I suggest to add a config, in a config file, that allows you to set if rift blade can create portals only in the already existing riffts. That would cool for adventure maps. By the way, sorry for my english.
I suggest to add a config, in a config file, that allows you to set if rift blade can create portals only in the already existing riffts. That would cool for adventure maps. By the way, sorry for my english.
The monoliths were disappointing to me. If you made the black invisible and it was just the flowing eye texture it would look like the eye is just opening from nothing it would look amazing.
The monoliths are cool, but it's kinda strange to see them against a not dark background when they're a floating rectangular block with an eye on it, but I guess thats how they got their name... just needs some way of denying them, like arrow in the eye at a certain moment before they teleport you to make them close it or line of sighting them by making a cry box. ... actually, would the last one work, or do they work by range to the player rather than LOS?
you just had to make an invulnerable undodgeable mob that eats your soul and throws you into the void for eternity as a dungeon breaking deterrent... people these days, no love for cheese tactics and "dungeon material reclaimers"...
is there a config to disable the mob and be able to break dungeon blocks?
There appears to be a bug with pre-existing dungeon doors. When I go into a door generated from a past version that hasn't been gone into before, I walk into a empty room (even without floor).
There appears to be a bug with pre-existing dungeon doors. When I go into a door generated from a past version that hasn't been gone into before, I walk into a empty room (even without floor).
Hmm, I'll look into this. If you create a new one does it work, and does the log spit any errors? Also, what version?
The monoliths were disappointing to me. If you made the black invisible and it was just the flowing eye texture it would look like the eye is just opening from nothing it would look amazing.
I've been thinking about something like this, not sure yet.
There appears to be a bug with pre-existing dungeon doors. When I go into a door generated from a past version that hasn't been gone into before, I walk into a empty room (even without floor).
Same here. Recently started a new world with this mod, then downloaded the new 1.4 version. Near my spawn was a dungeonrift, and after i geared up i went into it, but on the other side was nothing, fell into the void and woke up in limbo.
Fortunatly i didnt build much yet, so i recreated the world in the minecraft menu, took the 4 chunks where ive build something with mcedit and pasted them back into the new copied world. The dungeonrift i took in the first world wasnt exactly at the same position, some blocks to the left, but in the new world it worked.
But ive got another bug. I know iron doors are supposed to take you one layer down, and wooden doors take you one layer up. Am i right? But what actually happens in my survival worlds as also in my creative world is, after i go down several layers with iron doors, one wooden door is enough to take me completly up to the overworld. The featured Youtube video on page 1 shows this, and it doesnt happen there; he has put down several doors there too but using a wooden one didnt bring him back immediatly. Same happens with dungeons, if i encounter a wooden one, it takes me all the way back to the overworld immediatly (but not to the startpoint like the transdimensional trapdoor, im exactly the same distance away that i walked in the other dimension). Using a rift signature even states something like "Leads to dim 260 with depth 3" but the wooden dimdoor takes me straight up and skips the other depths.
Another one is (i dont know if its supposed to be like this) sometimes, when i destroy a door, the rift doesnt appear immediatly, but after a couple of seconds or minutes, or even doesnt appear ever (but thats rare). This happens with one door out of two. Im using only Not Enough Items and Optifine with Dimensional Doors.
Same here. Recently started a new world with this mod, then downloaded the new 1.4 version. Near my spawn was a dungeonrift, and after i geared up i went into it, but on the other side was nothing, fell into the void and woke up in limbo.
I think that's a bug related to migrating an older world with dimensional dungeons to the new mod version. Earlier today, someone asked me about the same problem and it was solved by copying his IDs over. That's why starting from scratch with a new config doesn't have that issue, because everything is generated with the same IDs as those in the (new) config file.
But ive got another bug. I know iron doors are supposed to take you one layer down, and wooden doors take you one layer up. Am i right? But what actually happens in my survival worlds as also in my creative world is, after i go down several layers with iron doors, one wooden door is enough to take me completly up to the overworld. The featured Youtube video on page 1 shows this, and it doesnt happen there; he has put down several doors there too but using a wooden one didnt bring him back immediatly. Same happens with dungeons, if i encounter a wooden one, it takes me all the way back to the overworld immediatly (but not to the startpoint like the transdimensional trapdoor, im exactly the same distance away that i walked in the other dimension). Using a rift signature even states something like "Leads to dim 260 with depth 3" but the wooden dimdoor takes me straight up and skips the other depths.
That's intended. There are two kinds of Warp Doors in dungeons: doors that lead to the previous room you were in, which are right there when you enter, and extra doors that lead straight to the dimension from which you started. Those exit doors appear in certain rooms by design.
Another one is (i dont know if its supposed to be like this) sometimes, when i destroy a door, the rift doesnt appear immediatly, but after a couple of seconds or minutes, or even doesnt appear ever (but thats rare). This happens with one door out of two. Im using only Not Enough Items and Optifine with Dimensional Doors.
I believe that's not a bug. It's been like that for a while, and while I haven't asked Steven myself, I think that if that was unintended, he would have noticed it by now. We did a lot of messing around with rifts during recent testing sessions.
I think that's a bug related to migrating an older world with dimensional dungeons to the new mod version. Earlier today, someone asked me about the same problem and it was solved by copying his IDs over. That's why starting from scratch with a new config doesn't have that issue, because everything is generated with the same IDs as those in the (new) config file.
That's interesting, considering I imported all my IDs over... Any ID in specific causing it that I might of missed?
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On newest version, dying in DimDungeon doesn't spawn me in Limbo again. :/ I'd prefer not lose my stuff. It also won't even spawn me at my house by my bed but at the server's spawn. I'm running MCPC (newest RC build).
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On newest version, dying in DimDungeon doesn't spawn me in Limbo again. :/ I'd prefer not lose my stuff. It also won't even spawn me at my house by my bed but at the server's spawn. I'm running MCPC (newest RC build).
Oddly, I was not able to reproduce this, MCPC build 738 and dim doors build 147 behaved exactly as intended. It might be a plugin conflicting, or maybe configs. Check those options, and if it still happens, well, hopefully its not.
Also, prepare for a small facelift of the monolith mob soon.
That's intended. There are two kinds of Warp Doors in dungeons: doors that lead to the previous room you were in, which are right there when you enter, and extra doors that lead straight to the dimension from which you started. Those exit doors appear in certain rooms by design.
Ok, those are exitdoors.
But my problem is, every warpdoor takes me to where ive started. Not only those in dungeons, but also the ones ive placed myself in my own pocketdimensions, they skip any depth and take me to the overworld (and no, i mean the wooden ones, not the trapdoors). And thats not intended, unless that was changed. Atleast in the video on the frontpage it doesnt do that.
I believe that's not a bug. It's been like that for a while, and while I haven't asked Steven myself, I think that if that was unintended, he would have noticed it by now. We did a lot of messing around with rifts during recent testing sessions.
Is that also true for when the rift doesnt appear ever?
Another question:
What is the exact difference between doors wich are made out of enderpearls and doors wich were made of stable fabric?
On newest version, dying in DimDungeon doesn't spawn me in Limbo again. :/ I'd prefer not lose my stuff. It also won't even spawn me at my house by my bed but at the server's spawn. I'm running MCPC (newest RC build).
I have this issue with the recommended version of Forge Essentials on my server. Is that it?
Why cant i give more than one upvote for this thread? :__:
Will do.
Yea, you got a bugged release sadly. Just snag build 147 out of the OP.
SPAM THEM TORCHES BRO. lol.
The monoliths are cool, but it's kinda strange to see them against a not dark background when they're a floating rectangular block with an eye on it, but I guess thats how they got their name... just needs some way of denying them, like arrow in the eye at a certain moment before they teleport you to make them close it or line of sighting them by making a cry box. ... actually, would the last one work, or do they work by range to the player rather than LOS?
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is there a config to disable the mob and be able to break dungeon blocks?
Hmm, I'll look into this. If you create a new one does it work, and does the log spit any errors? Also, what version?
I've been thinking about something like this, not sure yet.
Same here. Recently started a new world with this mod, then downloaded the new 1.4 version. Near my spawn was a dungeonrift, and after i geared up i went into it, but on the other side was nothing, fell into the void and woke up in limbo.
Fortunatly i didnt build much yet, so i recreated the world in the minecraft menu, took the 4 chunks where ive build something with mcedit and pasted them back into the new copied world. The dungeonrift i took in the first world wasnt exactly at the same position, some blocks to the left, but in the new world it worked.
But ive got another bug. I know iron doors are supposed to take you one layer down, and wooden doors take you one layer up. Am i right? But what actually happens in my survival worlds as also in my creative world is, after i go down several layers with iron doors, one wooden door is enough to take me completly up to the overworld. The featured Youtube video on page 1 shows this, and it doesnt happen there; he has put down several doors there too but using a wooden one didnt bring him back immediatly. Same happens with dungeons, if i encounter a wooden one, it takes me all the way back to the overworld immediatly (but not to the startpoint like the transdimensional trapdoor, im exactly the same distance away that i walked in the other dimension). Using a rift signature even states something like "Leads to dim 260 with depth 3" but the wooden dimdoor takes me straight up and skips the other depths.
Another one is (i dont know if its supposed to be like this) sometimes, when i destroy a door, the rift doesnt appear immediatly, but after a couple of seconds or minutes, or even doesnt appear ever (but thats rare). This happens with one door out of two. Im using only Not Enough Items and Optifine with Dimensional Doors.
Other than that, i love your mod.
I'm using Build 147. The most recent one. New doors work fine. Looking into the error logs, this pops up:
This may or may not be what you're looking for...
I think that's a bug related to migrating an older world with dimensional dungeons to the new mod version. Earlier today, someone asked me about the same problem and it was solved by copying his IDs over. That's why starting from scratch with a new config doesn't have that issue, because everything is generated with the same IDs as those in the (new) config file.
That's intended. There are two kinds of Warp Doors in dungeons: doors that lead to the previous room you were in, which are right there when you enter, and extra doors that lead straight to the dimension from which you started. Those exit doors appear in certain rooms by design.
I believe that's not a bug. It's been like that for a while, and while I haven't asked Steven myself, I think that if that was unintended, he would have noticed it by now. We did a lot of messing around with rifts during recent testing sessions.
õ_õ... That's not what we were looking for, but it does point out another bug. Bah, fixed.
That's interesting, considering I imported all my IDs over... Any ID in specific causing it that I might of missed?
Ok, just updated the OP with a build to fix that issue, along with some far better commands courtesy of SenseiKiwi, aka The Master Fruit.
Oddly, I was not able to reproduce this, MCPC build 738 and dim doors build 147 behaved exactly as intended. It might be a plugin conflicting, or maybe configs. Check those options, and if it still happens, well, hopefully its not.
Also, prepare for a small facelift of the monolith mob soon.
Ok, those are exitdoors.
But my problem is, every warpdoor takes me to where ive started. Not only those in dungeons, but also the ones ive placed myself in my own pocketdimensions, they skip any depth and take me to the overworld (and no, i mean the wooden ones, not the trapdoors). And thats not intended, unless that was changed. Atleast in the video on the frontpage it doesnt do that.
Is that also true for when the rift doesnt appear ever?
Another question:
What is the exact difference between doors wich are made out of enderpearls and doors wich were made of stable fabric?
I have this issue with the recommended version of Forge Essentials on my server. Is that it?
Users have confirmed this happens when a Cow enters a dungeon portal.
http://pastebin.com/yn6BurKZ