Just a question regarding the range of Stargates, but how exactly far from spawn can one go before a Gate isn't happy? I remember the old system used to be about the 32,000 metre mark.
Also, would it be possible at all to allow CC or OC computers to see the powerlevels stored inside a gate? I'm not sure how easy or hard that might be, it's just a "nice thing" that'd be cool to show on a CC monitor.
Why in qll these build you don't add recipies for all stuff ex. Naquada reactor. I'm making moon base and i have to have power generator.
Because it's currently an alpha, these features are still a WIP. Just add via NEI if you need it that badly or use Minetweaker to add your own recipe.
Also, I've noticed that when dialing an address that is for a chunk not yet generated, Lanteacraft will force that chunk to generate. Is this expected behaviour?
Since the latest update to LanteaCraft, I've finally decided to use the blocks I've been finding to make a couple of stargates and test it out. Got it to work after a couple of mistakes starting out, but I find that one of my two gates will deform on occasion and I need to break one of the ring blocks and replace it to get the gate multistructure to reform. Did I do something wrong with that one?
Also, the addresses are a pain to try and remember so will probably write a cc program for dialing, but one routine I noticed that is not available is to get the address of the gate the computer is hooked to. If I had that, I could use one generic program on all LC dialing computers with one master list of all my addresses and just not show the current gates address in the list. Not a big thing as if a gate tries to dial itself it will just return an error.
As an added feature, have a book item in-game that can be used to store stargate addresses. You would put the book into the dhd and tell it to store the address. Then when dialing, you could pick from the list of addresses stored on the book to dial. Maybe have each book able to store like ten addresses at a time.
Thanks for all the work on this mod, I see a lot of potential in it to make some interesting builds.
Since the latest update to LanteaCraft, I've finally decided to use the blocks I've been finding to make a couple of stargates and test it out. Got it to work after a couple of mistakes starting out, but I find that one of my two gates will deform on occasion and I need to break one of the ring blocks and replace it to get the gate multistructure to reform. Did I do something wrong with that one?
Also, the addresses are a pain to try and remember so will probably write a cc program for dialing, but one routine I noticed that is not available is to get the address of the gate the computer is hooked to. If I had that, I could use one generic program on all LC dialing computers with one master list of all my addresses and just not show the current gates address in the list. Not a big thing as if a gate tries to dial itself it will just return an error.
As an added feature, have a book item in-game that can be used to store stargate addresses. You would put the book into the dhd and tell it to store the address. Then when dialing, you could pick from the list of addresses stored on the book to dial. Maybe have each book able to store like ten addresses at a time.
Thanks for all the work on this mod, I see a lot of potential in it to make some interesting builds.
Check out ccDHD, I'm pretty sure you can get the gate you're hooked up to's address via CC input.
To build on Solymr's comment - you can get the gate's address in CC using the getAddress() method. That's how I do it in ccDHD.
Thanks for the reply. I had misunderstood the documentation by thinking getAddress() was to get the destination address of an open gate. I will definitely be downloading your ccDHD if for no other reason than to relearn cc coding as I haven't touched it since MC 1.5.2 a year ago.
I really want to find out what I can make of LanteaCraft which is why I added it to my mod pack in the first place. If I can only get the gates from deforming on me all the time, it should be great.
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I believe you can avoid some of the deforming by ensuring that each gate is entirely inside a chunk. Crossing chunk boundaries seems to exacerbate the issue.
Updated Forge to 10.13.2.1230, removed BC API, and updated the CoFH API.
Load after CoFHCore if present, also "fixed" power consumption
This build drops support for BC 6.1 and below, and adds support for BC 6.2+ / other RF supporting mods
What version of CoFH API is used with this? Not getting any power drain on latest build, 59 with CoFHCore version B9-52.
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Build 61 was just built:
Chevrons and Base blocks now drop the proper meta block
I did a thing... All stargates are craftable now.
Update en_US.lang
Update cs_CZ.lang
Update de_DE.lang
Update es_ES.lang
Update zh_CN.lang
What version of CoFH API is used with this? Not getting any power drain on latest build, 59 with CoFHCore version B9-52.
I don't recall the exact version of CoFHCore.. it was latest as of build 55's date... I just tested though and there IS power usage, it's just VERY VERY VERRRRY little.
I don't recall the exact version of CoFHCore.. it was latest as of build 55's date... I just tested though and there IS power usage, it's just VERY VERY VERRRRY little.
I noticed this! I even upped the power use by a factor of 16 and it's still barely touching my Big Reactor's reserve (if at all). Would it cause any strange effects if I were to say, up power use by a factor of 100?
Also, nice job on making all gates craftable and fixing that annoying meta block bug that pops up a bit.
The recipes for the other gates are a bit off though, using meta for the cobble, mossy cobble and stone blocks (4:1 for instance, instead of 4).
Again crafting for naquadah generator has been forgotten.
Unless it's specifically noted, yeah, it's not been done. If you want a recipe THAT badly, use Minetweaker and make one up for yourself. This is an alpha/WIP mod.
Again crafting for naquadah generator has been forgotten.
It's not been "forgotten" The Naquadah Generator is just not finished enough for general usage. like Solymr said, if you want it craftable, there are lots of mods that add recipes.
Also the invalid metadata in recipes has been fixed. I might have been on a bit too much NyQuil...
Build 62 is up on Lochie's Site, still pending approval on CurseForge
I see build 61 marked as beta and it's apparently not downloadable...?
Right cause 61 is broken, 62 is pending approval, get 62 from http://cdn.afterlifelochie.net/mods/lanteacraft/ until CF Approves it. I figure the delay is cause it's Christmas so can't get upset.. heh.
Also, would it be possible at all to allow CC or OC computers to see the powerlevels stored inside a gate? I'm not sure how easy or hard that might be, it's just a "nice thing" that'd be cool to show on a CC monitor.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
Because it's currently an alpha, these features are still a WIP. Just add via NEI if you need it that badly or use Minetweaker to add your own recipe.
Also, I've noticed that when dialing an address that is for a chunk not yet generated, Lanteacraft will force that chunk to generate. Is this expected behaviour?
Also, the addresses are a pain to try and remember so will probably write a cc program for dialing, but one routine I noticed that is not available is to get the address of the gate the computer is hooked to. If I had that, I could use one generic program on all LC dialing computers with one master list of all my addresses and just not show the current gates address in the list. Not a big thing as if a gate tries to dial itself it will just return an error.
As an added feature, have a book item in-game that can be used to store stargate addresses. You would put the book into the dhd and tell it to store the address. Then when dialing, you could pick from the list of addresses stored on the book to dial. Maybe have each book able to store like ten addresses at a time.
Thanks for all the work on this mod, I see a lot of potential in it to make some interesting builds.
Check out ccDHD, I'm pretty sure you can get the gate you're hooked up to's address via CC input.
To build on Solymr's comment - you can get the gate's address in CC using the getAddress() method. That's how I do it in ccDHD.
Thanks for the reply. I had misunderstood the documentation by thinking getAddress() was to get the destination address of an open gate. I will definitely be downloading your ccDHD if for no other reason than to relearn cc coding as I haven't touched it since MC 1.5.2 a year ago.
I really want to find out what I can make of LanteaCraft which is why I added it to my mod pack in the first place. If I can only get the gates from deforming on me all the time, it should be great.
I set the Block down and I didn't see anything except the outline of the block
I need a list of all installed mods, your Forge version and a copy of your FML logs. This looks like something is breaking our rendering badly.
i had this when i updated to forge build 64 they messed up use 30 that is stable
What version of CoFH API is used with this? Not getting any power drain on latest build, 59 with CoFHCore version B9-52.
Chevrons and Base blocks now drop the proper meta block
I did a thing... All stargates are craftable now.
Update en_US.lang
Update cs_CZ.lang
Update de_DE.lang
Update es_ES.lang
Update zh_CN.lang
I don't recall the exact version of CoFHCore.. it was latest as of build 55's date... I just tested though and there IS power usage, it's just VERY VERY VERRRRY little.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
I noticed this! I even upped the power use by a factor of 16 and it's still barely touching my Big Reactor's reserve (if at all). Would it cause any strange effects if I were to say, up power use by a factor of 100?
Also, nice job on making all gates craftable and fixing that annoying meta block bug that pops up a bit.
The recipes for the other gates are a bit off though, using meta for the cobble, mossy cobble and stone blocks (4:1 for instance, instead of 4).
Unless it's specifically noted, yeah, it's not been done. If you want a recipe THAT badly, use Minetweaker and make one up for yourself. This is an alpha/WIP mod.
It's not been "forgotten" The Naquadah Generator is just not finished enough for general usage. like Solymr said, if you want it craftable, there are lots of mods that add recipes.
Also the invalid metadata in recipes has been fixed. I might have been on a bit too much NyQuil...
Build 62 is up on Lochie's Site, still pending approval on CurseForge
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
I see build 61 marked as beta and it's apparently not downloadable...?
Right cause 61 is broken, 62 is pending approval, get 62 from http://cdn.afterlifelochie.net/mods/lanteacraft/ until CF Approves it. I figure the delay is cause it's Christmas so can't get upset.. heh.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft