If you look into the back of a connected stargate, you won't see any DHD through it.
I think this is related to the way I'm doing the transparent rendering of the event horizon. I'll look into it.
In the meantime you can turn off transparent rendering in the config if you want.
I tried to connect to the nether (lagged as hell but nvm)
That's strange, I can't think of anything I'm doing that would make the nether any more laggy that it usually is. How bad was it?
perhaps you should add an option to use naquadah as a high quality fuel
I'd like to add a naquadah reactor at some point, but I'll think about a vanilla fuel option. Any thoughts on how powerful it should be?
I'm not sure how practical it would be to have such a large fuel-value item. In a vanilla furnace, once it's started burning it will keep going whether there's anything to smelt or not, so you'd need a lot of ore standing by. In that situation I wouldn't want to put all of it through one furnace, which would take a very long time -- I'd want to build a big pile of furnaces and run them in parallel.
Maybe you should be able to split a piece of naquadah into small pieces? Say 1 naquadah --> 9 nuggets, each of which burns long enough to smelt a stack of iron. That would give 1 naquadah = 9 * 8 = 72 coal.
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How about a config option, that will make the event horizon be transparent on the back and full on the front? From what I know, it IS canon. And looks cool (you can't see he back from the front but you can see the front from the back).
EDIT: Just to clarify, by fuel I meant both smelting material and a power (EU, RF, MJ, etc) source.
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If we go by the logic of 1 naquadah -> 9 naquadah nuggets, we should do the same with naquadah alloy ingots, which will be used for smaller devices such as a naquadah generator (which produces power).
If I started talkig about a naquadah generator - why not some mechanics?
It will be crafted by some recipe (which will contain naquadah alloy nuggets since it's small).
It's able to be placed, and right clicking it will open a GUI where you can place naquadah nuggets (or normal), which will power it, and will send power to any stargate nearby, other devices from SGCraft (even other mods' power storages?).
I think it may say that the alloy ingot's texture has to be tweaked (since it's the same as normal naquadah and to be consistent with obvious difference between the nuggets).
Hey Greg, thanks so much for the 1.10.2 update, loving it! Quick question - is it no longer possible to use the augment structures option in the config files?
I tried running the game multiple times with only SGcraft installed and every time I tried to load/create a world with 'augmentstructures = true" the world would not load and mine craft would freeze up.
Just curious if you intend to remove that feature. I know that the last version (1.8.9) did still allow for the hidden gate rooms, but the center block was always spawned in as a cheveron block rather than a control block, so the gate was always malformed, but again, that was the last version. Just hoping for that to still be an option in the latest version, if it is possible.
I tried running the game multiple times with only SGcraft installed and every time I tried to load/create a world with 'augmentstructures = true" the world would not load and mine craft would freeze up.
I wouldn't be too surprised if it's broken. Whether it's worth fixing or replacing with something better remains to be seen.
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It has something to do with cyberware's cyber zombies and probs sponge. Did you try this without SGCraft and just let the zombies attack NORMAL villagers?
@ChrisMedia
setting up a rail to go through the gate is one of my fav parts.
me and a friend play on a privet server and I keep sending him active tnt minecarts. XD
someone needs to learn how to make an iris... lol
@Greg_Ewing
hey greg I found out there's a mod just like this for space engineers.
space engineers: its like minecraft but with more polygons.
Hey guys, love this mod I have a few suggestions, and I'll try not to ramble on. ;-P
While I really LOVE the spinning dialing animation, after a while it gets to be a bit too slow and inconvenient, especially when traveling back and forth a lot. I would really like it if there was an option for a "Fast Dial" mode to dial faster, without the ring spinning, just activating the chevrons, within 5-10 seconds or so.
This is a video from Garry's mod showing the dialing animation of the Pegasus gates. Ignoring the one on the right, and that they are Pegasus gates, I think that if the chevrons on the normal gates activated at that speed of the left gate or slightly faster, it would be a much more convenient way to dial.
I definitely like the spinning animation, and I think it should stay, but an option for a fast mode once the spinning has gotten old would be nice. Perhaps a button on the DHD to change between slow and fast modes would be easy. It would also be cannon for only the DHDs to dial fast and not the computers.
Well Greg could make it so the DHDs dial faster and using a computer from OpenComputers or ComputerCraft dials at the current speed and that'd be cannon, but they weren't very consistent about gate dialing when they made the shows.
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It sure would be nice if we had some grenades don't you think?
Yes, in the show the gate dialed faster or slower depending on how much dialog they wanted while they stood in the gate room For me, I want to keep someway to dial slowly like it does now simply because it looks totally awesome!! But eventually it gets cumbersome walking through the gate, then remembering something you forgot and waiting 2 minutes to dial back home, then 2 more to get back to where you were
Hey guys, loving the mod. Just a short question is there a good texture pack for SG Craft that makes the colors more in favor of the original gates? I dont really like the blue-ish color of the gates...sorry greg. Still loving your coding. Especially since you can make tracks in the gates
Ditto :-)
Also ditto on the Atlantis gates, although I don't know if I would prefer any practical use for them, or just cosmetic.
Something that I think would make this mod much cooler is Ring transporters. They complement the stargate very well, and with a little computercraft/opencomputers support, would be one of the coolest elevators ever.
Maybe they could be a 5x5 multiblock, with only the center 3x3 getting teleported. The contents of both rings should be switched, and if possible it would be cool if actual blocks could be transported as well, although I don't know if that would be more trouble than it is worth. They should definitely have an interface with a space to put camouflage blocks in, just like the stargate, as well as an option to show or hide the ring embedded in the floor. I think that they either shouldn't use power at all, or they should only use it if another power producing mod is present. Using naquadah to fuel the rings would be a bit of a hassle.
I would suggest that they have no vertical limit, only horizontal, perhaps around 200 blocks , maybe less. My thought was that they could work similar to Galacticraft's short range teleporters. Inside the interface there are two text boxes, one for the name of the rings, and another box to input the name of the platform you are connecting to. I think a red stone pulse, and/or a button inside the interface should activate them.
And idea that I had for getting the rings to come from the ceiling like they sometimes do in the show, is for the rings to face either upwards or downwards. If upwards then the rings work as normal and come up from the floor, but if downwards then the rings will travel down from the platform (which would need to be placed in the ceiling) maybe 20-30 blocks, or until they are obstructed by something and teleport from there.
For example if you wanted to build cargo ships using Archimedes ships or some similar mod and ring to the ground without needing to place rings on the ground, you would place one ring platform inside normally, and place another on the underside of the ship and set it to go downward, then link those two rings together.
Okay im having a weird problem and i cant quite track it down. I am trying to set up a modpack with this and so far everything has been good but i have run into a problem. I have been play testing and I have run into a problem. Naquadah ore cannot be mined at all. It is like it is a ghost block. Same thing for naquadah alloy blocks. Here is a link to my project with the mod list https://minecraft.curseforge.com/projects/trenzalor-mc Does anyone see anything right off the bat that would cause this issue?
I think this is related to the way I'm doing the transparent rendering of the event horizon. I'll look into it.
In the meantime you can turn off transparent rendering in the config if you want.
That's strange, I can't think of anything I'm doing that would make the nether any more laggy that it usually is. How bad was it?
I'd like to add a naquadah reactor at some point, but I'll think about a vanilla fuel option. Any thoughts on how powerful it should be?
I'm not sure how practical it would be to have such a large fuel-value item. In a vanilla furnace, once it's started burning it will keep going whether there's anything to smelt or not, so you'd need a lot of ore standing by. In that situation I wouldn't want to put all of it through one furnace, which would take a very long time -- I'd want to build a big pile of furnaces and run them in parallel.
Maybe you should be able to split a piece of naquadah into small pieces? Say 1 naquadah --> 9 nuggets, each of which burns long enough to smelt a stack of iron. That would give 1 naquadah = 9 * 8 = 72 coal.
How about a config option, that will make the event horizon be transparent on the back and full on the front? From what I know, it IS canon. And looks cool (you can't see he back from the front but you can see the front from the back).
EDIT: Just to clarify, by fuel I meant both smelting material and a power (EU, RF, MJ, etc) source.
What do you think?
If we go by the logic of 1 naquadah -> 9 naquadah nuggets, we should do the same with naquadah alloy ingots, which will be used for smaller devices such as a naquadah generator (which produces power).
If I started talkig about a naquadah generator - why not some mechanics?
It will be crafted by some recipe (which will contain naquadah alloy nuggets since it's small).
It's able to be placed, and right clicking it will open a GUI where you can place naquadah nuggets (or normal), which will power it, and will send power to any stargate nearby, other devices from SGCraft (even other mods' power storages?).
I think it may say that the alloy ingot's texture has to be tweaked (since it's the same as normal naquadah and to be consistent with obvious difference between the nuggets).
Any opinions?
Hey Greg, thanks so much for the 1.10.2 update, loving it! Quick question - is it no longer possible to use the augment structures option in the config files?
I tried running the game multiple times with only SGcraft installed and every time I tried to load/create a world with 'augmentstructures = true" the world would not load and mine craft would freeze up.
Just curious if you intend to remove that feature. I know that the last version (1.8.9) did still allow for the hidden gate rooms, but the center block was always spawned in as a cheveron block rather than a control block, so the gate was always malformed, but again, that was the last version. Just hoping for that to still be an option in the latest version, if it is possible.
Thanks!
I wouldn't be too surprised if it's broken. Whether it's worth fixing or replacing with something better remains to be seen.
So the augument structures thing is the thing that controls the desert temple gates?
yup
I broke multiplayer. Sorry! Fix uploaded.
Random crash. Believe its SGCraft villagers being attacked in villages by zombies
http://pastebin.com/DsZf1d24
Can you elaborate if its SG or more sponge's fault?
I don't know. There's no direct evidence in that traceback that it involves SG. What makes you think it's SG related?
what the mod?
It has something to do with cyberware's cyber zombies and probs sponge. Did you try this without SGCraft and just let the zombies attack NORMAL villagers?
-Attempted to weaponize gate to destroy other people's gates-
fathersarge blew up
@ChrisMedia
setting up a rail to go through the gate is one of my fav parts.
me and a friend play on a privet server and I keep sending him active tnt minecarts. XD
someone needs to learn how to make an iris... lol
@Greg_Ewing
hey greg I found out there's a mod just like this for space engineers.
space engineers: its like minecraft but with more polygons.
http://steamcommunity.com/sharedfiles/filedetails/?id=754173702
and just one question, pegasus gates and P90s anytime soon?
It sure would be nice if we had some grenades don't you think?
Hey guys, love this mod I have a few suggestions, and I'll try not to ramble on. ;-P
While I really LOVE the spinning dialing animation, after a while it gets to be a bit too slow and inconvenient, especially when traveling back and forth a lot. I would really like it if there was an option for a "Fast Dial" mode to dial faster, without the ring spinning, just activating the chevrons, within 5-10 seconds or so.
This is a video from Garry's mod showing the dialing animation of the Pegasus gates. Ignoring the one on the right, and that they are Pegasus gates, I think that if the chevrons on the normal gates activated at that speed of the left gate or slightly faster, it would be a much more convenient way to dial.
I definitely like the spinning animation, and I think it should stay, but an option for a fast mode once the spinning has gotten old would be nice. Perhaps a button on the DHD to change between slow and fast modes would be easy. It would also be cannon for only the DHDs to dial fast and not the computers.
@Grandmaster_Brom
Well Greg could make it so the DHDs dial faster and using a computer from OpenComputers or ComputerCraft dials at the current speed and that'd be cannon, but they weren't very consistent about gate dialing when they made the shows.
It sure would be nice if we had some grenades don't you think?
@C4TRAMPAGE
Yes, in the show the gate dialed faster or slower depending on how much dialog they wanted while they stood in the gate room For me, I want to keep someway to dial slowly like it does now simply because it looks totally awesome!! But eventually it gets cumbersome walking through the gate, then remembering something you forgot and waiting 2 minutes to dial back home, then 2 more to get back to where you were
Ditto :-)
Also ditto on the Atlantis gates, although I don't know if I would prefer any practical use for them, or just cosmetic.
Something that I think would make this mod much cooler is Ring transporters. They complement the stargate very well, and with a little computercraft/opencomputers support, would be one of the coolest elevators ever.
Maybe they could be a 5x5 multiblock, with only the center 3x3 getting teleported. The contents of both rings should be switched, and if possible it would be cool if actual blocks could be transported as well, although I don't know if that would be more trouble than it is worth. They should definitely have an interface with a space to put camouflage blocks in, just like the stargate, as well as an option to show or hide the ring embedded in the floor. I think that they either shouldn't use power at all, or they should only use it if another power producing mod is present. Using naquadah to fuel the rings would be a bit of a hassle.
I would suggest that they have no vertical limit, only horizontal, perhaps around 200 blocks , maybe less. My thought was that they could work similar to Galacticraft's short range teleporters. Inside the interface there are two text boxes, one for the name of the rings, and another box to input the name of the platform you are connecting to. I think a red stone pulse, and/or a button inside the interface should activate them.
And idea that I had for getting the rings to come from the ceiling like they sometimes do in the show, is for the rings to face either upwards or downwards. If upwards then the rings work as normal and come up from the floor, but if downwards then the rings will travel down from the platform (which would need to be placed in the ceiling) maybe 20-30 blocks, or until they are obstructed by something and teleport from there.
For example if you wanted to build cargo ships using Archimedes ships or some similar mod and ring to the ground without needing to place rings on the ground, you would place one ring platform inside normally, and place another on the underside of the ship and set it to go downward, then link those two rings together.
Okay im having a weird problem and i cant quite track it down. I am trying to set up a modpack with this and so far everything has been good but i have run into a problem. I have been play testing and I have run into a problem. Naquadah ore cannot be mined at all. It is like it is a ghost block. Same thing for naquadah alloy blocks. Here is a link to my project with the mod list https://minecraft.curseforge.com/projects/trenzalor-mc Does anyone see anything right off the bat that would cause this issue?