what is the item name minecraft uses for the naquadah ore? I'm trying to use Atomic Stryker's Finders compass which uses item names to know what to seek out.
how do we use the 1.7.2 version, i hav forge with 1.7.2 and put it in the mods folder and it shows in plugins but in creative i don't see any of the sgcraft stuff anywhere
That's strange. Have you tried the search box? Searching for "stargate" or "naquadah" should show most of the items.
It seems funny that with every update of LanteaCraft, what was added in to it mysteriously finds its way into this mod. I can not spefically say something is going on but all of the changes made to LanteaCraft have shown up in SGCraft
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Hiddenisme
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I am soooo glad you updated to 1.7.2 cause I was missing my Stargates sooo bad lol. One problem Your 1.7.2 version doesn't like 1.7.2 builds of Biomes O' Plenty... i think. I will continue to troubleshoot the situation. Keep up the Work Greg, the one true Stargate Plugin
First off, I love this mod, been using it for a while on a server and on my own.
I decided to try a new single player game and wanted to give BuildCraft a try, as I've never used it before. I'm on 1.7.2. Everything loads fine and I can play, but after I've saved and exited and try to load back in, I get an error saying forge has detected 1112 missing blocks, if a load in, it is a completely empty world and I fall and die.
I also have NEI installed and in the items list is says all the Facades from buildcraft are broken.
First off, I love this mod, been using it for a while on a server and on my own.
I decided to try a new single player game and wanted to give BuildCraft a try, as I've never used it before. I'm on 1.7.2. Everything loads fine and I can play, but after I've saved and exited and try to load back in, I get an error saying forge has detected 1112 missing blocks, if a load in, it is a completely empty world and I fall and die.
I also have NEI installed and in the items list is says all the Facades from buildcraft are broken.
If I uninstall SGCraft everything works fine.
Is buildcraft just not compatible with this?
I had same problem after I did some experimenting with other mods. I tested a lot and this problem appeared even when SGcraft was my only installed mod.
There are some ID and block registration related changes in Forge version 10.12.0.1056 and this changes probably caused this bug . Try install forge v. 1055 and this problem should disappear. I tested it and it worked for me.
My guess is, that Greg needs just recompile SGcraft for newer versions of Forge? I might be completely wrong, though.
I decided to try a new single player game and wanted to give BuildCraft a try, as I've never used it before. I'm on 1.7.2. Everything loads fine and I can play, but after I've saved and exited and try to load back in, I get an error saying forge has detected 1112 missing blocks
Is Buildcraft still installed? I've found that uninstalling a mod can be problematic with at least some versions of Forge for 1.7. With build 1024, for example, it refuses to load the world at all, even if there are no blocks or items from the missing mod in it -- very annoying!
Is Buildcraft still installed? I've found that uninstalling a mod can be problematic with at least some versions of Forge for 1.7. With build 1024, for example, it refuses to load the world at all, even if there are no blocks or items from the missing mod in it -- very annoying!
Yes, every time I would uninstall or install a new mod I would start a new world to see if I could get rid of the problem. My point was with SGcraft and Buildcraft installed, the BC Façade blocks would become broken and after exiting and reentering for some reason all blocks would become missing. If I uninstalled SGCraft and started a new world the Façade blocks would appear to work, and after exiting and reloading everything still worked fine.
I'm no programmer or modder, but I suspect the problem has something to do with the way BC Facades are generated for blocks. They are supposed to generate even for mod blocks, I think they take the block ID and multiply it by something for its own ID. I'm not clear on the generation.
I haven't tried Coremar's solution yet to see if I can get the two working together yet but I'll see what I can do tonight.
I suspect the problem has something to do with the way BC Facades are generated for blocks. They are supposed to generate even for mod blocks, I think they take the block ID and multiply it by something for its own ID.
If they do anything that relies on block IDs remaining the same between sessions, they're pretty much guaranteed to break in 1.7. Mods for 1.7 shouldn't be messing with block IDs at all.
If this is what's happening, then it's a Buildcraft problem, not an SG Craft problem.
I had same problem after I did some experimenting with other mods. I tested a lot and this problem appeared even when SGcraft was my only installed mod.
There are some ID and block registration related changes in Forge version 10.12.0.1056 and this changes probably caused this bug . Try install forge v. 1055 and this problem should disappear. I tested it and it worked for me.
My guess is, that Greg needs just recompile SGcraft for newer versions of Forge? I might be completely wrong, though.
I tried this with no luck. I also have IC2 and it apparently requires forge 1056.
Nvm, loaded up a version of IC2 that requires an older forge, using 1055 now and everything seems to be working again.
If they do anything that relies on block IDs remaining the same between sessions, they're pretty much guaranteed to break in 1.7. Mods for 1.7 shouldn't be messing with block IDs at all. If this is what's happening, then it's a Buildcraft problem, not an SG Craft problem.
As I said earlier, they changed something in FML version 1056 what caused incompatibility of SGcraft and forge itself. Here is a screenshot of what I've got, when I tried to load up my world with only Forge and SGcraft.
As you can see, all vanilla blocks had this SGCraft "prefix" so there is definitly something going on. Now if I click "Yes", world loads, but without any blocks in it. This is the best report i can describe. All I know, is that with forge 1055 there is no problem whatsoever. It might be just Forge bug, but I don't think so.
p.s:
Worlds saved with SGCraft and forge older then 1056 will load without problems, but next save will break the world.
I tried this with no luck. I also have IC2 and it apparently requires forge 1056. Nvm, loaded up a version of IC2 that requires an older forge, using 1055 now and everything seems to be working again.
Yeah, I installed newer forge because of IC2's requirement as well, and next time I loaded up my world, I was just falling in empty space.
Here is a screenshot of what I've got, when I tried to load up my world with only Forge and SGcraft.
As you can see, all vanilla blocks had this SGCraft "prefix" so there is definitly something going on.
That looks like a Forge bug. I can't imagine what I could be doing wrong to make that happen.
I am soooo glad you updated to 1.7.2 cause I was missing my Stargates sooo bad lol. One problem Your 1.7.2 version doesn't like 1.7.2 builds of Biomes O' Plenty... i think. I will continue to troubleshoot the situation. Keep up the Work Greg, the one true Stargate Plugin
I have had this issue also. SGCraft seems to be interfering with worldgen somehow. I also encountered similar issues with SGCraft+Too Many Biomes. Both mods work fine without SGCraft installed but crash with it installed.
I have had this issue also. SGCraft seems to be interfering with worldgen somehow. I also encountered similar issues with SGCraft+Too Many Biomes. Both mods work fine without SGCraft installed but crash with it installed.
I'm not greatly surprised, because the method I'm using to add stargates to pyramids is a terrible hack.
Try setting augmentStructures to false in the config file. You won't get any stargates generated in the wild, but it should stop SGCraft from messing with world generation.
I'm not greatly surprised, because the method I'm using to add stargates to pyramids is a terrible hack.
Try setting augmentStructures to false in the config file. You won't get any stargates generated in the wild, but it should stop SGCraft from messing with world generation.
I was hopeful, but it would appear that the issue still exists.
The stacktrace from the crash report is:
java.lang.NullPointerException: Exception in server tick loop
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_150818_a(SourceFile:57)
at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:593)
at net.minecraft.world.World.func_147465_d(World.java:442)
at biomesoplenty.common.biomes.overworld.BiomeGenFen.func_76728_a(BiomeGenFen.java:92)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:219)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1046)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:130)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:257)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:665)
OK did some more investigating and it looks like this is actually caused more by the "all the blocks are owned by SGCraft" bug reported by coremar. SGCraft does work with a raft of mods with Forge 1054 but stops working at 1056+. Looks like I'll have to choose between SGCraft and Thaumcraft
OK did some more investigating and it looks like this is actually caused more by the "all the blocks are owned by SGCraft" bug reported by coremar. SGCraft does work with a raft of mods with Forge 1054 but stops working at 1056+. Looks like I'll have to choose between SGCraft and Thaumcraft
I'm told this has been fixed in the latest release of Forge -- you could try that.
This is a really interesting mod, one suggestion I have is maybe a "fast dial" category? What I mean is a listing of maybe favorite addresses you have found or last few addresses you have dialed.
Reason for this is to use this as a sort of transport system (like it's supposed to be). It can get irritating to type in addresses all the time.
Another way you could implement that could be a computer system (with a separate craft) that interfaces with the Gate and the DHD. You could even have it powered via Naquada, possibly a Naquada engine.
Using this method could also bring to dungeon chests extra gate addresses by way of disks of some sort.
Please implement something like this, Greg_Ewing! I would be very happy if I could name an item (nametag, disk, whatever) with an address and use it to quick-dial a stargate, or to have a list of my favourite gates.
tile.gcewing_sg:naquadahOre
More generally, you should be able to find the names of all the blocks and items by looking at assets/sgcraft/lang/en_US.lang in the jar file.
That's strange. Have you tried the search box? Searching for "stargate" or "naquadah" should show most of the items.
I decided to try a new single player game and wanted to give BuildCraft a try, as I've never used it before. I'm on 1.7.2. Everything loads fine and I can play, but after I've saved and exited and try to load back in, I get an error saying forge has detected 1112 missing blocks, if a load in, it is a completely empty world and I fall and die.
I also have NEI installed and in the items list is says all the Facades from buildcraft are broken.
If I uninstall SGCraft everything works fine.
Is buildcraft just not compatible with this?
I had same problem after I did some experimenting with other mods. I tested a lot and this problem appeared even when SGcraft was my only installed mod.
There are some ID and block registration related changes in Forge version 10.12.0.1056 and this changes probably caused this bug . Try install forge v. 1055 and this problem should disappear. I tested it and it worked for me.
My guess is, that Greg needs just recompile SGcraft for newer versions of Forge? I might be completely wrong, though.
Is Buildcraft still installed? I've found that uninstalling a mod can be problematic with at least some versions of Forge for 1.7. With build 1024, for example, it refuses to load the world at all, even if there are no blocks or items from the missing mod in it -- very annoying!
Yes, every time I would uninstall or install a new mod I would start a new world to see if I could get rid of the problem. My point was with SGcraft and Buildcraft installed, the BC Façade blocks would become broken and after exiting and reentering for some reason all blocks would become missing. If I uninstalled SGCraft and started a new world the Façade blocks would appear to work, and after exiting and reloading everything still worked fine.
I'm no programmer or modder, but I suspect the problem has something to do with the way BC Facades are generated for blocks. They are supposed to generate even for mod blocks, I think they take the block ID and multiply it by something for its own ID. I'm not clear on the generation.
I haven't tried Coremar's solution yet to see if I can get the two working together yet but I'll see what I can do tonight.
If they do anything that relies on block IDs remaining the same between sessions, they're pretty much guaranteed to break in 1.7. Mods for 1.7 shouldn't be messing with block IDs at all.
If this is what's happening, then it's a Buildcraft problem, not an SG Craft problem.
I tried this with no luck. I also have IC2 and it apparently requires forge 1056.
Nvm, loaded up a version of IC2 that requires an older forge, using 1055 now and everything seems to be working again.
As I said earlier, they changed something in FML version 1056 what caused incompatibility of SGcraft and forge itself. Here is a screenshot of what I've got, when I tried to load up my world with only Forge and SGcraft.
As you can see, all vanilla blocks had this SGCraft "prefix" so there is definitly something going on. Now if I click "Yes", world loads, but without any blocks in it. This is the best report i can describe. All I know, is that with forge 1055 there is no problem whatsoever. It might be just Forge bug, but I don't think so.
p.s:
Worlds saved with SGCraft and forge older then 1056 will load without problems, but next save will break the world.
Yeah, I installed newer forge because of IC2's requirement as well, and next time I loaded up my world, I was just falling in empty space.
That looks like a Forge bug. I can't imagine what I could be doing wrong to make that happen.
Well, I don't know, I'm out of programming business for quite a while now, so I can't help any more with that.
I have had this issue also. SGCraft seems to be interfering with worldgen somehow. I also encountered similar issues with SGCraft+Too Many Biomes. Both mods work fine without SGCraft installed but crash with it installed.
I'm not greatly surprised, because the method I'm using to add stargates to pyramids is a terrible hack.
Try setting augmentStructures to false in the config file. You won't get any stargates generated in the wild, but it should stop SGCraft from messing with world generation.
I was hopeful, but it would appear that the issue still exists.
The stacktrace from the crash report is:
java.lang.NullPointerException: Exception in server tick loop
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_150818_a(SourceFile:57)
at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:593)
at net.minecraft.world.World.func_147465_d(World.java:442)
at biomesoplenty.common.biomes.overworld.BiomeGenFen.func_76728_a(BiomeGenFen.java:92)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:219)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1046)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:130)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:257)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:665)
I'm told this has been fixed in the latest release of Forge -- you could try that.
Unfortunately it still crashes in forge 1061
Please implement something like this, Greg_Ewing! I would be very happy if I could name an item (nametag, disk, whatever) with an address and use it to quick-dial a stargate, or to have a list of my favourite gates.