The Meaning of Life, the Universe, and Everything.
Join Date:
1/19/2014
Posts:
132
Member Details
FWIW, I believe the Wiki is only accurate for the 'old' version of LanteaCraft (1.7.10-70) - the 'new' version (LC2), currently in development, isn't documented on the Wiki yet.
it only have 2.5Mb, is Super Stable, work with all mods you can imagine and was post on Feb 2013, yours was later the same year.
I download your files, here, your mod have 22 Mb (x10 times larger than the other one), i realise your are using high 128x128 texture (witch i prefer not to use, i stick to 64x64 at max), and this alone make it bigger, but 22MB is huge for a micraft mod. Galacticrat itself have 10Mb, half of that.
So now lets analise, the way you set the star-gate is identical to Greg mod, it seam all you have was put better textures, the mechanic looks identical, i see you add 2 other ores (witch i must say i dont like since them will only be used to your mod and they are not 'realistc' to make them adapt to other mods.
Im not trying to say you copy anything, i just want to know if he gave his OK for you, if you started as a Resource Pack (like im doing) and decide to make a extension of his mod, but i dont undestand why there is NO credit to him here, if it was that the case, and all we can use as evidence are post dates from here.. just trying to understand here man, i wanna know if you guys are working side by side so i can help on textures too, i like it
The Meaning of Life, the Universe, and Everything.
Location:
IRC Land
Join Date:
1/24/2012
Posts:
265
Minecraft:
MichiRavencroft
Xbox:
MichiRavencroft
Member Details
Read the first post again.
See that last line? That's not even the case with the new versions as they are a total rewrite from scratch.
Also, http://git.io/vnoFy it's in the Mod's MCInfo which shows on the mod info screen in forge.
Greg's code is open source, and nothing in his license prevents someone forking his code, if you bothered to read the first few posts of this thread you'd see this started as a fixed version of his mod when 1.6.4 released and broke his world generation code when forge added a pair of methods for saving structures that had to be called. This mod was first to add OpenComputers and ComputerCraft support directly to the mod, the first to add 9 cheveron gates, the first to do the 3d modeled DHD, the first to fix compatibility with MCPC/Cauldron, the first to fix the limit on negative dim IDs, and to raise the limit on positive IDs, the first to increase the range of possible gates from the center of the world. So yes, the original LanteaCraft was based on SGCraft, his licenses permits forking his project, I did so to fix issues, and when he didn't want to work with me on those fixes, I decided to go my own direction.
As far as the size of the mod goes, I'm wondering why exactly that's a problem? It doesn't load anything extra into minecraft unless you force it to use the larger textures (Which isn't possible ATM because the config option isn't re-implemented yet).
it only have 2.5Mb, is Super Stable, work with all mods you can imagine and was post on Feb 2013, yours was later the same year.
I download your files, here, your mod have 22 Mb (x10 times larger than the other one), i realise your are using high 128x128 texture (witch i prefer not to use, i stick to 64x64 at max), and this alone make it bigger, but 22MB is huge for a micraft mod. Galacticrat itself have 10Mb, half of that.
So now lets analise, the way you set the star-gate is identical to Greg mod, it seam all you have was put better textures, the mechanic looks identical, i see you add 2 other ores (witch i must say i dont like since them will only be used to your mod and they are not 'realistc' to make them adapt to other mods.
Im not trying to say you copy anything, i just want to know if he gave his OK for you, if you started as a Resource Pack (like im doing) and decide to make a extension of his mod, but i dont undestand why there is NO credit to him here, if it was that the case, and all we can use as evidence are post dates from here.. just trying to understand here man, i wanna know if you guys are working side by side so i can help on textures too, i like it
Im quite sure they wont let you work with their textures after you falsely accused them for copying the boring SGCraft mod. This mod is in every other way better than SGCraft (1: if you bother to read the first post obviously, 2: if you try it in game it is far better). I rather go for a bit of instability for now and alot of features, rather than sticking to a mod that is stable and has nothing else to offer. I am really thankful for this mod, and SGCraft just sucks by every manner, sorry but thats how it is. They dont have to credit anyone for their work, as this is Michiyo's and Lochie's work. The only one they would have to credit is the guys that own the Stargate series. So the next time before you false accusate someone, please read the first post, Michiyo is right in what he said in his post above mine. (Also, if you think 22MB is "big" for a Minecraft mod, go check for Pixelmon, or actually the newest Galacticraft 3 version wich has three files it needs, the Core, Tools and T1 Rockets and the Planets, wich is bigger together than LanteaCraft. Please, get your facts straight...)
While Lanteacraft is in itself excellent, for me both Stargate mods have their pros and cons.
Lanteacraft has the 7x7 sized gates (which seem closer to the size of a gate) and the Pegasus, Nox and Wraith designs. Also the textures and models are sharper and cleaner and over all the mod looks better.
SGCraft, on the other hand, does have power usage (which is something I prefer) and a working iris system which can be also used via OC/CC commands. Also SGCraft gates explode when broken while active. I realise LC used to have power usage and explosions, but as of the current latest stable version they do not.
Personally, I think it's all a matter of choice right now as to what you want. Both are decent mods in their own right. I see the new rewrite development has stalled a bit, but I'm guessing Lochie's got caught up with uni/study/work and such things happen.
I realise LC used to have power usage and explosions, but as of the current latest stable version they do not.
Both these features will return eventually, I promise. Explosions got turned off because people were complaining about them, and sometimes they went off if chunks loaded in the wrong order (this was bad!). Because of the way I rewrote everything, it should be easy to add it back - I just haven't done it yet.
1. Why speed of ring spinnig depends on chevron? Why you can't set it fixed?
2.Today playing Minecraft I saw a stargate structure. Is it planned feature. Now structure is bugged and chrashes the game.
3. What is maximum resolution of textures?
The speed of the ring is based on how far it'll turn in the given animation. It should spin at a maximum speed, but I haven't changed the animation system to really support this yet.
Stargate structures are working and implemented - it sounds like you might have built your world on an older buggier patch. You'll need to upgrade LC and either remove LC from your world, or restore a back-up.
Textures are currently locked at x32, but I will be working on changing this so you can set the textures from the configuration files (or, where tile-entities are concerned, from the command-console).
Ah yes seems to work for me now haha, just wondering will there be a way to have custom stargate addresses or do the addresses tie in with coordinates
If you're using the new LC, you can open your world file and look for "addresses.json"; this file is a list of chunks to Stargate addresses. You should shut down your server, change the file and start your server if you want to change an address of a chunk - but you can't change the address of a specific Stargate (and this won't be added as a feature; chunk-level addressing is here to stay).
FWIW, I believe the Wiki is only accurate for the 'old' version of LanteaCraft (1.7.10-70) - the 'new' version (LC2), currently in development, isn't documented on the Wiki yet.
I have been updating some of the info on the wiki with new rewritten-version stuff, considering how stable the new rewrite versions actually are. Most of the recipes and things are the same though - I didn't see much point or reason to change them between "legacy" and "new".
I download your files, here, your mod have 22 Mb (x10 times larger than the other one), i realise your are using high 128x128 texture (witch i prefer not to use, i stick to 64x64 at max), and this alone make it bigger, but 22MB is huge for a micraft mod. Galacticrat itself have 10Mb, half of that.
So now lets analise, the way you set the star-gate is identical to Greg mod, it seam all you have was put better textures, the mechanic looks identical, i see you add 2 other ores (witch i must say i dont like since them will only be used to your mod and they are not 'realistc' to make them adapt to other mods.
Im not trying to say you copy anything, i just want to know if he gave his OK for you, if you started as a Resource Pack (like im doing) and decide to make a extension of his mod, but i dont undestand why there is NO credit to him here
We started off as a fork of SGCraft, but since then I've rewritten more than 90% of the code (and I'm confident that there's no more than 10%, if not less, of the original SGCraft source rattling around). I'm aware the resources are a pretty big size-expander for the mod; I was at one stage working on only "downloading" the resources which you're going to use, but this project got put on hold because of other more pressing issues. Eventually, LC will just ship with the bare bones - the standard x32 textures and the code, and you can download better textures yourself.
Whether you like the added ores is your issue and not mine; I felt it was necessary to add it for LC components later on. The equivalent to things like Trinium might be Steel -- remembering, this is a Stargate mod; it's not meant to be easy, and the items and ingredients are going to be Stargate-themed. Whether other mods chose to treat Naquadah, Naquadriah and Trinium as substitutes is entirely up to them, but I won't add support for it. It just doesn't make sense.
At the time we made the fork, SGCraft was under a free (free as in libre; you can do what you want), so technically we don't have to explicitly plaster credits everywhere - but out of respect for Greg, I've always left a note on the Github readme and in the MCMod file, so you'll see it on the title screen.
I see the new rewrite development has stalled a bit, but I'm guessing Lochie's got caught up with uni/study/work and such things happen.
This is correct - I've taken up a job which consumes almost the entirety of each week. Additionally, I spend all day programming - so I don't always exactly feel like programming *after* work. It's a bit of a lose-lose situation at the moment, but it's better than not being able to afford food. I do feel guilty for not keeping you guys or the mod updated, but I just don't have a lot of spare time as of late. Please bear with me; the mod won't die, even if it does stall for a while longer.
This is correct - I've taken up a job which consumes almost the entirety of each week. Additionally, I spend all day programming - so I don't always exactly feel like programming *after* work. It's a bit of a lose-lose situation at the moment, but it's better than not being able to afford food. I do feel guilty for not keeping you guys or the mod updated, but I just don't have a lot of spare time as of late. Please bear with me; the mod won't die, even if it does stall for a while longer.
Dude. Life comes first. Do what you have to, we'll wait.
two questions. one: how many of the features from stable build 70 are in unstable build 15? and also how do i disguise the bottome of the gate to look like whatever platform i build around it? never could figure that one out. lol.
Rollback Post to RevisionRollBack
"The world isn't as bad as you think."- The Dollars
Merry Christmahanakwanzika, everyone! After a (too-)long hiatus, I can announce that another update for LanteaCraft 2 is now out - it fixes a whole lot of stuff which was super-duper bad and overdue.
As a reminder, these builds aren't compatible with the older LanteaCraft and will break older LanteaCraft progress you've made, but are available here if you want to play with them. There are a lot of missing features and disabled stuff, and these builds probably have a lot of bugs in them - so you use them at your own risk.
In this build:
Fixed transporter ring rendering derpy-ness. Also added beams. Light beams are cool. Imma firing mah lazors.
Fix for a world-generation bug where the generator might corrupt chunks (or the entire map, my bad).
Fix broken localization things.
Fix for networking crash (bad packets are bad) and rendering crashes (y game no draw?!).
Fix for Braziers crashing the server, or spamming the logs really badly-ish
Fix for issue where Stargates don't correctly form sometimes
Fix and add new computer stuff, including:
Fixed getActivatedGlyphs returning nothing/nil
Added isValid - get the Stargate form/unformed state
Added getStargateType - get the Stargate's type
There are lots of things missing (sounds, some animations, a lot of the older stuff) which will come over time. Currently, I'm working down a long list of features - please don't yell at me about missing features just yet, I haven't forgotten about them.
You can still get copies of the old, classic LanteaCraft here - I'll continue patching major bugs and issues which can be fixed in the older code.
If you find any bugs in any build of LanteaCraft, please let me know on the issue tracker. Please provide as much information as you can, including which version of LanteaCraft (stable or unstable) that you're using.
— Is there a new way to get the address of a gate? The old method of right-clicking the ring does not appear to work.
— How does one use the portable DHD?
— The obelisks and braziers are nice cosmetic additions.
— NICE work on the transport rings! Is arrival position on the destination ring platform supposed to be somewhat random? It seems no matter how carefully I'm standing on the transport ring block at the origin, I'm usually somewhere close to the rings themselves on arrival.
OH MY GOSH I THOUGHT YOU WERE DEAD! I have checked your website sooo many times over the year, and haven't seen any updates. Super happy to see this! Popping it in now, can't wait to see what's new!
Rollback Post to RevisionRollBack
"Men are but flesh and blood. They know their doom, but not the hour." - Emperor Uriel Septim VII. RIP
http://lanteacraft.com/wiki/Main_Page
FWIW, I believe the Wiki is only accurate for the 'old' version of LanteaCraft (1.7.10-70) - the 'new' version (LC2), currently in development, isn't documented on the Wiki yet.
Here is an awesome mod showcase!
So i just want to try to understand this, i´ve been using this mod
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287806-gregs-sg-craft-1-9-3-for-minecraft-1-7-10
it only have 2.5Mb, is Super Stable, work with all mods you can imagine and was post on Feb 2013, yours was later the same year.
I download your files, here, your mod have 22 Mb (x10 times larger than the other one), i realise your are using high 128x128 texture (witch i prefer not to use, i stick to 64x64 at max), and this alone make it bigger, but 22MB is huge for a micraft mod. Galacticrat itself have 10Mb, half of that.
So now lets analise, the way you set the star-gate is identical to Greg mod, it seam all you have was put better textures, the mechanic looks identical, i see you add 2 other ores (witch i must say i dont like since them will only be used to your mod and they are not 'realistc' to make them adapt to other mods.
Im not trying to say you copy anything, i just want to know if he gave his OK for you, if you started as a Resource Pack (like im doing) and decide to make a extension of his mod, but i dont undestand why there is NO credit to him here, if it was that the case, and all we can use as evidence are post dates from here.. just trying to understand here man, i wanna know if you guys are working side by side so i can help on textures too, i like it
Read the first post again.
See that last line? That's not even the case with the new versions as they are a total rewrite from scratch.
Also, http://git.io/vnoFy it's in the Mod's MCInfo which shows on the mod info screen in forge.
Greg's code is open source, and nothing in his license prevents someone forking his code, if you bothered to read the first few posts of this thread you'd see this started as a fixed version of his mod when 1.6.4 released and broke his world generation code when forge added a pair of methods for saving structures that had to be called. This mod was first to add OpenComputers and ComputerCraft support directly to the mod, the first to add 9 cheveron gates, the first to do the 3d modeled DHD, the first to fix compatibility with MCPC/Cauldron, the first to fix the limit on negative dim IDs, and to raise the limit on positive IDs, the first to increase the range of possible gates from the center of the world. So yes, the original LanteaCraft was based on SGCraft, his licenses permits forking his project, I did so to fix issues, and when he didn't want to work with me on those fixes, I decided to go my own direction.
As far as the size of the mod goes, I'm wondering why exactly that's a problem? It doesn't load anything extra into minecraft unless you force it to use the larger textures (Which isn't possible ATM because the config option isn't re-implemented yet).
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
Im quite sure they wont let you work with their textures after you falsely accused them for copying the boring SGCraft mod. This mod is in every other way better than SGCraft (1: if you bother to read the first post obviously, 2: if you try it in game it is far better). I rather go for a bit of instability for now and alot of features, rather than sticking to a mod that is stable and has nothing else to offer. I am really thankful for this mod, and SGCraft just sucks by every manner, sorry but thats how it is. They dont have to credit anyone for their work, as this is Michiyo's and Lochie's work. The only one they would have to credit is the guys that own the Stargate series. So the next time before you false accusate someone, please read the first post, Michiyo is right in what he said in his post above mine. (Also, if you think 22MB is "big" for a Minecraft mod, go check for Pixelmon, or actually the newest Galacticraft 3 version wich has three files it needs, the Core, Tools and T1 Rockets and the Planets, wich is bigger together than LanteaCraft. Please, get your facts straight...)
While Lanteacraft is in itself excellent, for me both Stargate mods have their pros and cons.
Lanteacraft has the 7x7 sized gates (which seem closer to the size of a gate) and the Pegasus, Nox and Wraith designs. Also the textures and models are sharper and cleaner and over all the mod looks better.
SGCraft, on the other hand, does have power usage (which is something I prefer) and a working iris system which can be also used via OC/CC commands. Also SGCraft gates explode when broken while active. I realise LC used to have power usage and explosions, but as of the current latest stable version they do not.
Personally, I think it's all a matter of choice right now as to what you want. Both are decent mods in their own right. I see the new rewrite development has stalled a bit, but I'm guessing Lochie's got caught up with uni/study/work and such things happen.
Both these features will return eventually, I promise. Explosions got turned off because people were complaining about them, and sometimes they went off if chunks loaded in the wrong order (this was bad!). Because of the way I rewrote everything, it should be easy to add it back - I just haven't done it yet.
The speed of the ring is based on how far it'll turn in the given animation. It should spin at a maximum speed, but I haven't changed the animation system to really support this yet.
Stargate structures are working and implemented - it sounds like you might have built your world on an older buggier patch. You'll need to upgrade LC and either remove LC from your world, or restore a back-up.
Textures are currently locked at x32, but I will be working on changing this so you can set the textures from the configuration files (or, where tile-entities are concerned, from the command-console).
If you're using the new LC, you can open your world file and look for "addresses.json"; this file is a list of chunks to Stargate addresses. You should shut down your server, change the file and start your server if you want to change an address of a chunk - but you can't change the address of a specific Stargate (and this won't be added as a feature; chunk-level addressing is here to stay).
I have been updating some of the info on the wiki with new rewritten-version stuff, considering how stable the new rewrite versions actually are. Most of the recipes and things are the same though - I didn't see much point or reason to change them between "legacy" and "new".
We started off as a fork of SGCraft, but since then I've rewritten more than 90% of the code (and I'm confident that there's no more than 10%, if not less, of the original SGCraft source rattling around). I'm aware the resources are a pretty big size-expander for the mod; I was at one stage working on only "downloading" the resources which you're going to use, but this project got put on hold because of other more pressing issues. Eventually, LC will just ship with the bare bones - the standard x32 textures and the code, and you can download better textures yourself.
Whether you like the added ores is your issue and not mine; I felt it was necessary to add it for LC components later on. The equivalent to things like Trinium might be Steel -- remembering, this is a Stargate mod; it's not meant to be easy, and the items and ingredients are going to be Stargate-themed. Whether other mods chose to treat Naquadah, Naquadriah and Trinium as substitutes is entirely up to them, but I won't add support for it. It just doesn't make sense.
At the time we made the fork, SGCraft was under a free (free as in libre; you can do what you want), so technically we don't have to explicitly plaster credits everywhere - but out of respect for Greg, I've always left a note on the Github readme and in the MCMod file, so you'll see it on the title screen.
This is correct - I've taken up a job which consumes almost the entirety of each week. Additionally, I spend all day programming - so I don't always exactly feel like programming *after* work. It's a bit of a lose-lose situation at the moment, but it's better than not being able to afford food. I do feel guilty for not keeping you guys or the mod updated, but I just don't have a lot of spare time as of late. Please bear with me; the mod won't die, even if it does stall for a while longer.
Dude. Life comes first. Do what you have to, we'll wait.
two questions. one: how many of the features from stable build 70 are in unstable build 15? and also how do i disguise the bottome of the gate to look like whatever platform i build around it? never could figure that one out. lol.
"The world isn't as bad as you think." - The Dollars
"Love and Peace" - Vash the Stampede
So I'm using Version 70 and I'm unable to find the Transportation Ring Activator.. Is there some special way to spawn it in or was it removed?
Build 70 doesn't have it. It's only in the new unstable builds, and even there I'm not 100% sure they fully work.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
i cant figure out how to get the iris to work. is it disabled?
"The world isn't as bad as you think." - The Dollars
"Love and Peace" - Vash the Stampede
Merry Christmahanakwanzika, everyone! After a (too-)long hiatus, I can announce that another update for LanteaCraft 2 is now out - it fixes a whole lot of stuff which was super-duper bad and overdue.
As a reminder, these builds aren't compatible with the older LanteaCraft and will break older LanteaCraft progress you've made, but are available here if you want to play with them. There are a lot of missing features and disabled stuff, and these builds probably have a lot of bugs in them - so you use them at your own risk.
In this build:
There are lots of things missing (sounds, some animations, a lot of the older stuff) which will come over time. Currently, I'm working down a long list of features - please don't yell at me about missing features just yet, I haven't forgotten about them.
You can still get copies of the old, classic LanteaCraft here - I'll continue patching major bugs and issues which can be fixed in the older code.
If you find any bugs in any build of LanteaCraft, please let me know on the issue tracker. Please provide as much information as you can, including which version of LanteaCraft (stable or unstable) that you're using.
@Afterlife,
In LanteaCraft 2 build 16:
— Is there a new way to get the address of a gate? The old method of right-clicking the ring does not appear to work.
— How does one use the portable DHD?
— The obelisks and braziers are nice cosmetic additions.
— NICE work on the transport rings! Is arrival position on the destination ring platform supposed to be somewhat random? It seems no matter how carefully I'm standing on the transport ring block at the origin, I'm usually somewhere close to the rings themselves on arrival.
OH MY GOSH I THOUGHT YOU WERE DEAD! I have checked your website sooo many times over the year, and haven't seen any updates. Super happy to see this! Popping it in now, can't wait to see what's new!
"Men are but flesh and blood. They know their doom, but not the hour."
- Emperor Uriel Septim VII. RIP
Nice to see do you intend to port the mod to 1.8.X in the future?
Shift click which? The gate to get its address, or the portable DHD to use it?
You don't you still right click on the Stargate's base to check the address. I just tested it.
My reply under yours is for both of you. I just forgot to hit quote.