Quote from name="lieven121" timestamp="1391340488" p
ost="28585986" »
when is the ne when is the next relese in feb march or april or wil it be in the sumer ????
My guess is the next release will be when it's ready, and it'll be ready when it's ready. Pressuring a development team to release content is how you get crappy bug filled builds that ruin mods. How about letting them worry about delivering the quality content they create when it meets their standards and you go worry about working on your proof reading and spelling skills.
No pressure on the new build or anything I know it will be ready when its ready but it has been a while since the last screen shots of the new stuff any chance we might be seeing some more of those?
No pressure on the new build or anything I know it will be ready when its ready but it has been a while since the last screen shots of the new stuff any chance we might be seeing some more of those?
The update will be soon, I'm also juggling editing a web-series and other projects, and university commitments soon. There's only a few more issues to work out - I'm touching up the world-generation and making the config files easier to understand, particularly because we're adding so many features and options.
Awesome it does bring up one question though about the liquid naquadah will it spawn like that in the world. I was under the impression on the show you had to do something (although i'm not sure it was ever explained) to naquada in order to make it into liquid naquada rather then it spawning naturally
Oh how did it go with making one gate remotely chunk load another one? I know you said it might not be possible
The update will be soon, I'm also juggling editing a web-series and other projects, and university commitments soon. There's only a few more issues to work out - I'm touching up the world-generation and making the config files easier to understand, particularly because we're adding so many features and options.
realy nice ist looking great and i dont mean to set you under presure i am just curious and it it gonne be compat whit Tconstruckt and if you need a beta tester srr for englich
Well, RF would be (my) preference, if nothing else because TE's conduits can convert to BC power at the ends if they need to. But maybe also it should produce power appropriately depending on what mods are loaded - if IC2, then produce EU, if BC, then BC power, and if TE, RF.
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I think I've found a bug with this mod or metaworlds. You cannot use a stargate on a subworld created by the metaworld mod. The blocks are placeable, but the stargate won't form..I'm thinking that the stargate can't find the location of the stargate because its not in the same dimension. Also, I don't know if this has been touched on, but horizontal stargates are cannon and would be very nice to have..
I've also posted this in the meta worlds thread..
Great work though guys!!!! absolutely fantastic..My railyard has about 8 gates for processing from other sites and they work extremely well..
Well, RF would be (my) preference, if nothing else because TE's conduits can convert to BC power at the ends if they need to. But maybe also it should produce power appropriately depending on what mods are loaded - if IC2, then produce EU, if BC, then BC power, and if TE, RF.
RF doesn't have an API last I checked, but because we support both BC and IC2 (and experimentally, UE), the conduits from ThermalExpansion can connect to them.
Could always look at Universal Electricity (it claims compatibility with RF, BC, and IC2 power systems) to see how it manages compatibility. It's open source so you should be able to see what was done and better determine if anything it offers would fit here...I think anyway. The extent of my programming knowledge is what little I picked up in a programming fundamentals class, so I could very well be missing something important to the overall picture that would keep this from being viable...
Could always look at Universal Electricity (it claims compatibility with RF, BC, and IC2 power systems) to see how it manages compatibility. It's open source so you should be able to see what was done and better determine if anything it offers would fit here...I think anyway. The extent of my programming knowledge is what little I picked up in a programming fundamentals class, so I could very well be missing something important to the overall picture that would keep this from being viable...
It's already supported in the code, but writing adapters for each mod API when the APIs do strange things is not my idea of a fun evening (or fourteen).
Hi, great mod you've got here, i've only have one problem, might not be directly related to this mod but it still is.
I've just put together a modpack for my own use (and my hubby), but as soon as i added this, the naquhada (spelling is off probably) from sgcraft does not generate at all... from what i know this mod does not overwrite it, but is generated just fine until i added this. (allso did a step by step installing the mods to check it out). any idea as to why this happens? the one from this generates fine btw, and i can allso cheat in the other one, but that just isent what i want, i rly dont like cheating..
Might be because Lantea is a fork of SGCraft, and is essentially the same mod but with extras. You shouldn't run both at the same time, either SG or Lantea, but not both.
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Hi, great mod you've got here, i've only have one problem, might not be directly related to this mod but it still is.
I've just put together a modpack for my own use (and my hubby), but as soon as i added this, the naquhada (spelling is off probably) from sgcraft does not generate at all... from what i know this mod does not overwrite it, but is generated just fine until i added this. (allso did a step by step installing the mods to check it out). any idea as to why this happens? the one from this generates fine btw, and i can allso cheat in the other one, but that just isent what i want, i rly dont like cheating..
thx
You can't install SGCraft and the builds labelled "SGCraft Reloaded" simultaneously. They will break each other. There are currently no RC builds of LanteaCraft, which can work alongside SGCraft.
hi, have i done something wrong? I cant find any ore from this mod in my world. What for lvl are they spawn?
I installed the mod into an existing world and turned "B:enableNaquadahOre=true" in the config.
Restarted Server and Client but still cant find any ore.
If i would know the level where they spawn, i can have a closer look.
Mod is deffently installed, i can see the ore and blocks in NEI.
Is there any chance the new stargates can have any damage done to them translate into stored power like in the show the best way to break a gate was to overload it
Perhaps have a new tool in order to take it apart or only diamond pickaxe will break the blocks while anything else slowly increases the charge with explosions increasing it at a much greater amount ending with the gate exploding if the charge gets to high
I think I've found a bug with this mod or metaworlds. You cannot use a stargate on a subworld created by the metaworld mod. The blocks are placeable, but the stargate won't form..I'm thinking that the stargate can't find the location of the stargate because its not in the same dimension. Also, I don't know if this has been touched on, but horizontal stargates are cannon and would be very nice to have..
I've also posted this in the meta worlds thread..
Great work though guys!!!! absolutely fantastic..My railyard has about 8 gates for processing from other sites and they work extremely well..
Multiple dimensions have always worked with LanteaCraft (see Mystcraft), but Metaworlds is doing strange things with nested-Dimension objects, and so I can't really support it - particularly because, from reading the thread, it's currently not compatible with a lot of mods which do similar things to LanteaCraft.
As an erratum, don't forget, Stargates weren't supposed to move quickly at any point in the series; they required recalibration if they were moved. I would classify this as an 'accidental canon-promoting feature' and not a bug.
Why would you wanted to have both of those mods in the same pack in the first place?
lcraft does exactly the same things as sgcraft and more (+ you get prettier textures)
In the beginning they worked as each other as lanteacraft forked from sgcraft. That said, the only reason I can think of to install both would have been to transition from one to the other and even then I'm pretty sure you had to remove one and replace it with the other...(not entirely positive on that as I found both mods at the same time and went with this one as it was actually moving development wise.)...
My guess is the next release will be when it's ready, and it'll be ready when it's ready. Pressuring a development team to release content is how you get crappy bug filled builds that ruin mods. How about letting them worry about delivering the quality content they create when it meets their standards and you go worry about working on your proof reading and spelling skills.
The majority of the progress screenshots are over on Twitter. In no particular order, here's one of the new decal blocks, some of the new liquid naquadah mechanics, some core rendering changes and some naquadah generator teasers.
The update will be soon, I'm also juggling editing a web-series and other projects, and university commitments soon. There's only a few more issues to work out - I'm touching up the world-generation and making the config files easier to understand, particularly because we're adding so many features and options.
Oh how did it go with making one gate remotely chunk load another one? I know you said it might not be possible
Great work cant wait to add this to my server
what is the stargate in https://twitter.com/AfterLifeLochie/status/419226927803551744 is it the base block or the iris upgrade ??????
Really looking forward to the release, BTW. I've already seen that you guys do great work.
I've also posted this in the meta worlds thread..
Great work though guys!!!! absolutely fantastic..My railyard has about 8 gates for processing from other sites and they work extremely well..
RF doesn't have an API last I checked, but because we support both BC and IC2 (and experimentally, UE), the conduits from ThermalExpansion can connect to them.
It's already supported in the code, but writing adapters for each mod API when the APIs do strange things is not my idea of a fun evening (or fourteen).
I've just put together a modpack for my own use (and my hubby), but as soon as i added this, the naquhada (spelling is off probably) from sgcraft does not generate at all... from what i know this mod does not overwrite it, but is generated just fine until i added this. (allso did a step by step installing the mods to check it out). any idea as to why this happens? the one from this generates fine btw, and i can allso cheat in the other one, but that just isent what i want, i rly dont like cheating..
thx
You can't install SGCraft and the builds labelled "SGCraft Reloaded" simultaneously. They will break each other. There are currently no RC builds of LanteaCraft, which can work alongside SGCraft.
I installed the mod into an existing world and turned "B:enableNaquadahOre=true" in the config.
Restarted Server and Client but still cant find any ore.
If i would know the level where they spawn, i can have a closer look.
Mod is deffently installed, i can see the ore and blocks in NEI.
Perhaps have a new tool in order to take it apart or only diamond pickaxe will break the blocks while anything else slowly increases the charge with explosions increasing it at a much greater amount ending with the gate exploding if the charge gets to high
If not in the first release maybe in the future
Hope progress is going well
Multiple dimensions have always worked with LanteaCraft (see Mystcraft), but Metaworlds is doing strange things with nested-Dimension objects, and so I can't really support it - particularly because, from reading the thread, it's currently not compatible with a lot of mods which do similar things to LanteaCraft.
As an erratum, don't forget, Stargates weren't supposed to move quickly at any point in the series; they required recalibration if they were moved. I would classify this as an 'accidental canon-promoting feature' and not a bug.
In the beginning they worked as each other as lanteacraft forked from sgcraft. That said, the only reason I can think of to install both would have been to transition from one to the other and even then I'm pretty sure you had to remove one and replace it with the other...(not entirely positive on that as I found both mods at the same time and went with this one as it was actually moving development wise.)...