The problem isn't where you are - the problem is that you corrupted some of the DD save data by doing what you did. DD will crash whenever you try to load those worlds because its files are messed up.You might be able to fix the problem by into the DimensionalDoors folder for that save and deleting the last few folders, each of which correspond to a pocket. You should also remove the files in the data folder for those pockets. Each pocket gets one text file named "dim_##.txt", where the numbers are the dimension's ID number. That may fix the problem.
But honestly, you really shouldn't have done that to your game.
How... ??? How is that even possible? Using witchery sleeping potion from inside limbo? Or did the dungeon exit toss you into the witchery dream world?
Personally I wouldn't say DD is a "Jump Scare" kind of mod. Eerie, yes. Jump scare, no. Unless you count TNT traps as jumpscare, but if you played it before you probably know about those.
How... ??? How is that even possible? Using witchery sleeping potion from inside limbo? Or did the dungeon exit toss you into the witchery dream world?
Periodically the limbo dungeons error out on me. This time while I was waiting for a thing of TNT to explode in my face after submerging it in water it decided I had died and teleported me to Limbo... Once there I began making my way back to 0,0,?? so that I could return close to my spawn (or close enough anyway). On the way I saw a door and entered it thinking I could continue exploring and getting loot. A few dungeons in I found one of the wood doors and left it. I was surprised to find myself in a fancy new world... that coincidentally looked almost exactly like my overworld but with pink-ish sky and the clouds below bedrock... Eventually it occurred to me where I was (I haven't delved into witchery enough to go there 'legitimately') and tried to make my way back home... of course, any attempt to leave the Spirit world removes all of your items (so I had to cheat to get back), and dying is no exception... AND unfortunately so is returning to a dimensional dungeon...
Would it not be better to cull corrupt data? I understand if half the world has been corrupted by an ID mixup you might want to not reenter that world until you've fixed it, but--IF removing the pocket dimensions would work--would it not be better to do so instead of returning an error? There are plenty of mods, yours included, that will eject a player from Minecraft to preserve the integrity of the game (i.e. prevent data loss) and I'm sure there are people that will close out of Minecraft to prevent unwanted events (like completely loosing your inventory) as there is no alternative save feature. I am certain that I am not the only one who wants to 'undo' some events, and the ONLY way to do that, unless you are manually backing up your world every time you hit the escape key (which autosaves the game), is to force quit and reload. If this mod will break my save when I am trying to preserve it... I may have to remove it until I find some alternative way to preserve my game...
(Again, if removing corrupt files works, why not just do it on load?)
(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?
what? i understood "dont leave the walls of the dungeon, or jumpscare-eyes will grab you and take you to limbo, and that the wood doors in the deep dungeon areas arent neccesarily an escape route. and i know what limbo looks like, i played the mod like, 2 years ago, also, yes. you have been awarded 2000 roleplay exp. you haev leveled up! your realism stat increased by 5! your acting level increased by 27! congradulations!!!!!!!!!!!! XDalso, when i wrote that, if i sounded kinda like a wuss, it's because i FREAKING HATE JUMPSCARES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! also, i have a question, i heard somethign about "monoliths" in limbo that have eyes on them, wtf are those?
Eyes - yes but not jumpscare, the jumpscates are the dungeons itself (and usually diving away will kill you), the wake up very slowly, just don't stant in their line of sight or punch them (monolith is their name), there's a crapton of those in limbo too (now 75% more creepy)
wood doors - esvape route, but maybe not to where you expect
also in the latest versions you van place vanilla doora on rifts, but have to colect world thread to craft rifts and riftblade will be changed, the first post will be updated with info soon
Periodically the limbo dungeons error out on me. This time while I was waiting for a thing of TNT to explode in my face after submerging it in water it decided I had died and teleported me to Limbo... Once there I began making my way back to 0,0,?? so that I could return close to my spawn (or close enough anyway). On the way I saw a door and entered it thinking I could continue exploring and getting loot. A few dungeons in I found one of the wood doors and left it. I was surprised to find myself in a fancy new world... that coincidentally looked almost exactly like my overworld but with pink-ish sky and the clouds below bedrock... Eventually it occurred to me where I was (I haven't delved into witchery enough to go there 'legitimately') and tried to make my way back home... of course, any attempt to leave the Spirit world removes all of your items (so I had to cheat to get back), and dying is no exception... AND unfortunately so is returning to a dimensional dungeon...
Would it not be better to cull corrupt data? I understand if half the world has been corrupted by an ID mixup you might want to not reenter that world until you've fixed it, but--IF removing the pocket dimensions would work--would it not be better to do so instead of returning an error? There are plenty of mods, yours included, that will eject a player from Minecraft to preserve the integrity of the game (i.e. prevent data loss) and I'm sure there are people that will close out of Minecraft to prevent unwanted events (like completely loosing your inventory) as there is no alternative save feature. I am certain that I am not the only one who wants to 'undo' some events, and the ONLY way to do that, unless you are manually backing up your world every time you hit the escape key (which autosaves the game), is to force quit and reload. If this mod will break my save when I am trying to preserve it... I may have to remove it until I find some alternative way to preserve my game...
(Again, if removing corrupt files works, why not just do it on load?)
I could do that, but there are other risks involved that affect Dimensional Doors and other similar mods (e.g. Mystcraft). Loading dimension data occurs before a player logs in. It must be done to prevent other mods from receiving dimension IDs that belong to existing pockets. In addition, if we did cull dimensions, it could have some unpleasant consequences for houses or for players who log back into a non-existent pocket. What would happen if you didn't know that your house had been culled?
There are some things that could be done better. For instance, we could at least indicate which dimension caused the error in the log messages. Perhaps we could also offer some way of managing this more easily, given the number of dimensions that might exist. I'll add it to the agenda.
I'd like to have a try at making dungeons if I have the time but my how_to_add_dungeons.txt is created empty. I am using the latest build from kiwis link.
Try constructing a snow golem in limbo and let him loose, it's really funny!
Oh, that makes sense. We did add an exception for container-type blocks. Chests and other blocks with inventories should be protected. I think that was done for technical reasons before. Perhaps it's time to reconsider it. =P I'm open to feedback on this.
Also, I suspect that warded blocks do something incredibly iffy to Minecraft itself. I also sat down and tested them in Limbo after you brought it up, but forgot to report the results. I can only conclude that Azanor might be tampering with the functions for changing blocks in the world, making it impossible for other blocks to replace his unless they go straight for the chunk data. That avoids the issue of tools from some mods not respecting hardness, but it's also a little... I don't know, dirty?
And wow... I hadn't thought of what a Snow Golem would do, hehe. I've tried placing water and the petrifying water falls are kind of amusing.
I could do that, but there are other risks involved that affect Dimensional Doors and other similar mods (e.g. Mystcraft). Loading dimension data occurs before a player logs in. It must be done to prevent other mods from receiving dimension IDs that belong to existing pockets. In addition, if we did cull dimensions, it could have some unpleasant consequences for houses or for players who log back into a non-existent pocket. What would happen if you didn't know that your house had been culled?
There are some things that could be done better. For instance, we could at least indicate which dimension caused the error in the log messages. Perhaps we could also offer some way of managing this more easily, given the number of dimensions that might exist. I'll add it to the agenda.
Thank you. I wasn't suggesting irresponsibly deleting data, I understand what you are saying... However, if a dimension with, say, a home, has become corrupt, at least removing the doors to that dimension, rather than making the entire save file unusable, is far preferable.
NOW, if I misunderstood you and this is the same problem that I had (last time) when I was being teleported away before I could repair the walls of a dimension, so I deleated it assuming it would just rebuild itself... THAT'S DIFFERENT... But I am making the assumption that a single dimensional dungeon is crashing the save file regardless of position because NBTExplorer said I was in the overworld (Dimension 0).
So, thank you for looking into the cause of the exception and adding code to prevent it from happening. (This is not a ridicule, this is actual thanks.)
Periodically the limbo dungeons error out on me. This time while I was waiting for a thing of TNT to explode in my face after submerging it in water it decided I had died and teleported me to Limbo... Once there I began making my way back to 0,0,?? so that I could return close to my spawn (or close enough anyway). On the way I saw a door and entered it thinking I could continue exploring and getting loot. A few dungeons in I found one of the wood doors and left it. I was surprised to find myself in a fancy new world... that coincidentally looked almost exactly like my overworld but with pink-ish sky and the clouds below bedrock... Eventually it occurred to me where I was (I haven't delved into witchery enough to go there 'legitimately') and tried to make my way back home... of course, any attempt to leave the Spirit world removes all of your items (so I had to cheat to get back), and dying is no exception... AND unfortunately so is returning to a dimensional dungeon...
Would it not be better to cull corrupt data? I understand if half the world has been corrupted by an ID mixup you might want to not reenter that world until you've fixed it, but--IF removing the pocket dimensions would work--would it not be better to do so instead of returning an error? There are plenty of mods, yours included, that will eject a player from Minecraft to preserve the integrity of the game (i.e. prevent data loss) and I'm sure there are people that will close out of Minecraft to prevent unwanted events (like completely loosing your inventory) as there is no alternative save feature. I am certain that I am not the only one who wants to 'undo' some events, and the ONLY way to do that, unless you are manually backing up your world every time you hit the escape key (which autosaves the game), is to force quit and reload. If this mod will break my save when I am trying to preserve it... I may have to remove it until I find some alternative way to preserve my game...
(Again, if removing corrupt files works, why not just do it on load?)
What's going on is: Wooden doors in limbo don't necessarily toss you back into the overworld. I believe they can put you in any dimension (including Mystcraft ages). By that train of logic, we have an unfortunate reaction to Witchery. It's no more Dimdoors fault than it is Witchery's. We're dealing with incompatible mechanics, and not something Steven or SenseiKiwi could have foreseen.
@Sensei:
I think we need a blacklisting/whitelisting function to keep DimDoors from spitting you out into non-authorized dimensions. This way dimensions like Witchery's "dream world" which strip your items from you upon entering, at least has some sort of workaround.
That should resolve Master_Aricitic's current issue (rather, keep it from happening again), but as Witchery is gaining momentum, and future mods may do something similar, it's not unlikely that more folks will come across this particular issue.
I suggest a toggle for blacklisting/whitelisting (default to whitelist) Mystcraft-generated ages in general (due to the dynamic nature of their dimension IDs) as well.
I'm not 100% sure, though, if Witchery's dream worlds are player-independent. I haven't had a chance to test it out much in multiplayer.
If that's the case, you may want to consider a similar toggle for mod-wide blacklist/whitelist (in witchery's case, I'd suggest defaulting to blacklisting it).
Finally, a general "config area" to custom add dimension ID's to the blacklist/whitelist, would round out the solution.
Oh, that makes sense. We did add an exception for container-type blocks. Chests and other blocks with inventories should be protected. I think that was done for technical reasons before. Perhaps it's time to reconsider it. =P I'm open to feedback on this.
Also, I suspect that warded blocks do something incredibly iffy to Minecraft itself. I also sat down and tested them in Limbo after you brought it up, but forgot to report the results. I can only conclude that Azanor might be tampering with the functions for changing blocks in the world, making it impossible for other blocks to replace his unless they go straight for the chunk data. That avoids the issue of tools from some mods not respecting hardness, but it's also a little... I don't know, dirty?
And wow... I hadn't thought of what a Snow Golem would do, hehe. I've tried placing water and the petrifying water falls are kind of amusing.
Actually it can replace some block with inventory like MFFS's forcefield manipulators and stuff, the items just pop out.
On the other hand I'm not even shure those warded blocks are even counted as blocks. I was under the impresion they're just tile entities or tile entities overlaying a block. Don't actually know, but I bet it's super dirty. But it makes sence, that they can't be unraveled if they're magicaly warded.
And yeah the snow they leave behind turns to coblestone, that looks hilarious, sometimes they're even stuck waist deep in coblestone.
What's going on is: Wooden doors in limbo don't necessarily toss you back into the overworld. I believe they can put you in any dimension (including Mystcraft ages). By that train of logic, we have an unfortunate reaction to Witchery. It's no more Dimdoors fault than it is Witchery's. We're dealing with incompatible mechanics, and not something Steven or SenseiKiwi could have foreseen.
@Sensei:
I think we need a blacklisting/whitelisting function to keep DimDoors from spitting you out into non-authorized dimensions. This way dimensions like Witchery's "dream world" which strip your items from you upon entering, at least has some sort of workaround.
That should resolve Master_Aricitic's current issue (rather, keep it from happening again), but as Witchery is gaining momentum, and future mods may do something similar, it's not unlikely that more folks will come across this particular issue.
I suggest a toggle for blacklisting/whitelisting (default to whitelist) Mystcraft-generated ages in general (due to the dynamic nature of their dimension IDs) as well.
I'm not 100% sure, though, if Witchery's dream worlds are player-independent. I haven't had a chance to test it out much in multiplayer.
If that's the case, you may want to consider a similar toggle for mod-wide blacklist/whitelist (in witchery's case, I'd suggest defaulting to blacklisting it).
Finally, a general "config area" to custom add dimension ID's to the blacklist/whitelist, would round out the solution.
Yes, I should not have expectations of one mod developer doing what I have clearly stated that other mod developers specifically do not need to do... which is know every interaction between their mod and others...
I guess, really, I was surprised that as-and my memory has been faulty before, if I knew the page this was posted on I'd go find it-since we cannot be dropped off into the End, or an unrendered dimension (such as a mystcraft age that hasn't been created yet) we then could not be dropped off into ANY world that the player had not entered yet (i.e. Nether, etc).
But, really, my falling into the Spirit World is less of the issue. I could have dealt with that myself (an Ender Chest, perhaps?) it was the crash of some corrupt data in a different world that surprised me... Obviously, I didn't know exactly what caused that until informed, and should avoid accusations until then (for future reference I'll take this into account). Describing the events leading up to, however, is necessary to help come up with a solution.
Now, if it is Minecraft causing the crash itself upon loading all of the 'existing' dimensions each time the game loads (an event I fail to understand the benefit of) then that's different as you had no control over that, so I am deeply sorry for raising that accusation. However this must be something new as sometime early this year I had the same crash but only when in a dimensional dungeon that I had personally deleted and moving myself to the overworld (and, *cough* not reentering the broken world) fixed the issue. So I made the assumption that this was something you added, like what we argued about ten or so pages ago.
Ah, P.S. I firmly agree that other mods overriding dimension IDs is not something you should be held responsible for. Those developers need to be held accountable for it as any mod that generically overrides something from an/other mod(s) is using bad practice, with the sole exception of when the other mod(s) allow for it. You have every right and rationality to react harshly to this... It's just, um, 'bad' for end users to feel the burden of such events. (if that cannot be avoided, well, so be it. But if we end users can be told what mod is overriding YOUR data, we can go flood that thread with complaints... and, realistically, if it is FORGE doing this... well, that's another issue altogether... an 'API' randomly overriding data with no way for its users to respond to this... that's exceptionally bad practice...)
*sigh*. I very rarely mean offense in my posts... I'm just trying to point out things that others may have (or sometimes clearly have) not thought of themselves. As showing my credentials is near impossible I have no way of doing so, and therefore often am less than ignored, but have people blindly assuming I know nothing and am (at worse) trolling.
No one ever has to take my advice... but I often find that people retrospectively have (either after seeing my suggestion, or by coming to the same/a similar conclusion themselves)...
I can give examples, but I don't want to go off topic. (i.e. want them? Please, ask, I have some prepared with evidence).
I guess, really, I was surprised that as-and my memory has been faulty before, if I knew the page this was posted on I'd go find it-since we cannot be dropped off into the End, or an unrendered dimension (such as a mystcraft age that hasn't been created yet) we then could not be dropped off into ANY world that the player had not entered yet (i.e. Nether, etc).
That's how it should work. I even wrote a detailed explanation of how exists are selected. However, there might be a specific circumstance under which a person could reach a dimension through an exit door without ever having been there before. There was a recent issue with a crash if ChickenChunks was installed along with Dimensional Doors and Hardcore Limbo was enabled. Through studying that bug, I realized that ChickenChunks forces chunk generation in dimensions where players could respawn, probably as part of some hack to make its loaders work even for hot-loaded dimensions like those from DD and Mystcraft.
If you have ChickenChunks installed and Witchery's Spirit World is a place where you could respawn, then it means CC would forcefully generate a chunk in that dimension when the save is accessed for the very first time. Since normal terrain generation runs, that also means gateway generation runs in that dimension, which causes Dimensional Doors to "learn" of its existence. And that's how you could be sent there even if you'd never been there!
Ah, P.S. I firmly agree that other mods overriding dimension IDs is not something you should be held responsible for. Those developers need to be held accountable for it as any mod that generically overrides something from an/other mod(s) is using bad practice, with the sole exception of when the other mod(s) allow for it. You have every right and rationality to react harshly to this... It's just, um, 'bad' for end users to feel the burden of such events. (if that cannot be avoided, well, so be it. But if we end users can be told what mod is overriding YOUR data, we can go flood that thread with complaints... and, realistically, if it is FORGE doing this... well, that's another issue altogether... an 'API' randomly overriding data with no way for its users to respond to this... that's exceptionally bad practice...)
Forge doesn't save which hot-loaded dimensions exist in a world. That is, it doesn't store data for dimensions for mods like Mystcraft and Dimensional Doors. Instead, each mod is responsible for claiming all the necessary IDs when the save is loaded up again. If a mod doesn't claim an ID, Forge can hand it over to a different mod - as far as it knows, the ID is unused - leaving the original one unreachable. So that's why we must load them up at the beginning.
If you have ChickenChunks installed and Witchery's Spirit World is a place where you could respawn, then it means CC would forcefully generate a chunk in that dimension when the save is accessed for the very first time. Since normal terrain generation runs, that also means gateway generation runs in that dimension, which causes Dimensional Doors to "learn" of its existence. And that's how you could be sent there even if you'd never been there!
Now that makes sense. All the more reason to have a blacklist in both world data (for old dims) and in the config file. It would let us work around these and future problematic mods.
When a world is loading up, is there any way that DD can check existing dims and see if their world data is valid, and if not, attempt a regen of that dim based on it's schematic? While it could conceivably slow down world loading time, the upside is no CTD's if a pocket dimension goes haywire.
[ ] Bugs:
[ ] 1. Clear burning, poison, and other status effects when sending the player to Limbo
[ ] 2. Fix bed block rotations
[ ] 3. Rifts take too long to regenerate if there are too many rifts in a dimension
[ ] 4. Importing dungeons without a pack causes NPEs, log spam, and eventual crashes
[ ] 5. Limbo and exit doors put me in walls, cause telefragging
[ ] 6. Golden Dim Doors seem to load the wrong chunks for their corresponding pocket
[ ] 7. Fix Monolith sizing
[ ] Personal Pockets:
[ ] 1. Complete specifications for personal pockets
[ ] 2. Get approval from Steven on specifications
[ ] 3. Set up blocks
[ ] 4. Set up items
[ ] 5. Set up tile entities
[ ] 6. Set up crafting recipes
[ ] 7. Set up link types
[ ] 8. Set up pocket construction
[ ] 9. Set up configuration options
[ ] 10. Set up restrictions on using DD items in personal pockets
[ ] 11. Create textures for Fabric of Reality variant and door variants
[ ] 12. Consider changing network code so that rifts render black in personal pockets
[ ] Doors:
[ ] 1. Add support for attaching non-Vanilla doors to rifts
[ ] 2. Add support for dimensional Carpenter's Doors
[X] Gateways:
[X] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[X] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 9 exit dungeons
[X] 2. Add 1 hub dungeons
[X] 3. Add hidden chests to the new snow and swamp hubs
[X] 4. Check that the new dungeon pack is integrated and working
[X] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[X] 6. Add success indicator and door indicators for Fractal Cage
[ ] 7. Update How to Add Dungeons
[ ] Technical:
[ ] 1. Fix links and their tails
[ ] 2. Fix placeholder values for parent positions
[ ] 3. Fix random version numbers in JSON files
[ ] 4. Fix orphaned dungeon types
[X] 5. Implement subtree duplicate checking as a pack config option [in response to Ceresiviae's feedback]
[X] 6. Rearrange workflow in dd-rift to prevent rifts from being created if no dungeon gets loaded and to prevent dimension registration if the dimension cannot be populated
[ ] 7. Remove Monolith collision boxes
[ ] 8. Finish implementing and polishing all commands
[ ] 9. Add support for configurable dungeon loot
[ ] 10. Switch to rotating blocks with Forge rotations
[ ] 11. Support automatic versioning through our build script
[X] 12. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 13. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] 14. Change Rift Signatures to overwrite doors on shift right-click
[ ] 15. Disable day-night cycle in pocket dimensions
[ ] 16. Stop choosing dungeon packs from dimensions - use gateways instead
[ ] 17. Integrate support for dungeon packs directly into links
[ ] 18. Figure out why WAILA identifies dimensional doors with Vanilla door names
[ ] 19. Add configuration options for whitelisting and blacklisting dimensions as exit destinations
[ ] 20. Block exits from leading to Witchery's Spirit World
[ ] 21. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 22. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 23. Adjust sound effects for blocks - it seems we never do so
[ ] 24. Fix the onDimCreated hack
[ ] Low Priority:
[ ] 1. Clean up the code for Monoliths to improve performance (not critical)
[ ] 2. Review all pocket saving and loading code
[ ] 3. Consider what to do with malformed blacklist files
[ ] 4. Consider what to do with corrupted dimension data
[ ] 5. ???
[ ] 6. ???
So now we know what happens when a black hole meets a bag of holding, or something like that?
Your ship included the entrance, the entrance swallowed the ship, the entrance was moved inside the entrance ... you closed the loop. It's like the Futurama episode where the universes-in-a-box took their own boxes inside their own universes.
(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?
Haha, I guess that's what happens when you put a door that teleports entities on an entity.
This has potential, if it works like I think it does you can use it to make manuevers.
Try putting a pair if linked doors on the far left and righ of the ship and connect them to buttons with redstone.
If this works oppening the right one will teleport the whole ship to the left and vice versa.
If you put one in the middle of the ship and one at it's tip it'll work lika a warp drive.
Or if you put one door on the ship and one underwater somewhere you can jump out of the sea like davy jones!
That's how it should work. I even wrote a detailed explanation of how exists are selected. However, there might be a specific circumstance under which a person could reach a dimension through an exit door without ever having been there before. There was a recent issue with a crash if ChickenChunks was installed along with Dimensional Doors and Hardcore Limbo was enabled. Through studying that bug, I realized that ChickenChunks forces chunk generation in dimensions where players could respawn, probably as part of some hack to make its loaders work even for hot-loaded dimensions like those from DD and Mystcraft.
If you have ChickenChunks installed and Witchery's Spirit World is a place where you could respawn, then it means CC would forcefully generate a chunk in that dimension when the save is accessed for the very first time. Since normal terrain generation runs, that also means gateway generation runs in that dimension, which causes Dimensional Doors to "learn" of its existence. And that's how you could be sent there even if you'd never been there!
I remember seeing (if not, and I would hope I did, reading it), but I had assumed that this was done via Dimension Numbers. If a dimension had been given a number, and it wasn't hard coded as blacklisted (as I recall the end being), then it could generate an exit there.
If you could get your explination linked in the original post it would probably be useful to more people than me (and it is rare for someone to actively search back through thread posts, so, yeah...)
If ChickenChunks is going to be a problem I will remove it, however, I have spoken with the dev of Witchery.. I was, apparently, a few versions behind (you 'good' and 'active' devs do so much! Your versions, outside of the stable version on the front page are hard to keep up with. Ah, P.S. I know the link to the ENTIRE version page at build.technicpack.net is on the front page, could you call it such in addition to 'Beta', please?). Anyway they have been actively trying to prevent mods which allow players to enter their dimension (other than their own) from being able to do so, and as I was behind, it was probably one of the recent (10+) updates that helped...
Forge doesn't save which hot-loaded dimensions exist in a world. That is, it doesn't store data for dimensions for mods like Mystcraft and Dimensional Doors. Instead, each mod is responsible for claiming all the necessary IDs when the save is loaded up again. If a mod doesn't claim an ID, Forge can hand it over to a different mod - as far as it knows, the ID is unused - leaving the original one unreachable. So that's why we must load them up at the beginning.
And I'm not offended.
That's stupid. See, HERE is exactly why caching data is important!... Ok, so not really caching but creating an <insert expletive here> list of numbers used would prevent this idiocracy from happening. There is absolutely NO reason they should have to load for a few seconds. None, this data should be stored as simple numbers which take less than milliseconds to load, read and close, rather than an entire world whose chunks take a hundred to a thousand times as long...
I would personally go over and suggest this, but, hey, the last time I did that they called me an idiot... and a few months later Mojang did EXACTLY what I suggested...
I don't know if the people 'in charge' or 'responsible for' Forge has changed, but if they haven't then they really are a bunch of 'know it all idiots' who don't bother to research the features they are putting into their so-called API.
(I say this because technically, with Forge alone it should have been possible to allow for all mods using Forge to run regardless of Minecraft version... It's called Deprecating, that is, taking old code and telling it to look at new code:
@Deprecated
protected Class oldMethod(Parameters){
return newMethod(Parameters);
}
It is a FEATURE of Java that no one uses, correctly anyway... and it irks me that people believing that they are 'learning' programming via 'the Internet' [which really means looking up some shady books and asking even shadier people to explain things] believe they have any idea what they are doing... Those who somehow miraculously succeed via this method and this method alone [as opposed to any school education on the subject] are true geniuses in the matter, because no one can learn this way... no one... I've even had professors blatantly claim that this is how they started, but when they reached these classes in school they realized how unknowledgeable they really were.
I would at least have some respect for them if they followed proper Java and programming practices, but this does not appear to be the case, and so I gave up and moved on... Until issues like this crop up, which cause me to rage on about it again...)
Not sure how to explain it... But my Archimedes ship is now apparently a dimension by itself.
How this happened: I put a Dimensional Door on my ship, and opened it. Then i began piloting my ship...
And it got eaten though the door, bringing me too, inside a Pocket Dimension.
The fun part: The door that i put on the ship also went inside, so the entrance is in the ship, inside the dimension, where also is the exit, creating a loop that makes it impossible to exit.
I guess thats what happens when you eat yourself?
I don't... understand...
Doors and the information on where they lead (known as a link) are supposed to be independent. Moving a door should not also move its data, and links are independent, so the exit door should have lead outside. I have no idea how it would be possible for a door to form linking into its own pocket! That doesn't make sense at all. @_@
That's stupid. See, HERE is exactly why caching data is important!... Ok, so not really caching but creating an <insert expletive here> list of numbers used would prevent this idiocracy from happening. There is absolutely NO reason they should have to load for a few seconds. None, this data should be stored as simple numbers which take less than milliseconds to load, read and close, rather than an entire world whose chunks take a hundred to a thousand times as long...
Minor clarification... Registering IDs with Forge doesn't require loading any chunks at all, and if I remember right, doesn't involve even loading a world. A world may be loaded without any chunks loaded, too, which is fine because it's lightweight.
------------------------------------
Update Progress: 13/77 (16.9%)
Bolded tasks were completed after the last progress update.
[ ] Bugs:
[ ] 1. Clear burning, poison, and other status effects when sending the player to Limbo
[ ] 2. Fix bed block rotations
[ ] 3. Rifts take too long to regenerate if there are too many rifts in a dimension
[ ] 4. Importing dungeons without a pack causes NPEs, log spam, and eventual crashes
[ ] 5. Limbo and exit doors put me in walls, cause telefragging
[ ] 6. Golden Dim Doors seem to load the wrong chunks for their corresponding pocket
[ ] 7. Fix Monolith sizing
[ ] Personal Pockets:
[ ] 1. Complete specifications for personal pockets
[ ] 2. Get approval from Steven on specifications
[ ] 3. Set up blocks
[ ] 4. Set up items
[ ] 5. Set up tile entities
[ ] 6. Set up crafting recipes
[ ] 7. Set up link types
[ ] 8. Set up pocket construction
[ ] 9. Set up configuration options
[ ] 10. Set up restrictions on using DD items in personal pockets
[ ] 11. Create textures for Fabric of Reality variant and door variants
[ ] 12. Consider changing network code so that rifts render black in personal pockets
[ ] Doors:
[ ] 1. Add support for attaching non-Vanilla doors to rifts
[ ] 2. Add support for dimensional Carpenter's Doors
[X] Gateways:
[X] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[X] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 9 exit dungeons
[X] 2. Add 1 hub dungeons
[X] 3. Add hidden chests to the new snow and swamp hubs
[X] 4. Check that the new dungeon pack is integrated and working
[X] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[X] 6. Add success indicator and door indicators for Fractal Cage [X] 7. Update How to Add Dungeons
[ ] Technical:
[ ] 1. Fix links and their tails
[ ] 2. Fix placeholder values for parent positions
[ ] 3. Fix random version numbers in JSON files
[ ] 4. Fix orphaned dungeon types
[X] 5. Implement subtree duplicate checking as a pack config option [in response to Ceresiviae's feedback]
[X] 6. Rearrange workflow in dd-rift to prevent rifts from being created if no dungeon gets loaded and to prevent dimension registration if the dimension cannot be populated
[ ] 7. Remove Monolith collision boxes
[ ] 8. Finish implementing and polishing all commands
[ ] 9. Add support for configurable dungeon loot
[ ] 10. Switch to rotating blocks with Forge rotations
[ ] 11. Support automatic versioning through our build script
[X] 12. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 13. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] 14. Change Rift Signatures to overwrite doors on shift right-click
[ ] 15. Disable day-night cycle in pocket dimensions
[ ] 16. Stop choosing dungeon packs from dimensions - use gateways instead
[ ] 17. Integrate support for dungeon packs directly into links
[ ] 18. Figure out why WAILA identifies dimensional doors with Vanilla door names
[ ] 19. Add configuration options for whitelisting and blacklisting dimensions as exit destinations [X] 20. Block exits from leading to Witchery's Spirit World
[ ] 21. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 22. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 23. Adjust sound effects for blocks - it seems we never do so
[ ] 24. Fix the onDimCreated hack
[ ] Low Priority:
[ ] 1. Clean up the code for Monoliths to improve performance (not critical)
[ ] 2. Review all pocket saving and loading code
[ ] 3. Consider what to do with malformed blacklist files
[ ] 4. Consider what to do with corrupted dimension data
[ ] 5. ???
[ ] 6. ???
The door was converted into part of an Entity (Archimedes Ship), and then said entity went though the door, and since the door was part of the entity that went though it, the door went though itself too.
Yeah, but the door insude the pocket should still lead where the other rift was originally...
On the ship.
Oh.
How... ??? How is that even possible? Using witchery sleeping potion from inside limbo? Or did the dungeon exit toss you into the witchery dream world?
The sound the monoliths make is pretty creepy.
[¬º-°]¬
Periodically the limbo dungeons error out on me. This time while I was waiting for a thing of TNT to explode in my face after submerging it in water it decided I had died and teleported me to Limbo... Once there I began making my way back to 0,0,?? so that I could return close to my spawn (or close enough anyway). On the way I saw a door and entered it thinking I could continue exploring and getting loot. A few dungeons in I found one of the wood doors and left it. I was surprised to find myself in a fancy new world... that coincidentally looked almost exactly like my overworld but with pink-ish sky and the clouds below bedrock... Eventually it occurred to me where I was (I haven't delved into witchery enough to go there 'legitimately') and tried to make my way back home... of course, any attempt to leave the Spirit world removes all of your items (so I had to cheat to get back), and dying is no exception... AND unfortunately so is returning to a dimensional dungeon...
Would it not be better to cull corrupt data? I understand if half the world has been corrupted by an ID mixup you might want to not reenter that world until you've fixed it, but--IF removing the pocket dimensions would work--would it not be better to do so instead of returning an error? There are plenty of mods, yours included, that will eject a player from Minecraft to preserve the integrity of the game (i.e. prevent data loss) and I'm sure there are people that will close out of Minecraft to prevent unwanted events (like completely loosing your inventory) as there is no alternative save feature. I am certain that I am not the only one who wants to 'undo' some events, and the ONLY way to do that, unless you are manually backing up your world every time you hit the escape key (which autosaves the game), is to force quit and reload. If this mod will break my save when I am trying to preserve it... I may have to remove it until I find some alternative way to preserve my game...
(Again, if removing corrupt files works, why not just do it on load?)
Will you devs please slow down? :-)
What was that line?
Dimensional Doors: Scaring players since Oct 2013
* 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?
Eyes - yes but not jumpscare, the jumpscates are the dungeons itself (and usually diving away will kill you), the wake up very slowly, just don't stant in their line of sight or punch them (monolith is their name), there's a crapton of those in limbo too (now 75% more creepy)
wood doors - esvape route, but maybe not to where you expect
also in the latest versions you van place vanilla doora on rifts, but have to colect world thread to craft rifts and riftblade will be changed, the first post will be updated with info soon
-enchanting table
-enderchest
-beacon
-jukebox
-thaumcraft lamps
-thaumcraft alembics
-thaumcraft transvector interface
-thaumcraft crystal clusters
-thaumic restorer
-witchery witche's owen
-witchery leech chest
-witchery statue of the godess
-dartcraft force infuser
-dartcraft force engine (and dbuildcraft ones)
-most buildcraft machines
-mad science thermosonic bonder (didn't test others)
-mad science disgusting meatcube
-sync shell constructor
-starminer gravity core
Also it doesn't affect thaumcraft-warded blocks
https://www.dropbox.com/s/urs8ufux8zgm7y6/2014-03-22_08.16.26.png
I also noticed that object that usually emmit light emmit darkness in limbo
https://www.dropbox.com/s/dmtm0qx5pce7dix/2014-03-22_08.22.12.png
Quarries work perfectly normal in limbo, had trouble with redstone signals though.
Here's one spewing out unraveled fabric like crazy.
https://www.dropbox.com/s/66nrin0neu7gfwf/2014-03-22_08.48.33.png
Try constructing a snow golem in limbo and let him loose, it's really funny!
I could do that, but there are other risks involved that affect Dimensional Doors and other similar mods (e.g. Mystcraft). Loading dimension data occurs before a player logs in. It must be done to prevent other mods from receiving dimension IDs that belong to existing pockets. In addition, if we did cull dimensions, it could have some unpleasant consequences for houses or for players who log back into a non-existent pocket. What would happen if you didn't know that your house had been culled?
There are some things that could be done better. For instance, we could at least indicate which dimension caused the error in the log messages. Perhaps we could also offer some way of managing this more easily, given the number of dimensions that might exist. I'll add it to the agenda.
Dimensional Doors: Making people delete worlds out of fear since version 1.4.0.
You can also find the file here: https://github.com/SenseiKiwi/DimDoors/blob/master/src/main/resources/schematics/How_to_add_dungeons.txt
Oh, that makes sense. We did add an exception for container-type blocks. Chests and other blocks with inventories should be protected. I think that was done for technical reasons before. Perhaps it's time to reconsider it. =P I'm open to feedback on this.
Also, I suspect that warded blocks do something incredibly iffy to Minecraft itself. I also sat down and tested them in Limbo after you brought it up, but forgot to report the results. I can only conclude that Azanor might be tampering with the functions for changing blocks in the world, making it impossible for other blocks to replace his unless they go straight for the chunk data. That avoids the issue of tools from some mods not respecting hardness, but it's also a little... I don't know, dirty?
And wow... I hadn't thought of what a Snow Golem would do, hehe. I've tried placing water and the petrifying water falls are kind of amusing.
(insert cringy dubstep minecraft intro here)
Thank you. I wasn't suggesting irresponsibly deleting data, I understand what you are saying... However, if a dimension with, say, a home, has become corrupt, at least removing the doors to that dimension, rather than making the entire save file unusable, is far preferable.
NOW, if I misunderstood you and this is the same problem that I had (last time) when I was being teleported away before I could repair the walls of a dimension, so I deleated it assuming it would just rebuild itself... THAT'S DIFFERENT... But I am making the assumption that a single dimensional dungeon is crashing the save file regardless of position because NBTExplorer said I was in the overworld (Dimension 0).
So, thank you for looking into the cause of the exception and adding code to prevent it from happening. (This is not a ridicule, this is actual thanks.)
What's going on is: Wooden doors in limbo don't necessarily toss you back into the overworld. I believe they can put you in any dimension (including Mystcraft ages). By that train of logic, we have an unfortunate reaction to Witchery. It's no more Dimdoors fault than it is Witchery's. We're dealing with incompatible mechanics, and not something Steven or SenseiKiwi could have foreseen.
@Sensei:
I think we need a blacklisting/whitelisting function to keep DimDoors from spitting you out into non-authorized dimensions. This way dimensions like Witchery's "dream world" which strip your items from you upon entering, at least has some sort of workaround.
That should resolve Master_Aricitic's current issue (rather, keep it from happening again), but as Witchery is gaining momentum, and future mods may do something similar, it's not unlikely that more folks will come across this particular issue.
I suggest a toggle for blacklisting/whitelisting (default to whitelist) Mystcraft-generated ages in general (due to the dynamic nature of their dimension IDs) as well.
I'm not 100% sure, though, if Witchery's dream worlds are player-independent. I haven't had a chance to test it out much in multiplayer.
If that's the case, you may want to consider a similar toggle for mod-wide blacklist/whitelist (in witchery's case, I'd suggest defaulting to blacklisting it).
Finally, a general "config area" to custom add dimension ID's to the blacklist/whitelist, would round out the solution.
[¬º-°]¬
Actually it can replace some block with inventory like MFFS's forcefield manipulators and stuff, the items just pop out.
On the other hand I'm not even shure those warded blocks are even counted as blocks. I was under the impresion they're just tile entities or tile entities overlaying a block. Don't actually know, but I bet it's super dirty. But it makes sence, that they can't be unraveled if they're magicaly warded.
And yeah the snow they leave behind turns to coblestone, that looks hilarious, sometimes they're even stuck waist deep in coblestone.
Yes, I should not have expectations of one mod developer doing what I have clearly stated that other mod developers specifically do not need to do... which is know every interaction between their mod and others...
I guess, really, I was surprised that as-and my memory has been faulty before, if I knew the page this was posted on I'd go find it-since we cannot be dropped off into the End, or an unrendered dimension (such as a mystcraft age that hasn't been created yet) we then could not be dropped off into ANY world that the player had not entered yet (i.e. Nether, etc).
But, really, my falling into the Spirit World is less of the issue. I could have dealt with that myself (an Ender Chest, perhaps?) it was the crash of some corrupt data in a different world that surprised me... Obviously, I didn't know exactly what caused that until informed, and should avoid accusations until then (for future reference I'll take this into account). Describing the events leading up to, however, is necessary to help come up with a solution.
Now, if it is Minecraft causing the crash itself upon loading all of the 'existing' dimensions each time the game loads (an event I fail to understand the benefit of) then that's different as you had no control over that, so I am deeply sorry for raising that accusation. However this must be something new as sometime early this year I had the same crash but only when in a dimensional dungeon that I had personally deleted and moving myself to the overworld (and, *cough* not reentering the broken world) fixed the issue. So I made the assumption that this was something you added, like what we argued about ten or so pages ago.
Ah, P.S. I firmly agree that other mods overriding dimension IDs is not something you should be held responsible for. Those developers need to be held accountable for it as any mod that generically overrides something from an/other mod(s) is using bad practice, with the sole exception of when the other mod(s) allow for it. You have every right and rationality to react harshly to this... It's just, um, 'bad' for end users to feel the burden of such events. (if that cannot be avoided, well, so be it. But if we end users can be told what mod is overriding YOUR data, we can go flood that thread with complaints... and, realistically, if it is FORGE doing this... well, that's another issue altogether... an 'API' randomly overriding data with no way for its users to respond to this... that's exceptionally bad practice...)
*sigh*. I very rarely mean offense in my posts... I'm just trying to point out things that others may have (or sometimes clearly have) not thought of themselves. As showing my credentials is near impossible I have no way of doing so, and therefore often am less than ignored, but have people blindly assuming I know nothing and am (at worse) trolling.
No one ever has to take my advice... but I often find that people retrospectively have (either after seeing my suggestion, or by coming to the same/a similar conclusion themselves)...
I can give examples, but I don't want to go off topic. (i.e. want them? Please, ask, I have some prepared with evidence).
That's how it should work. I even wrote a detailed explanation of how exists are selected. However, there might be a specific circumstance under which a person could reach a dimension through an exit door without ever having been there before. There was a recent issue with a crash if ChickenChunks was installed along with Dimensional Doors and Hardcore Limbo was enabled. Through studying that bug, I realized that ChickenChunks forces chunk generation in dimensions where players could respawn, probably as part of some hack to make its loaders work even for hot-loaded dimensions like those from DD and Mystcraft.
If you have ChickenChunks installed and Witchery's Spirit World is a place where you could respawn, then it means CC would forcefully generate a chunk in that dimension when the save is accessed for the very first time. Since normal terrain generation runs, that also means gateway generation runs in that dimension, which causes Dimensional Doors to "learn" of its existence. And that's how you could be sent there even if you'd never been there!
Forge doesn't save which hot-loaded dimensions exist in a world. That is, it doesn't store data for dimensions for mods like Mystcraft and Dimensional Doors. Instead, each mod is responsible for claiming all the necessary IDs when the save is loaded up again. If a mod doesn't claim an ID, Forge can hand it over to a different mod - as far as it knows, the ID is unused - leaving the original one unreachable. So that's why we must load them up at the beginning.
And I'm not offended.
Now that makes sense. All the more reason to have a blacklist in both world data (for old dims) and in the config file. It would let us work around these and future problematic mods.
When a world is loading up, is there any way that DD can check existing dims and see if their world data is valid, and if not, attempt a regen of that dim based on it's schematic? While it could conceivably slow down world loading time, the upside is no CTD's if a pocket dimension goes haywire.
[¬º-°]¬
Update Progress: 11/77 (14.3%)
------------------------------------
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] 7. ???
[ ] 8. Dungeon ducks
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] Bugs:
[ ] 1. Clear burning, poison, and other status effects when sending the player to Limbo
[ ] 2. Fix bed block rotations
[ ] 3. Rifts take too long to regenerate if there are too many rifts in a dimension
[ ] 4. Importing dungeons without a pack causes NPEs, log spam, and eventual crashes
[ ] 5. Limbo and exit doors put me in walls, cause telefragging
[ ] 6. Golden Dim Doors seem to load the wrong chunks for their corresponding pocket
[ ] 7. Fix Monolith sizing
[ ] Personal Pockets:
[ ] 1. Complete specifications for personal pockets
[ ] 2. Get approval from Steven on specifications
[ ] 3. Set up blocks
[ ] 4. Set up items
[ ] 5. Set up tile entities
[ ] 6. Set up crafting recipes
[ ] 7. Set up link types
[ ] 8. Set up pocket construction
[ ] 9. Set up configuration options
[ ] 10. Set up restrictions on using DD items in personal pockets
[ ] 11. Create textures for Fabric of Reality variant and door variants
[ ] 12. Consider changing network code so that rifts render black in personal pockets
[ ] Doors:
[ ] 1. Add support for attaching non-Vanilla doors to rifts
[ ] 2. Add support for dimensional Carpenter's Doors
[X] Gateways:
[X] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[X] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 9 exit dungeons
[X] 2. Add 1 hub dungeons
[X] 3. Add hidden chests to the new snow and swamp hubs
[X] 4. Check that the new dungeon pack is integrated and working
[X] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[X] 6. Add success indicator and door indicators for Fractal Cage
[ ] 7. Update How to Add Dungeons
[ ] Technical:
[ ] 1. Fix links and their tails
[ ] 2. Fix placeholder values for parent positions
[ ] 3. Fix random version numbers in JSON files
[ ] 4. Fix orphaned dungeon types
[X] 5. Implement subtree duplicate checking as a pack config option [in response to Ceresiviae's feedback]
[X] 6. Rearrange workflow in dd-rift to prevent rifts from being created if no dungeon gets loaded and to prevent dimension registration if the dimension cannot be populated
[ ] 7. Remove Monolith collision boxes
[ ] 8. Finish implementing and polishing all commands
[ ] 9. Add support for configurable dungeon loot
[ ] 10. Switch to rotating blocks with Forge rotations
[ ] 11. Support automatic versioning through our build script
[X] 12. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 13. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] 14. Change Rift Signatures to overwrite doors on shift right-click
[ ] 15. Disable day-night cycle in pocket dimensions
[ ] 16. Stop choosing dungeon packs from dimensions - use gateways instead
[ ] 17. Integrate support for dungeon packs directly into links
[ ] 18. Figure out why WAILA identifies dimensional doors with Vanilla door names
[ ] 19. Add configuration options for whitelisting and blacklisting dimensions as exit destinations
[ ] 20. Block exits from leading to Witchery's Spirit World
[ ] 21. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 22. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 23. Adjust sound effects for blocks - it seems we never do so
[ ] 24. Fix the onDimCreated hack
[ ] Low Priority:
[ ] 1. Clean up the code for Monoliths to improve performance (not critical)
[ ] 2. Review all pocket saving and loading code
[ ] 3. Consider what to do with malformed blacklist files
[ ] 4. Consider what to do with corrupted dimension data
[ ] 5. ???
[ ] 6. ???
Your ship included the entrance, the entrance swallowed the ship, the entrance was moved inside the entrance ... you closed the loop. It's like the Futurama episode where the universes-in-a-box took their own boxes inside their own universes.
* 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?
This has potential, if it works like I think it does you can use it to make manuevers.
Try putting a pair if linked doors on the far left and righ of the ship and connect them to buttons with redstone.
If this works oppening the right one will teleport the whole ship to the left and vice versa.
If you put one in the middle of the ship and one at it's tip it'll work lika a warp drive.
Or if you put one door on the ship and one underwater somewhere you can jump out of the sea like davy jones!
I remember seeing (if not, and I would hope I did, reading it), but I had assumed that this was done via Dimension Numbers. If a dimension had been given a number, and it wasn't hard coded as blacklisted (as I recall the end being), then it could generate an exit there.
If you could get your explination linked in the original post it would probably be useful to more people than me (and it is rare for someone to actively search back through thread posts, so, yeah...)
If ChickenChunks is going to be a problem I will remove it, however, I have spoken with the dev of Witchery.. I was, apparently, a few versions behind (you 'good' and 'active' devs do so much! Your versions, outside of the stable version on the front page are hard to keep up with. Ah, P.S. I know the link to the ENTIRE version page at build.technicpack.net is on the front page, could you call it such in addition to 'Beta', please?). Anyway they have been actively trying to prevent mods which allow players to enter their dimension (other than their own) from being able to do so, and as I was behind, it was probably one of the recent (10+) updates that helped...
That's stupid. See, HERE is exactly why caching data is important!... Ok, so not really caching but creating an <insert expletive here> list of numbers used would prevent this idiocracy from happening. There is absolutely NO reason they should have to load for a few seconds. None, this data should be stored as simple numbers which take less than milliseconds to load, read and close, rather than an entire world whose chunks take a hundred to a thousand times as long...
I would personally go over and suggest this, but, hey, the last time I did that they called me an idiot... and a few months later Mojang did EXACTLY what I suggested...
I don't know if the people 'in charge' or 'responsible for' Forge has changed, but if they haven't then they really are a bunch of 'know it all idiots' who don't bother to research the features they are putting into their so-called API.
@Deprecated
protected Class oldMethod(Parameters){
return newMethod(Parameters);
}
It is a FEATURE of Java that no one uses, correctly anyway... and it irks me that people believing that they are 'learning' programming via 'the Internet' [which really means looking up some shady books and asking even shadier people to explain things] believe they have any idea what they are doing... Those who somehow miraculously succeed via this method and this method alone [as opposed to any school education on the subject] are true geniuses in the matter, because no one can learn this way... no one... I've even had professors blatantly claim that this is how they started, but when they reached these classes in school they realized how unknowledgeable they really were.
I would at least have some respect for them if they followed proper Java and programming practices, but this does not appear to be the case, and so I gave up and moved on... Until issues like this crop up, which cause me to rage on about it again...)
*cough* anyway, thank you for the information.
I don't... understand...
Doors and the information on where they lead (known as a link) are supposed to be independent. Moving a door should not also move its data, and links are independent, so the exit door should have lead outside. I have no idea how it would be possible for a door to form linking into its own pocket! That doesn't make sense at all. @_@
Minor clarification... Registering IDs with Forge doesn't require loading any chunks at all, and if I remember right, doesn't involve even loading a world. A world may be loaded without any chunks loaded, too, which is fine because it's lightweight.
------------------------------------
Update Progress: 13/77 (16.9%)
Bolded tasks were completed after the last progress update.
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] 7. ???
[ ] 8. Dungeon ducks
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] Bugs:
[ ] 1. Clear burning, poison, and other status effects when sending the player to Limbo
[ ] 2. Fix bed block rotations
[ ] 3. Rifts take too long to regenerate if there are too many rifts in a dimension
[ ] 4. Importing dungeons without a pack causes NPEs, log spam, and eventual crashes
[ ] 5. Limbo and exit doors put me in walls, cause telefragging
[ ] 6. Golden Dim Doors seem to load the wrong chunks for their corresponding pocket
[ ] 7. Fix Monolith sizing
[ ] Personal Pockets:
[ ] 1. Complete specifications for personal pockets
[ ] 2. Get approval from Steven on specifications
[ ] 3. Set up blocks
[ ] 4. Set up items
[ ] 5. Set up tile entities
[ ] 6. Set up crafting recipes
[ ] 7. Set up link types
[ ] 8. Set up pocket construction
[ ] 9. Set up configuration options
[ ] 10. Set up restrictions on using DD items in personal pockets
[ ] 11. Create textures for Fabric of Reality variant and door variants
[ ] 12. Consider changing network code so that rifts render black in personal pockets
[ ] Doors:
[ ] 1. Add support for attaching non-Vanilla doors to rifts
[ ] 2. Add support for dimensional Carpenter's Doors
[X] Gateways:
[X] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[X] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 9 exit dungeons
[X] 2. Add 1 hub dungeons
[X] 3. Add hidden chests to the new snow and swamp hubs
[X] 4. Check that the new dungeon pack is integrated and working
[X] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[X] 6. Add success indicator and door indicators for Fractal Cage
[X] 7. Update How to Add Dungeons
[ ] Technical:
[ ] 1. Fix links and their tails
[ ] 2. Fix placeholder values for parent positions
[ ] 3. Fix random version numbers in JSON files
[ ] 4. Fix orphaned dungeon types
[X] 5. Implement subtree duplicate checking as a pack config option [in response to Ceresiviae's feedback]
[X] 6. Rearrange workflow in dd-rift to prevent rifts from being created if no dungeon gets loaded and to prevent dimension registration if the dimension cannot be populated
[ ] 7. Remove Monolith collision boxes
[ ] 8. Finish implementing and polishing all commands
[ ] 9. Add support for configurable dungeon loot
[ ] 10. Switch to rotating blocks with Forge rotations
[ ] 11. Support automatic versioning through our build script
[X] 12. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 13. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] 14. Change Rift Signatures to overwrite doors on shift right-click
[ ] 15. Disable day-night cycle in pocket dimensions
[ ] 16. Stop choosing dungeon packs from dimensions - use gateways instead
[ ] 17. Integrate support for dungeon packs directly into links
[ ] 18. Figure out why WAILA identifies dimensional doors with Vanilla door names
[ ] 19. Add configuration options for whitelisting and blacklisting dimensions as exit destinations
[X] 20. Block exits from leading to Witchery's Spirit World
[ ] 21. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 22. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 23. Adjust sound effects for blocks - it seems we never do so
[ ] 24. Fix the onDimCreated hack
[ ] Low Priority:
[ ] 1. Clean up the code for Monoliths to improve performance (not critical)
[ ] 2. Review all pocket saving and loading code
[ ] 3. Consider what to do with malformed blacklist files
[ ] 4. Consider what to do with corrupted dimension data
[ ] 5. ???
[ ] 6. ???
Yeah, but the door insude the pocket should still lead where the other rift was originally...
On the ship.
Oh.