenne Mountain Complex.
Rather then the SGC computers i think it would be much cooler to have computercraft integration, with the gate connected via lan cables and stuff, would be awesome and also allow for other cool things to be coded into the gate proccess. I do agree an iris would be cool, maybe something like the galacticraft airlock that is triggered by giving the gate a redstone signal directly...
The mountian complex would be a specific map, not part of the mod at all and there is nothing stopping you from making it.
@Kael - Agreed! I don't think we'll go past 1.5.2 while this mod is on the server.
Speaking of SGCraft, what is the max distance you can have between 2 gates (if there is any)?
If there isn't a max limit, then I'm seeing something strange: I'm getting a "Coordinates out of Stargate range" error when I build one. I'm roughly 30000M from spawn. Attached is a pic of what I'm seeing:
Any thoughts?
Edit: After a little bit of tinkering around, it seems that the max limit to place a gate from spawn is ~27000M either way. So, am I right in saying that the max area is 27000m2?
Hmm, I think MCEdit can actually tell you what is in a chunk, without the need of mining it all up.
Those two rules combined should make enough resources to build a stargate from scratch and also power it for a bit.
Have a bit more of a spawn rate for the naquadah ore.
Otherwise people are not going to use the gate as often.
Which kind of defeats the purpose of having an awesome mod.
IF I run out of naquadah, and can barely find any, the gate will sit there collecting dust.
which will then deter people from using the gate even more, because you cant find enough of the naquadah
in the first place.
I believe that the object of this mod, should be that people should constantly be able to use the gate.
and not let it sit collecting dust because the spawn rate of the naquadah are more rare than diamonds.
just saying
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
At that point naqudah should be insanely rare because it bypasses the need for the power systems.
On a side note, will you be using any special blocks for the power system bridge. It would be really cool to have those big ole clamps at the SGC gate and plug power cables into them. have like each of the take a specific amount of power and only with all of them powered will it be able to at a moments notice.
And remember the gates are massive super conductors. So even the smallest power system should be able to power a gate it will just need a long ass time for it to charge so some kind of internal battery would seem to fit.
EDIT: For clarity, the reason I recommend buildcraft compatibility first is that so many more things are compatible with it and use its power as well as the fact that the entire universal electricity mod suite can use mekanism universal cables and energy cubes to interface between buildcraft, UE and IC2 energy seamlessly so you can target a large audience out the gate.
Here...
2013-06-28 16:29:58 [FINE] [ForgeModLoader] Examining file SGCraft-0.5.2-mc1.5.1.jar for potential mods
2013-06-28 16:29:58 [WARNING] [ForgeModLoader] Zip file SGCraft-0.5.2-mc1.5.1.jar failed to read properly, it will be ignored
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:41)
at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:42)
at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:64)
at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:115)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:348)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:480)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:430)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
ty for that response DrakeDB. I was having the same issues except b/c the way misa uses her water png there is literally no visible event horizon.
another thing or idea for the event horizon image is to make it one whole image if you will. that way its easier to get a true water effect over the whole image instead of several smaller image sizes
EIDT: NVM i got it all worked out
Could I have your server IP????
Rather then the SGC computers i think it would be much cooler to have computercraft integration, with the gate connected via lan cables and stuff, would be awesome and also allow for other cool things to be coded into the gate proccess. I do agree an iris would be cool, maybe something like the galacticraft airlock that is triggered by giving the gate a redstone signal directly...
The mountian complex would be a specific map, not part of the mod at all and there is nothing stopping you from making it.
Speaking of SGCraft, what is the max distance you can have between 2 gates (if there is any)?
If there isn't a max limit, then I'm seeing something strange: I'm getting a "Coordinates out of Stargate range" error when I build one. I'm roughly 30000M from spawn. Attached is a pic of what I'm seeing:
Any thoughts?
Edit: After a little bit of tinkering around, it seems that the max limit to place a gate from spawn is ~27000M either way. So, am I right in saying that the max area is 27000m2?
Also, you should create Pegasus and Universe versions of the Stargates!
That looks about right.
I hope to eventually expand the range somewhat using 8 and 9 chevron addresses.
That would be awesome! Thanks for the reply. Loving this mod on my FTB server.