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Added:

  • Added "sgjourney:unique_placement" structure placement type
  • Added "sgjourney:stargate_placement" structure placement type (dependant on its respective config)
  • Added "sgjourney:buried_stargate_placement" structure placement type (dependant on its respective config)
  • Added Japanese translations by elinka47

Changes:

  • Point of Origin is now technically considered a part of the address instead of being a glorified enter button
  • Stargate Structures now use custom placement types, which should hopefully prevent other mods from interfering with Stargate generation to some degreel, as well as cut the time the game spends searching for it when you're using the locate command
  • Migrated NeoForge tags to the "c:" namespace

Fixes:

  • Fixed Cartouches not retaining addresses (at least I think so)
  • Fixed Stargate not killing the player properly when going through the wrong end
  • Fixed DHD screen and PDA not handling infinite Stargate open time properly
  • Fixed Stargate not rotating endlessly when -1 was used as an argument for the CC:Tweaked rotation function

Added:

  • Added "sgjourney:unique_placement" structure placement type
  • Added "sgjourney:stargate_placement" structure placement type (dependant on its respective config)
  • Added "sgjourney:buried_stargate_placement" structure placement type (dependant on its respective config)
  • Added Japanese translations by elinka47

Changes:

  • Point of Origin is now technically considered a part of the address instead of being a glorified enter button
  • Stargate Structures now use custom placement types, which should hopefully prevent other mods from interfering with Stargate generation to some degreel, as well as cut the time the game spends searching for it when you're using the locate command

Fixes:

  • Fixed Cartouches not retaining addresses (at least I think so)
  • Fixed DHD screen and PDA not handling infinite Stargate open time properly
  • Fixed Stargate not rotating endlessly when -1 was used as an argument for the CC:Tweaked rotation function

Added:

  • Added usage description tooltips to some Items and Blocks

Changes:

  • Updated Stellar View compatibility to 0.5.0
  • Changed how DHD Crystal Menu is opened (if you right-click on the top, the Dialing Menu will open; if you right-click on any of the other sides or hold shift while right-clicking on any side, the Crystal Menu will open)

Fixes:

  • Fixed Stargate iris not killing entities
  • Hopefully fixed random crash related to unknown registry element?

Added:

  • Added French translation by Peperehobbits01
  • Added Falcon Helmet
  • Added Goa'uld (WIP, Entity and Item)
  • Added Goa'uld Carcass
  • Added Cooked Goa'uld
  • Added Jaffa (WIP)

Changes:

  • Each type of Stargate Connection now has its own shared energy bypass config, instead of one multiplier for all connection types
  • Nerfed Jaffa armor
  • Changed Jackal Helmet model and texture
  • Improved Interface GUI
  • Improved DHD Crystal GUI

Fixes:

  • Fixed Ma'tok Staff Weapon not making a sound while shooting
  • Fixed Crystallizers replacing produced ItemStacks instead of increasing their counts
  • Fixed looped Stargate sounds playing for a while after Stargate was destroyed
  • Fixed Universe Stargate rotating indefinitely when its config is set to slow rotation
  • Fixed Pegasus Stargate rendering two symbols in the same space
  • Fixed Stargate Items not applying local Point of Origin to newly placed gates

Added:

  • Added Small Naquadah Cable
  • Added Medium Naquadah Cable
  • Added Large Naquadah Cable
  • Added Naquadah Power Cell
  • Added Portugese translations by kluas005

Changes:

  • Crystals are stackable now (16 per stack, I might increase it if the need arises)
  • Changed the amount of energy that the Energy Crystal and Advanced Energy Crystal can hold
  • By default, the ZPM can now only transfer energy through Naquadah Cables and only into Stargate Journey technology (I'm doing this because ZPMs carry a HUGE amount of energy, so once they are obtainable, it could cause trouble for energy focused mods in modpacks; You can, of course, change this in the config if you want to have fun powering your entire base with just a single ZPM)
  • Protected Blocks can now ignore explosions if protected_blocks_ignore_explosions is set to true in the config
  • ZPM Hubs can now also be marked as Protected Blocks
  • ZPM will now display all energy stored inside, instead of displaying remaining energy in a single entropy level
  • Energy display tooltips for items and blocks will now use metric prefixes (1000 FE => 1 kFE)
  • Ma'tok Staff Weapon can now be also be refueled directly without having to take the Vial out to fill it

Fixes:

  • Fixed custom damage types obliterating armor
  • Fixed endRotation() Stargate function not playing rotation stop sound
  • Fixed Interfaces not displaying stored energy in tooltip
  • Fixed ZPM and ZPM Hub not working correctly

Added:

  • Added Small Naquadah Cable
  • Added Medium Naquadah Cable
  • Added Large Naquadah Cable
  • Added Naquadah Power Cell
  • Added Portugese translations by kluas005

Changes:

  • Crystals are stackable now (16 per stack, I might increase it if the need arises)
  • Changed the amount of energy that the Energy Crystal and Advanced Energy Crystal can hold
  • By default, the ZPM can now only transfer energy through Naquadah Cables and only into Stargate Journey technology (I'm doing this because ZPMs carry a HUGE amount of energy, so once they are obtainable, it could cause trouble for energy focused mods in modpacks; You can, of course, change this in the config if you want to have fun powering your entire base with just a single ZPM)
  • Protected Blocks can now ignore explosions if protected_blocks_ignore_explosions is set to true in the config
  • ZPM Hubs can now also be marked as Protected Blocks
  • ZPM will now display all energy stored inside, instead of displaying remaining energy in a single entropy level
  • Energy display tooltips for items and blocks will now use metric prefixes (1000 FE => 1 kFE)
  • Ma'tok Staff Weapon can now be also be refueled directly without having to take the Vial out to fill it

Fixes:

  • Fixed custom damage types obliterating armor
  • Fixed endRotation() Stargate function not playing rotation stop sound
  • Fixed Interfaces not displaying stored energy in tooltip

Added:

  • Added Small Naquadah Cable
  • Added Medium Naquadah Cable
  • Added Large Naquadah Cable
  • Added Naquadah Power Cell
  • Added Portugese translations by kluas005

Changes:

  • Crystals are stackable now (16 per stack, I might increase it if the need arises)
  • Changed the amount of energy that the Energy Crystal and Advanced Energy Crystal can hold
  • By default, the ZPM can now only transfer energy through Naquadah Cables and only into Stargate Journey technology (I'm doing this because ZPMs carry a HUGE amount of energy, so once they are obtainable, it could cause trouble for energy focused mods in modpacks; You can, of course, change this in the config if you want to have fun powering your entire base with just a single ZPM)
  • Protected Blocks can now ignore explosions if protected_blocks_ignore_explosions is set to true in the config
  • ZPM Hubs can now also be marked as Protected Blocks
  • ZPM will now display all energy stored inside, instead of displaying remaining energy in a single entropy level
  • Energy display tooltips for items and blocks will now use metric prefixes (1000 FE => 1 kFE)
  • Ma'tok Staff Weapon can now be also be refueled directly without having to take the Vial out to fill it

Fixes:

  • Fixed custom damage types obliterating armor
  • Fixed endRotation() Stargate function not playing rotation stop sound
  • Fixed Interfaces not displaying stored energy in tooltip
  • Fixed ZPM and ZPM Hub not working correctly

Added:

  • Added Small Naquadah Cable
  • Added Medium Naquadah Cable
  • Added Large Naquadah Cable
  • Added Naquadah Power Cell
  • Added Portugese translations by kluas005

Changes:

  • Crystals are stackable now (16 per stack, I might increase it if the need arises)
  • Changed the amount of energy that the Energy Crystal and Advanced Energy Crystal can hold
  • By default, the ZPM can now only transfer energy through Naquadah Cables and only into Stargate Journey technology (I'm doing this because ZPMs carry a HUGE amount of energy, so once they are obtainable, it could cause trouble for energy focused mods in modpacks; You can, of course, change this in the config if you want to have fun powering your entire base with just a single ZPM)
  • Protected Blocks can now ignore explosions if protected_blocks_ignore_explosions is set to true in the config
  • ZPM Hubs can now also be marked as Protected Blocks
  • ZPM will now display all energy stored inside, instead of displaying remaining energy in a single entropy level
  • Energy display tooltips for items and blocks will now use metric prefixes (1000 FE => 1 kFE)
  • Ma'tok Staff Weapon can now be also be refueled directly without having to take the Vial out to fill it

Fixes:

  • Fixed custom damage types obliterating armor
  • Fixed endRotation() Stargate function not playing rotation stop sound
  • Fixed Interfaces not displaying stored energy in tooltip

Added:

  • Added Small Naquadah Cable
  • Added Medium Naquadah Cable
  • Added Large Naquadah Cable
  • Added Naquadah Power Cell
  • Added Portugese translations by kluas005

Changes:

  • Crystals are stackable now (16 per stack, I might increase it if the need arises)
  • Changed the amount of energy that the Energy Crystal and Advanced Energy Crystal can hold
  • By default, the ZPM can now only transfer energy through Naquadah Cables and only into Stargate Journey technology (I'm doing this because ZPMs carry a HUGE amount of energy, so once they are obtainable, it could cause trouble for energy focused mods in modpacks; You can, of course, change this in the config if you want to have fun powering your entire base with just a single ZPM)
  • Protected Blocks can now ignore explosions if protected_blocks_ignore_explosions is set to true in the config
  • ZPM Hubs can now also be marked as Protected Blocks
  • ZPM will now display all energy stored inside, instead of displaying remaining energy in a single entropy level
  • Energy display tooltips for items and blocks will now use metric prefixes (1000 FE => 1 kFE)
  • Ma'tok Staff Weapon can now be also be refueled directly without having to take the Vial out to fill it

Fixes:

  • Fixed endRotation() Stargate function not playing rotation stop sound
  • Fixed Interfaces not displaying stored energy in tooltip

Details

Published 2 years ago
Updated 2 days ago