Mods / Astria Porta

Tags:
Technology Travel & Exploration Sci-Fi Transportation
Author:
nanotect
Side:
Both
Created:
Mar 30th 2025 at 10:11 PM
Last modified:
Aug 24th at 8:58 PM
Downloads:
11942
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
astriaporta_0.2.2.zip  1-click install

Astria Porta ~ Stargates

Introduction

Hailing from the sci-fi TV-series Stargate SG-1, this mod introduces the stargates (or Astria Porta as their original creators called them) to VS.
Stargates are capable of creating portals between one another, allowing travelers to explore their world with ease.

Stargate, Stargate SG-1, Stargate Atlantis and Stargate Universe are registered trademarks and property of Amazon MGM Studios.
This mod is a noncommercial fanmade project and is in no way associated with, or endorsed by Amazon MGM Studios.
All content is made based on themes of the Stargate franchise. No images, sounds or other assets belonging to Amazon MGM Studios were directly used in the making of this mod.

Most recent update:

  • Added Destiny-type gates and Kino remote

 

Next update will focus on either a power system, or more decorative blocks and items + structures for worldgen.

Features

 

  • Milkyway, Pegasus and Destiny stargates
    • The stargates connect to each other, forming portals between them
    • Watch out for the unstable vortex when the wormhole forms! It is capable of destroying any and all matter.
    • Stargate connections close automatically after a certain time, or when manually disconnected
    • The base of the stargate supports camouflaging of the blocks

 

  • Dial Home Devices
    • The Dial Home Device (or DHD) is the main interface of the stargates
    • Enter an address through the GUI, or with an address note, and start the connection process
    • Close the gate connection via the GUI, or by right-clicking

 

  • Address Cartouches
    • Mysterious stone tablets that hold unknown gate addresses
    • You can find these in ruins, or can buy them from certain traders
    • Hold the item in your hand and right-click to find a new stargate somewhere around you
    • The generation process may take a while, keep the item in your inventory until done generating

 

  • Address notes
    • Copy the address of a gate you discovered with a piece of parchment
    • Sneak-right-click on a DHD to connect to the address on the note

 

Refer to the handbook entries on stargates and addresses for more usage information

 

Astria Porta has some animated textures (1 block) for use with the LibATex mod (OPTIONAL)

Future updates (WIP)

  • Stargate model rework
  • Transport Rings
  • More ruins
    • Add more variety to ruins with stargates
    • Add more decorative ruins
  • Add cosmetics and armor
    • Goa'uld guard armor
    • SG-1 armor (started on basic cosmetics)
  • Add NPCs
    • Goa'uld and Jaffa guards
    • Tok'ra
  • Add various decorative blocks

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.2.2 astriaporta
1.22.0 - 1.22.7
651 Jul 28th at 10:02 PM astriaporta_0.2.2.zip 1-click install

Fixes:

  • Fixed unable to input trailing zeroes for addresses
  • Trailing zeroes not shown in addresses
  • Breaking a stargate while the GUI is open crashes the game
0.2.1 astriaporta
1.22.0 - 1.22.4
160 Jul 23rd at 9:19 PM astriaporta_0.2.1.zip 1-click install

Fixes

  • Fixed an issue caused by an outdated build getting uploaded
0.2.0 astriaporta
1.22.0 - 1.22.4
73 Jul 22nd at 11:09 PM astriaporta_0.2.0.zip 1-click install

Added:

  • Destiny Stargates
  • Kino remote
  • Destiny ramp surface gate
  • Destiny-inspired ruin
  • Gate camo slots now support chiseled blocks
  • Gate active sound volume override in configuration

 

Changes:

  • Stargate address format changed
  • Stargate block inventory icons

 

Fixes:

  • Pegasus range configurations resetting to wrong values
  • Stargate light emission not working properly
0.2.0-rc.1 astriaporta
1.22.0 - 1.22.4
57 Jul 21st at 10:19 PM astriaporta_0.2.0-rc.1.zip 1-click install

Added:

  • Ruin with kino remote
  • Destiny-style stargate platform
  • Treasure traders can now offer kino remotes
  • Kino remote ground storable and displaycaseable

Fixes:

  • Kino remote holding animation changed for improved visibility
  • Kino range config resetting to wrong values
  • Destiny gates using the milkyway configuration values for:
    • Minimum range
    • Maximum range
    • Maximum connection duration
    • Rotation speed
  • Kino remote: address label not updating immediately
  • Kino remote: invalid gate address preventing navigation past the dial button
  • Kino remote: unable to perform some interactions while holding remote
0.1.6-rc.1 astriaporta
1.22.0-pre.1 - 1.22.3
73 Jul 19th at 9:23 PM astriaporta_0.1.6-rc.1.zip 1-click install

Fixes

  • Config Min / Max values reverting to wrong values for pegasus gates
  • Gate active light not working

 

Added

  • Destiny Stargates
  • Kino remote
  • Gate camo now supports chiseled blocks
0.1.5 astriaporta 1469 Apr 23rd at 10:45 PM astriaporta_0.1.5.zip 1-click install

Resolved a mining tier issue caused by unnoticed API changes

0.1.4 astriaporta 215 Apr 21st at 7:47 PM astriaporta_0.1.4.zip 1-click install

Upversioned mod to 0.1.4

  • Rebuilt for VS 1.22 and .NET10
0.1.3 astriaporta
1.21.0-pre.1 - 1.21.6
986 Feb 22nd at 10:14 PM astriaporta_0.1.3.zip 1-click install

Fixes:

  • Fixed gates crashing when breaking them via anything other than the controller block
  • Fixed gates sometimes bricking when cancelling a dial during certain animations
  • Fixed pegasus gates playing the lock sound twice
  • Fixed an issue in stargate distance calculation for the max possible distance
0.1.2 astriaporta
1.21.0-pre.1 - 1.21.6
1168 Jan 9th at 8:08 PM astriaporta_0.1.2.zip 1-click install

Emergency patch;

Fixed: activating certain sounds would spam the logs and crash the server on multiplayer

0.1.1 astriaporta
1.21.0-pre.1 - 1.21.6
65 Jan 8th at 11:04 PM Release Retracted

Retraction Reason:

Version 0.1.1 contained a bug that causes certain gate sounds to crash when running in multiplayer servers.


Issue fixed in version 0.1.2

Changelog:

Fixes

  • Fix remote gate not removing the active light when unloading
  • Fix milkyway gate sometimes showing an angle that is slightly off

Added

  • Added extra optional sounds
  • Optional logging in the config file
  • Some extra precautions and easy way to fix broken gates
0.1.0 astriaporta
1.21.6-rc.1 - 1.21.6
518 Dec 31st 2025 at 7:29 PM astriaporta_0.1.0.zip 1-click install

Added

  • Refactored base stargate code to allow faster implementation of other gate types
  • Added Pegasus-type stargates
  • Added Pegasus-type DHDs
  • Added new underground Pegasus-specific gate structure
  • Added new rare underground Pegasus-specific gate structure
  • Added Pegasus variants of some existing above-ground gate structure
  • Added dutch translation
  • Added french translation (provided by laerinok)

Changes

  • Gates now support custom sounds via blocktype JSON
  • Added Pegasus-gate specific configuration options
    • Enter and leave a world with the mod active to add the new options to the config file

 

Fixes

  • Stargate placement is no longer possible if any block position is blocked
  • Momentum of teleporting entities should be rotated more accurately
0.0.7 astriaporta
1.21.2 - 1.21.4
1517 Oct 6th 2025 at 7:42 PM astriaporta_v0.0.7.zip 1-click install

Fixed an issue where breaking and re-placing the DHD could crash the game (thanks to nayumii for reporting this on Github)

0.0.6 astriaporta 1259 Aug 25th 2025 at 8:28 PM astriaporta_0.0.6.zip 1-click install
  • Recompile for .NET8 / Vintage Story 1.21
  • UI no longer crashes the game
  • Tapestry shows the proper name again
0.0.5 astriaporta
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
1682 Jun 17th 2025 at 6:30 PM astriaporta_v0.0.5.zip 1-click install

Fixed crash on debug tablet item unload sometimes

0.0.4 astriaporta
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
782 May 26th 2025 at 8:52 PM astriaporta_0.0.4.zip 1-click install
  • Add custom naming for address notes
  • Fixed wrong chevron glow on dial cancellation on some occasions
  • Increased DHD spawn chance to 80%
  • Increased DHD auto-coupling on several interactions
  • Reduced log messages
0.0.3 astriaporta
1.20.0 - 1.20.3 1.20.5 - 1.20.7
601 Apr 20th 2025 at 9:39 PM astriaporta_0.0.3.zip 1-click install

New

  • Added quickdial mode
  • Added recipes for copying address notes and cartouches
  • Added cosmetic clothing

Changes

Configuration

  • Add stargate spawn distance option
  • Add stargate spawning option (on/off)
  • Add cartouche generation option (on/off)
  • Increased DHD search radius for gates
  • Add DHD search radius visualizer to debug tablet

Bugfixes

  • Fixed stargates aborting dialing due to wrong destination coordinate validity check
  • Fixed crash that occurs when reloading shaders
  • Fixed crash that occurs when using the debug tablet without pointing at a block
  • Fixed shift-clicking on some blocks still showing the GUI
0.0.2 astriaporta
1.20.0 - 1.20.3 1.20.5 - 1.20.7
380 Apr 7th 2025 at 6:53 PM astriaporta_0.0.2.zip 1-click install

New

  • Added config file with server -> client synchronization

Changes

  • Changed float literals in shaders to adhere to GLSL specification
  • The portal mesh renderer now makes use of the MultiTextureMeshRef
  • Converted the old WorldGateManager for a modsystem
  • Changed stargate trader structure groups to stargatesurface to prevent spawning too close to other stargates
  • Removed some debug log messages from prod build
0.0.1 astriaporta
1.20.5 - 1.20.7
286 Apr 1st 2025 at 10:03 PM astriaporta_0.0.1.zip 1-click install

Initial alpha version 0.0.1


145 Comments (oldest first | newest first) (threaded | flat)

felmane, Aug 31st at 6:49 PM

I love this mod, and its so seamless! In my world I just happened to spawn next to a destiny gate and the dungeon with the kino remote.

Ideas - 

It would be really neat if there was a way to find specific types of gates, ie I really like the pegasus gates, but haven't been able to find any. Just milky way and destiny out of the 8 or so I have found in the world and thru cartouches.

Not sure if it would be possible at all, but it would also be neat if there was a more primitive way to 'drag' the gates to a new location before you've got steel to be able to break and pick them up. Like you would use ropes and such to drag it to the new location, working kind of like the wagons/carts mod. A more laborious/immersive process to moving them.

Bongmaster, Aug 22nd at 11:04 PM

this ok on1.22.7?

nanotect , Aug 24th at 8:58 PM
@Bongmaster: this ok on1.22.7?

yes, it works perfectly fine

kajdaniec, Aug 9th at 9:16 AM

how one can acquire kino remote? and is it normal to not find any chevron tablets in loot?

ZanTeth, Jul 29th at 9:45 PM

sooo... this is either a thing or a bug. I know that Milky Way Gates can obviously connect to MWG's and Pegasus to Pegasus, and Pegasus to MWG's... but Milky Way Gates can't connect to Pegasus Gates? Tried it once in game, connecting a MWG to a Pegasus Gate, got no connection.

 

Am I making sense?

Mentalplanck, Jul 30th at 11:16 AM
@ZanTeth: sooo... this is either a thing or a bug. I know that Milky Way Gates can obviously connect to MWG's and Pegasus to Pegasus, and Pegasus to MWG's... but Milky Way Gates can't connect to Pegasus Gates? Tried it once in game, connecting a MWG to a Pegasus Ga

That's how it works in the source material. The milky way network is seperate from the pegasus network and a bridge had to be formed. It's why the folks in the stargate atlantis series were stranded.

nanotect , Jul 30th at 12:00 PM
@ZanTeth: sooo... this is either a thing or a bug. I know that Milky Way Gates can obviously connect to MWG's and Pegasus to Pegasus, and Pegasus to MWG's... but Milky Way Gates can't connect to Pegasus Gates? Tried it once in game, connecting a MWG to a Pegasus Ga

This should work, maybe the gates are too close together or too far apart, or there's some other issue going on. Can you dial that pegasus gate from other gates?

ZanTeth, Jul 30th at 8:38 PM (modified Jul 30th at 8:38 PM)
@nanotect: This should work, maybe the gates are too close together or too far apart, or there's some other issue going on. Can you dial that pegasus gate from other gates?

turns out that the Pegasus gate was too far away. Also note, the Kawoosh should insta kill you like it does in the show. It currently does not. Can't be standing too close to the openign of the Gate right? lol ;)

nanotect , Jul 30th at 10:20 PM
@ZanTeth: turns out that the Pegasus gate was too far away. Also note, the Kawoosh should insta kill you like it does in the show. It currently does not. Can't be standing too close to the openign of the Gate right? lol ;)

mhmm, it should already have a kill effect, unless that's disabled in the config.
I know the block destruction is working, but I haven't tested the instakill in a while. Thanks for telling me

ZanTeth, Aug 3rd at 1:07 AM (modified Aug 3rd at 1:07 AM)
@nanotect: mhmm, it should already have a kill effect, unless that's disabled in the config.I know the block destruction is working, but I haven't tested the instakill in a while. Thanks for telling me

out of curiosity, since you're going to be adding in the Goa'uld armor and whatnot, you gonna add any of their weapons? Zat Gun (with its three modes), Staff weapon, P90?

Istillia, Jul 29th at 5:37 PM

Is there a way to build a Stargate? Or move ones already placed? In survival. Would be neat to connect them to translocators too

wesley336, Jul 27th at 12:44 PM

oh so the remote broke the gate adres of my home gate

wesley336, Jul 27th at 12:30 PM

the number 0 wont get put in

nanotect , Jul 28th at 10:02 PM
@wesley336: the number 0 wont get put in

This should now be fixed in version 0.2.2

wesley336, Jul 27th at 12:27 PM

the kino remote cords are a little buggy

NapTheLean, Jul 24th at 11:43 PM

Quick question - are ALL the dungeon areas for AP supposed to have a cartouche in the storage vessel ? When I had it installed on 1.21 they all had one in, but since installing on a new world in 1.22 I haven't found a single one yet. 

ASILiara, Jul 24th at 4:31 AM

Gate Remote is a little awkward to interact with (it likes to be covered up by the hotbar most of the time), but otherwise very cool. I am having a little trouble navigating through my address list - whenever I open it from the main screen, it goes straight to editing my first entry.

Ameliaaaah, Jul 23rd at 5:36 PM

Hello! Love the mod (also thanks again for helping with the teleport block mod!) - LOVE the Kino Remote, especailly interested in it's ability to store addresses, however, I am getting a client crash whenever I try to interact with that that screen. Typing in the boxes, or trying to press the 'COPY' button, crash log below:

Spoiler!
Running on 64 bit Windows 10.0.26200.0 with 32476 MB RAM
Game Version: v1.22.3 (Stable)
23/07/2026 6:35:18 PM: Critical error occurred in the following mod: astriaporta@0.2.0
Loaded Mods: walkingstick@3.0.10, americanfrontiersman@1.8.6, astriaporta@0.2.0, catchlivestock@0.2.4, fieldsandplateaus@1.0.10, forgottenfirearms@1.0.1, hangingvessels@1.1.1, hydrateordiedrate@2.5.1, jsonpatcheslib@1.5.5, libatex@0.8.0, millwright@1.3.4, mistsofstability@0.2.1, more-chute-rotations@0.0.2, overhaulliblegacycompat@1.2.5, overhaullib@2.0.10, plainsandvalleys@1.0.13, scrollrackable@1.5.2, shelfobsessed@2.1.6, spinningwheel@1.2.12, stonequarryrepckfipil@3.6.3, tankardsandgoblets@1.4.4, temporalsymphony@2.3.2, temporal_gears_stack@1.0.0, visibleoresandminerals@1.4.1, game@1.22.3, vsimgui@1.2.7, waterunderfarmland122@1.1.0, abyssaldepths@1.0.18, aculinaryartillery@2.0.0-dev.21, alchemy@2.1.14, animalcages@5.0.0, animationslib@0.0.2, metalrecoveryrevivedrevived@0.1.22, apegrapes@1.4.0, astriaportasounds@1.1.2, attributerenderinglibrary@3.1.5, egocaribautomapmarkers@5.0.3, bedspawnv2@1.7.1, betterhandbook@1.0.8, betterruins@0.6.3, bettertraders@0.2.0, blacksmithglovesv2@2.0.7, blocksoverlay@4.11.6, bloodtrail@1.2.5, bloomerytiers@1.0.4, boatautopilot@1.2.0, butchering@1.13.5, carryonlib@1.0.0-pre.8, cartwrightscaravan@1.9.1, clothierheirloomsmod@1.1.0, clothshelf@2.0.2, configlib@1.12.0, cozypierzynas@1.3.0, critcherscalculator@1.2.3, dairyplus@2.0.0-pre.1, decoclockrevival@1.22.2, tackandequipment@1.3.0, exlib@0.7.0, extrainfo@2.2.1, fastmap@122.5.1, firearmsfork@1.10.1, foodshelves@3.0.4, genelib@3.1.2, geologymap@1.1.0, immersivebackpacks@1.3.1, immersivemodularbackpacks@1.6.1, immersivewoodworking@1.2.0, ithaniacannedgoods@2.0.7, ithaniaexpandedfishing@1.1.1, jaunt@3.1.0, knapster@4.0.0, locusthavest@1.0.5, moldsplus@1.0.4, moreinventorys@1.0.11, morepiles@3.0.1, ndlflowergrowth@2.4.0, ndlmushroomgrowth@2.4.1, orekiwoofsbeehives@2.0.0, outlawmod122@1.2.8, panningmachine@1.0.11, passthruchutes@1.0.2, pencil@2.2.0, petai@5.1.1, physicslib@1.3.0, placeonslabs@1.2.0, playermodellib@1.23.7, postsandbeams@1.5.1, claywheel@2.0.1, purposefulstorage@2.0.1, reachablecreativetabs@1.0.5, rebuildablebloomery@1.0.6, repairmepatch@1.3.1, respawnblackscreenfix@1.0.2, rivers@5.0.2, roamingbees@2.0.0, rustgirls@0.4.6, scaffolding@1.3.1, scarecrow@1.8.2, shipwright@1.4.1, slowtox@5.0.0, soundofconfession@2.0.0, spyglass@0.6.1, statushudcont@4.3.2, steepandbrew@0.7.0, stonebakeoven@1.3.7, survivalteleporterconfig@1.0.0, tanningredux@1.0.2, th3dungeon@1.0.1, thecritterpackcontinued@1.4.3, translocatorpaths@1.2.2, vsairshipmod@1.1.4, vschunkreloader@1.2.1, creative@1.22.3, vsquest@3.1.0, vsroofing@1.6.7, survival@1.22.3, vsvillage@6.0.1, waterfall@1.2.4, watersheds@6.4.3, windchimes@1.5.2, woodenfortifications@2.0.11, aldiclassesdrunkenaddition@2.1.1, bloomerytiersrebuildablebloomerypatch@1.0.5, carryon@2.0.0-pre.8, combatoverhaulfork@0.18.3, crossbowsfork@1.10.0, draconis@1.5.0, elkjaunt@1.4.0, equusdestrier@1.1.1, equus@1.4.0, expandedfoods@2.0.0-dev.12, em@3.7.0, freshnessoverlay@0.4.37, hoardersforge@1.0.0-rc.2, livingarmors@0.3.0, mechaseraph@1.1.0, medievalarchitecture@1.1.1, ppex@0.6.4, quiversfork@0.9.29, reelmower@1.6.1, terrainslabs@1.0.17, trapdoorladders@1.0.1, underwaterhorrors@0.15.1, vsvillageaged@0.0.8, vsvillageindustrial@0.0.8, vsvillagetowers@0.0.8, windowstoragelib@1.2.7, wolftaming@5.0.1, zrustdrops@2.1.0, aldiclasses@2.2.5, armoryfork@1.11.0, draconisrhinocroma@1.0.0, efchefstricks@1.0.0-dev.3, efmealsmodule@1.0.0-dev.5, modularbackpacksequus@1.0.1, smex@0.9.4, windowstorage@1.8.5, aldiclasseshomesteader@0.2.2, blackguardadditionscofork@1.0.9
System.NullReferenceException: Object reference not set to an instance of an object.
   at AstriaPorta.Gui.GuiKinoRemote.OnTryChangeAddressBookText(List`1 sl) in C:\Users\wilfe\source\repos\astria_porta\AstriaPorta\AstriaPorta\src\Gui\GuiKinoRemote.cs:line 496
   at Vintagestory.API.Client.GuiElementEditableTextBase.LoadValue(List`1 newLines) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementEditableTextBase.cs:line 299
   at Vintagestory.API.Client.GuiElementEditableTextBase.SetValue(String text, Boolean setCaretPosToEnd) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementEditableTextBase.cs:line 282
   at AstriaPorta.Gui.GuiKinoRemote.OnClickCopy() in C:\Users\wilfe\source\repos\astria_porta\AstriaPorta\AstriaPorta\src\Gui\GuiKinoRemote.cs:line 327
   at Vintagestory.API.Client.GuiElementTextButton.OnKeyDown(ICoreClientAPI api, KeyEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 274
   at Vintagestory.API.Client.GuiComposer.OnKeyDown(KeyEvent args, Boolean haveFocus) in VintagestoryApi\Client\UI\GuiComposer.cs:line 584
   at AstriaPorta.Gui.GuiKinoRemote.OnKeyDown(KeyEvent args) in C:\Users\wilfe\source\repos\astria_porta\AstriaPorta\AstriaPorta\src\Gui\GuiKinoRemote.cs:line 365
   at AstriaPorta.Gui.GuiKinoRemote.OnMouseDown(MouseEvent args) in C:\Users\wilfe\source\repos\astria_porta\AstriaPorta\AstriaPorta\src\Gui\GuiKinoRemote.cs:line 391
   at AstriaPorta.Content.ItemKinoRemote.OnHeldAttackStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandHandling& handling) in C:\Users\wilfe\source\repos\astria_porta\AstriaPorta\AstriaPorta\src\Item\ItemKinoRemote.cs:line 196
   at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1460
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 856
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 480
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 243
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1062
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
SniperGecko, Jul 22nd at 11:32 PM

Any potential to combine this with Manifold and make other dimensions to explore and fight? 

ASILiara, Jul 20th at 1:11 AM

......... does the Destiny-style gate remote store addresses? It'd be very, very cool if it stored addresses.

nanotect , Jul 23rd at 9:20 PM
@ASILiara: ......... does the Destiny-style gate remote store addresses? It'd be very, very cool if it stored addresses.

It does!

Though only up to 10 addresses. I may change this later if there's demand for it

ASILiara, Jul 24th at 1:16 AM
@nanotect: It does! Though only up to 10 addresses. I may change this later if there's demand for it

You have made me very happy with this comment. Ten should be enough for me.

icytux, Jul 3rd at 12:32 AM

Is there a way to make this mod more consistent? every time I go through it it sends me somewhere entirely random but all my friends go through it just fine.

nanotect , Jul 23rd at 9:27 PM
@icytux: Is there a way to make this mod more consistent? every time I go through it it sends me somewhere entirely random but all my friends go through it just fine.

I've never ended up anywhere but the destination, so that's odd.
You can try to enable info logging in the mod config by setting "LogInfo" to true, this will show coordinates of the gates being dialed in the server log, which might provide some more info if it doesn't match with where you're ending up.

If that doesn't help I might need some extra information about the circumstances, or I need to add more logging and do more testing to pinpoint the issue.

ASILiara, Jun 16th at 4:29 AM

It'd be very cool if we could store the address cartouches and notes in shelves and all that.

MayaPapaya, Jul 19th at 4:26 AM
@ASILiara: It'd be very cool if we could store the address cartouches and notes in shelves and all that.

I would like to second this suggestion and expand upon it. Maybe have the Address notes storable on Scroll Racks, and the Cartouches storable in Bookshelves?

icytux, Jun 2nd at 12:44 AM

Is there a way to craft them? We just added it to our save but we've explode a couple thousand blocks already so they probably wont generate till we leave the area we've explored. But from what I can see we can break them and ptu them somewhere else?

Ramaya, May 31st at 12:05 PM

Thank you so much for this incredible mod! I absolutely love it. Astria Porta is a game-changer for exploration. It allows me to go on massive journeys into the unknown, while knowing I can always easily find my way back home. It fits the world so well and makes long-distance travel so satisfying. Keep up the amazing work!

Niffen36, Apr 29th at 11:24 PM

latest update seems to break the DHDs. I can't even select them. 

Silasxsecrets, Apr 24th at 5:30 PM

Thank you much! Fixed it! Curious, what is the difference between the two gate types? I realized I had a pegasus gate spawn in close to where I built. Is it cosmettic, distance or something else? 

Silasxsecrets, Apr 23rd at 1:33 PM

I have tried adjusting the tool teir for breaking the gate/dhd tried 0, tried 1. Neither make a change to the actual in game options and wont allow them to be broken. Is there something I am missing? 1.22.0

nanotect , Apr 23rd at 10:47 PM
@Silasxsecrets: I have tried adjusting the tool teir for breaking the gate/dhd tried 0, tried 1. Neither make a change to the actual in game options and wont allow them to be broken. Is there something I am missing? 1.22.0

I've confirmed the issue and have managed to resolve it. It has been fixed in version 0.1.5.

The issue was caused by a method whose signature got obsoleted, which I missed, and the addition of a new method specifically for retrieving the required mining tier. This caused the DHDs and Gates to always default to the mining tier defined in the blocktype json.

Tetsunagi, Apr 17th at 4:57 PM

Will this mod be updated for the new version?  Hoping so

DefactoToast, Mar 25th at 3:02 AM

nanotect they work just fine if i use the paper with the address. but when i manualy enter the address with or without the dashes it doesnt work.

 

nanotect , Mar 23rd at 11:06 PM

DefactoToast you don't need the dashes, which is why you can't enter them. I'm planning on making the way addresses are shown a bit more clear.

There can be multiple reasons why an address wouldn't work, depending on your configuration. Particularly the minimum and maximum chunk range.

If that doesn't work it's possible the link between the DHD and the gate got broken, and you may need to click the relink button a couple of times.

DefactoToast, Mar 20th at 12:16 PM

So, how do you enter the addresses on the GUI? I can't seem to enter the dashes, and it doesn't work without them.

TSense, Mar 19th at 8:47 PM

The idea of just coming across random portals and having to write down the runes to fasttravel is pretty cool. Unlike all the other Network-Portal mods, you have to find them and remember them, not set up your own

Kirito5391, Mar 1st at 5:45 PM

Anyone else having problem with crashing on dedicated servers?

Ovadex, Feb 21st at 8:05 AM

Anyone else having dialing delays? It's mostly with the Pegasus gates. They've been pausing for 3-8 seconds between chevrons. The milkyway gates sometimes have a brief pause, but far less frequent and much shorter in duration. It's on a server and I've tried restarting the server but that didn't change it. Could world size have an effect? Early on they were snappy in dialing but recently the delay started.

Lailoken1330, Feb 5th at 11:02 AM (modified Feb 5th at 11:02 AM)

Why'd you choose the Illac Renin for the stargate tapestry?

Salakis, Jan 24th at 4:17 PM (modified Jan 24th at 4:22 PM)

Hello! First of all, great mod, love it! As a SG fan, it is a must have.

 

However I have a bug on my server: It is not possible to dial gates that are really far appart (from 0,0 to 0, 50000 for example).

[Audit] [astriaporta] Final chevron locked, but remote gate not available yet

"MinRangeChunksMilkyway": 10,
"MinRangeChunksPegasus": 10,
"MaxRangeChunksMilkyway": 262144,
"MaxRangeChunksPegasus": 262144,

The workaround I found is to dial a gate to act as a midway stop (~35k blocks).


Is there a detail I'm missing ?

Edit: The difference I'm having from the previous comment is that it is happening with pegasus and milky way gate.

Thanks in advance!

EKB133, Jan 18th at 5:51 PM (modified Jan 18th at 6:08 PM)

Playing on a multiplayer server, the Pegasus gates cannot be dialed out of, only dialed to them.

I can dial between milkyway gates properly in contrast, they work as they should.

 

The Pegasi gates just seem like they fail to resolve any address you try to dial to, in order to open a gate between the two.

If it helps, the server audit log says this:

18.1.2026 20:02:38 [Audit] [astriaporta] Started dial to 1-x-m-v-6-s-x-0-0 with coordinates (513984,0,509472)
18.1.2026 20:02:45 [Audit] [astriaporta] Final chevron locked, but remote gate not available yet

Every time a dial is attempted.

 

 

sema, Jan 17th at 5:39 PM

Does this mod adds Thor's Hammer "obelisks" if so do they have some usage?

or do they came from another mod

Kyrios34, Jan 16th at 9:26 AM (modified Jan 16th at 9:45 AM)

I've gone through the logs looking for anything related to the gates but I havent found anything , but then im not entirely sure what im looking for , its probably a mod conflict of some sort but I cant track it down and nothing else I use messes with teleportation I dont think , there isnt an immiedatly obvious error that comes up , the pegasus gate specificlly wont dial to anything on its own and once connected to a milkyway gate it will only allow travel to that specific gate no matter what code I put in

 

update: so interestingly enough I rememberd I changed the config file to allow iron tools to break the gates down , deleted the config file , its working again , I even changed the setting back again but its still working so , no idea but some weird issue on my end , thanks for checking in anyway mate , love this mod

nanotect , Jan 15th at 11:02 PM

Kyrios34 I haven't encountered that issue before, if you want to you can enable some extra logging in the mod config and check if there are any errors and such in the logs. That might give me something to work with.

Chainlink yes, there are supposed to be some gates that are missing a DHD, but I've noticed that they are missing one more often than I'd like, despite the chance of no DHD being only 20%. I'll probably drop that lower soon, and I might also just move that into a configuration somewhere. As for the coordinate tablet spawn rate, I'm not opposed to making that configurable, but it would require some extra work on my end, and I don't think it's a priority right now

Chainlink, Jan 15th at 10:26 AM

This is by far my favorite teleport mod! Is it by design that a lot of the gates I'm seeing have no DHD? Will there be options to construct the parts for one? Also, I'm running across the rooms in with the vessel that sometimes has coordinates papers. Could a setting be exposed that turns that drop rate up a bit?

Kyrios34, Jan 12th at 2:27 PM (modified Jan 13th at 1:26 AM)

Not sure if its just me or not but none of the pegasus gates on any of my worlds seem to be working

small update , I cant dial out with a pegasus gate , if I link a milkyway gate to a pegasus gate it works however , no matter what code I put in after that eg.1234567 , it will still only connect to only that milkyway gate that I used first

DimitriRascolov, Jan 12th at 1:17 AM

nanotect no problems, thanks for the speedy update and fix, loving the mod so far

it just took a rollback to solve our issue till you updated and fixed it.

keep up the amazing work

 

nanotect , Jan 9th at 8:21 PM

DimitriRascolov I have fixed the issue in version 0.1.2
I usually test in singleplayer only, but this bug only happens on multiplayer. I'm sorry for the problems that caused.

Going forward I'm going to perform pre-release testing in a server to avoid this kind of issue

DimitriRascolov, Jan 9th at 1:24 AM

nanotect
just updated to the new version of the mod in the server with Fimzl and it immediately caused a logspam that crashed the server

nanotect , Jan 8th at 11:08 PM

Fimzl the new version 0.1.1 has some changes that make it easier to fix a broken gate (Still don't know what the problem is, so no fix yet). Broken gates will now have a specific error text. Right-clicking or trying to break the gate (even breaking with your hands will work) should fix it.
If you have access to the server logs and see any errors in there regarding the stargates, feel free to let me know! It might give me a hint as to what is going on

Fimzl, Jan 7th at 9:45 PM

Hey Hey, I'm dealing with an issue regarding the mod. Stargates are, seemingly, at random, breaking. I'm playing on a server with a player count of ~13 and I've based myself on top of a big mountain. I've had it happen with two stargates, the original was working fine for some time and then it wasn't, so I got a replacement. This time moving it inside my subterranian base, as the original was also land blocked by a near by trader. Interestingly enough the replacement worked fine, for a one way trip. But notably both portals were missing the spinning stone ring. When I open the DHD and try to reconnect my portal, the "No stargate connected" text disappears, but returns upon reopening the console. Also the portal itself is indestructible, I cannot relocate it. 

 

I've done cursory search, but couldn't find anything similar. I was wondering if anyone had encountered the issue before, and if there are any known conditions like being on a mountain, or whatever might cause two portals back to back to stop working. I'm a fan of the mod and It makes my mountaineering life much easier, so I'm open to any suggestions or theories. My current theories lean towards an issue with the gate. Either not properly closing or maybe the elevation although again the original was working for some time. The mods of the server should be able to break the old stargates, which hopefully fixes the problem. But we'll see.

Bad_Gringo, Jan 4th at 8:24 PM

This is awesome!

As someone that was part of the rebellion against Ra 5000 years ago, I fully support adding Stargates to the game!

nanotect , Jan 4th at 12:55 PM

Issue fixed I suppose lol

FatherSarge, Jan 4th at 6:09 AM

Malikyte

You should not be trying to join servers with your single player modlist installed... that would be why you are crashing

Malikyte, Jan 4th at 4:05 AM

@nanotect Yes, was connecting to a server that doesn't have the mod installed, it's just a mod I personally use in my singleplayer game.

nanotect , Jan 4th at 12:11 AM

Malikyte oh dear that shouldn't be happening, especially not in that method. There isn't actually anything in the stack trace to pinpoint the issue, and code looks clean for this kind of issue.

Are you connecting to a server? Could help me to try and reproduce the issue.

 

I hope to push out another update tomorrow that fixes some other bugs. I'll include some extra debugging to see if that shows where the issue is more accurately.

Malikyte, Jan 3rd at 11:53 PM

Just recently updated to the new version on 1.21.6 and getting a CTD every time with this error

 

Crash Report
System.NullReferenceException: Object reference not set to an instance of an object.
at AstriaPorta.Util.StargateMeshHelper.InitializePegasusGlyphs(ICoreClientAPI capi)
at AstriaPorta.Util.StargateMeshHelper.Initialize(ICoreClientAPI capi)
at AstriaPorta.AstriaPortaModSystem.InitializeMeshes(ICoreClientAPI api)
at AstriaPorta.AstriaPortaModSystem.OnClientAssetsLoaded()
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerBlockTexturesLoaded() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 420
at Vintagestory.Client.NoObf.SystemModHandler.OnBlockTexturesLoaded() in VintagestoryLib\Client\Systems\ModHandler.cs:line 317
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_ClientSystems(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 984
at Vintagestory.Client.NoObf.ClientSystemStartup.<AllAssetsLoadedAndSpawnChunkReceived>b__56_0() in VintagestoryLib\Client\Systems\Startup.cs:line 974
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 762
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Katzvielle, Jan 3rd at 6:30 PM

nanotect thanks for the reply and this awesome mod.  ill add it in and let you know if i find any errors 😊

nanotect , Jan 3rd at 4:16 PM

Hi Katzvielle it should work totally fine on any 1.21 versions, I just haven't tested it yet on anything other than 1.21.6. I'll do some testing and then adjust the compatible versions if all works fine.
You should be able to just use it as-is on 1.21.5 though, but it's never a bad idea to make a backup of your world just in case.

Katzvielle, Jan 2nd at 8:37 PM

will this work on 1.21.5?

nanotect , Jan 1st at 9:32 PM

Xenon2462 I'm not really looking for direct collaboration at this point in time, but if there's anything you think would be good to change, or anything that's wrong, you can always send me a message via discord (Astria Porta post on the Vintage Story server), or send me a message through the forums. (my name is also nanotect on both platforms)

Xenon2462, Jan 1st at 5:37 PM (modified Jan 1st at 5:38 PM)

nanotect
i've been tweeking your mod to see if i can get it to use the atual sounds from stargate, and so far my sucess is very close, how ever i have came across some supprising issues, not gamebraking just wierd sound related stuff, anychance we could get get into direct contact to work on it together

nanotect , Dec 31st 2025 at 11:23 PM

HaraiseTenshi yes you can, by default you can mine the DHD with an iron pickaxe, and the gate itself with a steel pickaxe, but it's configurable through the config file.

HaraiseTenshi, Dec 31st 2025 at 11:10 PM

So quick question: Are we actually able to move the Gates and DHDs like find one say in Egypt and bring it home? ;)

Grenaders3, Dec 30th 2025 at 5:00 PM

Lack of a P-90 makes me cry but I understand the limiitations ;~;

SunriderKSY, Dec 29th 2025 at 12:02 AM

Just saw this in a NilHero mod review from 13 Dec.  This is absolutely amazing and well done.  I definitely plan on adding this from the beginning when we restart  a world for 1.22. 
What I had to laugh and shake my head at was NilHero's 'gripes' about the way the mod works . . . clearly NOT a Stargate fan.  My husband and I, on the other hand, LOVE that the game features are true to the Stargate function.   Well done, Nanotect, well done. 

FatherSarge, Dec 25th 2025 at 9:34 PM

nanotect

forgot to update you on this... It has proven to be extremely unreliable and the pattern I described is not quite as clean for us anymore. I have a feeling it is tied in some way to terrain gen (my hunch is rivers). If you want I can pull together a save file and minimum mods required, as well as a list of gate pairings that work and don't work for you to test against but I'm kinda hoping with whatever you've done on the backend it's just a nonissue now and we can forget about it 😅up to you.

 

The issue is easy enough to get around these days though... we discovered an island and a gate that for some reason is completely unaffected by this "bug" whatever it is and can freely connect to any gate in the world, furthest gate so far being about 70k blocks away.

 

As for some folks having issues with mounts... we've experienced our fair share of those issues, and it seems to be more of a database issue than anything else. It's like the coords for the mount get recorded wrong (or sometimes not at all) and I believe this to be an issue in the base game (with people's mounts disappearing, especially if a crash occurs)

 

As always my test server is available if you'd like to do some MP testing for new versions.

 

And for TopKexx's problem, haven't seen this happen on a fresh spawned gate that has never been used before but the only way to fix it (currently) is to have an admin great and replace that gate manually like nano said, as for why it happens, I've only seen it happen (2-3 times now, at one specific gate actually) when the gate is dialing and the game crashes. Might also be when the game crashes due to a database error which the gate is connected. It's a weird one.

nanotect , Dec 23rd 2025 at 6:46 PM

FatherSarge Concerning the 50k+ block distance gates not loading, I haven't been able to reproduce this, or find the exact cause. I do have an idea of what could be the problem, so I'll try to look into it and hopefully this is fixable.

 

ThatSteveThing I've never encountered this issue before, so I suspect it's a problem that mostly occurs on servers (I primarily test in singleplayer)? However, I'm going to put in some safeguards that should prevent the issue.

 

TopKexx Looking at the picture, I know exactly what the issue is, but not what caused it. It seems that the block is there, but the blockEntity (which actually runs the code) was not saved for some reason. I've never seen this before, either in this mod or other mods, and it's double strange given that the DHD blockEntity seems to still exist. I doubt this would show up in the logs, but to fix it you can break the block and place it again.

 

DimitriRascolov I'm guessing this has something to do with the size of the hitboxes of the mounts, I'll look into it, but might not be something I can do anything about.

DimitriRascolov, Dec 21st 2025 at 6:36 PM

Love the mod, it makes life much easier for our server when we spread out our settlements, we have however encountered an interesting bug.

When riding mounts from either the draconis or feverstone wildlands mods, theres a chance that instead of arriving at the dialed location, the portals will instead randomply place people underground as if the warp portal was a translocator

TopKexx, Dec 18th 2025 at 3:10 PM

Hello! The stargates are so cool!

 

We ran into a problem, found a stargate, it had a code and all, so we went exploring. After finding another stargate we typed the Dial code on the DHD and nothing happened... which was pretty strange. We explored a bit more and found a third one and the codes between the last 2 gates work just fine - the animations play and the teleporting works :)

 

After making the long trek back to the first gate we noticed it's missing it's back texture? And it also says "no gate linked". No matter how many times we press the relink button. This gate wasn't crafted or anything just found generated in the world.

We're playing on a server if that helps. Sorry I don't have a lot more information, no idea how to access the debug logs or anything to send

 

https://imgur.com/a/5KKfTlb for a screenshot of what it looks like

FatherSarge, Dec 16th 2025 at 9:12 PM

ThatSteveThing

The address of the gate is tied to the bottom center block of the gate so it will change. As for your sound issue, I've gotten that as well chock that up to it being alpha and a bit bugged. I've started disconnecting the gate manually from the DHD after I travel through it to prevent this. It has something to do with the sound not updating properly if you get outside the render range of the gate I think.

 

newMania 

They are not craftable, new gates will start generating with new chunks you enter. They are fairly common (one every 1000 blocks basically on the surface and underground) at default spawn rates so you shouldn't have much issues finding some even on an existing world.

newMania, Dec 15th 2025 at 8:59 AM

Hey this mod looks awesome and I want to add it to my existing server. Just wondering if the star gates can be built and if this mod will work if added to an existing world. If I add it to an existing world will the gates spawn in discovered areas or only in undiscovered areas? 

ThatSteveThing, Dec 7th 2025 at 9:34 PM

nanotect

First off, just wanted to say I absolutely LOVE this mod. Makes world traversal so much easier than finding Translocators and having to repair them, just to zip around the map to wherever they end up.

One question and one issue I'm dealing with at the moment.

Firstly if I "relocate" a gate from where it naturally spawned to where I've set up base, does the gate keep it's current address, or does it generate a new one?

Secondly, the issue I'm experiencing is a slight bug with the "underwater" sound that plays once the gate has established a link. Once I go through a gate to the other side, when I move far away from the gate, sometimes the sound persists, even if the gate has shut itself down. Is this a common thing or something that I should be worried about?

Keep up the good work in the meantime :)

FatherSarge, Oct 11th 2025 at 2:34 AM (modified Oct 11th 2025 at 2:35 AM)

nanotect

Maybe you can shed some light on this for me, server or mod issue I'm not sure.

I'm dialing an address that is about 50k blocks away and the server log says the chevron locked but the remote gate isn't ready so it shuts down. This is the furthest gate I've tried to dial but I've never had this issue before. This is after a server restart as well. Any ideas?
PS Closer gate (but still unloaded) can connect successfully

nanotect , Oct 6th 2025 at 7:47 PM

Bart_Sloper You can go to the ModConfig folder, which is inside the VintagestoryData folder (which also contains your mod folder). In here there should be a file called astriaporta.json (assuming you've started a world with the mod installed before).

In that file you can tweak two values related to the minimum spawn distance between gates: MinDistanceSurfaceGates and MinDistanceUndergroundGates. The distance here is in blocks.

Bart_Sloper, Oct 6th 2025 at 11:32 AM

I'd love to use this mod but my friends think the spawnrate for the gates is a little too high, they'd prefer something closer to the spawnrate of the translocators. Is there a way i can do this in the mod files?

 

Tavos, Sep 10th 2025 at 6:05 PM (modified Sep 10th 2025 at 6:32 PM)

I can't mine the DHD. It just reverts back to 100% condition. Is it possibly because I changed the config to allow T3 tool to mine?

Furhammer, Sep 10th 2025 at 3:56 PM

nanotect It is a odd one, from what I have found certain gates will spawn slightly covered but not display an obstructed message, these types of gates are the ones that cause a crash when quick dialing but for some reason only from certain block faces.

nanotect , Sep 7th 2025 at 8:16 PM

Furhammer I don't seem able to reproduce this issue myself. There also isn't any logic tied to which side you use to interact, so this likely isn't the actual issue.
If you encounter the issue again, you can send me the logs if you want, that will give me a clue as to what's going on.

If you do send a log over, don't do it here, send it on discord or via the forums (there should be post for this mod somewhere)

Furhammer, Sep 3rd 2025 at 2:35 AM

Found a weird bug. If you try to quick dial a gate from the rear of the dhd it will cause you to crash.

RA8P, Aug 19th 2025 at 8:00 AM

Great mod, really love it thus far, even though only found two gates close to each other as of yet.
Quick question, can i just set random address in DHD and hope that something might open?

FatherSarge, Aug 7th 2025 at 3:58 PM

Man I'm so excited to use this in 1.21

Me n the boyz are rewatching SG-1 as we get hyped for the 4 week vintage story phase

Weafyr, Aug 1st 2025 at 9:39 AM

Hi, I love this mod so much, great work.

FYI I tried the mod on 1.21 and the structures are working, but as soon as the player interact with them, the game crashes

System.MissingMethodException: Method not found: 'Vintagestory.API.Client.GuiComposer Vintagestory.API.Client.GuiComposerHelpers.AddDialogTitleBar(Vintagestory.API.Client.GuiComposer, System.String, System.Action, Vintagestory.API.Client.CairoFont, Vintagestory.API.Client.ElementBounds)'.
at AstriaPorta.Content.GuiDialogDhd..ctor(String dialogTitle, ICoreClientAPI capi, BlockEntityDialHomeDevice owner, Boolean isDialing)
at AstriaPorta.Content.BlockEntityDialHomeDevice.doNormalInteraction(IPlayer player)
at AstriaPorta.Content.BlockEntityDialHomeDevice.OnRightClickInteraction(IPlayer player)
at AstriaPorta.Content.BlockInteractable.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)

ObiKind, Jul 23rd 2025 at 11:34 AM

Hell. Freakin. YES!

Thank you for this :-D

Ovadex, Jul 22nd 2025 at 7:30 AM

I was thinking a nice option might be to have quick dial be able to be set for parchmnet dialing only.

Ovadex, Jul 15th 2025 at 3:49 AM

Really looking forward to transport rings and Destiny gates.  Would be nice if there was a way to bundle several parchments together so I don't have a bunch taking up inventory space.

 

Great work!

ASILiara, Jul 7th 2025 at 2:15 AM

If you want to have ruins around the gates, I'd recommend having a chat with the Better Ruins team, to see if you can get some kind of integration going.

Super excited for the Destiny-type stargate, they're probably my favourite design of the three - not to mention the gate remotes!

WickedSchnitzel, Jun 11th 2025 at 8:43 PM

Request:
-Add an option to disable underground spawns of stargates.

-Add an option to disable spawning of stargates without a console.

nanotect , Jun 6th 2025 at 5:00 PM

Ryudo_Winchester & ScantLobster

I can't seem to reproduce this issue at the moment, but I do know the dialing can fail if the chunk is not available at the end of the dialing, although I don't know if that's the cause in this instance.

If you want to you can send me the client-main.log, client-debug.log, server-main.log and server-debug.log via the forum or on discord and I can take a look (no guarantees I can solve it). (Although getting the server logs might not be possible if you're playing on a server)

ScantLobster, Jun 6th 2025 at 11:55 AM

Having an issue with the stargates connecting. Happens when using both code sheets and manual dialing, will dial through but get stuck on final symbol and then reset. Using on a server. 

Ryudo_Winchester, Jun 3rd 2025 at 4:50 PM

Im useing this for now in a singleplayer  when i find a new stargate i mark it with the codination but evry stargate i find dosent work ??? like if i input a code it wont connect 

it wont connect the last symbol but its the correct adresse ??? is there a bug in the  mod ??

KennyNet, May 21st 2025 at 11:07 PM

Hey, 

just wanted to say that this mod is awesome!

I found the gate from the time loop Episode and loved the attention to detail :D

Thank you.

DilanRona, May 8th 2025 at 7:30 PM

Currently the DHD spawns in at 50% right? Could you make that instead say 95% of gates having a working DHD, with the rest not having a DHD attached. And of that remaining 5% having 1% of them have a physical DHD near the gate, but broken, and needing repairs. I do understand you have a lot of work to do on the mod still, but as a future update mayne?

 

Keep up the great work. I love your mod.

nanotect , May 6th 2025 at 8:31 PM

CrusadingPriest That shouldn't be happening, but what do you mean by walking away exactly? Leaving the area so the chunks unload and then coming back? That might still be an issue.
If it's you linking it, then leaving the GUI, and the DHD forgetting the address immediately, then that's a more serious issue that I've never encountered before.

CrusadingPriest, May 6th 2025 at 7:08 PM

So I placed a DHD next to a gate but it wont stay linked to the gate. I hit the relink button and it links but when I walk away it loses the address. Am I doing something wrong?

 

nanotect , May 5th 2025 at 10:16 PM

MyNameWill Interesting, cartouches don't save their search progress and should reset to neutral after a reload, unless I made a mistake somewhere.

Looking at the part of the debug tablet code that's throwing this error, the issue likely isn't with me. The only way this error can occur is if the game unloads the item definition before it has even been loaded (don't ask me how).
I do know that crashes like this often obscure the true issue, with often random items / blocks ending up at the top of the stack trace for seemingly no reason.
The actual client and server log files usually have more info on what actually goes wrong, hope that helps.

DilanRona That issue has been fixed

 

FatherSarge I might just end up commissioning someone to make legally distinct sound effects. But I'm kind of busy IRL at the moment, and there's also a big refactor of the main stargate code I need to finish first and foremost.

DilanRona, May 2nd 2025 at 8:30 PM

I take it you right clicked the debug tablet at empty air, or some block that wasnt related to the stargate mod (ie gate, dhd, or computer), right? MyNameWill

MyNameWill, May 2nd 2025 at 4:58 PM

Not sure if anyone else is having this issue, but this mod seems to semi-randomly crash my game. Occasionally when I launch my world the game will crash and I'll get the error listed below. It only happens when I am launching the world. Its not a major issue as simply relaunching the world seems to work, but it's definitely annoying. I am running a BUNCH of mods, so that might not be helping. Oh and also since it lists a tablet as causing an issue I figured that I should mention that I do have one Cartouche that has been searching for a Stargate for about 70 ish hours of game time. I doubt thats the root of the issue, but I thought it should be mentioned. Anyways, heres the error I receive on crashing. 

 

System.NullReferenceException: Object reference not set to an instance of an object.
at AstriaPorta.Content.ItemStargateDebugTablet.OnUnloaded(ICoreAPI api) in C:\Users\wilfe\source\repos\astria_porta\AstriaPorta\AstriaPorta\src\Item\ItemStargateDebugTablet.cs:line 251
at Vintagestory.Client.NoObf.ClientMain.Dispose() in VintagestoryLib\Client\ClientMain.cs:line 2786
at Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected) in VintagestoryLib\Client\ClientMain.cs:line 2675
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleDisconnectPlayer(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 186
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 16
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 10
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130

 

Let me know if ya need any more info! And thanks for the wondeful mod! 

 

(Stargate SG-1 is amazing)

FatherSarge, May 2nd 2025 at 3:57 PM

nanotect for the sounds, I'd maybe approach the Stargate Journey or maybe the Just Stargate Mod minecraft mod teams about how they are doing things/if they are even trying to avoid copyright/etc. Both of those mods have pretty spectacular stargate sounds. Maybe they'll even let you borrow some of their sounds if you get lucky!

nanotect , May 2nd 2025 at 11:48 AM

RuneScriber there's no way to create a gate through crafting at this point in time, but you can break them and put them down somewhere else.

You can change the required mining level (copper / bronze / iron / steel pickaxe) in the mod config if you want to

RuneScriber, Apr 30th 2025 at 8:41 PM

@DilanRona

can they be place and or made in survival?

DilanRona, Apr 30th 2025 at 6:33 PM

Every gate has a unique address. As long as you have the address of the destination gate, you can dial it from any other gate, and get there.

 

RuneScriber

RuneScriber, Apr 30th 2025 at 6:00 PM

does this mod allow the creation and linking of portals or is it only random tp like vannila transporters?

CirrusUpdraft, Apr 29th 2025 at 3:44 AM

nanotect Honestly, with the sounds, While the originals are copyrighted, I'm sure if you jsut mention that the sounds and concept of Stargate is copyrighted by MGM, in the mod description, and don't try to sell the mod for money, You should be fine, The sounds can even be found on Youtube without ads

 

DilanRona, Apr 27th 2025 at 8:40 PM

Could the DHD be sold at clockmakers then? Just the DHD, and not the gate themselves.

nanotect , Apr 27th 2025 at 12:17 PM

Matiamo

This shouldn't break anything in existing worlds, except for increasing the default spawning distance between stargates. Although you could set this back to the previous value in the config file if you want to (config options "MinDistanceSurfaceGates" and "MinDistanceUndergroundGates", previous value was 600)

 

Matiamo, Apr 26th 2025 at 4:09 AM

New save required for the update I take it?

DilanRona, Apr 24th 2025 at 9:30 PM

I can wait a bit longer I suppose for the remote dialing function. Your mod is still in alpha, and I guess there is still a ton of work to do behind the scenes on the coding level.

nanotect , Apr 24th 2025 at 8:31 PM

DilanRona

I don't know why gates tend to always generate near the world spawn (blame VS worldgen), but the DHD generation is fully random, nothing to do about that. I am absolutely aware of the remote controllers from SGU, but they won't be coming until later as there are other QoL improvements and other major additions that take priority. Besides that, DHDs are sometimes missing because if all gates had one, it might be rather overpowered.

As for the mining tier things, they are customizable in the config. The main intention was to allow players to relocate DHDs if they found a nice place for their home near a gate without a DHD, without making gates relocatable until late game.

 

JunidO

The config file reverting back shouldn't be happening except for certain settings that automatically revert if the value is outside of a reasonable range (such as the maximum connection duration having a lower limit of 10s). Do let met know which settings are causing issues and I can look into it if it's happening to more things than it should.

 

Kreeate

Good suggestion, could be a nice addition to some sort of larger catalog item to manage all your address notes. Should be doable by next update.

 

FatherSarge

I've had multiple requests about better sounds, but I'm kind of hesistant to use the (copyrighted) sounds from the show unless I have no other choice. Although you're right that I should probably upgrade the sounds soonish

DilanRona, Apr 22nd 2025 at 7:27 PM

So far the most annoying aspect of the mod is finding a gate near (or resonably near) the spawn point and there is no DHD. Can you please add the Kino remote (https://stargate.fandom.com/wiki/Ancient_remote_control) for the gates with no DHD's?

 

<EDIT>

It's not the Kino remote that I was thinking off, although if you could add the Kino and its Kino remote (which is capable of dialing Destiny style gates) it would be greatly appreciated. To cover the gates with no DHD's, could you please add the portable DHD (https://stargate.fandom.com/wiki/Dial_Home_Device?file=Con_Portable_Stargate_DHD.jpg) as demonstrated with the goa'uld?

FatherSarge, Apr 22nd 2025 at 6:35 PM

JunidO If you use Config Lib with Auto Config Lib, save (dont forget to hit the save button) and then restart the world/server the settings will save correctly

https://mods.vintagestory.at/configlib
https://mods.vintagestory.at/autoconfiglib

nanotect I love this mod and can't wait for it to get bigger and better, thank you got enabling the quick dial in a nice easy way (took me a minute to find though xD might want to reference it in the Handbook). I can't tell you how many times I had to abandon the gate at night time getting swarmed by monsters waiting for the dial out to finish.
Looking forward to the sound effects getting added

JunidO, Apr 21st 2025 at 7:09 PM

If you change something in the config file, it will allways reset to original. So, actually you can´t edit the config.

Shadow_Prince, Apr 21st 2025 at 4:58 PM

thought, add naquadah ore, or rather, naquadah meteors like meteoric iron, that can be either alloyed with iron to make naquadah alloy or pure naquadah for making parts of gates post steel age? as naquadah ore, in info, isent natural to "our" world

Kreeate, Apr 21st 2025 at 9:41 AM

nanotect Any way to add the possibility to write some descriptive text on an address note?

It's difficult to remember where x-y-z-a-b-c is supposed to take me, especially if you have many discovered gates and many address notes.

CirrusUpdraft, Apr 21st 2025 at 4:34 AM

Out of sheer curiosity, Why can you mine the DHD with a level 4 pick when you need level 5 for the gate itself? Also, any plans on making the gates and DHDs themselves craftable? and Hopign to potentially see some custom sounds for the gates, Would be the cherry on top of the cake that is this awesome mod

DilanRona, Apr 19th 2025 at 1:38 PM

I noticed that the DHD has to be within 4 blocks of the gate when I place it, and it has to face the gate (took a while to figure that out though).

As for the crash, it only happens when I right click the debug tablet at empty air (pointing to the sky).

I am willing to send the logs via forums if you want them, but I absolutely refuse to have anything to do with discord after the server moderators stole and deleted my account and will not specify what my so called crime was.

Thalius, Apr 19th 2025 at 1:20 PM

nanotect Beautiful! I'll keep an eye out for the update.

nanotect , Apr 19th 2025 at 12:52 PM

DilanRona

DHD linking is currently pretty limited in range, as well as being a bit directional. Automatic linking currently also only happens when you place the gate first, then DHD second. Update this weekend will increase the range.
As for the second issue, that doesn't really seem like it's caused by the debug tablet (extended-workbench?). I can take a look if you send log files with the issue on Discord or on the forum post.

 

Ivanblade

That issue should be resolved in the next update this weekend, let me know if the issue still persists afterwards and I can take another look.

 

Thalius

A configuration setting for disabling worldgen gates and gates generated by address cartouches is coming in next update this weekend.

DilanRona, Apr 19th 2025 at 8:12 AM

How do I resolve the "No gate linked" when manually placing a gate and DHD? Testing it out now.

 

Also had the following error with the debug tool for the gate.

2025/04/19 07:14:16: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, aged@1.0.8, autopanning@1.0.1, Autorotor@1.1.2, axleinblocks@1.20.1-rc.5, barstotemporal@0.1.0, betterloot@1.1.1, bignailsmold@1.0.5, ClaimsRadar@1.1.0, clayprocessing1to4@1.0.3, craftablejparts@1.0.0, craftablemetalparts@1.0.0, CraftableRocks@1.0.2, craftabletemporalgears@1.1.0, domesticanimaltrader@1.1.0, dryablegroundstorage@1.0.1, EasyFruitTrees@1.0.1, FlexibleTools@3.4.0, pantherinae@1.1.25, foundrymod@1.0.0, hammercrushed@1.0.0, harvestice@1.0.0, icyexc@1.0.0, instandtemporalmobdrops@1.0.1, largercrock@1.0.2, linkerrequirestinkerer@0.0.1, mastodontrunk@1.0.1, metalscraprecipe@1.0.0, molds@0.1.7, monsterdrops@1.0.0, morecalcinedflint@1.0.0, moretreesmoreseeds@1.0.0, MoveLikeKaji@0.0.6, mushroomtrader@1.0.5, pancassiterite@1.0.1, paperlanternrecipe@0.2.1, cbetterfertilizer@1.2.0, primitivesurvival@3.7.6, propagatingreeds@1.0.0, rmeat@0.0.4, resmeltableslight@1.1.2, irongears@1.1.1, ot_SticksFromFirewood@1.1.0, superfuelresumed@2.1.4, temporal_gears_stack@1.0.0, traderssellborax@1.0.1, tradie@1.0.2, translocatorengineeringredux@1.5.6, usefultraders@2.2.0, viescraftmachines@2.4.0, game@1.20.7, vsimgui@1.1.7, wildanimalstrader@1.0.8, agingbarrels@1.0.0, alloycalculator@1.0.0, ancienttools@1.5.24, animalcages@3.2.1, bedspawnv2@1.4.0, betterbloomeriesreborn@1.0.5, betterchisel@1.0.0-rc.4, betterfirepit@1.1.5, betterjonasdevicesfixed@2.0.2, BetterProspecting@1.7.0, betterruins@0.4.10, blocksoverlay@4.2.0, butchering@1.8.2, butcheringaurochspatch@1.0.2, carryon@1.8.0-pre.1, chuteblockplacer@1.0.4, chutemod@1.0.0, commonlib@2.6.1, composter@1.2.1, configlib@1.5.1, coolinbarrel@0.5.3, expandedfoods@1.7.4, extrainfo@1.9.7, farmlanddropswithnutrients@1.2.1, fixcratemod@0.1.0, foodshelves@1.6.1, fromgoldencombs@1.8.11-rc.7, grassiergrass@1.0.0, harvestableinventorysize@1.0.0, improvedhandbookrecipes@1.1.3, knapster@2.14.3, medievalexpansionpatch@1.0.1, ndlvillagers@1.3.2, ndlwoodentorchholder@1.3.3, passthruchutes@1.0.2, primitivetools@1.4.1, recipeselector@1.0.1, reedbuff@1.0.0, remotetradercheckmod@0.2.3, rifteye@0.4.2, rockchisel@1.0.1, smithingplus@1.5.7, spearsplus@1.1.0, stickymousebuttons@1.1.1, stirlingage@0.10.0, stonebakeoven@1.1.6, substrate@1.1.2, tablet@0.2.0, tentbag@2.2.0, tbojrecipes@1.2.2, titaniumtools@1.0.3, toolsmith@1.0.13, translocatorrelocator@1.0.1, TransLocPart@0.2.0, tulepropagation@1.0.0, creative@1.20.7, survival@1.20.7, wildfarmingrevival@1.3.6, workbenchexpansionpatch@1.0.0, advancedchests@0.2.4, butcheringcompatpatch@1.0.4, extraoverlays@1.5.0, playercorpse@1.11.0, stonequarry@3.4.3, treetapping@1.0.0, UPDirt@1.0.0
System.ArgumentException: Supplied slot is not part of this inventory (extended-workbench-511928/110/512005)!
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 486
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 423
at Vintagestory.Client.NoObf.HudHotbar.OnKeySlot(Int32 index, Boolean moveItems) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 351
at Vintagestory.Client.NoObf.HudHotbar.<OnBlockTexturesLoaded>b__24_3(KeyCombination viaKeyComb) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 74
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1775
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Ivanblade, Apr 17th 2025 at 9:49 PM

I got a weird bug on my dedicated server atm. Currently, anytime I try to use any of the stargates it returns with this in my server console:
[astriaporta] Address (whatever the address is) was invalid, returning null

The weird thing is, it's specifically for my current map only, I have another map which the mod works just fine on and was on the same server not long ago.

CirrusUpdraft, Apr 17th 2025 at 9:19 PM

Out of curiosity, Will there be custom sounds in the future?

 

Thalius, Apr 15th 2025 at 3:56 AM

May I suggest adding a config to completely disable spawning on worldgen? So that a patch to disable them is not needed? I really want to reserve these as an admin tool for setting up limited portals between spawn and distant locations on a community server, but I want control over where they show up.

Viktoria, Apr 15th 2025 at 12:25 AM

Looking forward to next update! Mod seems very cool so far but being unable to make them much rarer/farther apart definitely hurts a bit.

Thalius, Apr 13th 2025 at 7:16 PM

So these spawn in the world?

I'm intrigued by this project, and am keeping an eye on it.

Personally I don't like translocators, as they are way too common and have no serious cost.  I do sort of like the idea of being able to acquire late game tech that allows for linking very distant communities in the manner this mod provides, but they'd have to be very rare. I've considered looking at making translocators work in a similar manner, but this mod provides something that would do that, with the added function of being able to "dial" in to other gates.  The only concern is frequency.  If they had to be crafted from old world tech that was scavenged up and was extremely hard to come by, resulting in no more than a handful or two of gates being made possible, it'd be a valuable thing to have.  Too many gates spawning randomly across the entire world makes it an overpowered feature.

I suppose a patch could be made to disable their spawning and just have a server admin place one as desired for a more balanced use, but making them a very rare craftable item would be more fun and challenging.

Another idea might be to work them into a structure that only spawns a limited number of times and across a configurable distance from one another, making them a leftover item from the old world that players can find and use to move between gates. As gates are found and "addresses" acquired, moving across vast distances would become somewhat easier to do.

Very curious to see where this mod goes from here.

nanotect , Apr 13th 2025 at 11:25 AM

JunidO

Next update will increase the default distance between stargate spawns, as well as add a configuration option to change this distance as you like. Hope that improves it for you!

 

KnightessOruna

NPCs are quite a ways out, so I'm not 100% sure how I'm going to handle that. Will probably be a configuration option at the very least, although I just might split it off into a separate optional mod.

KnightessOruna, Apr 12th 2025 at 9:47 PM

will the npc's be a option we can toggle on and off?

JunidO, Apr 12th 2025 at 8:25 AM

For my taste, there are too many Stargates spawning in the world.

Polraudio, Apr 10th 2025 at 4:22 AM

Yes Please! Cant wait to see where this mod goes. Wish there was a way to create our own dimensions in VS.

Corvo_Attano, Apr 6th 2025 at 7:21 AM

@nanotect I too had the water particles, no texture, then it also crashed, and made the whole area black.imgur.com/a/JrUjrTx

Yes, I am using mods that add a lot of new blocks/textures, and I tired an Atlas increasing mod and it still doesn't work correctly.

~Edit. Need a way to configure how close they can spawn. Just found 2 within 23 blocks of each other lol

-Edit 4/7/25. Today's update has fixed the invisible portal, hooray! And awesome about the distance fix too. So glad to add this back to my server.

nanotect , Apr 3rd 2025 at 6:47 PM

zizzler

Sorry to hear you're having issues. I haven't had the portal be invisible before.

If you want to you can send some more info on the mod thread in the VS discord, and I'll try to help.
Or you can reply to the Astria Porta post on the forum.

Any chance you're using mods that add a lot of new blocks / textures?

zizzler, Apr 3rd 2025 at 6:14 PM

excellent work 😃
in my game when stargate is opened i get the particle effect and water sound but the i dont get any texture inside the gate. it is just see through.
i installed LibATex also.

im on a multiplayer server with 1.20.7 version of game. any advice to get the nice textures?

RowanSkie, Apr 3rd 2025 at 1:08 PM

I will follow this mod with great interest :)

Corvo_Attano, Apr 2nd 2025 at 4:27 PM

Dude... I was just thinking about creating a Stategate mod for VS 😂

 

Looks good! Very excited to see the progress on this!

 

GhostSun, Apr 2nd 2025 at 4:08 PM

This really just looks like the old stargate mod from minecraft days. OG Modmaker Perhaps? Very good.

Neti, Apr 2nd 2025 at 11:16 AM

It looks amazing

DrakeBD, Apr 2nd 2025 at 7:34 AM

Absolute Legend long time fan of the stargate universe and this is awsome and will fit perfect onto my server once its verified as stable

Utata, Apr 2nd 2025 at 6:50 AM

Genuinely amazed with this mod already. For being a first draft this has so much quality to it already. The only thing I worry about is the ease of use when it comes to larger servers and their use as a way to connect people together. Memorizing addresses and keeping gates open/the time it takes to dial being kinda slow. Though I don't want that to step on the vision, I love it so far!

Spoog, Apr 2nd 2025 at 3:21 AM

Based!

OlafGunnerson, Apr 1st 2025 at 10:39 PM

I'm going to need a P90 and C4 mod pls.

MoonlightSystem, Apr 1st 2025 at 10:06 PM

First