Mods / Astria Porta

Tags: #Technology
Author: nanotect
Side: Both
Created: Mar 30th at 10:11 PM
Last modified: Jun 17th at 6:30 PM
Downloads: 2499
Follow Unfollow 158

Recommended download (for Vintage Story 1.20.0 - 1.20.3, 1.20.4, 1.20.5 - 1.20.7, 1.20.8 - 1.20.10 and 1.20.11 - 1.20.12):
astriaporta_v0.0.5.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.

 

Warning: this is an alpha version of the mod

Bugs or future updates may cause issues, use common sense whether this risk is acceptable to you

Most recent update:

  • Add custom naming for address notes - shift-right click to set a custom name
  • 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

 

Next update will either be a preparation for Pegasus- and Destiny-type gates, or just adding those types outright.
This may take a while as it's a lot of work, and this is a fairly busy period for me IRL

Features

 

  • Milkyway 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

 

  • Milkyway 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)

  • More stargate types
    • Pegasus-type stargate
    • Destiny-type stargate
    • as well as their associated DHDs
  • 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 For Game version Downloads Release date Changelog Download 1-click mod install*
0.0.5
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
650 Jun 17th at 6:30 PM astriaporta_v0.0.5.zip 1-click install

Fixed crash on debug tablet item unload sometimes

0.0.4
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
730 May 26th 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
1.20.0 - 1.20.3 1.20.5 - 1.20.7
549 Apr 20th 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
1.20.0 - 1.20.3 1.20.5 - 1.20.7
330 Apr 7th 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
1.20.5 - 1.20.7
240 Apr 1st at 10:03 PM astriaporta_0.0.1.zip 1-click install

Initial alpha version 0.0.1


54 Comments (oldest first | newest first)

💬 ASILiara, 5 days ago

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 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 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 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 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 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 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 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 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 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 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 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 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 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 at 8:41 PM

@DilanRona

can they be place and or made in survival?

💬 DilanRona, Apr 30th 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 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 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 at 8:40 PM

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

💬 nanotect , Apr 27th 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 at 4:09 AM

New save required for the update I take it?

💬 DilanRona, Apr 24th 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 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 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 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 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 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 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 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 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 at 1:20 PM

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

💬 nanotect , Apr 19th 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 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 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 at 9:19 PM

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

 

💬 Thalius, Apr 15th 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 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 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 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 at 9:47 PM

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

💬 JunidO, Apr 12th at 8:25 AM

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

💬 Polraudio, Apr 10th 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 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 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 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 at 1:08 PM

I will follow this mod with great interest :)

💬 Corvo_Attano, Apr 2nd 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 at 4:08 PM

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

💬 Neti, Apr 2nd at 11:16 AM

It looks amazing

💬 DrakeBD, Apr 2nd 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 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 at 3:21 AM

Based!

💬 OlafGunnerson, Apr 1st at 10:39 PM

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

💬 MoonlightSystem, Apr 1st at 10:06 PM

First

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