LanteaCraft RC2-41 is released!

It is with great excitement that we announce the first Minecraft 1.7.2 build of LanteaCraft! You can grab a copy from our download site.

Changes include, but are not limited to:

  • Updated to Minecraft 1.7.2 Forge 1060
  • Added new Reagent crafting system. Some reagent textures are missing still, so please do not report them.
  • Added new Crystal Infuser crafting system.
  • Added new code to help reduce network load and desync problems.
  • Fixing sound issues and crashes.
  • Fixing gate dialling speed and other tile-entity problems.
  • Fixing broken recipes when GregTech was installed.
  • Fix for a crash-bug with IC2. Fixes IC2 cables not connecting to Naquadah Generators and other LC components.
  • Fixing some broken textures and files.
  • Fix a bug where Stargates could establish or receive two connections at once, particularly from ComputerCraft and OpenComputers.
  • Added more LanteaCraft API methods.
  • Fixed logic to prevent Stargates from dialling themselves.
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LanteaCraft RC1-24 is out!

The LanteaCraft team have been working hard the last few months to hammer out many bugs and issues, and add more features to LanteaCraft. It is with great pleasure that we can announce the release of LanteaCraft RC1-24, our latest recommended build.

We’ve made a lot of changes, including…

  • Texture name fix (missing assets)
  • Added missing Naqaudriah textures
  • Updated de_DE.lang
  • Fix Liquid Naquadah MCMETA animations
  • Fix for a bug where Stargates expect >9 symbols and never finish dialling.
  • Fix a radix bug where startDiallingSymbol made 0 > i and never finish dialling.
  • Fix missing AT declarations to fix UE depdendency.
  • Fix SoundEngine crash.
  • Fix issue #46: accidentally made orgen very verbose.
  • Fix issue #47: Making FilteredInventory ISidedInventory.
  • Fix issue #42: Building the stargate bottom-to-top doesn’t make a whole gate.
  • Transporter rings beta.
  • Fix NPE when destroying gate blocks.
  • Fixing issues #66 and #68.
  • Update cs_CZ.lang, en_US.lang, de_DE.lang.
  • Fixed missing glyphs in assets for SG1-gate.
  • Fix label NAQUADRIAH (previously NAQAHDRIAH).
  • Stargates will shutdown if the multiblock state is M_INVALID.
  • Fix address length in computercraft hook.
  • Naquadah generators now require redstone signal > 0 to run
  • Stargates have real inner rings now.
  • Fix issue #8: Redstone behaviour fix.
  • Added version engine.
  • Fixing weird animation, new render UVmapping.
  • We are now 100% compatible with OpenComputers. We’ve had to temporarily drop ComputerCraft support until I can fix issues created by their API changes.
  • Some more changes to Transporter Ring logic – they’re still work-in-progress, but they now swap entities.
  • Stargate event horizons (transients) are lethal to just about everything.
  • Rewritten sound-engine; Stargates make noise again, and we can cue sounds precisely to the animations.
  • Changed core energy systems – preparing for Energy Crystals inside Stargates.
  • Stargates are no longer chunkloaders, they’ll load remote gates when a dial is requested. This was a real problem for servers and server owners.
  • Some core network changes which make it easier for us to prevent network de-syncs.
  • Started implementing Lantean Glass, still unfinished (but pretty!).
  • Fixed rendering with DHD and other GUI elements appearing off the screen.
  • Fixing missing GUI elements in Stargate Controllers.
  • Fixing issue with explosions being a bit too explosion-y by disabling them for now.
  • Fixing math for transient effect damage, actually damages players standing in front now.
  • Stargates have lost some weight; slightly thinner and slimmer design.
  • Fixing dependencies on Universal Electricity and Buildcraft; you won’t need to install them alongside LanteaCraft to fix that annoying ClassNotFound issue.
  • Hopefully fixing invisible blocks (Railcraft’s tracker, Galacticraft ‘oxygen’) inside Stargates which made them deform or crash.
  • Fixing a null-pointer issue in ring-platforms which caused game stops.

…. and many more! You should get a copy of LanteaCraft today!

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Announcing LanteaCraft RC1

After having written and rewritten the old SGCraft Reloaded code into LanteaCraft, we can now announce the first release-candidate builds of LanteaCraft! This has been a massive rewrite and re-design of the original mod, and includes a heap of new features.

  • Major core restructures: LanteaCraft can convert worlds from SGCraft and SGCraft Reloaded.
  • Stargates are now 7×7: larger entities can now fit through the Stargates.
  • New addressing system: up to 877,936 blocks in range and functioning in over 2,800 dimensions.
  • Shorthand addresses: you only need use the first seven symbols to dial in the local dimension.
  • No need for Galacticraft support: addressing system automatically detects GalactiCraft and other special dimensions.
  • GUI and functionality changes: added copy and paste buttons and hooks to Stargates and DHD’s.
  • Added Naquadah Generators: cheap, clean power on mass.
  • Added Trinium Ore: new ores and alloys for later use.
  • Added new decoration blocks: deck out your base with Lantean Steel or Goa’uld Gold!
  • … and much more!

Get a copy of LanteaCraft today!

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Coming Changes…

We’ve been working day and night to push the next update for LanteaCraft. Here’s some information about what we’ve been up to.

  • We changed the way gates are assembled and tracked in the code. This means we can make chevrons emit light, and upgrade to a larger gate format.
  • We’re moving to a nine-chevron address system, allowing more gates and multiple gates inside chunks.
  • Gates can be moved and their addresses remain the same, regardless of their location.
  • Stargates will be power-able via Buildcraft MJ and IC2 EU. More details on this soon.
  • Adding more gates and gate types. Gates of one type can dial gates of other types.
  • Improved the animations and the “canon” to the original Stargate series, including behaviour changes.
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