Hey, Greg. Are you ever planning on adding more Stargate related items to this mod? I would love to see Staff Weapons, Zat Guns, and Jaffa and Replicator mobs.
I'd like to, but it's taken all my available time recently keeping up with changes to Minecraft. Maybe when things settle down a bit... if they ever do...
actually the reason I like this mod is that it solely focuses on stargates as a mode of transport, NOT stargate as a franchise. like the tardis mod which is a mod about the tardis NOT the doctor who franchise.
and not to be rude but I was hoping for at least some kind of a response to this:
now all the mod needs (for computercraft/opencomputers) is 2 more methods and 3 more events. the methods it needs are 1: chevronDial and 2: chevronLock. chevronDial will dial a single chevron, chevronLock will dial a single chevron and attempt to initiate a connection. so dialing 0YD8J1A useing these methods would look like this: sg = peripheral.find("stargate") sg.chevronDial("0") sg.chevronDial("Y") sg.chevronDial("D") sg.chevronDial("8") sg.chevronDial("J") sg.chevronDial("1") sg.chevronLock("A"). dialing the stargate this way, it will only check if there is a stargate at that address when encoding the final chevron. and the 3 events that are needed are 1: incomingTravaler 2: outgoingTraveler and 3: impact. incoming and outgoing traveler events and when they should be fired are self explanatory. an impact event is when something comes through the stargate and gets squashed on the iris.
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It sure would be nice if we had some grenades don't you think?
now all the mod needs (for computercraft/opencomputers) is 2 more methods and 3 more events. the methods it needs are 1: chevronDial and 2: chevronLock. chevronDial will dial a single chevron, chevronLock will dial a single chevron and attempt to initiate a connection. so dialing 0YD8J1A useing these methods would look like this: sg = peripheral.find("stargate") sg.chevronDial("0") sg.chevronDial("Y") sg.chevronDial("D") sg.chevronDial("8") sg.chevronDial("J") sg.chevronDial("1") sg.chevronLock("A"). dialing the stargate this way, it will only check if there is a stargate at that address when encoding the final chevron. and the 3 events that are needed are 1: incomingTravaler 2: outgoingTraveler and 3: impact. incoming and outgoing traveler events and when they should be fired are self explanatory. an impact event is when something comes through the stargate and gets squashed on the iris.
I think i can tell you for why that hasn't been done yet. By adding these methods, you could potentially make a program that can mass dial random addresses to see if there is a gate at that random address and if not. Technically it would be true to the system the SGC (Stargate Center in SG-1) uses, the Computer just finds random gates based on an algorithm and the 7 axis location system. However, if someone was to write such a program on a server with many private Stargates (its not like in the Stargate series that bases on Earth each have their private Stargates, which makes it non-intrusive to just let the Computer in the series find some random Stargates and give them names like P3X-888 or alike), it would be somewhat intrusive if that program dialed your private, hidden base and found where it is. By that, it is no longer private. Besides that it would be a good idea to implement this.
I think i can tell you for why that hasn't been done yet. By adding these methods, you could potentially make a program that can mass dial random addresses to see if there is a gate at that random address and if not. Besides that it would be a good idea to implement this.
good catch, but, 1: I'm already working on a program to do just that with only the methods currently available. so its not like adding these methods or not is going to really make a difference as far as that's concerned. and 2: got a "private" stargate you don't want anyone to come through? one word: Iris.
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It sure would be nice if we had some grenades don't you think?
...you could potentially make a program that can mass dial random addresses to see if there is a gate at that random address and if not...
That's already been done - I wrote a discovery dialer awhile back.
Regarding C4PTRAMPAGE's suggestion for dialing - I'm not sure I see the value in having such a complex method for dialing an address via computer. LanteaCraft uses a similar method - it requires quite a bit more code just to dial an address, and the only advantage is that you can pause the dialing sequence...which, while neat, isn't really that useful. It's definitely more 'canon', but I get the impression that this mod isn't focused on being canon.
On top of that, if the dialing requirement were to change, that would essentially leave us with 3 different versions of SGCraft to code for (1.9.x and eariler which required pcall, 1.11.x and later which don't require pcall, and the newest version with a totally new dialing sequence).
For whatever my two cents is worth, I'd prefer things stay the way they are.
Apart from being of dubious usefulness, the main reason not to provide one-character-at-a-time dialling is that it wouldn't allow time for the destination gate to dial back. Currently, as soon as the source gate starts dialling, the destination gate starts dialling back to the source gate at the same time. If the destination address isn't known until the source gate finishes dialling, either the destination gate would have to open instantly without any dialling sequence, or there would be a long pause after the source gate finished dialling before the connection opened.
I'll look into providing events for detecting travellers, that shouldn't be too hard.
chevronDial() and chevronLock() are meant to be REDUNDANT methods for dialing. maybe its my fault for not explaining it, but I thought that was completely obvious.
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It sure would be nice if we had some grenades don't you think?
It's actually kind of hidden - I've never really promoted it. You can find the Pastebin links in the downloads section of the ccDHD thread. There are two versions - version 1 is for 'old' SGCraft (1.9.x and earlier) and version 2 is for 'new' SGCraft (1.11.x and newer).
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@Greg_Ewing I've had a FANTASTIC idea! You know the mod qCraft right? Well since it actually works in 1.7.10 (and so does the Cross-Server portals), could you make a hook or addon for qCraft to your SGCraft mod, so that we can dial Stargates Cross Server? They would require more power, but it would be totally awesome if you could add a small function or addon to your mod that enables qCraft compatibility or even add your own Cross Server implentation.
It's actually kind of hidden - I've never really promoted it. You can find the Pastebin links in the downloads section of the ccDHD thread. There are two versions - version 1 is for 'old' SGCraft (1.9.x and earlier) and version 2 is for 'new' SGCraft (1.11.x and newer).
So THATS what the discoDialer is, i always wondered what it could be. Well, now we know Btw, what do you think of my idea with Cross Server?
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Cross-server gating would be cool (love the idea), but unless all the servers ran the same mods (and the same versions), it seems like it could be very problematic.
Cross-server gating would be cool (love the idea), but unless all the servers ran the same mods (and the same versions), it seems like it could be very problematic.
Which is why it would be more of a side feature. Making the mod check for which Minecraft version the other server is running shouldn't be hard. Besides that, it is then up to the server owners to allow it. You can add an option to the SGCraft config to allow Cross-Server teleportation. And again, if Greg was to use qCraft its method of Cross-Server teleport, and would just hook into it, i believe that would make it easier and more of a requirement too, due to qCraft not being available for 1.8 or higher (yet).
@Greg_Ewing I've had a FANTASTIC idea! You know the mod qCraft right? Well since it actually works in 1.7.10 (and so does the Cross-Server portals), could you make a hook or addon for qCraft to your SGCraft mod, so that we can dial Stargates Cross Server? They would require more power, but it would be totally awesome if you could add a small function or addon to your mod that enables qCraft compatibility or even add your own Cross Server implentation.
that's possible?!?!?!?!?!?! anyway if your going to ask for that, you have to ask for local inter-world dialing too.
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It sure would be nice if we had some grenades don't you think?
that's possible?!?!?!?!?!?! anyway if your going to ask for that, you have to ask for local inter-world dialing too.
Isn't there technically already local inter-world dialing? In what way are you talking about it, explain further. And besides that, yes, qCraft adds as a mod, inter-server teleportation, WITH taking your items with you (as long as the same mods are installed on that server that is). Not just that, it does it quite well. If @Greg_Ewing were to use this method of cross-server teleportation, this mod would rank FAR higher than what it does now, cause it would be the ONLY alternative to qCraft (if Greg adds seperate support from qCraft, like adding his own functions without having qCraft as a requirement for inter-server teleportation). You should check out qCraft (a mod from some of Google's employees). And we HAVE to get this upvoted. Problem is, that it seems like either Greg is intentionally not answering, or always when i ask him something, it takes days/weeks to get an answer, and most of the times i actually don't even get an answer. This needs to be considered a suggestion, and not "more work".
I mean (works when offline) inter-save_game dialing.
I see. Well i think that could be a bit more problematic than something that is constantly sending data and is alive, like a server or a network of servers. Having to load another save local client however is probably not even possible, cause qCraft cannot do that.
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Was there something done to the way Stargate's save their position and NBT data? Since previously, i could move a Stargate with the WarpDrive mod on my Spaceship, and also with Remain In Motion, but now, the server crashes when i do it with WarpDrive, and with Remain In Motion, when moving or rotating it, only the middle block which i applied a custom block texture too, keeps that block, all other blocks bug completely out, even when breaking them the Stargate remains intact, i actually need to break the base for it to disappear so that i can rebuild it. Which is problematic, since i don't want to rebuild it after ever Spaceship jump or Remain In Motion platform move. Again, i don't remember this to have been a thing just some updates ago. What was changed? And besides that, the result of the Stargate in both WarpDrive and Remain In Motion is the same, entire frame is bugged, the base only shows the middle block texture when applied custom blocks, and you have to rebuild the gate for it to function and also to show the textures properly.
actually the reason I like this mod is that it solely focuses on stargates as a mode of transport, NOT stargate as a franchise. like the tardis mod which is a mod about the tardis NOT the doctor who franchise.
and not to be rude but I was hoping for at least some kind of a response to this:
It sure would be nice if we had some grenades don't you think?
Same problem here. Any response?
I think i can tell you for why that hasn't been done yet. By adding these methods, you could potentially make a program that can mass dial random addresses to see if there is a gate at that random address and if not. Technically it would be true to the system the SGC (Stargate Center in SG-1) uses, the Computer just finds random gates based on an algorithm and the 7 axis location system. However, if someone was to write such a program on a server with many private Stargates (its not like in the Stargate series that bases on Earth each have their private Stargates, which makes it non-intrusive to just let the Computer in the series find some random Stargates and give them names like P3X-888 or alike), it would be somewhat intrusive if that program dialed your private, hidden base and found where it is. By that, it is no longer private. Besides that it would be a good idea to implement this.
good catch, but, 1: I'm already working on a program to do just that with only the methods currently available. so its not like adding these methods or not is going to really make a difference as far as that's concerned. and 2: got a "private" stargate you don't want anyone to come through? one word: Iris.
It sure would be nice if we had some grenades don't you think?
That's already been done - I wrote a discovery dialer awhile back.
Regarding C4PTRAMPAGE's suggestion for dialing - I'm not sure I see the value in having such a complex method for dialing an address via computer. LanteaCraft uses a similar method - it requires quite a bit more code just to dial an address, and the only advantage is that you can pause the dialing sequence...which, while neat, isn't really that useful. It's definitely more 'canon', but I get the impression that this mod isn't focused on being canon.
On top of that, if the dialing requirement were to change, that would essentially leave us with 3 different versions of SGCraft to code for (1.9.x and eariler which required pcall, 1.11.x and later which don't require pcall, and the newest version with a totally new dialing sequence).
For whatever my two cents is worth, I'd prefer things stay the way they are.
Apart from being of dubious usefulness, the main reason not to provide one-character-at-a-time dialling is that it wouldn't allow time for the destination gate to dial back. Currently, as soon as the source gate starts dialling, the destination gate starts dialling back to the source gate at the same time. If the destination address isn't known until the source gate finishes dialling, either the destination gate would have to open instantly without any dialling sequence, or there would be a long pause after the source gate finished dialling before the connection opened.
I'll look into providing events for detecting travellers, that shouldn't be too hard.
whats the download link for that anyway? I cant find it here http://www.computercraft.info/forums2/index.php?/topic/18830-dogs-progs-for-stargates-biolocks-and-more/
It sure would be nice if we had some grenades don't you think?
chevronDial() and chevronLock() are meant to be REDUNDANT methods for dialing. maybe its my fault for not explaining it, but I thought that was completely obvious.
It sure would be nice if we had some grenades don't you think?
I get that. I just don't see them as being all that useful.
It's actually kind of hidden - I've never really promoted it. You can find the Pastebin links in the downloads section of the ccDHD thread. There are two versions - version 1 is for 'old' SGCraft (1.9.x and earlier) and version 2 is for 'new' SGCraft (1.11.x and newer).
@Greg_Ewing I've had a FANTASTIC idea! You know the mod qCraft right? Well since it actually works in 1.7.10 (and so does the Cross-Server portals), could you make a hook or addon for qCraft to your SGCraft mod, so that we can dial Stargates Cross Server? They would require more power, but it would be totally awesome if you could add a small function or addon to your mod that enables qCraft compatibility or even add your own Cross Server implentation.
So THATS what the discoDialer is, i always wondered what it could be. Well, now we know Btw, what do you think of my idea with Cross Server?
Cross-server gating would be cool (love the idea), but unless all the servers ran the same mods (and the same versions), it seems like it could be very problematic.
Which is why it would be more of a side feature. Making the mod check for which Minecraft version the other server is running shouldn't be hard. Besides that, it is then up to the server owners to allow it. You can add an option to the SGCraft config to allow Cross-Server teleportation. And again, if Greg was to use qCraft its method of Cross-Server teleport, and would just hook into it, i believe that would make it easier and more of a requirement too, due to qCraft not being available for 1.8 or higher (yet).
Is a 1.9 update planned?
that's possible?!?!?!?!?!?! anyway if your going to ask for that, you have to ask for local inter-world dialing too.
It sure would be nice if we had some grenades don't you think?
Isn't there technically already local inter-world dialing? In what way are you talking about it, explain further. And besides that, yes, qCraft adds as a mod, inter-server teleportation, WITH taking your items with you (as long as the same mods are installed on that server that is). Not just that, it does it quite well. If @Greg_Ewing were to use this method of cross-server teleportation, this mod would rank FAR higher than what it does now, cause it would be the ONLY alternative to qCraft (if Greg adds seperate support from qCraft, like adding his own functions without having qCraft as a requirement for inter-server teleportation). You should check out qCraft (a mod from some of Google's employees). And we HAVE to get this upvoted. Problem is, that it seems like either Greg is intentionally not answering, or always when i ask him something, it takes days/weeks to get an answer, and most of the times i actually don't even get an answer. This needs to be considered a suggestion, and not "more work".
I mean (works when offline) inter-save_game dialing.
It sure would be nice if we had some grenades don't you think?
I see. Well i think that could be a bit more problematic than something that is constantly sending data and is alive, like a server or a network of servers. Having to load another save local client however is probably not even possible, cause qCraft cannot do that.
Was there something done to the way Stargate's save their position and NBT data? Since previously, i could move a Stargate with the WarpDrive mod on my Spaceship, and also with Remain In Motion, but now, the server crashes when i do it with WarpDrive, and with Remain In Motion, when moving or rotating it, only the middle block which i applied a custom block texture too, keeps that block, all other blocks bug completely out, even when breaking them the Stargate remains intact, i actually need to break the base for it to disappear so that i can rebuild it. Which is problematic, since i don't want to rebuild it after ever Spaceship jump or Remain In Motion platform move. Again, i don't remember this to have been a thing just some updates ago. What was changed? And besides that, the result of the Stargate in both WarpDrive and Remain In Motion is the same, entire frame is bugged, the base only shows the middle block texture when applied custom blocks, and you have to rebuild the gate for it to function and also to show the textures properly.