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    posted a message on Gateway - better inter-dimensional travel
    !WARNING! Please restrain from using mod for now. I'm having some nasty bugs I need to resolve before this mod becomes usable at least at its core.

    Greetings!

    I'd like to present a tiny mod which adds a better alternative to vanilla portals. Actually, these should assist in creating a whole inter-dimensional transport network which uses Nether as a hub.

    Short list of features

    • Entry gateways can be opened from any dimension, not just Overworld
    • Nether-side gateways (let's call them exits) are opened in a much more predictable way, and in a much lesser range than vanilla portals' bizzare spawn mechanic. This will give you much more control over where you'd like to put them
    • You can adjust exit location by placing anchor in Nether before opening gateway
    • The person who opened gateway becomes its owner, and he's the only person who's able to close one via special procedure. Otherwise gateways are completely indestructible. Even nasty beasts like Enderdragon or Wither can do no harm to them. Of course, this doesn't take into account Creative mode. Though if you destroy any part of gateway in creative, it just gracefully closes.
    • No relinking. Two gateway structures are linked during creation and until removed. So you'll always return to exactly the same place where you came from.
    • Entities will maintain momentum and direction when travelling. Moreover, exit position is perfectly predictable. Any entity will leave gateway like it has travelled through pillar horizontally in a complete vacuum. So a minecart entering from north will always leave from south.
    • Minimum travel cooldown - 4 seconds as for now, just to prevent accidental items jumping back and forth indefinitely.
    • Supports rider-and-mount pairs. So you can sit into minecart on your base in Overworld and get up only in the End. or a distant Overworld quarry, wherever your rails lead.
    Links:

    Note: I don't plan to make these gateways able to link any two locations. The current behavior is intended. For direct portals, look for other mods.
    Posted in: WIP Mods
  • 1

    posted a message on Tinkers' Construct Suggestions
    There's only one thing that annoys me - mattock cannot dig gravel ores. So it would be nice to have some config option which would make mattock a full-fledged shovel/axe/hoe, but with digging/chopping speed penalty.
    Posted in: Mods Discussion
  • 1

    posted a message on Dimensional Doors v2.2.4
    Some investigations on ender pearl farm construction.
    DISCLAIMER: I understand that most conclusions are obvious to experienced players. Although I will still write tihis post in hope it will be useful to someone.

    Ok, so you should know from mod description that adjacent rifts begin grow and may spawn endermen occasionally. And since ender pearls are one of the most valuable and hard to find resources (especially in this mod), such rift ability is a complete PROFIT maker :)

    As you also know, endermen are rather hard to kill due to their teleport ability - so just placing rifts on ground and using wait-and-slay tactics like with other mob spawners isn't well applicable.So our natural selection is:

    1. Closed mob grinder tower - well known construct, representing tall tower, with small room on top where mobs spawn, and collector contraptions on bottom which gather loot from fallen mobs automatically. As endermen have 40 health, we need height of 43+ from basement to spawn chamber. I personally prefer 64. We can establish portal door from basement to top for control purposes.
    And it doesn't work well in tis current state - adjacent rifts create larger rift and begin to eat nearby blocks - eat radius is 4 blocks.
    Though rifts spawn endermen regardless of lightning level, we move to:

    2. Open mob grinder tower - it contains only small balcony on its top, not supported by anything. No walls, no upper chamber, only loot collection room at the bottom (so other mobs won't bother you). Per my investigations, rifts don't eat blocks from DimDoors mod (reality fabric, dimensional doors, etc.) and some blocks made of valuable resources from vanilla. They're: iron, gold, diamond, emerald, lapis and bedrock. So obviously we'll need two iron blocks as being cheapest - one to stand on, and second to place travel door on.
    I used stack of dirt to get to top, then placed balcony so it's a bit outside of falling column. Next, we place two or more rifts. I wouldn't recommend more than 4, as they will overgrow too quickly. And it's the case for which you will need that balcony - to get there with rift remover and then create new ones to start from over again. My final design (only top)

    (from top)
    .........
    .........
    .........
    ....R....
    ...R.R...ID
    ....R....
    .........
    .........
    .........

    (from side, middle slice is shown)
    ...R.R....D
    ..........D
    .........II

    Where R is rift, I is iron block for standing, and D is a dimensional door to basement.
    As you can see, I ended with 9x9 grid. Actually, endermen usually fall only into center 5x5, occasionally to 7x7 edges. This size is mostly dictated by loot room build, which we're finally coming to.

    1. Vanilla only - the single opportunity you can use is the whole room floor covered with hoppers. Easy to do, except needing about 4 stacks of iron, for 7x7 grid. So I tried to remember other collectors. Without water currents (endermen won't die from fall), and without RedPower transposers, the only option I could remember is a:

    2. Buildcraft obsidian pipe. We'll try to cover the whole floor with pipes. Obsidian isn't very valuable, so it's not an issue. What's an issue is a whole lot of iron pipes to direct items properly - 2 iron for 8 pipes, so for 7x7 it's at least 12 iron. Not very much. And very tedious to configure properly. Though obsidian pipe can be powered, and we come to:

    3. Single item-sucking pipe. Obsidian pipe sucks items in cone shape, up to 9x9 in widest part, if properly powered. I built this with stairs in the same cone shape, 9x9 on top, and narrowing to the lowest central block where pipe is situated. Please note that 1-block-wide pari is pipe itself, the next layer would be 3x3, so place your stairs accordingly. This design has one flaw - pipe requires engine other than redstone, and it eats energy very badly, even when there are no tiems. And external energy supply isn't my favorite for such structure. So I tried design with:

    4. Multiple pipes powered by redstone engines. This design requires only 2-3 block pit to place all piping. Each pipe should face upwards and will cover 3x3 square. Also, that's why I come to 9x9 total grid. And due to engines adjacent to vacuum pipes, we'll need to cover everything except pipe outputs with some slabs - just to prevent items falling to bottom layers. Then I remembered autarchic gates and the fact that they won't be that bad in price when we get constant supply of ender pearls. So we can use:

    5. Obsidian pipes powered with simple autarchic gates instead of redstone engines. With this, we don't need slabs and can cover pipe holes with facades - loot collection won't suffer at all. Before having 5 pearls for pulsating chips, they can be collected manually - not a big deal as for me.

    Hope this will be interesting for someone :)
    Posted in: Minecraft Mods
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