There *MAY* (don't hold your breath) be a VERY BASIC DHD program for CC included in the first release of the new builds of LanteaCraft.
Cool im thinking this mod is whats going to push me over the edge into actually learning a form of code would be nice to have some pre done stuff to pick a part and figure out how it worksSometimes its nice to just pretend posts that offend you dont exist and if everyone just totally ignores those posts eventually they will go away replying is showing signs of escalation
This is just an idea I would like to put out there I am in no way telling anyone how they should handle things
basically what is the % of that? How often does it spawn I mean. I've covered a good distance in my world and have yet to find the stuff so I can fuel stargates to run.
basically what is the % of that? How often does it spawn I mean. I've covered a good distance in my world and have yet to find the stuff so I can fuel stargates to run.
Theoretically yes. Mind you we didn't write that code, and it will be rewritten soon, I am sure.
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If you guys don't mind sharing your programs, I am learning LUA myself and trying to piece together a CC setup. Basically what I aim to do is when there is an incoming wormhole to show it on the monitor peripheral and pulse red lamps. Ofcourse, I want to check if the gate is connected and display if true or false then try to dial, check if that gatei s busy, show status on monitor, and lights indicating the status aswell. I have to wait for CC to support Project Red bundle cables as my SGC is already wired up for it :/
Some things that were mentioned a while back that are bugging me (I know, these were like page seven, but I'm anal about things like this):
"The original gate only had 7 chevrons" - No, it didn't, it still had nine, they are set equidistant around the ring, you can see seven because the other two are in the floor, however even in the movie there were nine, they were using only 7 because that's the number that were on the stone cover. Beyond that calling up the video for cannonization is a pretty bad idea as it had them opening a wormhole to a planet three galaxies away, and on top of that the stone cover managed to stay intact despite someone opening the gate and sending troops through, when the flaring of the event horizon should have eliminated all material obstacles in it's way (which would have made burying the gate pointless. Though it should be noted they tell people to do this in multiple cases anyway in the series, despite it not actually making sense as a safety precaution).
"It shouldn't take more power to open a gate to another galaxy, it's a wormhole!" - This is actually not true, yes, it's wormhole, but wormholes aren't magic, they're science, which means they work on the same rules as everything else. We should probably start off by pointing out that you're literally bending space so that two points touch. The best comparison I can give you is that the Theory for "Warp Drive" (yes, there's an actual scientific theory, no it's no relation to star trek and it's name is actually fairly descriptive of what it does) requires that you have the same amount of energy as the entire universe gives off at any given moment in order to just slightly compress space in front of you, let alone bend it so that two point extremely far away touch. Given that increasing that compression ratio would involve an exponentially increasing amount of power it's a pretty safe assumption that bending space within a galaxy is going to be less costly than bending it across two galaxies. As for reaching the "Destiny" of SGU keep in mind that was several hundred galaxies away, the real question isn't why did they need so much power, as it is why did they need so little? You could probably justify draining a ZPM to do it as that's literally a self contained universe in which you've exponentially sped up entropic decay causing it to shed power like a, well... dying universe (suns going nova, atomic bonds breaking down, etc), however it's a bit hard to believe that a planet could give off enough energy just because it's core is comprised almost exclusively of radioactive material (that said living on any such planet long term is a really bad idea as the heat and pressure would sooner or later lead to a total meltdown and a planet sized nuclear event, not to mention the radiation poisoning from the core).
Now that that incredibly unimportant aside is out of the way.
My view on more Chevrons:
This one is really up for debate, if eighth and ninth chevrons were added I would probably suggest that 7 chevrons be required for in dimension travel, and 8 chevrons for travel to other dimensions with a higher energy cost (given that in this case you're not actually bending space so much as tearing a hole from one universe to another). I'm not sure what the 9th would be for, but if I had to make a decision I would probably include an entirely new dimension for the "End Game" requiring a Stupid amount of power (such as that of a fully charged ZPM) to open the gate, and have it block all other forms of teleportation (such as commands like /back and /home) so that the only way in is via gate (though a case could be made for letting them teleport out of the dimension as it'd be cruel to force them to set up an entirely new gate system on the other side). I would probably suggest that some sort of "Lost Knowledge" be added to the game in the form of items (like the Thaumcraft Knowledge Fragments) which would eventually tell you the address of one of the gates of this dimension.
All of that said, I wouldn't introduce more chevrons until your version 1.7 update at the earliest, as that would allow you to not break anything in 1.6.4 yet still work on eventually having all the chevrons.
My view on Stargate power devices:
A Naquadah generator would be pretty awesome, it's one of those things I wished we had from day one. That said it'd have to be very powerful because of how hard it is to find Naquadah, it would also need to be fairly expensive to make in order to prevent people from getting it early game and being able to use it due to one lucky find of Naquadah.
I would also like to see ZPMs as an End Game power source, the kind of power source the usually you only get from a liquid nitrogen cooled nuclear reactor or a stupid amount of solar arrays. It would probably have to be crafted from a stupid amount of crystals, which would have to be found in either chests or obtained from villagers along with some other rare gems, such as Diamonds, Emeralds, and Nether Quartz, with perhaps some form of Ender Material (some kind of super compressed Ender Pearl made from hundreds of regular pearls perhaps? it is a self-contained mini-universe after all) and a stupid amount of power to "jumpstart" it (of course the amount of power it puts out should far outweigh the amount you put in to start it) and then of course specialized docks to plug it into. You could measure it's run time in power over time. So the slower you use the power the longer it lasts meaning the more power you get out of it (in total), but the more power you use the faster it "depletes" so you could say use it to power a gate for inter dimensional travel a thousand times but maybe only one time to get you to the 9th chevron dimension (it would still be a stupid amount of power, just in one very large burst, making it impossible or impractical to power the 9th chevron any other way). I would probably suggest that the 9th Chevron Dimension have multiple sources of crystals or a way to recharge a depleted ZPM (after all, the ancients had to have had a way to either make more fairly easily or to recharge depleted ones, as they seemed to use it almost exclusively near the end).
The final generator option would be Naquadriah, it would be somewhere between a Naquadah Generator and a ZPM in terms of power output but highly unstable, it would need a similar setup to that of an IC2 nuclear reactor, with lots of cooling and safety measures to prevent exploding, and if it did exploded any naquadah nearby would transform into naquadriah.
More Stargate Tech:
I know, I know, we're not even done with the gates yet. However there are a couple things I'd really like to see, first and foremost a Ring Transport System. I know there's a mod that already has this (Stargate Tech or something like that?) However I do have to say I wasn't impressed with the implementation nor the graphics involved (the rings seemed to center on you no matter where you stood, and there was no flash of light, and the blocks didn't connect to make a smooth textured floor that looked nice) Especially given that anyone could use the rings just by standing on the platform and pressing up and down, when the actual rings of the show were keyed to either a nearby pad or a remote (meaning most people couldn't just use them at will and break into whatever facility they wanted that had one).
another thing that would be nice to see is a Superconductive building material such as was used in the construction of the Atlantis City Ship. Basically the walls of the city were superconductive and allowed them to at one point use Lightning to power the city's shield. It would be nice to have a material like this that could be made into several different decorative and functional blocks, allowing you to turn your house/base into one big superconductor so you wouldn't need to run wires to any machine that was touching it, you could also allow it to turn any lightning that strikes it into useable power given that you can spread it out over a large area for greater chance of being hit (lots of people have scoffed at the "lightning rod" idea in the past but in the last week I've seen 4 thunder storms in our Multiplayer world, and had lightning strike my compound on multiple occasions, not to mention other things such as Energetic Bees from Extra Bees which cause lightning to strike an area perpetually).
The final thing I'd like to see are the Railguns from Stargate Atlantis. In one episode they brought in a dozen or so railguns that were meant for installation on the Daedalus (I think, it might have been another ship), and used them as anti-air turrets. It'd be nice to have these as an energy weapon that I could set to defend my base, possibly with a user friendly UI that allows you to specify targets such as "Friendly Mobs" "Hostile Mobs" and "Players" with an "Exclusion" list in which you enter the names of friendly players.
anyway, those are just my thoughts and ideas, sorry for the long post. You guys are doing a great job, even if it is sad that Greg's SG Craft doesn't seem like it's going to be able to compare for long (he's just not moving fast enough to keep up with you guys, and I can't help but think less and less people are going to use it and will instead use this instead, which is sad from the perspective of it being his work originally that inspired this and now it's overtaking him.)
"when the flaring of the event horizon should have eliminated all material obstacles in it's way (which would have made burying the gate pointless. Though it should be noted they tell people to do this in multiple cases anyway in the series, despite it not actually making sense as a safety precaution)." NullMagic1, on 07 December 2013 - 08:47 AM
Um...actually, burying the gate was actually very well explained in the series. The center of the gate has to be unobstructed for an event horizon to form (note, the iris does not obstruct the gate. it merely puts a physical barrier in place in front of the gate after the gate has fully activated but before anyone/thing can make it through). This means that if you make a capstone that extends down into the gate when you bury it, it won't matter that the event horizon flaring would obliterate all the matter in the area in front of the gate, the event horizon would never form to obliterate the matter.
That said, even if the event horizon could form in an obstructed gate, it wouldn't mean they could easily retake the planet. They actually had an episode where the gate was buried due to an explosion. The gate was active when it was buried which kept it functional in spite of there being almost no space around it. When the SGC tried to figure out what happened they created a small cavern just large enough to send a M.A.L.P. through. This allowed Teal'c to volunteer to go through and dig his way to the surface in order to rescue Jack, but it was a close thing as he was pretty much running out of air by the time the surface was reached something like one hundred days later (been awhile since I've watched that episode, but I think he brought air tanks with him as part of his equipment and had finally depleted it all just before Jack broke through to him.).
the iris works by preventing the unstable vortex from forming. Burying the gate will either prevent the gate from locking or killing anyone who comes through.
Um...actually, burying the gate was actually very well explained in the series. The center of the gate has to be unobstructed for an event horizon to form (note, the iris does not obstruct the gate. it merely puts a physical barrier in place in front of the gate after the gate has fully activated but before anyone/thing can make it through). This means that if you make a capstone that extends down into the gate when you bury it, it won't matter that the event horizon flaring would obliterate all the matter in the area in front of the gate, the event horizon would never form to obliterate the matter.
That said, even if the event horizon could form in an obstructed gate, it wouldn't mean they could easily retake the planet. They actually had an episode where the gate was buried due to an explosion. The gate was active when it was buried which kept it functional in spite of there being almost no space around it. When the SGC tried to figure out what happened they created a small cavern just large enough to send a M.A.L.P. through. This allowed Teal'c to volunteer to go through and dig his way to the surface in order to rescue Jack, but it was a close thing as he was pretty much running out of air by the time the surface was reached something like one hundred days later (been awhile since I've watched that episode, but I think he brought air tanks with him as part of his equipment and had finally depleted it all just before Jack broke through to him.).
Just thought I'd throw that out there...
While I was unaware of the part about the center of the gate being unobstructed, however in the movie it showed the fossilized remains of the troops sent through by Ra on the underside of the capstone, indicating that the gate was turned on after it was buried, yet if it was able to form a wormhole for troops to pass through then it shouldn't have been possible for the capstone to survive the flaring of the horizon. That inconsistency aside, the cavern that was created in the referenced episode was the result of the event horizon flaring and destroying the matter over the gate, while it's true they had no way to easily get through and they had to send someone in to dig their way out, that was more because they didn't have an easy way of removing the obstruction that didn't have a high risk factor than anything else. If you think about it they could have easily shot all manner of explosives through the gate, however this would have had at least one undesirable effect (forcing the gate on the other side to connect to a different gate being the only one I can think of at the moment). However assuming they had the highly powerful energy weapons of their enemy that really wouldn't be needed, as a directed energy beam would have been able to make short work of the obstruction with minimal risk.
the iris works by preventing the unstable vortex from forming. Burying the gate will either prevent the gate from locking or killing anyone who comes through.
The iris closes after the wormhole is fully formed, because otherwise the flaring horizon would destroy it, the point of the Iris is that once covered the wormhole is unable to reconstruct whatever is coming through fully leading to the destruction of anything that tries to pass through.
While I was unaware of the part about the center of the gate being unobstructed, however in the movie it showed the fossilized remains of the troops sent through by Ra on the underside of the capstone, indicating that the gate was turned on after it was buried, yet if it was able to form a wormhole for troops to pass through then it shouldn't have been possible for the capstone to survive the flaring of the horizon. That inconsistency aside, the cavern that was created in the referenced episode was the result of the event horizon flaring and destroying the matter over the gate, while it's true they had no way to easily get through and they had to send someone in to dig their way out, that was more because they didn't have an easy way of removing the obstruction that didn't have a high risk factor than anything else. If you think about it they could have easily shot all manner of explosives through the gate, however this would have had at least one undesirable effect (forcing the gate on the other side to connect to a different gate being the only one I can think of at the moment). However assuming they had the highly powerful energy weapons of their enemy that really wouldn't be needed, as a directed energy beam would have been able to make short work of the obstruction with minimal risk.
The iris closes after the wormhole is fully formed, because otherwise the flaring horizon would destroy it, the point of the Iris is that once covered the wormhole is unable to reconstruct whatever is coming through fully leading to the destruction of anything that tries to pass through.
Eh the Series doesn't really follow the movie at all. So ignore discrepancies there. As for the iris, there have been a number of times a connection was established with the iris closed. The in series explanation for this is that the iris is placed less then 3 micrometers from the event horizon, far enough away the gate can connect, but close enough that *nothing* can form, including the unstable vortex.
Eh the Series doesn't really follow the movie at all. So ignore discrepancies there. As for the iris, there have been a number of times a connection was established with the iris closed. The in series explanation for this is that the iris is placed less then 3 micrometers from the event horizon, far enough away the gate can connect, but close enough that *nothing* can form, including the unstable vortex.
One thing I quite never understood was that any matter, even the matter included in said Iris should have been vaporized by the wormhole being formed if it was closed and a wormhole formed.
Mmmm all this talk about Stargate is getting me the urge to watch SG-1 again. I own the collectors box... freaking 300 dollars worth that I got for Christmas one year. Shame I don't have the Atlantis series. Oh speaking of Atlantis, when and if the Atlantis gate in put in the mod will it also have it's own Atlantis styled DHD?
There weren't many things I liked from SGU, but one of the things I really liked was the mini remote pads that they used to dial gates, those would be really cool to have.
From some testing on my server it seems Stargates do not run out of fuel.
I have tested this issue with a stargate dialing to a spawn protected one on 1 single Naquadah and another dialing into a unproteceted from. (And done the reverse using a protected stargate to dial unprotected gates.)
Even after the single piece of Naquadah is consumed as well as the fuel bar on the right being depleted I can still open gates and maintain them for 5 minutes.
Info; Using latest build of Lanteacraft. If desired can PM list of mods if desiried.
each piece of fuel is good for 36 gate openings (if I recall, this can be changed in the config). This of course assumes you just open the gate, walk through, and then close it of course, leaving the gate on takes up more fuel the longer it's on. That said one opening at five minutes isn't enough to drain a single Naquadah's worth of fuel completely.
Ok after some more testing it took 7 cycles of leaving the gate open for 5 minutes (35 minutes) to deplete a single piece of Naquadah.
So it does work within spawn just the UI doesn't display fuel levels accurately.
Request: I know in the lore stargates can easily be moved but within Minecraft i feel they should be slightly harder to move then make a wooden pickaxe and mine a existing gate to move it. Would it be possible to bump the requirement up to diamond or at the least add in a config file to enable/disable the moving of one once constructed?
Cool im thinking this mod is whats going to push me over the edge into actually learning a form of code would be nice to have some pre done stuff to pick a part and figure out how it worksSometimes its nice to just pretend posts that offend you dont exist and if everyone just totally ignores those posts eventually they will go away replying is showing signs of escalation
This is just an idea I would like to put out there I am in no way telling anyone how they should handle things
naquadah {
I:genIsolatedOdds=8
I:genUnderLavaOdds=4
I:maxIsolatedNodes=4
I:maxNodesUnderLava=8
basically what is the % of that? How often does it spawn I mean. I've covered a good distance in my world and have yet to find the stuff so I can fuel stargates to run.
Theoretically yes. Mind you we didn't write that code, and it will be rewritten soon, I am sure.
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"The original gate only had 7 chevrons" - No, it didn't, it still had nine, they are set equidistant around the ring, you can see seven because the other two are in the floor, however even in the movie there were nine, they were using only 7 because that's the number that were on the stone cover. Beyond that calling up the video for cannonization is a pretty bad idea as it had them opening a wormhole to a planet three galaxies away, and on top of that the stone cover managed to stay intact despite someone opening the gate and sending troops through, when the flaring of the event horizon should have eliminated all material obstacles in it's way (which would have made burying the gate pointless. Though it should be noted they tell people to do this in multiple cases anyway in the series, despite it not actually making sense as a safety precaution).
"It shouldn't take more power to open a gate to another galaxy, it's a wormhole!" - This is actually not true, yes, it's wormhole, but wormholes aren't magic, they're science, which means they work on the same rules as everything else. We should probably start off by pointing out that you're literally bending space so that two points touch. The best comparison I can give you is that the Theory for "Warp Drive" (yes, there's an actual scientific theory, no it's no relation to star trek and it's name is actually fairly descriptive of what it does) requires that you have the same amount of energy as the entire universe gives off at any given moment in order to just slightly compress space in front of you, let alone bend it so that two point extremely far away touch. Given that increasing that compression ratio would involve an exponentially increasing amount of power it's a pretty safe assumption that bending space within a galaxy is going to be less costly than bending it across two galaxies. As for reaching the "Destiny" of SGU keep in mind that was several hundred galaxies away, the real question isn't why did they need so much power, as it is why did they need so little? You could probably justify draining a ZPM to do it as that's literally a self contained universe in which you've exponentially sped up entropic decay causing it to shed power like a, well... dying universe (suns going nova, atomic bonds breaking down, etc), however it's a bit hard to believe that a planet could give off enough energy just because it's core is comprised almost exclusively of radioactive material (that said living on any such planet long term is a really bad idea as the heat and pressure would sooner or later lead to a total meltdown and a planet sized nuclear event, not to mention the radiation poisoning from the core).
Now that that incredibly unimportant aside is out of the way.
My view on more Chevrons:
This one is really up for debate, if eighth and ninth chevrons were added I would probably suggest that 7 chevrons be required for in dimension travel, and 8 chevrons for travel to other dimensions with a higher energy cost (given that in this case you're not actually bending space so much as tearing a hole from one universe to another). I'm not sure what the 9th would be for, but if I had to make a decision I would probably include an entirely new dimension for the "End Game" requiring a Stupid amount of power (such as that of a fully charged ZPM) to open the gate, and have it block all other forms of teleportation (such as commands like /back and /home) so that the only way in is via gate (though a case could be made for letting them teleport out of the dimension as it'd be cruel to force them to set up an entirely new gate system on the other side). I would probably suggest that some sort of "Lost Knowledge" be added to the game in the form of items (like the Thaumcraft Knowledge Fragments) which would eventually tell you the address of one of the gates of this dimension.
All of that said, I wouldn't introduce more chevrons until your version 1.7 update at the earliest, as that would allow you to not break anything in 1.6.4 yet still work on eventually having all the chevrons.
My view on Stargate power devices:
A Naquadah generator would be pretty awesome, it's one of those things I wished we had from day one. That said it'd have to be very powerful because of how hard it is to find Naquadah, it would also need to be fairly expensive to make in order to prevent people from getting it early game and being able to use it due to one lucky find of Naquadah.
I would also like to see ZPMs as an End Game power source, the kind of power source the usually you only get from a liquid nitrogen cooled nuclear reactor or a stupid amount of solar arrays. It would probably have to be crafted from a stupid amount of crystals, which would have to be found in either chests or obtained from villagers along with some other rare gems, such as Diamonds, Emeralds, and Nether Quartz, with perhaps some form of Ender Material (some kind of super compressed Ender Pearl made from hundreds of regular pearls perhaps? it is a self-contained mini-universe after all) and a stupid amount of power to "jumpstart" it (of course the amount of power it puts out should far outweigh the amount you put in to start it) and then of course specialized docks to plug it into. You could measure it's run time in power over time. So the slower you use the power the longer it lasts meaning the more power you get out of it (in total), but the more power you use the faster it "depletes" so you could say use it to power a gate for inter dimensional travel a thousand times but maybe only one time to get you to the 9th chevron dimension (it would still be a stupid amount of power, just in one very large burst, making it impossible or impractical to power the 9th chevron any other way). I would probably suggest that the 9th Chevron Dimension have multiple sources of crystals or a way to recharge a depleted ZPM (after all, the ancients had to have had a way to either make more fairly easily or to recharge depleted ones, as they seemed to use it almost exclusively near the end).
The final generator option would be Naquadriah, it would be somewhere between a Naquadah Generator and a ZPM in terms of power output but highly unstable, it would need a similar setup to that of an IC2 nuclear reactor, with lots of cooling and safety measures to prevent exploding, and if it did exploded any naquadah nearby would transform into naquadriah.
More Stargate Tech:
I know, I know, we're not even done with the gates yet. However there are a couple things I'd really like to see, first and foremost a Ring Transport System. I know there's a mod that already has this (Stargate Tech or something like that?) However I do have to say I wasn't impressed with the implementation nor the graphics involved (the rings seemed to center on you no matter where you stood, and there was no flash of light, and the blocks didn't connect to make a smooth textured floor that looked nice) Especially given that anyone could use the rings just by standing on the platform and pressing up and down, when the actual rings of the show were keyed to either a nearby pad or a remote (meaning most people couldn't just use them at will and break into whatever facility they wanted that had one).
another thing that would be nice to see is a Superconductive building material such as was used in the construction of the Atlantis City Ship. Basically the walls of the city were superconductive and allowed them to at one point use Lightning to power the city's shield. It would be nice to have a material like this that could be made into several different decorative and functional blocks, allowing you to turn your house/base into one big superconductor so you wouldn't need to run wires to any machine that was touching it, you could also allow it to turn any lightning that strikes it into useable power given that you can spread it out over a large area for greater chance of being hit (lots of people have scoffed at the "lightning rod" idea in the past but in the last week I've seen 4 thunder storms in our Multiplayer world, and had lightning strike my compound on multiple occasions, not to mention other things such as Energetic Bees from Extra Bees which cause lightning to strike an area perpetually).
The final thing I'd like to see are the Railguns from Stargate Atlantis. In one episode they brought in a dozen or so railguns that were meant for installation on the Daedalus (I think, it might have been another ship), and used them as anti-air turrets. It'd be nice to have these as an energy weapon that I could set to defend my base, possibly with a user friendly UI that allows you to specify targets such as "Friendly Mobs" "Hostile Mobs" and "Players" with an "Exclusion" list in which you enter the names of friendly players.
anyway, those are just my thoughts and ideas, sorry for the long post. You guys are doing a great job, even if it is sad that Greg's SG Craft doesn't seem like it's going to be able to compare for long (he's just not moving fast enough to keep up with you guys, and I can't help but think less and less people are going to use it and will instead use this instead, which is sad from the perspective of it being his work originally that inspired this and now it's overtaking him.)
THIS FOLKS IS HOW TO MAKE A WALL'O'TEXT that's readable and easy on the eyes!
Um...actually, burying the gate was actually very well explained in the series. The center of the gate has to be unobstructed for an event horizon to form (note, the iris does not obstruct the gate. it merely puts a physical barrier in place in front of the gate after the gate has fully activated but before anyone/thing can make it through). This means that if you make a capstone that extends down into the gate when you bury it, it won't matter that the event horizon flaring would obliterate all the matter in the area in front of the gate, the event horizon would never form to obliterate the matter.
That said, even if the event horizon could form in an obstructed gate, it wouldn't mean they could easily retake the planet. They actually had an episode where the gate was buried due to an explosion. The gate was active when it was buried which kept it functional in spite of there being almost no space around it. When the SGC tried to figure out what happened they created a small cavern just large enough to send a M.A.L.P. through. This allowed Teal'c to volunteer to go through and dig his way to the surface in order to rescue Jack, but it was a close thing as he was pretty much running out of air by the time the surface was reached something like one hundred days later (been awhile since I've watched that episode, but I think he brought air tanks with him as part of his equipment and had finally depleted it all just before Jack broke through to him.).
Just thought I'd throw that out there...
While I was unaware of the part about the center of the gate being unobstructed, however in the movie it showed the fossilized remains of the troops sent through by Ra on the underside of the capstone, indicating that the gate was turned on after it was buried, yet if it was able to form a wormhole for troops to pass through then it shouldn't have been possible for the capstone to survive the flaring of the horizon. That inconsistency aside, the cavern that was created in the referenced episode was the result of the event horizon flaring and destroying the matter over the gate, while it's true they had no way to easily get through and they had to send someone in to dig their way out, that was more because they didn't have an easy way of removing the obstruction that didn't have a high risk factor than anything else. If you think about it they could have easily shot all manner of explosives through the gate, however this would have had at least one undesirable effect (forcing the gate on the other side to connect to a different gate being the only one I can think of at the moment). However assuming they had the highly powerful energy weapons of their enemy that really wouldn't be needed, as a directed energy beam would have been able to make short work of the obstruction with minimal risk.
The iris closes after the wormhole is fully formed, because otherwise the flaring horizon would destroy it, the point of the Iris is that once covered the wormhole is unable to reconstruct whatever is coming through fully leading to the destruction of anything that tries to pass through.
Eh the Series doesn't really follow the movie at all. So ignore discrepancies there. As for the iris, there have been a number of times a connection was established with the iris closed. The in series explanation for this is that the iris is placed less then 3 micrometers from the event horizon, far enough away the gate can connect, but close enough that *nothing* can form, including the unstable vortex.
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One thing I quite never understood was that any matter, even the matter included in said Iris should have been vaporized by the wormhole being formed if it was closed and a wormhole formed.
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Right... someones off their rocker today.
If I recall Netu was blown to bits
Indeed, and Sokar along with it.
I have tested this issue with a stargate dialing to a spawn protected one on 1 single Naquadah and another dialing into a unproteceted from. (And done the reverse using a protected stargate to dial unprotected gates.)
Even after the single piece of Naquadah is consumed as well as the fuel bar on the right being depleted I can still open gates and maintain them for 5 minutes.
Info; Using latest build of Lanteacraft. If desired can PM list of mods if desiried.
So it does work within spawn just the UI doesn't display fuel levels accurately.
Request: I know in the lore stargates can easily be moved but within Minecraft i feel they should be slightly harder to move then make a wooden pickaxe and mine a existing gate to move it. Would it be possible to bump the requirement up to diamond or at the least add in a config file to enable/disable the moving of one once constructed?