I've moved from 147 to 162, and I'm waiting for the new 162 version to come out. And when you do, please, have a way to put those rare, 1-in-1000 chance of dungeons being generated in old chunks -- right now there are zero rifts/dungeons in my world :-).
And, long-distance travel -- which means Limbo (yes, out to region files at 103, -99 :-) as the ultimate long-distance travel, with dungeons as the only reasonable way back home.
Your first request is for retrogeneration. Other players have asked for this. It was originally set to be rolled out on the following update, not this one, but if I see that there is an opportunity to add it now, then maybe I'll give it a try. No promises. =P We're already slow enough as is.
I'm not sure what you meant with that last part about long-distance travel. Care to clarify?
Tee hee. Do you know how far out limbo used to send you when you returned to the overworld?
"Hey, how do I get home?"
"Well, you could use the /kill command"
"But all my items?!?"
"Yea, you kept them from limbo. You can start over, go home, or ..."
---
Biggest issue of balance people have with Mystcraft is the instant travel over very long distances to an exact spot with no risk; obsoletes minecart systems completely. For some servers, that's a good thing; for others, it's not. It fits the source material.
But long distance travel, that isn't exact, that takes a little time, and has a little risk ... that fits in just find with the nether, etc.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Tee hee. Do you know how far out limbo used to send you when you returned to the overworld?
"Hey, how do I get home?"
"Well, you could use the /kill command"
"But all my items?!?"
"Yea, you kept them from limbo. You can start over, go home, or ..."
---
Biggest issue of balance people have with Mystcraft is the instant travel over very long distances to an exact spot with no risk; obsoletes minecart systems completely. For some servers, that's a good thing; for others, it's not. It fits the source material.
But long distance travel, that isn't exact, that takes a little time, and has a little risk ... that fits in just find with the nether, etc.
I've debated this with Steven a bit. You can already configure how far people are teleported when they come out in the Overworld. So if exit Limbo at (X, Z), you'll come out at some random point (X +/- C, Z +/- C), and C is configurable. I think C is 500 meters by default.
The main problem I have with Limbo is a little trick a few players have been exploiting - that you can drop out of the world or let a Monolith teleport you to Limbo, and it'll teleport you to a limited region. I don't remember the exact numbers, but it's something like, you'll only be teleported to coordinates -1000 < X, Z < 1000. Keep in mind that I'm saying from a dungeon to Limbo. This is separate from returning to the Overworld.
People exploit that by traveling really far out, then using Monoliths to send them to that area in Limbo and then they exit to the Overworld, relatively near default spawn. So it's an easy way to get back to civilization. The simple solution would be to not send people to that small area when they're teleported to Limbo. Steven said the reason he does it is because admins asked for it, to reduce the size of Limbo on disk and so people don't complain about getting stranded. I think it makes DD really forgiving - you can't lose items and you'll get sent to an area where you'll probably be able to get home.
I coach for the ACM ICPC. I tried to participate once, but my country hadn't participated at all for several years before my attempt and the president of my local chapter fumbled the travel arrangements for the regional final. I'm still rather bitter about it... I never got to try, even though I could single-handedly defeat the teams that represent my country in the regional final nowadays.
Oh man, that has to hurt
I was ACM president of a local chapter where I went to school for a few years. Got to participate in a few programming competitions. Never got to coach one though. Would have been cool to try.
Rollback Post to RevisionRollBack
Argue not with dragons for thou art crunchy and go well with brie
Annoyingly, Ive started get this exception logged on the server, when stepping back into the overworld from a pocket dimension.
---- Minecraft Crash Report ----
// Don't do that.
Time: 9/29/13 11:39 AM
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.CommonTickHandler.placeMonolithsInPockets(CommonTickHandler.java:84)
at StevenDimDoors.mod_pocketDim.CommonTickHandler.tickEnd(CommonTickHandler.java:62)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:608)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
A couple questions: Does Chickenbone's Ender Storage work in Pocket Dimensions?
Also I had this problem: I placed a Dimensional Door and went through it, and I made a small base in the pocket dimension. Then one time I came out of the door, which had been placed in a Desert Temple, and the the door was gone! Just a rift was left and much of the temple had been cut away. Like the terrain regenerated. Is this normal? Are Pocket Dimensions bad places to build bases?
Also, will this be updated to 1.6.2? (I'm currently playing using big dig mod pack).
and one final question, can entities and/or buildcraft pipes, pass through dimensional doors/warp doors?
Is there a way to go back to a previously generated pocket dimension when the rift is gone?
Like I make dimension 13 (a pocket dimension)
I remove the rift to it
is there a way to create a new door to that pocket dimension?
Thanks!
A couple questions: Does Chickenbone's Ender Storage work in Pocket Dimensions? Also I had this problem: I placed a Dimensional Door and went through it, and I made a small base in the pocket dimension. Then one time I came out of the door, which had been placed in a Desert Temple, and the the door was gone! Just a rift was left and much of the temple had been cut away. Like the terrain regenerated. Is this normal? Are Pocket Dimensions bad places to build bases? Also, will this be updated to 1.6.2? (I'm currently playing using big dig mod pack). and one final question, can entities and/or buildcraft pipes, pass through dimensional doors/warp doors?
They should work fine, yes. And no, that doesnt sound normal, possibly something derpy happening with MC's worldgen or another mod. Pocket dimensions should be fine places to build in, as well.
Yes, it will be updated.
Entities can be teleported- this includes items, minecarts, mobs, anything like that.
Is there a way to go back to a previously generated pocket dimension when the rift is gone? Like I make dimension 13 (a pocket dimension) I remove the rift to it is there a way to create a new door to that pocket dimension? Thanks!
No, not within the game mechanics. You loose the only linking rift, you cut off that pocket from the rest of the world permanently. Teleporting back can be done with commands, but you have to go fishing for the pocket. Its tricky, but not impossible.
I'm still stuck at MC 1.4.7 due to running a red power 2 server. I just learned of your mod and I absolutely love it!
Is there any way of retrofitting the newer updates/changes you did since your version 1.3.2.1 to a new Dimensional Doors version for MC 1.4.7?
I tried the old version and I am a bit reserved to add the current version for 1.4.7 because a) it's a relatively young mod with high level functionalities and my players like to break stuff. That and I already noticed stuff like pushed through minecarts disappearing until restart in SP.
I'm still stuck at MC 1.4.7 due to running a red power 2 server. I just learned of your mod and I absolutely love it!
Is there any way of retrofitting the newer updates/changes you did since your version 1.3.2.1 to a new Dimensional Doors version for MC 1.4.7?
I tried the old version and I am a bit reserved to add the current version for 1.4.7 because a) it's a relatively young mod with high level functionalities and my players like to break stuff. That and I already noticed stuff like pushed through minecarts disappearing until restart in SP.
Please don't ask for this. There are plenty of awesome replacements to the abandoned RedPower2. Advance! Never retreat.
The replacements for RP2 even add new things that make RP2 obsolete. Don't support a mod that the mod Author can't be bothered to even comment on in 6 months. It's dead. Join us in the mods of the living.
They should work fine, yes. And no, that doesnt sound normal, possibly something derpy happening with MC's worldgen or another mod. Pocket dimensions should be fine places to build in, as well.
Yes, it will be updated.
Entities can be teleported- this includes items, minecarts, mobs, anything like that.
1 month ago*. And we got time ^^
Let's stop right here and not spam this topic with a discussion, just can't let incorrect information stand.
Well, regarding your original request - Steven and I have our hands full with producing the next update (for 1.5), and then updating for 1.6. So if you truly want this mod for 1.4, someone should take the next update and retrofit it. Don't bother going through that trouble before the update because we're rewriting things to make the mod behave better. Still, going up to MC 1.5 would be easier, and I intend to continue supporting 1.5 (alongside 1.6) for a while.
I'm still stuck at MC 1.4.7 due to running a red power 2 server. I just learned of your mod and I absolutely love it! Is there any way of retrofitting the newer updates/changes you did since your version 1.3.2.1 to a new Dimensional Doors version for MC 1.4.7? I tried the old version and I am a bit reserved to add the current version for 1.4.7 because a) it's a relatively young mod with high level functionalities and my players like to break stuff. That and I already noticed stuff like pushed through minecarts disappearing until restart in SP.
Yea, the last version I released for 1.4.7 was uh, less than polished. I'd recommend either not using so you don't spoil the experience, or just update the server. We dont have any plans to back-date the mod, especially considering how like SenseiKiwi said we are full steam ahead on two new updates.
I don't think 1.3.2.1 supported teleporting minecarts at all, so I have no idea what is going on there...
Out of curiosity, could there please be more information added about the red-eye floating mobs?
Once we are done with these updates, Ill probably need to recruit some people to go and update the wiki for me. The OP is horribly outdated.
Also, as we approach a release, we will need two things from you guys. One- any small, (or not small) criticisms about mod functionality that you think should be changed/modified/etc. I'm not looking for sweeping changes or feature requests, just very specific and pointed things that you have noticed over time that annoy you. If its possible, Ill try to fix them. Tell me what they are, and why you think they should be different.
Two- We will need a few more subjec- I mean beta testers to submit- I mean play with the updated version. PM me if you are interested.
Annoyingly, Ive started get this exception logged on the server, when stepping back into the overworld from a pocket dimension.
---- Minecraft Crash Report ----
// Don't do that.
Time: 9/29/13 11:39 AM
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.CommonTickHandler.placeMonolithsInPockets(CommonTickHandler.java:84)
at StevenDimDoors.mod_pocketDim.CommonTickHandler.tickEnd(CommonTickHandler.java:62)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:608)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.CommonTickHandler.placeMonolithsInPockets(CommonTickHandler.java:84)
I got tired of it, so I patched the offending class (I simply put a try/catch around that line to catch NPE's). If you can trust some random guy enough to try it, I've attached the class file here. Drop it into the zip file, replacing the one at StevenDimDoors/mod_pocketDim.
It's not excessively tested or anything, but on our small 4 person server where this bug was popping up every couple of days, it appears to have fixed the problem. It's built against Forge 737 for 1.5.2.
You can grab the file here. Hopefully this is okay with the OP. If not, let me know and I'll remove the file.
EDIT: You only have to patch the server, your players can keep using the original zip.
Yea, the last version I released for 1.4.7 was uh, less than polished. I'd recommend either not using so you don't spoil the experience, or just update the server. We dont have any plans to back-date the mod, especially considering how like SenseiKiwi said we are full steam ahead on two new updates.
I thought so. I'll just leave it out then I'd ask for the source to back-date it myself, but atm I have no time for serious sparetime programming. I'll ask around christmas if I still need it.
You guys made an awesome mod and I'm saying that only having briefly experimented on a "less than polished" version.
I don't think 1.3.2.1 supported teleporting minecarts at all, so I have no idea what is going on there...
welp. it definitly does. minecarts seem to exit doors at full speed, regardless of entry velocity. i managed to bug the system by jumping from real world to pocket dimension to nether (had to try that connection because i wanted to see if exit dimension was bound to entry dimension. yay! it isn't! ) using detector rails in front of the doors to open them. i think the blitz jump to the pocket dimension wasn't good for the sp server-client relationship ^^
PPS:
One thing I would love to see is the manual creation of doorless portals for the purpose of creating custom portal frames. Not so much for the exploration aspect of the mod, but for the purpose of creating a magnificent fast travel hub with doorways that are a bit greater and fancier than. y'know. a door.
Yea, the last version I released for 1.4.7 was uh, less than polished. I'd recommend either not using so you don't spoil the experience, or just update the server. We dont have any plans to back-date the mod, especially considering how like SenseiKiwi said we are full steam ahead on two new updates.
I don't think 1.3.2.1 supported teleporting minecarts at all, so I have no idea what is going on there...
Once we are done with these updates, Ill probably need to recruit some people to go and update the wiki for me. The OP is horribly outdated.
Also, as we approach a release, we will need two things from you guys. One- any small, (or not small) criticisms about mod functionality that you think should be changed/modified/etc. I'm not looking for sweeping changes or feature requests, just very specific and pointed things that you have noticed over time that annoy you. If its possible, Ill try to fix them. Tell me what they are, and why you think they should be different.
Two- We will need a few more subjec- I mean beta testers to submit- I mean play with the updated version. PM me if you are interested.
Thanks for your patience!
Any chance for a setting on the rarity of the amount of doors?
Your first request is for retrogeneration. Other players have asked for this. It was originally set to be rolled out on the following update, not this one, but if I see that there is an opportunity to add it now, then maybe I'll give it a try. No promises. =P We're already slow enough as is.
I'm not sure what you meant with that last part about long-distance travel. Care to clarify?
"Hey, how do I get home?"
"Well, you could use the /kill command"
"But all my items?!?"
"Yea, you kept them from limbo. You can start over, go home, or ..."
---
Biggest issue of balance people have with Mystcraft is the instant travel over very long distances to an exact spot with no risk; obsoletes minecart systems completely. For some servers, that's a good thing; for others, it's not. It fits the source material.
But long distance travel, that isn't exact, that takes a little time, and has a little risk ... that fits in just find with the nether, etc.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I've debated this with Steven a bit. You can already configure how far people are teleported when they come out in the Overworld. So if exit Limbo at (X, Z), you'll come out at some random point (X +/- C, Z +/- C), and C is configurable. I think C is 500 meters by default.
The main problem I have with Limbo is a little trick a few players have been exploiting - that you can drop out of the world or let a Monolith teleport you to Limbo, and it'll teleport you to a limited region. I don't remember the exact numbers, but it's something like, you'll only be teleported to coordinates -1000 < X, Z < 1000. Keep in mind that I'm saying from a dungeon to Limbo. This is separate from returning to the Overworld.
People exploit that by traveling really far out, then using Monoliths to send them to that area in Limbo and then they exit to the Overworld, relatively near default spawn. So it's an easy way to get back to civilization. The simple solution would be to not send people to that small area when they're teleported to Limbo. Steven said the reason he does it is because admins asked for it, to reduce the size of Limbo on disk and so people don't complain about getting stranded. I think it makes DD really forgiving - you can't lose items and you'll get sent to an area where you'll probably be able to get home.
I'm thinking about making it configurable.
Oh man, that has to hurt
I was ACM president of a local chapter where I went to school for a few years. Got to participate in a few programming competitions. Never got to coach one though. Would have been cool to try.
---- Minecraft Crash Report ----
// Don't do that.
Time: 9/29/13 11:39 AM
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.CommonTickHandler.placeMonolithsInPockets(CommonTickHandler.java:84)
at StevenDimDoors.mod_pocketDim.CommonTickHandler.tickEnd(CommonTickHandler.java:62)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:608)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 770738480 bytes (735 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xmx1024M -Xms1024M
AABB Pool Size: 9058 (507248 bytes; 0 MB) allocated, 8893 (498008 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 6, tallocated: 62
FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 57 mods loaded, 57 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHFramework{1.5.2.5} [CoFH Framework] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore{1.5.2.5} [CoFHCore] (CoFHCore-1.5.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHWorld{1.5.2.5} [CoFHWorld] (CoFHCore-1.5.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{2.7.0.1} [Damage Indicators] (1.5.2 DamageIndicators v2.7.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GrimoireGaia2{1.2.0} [Grimoire of Gaia 2] ([1.5.2]GrimoireofGaia2 1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ArchimedesShipsMod{1.5.2 v1.3.5} [Archimedes' Ships] (ArchimedesShips v1.3.5 for 1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ArsMagica{5.52.014} [Ars Magica] (ArsMagica_5.52.014.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Atum{0.4.4B} [Atum] (Atum_0.4.3B3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
barrels{3.1} [The Barrels Mod] (Barrels 3.1-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.3.3} [BiblioCraft] (BiblioCraft[v1.3.3].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{2.2.8.4} [Forestry for Minecraft] (forestry-A-2.2.8.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BinnieCore{1.7.3b} [Binnie Core] (binnie-mods-1.7.3b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraBees{1.7.3b} [Extra Bees] (binnie-mods-1.7.3b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraTrees{1.7.3b} [Extra Trees] (binnie-mods-1.7.3b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{3.7.2} [BuildCraft] (buildcraft-A-3.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{3.7.2} [BC Builders] (buildcraft-A-3.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{3.7.2} [BC Energy] (buildcraft-A-3.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{3.7.2} [BC Factory] (buildcraft-A-3.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{3.7.2} [BC Transport] (buildcraft-A-3.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{3.7.2} [BC Silicon] (buildcraft-A-3.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DimDoors{1.5.2R1.4.1RC1} [Dimensional Doors] (DimensionalDoors-1.5.2R1.4.1RC1-188.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_EnchantViewServer{EnchantViewServer v3.9.0 for Minecraft 1.5.2} [mod_EnchantViewServer] (EnchantViewServer-v3.9.0a-mc1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{0.2.4g} [Extra Utilities] (extrautils - 0.2.4g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_core{2.1} [GrowthCraft Core] (growthcraft-core-1.5.2-2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_core_cellar{2.1} [GrowthCraft Core: Cellar] (growthcraft-core-cellar-1.5.2-2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_apples{4.2} [GrowthCraft Apples] (growthcraft-apples-1.5.2-4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_bamboo{1.2} [GrowthCraft Bamboo] (growthcraft-bamboo-1.5.2-1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_fishnet{4.3} [GrowthCraft Fishnet] (growthcraft-fishnet-1.5.2-4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_flowers{5.4} [GrowthCraft Flowers] (growthcraft-flowers-1.5.2-5.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_grapes{5.1} [GrowthCraft Grapes] (growthcraft-grapes-1.5.2-5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_hops{3.1} [GrowthCraft Hops] (growthcraft-hops-1.5.2-3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
growthcraft_rice{1.1} [GrowthCraft Rice] (growthcraft-rice-1.5.2-1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Highlands{2.1.0} [Highlands] (Highlands2.1.0_MC1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{1.0.1} [iChunUtil] (iChunUtil1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.5.1_1.3.4.3} [Tinkers' Construct] (TConstruct_1.3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{3.0.5i} [Thaumcraft] (Thaumcraft3.0.5i.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MagicBees{2.1.1} [Magic Bees] (magicbees-2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft{0.10.5.00} [Mystcraft] (mystcraft-uni-1.5.2-0.10.5.00.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{2.1.5} [Natura] (Natura_1.5.2_2.1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_1.5.2_2.1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ObsidiPlates{1.5.0} [Obsidian Pressure Plates] (obsidiplates-1.5.2-universal-1.5.0.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PortalGun{1.5.1} [PortalGun] (PortalGun1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{7.3.0.0} [Railcraft] (Railcraft_1.5.2-7.3.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
xreliquary{1.5.2} [Xeno's Reliquary] (Reliquary1.0.6d.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Revamp{1.1.0} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.1.0b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_Ruins{10.2} [Ruins Spawning System] (Ruins_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SoulShards{1.0.16} [Soul Shards] (SoulShards-1.0.36-universal-srg.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicTinkerer{1.0.8} [Thaumic Tinkerer] (Thaumic Tinkerer [1.0.8] .jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion{2.4.6.0} [Thermal Expansion] (ThermalExpansion-2.4.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TickProfiler{1.0.0.42} [TickProfiler] (TickProfiler-1.5.2-1.0.0.42.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.18.2} [The Twilight Forest] (twilightforest-1.18.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OmniTools{3.1.6.0} [OmniTools] (OmniTools-3.1.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 2130 (119280 bytes; 0 MB) allocated, 2120 (118720 bytes; 0 MB) used
Player Count: 2 / 20; [EntityPlayerMP['Wraitholme'/45855, l='../../../saves/MnL', x=130.30, y=53.00, z=241.31], EntityPlayerMP['chrisbecke'/71827, l='../../../saves/MnL', x=-280.50, y=64.00, z=-840.50]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Also I had this problem: I placed a Dimensional Door and went through it, and I made a small base in the pocket dimension. Then one time I came out of the door, which had been placed in a Desert Temple, and the the door was gone! Just a rift was left and much of the temple had been cut away. Like the terrain regenerated. Is this normal? Are Pocket Dimensions bad places to build bases?
Also, will this be updated to 1.6.2? (I'm currently playing using big dig mod pack).
and one final question, can entities and/or buildcraft pipes, pass through dimensional doors/warp doors?
Like I make dimension 13 (a pocket dimension)
I remove the rift to it
is there a way to create a new door to that pocket dimension?
Thanks!
They should work fine, yes. And no, that doesnt sound normal, possibly something derpy happening with MC's worldgen or another mod. Pocket dimensions should be fine places to build in, as well.
Yes, it will be updated.
Entities can be teleported- this includes items, minecarts, mobs, anything like that.
No, not within the game mechanics. You loose the only linking rift, you cut off that pocket from the rest of the world permanently. Teleporting back can be done with commands, but you have to go fishing for the pocket. Its tricky, but not impossible.
Is there any way of retrofitting the newer updates/changes you did since your version 1.3.2.1 to a new Dimensional Doors version for MC 1.4.7?
I tried the old version and I am a bit reserved to add the current version for 1.4.7 because a) it's a relatively young mod with high level functionalities and my players like to break stuff. That and I already noticed stuff like pushed through minecarts disappearing until restart in SP.
The replacements for RP2 even add new things that make RP2 obsolete. Don't support a mod that the mod Author can't be bothered to even comment on in 6 months. It's dead. Join us in the mods of the living.
TheCountChuckula's Mods on CurseForge
Thanks for answering!
1 month ago*. And we got time ^^
Let's stop right here and not spam this topic with a discussion, just can't let incorrect information stand.
Well, regarding your original request - Steven and I have our hands full with producing the next update (for 1.5), and then updating for 1.6. So if you truly want this mod for 1.4, someone should take the next update and retrofit it. Don't bother going through that trouble before the update because we're rewriting things to make the mod behave better. Still, going up to MC 1.5 would be easier, and I intend to continue supporting 1.5 (alongside 1.6) for a while.
Yea, the last version I released for 1.4.7 was uh, less than polished. I'd recommend either not using so you don't spoil the experience, or just update the server. We dont have any plans to back-date the mod, especially considering how like SenseiKiwi said we are full steam ahead on two new updates.
I don't think 1.3.2.1 supported teleporting minecarts at all, so I have no idea what is going on there...
Once we are done with these updates, Ill probably need to recruit some people to go and update the wiki for me. The OP is horribly outdated.
Also, as we approach a release, we will need two things from you guys. One- any small, (or not small) criticisms about mod functionality that you think should be changed/modified/etc. I'm not looking for sweeping changes or feature requests, just very specific and pointed things that you have noticed over time that annoy you. If its possible, Ill try to fix them. Tell me what they are, and why you think they should be different.
Two- We will need a few more subjec- I mean beta testers to submit- I mean play with the updated version. PM me if you are interested.
Thanks for your patience!
I was getting this error too, so I fixed it. Feel free to download my patched .class file if you like:
I thought so. I'll just leave it out then I'd ask for the source to back-date it myself, but atm I have no time for serious sparetime programming. I'll ask around christmas if I still need it.
You guys made an awesome mod and I'm saying that only having briefly experimented on a "less than polished" version.
PS:
welp. it definitly does. minecarts seem to exit doors at full speed, regardless of entry velocity. i managed to bug the system by jumping from real world to pocket dimension to nether (had to try that connection because i wanted to see if exit dimension was bound to entry dimension. yay! it isn't! ) using detector rails in front of the doors to open them. i think the blitz jump to the pocket dimension wasn't good for the sp server-client relationship ^^
PPS:
One thing I would love to see is the manual creation of doorless portals for the purpose of creating custom portal frames. Not so much for the exploration aspect of the mod, but for the purpose of creating a magnificent fast travel hub with doorways that are a bit greater and fancier than. y'know. a door.
Any chance for a setting on the rarity of the amount of doors?
Could you be more specific? I'm pretty sure there is already a setting for that...