eclipsegate-1.4.5.jar
Curse Maven Snippet
What's new
1.4.5
Minecraft 1.20.1, Forge 47.4+. Needs DarkmoonLibrary 1.1.0 or newer.
Lunar Watchtowers in three new styles
- Desert: pale sandstone and moonstone, half buried in drifted sand (deserts and badlands).
- Snowy: frosted bricks and packed ice, snow on the broken tops and drifted in through the windows (snowy plains, taiga, slopes and peaks).
- Sunken: mossy and leaning, vines down the walls, the ground floor flooded with lily pads on the water (swamps and mangroves).
- The same address on the upper floor and The Way to the Hollow in the chest in every one. Vesper's map, Cartographers' and the Wandering Trader's maps lead to the nearest tower of any style, and the advancements count any of them.
- Fix: Cartographer of the Night now needs all four places its description lists (a Moon Shrine, a Lunar Observatory, a Fallen Star and a Lunar Watchtower), not any one of them.
Talk with the Lunar Folk and the Wayfinders
- Lunar Folk now talk when you right-click them: ask for news (a hint at what's next on your road), about their work (each profession has its own), or trade. Sneak and right-click to trade straight away. Their greeting changes as your story goes on: newly arrived, after the Eclipse Warden, with a Sigil, with every Sigil, and once the moon turns.
- The Wayfinders talk too: they tell you what their task needs, and when you're carrying it you hand it over in the conversation, as before. Ask them about themselves, or where to head next.
- The villager AI chat works as before, alongside the conversations.
Vesper
- A spirit comes through the gate now, not a wisp: Vesper, the Lunar Order's last lamplighter. It's a robed spirit like the Order's spirits at the Waystations, in its own lantern gold, with its name over its head. It drifts out of the event horizon, stands by the gate and turns to face you; right-click to talk, as before. It introduces itself if you ask who it is. Lunar Wisps are just the floating monsters again.
- After the Eclipse Warden falls, Vesper comes to see you, in a cutscene ("The Road Opens"), and tells you the Road is open. If you never met it at a gate (an older world), it introduces itself.
- After every boss: the Eclipse Herald ("After the Dark"), and each of the Road's guardians once its own cutscene is over: Brother Halvar ("The Pilgrim Rests"), Astronomer Vael ("The Last Stargazer"), the Delver Colossus ("The Keeper Sleeps") and Marshal Corvane ("Relieved of Duty"). Vesper has a few words about each of them.
- When the moon turns, once the library's cutscene is over, Vesper comes one last time ("The Moon Turns").
- A messenger wisp already waiting by a gate in an older world still works: right-click it to talk.
- Each scene plays once per player.
- Vesper's Lantern: use it and Vesper comes to you, wherever you are, and tells you where to go next on your road, without spoilers (30-second cooldown). Vesper gives you one when you tell it you'll stay, after it welcomes you to the Hollow, or craft one: a Star Fragment over two Gold Nuggets and a Lantern, with Lunarite under it.
Stargate Command
- Every new world has one Stargate Command, hidden somewhere for you to find, modelled on the SGC under Cheyenne Mountain: somewhere random 1,000 to 10,000 blocks from the middle of the world, the complex is built deep under a big mountain, with the Overworld's Stargate. It has the Overworld's address, so dialing the Overworld from any gate (or coming home from the Hollow) brings you there. Players still spawn as usual.
- A base on the mountainside: the cliff is cut back and faced with retaining walls. The portal face is 25 wide and 12 tall, with piers, lights, a hazard-striped opening and a "Cheyenne Mountain / Stargate Command" sign. Stairs on both sides climb to a terrace on top of it, cut into the mountain, with a guard tower and radio masts. The forecourt has lamp posts, flags and a guard booth, and a lit road leads away from it.
- The way in: the tunnel runs into the mountain (with a blast-door frame halfway) to a lobby, and a switchback stairwell goes down about 48 blocks from there (less where the world is shallower) to the main corridor, with pipes along the ceiling and signs at every door: the infirmary, the mess hall, quarters, the armory, the labs and the general's office.
- Five more floors, each its own: every level has its own colour (a stripe down the corridor and a band along its walls), a sign on the stairs saying what it's for, and its own rooms:
- Level 27, Security (red): the security office with its wall of monitors, holding cells with iron doors, the comms room with radios and aerials, a locker room with fatigues on armor stands, and the probe bay with a probe on its rails.
- Level 26, Research (cyan): the artifact lab, whose display cases hold things that came back from the Hollow, a workshop, storage, research, hydroponics with growing crops, and a gym.
- Level 25, Engineering (orange): the generator room with its glowing naquadah generator, water treatment, a machine shop, a chilled server room, and the quartermaster's stores.
- Level 24, Quarters (blue): officers' quarters, the library, the commissary, barracks and a rec room.
- Level 23, Command (purple): the memorial wall with candles and flowers, the archives, astrometrics (a star map on the floor, the Hollow's moon on the wall and a telescope watching it), guest quarters, and the situation room with its wall of screens.
- With Create addons installed, the base fits itself out with them too (each only if that mod is there): shells and charges racked in the armory (Create Big Cannons), traffic cones and a headlight in the probe bay, locked doors on the cells and warning decals by the doors (Create Deco), a radar in comms (Create Radar), a reactor core with tesla coils and diesel backup generators in the generator room (Create: New Age, Create Crafts & Additions, Create Diesel Generators), Create fluid tanks in water treatment, presses, mixers, a rolling mill, an extruder and a cobblestone generator in the machine shop and workshop, shipping containers and trading depots at the quartermaster's (Create Deco, Trading Floor), sprinklers over hydroponics (Slice & Dice), printers in research and the archives (Create Enchantment Industry), a rocket engineer's table in astrometrics (Creating Space), and cakes, a chocolate fountain, a cheese cellar and a wine cellar in the mess hall and the commissary.
- Levels 26 and 24 open off one side of the stairwell, 27, 25 and 23 off the other. A shallower base has fewer floors, and a floor is left out where the mountain is too thin over it.
- Halls everywhere: every level spreads out into a maze of corridors around the main base: long halls, corners, T-junctions and crossings on a grid, lit and striped in the level's colour, with dozens of numbered rooms off them ("Room 27-14"): offices, storage, quarters, sickbays, labs, workshops, server rooms, mess halls, archives, armories, comms, briefing rooms, gyms and power rooms, each level with its own mix. They lead off the elevator hall, the stairwell's landings and the far end of each main corridor, wind round everything else, and only go where there's rock over them. Same seed, same halls.
- An elevator: with Create installed, a Create elevator runs from the gate level up to the lobby, stopping at every floor (a short hall off each stairwell landing leads to it, with an "Elevator" sign): an Elevator Pulley under the lobby ceiling turned by a Creative Motor, a glued cabin with Contraption Controls to pick your floor, and an Elevator Contact on each floor. It assembles by itself the first time the area loads. Without Create the shaft has a ladder.
- The gate room: 29 by 30 blocks and 20 tall, behind a hazard-striped blast door. The gate stands on a dais at the far end, its base two blocks down like every JSG gate, with the long ramp down to the floor and the DHD at the corner of the dais.
- The control room looks at the gate through a long window: a row of consoles with the dialing computer in the middle, and server racks along the back. Stairs lead up to the briefing room above it, with the long table, the flags, bookshelves and its own window onto the gate.
- The gate is ready to use: glyph crystals for all three address types, full power, three charged capacitors and a titanium iris, and the DHD has its crystals and a full tank of naquadah. It has the Overworld's address (the outpost gate JSG generated gets a new one).
- Well lit, and no monsters: lights in the floor, walls and ceiling of every room, and monsters never spawn naturally anywhere in the base.
- Walk down the ramp to the gate and the Hollow calls, as it does for any gate.
- If none of the spots it tries has a mountain nearby, it's built at the first one instead, with an entrance building on the surface.
- Only in worlds created with 1.4.5 or newer, and only ever one per world. In an older world an operator can build it with
/eclipsegate stargate_command(somewhere random) or/eclipsegate stargate_command here(right where they stand);/eclipsegate stargate_command wheretells an operator where it is, and/eclipsegate stargate_command rebuildbuilds it again in the same place (after an update changes it). Turn it off withworld.stargate_commandineclipsegate-common.toml.
The Hollow's Stargate
- Powered and stocked: the gate in Castle Nocturne now has its glyph crystals, full power and charged capacitors, and the DHD in front of it is linked to it with its crystals and a full tank of naquadah. Existing worlds get this once, the first time they load with 1.4.5.
- Always the castle's gate: the Hollow's address belongs to the gate in Castle Nocturne. If JSG didn't register it when the server started (or a gate somewhere else had taken the address), it does now, and its ring is rebuilt if it was broken.
- When the Hollow calls, it dials from the castle's gate, never from a gate a player built somewhere in the Hollow.
Spanish
- Eclipse Gate is now in Spanish: every item, block, mob, advancement, sign, book, conversation and the whole handbook. It's used for Spanish (Spain), and for Mexican, Argentine, Chilean, Ecuadorian, Uruguayan and Venezuelan Spanish too.
Fixes
- The Hollow's Pegasus address used Subido, which is the Pegasus point of origin, as one of its symbols. It's now Alura, Salma, Laylox, Robandus, Tahnan, Aldeni, Avoniv, Capo. The Way to the Hollow books and notebook pages made from now on show the new address; older copies show the old one.
- The JEI page for the portal now mentions Vesper, and one of Astronomer Vael's conversation choices reads properly.
- Mobs the mod spawns itself (bosses, guardians' soldiers, region events, pilgrims and the like) now go through Forge's spawn event, so other mods can react to them.
- No more "uses or overrides a deprecated API" note when building the mod.
For pack makers
- Stargate Command is built in code from vanilla blocks (
world/StargateCommand.java), and the Hollow's gate is set up byworld/HollowGate.java; both use JSG's own Stargate generator. - Conversations can now use story checks in conditions, text hooks for lines worked out in code (with numbers or items in them), and
{name}placeholders in text keys filled in by the one speaking ({profession},{who}). The server now sends finished text; it's still translated on the player's side.
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