The Meaning of Life, the Universe, and Everything.
Join Date:
11/22/2010
Posts:
103
Member Details
You Sir... Win the entire internet
This mod is so Damn awesome that i cant find any other words to use
(Bye bye Stargate plugin for bukkit.. dont need you anymore)
No, anywhere there's lava, there's a chance of finding naquadah underneath it. But lava is most frequently found about level 10, so that's the best place to look.
Thanks, actually found a single naquadah ore block above a lava lake deep underground. That proves to me that the world gen is working, and that it's a rare resource (as it should be).
Is there any possibility of changing the chunk loading behavior of the gates to only load the chunk they are in, rather than a 3x3 around them?
It's possible, and in fact it used to be that way. I changed it because it makes the process of stepping through a gate into an unloaded area a bit smoother, and also it helps when sending other entities such as items and minecarts through a gate. I could make the chunk loading range a config option.
It's possible, and in fact it used to be that way. I changed it because it makes the process of stepping through a gate into an unloaded area a bit smoother, and also it helps when sending other entities such as items and minecarts through a gate. I could make the chunk loading range a config option.
That would be very nice. The server I play on has chunkloader policies set so that when the player who owns it is offline, they dont load chunks. I can see how this wouldnt work for your mod, but it makes placing stargates awkward to prevent partially-loaded systems with their range so high.
In addition, there is some difference in the chunkloading behavior of the gates - namely, they seem to keep adjacent chunks (outside the 3x3) cached for much longer than say, chickenbones chunkloader.
There is only 1 reason why I wont use this mod.
Watching videos about this mod, and people mentioning that the gate explodes
when punching it, even by mistake and does lots of land damage. Is the #1 reason why I cant use this mod.
If you take away the exploding gate feature, then I will download and use in my world.
Just saying.
There is only 1 reason why I wont use this mod.
Watching videos about this mod, and people mentioning that the gate explodes
when punching it, even by mistake and does lots of land damage. Is the #1 reason why I cant use this mod.
If you take away the exploding gate feature, then I will download and use in my world.
Just saying.
First up, it only explodes if the gate is broken while it has an open wormhole. Also it took me about 15 seconds to break the gate block with my fist. Although i agree that it should be an option in the config. But it is accurate to stargate lore.
Gates will explode while active, as I found out by accident in creative mode. Not too large an explosion, it it was true to lore the explosion would kill your computer
Some ideas and feedback, in general, don't worry too much about being pure stargate lore. The mod has to work within minecraft. You already provide a lot of config options to make the gate work more to lore - excellent job.
Fuel - I see this as a balancing feature, but I don't think Naquadah generates enough to be used as a fuel source. I agree with other comments, the fuel source should be in the DHD. For default, since redstone is so common, make it so that one piece of naquadah and 8 redstone makes 16 "enriched naquadah" which is the fuel source. In vanilla, redstone is very common, and doesn't have much use. This allows you to make 16x the fuel, without overloading worldgen with raw ore.
If you can, linking the DHD fuel to one of the power generating mods would be amazing. It should naturally require a lot of power when a gate opens.
Texture - You should upgrade the default textures to 32x (at the very least) with the help of DrakeDB. The higer res packs are amazing. You could easily get away with the higher res textures for the gate and DHD.
DHD - If that can be upgraded to a more detailed model instead of a block, it would be worth it. It really cries out for some special treatment.
Iris/Forcefield - honestly, don't worry about these "extras". There's already a forcefield mod out there that could be easily used to enclose the gate, trapping/killing any unwanted visitors.
Redstone Signal - Mentioned last, but I feel the biggest requirement, have the gate emit a redstone signal when it's active. That will allow interaction with other blocks and mods.
First up, it only explodes if the gate is broken while it has an open wormhole. Also it took me about 15 seconds to break the gate block with my fist. Although i agree that it should be an option in the config. But it is accurate to stargate lore.
I agree, there should be an option in the config for people to turn off the explosion.
SO no matter what happens the gate wont explode, for people like me who hate exploding things.
Don't get me wrong, the mod is great. Just don't like the exploding part.
I would love to place a gate inside my home, just affriad of my house exploding.
Some ideas and feedback, in general, don't worry too much about being pure stargate lore. The mod has to work within minecraft. You already provide a lot of config options to make the gate work more to lore - excellent job.
Like everything, make everything configurable.
I agree 100%
Also, as a 'Side-Note'
The gate water sound effect should keep playing as long as the gate is opened.
And you should be able to hear it as long as you are 20-blocks away from the gate.
For some reason, the water sound effects turns off after a few seconds, when it should
remain while the gate is opened.
Also, a Number pad DHD option should be available.
for those that would like the option to just punch in numbers ( 6 numbers minimum )
DHD number pad block that lights each time you punch in a number and when the gate is opened,
ALL the numbers on the DHD block would be lit up in a blue color...
And when the gate closes, the number pad returns to normal mode and color.
I agree, there should be an option in the config for people to turn off the explosion.
SO no matter what happens the gate wont explode, for people like me who hate exploding things.
Don't get me wrong, the mod is great. Just don't like the exploding part.
I would love to place a gate inside my home, just affriad of my house exploding.
Yeah I was just pointing out that its a lot harder to blow a gate then you said it was in your first post. So rather safe. If it blows up it was done intentionally.
Gates will explode while active, as I found out by accident in creative mode.
This is a legitimate concern -- I've been bitten by it once or twice myself during testing!
I'll see if I can do something about preventing explosions if a gate is broken while in creative mode. In any case, I've made a note to add a config option for explosions.
Not too large an explosion, it it was true to lore the explosion would kill your computer
Yep... when I was experimenting initially to find a good size for the explosion, I tried 100 at one point... the game froze for a few seconds while it updated a few hundred thousand blocks.
For default, since redstone is so common, make it so that one piece of naquadah and 8 redstone makes 16 "enriched naquadah" which is the fuel source.
Or equivalently, naquadah could just be made to last longer as a fuel.
If you can, linking the DHD fuel to one of the power generating mods would be amazing.
DHD - If that can be upgraded to a more detailed model instead of a block, it would be worth it.
have the gate emit a redstone signal when it's active.
One request to the Author, don't use the default water.png texture for the stargate effect, take a copy and use that one. Reason being is that when I updated the textures to ones DrakeDB used, I updated that file in my texture pack it actually messes the water effect of the texture pack I'm using.
DrakeDB, you may be able to answer this, but when I use the dark version, combined with the original water.png file of the minecraft texture pack I'm using, the stargate portal is a very dark blue. What texture controls the colour? I need to tweak it to suit.
I see your searching for me you certainly wont find me on google by typing in DrakeDB lol
Yeah, two things tripped me up -- the mispelling, and the fact that it made you sound like a piece of software rather than a person. (I'll keep DrakeDB in mind in case I ever decide to create a relational database system, though -- it would be a really cool name for one!)
What can I be of assistance with and ill see what I can do.
I'm not sure what's involved in giving a mod different sized textures from the rest of the game. Is it as simple as just putting in 32x32 icon files?
One request to the Author, don't use the default water.png texture for the stargate effect, take a copy and use that one. ... [when] I updated that file in my texture pack it actually messes the water effect of the texture pack I'm using.
Good point, I'll do something about that.
when I use the dark version, combined with the original water.png file of the minecraft texture pack I'm using, the stargate portal is a very dark blue. What texture controls the colour?
There's something odd going on with the event horizon rendering, because in the nether it sometimes gets rendered as partially transparent... but only sometimes! There must be some piece of OpenGL state that I'm not setting up properly, and that might account for your dark blue as well.
I for the life of me cannot find ores!!! or any nagaduh of any kind...
I am running a server on which i just installed the mod. i activated Generate on existing worlds, and i went out to new chunks but still cant find any...do i need to enable it in Thermal expansion or something?
i have IC2, Thermal expansion, and many more mods installed,
Thanks in advance guys
Shrimp.
PS. Does this mod even work for servers? it runs with no errors...
I for the life of me cannot find ores!!! or any nagaduh of any kind...
I am running a server on which i just installed the mod. i activated Generate on existing worlds, and i went out to new chunks but still cant find any...do i need to enable it in Thermal expansion or something?
i have IC2, Thermal expansion, and many more mods installed,
Thanks in advance guys
Shrimp.
PS. Does this mod even work for servers? it runs with no errors...
I am using it on my server and it does function perfectly fine but i too am having problems finding naquada. I found some once with a quarry but then i used a rejuvenation missile to regenerate the chunk and it was gone. That is the only time i have ever found naquada.
It is a very rare spawn, and it doesn't always generate under lava (as per OP tip). I found one block above a lava lake, and I found another block at surface level among some exposed stone.
It's quite possible that the ore spawning is too rare. Perhaps that can also be a config option so it can be adjusted to each users own tastes?
These are the current rules for naquadah generation:
1. There is a 1 in 4 chance of a chunk being selected for naquadah generation under lava. If that happens, between 1 and 8 random X,Z coordinates are chosen. For each of those coordinat pairs, if there is lava with stone under it at any Y level there, a clump of naquadah is generated containing an average of 6.25 naquadah blocks.
2. Independently of that, there is a 1 in 8 chance of a chunk being selected for non-lava-related naquadah generation. If that happens, between 1 and 4 clumps are generated at any level between 1 and 64, each clump containing an average of 4 naquadah blocks.
So, if there were lava lakes covering every X,Z point in the world, there would be an average of about 8 blocks of naquadah per chunk. Since there isn't that much lava, the actual frequency will be somewhat less. In any case, the distribution is not uniform -- you can only expect about 1 chunk out of 4 to have any naquadah in it at all, maybe less.
And yes, making all this configurable is a good idea.
This mod is so Damn awesome that i cant find any other words to use
(Bye bye Stargate plugin for bukkit.. dont need you anymore)
Thanks, actually found a single naquadah ore block above a lava lake deep underground. That proves to me that the world gen is working, and that it's a rare resource (as it should be).
It's possible, and in fact it used to be that way. I changed it because it makes the process of stepping through a gate into an unloaded area a bit smoother, and also it helps when sending other entities such as items and minecarts through a gate. I could make the chunk loading range a config option.
That would be very nice. The server I play on has chunkloader policies set so that when the player who owns it is offline, they dont load chunks. I can see how this wouldnt work for your mod, but it makes placing stargates awkward to prevent partially-loaded systems with their range so high.
In addition, there is some difference in the chunkloading behavior of the gates - namely, they seem to keep adjacent chunks (outside the 3x3) cached for much longer than say, chickenbones chunkloader.
There is only 1 reason why I wont use this mod.
Watching videos about this mod, and people mentioning that the gate explodes
when punching it, even by mistake and does lots of land damage. Is the #1 reason why I cant use this mod.
If you take away the exploding gate feature, then I will download and use in my world.
Just saying.
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
First up, it only explodes if the gate is broken while it has an open wormhole. Also it took me about 15 seconds to break the gate block with my fist. Although i agree that it should be an option in the config. But it is accurate to stargate lore.
Some ideas and feedback, in general, don't worry too much about being pure stargate lore. The mod has to work within minecraft. You already provide a lot of config options to make the gate work more to lore - excellent job.
Fuel - I see this as a balancing feature, but I don't think Naquadah generates enough to be used as a fuel source. I agree with other comments, the fuel source should be in the DHD. For default, since redstone is so common, make it so that one piece of naquadah and 8 redstone makes 16 "enriched naquadah" which is the fuel source. In vanilla, redstone is very common, and doesn't have much use. This allows you to make 16x the fuel, without overloading worldgen with raw ore.
If you can, linking the DHD fuel to one of the power generating mods would be amazing. It should naturally require a lot of power when a gate opens.
Texture - You should upgrade the default textures to 32x (at the very least) with the help of DrakeDB. The higer res packs are amazing. You could easily get away with the higher res textures for the gate and DHD.
DHD - If that can be upgraded to a more detailed model instead of a block, it would be worth it. It really cries out for some special treatment.
Iris/Forcefield - honestly, don't worry about these "extras". There's already a forcefield mod out there that could be easily used to enclose the gate, trapping/killing any unwanted visitors.
Redstone Signal - Mentioned last, but I feel the biggest requirement, have the gate emit a redstone signal when it's active. That will allow interaction with other blocks and mods.
Like everything, make everything configurable.
I agree, there should be an option in the config for people to turn off the explosion.
SO no matter what happens the gate wont explode, for people like me who hate exploding things.
Don't get me wrong, the mod is great. Just don't like the exploding part.
I would love to place a gate inside my home, just affriad of my house exploding.
I agree 100%
Also, as a 'Side-Note'
The gate water sound effect should keep playing as long as the gate is opened.
And you should be able to hear it as long as you are 20-blocks away from the gate.
For some reason, the water sound effects turns off after a few seconds, when it should
remain while the gate is opened.
Also, a Number pad DHD option should be available.
for those that would like the option to just punch in numbers ( 6 numbers minimum )
DHD number pad block that lights each time you punch in a number and when the gate is opened,
ALL the numbers on the DHD block would be lit up in a blue color...
And when the gate closes, the number pad returns to normal mode and color.
Thats just my little idea.
.
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
Yeah I was just pointing out that its a lot harder to blow a gate then you said it was in your first post. So rather safe. If it blows up it was done intentionally.
This is a legitimate concern -- I've been bitten by it once or twice myself during testing!
I'll see if I can do something about preventing explosions if a gate is broken while in creative mode. In any case, I've made a note to add a config option for explosions.
Yep... when I was experimenting initially to find a good size for the explosion, I tried 100 at one point... the game froze for a few seconds while it updated a few hundred thousand blocks.
Or equivalently, naquadah could just be made to last longer as a fuel.
These are on my list.
I haven't heard of DrakeDB, and Google seems unhelpful. Can you provide a link?
DrakeDB, you may be able to answer this, but when I use the dark version, combined with the original water.png file of the minecraft texture pack I'm using, the stargate portal is a very dark blue. What texture controls the colour? I need to tweak it to suit.
Yeah, two things tripped me up -- the mispelling, and the fact that it made you sound like a piece of software rather than a person. (I'll keep DrakeDB in mind in case I ever decide to create a relational database system, though -- it would be a really cool name for one!)
I'm not sure what's involved in giving a mod different sized textures from the rest of the game. Is it as simple as just putting in 32x32 icon files?
Good point, I'll do something about that.
There's something odd going on with the event horizon rendering, because in the nether it sometimes gets rendered as partially transparent... but only sometimes! There must be some piece of OpenGL state that I'm not setting up properly, and that might account for your dark blue as well.
I am running a server on which i just installed the mod. i activated Generate on existing worlds, and i went out to new chunks but still cant find any...do i need to enable it in Thermal expansion or something?
i have IC2, Thermal expansion, and many more mods installed,
Thanks in advance guys
Shrimp.
PS. Does this mod even work for servers? it runs with no errors...
I am using it on my server and it does function perfectly fine but i too am having problems finding naquada. I found some once with a quarry but then i used a rejuvenation missile to regenerate the chunk and it was gone. That is the only time i have ever found naquada.
It's quite possible that the ore spawning is too rare. Perhaps that can also be a config option so it can be adjusted to each users own tastes?
Sorry about the DrakeDB/DrakeBD confusion
1. There is a 1 in 4 chance of a chunk being selected for naquadah generation under lava. If that happens, between 1 and 8 random X,Z coordinates are chosen. For each of those coordinat pairs, if there is lava with stone under it at any Y level there, a clump of naquadah is generated containing an average of 6.25 naquadah blocks.
2. Independently of that, there is a 1 in 8 chance of a chunk being selected for non-lava-related naquadah generation. If that happens, between 1 and 4 clumps are generated at any level between 1 and 64, each clump containing an average of 4 naquadah blocks.
So, if there were lava lakes covering every X,Z point in the world, there would be an average of about 8 blocks of naquadah per chunk. Since there isn't that much lava, the actual frequency will be somewhat less. In any case, the distribution is not uniform -- you can only expect about 1 chunk out of 4 to have any naquadah in it at all, maybe less.
And yes, making all this configurable is a good idea.