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sgcraft's Issues

[Suggestion] Shields

Stargate shields needs energy to operate and can be controlled directly by the DHD if installed. Need energy to operate all the time but can work with naquadah from the DHD. A stargate without DHD cannot handle a shield because the lack of the appropriate control crystal. The shield can take its energy from RF or EU if there is no energy inside the stargate. The shield blocks all communication from the gate, excepts sendMessage() and GDO messages (from my other suggestion). A stargate can has an iris and a shield in the same time. The shield also protect entities from the vortex splash. The shield can be controlled from the API as well as the iris. GDO open both iris and shield when used.

[Suggestion] don't move the chevrons

I don't think it makes alot of sense to move the chevrons when you have a block in the stargate camouflage. I think you made it so it's possible to see all 9 chevrons even when the stargate base is completly covered but (in the series) they don't just "move up". It is one of those things that just looks weird for a hardcore stargate fan.

build.gradle out dated in each verson

The build.gradle does not build anything . Each versions mappings , Forge version and Java is out dated .
The build.gradle should run and build the project from the GIT command window , it does not

Example for 1.10.2 build.gradle

buildscript {
    repositories {
	mavenLocal()
        mavenCentral()
        jcenter()
        maven {
            name = "sonatype"
            url = "https://oss.sonatype.org/content/repositories/snapshots/"
        }
        maven {
            name = "forge"
            url = "http://files.minecraftforge.net/maven"
        }
        maven {
            name = 'sponge'
            url = 'http://repo.spongepowered.org/maven'
        }
    }
    dependencies {
        classpath 'net.minecraftforge.gradle:ForgeGradle:2.2-SNAPSHOT'
    }
}
apply plugin: 'net.minecraftforge.gradle.forge'
//Only edit below this line, the above code adds and enables the nessasary things for Forge to be setup.
  
    sourceCompatibility = 1.8
    targetCompatibility = 1.8

//version = "1.0"
//group= "com.yourname.modid" // http://maven.apache.org/guides/mini/guide-naming-conventions.html
archivesBaseName = jarName

minecraft {
    version = "1.10.2-12.18.2.2099"
    runDir = "run"

    // the mappings can be changed at any time, and must be in the following format.
    // snapshot_YYYYMMDD   snapshot are built nightly.
    // stable_#            stables are built at the discretion of the MCP team.
    // Use non-default mappings at your own risk. they may not allways work.
    // simply re-run your setup task after changing the mappings to update your workspace.
    mappings = 'stable_29'
    // makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable.
}

sourceSets.main {
	compileClasspath += files("lib")
	java.srcDirs "src/base", "src/mod"
	resources.srcDirs "src/resources"
}

//jar {
//	exclude "ic2"
//}

processResources {

    // this will ensure that this task is redone when the versions change.
    inputs.property "version", project.version
    inputs.property "mcversion", project.mcversion

    // replace stuff in mcmod.info, nothing else
    from(sourceSets.main.resources.srcDirs) {
        include 'mcmod.info'
                
        // replace version and mcversion
        expand 'version':project.version, 'mcversion':project.minecraft.version, 'modid':project.jarName
    }
        
    // copy everything else, thats not the mcmod.info
    from(sourceSets.main.resources.srcDirs) {
        exclude 'mcmod.info'
    }
}

Update to 1.12.1

Hello,

Thought I would stop by and mention that AlmuraDev team has done an update to this mod for version 1.12.1 which your welcome to take and use.

Note: we removed CoFH cause working with that mod and sponge is just impossible... This seems to be functional at the moment though we haven't testing everything completely as of yet. We are also working on updating the transporter system to be compatible with Sponge.

https://github.com/AlmuraDev/SGCraft/commits/1.12.1

[Suggestion] RF or EU

Please add a method in the OC / CC intergration to check if the power units connected to the stargate are EU or RF.
With that it would be possible to automatically switch the control programs to display energy in EU or RF without requiring user input.

Power unit not available

Hello. I have installed SGCraft on Minecraft 1.8.9 along with other mods, including JEI. While testing the mods for compatibility, I noticed, via JEI, that the Stargate RF power supply is not available to craft or to acquire by cheating. It was available in the 1.7.10 version. Could this be a bug of some sort? I understand there might be a need for more detailed information. If so, please let me know, what to provide.

Oh, the version of the mod is: SGCraft-1.11.2-mc1.8.9.jar

[Suggestion] chevron upgrade

I think it would be good if a stargate without the upgrade could receive an incoming wormhole from a 9th chevron adress. It doesn't really make sense to require the upgrade for incoming wormholes.

change it to this:
9th chevron incoming -> works always
9th chevron outgoing -> only with upgrade

Cannot see wormhole direction when vortex is connecting

The API 3th variable of stargateState() doesn't indicate the direction of the vortex when it is not etablished yet. So you cannot see if a vortex that has begin to dial is from the inside or the outside. For example someone has begin to dial from the DHD and a computer connected to the stargate cannot see which direction is the vortex before the vortex is etablished.

[bug] closing wormhole

If the config is set to

B:closeFromEitherEnd=false

then the computer can close an incoming wormhole while it's still dialling.

[Suggestion] Portable DHD

A suggestion for you: a portable DHD. This an item that can activate every stargate inside its range (the same of a regular DHD). If there is more than one stargate in its range, it will activate the closest one. This portable device could also power the stargate with naquadah (if the player has naquadah in its inventory or via a slot inside the portable DHD, I let you choose the best way for that). The porbable DHD can only dial or disconnect a vortex (like a true DHD one) and cannot open/close the iris. It always uses its own energy even if the stargate has its own power source.

You could also create a DHD Card for OpenComputers (tier 1) that can control the stargate (dial/disconnect) and a tier 2 that can control the iris and send/receive messages from sendMessage() and sgMessageReceived of any stargate inside its range. The function energyAvailable() is useful because a DHD Card cannot power the stargate. But you can create a tier 3 that can power the stargate with naquadah like the regular Portable DHD if the robot, the drone or the tablet has an inventory with naquadah on it. I think the tablet has a kind of inventory update (like an upgrate in order to accept floppy disk, or charcoal to refuel it, so it can handle one slot for naquadah to power a stargate with a tier 3 dhd card).

PS: If you make the new stargate models from my idea (#13) you could make that the Portable DHD is in fact the DHD associated to the Destiny Stargate Model, that have no DHD.

[Suggestion] New stargates models

Two new stargate models. Existing one is the first one, craftable and foundable. The second one (pegasus model) is only craftable. Third one (destiny model) is only givable with creative mode.

Stargate activation order, where there is more than one stargate inside a same chunk, is pegasus first, then normal, and destiny ones. But always stargate with DHD is used first.

Pegasus stargates has their own DHD models, but all DHD works with all stargates. Destiny stargates has no DHD models and my suggestion of the Portable DHD should be in fact the destiny stargate DHD with the same symbols on it.

See the message I post on your thread on minecraftforum for the images:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287806-gregs-sg-craft-for-minecraft-1-7-10-and-1-8-9?comment=1079

maximum opening time

I think it would be fun if there was no limit on the maximum opening time but instead the stargate will start to drain 1% more energy every second after the "limit" is reached.
This would work just the same as in the show were you could keep a stargate open for longer if you can give it rediculous amounts of power.

[Suggestion] Stargate disconnect by itself (only on some conditions)

If a stargate has no computer interface connected to it, and has a DHD, the vortex will be close by itself if there is nobody inside the DHD range after that one object (player or item) has pass throught the vortex one first time. If onyWayTravel=true, only the departure stargate is check, if oneWayTravel=false, arrival stargate is check as well. If a portable DHD is used, when the portable DHD leave the range, the stargate is closed instantantely, either if the player has leaved the range or passed throught the vortex (if oneWayTravel=true), even if there is other players inside the DHD range of the departure stargate. All living entities are detected by the DHD, as well as OpenComputers and PneumaticCraft drones.

Edit: You can make that the check range is the double of the DHD range. I think it could be more useful to prevent vortex closing by accident. The closing event only occurs if there is no computer interface connected to the stargate.

Crash with enableNaquadahOre = false

tyra wrote:

Hello Greg,

first of all, thank you sooooooo much, for creating and updateing SGCraft.
I love Stargate so much, so your mod is added to every world I play :)

However, I got a crash, when I set enableNaquadahOre to false.
(I have GregTech, so no need for this.)

After looking at the source, I think you have to check in
SGChunkData.java on line 63
also for enableNaquadahOre.

Thanks in advance.

Best, tyra


---- Minecraft Crash Report ----
// My bad.

Time: 12/4/16 10:32 PM
Description: Exception in server tick loop

java.lang.NullPointerException: Exception in server tick loop
at gcewing.sg.SGChunkData.onChunkLoad(SGChunkData.java:66)
at gcewing.sg.SGCraft.onChunkLoad(SGCraft.java:274)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_497_SGCraft_onChunkLoad_Load.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:42)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:126)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:265)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_73, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1351891616 bytes (1289 MB) / 2304770048 bytes (2198 MB) up to 6442450944 bytes (6144 MB)
JVM Flags: 5 total; -XX:+UseG1GC -Xss2M -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms1024m -Xmx6144m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 125 mods loaded, 124 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar)
UCHIJAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar)
UCHIJAA appliedenergistics2-core{rv3-beta-5} [Applied Energistics 2 Core] (minecraft.jar)
UCHIJAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAA ivtoolkit{IvToolkit} [1.2] (minecraft.jar)
UCHIJAA Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar)
UCHIJAA NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJAA OpenComputers|Core{1.5.22.46} [OpenComputers (Core)] (minecraft.jar)
UCHIJAA OpenModsCore{0.9.1} [OpenModsCore] (minecraft.jar)
UCHIJAA {000} [CoFH ASM] (minecraft.jar)
UCHIJAA FastCraft{1.23} [FastCraft] (fastcraft-1.23.jar)
UCHIJAA bspkrsCore{6.16} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.16.jar)
UCHIJAA Treecapitator{1.7.10} [Treecapitator] ([1.7.10]Treecapitator-universal-2.0.4.jar)
UCHIJAA AppleCore{1.3.1} [AppleCore] (AppleCore-mc1.7.10-1.3.1.jar)
UCHIJAA appliedenergistics2{rv3-beta-5} [Applied Energistics 2] (appliedenergistics2-rv3-beta-5.jar)
UCHIJAA betterquesting{1.0.128} [Better Questing] (BetterQuesting-1.0.128.jar)
UCHIJAA BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.1625-universal.jar)
UCHIJAA BiomeTweaker{1.2.128} [BiomeTweaker] (BiomeTweaker-1.7.10-1.2.128.jar)
UCHIJAA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJAA Botania{r1.8-249} [Botania] (Botania r1.8-249.jar)
UCHIJAA CoFHCore{1.7.10R3.1.2} [CoFH Core] (CoFHCore-[1.7.10]3.1.2-325.jar)
UCHIJAA BuildCraft|Core{7.1.16} [BuildCraft] (buildcraft-7.1.16.jar)
UCHIJAA BuildCraft|Builders{7.1.16} [BC Builders] (buildcraft-7.1.16.jar)
UCHIJAA BuildCraft|Transport{7.1.16} [BC Transport] (buildcraft-7.1.16.jar)
UCHIJAA BuildCraft|Energy{7.1.16} [BC Energy] (buildcraft-7.1.16.jar)
UCHIJAA BuildCraft|Silicon{7.1.16} [BC Silicon] (buildcraft-7.1.16.jar)
UCHIJAA BuildCraft|Robotics{7.1.16} [BC Robotics] (buildcraft-7.1.16.jar)
UCHIJAA BuildCraft|Factory{7.1.16} [BC Factory] (buildcraft-7.1.16.jar)
UCHIJAA IC2{2.2.822-experimental} [IndustrialCraft 2] (industrialcraft-2-2.2.822-experimental.jar)
UCHIJAA Forestry{4.2.12.60} [Forestry for Minecraft] (forestry_1.7.10-4.2.12.60.jar)
UCHIJAA BuildCraft|Compat{7.1.5} [BuildCraft Compat] (buildcraft-compat-7.1.5.jar)
UCHIJAA ChickenChunks{1.3.4.19} [ChickenChunks] (ChickenChunks-1.7.10-1.3.4.19-universal.jar)
UCHIJAA ChunkAnimator{@Version@} [Chunk Animator] (ChunkAnimator-MC1.7.10-1.0.1.jar)
UCHIJAA cookingbook{1.0.134} [Cooking for Blockheads] (cookingbook-mc1.7.10-1.0.134.jar)
UCHIJAA craftingtweaks{1.0.62} [Crafting Tweaks] (craftingtweaks-mc1.7.10-1.0.62.jar)
UCHIJAA defaultworldgenerator{0.1-b13} [Default World Generator] (DefaultWorldGenerator-1.7.10-0.1-b13-universal.jar)
UCHIJAA DynamicLights{1.3.8} [Dynamic Lights] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_onFire{1.0.4} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_dropItems{1.0.8} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_mobEquipment{1.0.8} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_floodLights{1.0.2} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_otherPlayers{1.0.8} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar)
UCHIJAA DynamicLights_thePlayer{1.1.4} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar)
UCHIJAA EnderStorage{1.4.7.38} [EnderStorage] (EnderStorage-1.7.10-1.4.7.38-universal.jar)
UCHIJAA enviromine{1.3.124} [EnviroMine] (EnviroMine-1.3.124.jar)
UCHIJAA etfuturum{1.5.5} [Et Futurum] (Et Futurum-1.5.5.jar)
UCHIJAA exoticbirds{1.0} [Exotic Birds] (Exotic Birds 1.7.10 - 1.0.3b.jar)
UCHIJAA extracells{2.3.10} [Extra Cells 2] (ExtraCells-1.7.10-2.3.10b190.jar)
UCHIJAA fastleafdecay{1.4} [Fast Leaf Decay] (FastLeafDecay-1.7.10-1.4.jar)
UCHIJAA fossil{1.7.10 Build 6.4b} [Fossils and Archeology Revival] (Fossils_Archeology_Revival-1.7.10_Build-6.4b.jar)
UCHIJAA Project_Alchemy{1.0.18} [FullThrottle Alchemist] (FullThrottle_Alchemist-1.7.10-1.0.18a.jar)
UCHIJAA GalacticraftCore{3.0.12} [Galacticraft Core] (GalacticraftCore-1.7-3.0.12.463.jar)
UCHIJAA GalacticraftMars{3.0.12} [Galacticraft Planets] (Galacticraft-Planets-1.7-3.0.12.463.jar)
UCHIJAA harvestcraft{1.7.10j} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10Lb.jar)
UCHIJAA gregtech{MC1710} [GregTech] (gregtech-5.09.26.jar)
UCHIJAA galacticgreg{0.7} [Galactic Greg] (GalacticGreg-0.7.jar)
UCHIJAA GardenContainers{1.7.10-1.7.0} [Garden Containers] (GardenStuff-1.7.10-1.7.0.jar)
UCHIJAA GardenCore{1.7.10-1.7.0} [Garden Core] (GardenStuff-1.7.10-1.7.0.jar)
UCHIJAA GardenStuff{1.7.10-1.7.0} [Garden Stuff] (GardenStuff-1.7.10-1.7.0.jar)
UCHIJAA GardenTrees{1.7.10-1.7.0} [Garden Trees] (GardenStuff-1.7.10-1.7.0.jar)
UCHIJAA Growthcraft{1.7.10-2.4.0} [Growthcraft] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA Growthcraft|Cellar{1.7.10-2.4.0} [Growthcraft Cellar] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA Growthcraft|Apples{1.7.10-2.4.0} [Growthcraft Apples] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA Growthcraft|Bamboo{1.7.10-2.4.0} [Growthcraft Bamboo] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA Growthcraft|Bees{1.7.10-2.4.0} [Growthcraft Bees] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA Growthcraft|Fishtrap{1.7.10-2.4.0} [Growthcraft Fishtrap] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA Growthcraft|Grapes{1.7.10-2.4.0} [Growthcraft Grapes] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA Growthcraft|Hops{1.7.10-2.4.0} [Growthcraft Hops] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA Growthcraft|Rice{1.7.10-2.4.0} [Growthcraft Rice] (growthcraft-1.7.10-2.4.1-complete.jar)
UCHIJAA GTTweaker{1.4.1} [GTTweaker] (GTTweaker-1.7.10-1.4.2.jar)
UCHIJAA HardcoreDarkness{1.7} [Hardcore Darkness] (HardcoreDarkness-MC1.7.10-1.7.jar)
UCHIJAA howlingmoon{1.0.1} [Howling Moon] (howlingMoon-1.7.10-1.0.1.jar)
UCHIJAA ImmersiveEngineering{0.7.7} [Immersive Engineering] (ImmersiveEngineering-0.7.7.jar)
UCHIJAA inventorytweaks{1.58-147-645ca10} [Inventory Tweaks] (InventoryTweaks-1.58-147.jar)
UCHIJAA IronChest{6.0.62.742} [Iron Chest] (ironchest-1.7.10-6.0.62.742-universal.jar)
UCHIJAA JABBA{1.2.1} [JABBA] (Jabba-1.2.1a_1.7.10.jar)
UCHIJAA journeymap{5.1.4} [JourneyMap] (journeymap-1.7.10-5.1.4-unlimited.jar)
UCHIJAA LiMI{1.0} [LiMI] (LiMI 1.0-1.jar)
UCHIJAA LockedDimensions{0.9.2} [Locked Dimensions] (LockedDimensions-0.9.2.jar)
UCHIJAA LogisticsPipes{0.9.3.128} [Logistics Pipes] (logisticspipes-0.9.3.128.jar)
UCHIJAA MineTweaker3{3.0.10} [MineTweaker 3] (MineTweaker3-1.7.10-3.0.10B.jar)
UCHIJAA modtweaker2{0.9.4} [Mod Tweaker 2] (ModTweaker2-0.9.4.jar)
UCHIJAA Morpheus{1.7.10-1.6.20} [Morpheus] (Morpheus-1.7.10-1.6.20.jar)
UCHIJAA MouseTweaks{2.4.4} [Mouse Tweaks] (MouseTweaks-2.4.4-mc1.7.10.jar)
UCHIJAA NEIAddons{1.12.14.40} [NEI Addons] (neiaddons-1.12.14.40-mc1.7.10.jar)
UCHIJAA NEIAddons|Developer{1.12.14.40} [NEI Addons: Developer Tools] (neiaddons-1.12.14.40-mc1.7.10.jar)
UCHIJAA NEIAddons|AppEng{1.12.14.40} [NEI Addons: Applied Energistics 2] (neiaddons-1.12.14.40-mc1.7.10.jar)
UCHIJAA NEIAddons|Botany{1.12.14.40} [NEI Addons: Botany] (neiaddons-1.12.14.40-mc1.7.10.jar)
UCHIJAA NEIAddons|Forestry{1.12.14.40} [NEI Addons: Forestry] (neiaddons-1.12.14.40-mc1.7.10.jar)
UCHIJAA NEIAddons|CraftingTables{1.12.14.40} [NEI Addons: Crafting Tables] (neiaddons-1.12.14.40-mc1.7.10.jar)
UCHIJAA NEIAddons|ExNihilo{1.12.14.40} [NEI Addons: Ex Nihilo] (neiaddons-1.12.14.40-mc1.7.10.jar)
UCHIJAA neiintegration{1.1.2} [NEI Integration] (NEIIntegration-MC1.7.10-1.1.2.jar)
UCHIJAA Netherless{0.9.0} [Netherless] (Netherless-0.9.0.jar)
UCHIJAA OpenMods{0.9.1} [OpenMods] (OpenModsLib-1.7.10-0.9.1.jar)
UCHIJAA OpenBlocks{1.5.1} [OpenBlocks] (OpenBlocks-1.7.10-1.5.1.jar)
UCHIJAA OpenComputers{1.5.22.46} [OpenComputers] (OpenComputers-MC1.7.10-1.5.22.46-universal.jar)
UCHIJAA OpenPeripheralCore{1.3} [OpenPeripheralCore] (OpenPeripheral-1.7.10-AIO-7.jar)
UCHIJAA OpenPeripheral{0.5.1} [OpenPeripheralAddons] (OpenPeripheral-1.7.10-AIO-7.jar)
UCHIJAA OpenPeripheralIntegration{0.5} [OpenPeripheralIntegration] (OpenPeripheral-1.7.10-AIO-7.jar)
UCHIJAA pandorasbox{2.0.1} [Pandora's Box] (PandorasBox-2.1.jar)
UCHIJAA ProjectE{1.7.10-PE1.9.5} [ProjectE] (ProjectE-1.7.10-PE1.9.5.jar)
UCHIJAA qCraft{1.2} [qCraft] (qCraft1.2_1.7.10.jar)
UCHIJAA rancraftpenguins{1.7.10q} [Rancraft Penguins] (rancraftpenguins-1.7.10q.jar)
UCHIJAA reccomplex{0.9.6.3} [Recurrent Complex] (RecurrentComplex-0.9.6.3.jar)
UCHIJAA Roguelike{1.5.0} [Roguelike Dungeons] (roguelike-1.7.10-1.5.0b.jar)
UCHIJAA ropebridge{1.1} [Rope Bridge] (RopeBridge-v1.2-mc1.7.10.jar)
UCHIJAA SGCraft{1.13.1} [Greg's SG Craft] (SGCraft-1.13.1-mc1.7.10.jar)
UCHIJAA skinport{1.7.10-v8c} [SkinPort] (SkinPort-1.7.10-v8c.jar)
UCHIJAA solarcraft{SC_VER_KEY} [SolarCraft] (SolarCraft-1.0.34-tyra7.jar)
UCHIJAA bq_standard{1.0.81} [Standard Expansion] (StandardExpansion-1.0.81.jar)
UCHIJAA StevesWorkshop{0.5.1} [Steve's Workshop] (StevesWorkshop-0.5.1.jar)
UCHIJAA StorageDrawers{1.7.10-1.9.4} [Storage Drawers] (StorageDrawers-1.7.10-1.9.4.jar)
UCHIJAA foxlib{1.7.10-0.7.0} [FoxLib] (FoxLib-1.7.10-0.7.0.jar)
UCHIJAA Tails{1.7.10-1.4.1a} [Tails] (Tails-1.7.10-1.4.1a.jar)
UCHIJAA corerm{1.0b} [RikMuld's Core] (TheCampingMod_2.1f.jar)
UCHIJAA camping{2.1f} [The Camping Mod 2] (TheCampingMod_2.1f.jar)
UCHIJAA totemic{1.7.10-0.6.2} [Totemic] (Totemic-1.7.10-0.6.2.jar)
UCHIJAA trashslot{1.0.31} [TrashSlot] (trashslot-mc1.7.10-1.0.31.jar)
UCHIJAA worldedit{6.0-beta-01} [WorldEdit] (worldedit-forge-mc1.7.10-6.0-beta-01.jar)
UCHIJAA HungerOverhaul{1.7.10-1.0.0.jenkins75} [Hunger Overhaul] (HungerOverhaul-1.7.10-1.0.0.jar)
UD BiomeTweakerCore{1.2.128} [BiomeTweaker Core] (minecraft.jar)
GL info: ERROR RuntimeException: No OpenGL context found in the current thread.
OpenModsLib class transformers: [stencil_patches:FINISHED],[movement_callback:FINISHED],[map_gen_fix:FINISHED],[gl_capabilities_hook:FINISHED],[player_render_hook:FINISHED]
Class transformer null safety: all safe
AE2 Version: beta rv3-beta-5 for Forge 10.13.4.1448
CoFHCore: -[1.7.10]3.1.2-325
Stencil buffer state: Function set: GL30, pool: forge, bits: 8
AE2 Integration: IC2:ON, RotaryCraft:OFF, RC:OFF, BuildCraftCore:ON, BuildCraftTransport:ON, BuildCraftBuilder:ON, RF:ON, RFItem:ON, MFR:OFF, DSU:ON, FZ:OFF, FMP:OFF, RB:OFF, CLApi:OFF, Waila:OFF, InvTweaks:ON, NEI:ON, CraftGuide:OFF, Mekanism:OFF, ImmibisMicroblocks:OFF, BetterStorage:OFF, OpenComputers:ON, PneumaticCraft:OFF
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'

[1.10.2] Add event for Gate transit

I would like to add an auto-closing feature to my gate controller program, but currently the only way to do this would be with pressure plates. I do not like that method, as it is obtrusive and in some cases difficult to find space for. There are also instances where players may miss the pressure plate.

Localizations

Just a minor issue noticed. The death messages are are showing death.attack.sgcraft:iris and death.attach.sgcraft:transient instead of the actual death message.

Like I said, this is very minor and does not affect gameplay, just thought I would bring it to your attention.

[Support] RF StarGate Power Unit

I have positioned the unit below the Star Gate base and under the Controller, ensured both were fully charged, but I was unable to open the gate until I added Naquadah. Your website seems pretty clear, with its example picture that it goes beneath the Gate, but it lacks any written details confirming that.

Any information you can provide would be appreciated.

[Suggestion] GDO

A simple new item that is a GDO. The GDO has to be linked to a stargate and then can open/close its iris if the GDO is in the range of the stargate or in the range of the stargate that is connected to the one where the GDO is linked. You right click with the GDO in hand and the iris will open by itself.

The GDO needs energy to operate and can be recharged like a EU/RF tool inside EU/RF power unit blocs or in any other mod that can recharge that kind of items. No energy is needed if no EU or RF mod is installed.

The GDO has a light on it that has three state: off, green and red. It is off if there is no stargate in its range, of if the stargate has no GDO linked to it or it is linked to another GDO. It is green if the iris of the stargate is open, else it's red. The light is powered if you're in range of the stargate, or the stargate connected to the stargate where the GDO is linked. The GDO can open/close the iris.

[Suggestion] Chevron upgrade change

Hello.
I've seen the request of allowing 7 chevron-gates to be dialed in through 9 chevron addresses, and greg said that'd confuse back-dialing.
So I thought - why not making every stargate to have 9 chevrons (that WILL engage when there's an incoming connection), but the bottom two are "disabled", which means they cannot be used to engage dialing. The chevron upgrade would simply "enable" these two cevrons, thus alowing the stargate to dial 9 chevron addresses.
This would mean that the chevron block is activating a chevron, and since you use 7 of them, only 7 will be active.

What do you think?

ConcurrentModificationException

Greetings,

I have been using SGCraft with my Tekkit Legends server for a little while now. I have setup gates across the countryside, and most have a dialing computer associated with them. These dialing computers are ComputerCraft Advanced Computers, connected to the gate interface with modems and networking cable.

After I began using computers in this manner, I have been experiencing issues with server crashes. When examining the server logs, the following errors are present:

CCSGPeripheral.detach: from dan200.computercraft.shared.peripheral.modem.TileCable$RemotePeripheralWrapper@1f8a18ae
CCSGPeripheral.detach: from dan200.computercraft.shared.peripheral.modem.TileCable$RemotePeripheralWrapper@67e68df6
CCSGPeripheral.attach: to dan200.computercraft.shared.peripheral.modem.TileCable$RemotePeripheralWrapper@31fe7ecd
CCSGPeripheral.detach: from dan200.computercraft.shared.peripheral.modem.TileCable$RemotePeripheralWrapper@53d51ffc
CCSGPeripheral.detach: from dan200.computercraft.shared.peripheral.modem.TileCable$RemotePeripheralWrapper@31fe7ecd

Followed by:

java.util.ConcurrentModificationException
    at java.util.HashMap$HashIterator.nextEntry(HashMap.java:922)
    at java.util.HashMap$KeyIterator.next(HashMap.java:956)
    at net.minecraft.entity.EntityTracker.func_72788_a(EntityTracker.java:269)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:648)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

I stopped using the computers altogether, and the errors disappeared, and the server remained stable.

It's worth noting here that I have played this same server (same forge, tekkit, CC versions) without SGCraft previously, and have not had issues with the advanced computers behaving in this manner.

Is it possible there is some issue with the SGCraft CC interface, and some kind of hazardous interaction with CC or the world?

Any assistance would be greatly appreciated.

Performance issue with 1.13.1-mc1.10.2 with RF Stargate Power Unit

When placed and powered under the stargate, the RF Stargate Power Unit drops my FPS from a rate limited 60fps to under 30. The F3 screen shows upwards of 20 chunk updates a second. As soon as the power unit block is broken, performance comes back. Replication is easy:

  • Create stargate
  • Place RF Stargate Power Unit underneath
  • Place creative power cell (from EnderIO in my testing) next to power unit
  • As soon as the power unit starts to receive power, FPS tanks and chunk updates climb

SGCraft 1.13.1
Minecraft 1.10.2
Forge 12.18.2.2171

Best guess on the issue is the calls to markDirty()/markBlockForUpdate() in RFPowerTE.addEnergy() - I could see where 20 chunk updates a second are coming from if one of those methods is saving the chunk each tick.

[1.10.2] Bonus Chest loot from SGCraft is too much

When player enables Bonus Chest, it adds a chest full of really good stuff with SGCraft installed.
I got A stack of Naquadah Alloy Ingots, fair amount of EnderPearls and some Stargate Crystals.

This has been tested with only SGCraft installed.

SGCraft: 1.13.2

Naquadah generation of a previously generated world

Hello
I host a server (FTBInfinityEvolved v.2.6.0) with some additional mods, including SGCraft.
I generate a map previously and I want to generate the ore (NaquadahOre)in my actual world. I notice this line in the .cfg file of SG Craft:

options { B:addOresToExistingWorlds=true }

And the settings for the generation :

naquadah { I:genIsolatedOdds=3 I:genUnderLavaOdds=3 I:maxIsolatedNodes=4 I:maxNodesUnderLava=4 }

I searching in the web for some informations, and I setting it on true.
But when I launch the server, it loading and ... crash.
I trying to reduce the setting of the generation but it crash again.
PS : I put the crash-report file.
crash-2016-10-09_19.19.48-server.txt

[1.10.2] Server crash if augmentStructures=true and RTG in use

I get a server crash on startup using SGCraft-1.13.2-mc1.10.2.jar if I enable AugmentStructures in an RTG world:

---- Minecraft Crash Report ----

WARNING: coremods are present:
CorePlugin (MrTJPCore-1.10.2-2.0.1.20-universal.jar)
CoFH Loading Plugin (CoFHCore-1.10.2-4.1.12.17-universal.jar)
CCLCorePlugin (CodeChickenLib-1.10.2-2.5.9.320-universal.jar)
NEICorePlugin (NotEnoughItems-1.10.2-2.1.3.220-universal.jar)
MalisisCorePlugin (malisiscore-1.10.2-4.4.0.jar)
BiomeTweakerCore (BiomeTweaker-1.10.2-2.3.239.jar)
LMRECoremod ([1.9.4-1.10.x]LittleMaidReengaged-8.1.4.132.jar)
CoreMod (TickProfiler-1.10.2.jenkins.31.jar)
Contact their authors BEFORE contacting forge

// Quite honestly, I wouldn't worry myself about that.

Time: 2/13/18 11:06 AM
Description: Exception in server tick loop

java.lang.RuntimeException: java.lang.IllegalArgumentException: Can not set it.unimi.dsi.fastutil.longs.Long2ObjectMap field net.minecraft.world.gen.structure.MapGenStructure.field_75053_d to gcewing.sg.SGStructureMap
at gcewing.sg.BaseReflectionUtils.setField(BaseReflectionUtils.java:75)
at gcewing.sg.FeatureGeneration.modifyScatteredFeatureGen(FeatureGeneration.java:53)
at gcewing.sg.FeatureGeneration.onInitMapGen(FeatureGeneration.java:41)
at gcewing.sg.SGCraft.onInitMapGen(SGCraft.java:259)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_316_SGCraft_onInitMapGen_InitMapGenEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185)
at net.minecraftforge.event.terraingen.TerrainGen.getModdedMapGen(TerrainGen.java:47)
at rtg.world.gen.ChunkProviderRTG.(ChunkProviderRTG.java:160)
at rtg.world.WorldTypeRTG.getChunkGenerator(WorldTypeRTG.java:50)
at net.minecraft.world.WorldProvider.func_186060_c(WorldProvider.java:61)
at net.minecraft.world.WorldServer.func_72970_h(WorldServer.java:855)
at net.minecraft.world.WorldServer.(WorldServer.java:115)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:252)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:266)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.IllegalArgumentException: Can not set it.unimi.dsi.fastutil.longs.Long2ObjectMap field net.minecraft.world.gen.structure.MapGenStructure.field_75053_d to gcewing.sg.SGStructureMap
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(UnsafeFieldAccessorImpl.java:167)
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(UnsafeFieldAccessorImpl.java:171)
at sun.reflect.UnsafeObjectFieldAccessorImpl.set(UnsafeObjectFieldAccessorImpl.java:81)
at java.lang.reflect.Field.set(Field.java:764)
at gcewing.sg.BaseReflectionUtils.setField(BaseReflectionUtils.java:72)
... 16 more

The crash occurs only with augmentStructures=true.

[1.7.10] naquadah alloy block & ore bugged

In version 1.13.2 for 1.7.10 is possible walk inside these blocks and impossible to place one above another like not exist.
After placed I can only see them, will stay there forever!

thx

[Suggestion] Iris Bang Sound

A suggestion would be a sound where the iris block an item or a player. As well an API event (irisCollisionDetected) can be created to monitor iris collisions. If you want, you could as well make that the API can see the ID of the item that has pass trought the vortex. (ID 0 = living or unknown entity). But if it's a living entity, you cannot see its type (for a mob) or its name (for a player).

Big bang sound for a living entity, little band sound for other entities, like items and arrows.
You can do that potion splash does their effet around the stargate even if the iris is closed, but not if the shield is up (from my shield suggestion).

[1.10.2] ComputerCraft Interface

It's not there, computercraft has updated to 1.10.2, i know opencomputers is pretty much the same thing but i prefer computercraft

[1.10.2] AugmentStructures creates a crash on startup

We have a issue with SGCraft-1.13.2-mc1.10.2. If i set AugmentStructures to true the server will crash on startup. Without generate sg structures this mod seems a little bit pointless. Hope it will be fixed asap.

We are running forge-12.18.3.2316.

Rendering issue [1.10.2]

With 1.13.2-mc1.10.2.jar water is not visible when viewing them through an active Stargate, I would suggest making the event horizon texture Opaque. Also all of the mods items (not blocks) are too big both in your hand and on the ground:
2017-12-11_18 06 10
Item textures compared to normal item (Iron Ingot)

[Suggestion] More SG Tech (transporters, etc)

Fantastic mod. Easily my favorite to date, here's a list of things that would make it even better:
(Suggestions are for augmented vanilla, no computercraft here)

Ring Transporter(arbitrary max distance so they don't overpower the stargates)
Simple gui to allow you to either dial another set of rings or select from a list of linked rings. Also could just be set to come and go from one destination as soon as you set on the pad (animation would be rings coming up around the player, teleport, rings going down at new location)

GDO (Garage Door Openers)
Remotely lets you activate and deactivate your base iris. I'm thinking very basically it either powers up a block that emits a redstone signal (coded to your individual GDO) or it acts like a remote button (coded for your GDO again) that can be used in conjunction with a t flip flop, etc.

Kino
From SG: Universe, I think it would be a little more doable than a MALP but I'm not a programmer. It's a little flying ball that has the same function as a MALP

Config/in game for rapid dialing
I love the rotating dialing animation but sometimes you need to get somewhere quick. Perhaps as a progression incentive, a very expensive device that allows you to dial your gates remotely (no interface with the DHD) and skips the rotating sequence, similar to how punching in the symbols on the DHD automatically locks the address without rotating. Or a setting in the config for rapid dialing.

Manual Dialing
Some ghast just blew up your DHD leaving you stranded in the nether on a floating block of netherrack. Good thing you can dial home manually (though very very slowly). I'm thinking an additional tab in the stargate's ui that lets you add fuel and dial manually. Rotation and dial would take x5+ as long as normal.

Forget augmenting structures
What about just straight up dimension spawning that only allow Vanilla, SG craft, and maybe a few other's ores and such to spawn so it doesn't interfere with other mods spawning? A few popular ones from the shows if possible and then just generic worlds (the desert, a medieval place with random cobblestone buildings, etc). Their address can be hidden in loot or villages (max of say 50 of these are created to explore) as book items with the address written inside.

Puddlejumpers
This exists:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2597098-minecraft-flight-simulator-the-most-realistic
Time for VTOL puddlejumpers that can go through the gates.

I also second the pegasus gate design being added :)

Stop bundling cofh api classes?

Kyle Schowalter wrote:

Hello

I am currently running your version of SGCraft for version 1.10.2 with
galacticrafts version 106 for 1.10.2. I experienced a crash when opening
a solar panel which is part of galacticraft.

However, I contacted the devs for galacticraft who took a look over my
mod list and found the crash was caused by your mod which is
distributing an outdated version of the CofH API (aka Redstone flux).
Galacticraft since version 4.0.0.88 is using the correct current version
of the CofH API, thus causing a crash. I know your mod works fine with
the mods you suggested and tried off your site, however galacticraft is
a very popular and fun mod and would love to have it work with
galacticraft. Plus it fits into SG1's Canon being able to travel to
other planets.

If you find this interesting or something you would like to fix I can
forward you the email I have from galacticraft Dev and the crash report.

Thanks

Kyle

[Suggestion] chevron engaged voice

Could you include the voice of walter in the mod when he says "Chevron 1 engaged" and then let us play it with sg.playVoiceChevron1() or something like that?

I have the sounds here

[Suggestion] opaque event horizon

Could you make the event horizon opaque? In the series its only transparent when you look at it from behind but from the front its always opaque.

It would also "fix" those kind of glitches.

shutdown because of no power

If the stargate turns off because it's out of power it still has a tiny bit of energy left.
You can see that if you access the energy with a computer. Could you drain the energy completely?
My computer program has extra red text "no energy" when energy is at 0 but its never at 0 after you build it.

I could make something like if energy < 10000 then print("no energy") but it changes because of the energy config of the server on how much power is too low to dial.

[Suggestion] power units capacity

Could you make an automated adjustment of the power units capacity with increased energy cost config?
This would avoid the issue that the cost of a connection is larger than the total capacity of all power units.

Enable some kind of /Suicide

I am currently stuck on the nether roof, as a result of my ship messing up. There are other situations where /suicide would be useful too suck as if someone claim the land where you will respawn and build a box.

Zombie/Villager crash

i can be playing or just sitting idle. Only way i knew it was sgcraft villager was when i edited region file to remove the zombie. the villager next to zombie was from sgcraft. Any help is greatly appreciated.

SGCraft-1.13.2-mc1.10.2.
forge-1.10.2-12.18.2.2123-universal

http://pastebin.com/W6CdNeVW

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