DUE TO THE RECENT CHANGES MADE TO STARGATE NETWORK, IT IS HIGHLY ADVISED YOU MAKE A BACKUP OF YOUR WORLD BEFORE UPDATING TO NEW MOD VERSION
Added:
- Added getStargateVariant() ComputerCraft function
- Added isChevronOpen() ComputerCraft function
Fixed:
- Hopefully fixed a crash caused by a forgotten null check - gonna be honest here, I didn't have much time to test, so I may have missed more stuff
DUE TO THE RECENT CHANGES MADE TO STARGATE NETWORK, IT IS HIGHLY ADVISED YOU MAKE A BACKUP OF YOUR WORLD BEFORE UPDATING TO NEW MOD VERSION
Added:
- Added sendStargateMessage() ComputerCraft function
- Added isWormholeOpen() ComputerCraft function
Fixes:
- Fixed Stargate Variant back textures doing whatever they were doing before, clearly that wasn't right
- Fixed Atlantis Stargate Variant and SG-1 Stargate Variant using no longer existing Symbols
DUE TO THE RECENT CHANGES MADE TO STARGATE NETWORK, IT IS HIGHLY ADVISED YOU MAKE A BACKUP OF YOUR WORLD BEFORE UPDATING TO NEW MOD VERSION
Added:
- Added sendStargateMessage() ComputerCraft function
- Added isWormholeOpen() ComputerCraft function
Fixes:
- Fixed Stargate Variant back textures doing whatever they were doing before, clearly that wasn't right
- Fixed Atlantis Stargate Variant and SG-1 Stargate Variant using no longer existing Symbols
- Fixed Stargate Variant Chevron Open Sound not being used
DUE TO THE RECENT CHANGES MADE TO STARGATE NETWORK, IT IS HIGHLY ADVISED YOU MAKE A BACKUP OF YOUR WORLD BEFORE UPDATING TO NEW MOD VERSION
Fixes:
- Fixed Stargate Variant Event Horizons not working correctly with frame counts that aren't multiples of 32
DUE TO THE RECENT CHANGES MADE TO STARGATE NETWORK, IT IS HIGHLY ADVISED YOU MAKE A BACKUP OF YOUR WORLD BEFORE UPDATING TO NEW MOD VERSION
Fixes:
- Fixed Transporter Network not removing destroyed Transporters correctly
- Fixed Stargate Variant Event Horizon textures getting stretched
- Fixed auto-generated Solar Systems appearing as though they're not bound to any galaxy
DUE TO THE CHANGES MADE TO STARGATE NETWORK, IT IS HIGHLY ADVISED YOU MAKE A BACKUP OF YOUR WORLD BEFORE UPDATING TO NEW MOD VERSION
Added:
- Added #sgjourney:wormhole_cannot_teleport tag, which specifies Entities that can't be teleported by a Stargate's wormhole Added new Points of Origin - Ankh, Aurum, Reflection and Wheel
- Added Advancements and a custom "sgjourney:stargate_wormhole_travel" advancement trigger
- Added Stargate related Statistics
- Added getEnergyCapacity() function to Interfaces
- Added new Galaxies - Ida, Othala, Andromeda, Triangulum and Kaliem - These galaxies have no Solar Systems associated with them (yet) and are present mainly for potential use in Datapacks
Changes:
Datapacks
- Galaxies no longer specify which Solar Systems are located in them
- Solar Systems now specify which Galaxy they're located in as well as their addresses in the individual Galaxies
- Galaxies can now specify which Points of Origin can generate randomly in them
- Registering custom Symbols through Datapacks no longer requires a corresponding Symbol Set
- Symbols and Symbol Sets are now only use one texture for all symbols to increase Stargate rendering speed
- Stargate Variant can now control the number of frames in Event Horizon animation and if a Stargate will form a Vortex when connected
Other
- Rewrote all of Stargate Network code (this should hopefully mean there will no longer be problems choosing preferred Stargate)
- Stargate Network will now automatically attempt to reset a Stargate that somehow failed to close when it's dialed, this should hopefully fix problems with Stargates becoming unreachable unless a Stellar Update happens
- Stargates without existing NBT data placed by players will now always have randomized Points of Origin
- Addresses from PDA can now be copied to clipboard
- Changed Naquadah Liquidizer and Heavy Naquadah Liquidizer GUI textures to indicate what items go where
- The distance at which Stargate sounds can be heard is now configurable in Client Config
- Stargates now produce sounds from their center instead of the base
- Adjusted the Cavum Tenebrae Stargate Pedestal Structure to make it harder to accidentally get pulled back into the Event Horizon by the Black Hole
- Universe Stargate Rotation is now significantly faster (yes, it no longer has its canonical speed, but let's be honest, it was way too slow; plus you can still change it to be slower in the config)
- Crystallizer and Advanced Crystallizer recipes can now be set to not deplete primary or secondary ingredient
Fixes:
- Stargate will no longer draw Energy on a connection that fails to form
- Cartouches in Abydos Cartouche, Buried Stargate and Chulak Cartouche Monument structures will now use correct Symbols corresponding to their Dimensions
- Fixed Pegasus and Universe Stargate not being properly reset when the disconnectStargate() ComputerCraft function was used on them
- Fixed Pegasus and Universe DHD center button not glowing on incoming connections
- Fixed incorrect shading on horizontal Stargates