The Meaning of Life, the Universe, and Everything.
Location:
Wolfforth
Join Date:
7/13/2012
Posts:
96
Minecraft:
Iomega0318
Xbox:
DustyDragonfly
Member Details
I loved Greg's version but then I found this, absolutely love the textures this version is using and how it looks much more realistic, keep up the great work on this!
Just couple things that are making me feel bad when i look at this mod
-i would really like the gate to have 9 chevrons like it had in the series. so we could have bigger addressing space and need to use some upgrades for inter dimensional travel
-and the top chevron is always "blinking" while locking other ones
-top chevron locks as the last one ALWAYS
-gate should dial and waste energy even if there is no gate at the other end (ofc then fail at the end, like it is now allows to brute-force the system in under 5 seconds)
-also please do make the inner ring a bit wider so we will no longer see that blank space between
-also add another static inner ring , since it was like that in the series
Anyways, keep up the good work.
PS i forget about the most important thing , chunk loading behavior. Could you make a file that stores all gate locations (physical ones) to use that to check if a gate exists instead of loading all chunks with gates. Also i would rather want it to load chunks when dialing and when the tunnel is open.
Pretty much this. That, add the Atlantis gate, IC2/UE/BC powering of gates, and fix the Optifine issues (if possible) and this mod will basically be perfect.
The issue we have is breaking backwards compatibility with SGCraft. We don't want to change to the 9-chevron gate system and the new addressing system because it is guaranteed to break all backwards compatibility with other SGCraft builds forever.
If we do opt to switch to 9-chevron gate systems, the gate structure will also definitely change. While we do this, we'll also be changing the mod-ID to totally remove compatibility - meaning that any already generated SGCraft data - ours, or any other SGCraft - such as blocks and items will be removed from the world by the game. If we break the one compatibility we've been tiptoeing to keep, we may as well break everything this once.
Ehh, if your gonna do it, then go big. I personally could care less about maintaining "canon" when it comes to functionaility. All I want is a working gate system OTHER then mystcraft gates.. But, as I said, if your gonna do it....
1. Make the gates about 2x the size they are now so that a "Ship" could fly through them. AKA puddle jumper size craft. (not that I expect a craft of that size to be made for this mod... but lets just say if I have Archimedes Ships installed and I want to fly a skiff through a portal...)
2. Change the UI on the dialer to be TOP DOWN view and not "awkward angle" view as if I were a 5yr old trying to look at a keyboard on a desk..
As far as 7 vs 9 chevrons.. the original movie used 7 and then for some reason the tv show's went with 9 even though the explanation for the need of 7 in the movie made perfect sense..
then. as a PLOT DEVICE the writers added an 8th chevron because you need an 8th to get to another GALAXY right? And surely since this is further away it takes more power (even though logically when dealing with wormholes distance should have no bearing on power used, but this is the level of scientific understanding used to DUMB DOWN explanations of things in a TV series for the sake of PLOT). **NOTE I HATE "CANON" IN TV SHOWS WITH RANDOM STAFF WRITERS
Point being, 7 chevrons would have worked fine no matter how many galaxies you went to.. you just add more "constellations" to the pool of known constellations.
Then SG Universe pops in and suddenly there are 9 Chevrons.. because you know.. you need a 9th because were taking it up a notch here and we need another plot device... So you needed the 9th chevron to dial the DESTINY and ONLY THE DESTINY and apparently it needed so much naquaduh they had to to deplete a planets entire CORE..
So... if you dont get what Im' saying here.. making a 9 chevron gate based off the fact that ONE SERIES used it ONE TIME (note that they always used 7 symbols from that point forward) as a plot device. 99% of the addresses dialed were 7 symbol address's through the entire series, and there is still no reasonable explanation of the extra power needed or why one would need 8 or 9 chevrons..
Though, If one were to take "TIME" into account and knowing that the stargates can send people through time, then the 8th and 9th could be "TIME" coordinates for source time and destination time, which would then actually make sense, but would still serve no purpose for stargates in minecraft.
FROM a CODING perspective, if you insist on adding in 9 chevrons and dont want to break backwards compatabilty then just make the 8th and 9th "Dummy" symbols. IE, you only need to input 7 to dial, but you CAN put in 8 or 9 which will result in a dialing failure since:
A) your not dialing a different galaxy (8th) (unless you want to link the 8th to a dimension addresses)
your not dialing the destiny (9th) (unless you want to make a destiny dimension, which doesnt sound like a bad idea but seems like an aweful lot of work with little payoff)
All the suggestions you've been throwing at us, we've been discussing. We know the gate animations are out of order, and I can't actually fix this until other code changes come into place. In essence, I'm rewriting the mod from the inside out, and trying to improve it's overall performance. We're getting improved DHD models, which should fix a memory issue.
Regarding Optifine weirdness, I still haven't had time to debug this. It's probably some obscure render issue, which is going to change when we rewrite the way the gates animate and render. I have noticed some weird rendering issues regarding the base blocks.
As far as multiple gates go, this is another thing we've been working on. Unfortunately, due to the way the base-gate is implemented currently, this can't be done without performing all sorts of weird hackery inside Forge, which isn't a good idea.
There's also been suggestions to have chevrons emitting light. This can be done, but can't currently - the gates aren't actually multi-block structures, so weird things have to be done to make this work. When the base code is rewritten, this will be done, however.
With regards to Tok'ra being difficult to find in villages, in the next build there will be a Spawn Tok'ra egg. They're actually just extensions of the already existing Villager entity, but this should make it slightly easier to create them if they're not present. I've written and tested this, but I haven't pushed the changes as of yet.
-Event horizon should be half transparent from behind
-If you add option for one way travel then add option to kill players that try to go backwards - just like it was in the series (that would require some buffer for the players that recently come in to do not die jut in case of derp)
There is an option in the config for one way travel:
####################
# stargate
####################
stargate {
B:GalacticCraftCompat=true
B:GenerateStructures=True
B:closeFromEitherEnd=true
I:gateOpeningsPerFuelItem=24
I:minutesOpenPerFuelItem=80
B:oneWayTravel=false <-- Set to true
I:secondsToStayOpen=300
}
This *should* also kill the player if they attempt to travel the wrong way, this may currently be broken as event horizon damage seems odd currently.
No worries, I just thought I would try and give you my thoughts on the mod.
It is great fun, now all we need is a mod to allow the gates to link totally seperate minecraft maps rather than linking different areas of the map. but again that is just me being picky.
Thank you very much for making the mod, big thanks to Greg for the original version of course.
Thor110
What do you mean linking maps? The gates are currently fully multiworld compatible, including the nether, the end, MystCraft dims, Galacticraft worlds if you enable the compatibility option, it even works with MCPC+ Multiworld plugins (Multiverse has issues, but MyWorlds seems to work).
Okay. That's fine. The old stargates seemed a little small.
As a side note, this mod has come leaps and bounds since I discovered it and as a huge Stargate fan it's one of the primary mods in my Minecraft installation. I'd like to thank you guys for "making" (forking?) this and am excited to see where you take this mod in the future.
hello
How can you use the commands for computercraft do you have to place next to the stargate or the dhd.
And can you make a cabel for this maby.
If it is posible to make a second gui (shift-right click) for dhd the for the place where the crystels are like in the serie. If there is none in the dhd you can't dial and if you use a tablet you can see the last diald adres
PS I realy like this mod
and do you work togther with grey or what is name is
hello
How can you use the commands for computercraft do you have to place next to the stargate or the dhd.
And can you make a cabel for this maby.
If it is posible to make a second gui (shift-right click) for dhd the for the place where the crystels are like in the serie. If there is none in the dhd you can't dial and if you use a tablet you can see the last diald adres
PS I realy like this mod
and do you work togther with grey or what is name is
srr for bad englighs
ComputerCraft's wired modems work with the gate, but not the DHD. So you can either place the computer next to the gate/dhd, or use a wired modem on the gate, and connect it via cable to the computer. The DHD GUI is getting an overhaul when we release the new gates it will have a slot for the power crystal directly in the dial UI. And no, we are not working with Greg, I forked his code in the 0.6.0 build of SGCraft and we are diverging more and more from his original code daily.
cool and thanks for quik anser
and how work the is valid address command i use it like this but it won't work
the weird name is because if someone brake in it is still hard to find
term.clear()
sg = peripheral.wrap("back")
term.setCursorPos(1,1)
print("Please enter a address")
term.setCursorPos(1,2)
print"adress:"
term.setCursorPos(8,2)
address = read()
sg.isValidAddress(address)
if true
then sg.dial(address)
else print"Sorry this address does not exist."
sleep(4)
shell.run"hhhhhhhh/linkstargate123456789"
cool and thanks for quik anser
and how work the is valid address command i use it like this but it won't work
the weird name is because if someone brake in it is still hard to find
term.clear()
sg = peripheral.wrap("back")
term.setCursorPos(1,1)
print("Please enter a address")
term.setCursorPos(1,2)
print"adress:"
term.setCursorPos(8,2)
address = read()
sg.isValidAddress(address)
if true
then sg.dial(address)
else print"Sorry this address does not exist."
sleep(4)
shell.run"hhhhhhhh/linkstargate123456789"
Pretty much this. That, add the Atlantis gate, IC2/UE/BC powering of gates, and fix the Optifine issues (if possible) and this mod will basically be perfect.
If we do opt to switch to 9-chevron gate systems, the gate structure will also definitely change. While we do this, we'll also be changing the mod-ID to totally remove compatibility - meaning that any already generated SGCraft data - ours, or any other SGCraft - such as blocks and items will be removed from the world by the game. If we break the one compatibility we've been tiptoeing to keep, we may as well break everything this once.
1. Make the gates about 2x the size they are now so that a "Ship" could fly through them. AKA puddle jumper size craft. (not that I expect a craft of that size to be made for this mod... but lets just say if I have Archimedes Ships installed and I want to fly a skiff through a portal...)
2. Change the UI on the dialer to be TOP DOWN view and not "awkward angle" view as if I were a 5yr old trying to look at a keyboard on a desk..
As far as 7 vs 9 chevrons.. the original movie used 7 and then for some reason the tv show's went with 9 even though the explanation for the need of 7 in the movie made perfect sense..
http://en.wikipedia.org/wiki/Stargate_(device) again.. I see SEVEN chevrons...
then. as a PLOT DEVICE the writers added an 8th chevron because you need an 8th to get to another GALAXY right? And surely since this is further away it takes more power (even though logically when dealing with wormholes distance should have no bearing on power used, but this is the level of scientific understanding used to DUMB DOWN explanations of things in a TV series for the sake of PLOT). **NOTE I HATE "CANON" IN TV SHOWS WITH RANDOM STAFF WRITERS
Point being, 7 chevrons would have worked fine no matter how many galaxies you went to.. you just add more "constellations" to the pool of known constellations.
Then SG Universe pops in and suddenly there are 9 Chevrons.. because you know.. you need a 9th because were taking it up a notch here and we need another plot device... So you needed the 9th chevron to dial the DESTINY and ONLY THE DESTINY and apparently it needed so much naquaduh they had to to deplete a planets entire CORE..
So... if you dont get what Im' saying here.. making a 9 chevron gate based off the fact that ONE SERIES used it ONE TIME (note that they always used 7 symbols from that point forward) as a plot device. 99% of the addresses dialed were 7 symbol address's through the entire series, and there is still no reasonable explanation of the extra power needed or why one would need 8 or 9 chevrons..
Though, If one were to take "TIME" into account and knowing that the stargates can send people through time, then the 8th and 9th could be "TIME" coordinates for source time and destination time, which would then actually make sense, but would still serve no purpose for stargates in minecraft.
FROM a CODING perspective, if you insist on adding in 9 chevrons and dont want to break backwards compatabilty then just make the 8th and 9th "Dummy" symbols. IE, you only need to input 7 to dial, but you CAN put in 8 or 9 which will result in a dialing failure since:
A) your not dialing a different galaxy (8th) (unless you want to link the 8th to a dimension addresses)
your not dialing the destiny (9th) (unless you want to make a destiny dimension, which doesnt sound like a bad idea but seems like an aweful lot of work with little payoff)
Then quit whining.
Regarding Optifine weirdness, I still haven't had time to debug this. It's probably some obscure render issue, which is going to change when we rewrite the way the gates animate and render. I have noticed some weird rendering issues regarding the base blocks.
As far as multiple gates go, this is another thing we've been working on. Unfortunately, due to the way the base-gate is implemented currently, this can't be done without performing all sorts of weird hackery inside Forge, which isn't a good idea.
There's also been suggestions to have chevrons emitting light. This can be done, but can't currently - the gates aren't actually multi-block structures, so weird things have to be done to make this work. When the base code is rewritten, this will be done, however.
With regards to Tok'ra being difficult to find in villages, in the next build there will be a Spawn Tok'ra egg. They're actually just extensions of the already existing Villager entity, but this should make it slightly easier to create them if they're not present. I've written and tested this, but I haven't pushed the changes as of yet.
I'd rather see the gate having a floor :D.
At the moment, you can simulate it with immibis microblocks, by adding the following to your immibis-microblocks.cfg
This will allow the microblocks to intersect with the gate blocks.
There is an option in the config for one way travel:
This *should* also kill the player if they attempt to travel the wrong way, this may currently be broken as event horizon damage seems odd currently.
What do you mean linking maps? The gates are currently fully multiworld compatible, including the nether, the end, MystCraft dims, Galacticraft worlds if you enable the compatibility option, it even works with MCPC+ Multiworld plugins (Multiverse has issues, but MyWorlds seems to work).
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
That seems a little excessive to be honest. 7x7 would work better.
As a side note, this mod has come leaps and bounds since I discovered it and as a huge Stargate fan it's one of the primary mods in my Minecraft installation. I'd like to thank you guys for "making" (forking?) this and am excited to see where you take this mod in the future.
Currently no. Once we implement the database system, all gates will be listed in the database.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
How can you use the commands for computercraft do you have to place next to the stargate or the dhd.
And can you make a cabel for this maby.
If it is posible to make a second gui (shift-right click) for dhd the for the place where the crystels are like in the serie. If there is none in the dhd you can't dial and if you use a tablet you can see the last diald adres
PS I realy like this mod
and do you work togther with grey or what is name is
srr for bad englighs
ComputerCraft's wired modems work with the gate, but not the DHD. So you can either place the computer next to the gate/dhd, or use a wired modem on the gate, and connect it via cable to the computer. The DHD GUI is getting an overhaul when we release the new gates it will have a slot for the power crystal directly in the dial UI. And no, we are not working with Greg, I forked his code in the 0.6.0 build of SGCraft and we are diverging more and more from his original code daily.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
and how work the is valid address command i use it like this but it won't work
the weird name is because if someone brake in it is still hard to find
term.clear()
sg = peripheral.wrap("back")
term.setCursorPos(1,1)
print("Please enter a address")
term.setCursorPos(1,2)
print"adress:"
term.setCursorPos(8,2)
address = read()
sg.isValidAddress(address)
if true
then sg.dial(address)
else print"Sorry this address does not exist."
sleep(4)
shell.run"hhhhhhhh/linkstargate123456789"
end
I'm gonna go ahead and refer you to
http://www.computercraft.info/forums2/index.php?/forum/14-ask-a-pro/
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft