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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_base
    • transport_ring
  • ComputerCraft integration is registered only when the computercraft mod 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=true on the frame blocks and registers a StargateEntry.
  • 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:
    • A for minecraft:overworld
    • N for minecraft:the_nether
    • E for minecraft: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:stargate is 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.
  • StargateBaseRenderer owns 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_ring block 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 stargate peripheral 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