OK, so some code questions, now that I've found that limbo class.
protected void registerWorldChunkManager()
{
super.worldChunkMgr = new WorldChunkManagerHell(mod_pocketDim.limboBiome,1,1);
}
Isn't WorldChunkManagerHell responsible for the nether? What happened to the roof?
Actually, I'm not familiar with the Limbo generation-related classes. So I don't know how it works, in part because the code is so horribly messy. Steven took the code for Nether generation (I think) and adapted it for Limbo... meaning it has tons of obfuscated methods and fields.
public ChunkCoordinates getSpawnPoint()
{
return this.getRandomizedSpawnPoint();
}
public ChunkCoordinates getRandomizedSpawnPoint()
{
return getLimboSkySpawn(this.worldObj.rand);
}
Aha! So it does return the spawn point :-).
That code isn't what we use to decide where players appear in Limbo. @_@; When players die in a pocket, they never get a chance to respawn because we cancel the death event. We heal the player, cancel all status effects, and teleport them to Limbo. In fact, no death messages appear in the server because the player doesn't die. That code above is never used except maybe if Hardcore Limbo is enabled.
(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 code is harder to follow/understand than I thought ... (thank you for the pointers)
To be clear, we used to use the respawn methods when people died, but we stopped a few months ago. The reason is that we couldn't guarantee that we could always preserve the player's inventory correctly. Mods that extend the inventory were a big problem and people would get annoyed* if they lost items. So the simplest way was to stop them from dying at all. o_o No death, no items spraying out all over the place. I believe skyboy suggested it.
*- What the hell, I can't write p.i.s.s.e.d... There's a filter.
That sounds really practocal, but how does it detect someone is going to die?
Does it prevent him from reaching 0HP, or does it jump in between 0HP and death?
@ForgeSubscribe(priority = EventPriority.HIGHEST)
public boolean onDeathWithHighPriority(LivingDeathEvent event)
{
// Teleport the entity to Limbo if it's a player in a pocket dimension and
// if Limbo preserves player inventories. We'll check again in a low-priority event handler
// to give other mods a chance to save the player if Limbo does _not_ preserve inventories.
Entity entity = event.entity;
if (entity instanceof EntityPlayer && properties.LimboEnabled &&
entity.worldObj.provider instanceof PocketProvider && properties.LimboReturnsInventoryEnabled)
{
EntityPlayer player = (EntityPlayer) entity;
mod_pocketDim.deathTracker.addUsername(player.username);
revivePlayerInLimbo(player);
event.setCanceled(true);
return false;
}
return true;
}
Note the "event.setCanceled" line.
Hey, is your code really indented one level in the raw source, or is that just github's web site?
(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?
@ForgeSubscribe(priority = EventPriority.HIGHEST)
public boolean onDeathWithHighPriority(LivingDeathEvent event)
{
// Teleport the entity to Limbo if it's a player in a pocket dimension and
// if Limbo preserves player inventories. We'll check again in a low-priority event handler
// to give other mods a chance to save the player if Limbo does _not_ preserve inventories.
Entity entity = event.entity;
if (entity instanceof EntityPlayer && properties.LimboEnabled &&
entity.worldObj.provider instanceof PocketProvider && properties.LimboReturnsInventoryEnabled)
{
EntityPlayer player = (EntityPlayer) entity;
mod_pocketDim.deathTracker.addUsername(player.username);
revivePlayerInLimbo(player);
event.setCanceled(true);
return false;
}
return true;
}
Note the "event.setCanceled" line.
Hey, is your code really indented one level in the raw source, or is that just github's web site?
That indentation is correct, unless I'm confused about something here.
That sounds really practocal, but how does it detect someone is going to die?
Does it prevent him from reaching 0HP, or does it jump in between 0HP and death?
Mods can ask Forge to notify them when anything dies. From that, Dimensional Doors can check if the entity is a player and act accordingly. We tell Forge to cancel declaring the player dead, then restore the player's health to max.
Recent Changes:
Added a configuration option for the area over which players may be dropped during a teleport into Limbo
Added a configuration option for the chance of rifts dropping World Thread upon block destruction
Added a quick fix for the music-related crash reported by TheDarkness73
Now then, onto the bigger picture. The following list contains all of the goals for the next release of Dimensional Doors. These are the features and issues that Steven and I were working on before we had to take a break, plus a few additions. So... let's see how this goes.
[ ] 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. Digiminer can't get Fabric of Reality while in Silk Touch mode
[ ] 8. Fix Monolith sizing
[ ] Gateways:
[ ] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[ ] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 11 exit dungeons
[ ] 2. Add 1 hub dungeons
[ ] 4. Add hidden chests to the new snow and swamp hubs
[ ] 5. Check that the new dungeon pack is integrated and working
[ ] 6. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[ ] 7. Add success indicator and door indicators for Fractal Cage
[ ] 8. 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
[ ] 5. Implement subtree duplicate checking as a pack config option
[ ] 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
[ ] 12. Implement personal pockets
[X] 13. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 14. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] Additional Changes:
[ ] 1. Fix description text of ItemStabilizedSignature
[ ] 2. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 3. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 4. Adjust sound effects for blocks - it seems we never do so
[ ] Low Priority:
[ ] 1. ???
[ ] 2. ???
[ ] 3. Clean up the code for Monoliths to improve performance (not critical)
(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?
(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?
Ah, good point on that missing task. This list was longer before and I removed several tasks that had already been completed. I must have gotten the numbering wrong in that section. Seeing as I was so close to 50 tasks, I've completed "Fix description text of ItemStabilizedSignature" and dropped it from the list so that I can have a nice number.
fbt, the administrator for dryware and the person who runs that Jenkins, told me that various browsers won't trust wildcard certificates nor certificates from his authority (cacert). Yet it's better than not having one at all.
[ ] 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. Digiminer can't get Fabric of Reality while in Silk Touch mode
[ ] 8. Fix Monolith sizing
[ ] Gateways:
[ ] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[ ] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 11 exit dungeons
[ ] 2. Add 1 hub dungeons
[ ] 3. Add hidden chests to the new snow and swamp hubs
[ ] 4. Check that the new dungeon pack is integrated and working
[ ] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[ ] 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
[ ] 5. Implement subtree duplicate checking as a pack config option [in response to Ceresiviae's feedback]
[ ] 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
[ ] 12. Implement personal pockets
[X] 13. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 14. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] Additional Changes:
[ ] 1. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 2. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 3. Adjust sound effects for blocks - it seems we never do so
[ ] Low Priority:
[ ] 1. ???
[ ] 2. ???
[ ] 3. Clean up the code for Monoliths to improve performance
[ ] 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. Digiminer can't get Fabric of Reality while in Silk Touch mode
[ ] 8. Fix Monolith sizing
[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 11 exit dungeons
[ ] 2. Add 1 hub dungeons
[ ] 3. Add hidden chests to the new snow and swamp hubs
[-] 4. Check that the new dungeon pack is integrated and working
[ ] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[ ] 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
[-] 5. Implement subtree duplicate checking as a pack config option [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
[ ] 12. Implement personal pockets
[X] 13. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 14. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] Additional Changes:
[ ] 1. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 2. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 3. Adjust sound effects for blocks - it seems we never do so
[ ] Low Priority:
[ ] 1. ???
[ ] 2. ???
[ ] 3. Clean up the code for Monoliths to improve performance (not critical)
Here's the crash report. Any help would be greatly appreciated, thanks.
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 3/17/14 2:04 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/client/event/RenderLivingEvent$Pre
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:698)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:232)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/client/event/RenderLivingEvent$Pre
at StevenDimDoors.mod_pocketDimClient.ClientProxy.registerRenderers(ClientProxy.java:23)
at StevenDimDoors.mod_pocketDim.mod_pocketDim.onInitialization(mod_pocketDim.java:294)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.client.event.RenderLivingEvent$Pre
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 41 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 60200240 bytes (57 MB) / 115740672 bytes (110 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.35.816 Minecraft Forge 9.10.0.816 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.2.35.816} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.10.0.816} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
dimdoors{1.6.4R2.2.2RC1} [Dimensional Doors] (DimensionalDoors-2.2.2RC1-312.jar) Unloaded->Constructed->Pre-initialized->Errored
Anyone know why my dimensional doors are slamming in my face when I try and walk through them?
Usually that happens if there's something wrong/missing with the pocket/dungeon on the other end of that link.. Effectively keeps you from walking into the void.
---------------
On another note - anyone running into providerID issues with DimDoors v312+
There IS a providerID conflict with the Mists of Riov. But if you open up your DimDoors config (Because RIOV does not have config options for providerIDs) and change:
You should find yourself crash free once again... barring any other issues.
I think I recall a block conflict with tMoR as well. I've found that blockID 225 and 226 are fairly clear for "Limbo Block ID" and "Perma Fabric Block ID".
Here's the crash report. Any help would be greatly appreciated, thanks.
[...]
The error is either related to your Minecraft version (1.6.2) or to your version of Forge (9.11.1.816). Dimensional Doors is developed with MC 1.6.4 and Forge 9.11.1.965. While it should work with MC 1.6 in general, it's possible that DD is using one of those few MC functions that changed for 1.6.4.
Anyone know why my dimensional doors are slamming in my face when I try and walk through them?
XombyCraft is correct. Although there are a few possible reasons, the most common is that the door slams in your face because you failed to teleport. That could happen because something is wrong with the destination pocket, or if it's an exit door, perhaps the destination side can't find a safe place to put a door.
Did you install other mods recently or make configuration changes? Point-to-point teleports don't abort unless something serious is happening. One thing you can do is load up your game and walk into the slamming door, then stop the game and check your client logs. Assuming you're playing in SSP. There should be a log of the error that occurred that would stop you.
Regarding pasting a backup: that only works if both pockets are at the same locations or if you manually edit the text-based rift data to lead you to the pocket. Otherwise the door to pocket #77 will lead somewhere out there, not to where pocket #74 is located within the dimension.
# Sets whether players that die in Limbo will respawn there
B:"Enable Hardcore Limbo"=false
To true, causes CTD (might only be while generating a new world)
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.ticking.CustomLimboPopulator.notifyTick(CustomLimboPopulator.java:57)
at StevenDimDoors.mod_pocketDim.ticking.CommonTickHandler.tickEnd(CommonTickHandler.java:59)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:622)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
# Sets whether players that die in Limbo will respawn there
B:"Enable Hardcore Limbo"=false
To true, causes CTD (might only be while generating a new world)
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.ticking.CustomLimboPopulator.notifyTick(CustomLimboPopulator.java:57)
at StevenDimDoors.mod_pocketDim.ticking.CommonTickHandler.tickEnd(CommonTickHandler.java:59)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:622)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
AFAIK, this has been this way since at least v307
So I've tried to reproduce this for about an hour and I can't get it to happen, even when Hardcore Limbo is enabled or disabled. It doesn't happen. It would require something to cause chunk generation in Limbo without Limbo being loaded, which is... bizarre. I can add a condition to guard against this, but I'd like to know how frequently this happens, whether you can reliably cause it, and what might be connected to this.
So I've tried to reproduce this for about an hour and I can't get it to happen, even when Hardcore Limbo is enabled or disabled. It doesn't happen. It would require something to cause chunk generation in Limbo without Limbo being loaded, which is... bizarre. I can add a condition to guard against this, but I'd like to know how frequently this happens, whether you can reliably cause it, and what might be connected to this.
OK, let me hunt this down. It might just be a conflict with another mod. I'll get back to you.
FYI - I get this message while generating a brand new world. I typically test mods in superflat, so it would have been a superflat (standard preset).
Actually, I'm not familiar with the Limbo generation-related classes. So I don't know how it works, in part because the code is so horribly messy. Steven took the code for Nether generation (I think) and adapted it for Limbo... meaning it has tons of obfuscated methods and fields.
That code isn't what we use to decide where players appear in Limbo. @_@; When players die in a pocket, they never get a chance to respawn because we cancel the death event. We heal the player, cancel all status effects, and teleport them to Limbo. In fact, no death messages appear in the server because the player doesn't die. That code above is never used except maybe if Hardcore Limbo is enabled.
So again, this sends you to Limbo when you die: https://github.com/SenseiKiwi/DimDoors/blob/master/src/main/java/StevenDimDoors/mod_pocketDim/EventHookContainer.java#L195
* 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?
*- What the hell, I can't write p.i.s.s.e.d... There's a filter.
Does it prevent him from reaching 0HP, or does it jump in between 0HP and death?
Note the "event.setCanceled" line.
Hey, is your code really indented one level in the raw source, or is that just github's web site?
* 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?
Yeah, you just have to kick a few people into the limbo, it makes the modmakers happy.
That indentation is correct, unless I'm confused about something here.
Mods can ask Forge to notify them when anything dies. From that, Dimensional Doors can check if the entity is a player and act accordingly. We tell Forge to cancel declaring the player dead, then restore the player's health to max.
Recent Changes:
------------------------------------
Now then, onto the bigger picture. The following list contains all of the goals for the next release of Dimensional Doors. These are the features and issues that Steven and I were working on before we had to take a break, plus a few additions. So... let's see how this goes.
Progress: 2/52 (3.8%)
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] 7. ???
[ ] 8. Dungeon ducks
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 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. Digiminer can't get Fabric of Reality while in Silk Touch mode
[ ] 8. Fix Monolith sizing
[ ] Gateways:
[ ] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[ ] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 11 exit dungeons
[ ] 2. Add 1 hub dungeons
[ ] 4. Add hidden chests to the new snow and swamp hubs
[ ] 5. Check that the new dungeon pack is integrated and working
[ ] 6. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[ ] 7. Add success indicator and door indicators for Fractal Cage
[ ] 8. 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
[ ] 5. Implement subtree duplicate checking as a pack config option
[ ] 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
[ ] 12. Implement personal pockets
[X] 13. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 14. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] Additional Changes:
[ ] 1. Fix description text of ItemStabilizedSignature
[ ] 2. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 3. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 4. Adjust sound effects for blocks - it seems we never do so
[ ] Low Priority:
[ ] 1. ???
[ ] 2. ???
[ ] 3. Clean up the code for Monoliths to improve performance (not critical)
* 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?
Adding an exception ...
* 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?
Ah, good point on that missing task. This list was longer before and I removed several tasks that had already been completed. I must have gotten the numbering wrong in that section. Seeing as I was so close to 50 tasks, I've completed "Fix description text of ItemStabilizedSignature" and dropped it from the list so that I can have a nice number.
fbt, the administrator for dryware and the person who runs that Jenkins, told me that various browsers won't trust wildcard certificates nor certificates from his authority (cacert). Yet it's better than not having one at all.
Progress: 2/50 (4%)
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] 7. ???
[ ] 8. Dungeon ducks
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 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. Digiminer can't get Fabric of Reality while in Silk Touch mode
[ ] 8. Fix Monolith sizing
[ ] Gateways:
[ ] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[ ] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 11 exit dungeons
[ ] 2. Add 1 hub dungeons
[ ] 3. Add hidden chests to the new snow and swamp hubs
[ ] 4. Check that the new dungeon pack is integrated and working
[ ] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[ ] 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
[ ] 5. Implement subtree duplicate checking as a pack config option [in response to Ceresiviae's feedback]
[ ] 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
[ ] 12. Implement personal pockets
[X] 13. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 14. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] Additional Changes:
[ ] 1. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 2. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 3. Adjust sound effects for blocks - it seems we never do so
[ ] Low Priority:
[ ] 1. ???
[ ] 2. ???
[ ] 3. Clean up the code for Monoliths to improve performance
Steven was going to do that. It likely won't happen for this update to avoid adding more tasks. It hasn't been abandoned, though.
Progress: 5/50 (10%)
Bolded tasks were completed after the last update.
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] 7. ???
[ ] 8. Dungeon ducks
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 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. Digiminer can't get Fabric of Reality while in Silk Touch mode
[ ] 8. Fix Monolith sizing
[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 11 exit dungeons
[ ] 2. Add 1 hub dungeons
[ ] 3. Add hidden chests to the new snow and swamp hubs
[-] 4. Check that the new dungeon pack is integrated and working
[ ] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[ ] 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
[-] 5. Implement subtree duplicate checking as a pack config option
[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
[ ] 12. Implement personal pockets
[X] 13. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 14. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] Additional Changes:
[ ] 1. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 2. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 3. Adjust sound effects for blocks - it seems we never do so
[ ] Low Priority:
[ ] 1. ???
[ ] 2. ???
[ ] 3. Clean up the code for Monoliths to improve performance (not critical)
Here's the crash report. Any help would be greatly appreciated, thanks.
Looks like you're running 1.6.2
I'm not sure if it's compatible. Sensei might be able to answer that.
Usually that happens if there's something wrong/missing with the pocket/dungeon on the other end of that link.. Effectively keeps you from walking into the void.
---------------
On another note - anyone running into providerID issues with DimDoors v312+
There IS a providerID conflict with the Mists of Riov. But if you open up your DimDoors config (Because RIOV does not have config options for providerIDs) and change:
to
You should find yourself crash free once again... barring any other issues.
I think I recall a block conflict with tMoR as well. I've found that blockID 225 and 226 are fairly clear for "Limbo Block ID" and "Perma Fabric Block ID".
[¬º-°]¬
The error is either related to your Minecraft version (1.6.2) or to your version of Forge (9.11.1.816). Dimensional Doors is developed with MC 1.6.4 and Forge 9.11.1.965. While it should work with MC 1.6 in general, it's possible that DD is using one of those few MC functions that changed for 1.6.4.
XombyCraft is correct. Although there are a few possible reasons, the most common is that the door slams in your face because you failed to teleport. That could happen because something is wrong with the destination pocket, or if it's an exit door, perhaps the destination side can't find a safe place to put a door.
Did you install other mods recently or make configuration changes? Point-to-point teleports don't abort unless something serious is happening. One thing you can do is load up your game and walk into the slamming door, then stop the game and check your client logs. Assuming you're playing in SSP. There should be a log of the error that occurred that would stop you.
Regarding pasting a backup: that only works if both pockets are at the same locations or if you manually edit the text-based rift data to lead you to the pocket. Otherwise the door to pocket #77 will lead somewhere out there, not to where pocket #74 is located within the dimension.
setting:
To true, causes CTD (might only be while generating a new world)
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.ticking.CustomLimboPopulator.notifyTick(CustomLimboPopulator.java:57)
at StevenDimDoors.mod_pocketDim.ticking.CommonTickHandler.tickEnd(CommonTickHandler.java:59)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:622)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
[¬º-°]¬
So I've tried to reproduce this for about an hour and I can't get it to happen, even when Hardcore Limbo is enabled or disabled. It doesn't happen. It would require something to cause chunk generation in Limbo without Limbo being loaded, which is... bizarre. I can add a condition to guard against this, but I'd like to know how frequently this happens, whether you can reliably cause it, and what might be connected to this.
OK, let me hunt this down. It might just be a conflict with another mod. I'll get back to you.
FYI - I get this message while generating a brand new world. I typically test mods in superflat, so it would have been a superflat (standard preset).
[¬º-°]¬