ExDomino: I've just looked at the code for the "/tp" command (there doesn't seem to be a "/home" command in vanilla) and it does seem to be setting both the previous and current coordinates of the player to the new location. So I don't know how the effect you describe could have come about, unless Cauldron's "/home" command works differently.
ExDomino: I've just looked at the code for the "/tp" command (there doesn't seem to be a "/home" command in vanilla) and it does seem to be setting both the previous and current coordinates of the player to the new location. So I don't know how the effect you describe could have come about, unless Cauldron's "/home" command works differently.
You really cannot do a forcecheck player coordonate before a tp?
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A new feature that would be cool is to allow turtles (CC) and robots (OC) to pass through the stargate too. ^^
They could be act as a M.A.L.P. Well, for turtles, it would need the wireless pass through the stargate as well.
I think I've fixed the /tp problem. I forgot that I was keeping my own record of an entity's position the last time it was detected near a stargate. It now ignores any entity that jumps to more than about 5 blocks away from the gate, so unless you /tp from just in front of a gate to just behind the same gate, the problem should no longer occur.
I've also added a config option to prevent a player's inventory from being destroyed on iris death (although the items will still be dropped, and any armour being worn will take damage).
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The bug about the stargates that teleport players event if they are not in them is not corrected.
And when the bug occurs, I could be teleported in a wall or in a hole, because the teleportation is relative.
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I actived my stargate from my computer room and when the stargate became active, I was killed by the iris of the other side. I tryed again and this time I was not killed. I'm sure it's a kind of player coordonate upgrade that doesn't work. When the stargate detects a player, you should use a force test for his coordonate to be absoluly sure he is in the stargate, I mean in the ring, not beside or under it. Because without keepInventory active and with stargates with iris, it's really dangerous.
I have an idea: why not to add a new config that if a player try to go to a stargate with the iris is closed, do the same of in creative mode in showing the message without killing him? Some servers could prefer that solution. And maybe a way via the computer to detect if the iris at the other side is open or closed. It could be really nice too.
Also, I detected a kind of error in your documentation. When the vortex is stabilising, the correct state is "Opening", not "Connecting". And you forgot to mention the "Closing" state too. Also, there is no way to know the direction of the vortex if you didn't received the events "sgDialIn" or "sgDialOut". For example, a program that opens when the stargate is dialling is unable to know the direction of the vortex.
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It happened again: I was teleported and killed by the iris of the other side even if I was far of my own stargate.
You really have a problem with your mod and it's a really big bug. Stargates don't detect correctly players positions and teleport or kill them even if they are not in the ring.
It happened again: I was teleported and killed by the iris of the other side even if I was far of my own stargate.
How far, exactly? I just found another way that spurious transportation could happen and uploaded a fix (1.8.5). But you still needed to be within the normal detection range of a gate for it to happen.
1. My issue is that I cannot find the Iris upgrade. It doesn't seem to be available in creative or otherwise. Has it been removed or have I not set something in the config to allow the use of the Iris?
2. Also, I put down one of the IC2 Stargate Power Unit blocks next to a dialing device and it crashed the server. So much so, that I had to use MCEdit to remove the block. Just an FYI.
I get this crash report every time I try to run the mod with a group. After reading some of the comments it might be caused by running Open Computers at the same time?
I get this crash report every time I try to run the mod with a group. After reading some of the comments it might be caused by running Open Computers at the same time?
What version of OC? The new API is not supported yet.
I tired, but it seems i'm to stupid to get things going with OpenComputers. Could someone post a working programm for dialing (i think if i see a code that work, i will finally get it).
1. My issue is that I cannot find the Iris upgrade. It doesn't seem to be available in creative or otherwise. Has it been removed or have I not set something in the config to allow the use of the Iris?
2. Also, I put down one of the IC2 Stargate Power Unit blocks next to a dialing device and it crashed the server. So much so, that I had to use MCEdit to remove the block. Just an FYI.
Yes.
You really cannot do a forcecheck player coordonate before a tp?
They could be act as a M.A.L.P. Well, for turtles, it would need the wireless pass through the stargate as well.
I've also added a config option to prevent a player's inventory from being destroyed on iris death (although the items will still be dropped, and any armour being worn will take damage).
And when the bug occurs, I could be teleported in a wall or in a hole, because the teleportation is relative.
Can you tell me exactly what you did to make it happen this time?
I have an idea: why not to add a new config that if a player try to go to a stargate with the iris is closed, do the same of in creative mode in showing the message without killing him? Some servers could prefer that solution. And maybe a way via the computer to detect if the iris at the other side is open or closed. It could be really nice too.
Also, I detected a kind of error in your documentation. When the vortex is stabilising, the correct state is "Opening", not "Connecting". And you forgot to mention the "Closing" state too. Also, there is no way to know the direction of the vortex if you didn't received the events "sgDialIn" or "sgDialOut". For example, a program that opens when the stargate is dialling is unable to know the direction of the vortex.
You really have a problem with your mod and it's a really big bug. Stargates don't detect correctly players positions and teleport or kill them even if they are not in the ring.
How far, exactly? I just found another way that spurious transportation could happen and uploaded a fix (1.8.5). But you still needed to be within the normal detection range of a gate for it to happen.
And also, I'm still waiting about the OC 1.4 support to upgrade it.
I can't reproduce this. Can you tell me any more?
1. My issue is that I cannot find the Iris upgrade. It doesn't seem to be available in creative or otherwise. Has it been removed or have I not set something in the config to allow the use of the Iris?
2. Also, I put down one of the IC2 Stargate Power Unit blocks next to a dialing device and it crashed the server. So much so, that I had to use MCEdit to remove the block. Just an FYI.
Thank you,
Arimanio
Crash report: http://pastebin.com/PyDUeADd
What version of OC? The new API is not supported yet.
Hello,
You can try oficial examples at the bottom of this page: http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/SGCraft/doc/ComputerCraft.html
just download and open the zip file and then open those examples in WordPad.(Or copy them to somewhere in minecraft folder to use them ingame. I don't know the exact folder though.)
I hope it helps.
Check out my Let's Play Series:
Only while the gate is connected.
Bump?
I haven't been able to reproduce either of these problems, sorry.