A glorious day! - When you add the Naquda generators and a way to power star gates without Naquda.
T'is a fine day. - Today as I'm about to download the latest update of this mod.
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Models look amazing, and everybody wants a dialling computer!
If I wanted to replace the other SGCraft with this one, what kind of damage would that cause to a world?
eg.
Naquadah world gen
Tok'ra Villagers
items that people have already collected?
Nothing, everything should carry over. I've kept all class names the same for compatibility. The only thing that will change is if you enable Galcticraft compat, gate addresses wiill change, they will stay the same if left disabled.
With the latest version when someone try to join my local server it's said than they haven't SGcraft 1.0.0 but we have the same version.
"Forge Mod Loader could not connect to this server. The mods and versions listed below could not be found. They are required to play on this server. SGCraft : 1.0.0"
Which build is everyone on? It shouldn't be asking for "SGCraft : 1.0.0" if you're on any recent build of my mod.
One of your other mods is overriding my renderer. Try to disable them one by one and find the conflict and let me know, and I'll see what I can do.
Ok played with some of the mods in your pack, the textures you are seeing come from "Extra Utilities", I added the mod to my pack did not get a crash but those textures belong to some of the glass blocks.
Strike that, it seems to be working perfectly fine now. I have no idea what changed, I added RIM back and it still worked? I dunno, I guess I'll take it though.
In case anyone was wondering, the stargate stops working when it's moved with carriages.
There seems to be a problem with: Delta-SGCraft-Reloaded-0.1.0-forge9.11.1.933-snapshot-14
Which I am assuming is the latest. If you run it on a server, and run it on a client, then try to connect to that server... the server tells you, you have the wrong version... So... yeah.
EDIT: Nevermind, seems you were already in the middle of fixing it when I was in the middle of settig up my server. SS 16 works fine!
The Meaning of Life, the Universe, and Everything.
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MichiRavencroft
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Build 23: A MAJOR rewrite of the entire mod! AfterLifeLochie changed 71 files with 3,365 additions and 3,739 deletions. The code is now MUCH more manageable and easier to extend. YOU WILL get a ID mismatch on first load, this is nothing to worry about, it's just the new code upgrading existing data.
Strike that, it seems to be working perfectly fine now. I have no idea what changed, I added RIM back and it still worked? I dunno, I guess I'll take it though.
In case anyone was wondering, the stargate stops working when it's moved with carriages.
Redstone in Motion does really weird stuff with mods which use tile-entities heavily. In ComputerCraft, the computers will 'reboot' - but have only really lost their tile-entity, and thus are still running over where they were before they were moved. Monitors also get exceptionally upset and can fire off 'Internal server error' crashes to clients. Go figure.
The Stargate isn't actually functioning as a proper multi-block structure right now - it just checks for the presence of a base, and then the base is responsible for notifying the linking of the gate. In future updates, I don't imagine the Stargate is going to behave well if it's moved - the Stargate Base blocks now actually hold references to the other parts of the gate. Be warned - gates weren't meant to be moved.
It is amazing, this new version! I just have a question... why did'nt you asked for to be co-author of the mod, since the previous owner is still around? i know it is none of my business(sorry about that), but just wondering.. wouldn't be better to have joined forces?
Upon re-reading the first topic i conclude that the original mod was in 1.6.2 and you revamped it for 1.6.4 but adding a lot of stuff?
In any case, i thank both creators for the mods, they are really amazing. I just started looking at how to code a mod and i'm dazzled about the complexity of it, even a simple block with advanced usage is hard, i can't possibly imagine the level of difficulty this must had.
To whomever owns the Deltastrium textures: I have put together some textures for the stargate using a blue event horizon, lighter ring blocks, lighter tileentities, and vanilla ore/ingot textures. The lighter ring textures are from the Delta-NP texture pack though. I would like to know if I may post your/my texture pack in this thread.
Could anybody give me a smidge of help in generating a ComputerCraft stargate control program? Just looking for a way to enter an address and have it dialed into the stargate, nothing fancy, just a basic prompt.
In addition, any more specific ETA on the Atlantis textures?
T'is a fine day. - Today as I'm about to download the latest update of this mod.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Nothing, everything should carry over. I've kept all class names the same for compatibility. The only thing that will change is if you enable Galcticraft compat, gate addresses wiill change, they will stay the same if left disabled.
Donate with Patreon:
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http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
Edit: Nvm, it seems to work now.
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Could I get the FULL crashlog for this? Context helps.
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Which build is everyone on? It shouldn't be asking for "SGCraft : 1.0.0" if you're on any recent build of my mod.
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Try 15.
Donate with Patreon:
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Textures are incorrect, and MC crashes when placing the final block of a stargate.
Log: http://pastebin.com/2r794EZC
One of your other mods is overriding my renderer. Try to disable them one by one and find the conflict and let me know, and I'll see what I can do.
Ok played with some of the mods in your pack, the textures you are seeing come from "Extra Utilities", I added the mod to my pack did not get a crash but those textures belong to some of the glass blocks.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
http://forums.technicpack.net/threads/1-6-x-1-5-x-redstone-in-motion-redpower-frames-2-3-0-0-october-8.47048/
Strike that, it seems to be working perfectly fine now. I have no idea what changed, I added RIM back and it still worked? I dunno, I guess I'll take it though.
In case anyone was wondering, the stargate stops working when it's moved with carriages.
Which I am assuming is the latest. If you run it on a server, and run it on a client, then try to connect to that server... the server tells you, you have the wrong version... So... yeah.
EDIT: Nevermind, seems you were already in the middle of fixing it when I was in the middle of settig up my server. SS 16 works fine!
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
Redstone in Motion does really weird stuff with mods which use tile-entities heavily. In ComputerCraft, the computers will 'reboot' - but have only really lost their tile-entity, and thus are still running over where they were before they were moved. Monitors also get exceptionally upset and can fire off 'Internal server error' crashes to clients. Go figure.
The Stargate isn't actually functioning as a proper multi-block structure right now - it just checks for the presence of a base, and then the base is responsible for notifying the linking of the gate. In future updates, I don't imagine the Stargate is going to behave well if it's moved - the Stargate Base blocks now actually hold references to the other parts of the gate. Be warned - gates weren't meant to be moved.
The texture IS only temporary.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
Upon re-reading the first topic i conclude that the original mod was in 1.6.2 and you revamped it for 1.6.4 but adding a lot of stuff?
In any case, i thank both creators for the mods, they are really amazing. I just started looking at how to code a mod and i'm dazzled about the complexity of it, even a simple block with advanced usage is hard, i can't possibly imagine the level of difficulty this must had.
Congratulations again and keep up the good work!
In addition, any more specific ETA on the Atlantis textures?