Woah! This looks awesome. I've been a fan of the mystcraft mod for a while now, but I always wished that something like this was in it. Now I don't have to worry about what it has, as I have this.
Can you add a config option to disable world generation of dimensional door dungeons? I just want to use this mod to have a small pocket dimension for myself and don't want the dungeons. Reasons being, they are way to frequent, I feel, and it's too easy to go through and find a Portal Gun or some other OP device that requires a nether star at the very beginning of the game. Secondly, DD likes to reserve random Dim IDs and this is a pet peeve of mine when working with MystCraft. I know MystCraft isn't updated to 1.5.2 yet but it will be very soon. I like my MystCraft ages to be in order. And yeah, just want the pocket dimension anyway.
Also, is there a way to create a door that will always lead to the same dimension? I'm thinking of when you create a base in the OW and want to move to another location. You obviously can't take the door with you and lead to the same dimension when you re-place it....right? It's been a while since I've play with DD.
Another question, what about creating doors between already created dimensions? Kind of like a method of dimensional travel alternate to MystCraft's linkbooks. Possibly made out of a different material? Gold perhaps?
Also, is there a way to create a door that will always lead to the same dimension? I'm thinking of when you create a base in the OW and want to move to another location. You obviously can't take the door with you and lead to the same dimension when you re-place it....right? It's been a while since I've play with DD.
Another question, what about creating doors between already created dimensions? Kind of like a method of dimensional travel alternate to MystCraft's linkbooks. Possibly made out of a different material? Gold perhaps?
Love the mod!
I'm pretty new to this mod, but isn't that what a rift signature is for? It links two locations, even if one (or both) are in a pocket dimension.
We really do love this mod, but we ended up removing it, because the server puts up the message: the world may have leaked. It also says how many it's seen, and even after everyone has come back to the overworld, you can see the forge log continuing the error. The worst I let it get was 954 times. I don't know what adverse effects it has on my server memory. but didn't want to take any chances.
It is indeed running MCPC, but I'm using all the mods from the tekkit lite pack, maybe their package is out of date? I didn't want to modify the package because I thought then anyone who would join would also have to use something other than tekkit lite. Is there a way to fix this so it's just a server side fix without having to have custom clients?
Tried switching it to DimensionalDoors-1.4.7 v1.3.2.1.zip on mcpc-plus-legacy-1.4.7-R1.1-SNAPSHOT-f534-L55.jar with still no luck. Did dimensional doors ever work with MCPC prior to 1.5? Or was it always broken in 1.4.7?
Here's what the console says when I go through a door and fall into the void
>2013-06-02 12:17:12 [INFO] [ForgeModLoader] Loading dimension 5 (DimensionalDoors/pocketDimID5) (ho@4e4c9f60)
12:17:13 [INFO] Sending serverside check to: Diet
>2013-06-02 12:17:13 [INFO] [Dynmap] Loaded 3 maps of world 'DimensionalDoors-pocketDimID5_5'.
12:17:46 [INFO] Diet fell out of the world
12:17:47 [INFO] Sending serverside check to: Diet
>2013-06-02 12:17:48 [INFO] [ForgeModLoader] Unloading dimension 5
2013-06-02 12:17:52 [INFO] [ForgeModLoader] Loading dimension 5 (DimensionalDoors/pocketDimID5) (ho@4e4c9f60)
It seems that I have found a bug. I found a village in the desert with a naturally occuring rift portal right on the border. The door and one pillar was missing, but the portal itself and the other pillar were intact.
I have a screenshot, but sadly I do not know how to upload it here. I am also sorry if this is not the place to report bugs; I did not see any information regarding such things in the origional post.
It seems that I have found a bug. I found a village in the desert with a naturally occuring rift portal right on the border. The door and one pillar was missing, but the portal itself and the other pillar were intact.
I have a screenshot, but sadly I do not know how to upload it here. I am also sorry if this is not the place to report bugs; I did not see any information regarding such things in the origional post.
You can upload the screenshot to http://imgur.com/ very easily, but it sounds like it's just another example of Minecraft's wonky generation.
Sorry for so many posts in such a short amount of time, but I needed to ask: when you die in a dungeon, and exit through Limbo, is it supposed to clear out the location saved in a rift signature? A TNT trap got to me, and after I used my rift signature to return to my house (after leaving Limbo via the fabric of reality at the bottom), the rift it generated only led to another empty pocket dimension.
Can you add a config option to disable world generation of dimensional door dungeons? I just want to use this mod to have a small pocket dimension for myself and don't want the dungeons. Reasons being, they are way to frequent, I feel, and it's too easy to go through and find a Portal Gun or some other OP device that requires a nether star at the very beginning of the game. Secondly, DD likes to reserve random Dim IDs and this is a pet peeve of mine when working with MystCraft. I know MystCraft isn't updated to 1.5.2 yet but it will be very soon. I like my MystCraft ages to be in order. And yeah, just want the pocket dimension anyway.
Also, is there a way to create a door that will always lead to the same dimension? I'm thinking of when you create a base in the OW and want to move to another location. You obviously can't take the door with you and lead to the same dimension when you re-place it....right? It's been a while since I've play with DD.
Another question, what about creating doors between already created dimensions? Kind of like a method of dimensional travel alternate to MystCraft's linkbooks. Possibly made out of a different material? Gold perhaps?
Love the mod!
Yes, disable that in the config file. As for rarity, they are much rarer now than they used to be, and the dungeons are a bit more dangerous now too. And very soon, Ill be releasing the new limbo and mob update, which I guarantee will make finding those portal guns a bit more difficult. Either way, I cant help you much with the IDs, because we both use the same method to get free IDs, so we avoid conflicts.
To link doors, use the rift signature item. You can either place doors first, and link them by clicking on them, or use the rift sig to create two rifts and then place a door on the rift.
We really do love this mod, but we ended up removing it, because the server puts up the message: the world may have leaked. It also says how many it's seen, and even after everyone has come back to the overworld, you can see the forge log continuing the error. The worst I let it get was 954 times. I don't know what adverse effects it has on my server memory. but didn't want to take any chances.
Sadly, that error generally doesn't mean anything important. You would need to look at the actual server memory usage to see if its going up, and if its not, then Forge is actually not keeping up with me unloading dims. Either way, which build/version are you using? Some of the very early builds did have a leak, but that was patched in like 1.4.7
Sorry for so many posts in such a short amount of time, but I needed to ask: when you die in a dungeon, and exit through Limbo, is it supposed to clear out the location saved in a rift signature? A TNT trap got to me, and after I used my rift signature to return to my house (after leaving Limbo via the fabric of reality at the bottom), the rift it generated only led to another empty pocket dimension.
It shouldnt, no. In fact, the only way a rift sig will create a rift is if it has a valid destination saved. Are you sure you placed the door on the rift correctly?
(just click the rift itself with the door)
It shouldnt, no. In fact, the only way a rift sig will create a rift is if it has a valid destination saved. Are you sure you placed the door on the rift correctly?
(just click the rift itself with the door)
Absolutely positive. I ended up committing suicide to get back to my house, and then I just carried on like normal. About twenty minutes ago, however, something odd happened; I was in the crux of my main portal system, when suddenly a new rift appeared, exactly where I planned for my other one to go (the one that didn't appear properly). After I watched it appear, I used my rift blade to traverse it, and I landed where I exited limbo, with the door still covering the rift. I tried going back through, and I ended up in the empty pocket dimension. I looked at the door, and there was no excess rift around it. It was exactly where the rift appeared. I then destroyed the door and placed another; this time it took me to my crux properly.
Perhaps the snow in the area interfered? Made it so that the rift's location was not exactly lined up with the door's?
But yeah, probably just funky generation now that I think about it. ^.^ sorry about that.
Thanks, RodianRaskali, I greatly appreciated your help. :3
Haven't had this, but something similar:
which could be caused by that disappearing(more like something else i'm getting), and rifts being destroyers.
So, probably for you, it probably spawned before the village did (hence the village in the background)
Sadly, that error generally doesn't mean anything important. You would need to look at the actual server memory usage to see if its going up, and if its not, then Forge is actually not keeping up with me unloading dims. Either way, which build/version are you using? Some of the very early builds did have a leak, but that was patched in like 1.4.7
So if the memory usage isn't really going up on the server (I did notice that the error said "may have leaked" not "has") it should be fine to use??
Absolutely positive. I ended up committing suicide to get back to my house, and then I just carried on like normal. About twenty minutes ago, however, something odd happened; I was in the crux of my main portal system, when suddenly a new rift appeared, exactly where I planned for my other one to go (the one that didn't appear properly). After I watched it appear, I used my rift blade to traverse it, and I landed where I exited limbo, with the door still covering the rift. I tried going back through, and I ended up in the empty pocket dimension. I looked at the door, and there was no excess rift around it. It was exactly where the rift appeared. I then destroyed the door and placed another; this time it took me to my crux properly.
Perhaps the snow in the area interfered? Made it so that the rift's location was not exactly lined up with the door's?
Thats exactly the problem, fixing snow interaction now, thanks.
Haven't had this, but something similar:
which could be caused by that disappearing(more like something else i'm getting), and rifts being destroyers.
So, probably for you, it probably spawned before the village did (hence the village in the background)
This is actually something different. If that door was broken, then you would only get one rift that wouldnt spread. This big nasty ball of rifts is a super rare worldgen that spawns just because I think they look cool. Leads to an extralarge dungeon.
So if the memory usage isn't really going up on the server (I did notice that the error said "may have leaked" not "has") it should be fine to use??
I'm using 1.5.2
Thanks.
Yes, it should be. Though keep an eye on it, and if it does go up, send me a list of your mods so I can reproduce it and go complain to whoever is caching world incorrectly. I KNOW dim doors doesnt leak by itself, and it usually doesnt leak with other mods. But if you say, place a portal gun portal in a pocket, that will keep it loaded.
This big nasty ball of rifts is a super rare worldgen that spawns just because I think they look cool. Leads to an extralarge dungeon.
And, gives you a free source of enderperls, as well as preventing normal hostile mobs from spawning in the area. Just be sure to wear your pumpkin helmet if you visit the convention center.
(I recommend dynamic lights as well, torches will not survive in that area for long.)
(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?
Yes, disable that in the config file. As for rarity, they are much rarer now than they used to be, and the dungeons are a bit more dangerous now too. And very soon, Ill be releasing the new limbo and mob update, which I guarantee will make finding those portal guns a bit more difficult. Either way, I cant help you much with the IDs, because we both use the same method to get free IDs, so we avoid conflicts.
Forgive my confusion, but I can't seem to find an entry in the config for toggling world generation of dungeon doors. There is an entry for naturally spawning rifts. Is that the same thing? Good to hear that their generation is not so frequent though.
To link doors, use the rift signature item. You can either place doors first, and link them by clicking on them, or use the rift sig to create two rifts and then place a door on the rift.
Yea, world gen toggle is exactly what you are looking for.
So, been thinking about some more changes, specifically to the wooden dim door. Instead of moving you 'up' the depth system one step at a time, I think I will have wooden dim doors always teleport to the overworld at the players relative location.
A few reasons for this- One, I want to make pocket dimension creation the exclusive function of the iron dim door. Its more consistent that way, imo.
Two, the only reason you would ever use a wooden dim door is to return to the surface anyway, and all the pocket dims in between dont really make much sense.
I have already downplayed the depth system a bit by removing the random limbo chance, and this would eliminate it from the users perspective even more.
The third major reason is for servers. If a server wants to enable the fast travel/utility features of the mod, they can enable rift sig and wooden dim door creation. If they want to let players explore dungeons only, and not allow fast travel but still let players repair broken doors/etc they can just enable wooden door crafting.
Reasons against this- It starts to overlap the function of the wooden dim door and dim hatch, but I am thinking about removing the hatch all together, as it doesn't really fit the mod and honestly doesn't make much sense.
As of right now, I have improved visibility in limbo considerably, and finally completed the last touches on the mob. I also have a working dungeon import/export system that allows players to create their own dungeons entirely in game with a series of commands.
Either way, I want to hear your thoughts about where I should go from here. My general development direction now is to finish the limbo/mob changes, and then turn the dungeon generation system into something amazing and dynamic. Im going to let players define entire strings of dungeons using a simple text file, to let server owners make their own procedurally generated adventures for players. I also figured out a way to temporarily put players into adventure mode for pocket dims, but thats still EXTREMELY buggy.
Singleplayer. Here's what I have installed:
Forge 7.8.0.715
Optifine HD_U_D3
CodeChickenCore 0.8.6.9
NotEnoughItems 1.5.2.16
BetterStorage 0.6.1.18
Biomes O' Plenty 0.5.3
Dimensional Doors 1.3.6RC1
DragonMounts 0.99.2 (Forge)
MapWriter 2.0.3
NEIPlugins 1.0.8.13
Thaumcraft 3.0.5e
Tinker's Construct 1.3
Also, is there a way to create a door that will always lead to the same dimension? I'm thinking of when you create a base in the OW and want to move to another location. You obviously can't take the door with you and lead to the same dimension when you re-place it....right? It's been a while since I've play with DD.
Another question, what about creating doors between already created dimensions? Kind of like a method of dimensional travel alternate to MystCraft's linkbooks. Possibly made out of a different material? Gold perhaps?
Love the mod!
I'm pretty new to this mod, but isn't that what a rift signature is for? It links two locations, even if one (or both) are in a pocket dimension.
Tried switching it to DimensionalDoors-1.4.7 v1.3.2.1.zip on mcpc-plus-legacy-1.4.7-R1.1-SNAPSHOT-f534-L55.jar with still no luck. Did dimensional doors ever work with MCPC prior to 1.5? Or was it always broken in 1.4.7?
Here's what the console says when I go through a door and fall into the void
I have a screenshot, but sadly I do not know how to upload it here. I am also sorry if this is not the place to report bugs; I did not see any information regarding such things in the origional post.
Well, I hope I am doing this right...
But yeah, probably just funky generation now that I think about it. ^.^ sorry about that.
Thanks, RodianRaskali, I greatly appreciated your help. :3
Back from the End, time to rebuild.
Yes, disable that in the config file. As for rarity, they are much rarer now than they used to be, and the dungeons are a bit more dangerous now too. And very soon, Ill be releasing the new limbo and mob update, which I guarantee will make finding those portal guns a bit more difficult. Either way, I cant help you much with the IDs, because we both use the same method to get free IDs, so we avoid conflicts.
To link doors, use the rift signature item. You can either place doors first, and link them by clicking on them, or use the rift sig to create two rifts and then place a door on the rift.
Sadly, that error generally doesn't mean anything important. You would need to look at the actual server memory usage to see if its going up, and if its not, then Forge is actually not keeping up with me unloading dims. Either way, which build/version are you using? Some of the very early builds did have a leak, but that was patched in like 1.4.7
Absolutely, go for it!
It shouldnt, no. In fact, the only way a rift sig will create a rift is if it has a valid destination saved. Are you sure you placed the door on the rift correctly?
(just click the rift itself with the door)
Absolutely positive. I ended up committing suicide to get back to my house, and then I just carried on like normal. About twenty minutes ago, however, something odd happened; I was in the crux of my main portal system, when suddenly a new rift appeared, exactly where I planned for my other one to go (the one that didn't appear properly). After I watched it appear, I used my rift blade to traverse it, and I landed where I exited limbo, with the door still covering the rift. I tried going back through, and I ended up in the empty pocket dimension. I looked at the door, and there was no excess rift around it. It was exactly where the rift appeared. I then destroyed the door and placed another; this time it took me to my crux properly.
Perhaps the snow in the area interfered? Made it so that the rift's location was not exactly lined up with the door's?
which could be caused by that disappearing(more like something else i'm getting), and rifts being destroyers.
So, probably for you, it probably spawned before the village did (hence the village in the background)
So if the memory usage isn't really going up on the server (I did notice that the error said "may have leaked" not "has") it should be fine to use??
I'm using 1.5.2
Thanks.
Thats exactly the problem, fixing snow interaction now, thanks.
This is actually something different. If that door was broken, then you would only get one rift that wouldnt spread. This big nasty ball of rifts is a super rare worldgen that spawns just because I think they look cool. Leads to an extralarge dungeon.
Yes, it should be. Though keep an eye on it, and if it does go up, send me a list of your mods so I can reproduce it and go complain to whoever is caching world incorrectly. I KNOW dim doors doesnt leak by itself, and it usually doesnt leak with other mods. But if you say, place a portal gun portal in a pocket, that will keep it loaded.
And, gives you a free source of enderperls, as well as preventing normal hostile mobs from spawning in the area. Just be sure to wear your pumpkin helmet if you visit the convention center.
(I recommend dynamic lights as well, torches will not survive in that area for long.)
* 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?
Woo. ^.^ I was right. Proud of myself, as I am normally not very keen on how computers and the like work.
Forgive my confusion, but I can't seem to find an entry in the config for toggling world generation of dungeon doors. There is an entry for naturally spawning rifts. Is that the same thing? Good to hear that their generation is not so frequent though.
Ah, thank you!
So, been thinking about some more changes, specifically to the wooden dim door. Instead of moving you 'up' the depth system one step at a time, I think I will have wooden dim doors always teleport to the overworld at the players relative location.
A few reasons for this- One, I want to make pocket dimension creation the exclusive function of the iron dim door. Its more consistent that way, imo.
Two, the only reason you would ever use a wooden dim door is to return to the surface anyway, and all the pocket dims in between dont really make much sense.
I have already downplayed the depth system a bit by removing the random limbo chance, and this would eliminate it from the users perspective even more.
The third major reason is for servers. If a server wants to enable the fast travel/utility features of the mod, they can enable rift sig and wooden dim door creation. If they want to let players explore dungeons only, and not allow fast travel but still let players repair broken doors/etc they can just enable wooden door crafting.
Reasons against this- It starts to overlap the function of the wooden dim door and dim hatch, but I am thinking about removing the hatch all together, as it doesn't really fit the mod and honestly doesn't make much sense.
As of right now, I have improved visibility in limbo considerably, and finally completed the last touches on the mob. I also have a working dungeon import/export system that allows players to create their own dungeons entirely in game with a series of commands.
Either way, I want to hear your thoughts about where I should go from here. My general development direction now is to finish the limbo/mob changes, and then turn the dungeon generation system into something amazing and dynamic. Im going to let players define entire strings of dungeons using a simple text file, to let server owners make their own procedurally generated adventures for players. I also figured out a way to temporarily put players into adventure mode for pocket dims, but thats still EXTREMELY buggy.