There haven't been any Github commits lately, is the mod still making progress?
The last commit to github was 2 days ago, on all 3 of the branches. Yes, we are making progress, the base code was a mashup of ModLoader and Forge code, poorly implemented multiblock etc, we are slowly working through all of that and adding features as we go.
I remember reading that there were plans to be compatible with ic2 UE and buildcraft power but I dont think I have seen anything being added to use more power then DHDs can provide
just wondering what the extra power will be used for if all gates cost the same amount of power to dial at any distance
Soon (tm) you will have to charge the control crystal in the DHD to use a DHD to power the gate, there will be a number of ways to do this, IC2, BC, and a few methods built into the mod itself. Or you can power the gate directly via IC2, or BC if you opt to not use a DHD. (Powering the gate directly *may* disable DHD input). Currently putting naquadah into the gate directly doesn't make much sense as the DHD provides the power for the gate, so we are moving the power source into the DHD.
Fair enough, though I highly disliked the old block as well
Hence why I pointed out iKing's SGC video in an earlier post, I think that DHD looked awesome, but nevermind, this is just me being picky.
Also, in an earlier post someone stated that the gate is multiworld compatible, what exactly does this mean?
Because I had said it was a shame that different maps could not be linked, they then said it was multiworld compatible...
So to test this I made 1 map called Map A and 1 map called Map B, made a gate in both, made sure they both had Naquadah and a DHD, then attempted to dial Map A from Map B, to which it said there was no gate at the address I had typed in.
Thor110
I think you misunderstood what I meant by "Multiworld". By multiworld I mean mods that add more dimensions to a save, not being able to access multiple saves from each other. You can use a Stargate to cross Mystcraft worlds, you can use a stargate to access "The Promissed land" from BoP, you can even use it to access Galcticraft worlds if you enable to config option.
Fair enough I guess, but not me, I would prefer one that doesn't look out of place in the world, but that's just me I guess.
And yeah sure the Stargate is a circle, but it's not as circular as it should be now is it, so it is still quite blocky/edgey, where as the DHD is a perfectly smooth model which just looks so out of place.
Oh well.
Then set
# Should HD models be used. (true/false)
B:HDModels=false
and you'll get the old block back. That's been a config option since I added the new model.
I have found a fairly large bug. I will provide steps to recreate.
1. Create 2 stargates find the address of just one of the stargates
2. Break a single block of that stargate (Not the base block)
3. Attempt to dial stargate.
Rest is obvious.
That won't be fixable until AfterLifeLochie finishes transferring the current buggy multiblock to proper multiblock.
Fair enough, I just didn't like the way the ninth chevron tracked a moving target, makes no sense at all given how the Stargate network works.
I had always hoped they would have left the ninth chevron alone, as sort of a redundant system that the Ancients never put to use.
I am still on snapshot 39, which I am guessing is build 39 lol, I will take a look at the newer version as soon as possible.
Thor110
Edit: after having tried the latest build, build 68 I get this from the log.
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 13/11/13 17:40
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: gcewing/sg/tileentity/TileEntityStargateController
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoClassDefFoundError: gcewing/sg/tileentity/TileEntityStargateController
at gcewing.sg.SGCraftCommonProxy.configure(SGCraftCommonProxy.java:151)
at gcewing.sg.SGCraftCommonProxy.preInit(SGCraftCommonProxy.java:108)
at gcewing.sg.SGCraftClientProxy.preInit(SGCraftClientProxy.java:37)
at gcewing.sg.SGCraft.preInit(SGCraft.java:171)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
... 10 more
Caused by: java.lang.ClassNotFoundException: gcewing.sg.tileentity.TileEntityStargateController
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
Caused by: java.lang.NoClassDefFoundError: dan200/computer/api/IPeripheral
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 42 more
Caused by: java.lang.ClassNotFoundException: dan200.computer.api.IPeripheral
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 46 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Problems could be down to some of the mods I have installed currently, I will remove them and re-test it again later on.
Edit : I get the same error even after having removed all the mods except buildcraft.
Yeah I'm not really sure.. I just ran build 68 by itself and it loaded fine. Your crash looks like it's looking for CC API stuff, which it should only do if ComputerCraft is loaded,and if CC is loaded, the API is available.
First off this mod is just plain awesome. I love everything about it. It works in every world I tried except one. I have the mod Extra Utilities and in that they added a dimension called The Deep Dark. When I placed a stargate in that world it said it couldn't get an address. Would be awesome if support was added for that. I am using build 22.
Build 22 is ancient, the current builds have a option in the config called "GalacticraftCompat" that enables Dimension IDs from -99 to 500 or so, which may help. When we release our build with the new addressing system none of that will matter though as we will support any dimension the game can, but that build will also break all backwards compatibility.
i'd like to have multiple networks of gates. Each network only useing 7 chevron addresses to dial within themselves but will need the 8th and 9th to dial to another network altogether.
example 2 networks with 2 gates each (Gate 1 of network a) dials abcdefg to get to (Gate 2 of network 1)
(Gate 1 network a) dials abcdefg ( hi ) to get to (Gate 2 network 2)
You are free to set this up on your own with the new addressing system, but it will not be a requirement of the mod. Default generated gates will get a full 9 digit address, once we setup the address changing mechanic you'll be able to set a gates address if you are A.) The owner of the gate (You placed it). B.) A server op.
Yup custom addressing and per dimension point-of-origin would be great but problematic when you want more dimensions than symbols (that's why we need the extra 2 symbols to extend the range first one shouldextend to -values anotherone to +values or just, write more adv code to split it in half for +and-,
so XXXZZZD(DD) coords and dims)
(on a side note if the auto addressing will be used instead - make it one address per 4/9 or more chunks)
Also i have an idea - lock down - if you have another gate with the same address the one closer to map center will work, (in in same spot the one lower will work).
it gives all you need to know how it should look like, meybe not in 3D but the gate reactions are perfect.
The new addressing system will have nothing to do with chunks. The address will tie directly to the gate, meaning you can have as many gates in a single chunk as you want, and each one will be addressable. This also means you'll have 708,930,508 gates shared between all dimensions.
Do you mean whit xxx the lettres and whit zzz the numbres and thean ddd the demensions becuase that's a very good idee.
But i wanna say that (srr but i find that) the texture of the dialer suck(i mean the image i like the model ) so here is a new one of the internet it shoud work http://cdn8.staztic.com/app/i/1281/1281124/stargate-sg1-dial-home-device-16-l-78x78.png ow and the texture of the model is mest up in 68 and you remebere that the pegasus gate don't turn but that the lights just (I dont know the right englich word i hope you know what i mean.) But is there alredy a datum when next version will come out????
As is stated in the original post, the texture for the DHD IS temporary, I'm currently waiting to get the texture from the Delta guys.
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"
0
The last commit to github was 2 days ago, on all 3 of the branches. Yes, we are making progress, the base code was a mashup of ModLoader and Forge code, poorly implemented multiblock etc, we are slowly working through all of that and adding features as we go.
Soon (tm) you will have to charge the control crystal in the DHD to use a DHD to power the gate, there will be a number of ways to do this, IC2, BC, and a few methods built into the mod itself. Or you can power the gate directly via IC2, or BC if you opt to not use a DHD. (Powering the gate directly *may* disable DHD input). Currently putting naquadah into the gate directly doesn't make much sense as the DHD provides the power for the gate, so we are moving the power source into the DHD.
0
Yes, you can link The Nether, The End, Overworld, etc. BoP is "Biomes 'O Plenty" it adds tons of new biomes and a extra dimension.
0
I think you misunderstood what I meant by "Multiworld". By multiworld I mean mods that add more dimensions to a save, not being able to access multiple saves from each other. You can use a Stargate to cross Mystcraft worlds, you can use a stargate to access "The Promissed land" from BoP, you can even use it to access Galcticraft worlds if you enable to config option.
0
Then set
# Should HD models be used. (true/false)
B:HDModels=false
and you'll get the old block back. That's been a config option since I added the new model.
0
That won't be fixable until AfterLifeLochie finishes transferring the current buggy multiblock to proper multiblock.
0
I've yet to figure out what code path superflat worlds follow. So for now, no I can't make gate rooms on superflats.
0
Block IDs should be 4095 and below, the fact it's even starting with 4100+ ids is.. confusing
is where my config has them placed.
0
Yeah I'm not really sure.. I just ran build 68 by itself and it loaded fine. Your crash looks like it's looking for CC API stuff, which it should only do if ComputerCraft is loaded,and if CC is loaded, the API is available.
0
Erm... what do you have the block IDs set to in the SGCraft.cfg?
0
Build 22 is ancient, the current builds have a option in the config called "GalacticraftCompat" that enables Dimension IDs from -99 to 500 or so, which may help. When we release our build with the new addressing system none of that will matter though as we will support any dimension the game can, but that build will also break all backwards compatibility.
0
You are free to set this up on your own with the new addressing system, but it will not be a requirement of the mod. Default generated gates will get a full 9 digit address, once we setup the address changing mechanic you'll be able to set a gates address if you are A.) The owner of the gate (You placed it). B.) A server op.
0
The new addressing system will have nothing to do with chunks. The address will tie directly to the gate, meaning you can have as many gates in a single chunk as you want, and each one will be addressable. This also means you'll have 708,930,508 gates shared between all dimensions.
0
As is stated in the original post, the texture for the DHD IS temporary, I'm currently waiting to get the texture from the Delta guys.
0
Right click the gate to get the address. The only generated gates in the game are under pyramids, which are random, so will have random addresses.
0
I'm gonna go ahead and refer you to
http://www.computercraft.info/forums2/index.php?/forum/14-ask-a-pro/