I Seem to be having an issue with SGCraft and Simple Dimensions (A mod that allows for the in game creation of dimensions using the vanilla world gen gui)
Upon entering ANY created dimension and assembling the Stargate blocks to create the multiblock structure, all gui windows stop working entirely, the multiblock structure doesnt update texture (I.e. its still the individual blocks and NOT the stagate) and after up to 15 minutes, JAVA crashes. (Not minecraft server/client)
I Usually use a heavily modded 1.8.9 but DID remove all mods except JEI, Simple Dimensions, and SGcraft for testing purposes. I've already contacted the mod author for Simple Dimensions about this as well and hoped that SOMEONE might be able to help as im attempting to get these stargates to go to an atlantis style world as well as a world with an accurate sized Great Pyramid (Ancient Egypt).
Any and all help would be appreciated
Posting the crash report is a good first step. Spoiler Tags, don't forget!
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
that would be a good idea except as i stated "and after up to 15 minutes, JAVA crashes. (Not minecraft server/client". As in i literally get a pop up window that says "The Java Executable has stopped responding." There is no crash log that i know of.
@upinout JEI is the i.8.9 + replacement (temporary we hope) for NEI, Not Enough Items by Chickenbones. Basically a mod that allows you to view recipies, uses and even collect EVERY block/item in the game.
Wireless network signals are already relayed through an open wormhole without involving the stargate interface at all
for CC too? well... I'm glad I didn't release any builds of my wireless dhd code yet. --it has several useful however unconventional features that use sg.sendMessage() but now they wont use that for much longer. umm... I'm sure asking for this will be a bit controversial but, building gates horizontally and a stargate interface that buildcraft pipes can connect to? --that second one can only make your mod more useful.
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It sure would be nice if we had some grenades don't you think?
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.
This is a problem already faced by qCraft's teleportation system, and is essentially unavoidable. Some kind of META.INF style check to ensure the servers were identical might help, though.
No, nothing has changed in that area. Is this a difference between 1.7 and 1.8? Those other mods might have changed the way they move blocks in 1.8.
This has actually always been an issue. The gate doesn't update itself properly when moved. What I'm gathering is that the source gate block is the one that actually stores all the information that is the stargate, including it's address and the actual model itself, with the rest simply serving as ingredients, so when you move the base it's state kind of freezes until you destroy it. I suggested a while ago some way to have that block update itself when it's moved.
It's a really awesome dynamic, because there's only one gate per world, and all the blocks are unbreakable, so the only way people can move the gate is with ProjectRed frames, so it creates this sort of "Capture the Gate" thing on worlds with multiple people. With ComputerCraft, it's set up in such a way that if people do want to try and kidnap the Stargate, they better have a way to power and dial the thing back at their base. I've set the power requirements to be rather substantial, and currently I just have it jerry rigged so the DHD produces ungodly amounts of power, which an admin just goes around refuelling every so often because the ore's not availiable. It's super fun.
Speaking of which, another suggestion which is totally just a compatiability thing, the Stargate doesn't really update itself when it's moved with frames, which essentially means if it's moved it's broken unless the base block is broken and replaced (Which currently requires an admin). I don't know if it would be possible to make it so the base block will update itself if it's moved, but that would be super convenient if it did.
@upinout JEI is the i.8.9 + replacement (temporary we hope) for NEI, Not Enough Items by Chickenbones. Basically a mod that allows you to view recipies, uses and even collect EVERY block/item in the game.
but the real question is did you remove that mod and try and see if the simple dimensions and sgcraft mods work together for you without that mod installed. LIke I said I had both mods (along with gregs architecture mod) running on single player and on my server with no issues like what you described.
I dont think direct item transport with pipes from one stargate to another is a good idea because thats not how it worked in the series. If you want to transport items use a chestcart and rails.
yes but that's not as convenient. I know its not very cannon, I'm just saying that it would increase the mod's utility to have such a feature. and of course this should be something that can be disabled via the config.
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It sure would be nice if we had some grenades don't you think?
[concerning pipes] yes but that's not as convenient. I know its not very cannon, I'm just saying that it would increase the mod's utility to have such a feature.
Installing a pipe that goes through a wormhole doesn't make a lot of sense from an engineering perspective -- if the stargate loses power it's going to wreck a large chunk of your pipe.
What might be interesting would be a unit that makes a pipe connection and automatically retracts it when the wormhole is about to close. I'll think about that.
Installing a pipe that goes through a wormhole doesn't make a lot of sense from an engineering perspective -- if the stargate loses power it's going to wreck a large chunk of your pipe.
What might be interesting would be a unit that makes a pipe connection and automatically retracts it when the wormhole is about to close. I'll think about that.
hey what about a multi-block device that you send rf / eu / mj / whatever into and it converts it into a laser that is shot into the wormhole then another multi-block device at the receiving gate converts that energy beam back into rf / whatever the power type that was input to the 1st device. and have you considered adding Pegasus gates? I can supply the dialing sfx.
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It sure would be nice if we had some grenades don't you think?
I'd also also like it if the gate took wayyyy more energy than it does now. like for example a whole leadstone energy cell per activation and 10 RF/t for connections in the same dimension and 50 RF/t for interdimensional connections.
You can get that already by changing config options if you want.
Config only allows to change the energy cost to a certain point above that you simply cannot give the gate enough energy to open a wormhole.
Could you add a config option to increase the size of the stargate power units?
I'm playing on a server with Infitech2 and we increased the energy cost drastically (for almost all items in all mods) and now for an interdimensional connection the max range is 10.000 blocks because then it needs 4 million EU and we cannot give it more energy (if we also want to use a computer interface).
I'd like to set stargates to require several billion rf to dial in my mudpack. would such an extremely high number cause problems tho?
I don't think it would cause any problem in SG Craft itself (assuming suitably increased energy unit capacity). As long as whatever is supplying the energy can cope, it should be all right.
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If the 9 chevron upgrade isn't used for inter-dimensional dialing, then what would be the point of 9 chevron addresses at all? I believe there are technical reasons why 9 chevrons are required for inter-dimensional dialing - as I understand it, in order to ensure there are sufficient addresses for every possible gate placement in a dimension, 7 chevrons are required, then the 8th and 9th chevrons are used for determining the dimension.
An autoclose is nice but not really something that "necessary" in the mod itself because you can do it with computer and a programm that just closes the gate after 60seconds (here is mine) but if an autoclose would be implemented it should be <30sec?> after the last person or MESSAGE passed through the wormhole and not after a fixed amount.
when (if) Greg_Ewing adds the traveler (incoming / outgoing) events like I asked him to, that should be doable with a computer too, but I'd like there to be something that terminates the connection like you said but ONLY if a dhd is present.
Rollback Post to RevisionRollBack
It sure would be nice if we had some grenades don't you think?
Posting the crash report is a good first step. Spoiler Tags, don't forget!
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
that would be a good idea except as i stated "and after up to 15 minutes, JAVA crashes. (Not minecraft server/client". As in i literally get a pop up window that says "The Java Executable has stopped responding." There is no crash log that i know of.
Kisonu Yuutatchi
@upinout JEI is the i.8.9 + replacement (temporary we hope) for NEI, Not Enough Items by Chickenbones. Basically a mod that allows you to view recipies, uses and even collect EVERY block/item in the game.
Kisonu Yuutatchi
THANK YOU! I was wondering if / how long it would take for anyone to notice that.
and I like that idea about the ae2 wireless terminal.
It sure would be nice if we had some grenades don't you think?
for CC too? well... I'm glad I didn't release any builds of my wireless dhd code yet. --it has several useful however unconventional features that use sg.sendMessage() but now they wont use that for much longer. umm... I'm sure asking for this will be a bit controversial but, building gates horizontally and a stargate interface that buildcraft pipes can connect to? --that second one can only make your mod more useful.
It sure would be nice if we had some grenades don't you think?
This is a problem already faced by qCraft's teleportation system, and is essentially unavoidable. Some kind of META.INF style check to ensure the servers were identical might help, though.
This has actually always been an issue. The gate doesn't update itself properly when moved. What I'm gathering is that the source gate block is the one that actually stores all the information that is the stargate, including it's address and the actual model itself, with the rest simply serving as ingredients, so when you move the base it's state kind of freezes until you destroy it. I suggested a while ago some way to have that block update itself when it's moved.
Here it is, for the record:
but the real question is did you remove that mod and try and see if the simple dimensions and sgcraft mods work together for you without that mod installed. LIke I said I had both mods (along with gregs architecture mod) running on single player and on my server with no issues like what you described.
yes but that's not as convenient. I know its not very cannon, I'm just saying that it would increase the mod's utility to have such a feature. and of course this should be something that can be disabled via the config.
It sure would be nice if we had some grenades don't you think?
Installing a pipe that goes through a wormhole doesn't make a lot of sense from an engineering perspective -- if the stargate loses power it's going to wreck a large chunk of your pipe.
What might be interesting would be a unit that makes a pipe connection and automatically retracts it when the wormhole is about to close. I'll think about that.
hey what about a multi-block device that you send rf / eu / mj / whatever into and it converts it into a laser that is shot into the wormhole then another multi-block device at the receiving gate converts that energy beam back into rf / whatever the power type that was input to the 1st device. and have you considered adding Pegasus gates? I can supply the dialing sfx.
It sure would be nice if we had some grenades don't you think?
You can get that already by changing config options if you want.
Oh, I see. Okay, I'll look into that.
what about having the power units auto adjust capacity based on the gates power requirement settings?
It sure would be nice if we had some grenades don't you think?
An even better idea!
I'd like to set stargates to require several billion rf to dial in my mudpack. would such an extremely high number cause problems tho?
It sure would be nice if we had some grenades don't you think?
I don't think it would cause any problem in SG Craft itself (assuming suitably increased energy unit capacity). As long as whatever is supplying the energy can cope, it should be all right.
I still think a powerless DHD option would be nice, given that I've disabled the fuel spawning.
If the 9 chevron upgrade isn't used for inter-dimensional dialing, then what would be the point of 9 chevron addresses at all? I believe there are technical reasons why 9 chevrons are required for inter-dimensional dialing - as I understand it, in order to ensure there are sufficient addresses for every possible gate placement in a dimension, 7 chevrons are required, then the 8th and 9th chevrons are used for determining the dimension.
I see what you're saying now. That makes complete sense - I wasn't even aware of that limitation.
when (if) Greg_Ewing adds the traveler (incoming / outgoing) events like I asked him to, that should be doable with a computer too, but I'd like there to be something that terminates the connection like you said but ONLY if a dhd is present.
It sure would be nice if we had some grenades don't you think?