Dear mister Ewing,
Could you please add release dates to your downloads website?
That would really help people see that the mod is being actively maintained and determine whether they need to update their local copy or not.
This mod is bugged in our modpack, ruby-craft. The naquadah ore, while occurring at a normal rate in the right places, is not solid. It cannot be ID'd by normal WAILA, and is passed through by players but not liquids. It suffocates players whose heads are stuck in it. It cannot be mined by hand but can be targeted by a digital miner. I don't know if it's a mod interaction or a bug with SGCraft: our mod list is on the AT Launcher.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/1/2010
Posts:
84
Minecraft:
mallrat208
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I've a bit of an odd request.
Is there anyway that the text colors for the GUI's could be customizable via the configuration file?
I've been playing around with making a slightly darker texture pack and it all works fine except for the fact the GUI text is still the same vaguely bluish color.
In case anyone is curious as to how they look.
I'm still working on the actual event horizon texture as well as the texture for the glyphs, I want to go with either a Goldish Color or an Off white
The Meaning of Life, the Universe, and Everything.
Join Date:
11/1/2010
Posts:
84
Minecraft:
mallrat208
Member Details
I've been on a bit of a Stargate kick lately it seems and have made an unfortunate wall of text.
TLDR: I made Stargates spawn as worldgen using Pillar, they're not perfect but do function. Screenshot below
I've been working on a modpack and I want to have SGCraft in it, worldgen and all. Given that isn't an option currently I've been playing with the mod Pillar by Vazkii. It uses the Vanilla Minecraft Structure system to spawn things in world based on whatever restrictions you specify.
It's been a bit of a learning process for me. Things you may not think of. Like, you can't setup a structure of a completed gate, that will copy TileEntity data which is bad. We need each gate to be unique.
That's easy enough to fix however as you can use a Data block to cause the Stargate Base to spawn after the structure or at least independently. It's worth noting that this method of spawning in the Base doesn't trigger an update so the gate is non-functional at that point.
Spawning in a Controller using setblock, again, it's a unique TileEntity, we can't copy it because we don't want garbage data, runs into the same issue as the Stargate Base. There's no block update when it's placed, the gate itself never gets verified properly. There is a solution however... FallingSand.
By using a Data block to summon a FallingSand Entity with the Stargate Controller information you can cause the Controller to spawn in world WITH update that results in a full functioning uniquely addressed Stargate. Even more awesome to this is you can spawn the Stargate Controller with items if you want to, I've currently got it set to spawn with 1 to 5 pieces of Naquadah.
There are a few flaws however.
The primary one is that all Stargates spawn facing the same direction. In this case South. Depending on the orientation of the gate, the orientation of the Stargate Base and Controller would also need to change, I've not seen a way to do that.
The secondary one is that the Stargates only check for a single block when attempting to spawn which can result in some weird looking spawn areas. I think I might be able to do something about that by using additional structures to either setup the area first or determine if there is actually room before spawning the gate, but that's beyond me at the moment.
With all that said, I'm still happy with what I have so far.
The Meaning of Life, the Universe, and Everything.
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Hey Greg,
Would it be possible for the following to be implemented for ComputerCraft in the next update?
First, it would be helpful if h.stargateState() returned the call direction during dialing and not just after connection. I realize this is an edge case, but if the stargate is dialing when a dhd program is started, the program has access to everything useful except the call direction; and has to wait until the call is completed before being able to divine the call direction.
Second, if the gate goes offline (for example it's broken) or goes back online (reassembled), no event appears to be triggered via sgStargateChange, so programs aren't made aware of the state change unless they happen to call h.stargateState(). It would be useful (to me, at least) to have an event thrown via sgStargateChange when the gate goes offline/online.
FWIW, I'm testing with 1.13.3-1.7.10
Thanks for the excellent mod - it's great fun to write CC programs for.
Maybe it's too much energy because i set gateOpeningsperFuelitem to 2 ?
Could be, that's quite a high energy requirement. The energy usage from all sources is scaled according to this setting. The default is 24, so it's going to need 12 times as much RF to open a connection than usual. I wouldn't be surprised if that turns out to be greater than the capacity of one power unit.
Try setting it back to the default and see if that fixes it.
out of curiosity, in 1.10.2, what is being used to calculate the last 2 digits?
I am generating a stargate at 0,0 in the nether (using recurrent complex). The first 7 symbols are always the same (9992-HVO) but the last two seem to be different sometimes (either I2 or SM).
Would love to use the stargate as the default transportation way to the nether, but not knowing the last two digits for certain kinda makes this problematic.
Is there something i could do to ensure they last two digits are always the same as well?
I am generating a stargate at 0,0 in the nether (using recurrent complex). The first 7 symbols are always the same (9992-HVO) but the last two seem to be different sometimes (either I2 or SM).
Currently, a code is selected dynamically for a given dimension the first time a stargate is built in that dimension in a given world. But if you build another gate in the same place in the same world, it should get the same address again. If that's not happening, something weird is going on.
Ohh i didn't even think about using OpenComputers for that. I guess i could try to generate one with the stargate, read out the address and store it. I guess that way i could apply this to random generates gates in the world too and get a list of all possible locations?
That might be interesting...gotta figure out if i can startup a computer by default too, hmm, time to investigate!
Would using the same world name always result in the same last digits, or does it go by something else (like level seed)?
No, it has nothing to do with the name or the seed. It depends on what order the gates are built in. If you start a new world, build one gate in the overworld and then one gate in the nether, you will get a particular set of dimension letters. But if you build the one in the nether first and then in the overworld, you will get a different set. This is probably why you were observing two possible addresses for your nether gate.
No, it has nothing to do with the name or the seed. It depends on what order the gates are built in. If you start a new world, build one gate in the overworld and then one gate in the nether, you will get a particular set of dimension letters. But if you build the one in the nether first and then in the overworld, you will get a different set. This is probably why you were observing two possible addresses for your nether gate.
Oh gotcha! Thanks for explaining how that bit works.
I might just make a little mod that directly reads the address from a gate and stores it, that should solve my problem with that!
Hey Greg, do you think you could seriously increase the blast resistance of the stargates, or add a config option to change it? It really doesn't make much canonical sense, not to mention the fact that is is pretty annoying when a mere creeper is able to destroy a stargate that in the series required a special naquadah nuke to destroy
I broke it, sorry. Fix uploaded (1.13.3-mc1.7.10).
So this isn't a gamebreaking bug, but Just Enough Items overlaps the Stargate Controller interface.
^^^^ please ^^^^
This mod is bugged in our modpack, ruby-craft. The naquadah ore, while occurring at a normal rate in the right places, is not solid. It cannot be ID'd by normal WAILA, and is passed through by players but not liquids. It suffocates players whose heads are stuck in it. It cannot be mined by hand but can be targeted by a digital miner. I don't know if it's a mod interaction or a bug with SGCraft: our mod list is on the AT Launcher.
Edit: I saw the issue above, thanks!
Greg (the mod author) said this about a month ago about the augmentstructures option
I've a bit of an odd request.
Is there anyway that the text colors for the GUI's could be customizable via the configuration file?
I've been playing around with making a slightly darker texture pack and it all works fine except for the fact the GUI text is still the same vaguely bluish color.
In case anyone is curious as to how they look.
I'm still working on the actual event horizon texture as well as the texture for the glyphs, I want to go with either a Goldish Color or an Off white
How does the iris work?
once it is on the gate you need to use a redstone signal to open and close it.
I've been on a bit of a Stargate kick lately it seems and have made an unfortunate wall of text.
TLDR: I made Stargates spawn as worldgen using Pillar, they're not perfect but do function. Screenshot below
I've been working on a modpack and I want to have SGCraft in it, worldgen and all. Given that isn't an option currently I've been playing with the mod Pillar by Vazkii. It uses the Vanilla Minecraft Structure system to spawn things in world based on whatever restrictions you specify.
It's been a bit of a learning process for me. Things you may not think of. Like, you can't setup a structure of a completed gate, that will copy TileEntity data which is bad. We need each gate to be unique.
That's easy enough to fix however as you can use a Data block to cause the Stargate Base to spawn after the structure or at least independently. It's worth noting that this method of spawning in the Base doesn't trigger an update so the gate is non-functional at that point.
Spawning in a Controller using setblock, again, it's a unique TileEntity, we can't copy it because we don't want garbage data, runs into the same issue as the Stargate Base. There's no block update when it's placed, the gate itself never gets verified properly. There is a solution however... FallingSand.
By using a Data block to summon a FallingSand Entity with the Stargate Controller information you can cause the Controller to spawn in world WITH update that results in a full functioning uniquely addressed Stargate. Even more awesome to this is you can spawn the Stargate Controller with items if you want to, I've currently got it set to spawn with 1 to 5 pieces of Naquadah.
There are a few flaws however.
The primary one is that all Stargates spawn facing the same direction. In this case South. Depending on the orientation of the gate, the orientation of the Stargate Base and Controller would also need to change, I've not seen a way to do that.
The secondary one is that the Stargates only check for a single block when attempting to spawn which can result in some weird looking spawn areas. I think I might be able to do something about that by using additional structures to either setup the area first or determine if there is actually room before spawning the gate, but that's beyond me at the moment.
With all that said, I'm still happy with what I have so far.
Put your spoiler here.
Beta Testers Wanted
I'm looking for people to help me try out new mod developments on a private server.
Email or PM me with your minecraft username if you're interested. There are a limited number of places available.
Hello great mod
Hey Greg,
Would it be possible for the following to be implemented for ComputerCraft in the next update?
First, it would be helpful if h.stargateState() returned the call direction during dialing and not just after connection. I realize this is an edge case, but if the stargate is dialing when a dhd program is started, the program has access to everything useful except the call direction; and has to wait until the call is completed before being able to divine the call direction.
Second, if the gate goes offline (for example it's broken) or goes back online (reassembled), no event appears to be triggered via sgStargateChange, so programs aren't made aware of the state change unless they happen to call h.stargateState(). It would be useful (to me, at least) to have an event thrown via sgStargateChange when the gate goes offline/online.
FWIW, I'm testing with 1.13.3-1.7.10
Thanks for the excellent mod - it's great fun to write CC programs for.
Could be, that's quite a high energy requirement. The energy usage from all sources is scaled according to this setting. The default is 24, so it's going to need 12 times as much RF to open a connection than usual. I wouldn't be surprised if that turns out to be greater than the capacity of one power unit.
Try setting it back to the default and see if that fixes it.
Heya,
out of curiosity, in 1.10.2, what is being used to calculate the last 2 digits?
I am generating a stargate at 0,0 in the nether (using recurrent complex). The first 7 symbols are always the same (9992-HVO) but the last two seem to be different sometimes (either I2 or SM).
Would love to use the stargate as the default transportation way to the nether, but not knowing the last two digits for certain kinda makes this problematic.
Is there something i could do to ensure they last two digits are always the same as well?
Thanks,
SC
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
Currently, a code is selected dynamically for a given dimension the first time a stargate is built in that dimension in a given world. But if you build another gate in the same place in the same world, it should get the same address again. If that's not happening, something weird is going on.
Ah gotcha, yeah i was creating new worlds to test this out a bit.
Would using the same world name always result in the same last digits, or does it go by something else (like level seed)?
In my case i can get away with naming the world the same everytime (its gonna be on a server, so its gonna be "world").
Thanks!
-SC
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
Ohh i didn't even think about using OpenComputers for that. I guess i could try to generate one with the stargate, read out the address and store it. I guess that way i could apply this to random generates gates in the world too and get a list of all possible locations?
That might be interesting...gotta figure out if i can startup a computer by default too, hmm, time to investigate!
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
No, it has nothing to do with the name or the seed. It depends on what order the gates are built in. If you start a new world, build one gate in the overworld and then one gate in the nether, you will get a particular set of dimension letters. But if you build the one in the nether first and then in the overworld, you will get a different set. This is probably why you were observing two possible addresses for your nether gate.
Oh gotcha! Thanks for explaining how that bit works.
I might just make a little mod that directly reads the address from a gate and stores it, that should solve my problem with that!
Thanks,
SC
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
Hey Greg, do you think you could seriously increase the blast resistance of the stargates, or add a config option to change it? It really doesn't make much canonical sense, not to mention the fact that is is pretty annoying when a mere creeper is able to destroy a stargate that in the series required a special naquadah nuke to destroy