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Moving gates and 9 chevron stuff

Open Beyley opened this issue 4 years ago • 6 comments

When a gate is moved it doesn't automatically recalculate the address (you have to replace the base block, but for the simplicity of this I'm saying it does)

In the show, the 9 chevron address is permanent and doesn't change when the gate moves, with mods like warp drive where the gates physical location moves the entire address changes, a fix for this is to have 2 different addresses for a gate, the address that's 7 or 8 chevrons, and a second address that is the 9 chevron address javaw_wwDrp2iS1m This would be a simple way of implementing the interface side of it, just add more tabs and draw the ancient number on them, when you insert the glyph crystal it not only makes the exiting 7chevron address 8 chevrons, it also adds the 9 chevron tabs.

Beyley avatar Apr 26 '20 02:04 Beyley

nice

aguywhoknowsnothing avatar Apr 26 '20 02:04 aguywhoknowsnothing

You could have it the base block store the static address in its nbt and not loose it when it is picked up. Similar to how Thermal Expansion machines retain their RF stored

ShicKla avatar Apr 26 '20 02:04 ShicKla

That's a good idea, also I don't know how It could be implemented because you don't actually move in AR but when "moving" in AR it should change the address too.

Beyley avatar Apr 26 '20 02:04 Beyley

The gate already stores it's address in the NBT and only regenerates it when first placed. At least it should... Are you sure WarpDrive doesn't wipe NBT?

MrJake222 avatar Apr 26 '20 09:04 MrJake222

i was in creative so i just middleclicked not ctrl-middleclick so NBT data wasn't saved

Beyley avatar Apr 27 '20 03:04 Beyley

@MrJake222 Is there any fix to this issue? My use case is that I have a flying ship (by using Valkyrien Skies) and when the gate changes its position, it cannot be dialed.

sentialx avatar Apr 18 '21 11:04 sentialx