docs:project_status
Table of Contents
Project Status
This document summarizes the current LanteaCraft rewrite state from the source tree and the existing docs. It is descriptive, not aspirational.
Scope
- Minecraft target: 1.21.1 NeoForge rewrite.
- This is not a direct port of the legacy 1.7.10 LanteaCraft code.
- Legacy behavior and assets may be reference material, but current behavior is defined by the current source tree.
- Current Stargate implementation is a working prototype with known gaps.
Implemented Systems
Registration And Bootstrap
- Blocks, items, block entities, sounds, networking, creative tabs, config, teleport event handling, and chunk ticket registration are wired through
LanteaCraft. - Client-side block entity renderers are registered for:
stargate_basetransport_ring
- ComputerCraft integration is registered only when the
computercraftmod is loaded.
Stargate Blocks And Variants
Registered Stargate variants exist for:
- Milky Way
- Nox
- Wraith
- Pegasus
Each variant has Stargate ring, chevron, base, and DHD blocks/items registered in the source tree. Current docs describe the Stargate multiblock rules primarily in terms of the default block names. Variant-specific multiblock behavior should be verified against the source before making changes.
Stargate Multiblock
- The Stargate is assembled as a 7×7 frame centered on a base at the bottom middle.
- Assembly sets
assembled=trueon the frame blocks and registers aStargateEntry. - Disassembly clears assembled state where possible, removes saved data, and attempts connection/chunk-ticket cleanup.
- Right-clicking an assembled gate with no item shows the gate address.
- Right-clicking the assembled bottom row with a valid solid block applies bottom-row camouflage through the base block entity.
Address And Saved Data
- Addresses are currently 7 glyphs: 6 generated gate glyphs plus 1 dimension glyph.
- The glyph alphabet is
ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-+. - Preferred dimension glyphs are:
Aforminecraft:overworldNforminecraft:the_netherEforminecraft:the_end
- Saved data is stored globally as
lanteacraft_stargate_network. - Saved data tracks registered gates, dimension glyph assignments, active one-way connections, and connection start times.
DHD Dialing
- DHD interaction opens a custom client-side
DhdScreen. - The screen accepts typed glyphs, paste, backspace/delete, and sends
DialStargatePayload. - The server validates the DHD, finds the nearest assembled gate within radius 8, and delegates dialing/disconnect behavior through
StargateDialer. - Blank input is treated as a disconnect request.
Stargate Connections
- Connections are one-way: source address to destination address.
- Source and destination base block entities receive dialing/connected state for rendering and sounds.
- The source/outgoing gate can disconnect.
- Incoming gates cannot be redirected or closed locally through the current dialer flow.
- A one-minute timeout is enforced by the teleport handler.
Teleport Behavior
- Stargate teleporting currently handles players only.
- The active source gate teleports front-side entrants to the destination front side.
- Back-side entry at the outgoing gate is rejected/pushed to the front side.
- Entry into an incoming destination gate is rejected/pushed outward.
- The detection volume is a rectangular slab, not a circular event horizon.
Chunk Loading
- A NeoForge ticket controller named
lanteacraft:stargateis registered. - Opening a connection force-loads source and destination base chunks when the relevant levels are available.
- Disconnect, timeout, and disassembly attempt to release those tickets.
- Only base chunks are loaded.
Stargate Rendering
- The assembled Stargate visual is anchored to the base block entity.
StargateBaseRendererowns procedural ring geometry, glyph ring, chevrons, chevron lighting, dialing rotation, bottom camouflage, event horizon, kawoosh, and expanded render bounds.- Event horizon and kawoosh are procedural translucent meshes using
textures/fx/eventhorizon.png. - The renderer is functional prototype code, not final model architecture.
Transport Rings
- A
transport_ringblock and block entity exist. - Right-click activation searches for another transport ring platform in the same chunk column.
- Matching platforms animate and teleport eligible entities from a beam volume at the source to the destination.
- The renderer animates six rings and a beam while active.
- Cross-dimensional transport ring behavior is not implemented in the current source.
ComputerCraft Compatibility
- When ComputerCraft is present, Stargate blocks can expose a
stargateperipheral for assembled gates. - Exposed methods include address/status queries, dialing, disconnecting, and event delivery.
- Events include dialing/opened/closed/entity transit style payloads.
- Exact in-game ComputerCraft behavior and compatibility status are unknown without testing.
Assets And Data
Implemented resources include:
- Stargate, DHD, transport ring, ore, metal block, and item models/textures.
- Milky Way, Nox, Wraith, and Pegasus Stargate/DHD texture variants.
- Stargate sounds for rolling, chevron lock, open, close, DHD button, and event horizon ambience.
- Recipes for Stargate parts, crystals, naquadah/trinium resources, and related blocks/items.
- Worldgen JSON for naquadah and trinium ores.
Known Prototype Areas
- Assembly/debug logging is very verbose.
- Stargate disassembly under partial destruction needs testing.
- Existing saved addresses from older prototypes are not migrated.
- Destination busy rules are incomplete.
- DHD-to-gate association is nearest-gate search, not explicit linking.
- Renderer and gameplay state are tightly coupled to the base block entity.
- Stargate teleport support is player-only.
- Chunk loading has no startup repair/reassertion path for persisted active connections.
- Event horizon translucency, kawoosh replay behavior, and render cost need testing.
- Transport rings are functional prototype code and are less documented than Stargates.
Unknowns
- Current automated test coverage is unknown from the docs.
- Manual QA coverage is unknown unless recorded elsewhere.
- Multiplayer and dedicated-server behavior beyond what the source implies is unknown.
- Compatibility with existing worlds from older rewrite snapshots is unknown.
- Final art/model direction is unknown.
- Balance/power/progression rules are unknown.
docs/project_status.txt · Last modified: by 127.0.0.1
