The problem with this mod on servers is its way to promiscuous with dimension creation.
It needs to restrict itself to a limited set of extra dimensions in total
* a pocket dimension that allows small rooms to be build, with a restriction of 1 room every 256x256 block area per.
* a small set of dungeon dimensions, where each dimension corresponds to the "depth" of the dungeon.
* Oblivion.
Doors in each dimension would go to content at matching co-ordinates in a different dimension - but using distance compression (like the nether), so each deeper level multiplies the distance you travel.
The world seed should drive all the the generation, so that system admins can "reset" the dimensions by deleting the folders and they should regenerate properly.
So you mean that each coordinate would be multiplied by X, to get an X by X room? Or would two adjacent doors lead to the same room?
And if you did the former, you'd run out of vertical space due to the chunk height limit.
Maybe you could do it like Witchery does with magic mirrors?
So you mean that each coordinate would be multiplied by X, to get an X by X room? Or would two adjacent doors lead to the same room?
And if you did the former, you'd run out of vertical space due to the chunk height limit.
Maybe you could do it like Witchery does with magic mirrors?
Two adjacent doors. would probably lead to the same room.
If rooms are 30x30, and the multiplication factor is 8, then doors at level "2" would have to be 4 blocks apart to link to different rooms on level "3".
The problem with this mod on servers is its way to promiscuous with dimension creation.
You mean, as compared to, say, Mystcraft?
The problem with a shared "pocket" dimension is that it allows for collision between adjacent pockets from different players let alone if they have access to coordinate teleports. I recall that one of the "Random Things" mods had pocket rooms in a "Spectre Dimension", and had major problems keeping the pockets apart. On the other hand, if you scattered them really widely -- say, allocating entry points every 1000 X and Z, that could work given they need to dig out all the space they use. Or you could just give up on truly unlimited pockets, having the pocket dimension generate a grid of barrier blocks at multiples of 256 (starting pocket might be one chunk in the middle of that). Probably best not to stack them vertically, due to chunk loading issues.
ETA: You would not want to have coordinates be directly linked from the OW coordinates, because then people could potentially teleport or tunnel between rooms, or go sideways through other dimensions to invade another player's pockets. Better to allocate space per room, or perhaps per player.
That said, I'm loving the idea of this mod coming back, maybe even to current versions!
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
ETA: You would not want to have coordinates be directly linked from the OW coordinates, because then people could potentially teleport or tunnel between rooms, or go sideways through other dimensions to invade another player's pockets. Better to allocate space per room, or perhaps per player.
Actually, players having the ability to launch a raid on another pocket sounds awesome, probably with a super hard to get door, either incredibly difficult to craft or extremely rare dungeon loot.
Rollback Post to RevisionRollBack
GENERATION 9004: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
ETA: You would not want to have coordinates be directly linked from the OW coordinates, because then people could potentially teleport or tunnel between rooms, or go sideways through other dimensions to invade another player's pockets. Better to allocate space per room, or perhaps per player.
That said, I'm loving the idea of this mod coming back, maybe even to current versions!
Assuming it can be kept within the vision of the mod you could:
1. restrict the creation of additional pocket dimension doors if they would link to an existing pocket dimension "owned" by a different player. This stops players gaining egress into a different players pocket dimension. (OP permissions as always would trivially override this).
2. Require players to "activate" a door created in a pocket dimension on the overworld side before it can be used to leave the pocket dimension. This prevents players using pocket dimensions to penetrate structures.
The most important thing when trying to be server friendly is to make sure all changes to the world happen with an active player identity, so that if (for example) its being used on a craft bukkit server with a permissions system and a different player has claimed a chunk in the overworld, then a different player should be prevented from using a pocket dimension to spawn any blocks in those claimed chunks.
--
Trying to make features that enable PvP (dungeon raids) sounds nice in principle, but in practice it enables (and legitimizes griefing) and is against MOST servers "don't be a ****" policies.
--
My #1 request for this mod - when used on a server is a modpack - however is simply this:
We need to be able to use these doors, to create portals between existing dimensions, using a config driven dimension whitelist, (which would includes distance dimension distance multipliers). I want a room with doors in my base. Doors that lead to the twilight forest, outerlands, nether and my base in the end.
Access to the doors location in both dimensions for the link to be created would be a pre-requisite.
GreenZombie76: I suggest posting what ever issues/requests you have in Zinga's fork of dimensional door's issue section. We are currently focusing on getting everything working in 1.8.9 for now.
So, this is one of my favourite mods if only for it's incredible utility but I've been un-updated since the official release in like 1.6 can anyone give me a tl:dr on things like basic download and installation?
A few pages ago, there was a 1.7.10 port. Simply download as you are directed, then drag/drop the .jar file from your downloads folder to your mods folder. If you are new to modding your Minecraft & possess a PC that runs on windows, press your start button & search up %appdata%. In that folder there should be another folder labeled .minecraft, & in that folder you you will find your mods file.
Rollback Post to RevisionRollBack
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
The problem with this mod on servers is its way to promiscuous with dimension creation.
It needs to restrict itself to a limited set of extra dimensions in total
Full stop. Why do you feel that generating lots of dimensions is a problem?
In the past, you could not log into a world if you were outside the -128, +127 range. That was fixed several 1.7.10 versions of forge ago.
I don't know if maps work outside that range or not.
It would certainly be a benefit if a dimension was only made when a door was opened/visited, rather than "when a door is made" like it currently is. Mystcraft has made that change -- dimensions are allocated when a book is used, not when a book is written.
* a pocket dimension that allows small rooms to be build, with a restriction of 1 room every 256x256 block area per.
* a small set of dungeon dimensions, where each dimension corresponds to the "depth" of the dungeon.
* Oblivion.
Doors in each dimension would go to content at matching co-ordinates in a different dimension - but using distance compression (like the nether), so each deeper level multiplies the distance you travel.
You have a serious problem here. First, two different dungeons could wind up at the same location, and overwrite each other. Right now, different pocket dungeons are separate.
And yes, as you go deeper, you travel to farther co-ordinates. But this is NOT like the nether.
Right now, if I enter a dungeon at 30,000, 30,000, then I will be in a dungeon at that block location, visible from F3. As I go deeper, each door takes me more and more blocks -- until eventually I see that F3 tells me that I'm at 2000, -3500. Now I know that I can head to the surface, and be back within walking distance of spawn.
The combination of "Death is now just a long distance teleport from Limbo", plus "deep dungeons lets you get back home, with some risk" is one of the two big draws to me of this mod.
If you wanted to do "nether-style distance compression", then consider this:
1. Enter the dungeon at 0,0. Dungeon depth 1 has no compression.
2. Next level you are at 32, 0, and go down to depth 2. There is compression here -- so am I now at 16, 0?
3. Next level, going down at 48, 0 -- what do I compress to? How do you determine my corresponding overworld address?
4. And, if I enter the dungeon at 30,000, 30,000, what is my location at depth 1?
The current system does not compress locations, so much as it jumps long distances.
If you wanted to compress all pockets to the same dimension per depth, that might make a better way to combine / less likely to have collisions.
As for compressing the "pocket build dimensions", what happens if you place two different user-made doors near each other?
The world seed should drive all the the generation, so that system admins can "reset" the dimensions by deleting the folders and they should regenerate properly.
You never tore one of those dimensions apart for resources? Never modified the ground so you could see where the blackness was?
If I change things / steal things out of chests, let my changes stay.
(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?
A few pages ago, there was a 1.7.10 port. Simply download as you are directed, then drag/drop the .jar file from your downloads folder to your mods folder. If you are new to modding your Minecraft & possess a PC that runs on windows, press your start button & search up %appdata%. In that folder there should be another folder labeled .minecraft, & in that folder you you will find your mods file.
I'm sorry but i just can't. I don't know what's going on in the hell that is trying to download the 1.7.10 version but it's too much. Too many things were outdated to the point where i eventually hit a dead end. I couldn't, I can't and I won't. I spent two hours solid trying to figure this out and got nowhere.
Edit: I figured out a much easier way to do it, especially if it only requires you to have a mod folder and add it. I've been playing on the mod and I'm in love with it, including all the new features (The monoliths are horrifying and so is the new limbo)
The easy way. So, i wanted to download the 1.7.10 version of this mod but it got really convoluted very fast, so to save everyone else time (And please quote this for future use) this is the easy way to do it. There's a website Called Skydaz.com It's a mod hosting website that allows you to backup your game, download, uninstall mod ect. with one or two clicks. I used this and downloaded another mod in 1.7.10 then used that mod folder to add dimensional doors. it's that simple.
I'd be really suspicious of third-party mod loaders from a random site.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I was first introduced to modding using Skydaz. It functions without cause for concern, but I would only use it as a last resort if you are unable to access the download from its original site.
Rollback Post to RevisionRollBack
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
So you thing having so much dimensions is bad (for whatever reason), so here's a solution:
Most dimensions are made by dungeons, due to the tree branch connections.
So just place all of the rooms that spawn into the same "dungeon dimension", encase them in bedrock-fabric boxes (and some monolithsm as per usuall) and connect them with doors. You can even leave some space between them just in case.
If you don't break out or something, noone will notice the difference and since it doesn't need to switch dimensions you can jump through doors with less loading!
For the different levels you can just put them literally lower, and you won't run out of space since at the bottom level 70% of doors will lead into oblivion anyway, so any doors that actually work can just link to the same level.
They will still look like a maze, but due to doors it will appear to be a non-euclidian maze.
Pluss for bonus points, you can make new doors you open have a chance to connect to a random unopened door on the correct level, leading into loops back into itself.
codebracker0: The big problem with that is in-dimension teleports. It's suprisingly common for mods to offer a way to teleport to a previously-visited place in the same dimension.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
codebracker0: The big problem with that is in-dimension teleports. It's suprisingly common for mods to offer a way to teleport to a previously-visited place in the same dimension.
Well I think of it that mods are just ways to do a thing in an easier way than vanilla, with a variable mount of preparation.
Lots of mods give you a
This is more-or less how Compact Machines handles its Machine content. One dimension, every new machine gets generated at 128 blocks distance from the last one. If you teleport into a machine using any non-CM way, you get very sick (poison, wither, nausea, hunger and slowness). If you teleport outside a machine, you get sent back to the dimension that the machine block is in.
All mods that I know of that add such a teleportation device, are not restricted to "the same dimension". I wonder what mod you are talking about.
I'm thinking of Telepacks's basic pack (the advanced pack is interdim, but needs a Nether Star). and Lemon's Teleporters. Not sure about Blood Magic's Teleposers and portals.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I would personally suggest the Waystones mod. I love how it's presented.
Rollback Post to RevisionRollBack
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
So you mean that each coordinate would be multiplied by X, to get an X by X room? Or would two adjacent doors lead to the same room?
And if you did the former, you'd run out of vertical space due to the chunk height limit.
Maybe you could do it like Witchery does with magic mirrors?
Two adjacent doors. would probably lead to the same room.
If rooms are 30x30, and the multiplication factor is 8, then doors at level "2" would have to be 4 blocks apart to link to different rooms on level "3".
You mean, as compared to, say, Mystcraft?
The problem with a shared "pocket" dimension is that it allows for collision between adjacent pockets from different players let alone if they have access to coordinate teleports. I recall that one of the "Random Things" mods had pocket rooms in a "Spectre Dimension", and had major problems keeping the pockets apart. On the other hand, if you scattered them really widely -- say, allocating entry points every 1000 X and Z, that could work given they need to dig out all the space they use. Or you could just give up on truly unlimited pockets, having the pocket dimension generate a grid of barrier blocks at multiples of 256 (starting pocket might be one chunk in the middle of that). Probably best not to stack them vertically, due to chunk loading issues.
ETA: You would not want to have coordinates be directly linked from the OW coordinates, because then people could potentially teleport or tunnel between rooms, or go sideways through other dimensions to invade another player's pockets. Better to allocate space per room, or perhaps per player.
That said, I'm loving the idea of this mod coming back, maybe even to current versions!
This is a known issue and we have plans of changing how the pocket dimensions are generated after everything gets stablized.
Actually, players having the ability to launch a raid on another pocket sounds awesome, probably with a super hard to get door, either incredibly difficult to craft or extremely rare dungeon loot.
GENERATION 9004: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
Assuming it can be kept within the vision of the mod you could:
1. restrict the creation of additional pocket dimension doors if they would link to an existing pocket dimension "owned" by a different player. This stops players gaining egress into a different players pocket dimension. (OP permissions as always would trivially override this).
2. Require players to "activate" a door created in a pocket dimension on the overworld side before it can be used to leave the pocket dimension. This prevents players using pocket dimensions to penetrate structures.
The most important thing when trying to be server friendly is to make sure all changes to the world happen with an active player identity, so that if (for example) its being used on a craft bukkit server with a permissions system and a different player has claimed a chunk in the overworld, then a different player should be prevented from using a pocket dimension to spawn any blocks in those claimed chunks.
--
Trying to make features that enable PvP (dungeon raids) sounds nice in principle, but in practice it enables (and legitimizes griefing) and is against MOST servers "don't be a ****" policies.
--
My #1 request for this mod - when used on a server is a modpack - however is simply this:
We need to be able to use these doors, to create portals between existing dimensions, using a config driven dimension whitelist, (which would includes distance dimension distance multipliers). I want a room with doors in my base. Doors that lead to the twilight forest, outerlands, nether and my base in the end.
Access to the doors location in both dimensions for the link to be created would be a pre-requisite.
GreenZombie76: I suggest posting what ever issues/requests you have in Zinga's fork of dimensional door's issue section. We are currently focusing on getting everything working in 1.8.9 for now.
Here is a link to the issue section. https://github.com/Zixiken/DimDoors/issues
So, this is one of my favourite mods if only for it's incredible utility but I've been un-updated since the official release in like 1.6 can anyone give me a tl:dr on things like basic download and installation?
A few pages ago, there was a 1.7.10 port. Simply download as you are directed, then drag/drop the .jar file from your downloads folder to your mods folder. If you are new to modding your Minecraft & possess a PC that runs on windows, press your start button & search up %appdata%. In that folder there should be another folder labeled .minecraft, & in that folder you you will find your mods file.
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
Full stop. Why do you feel that generating lots of dimensions is a problem?
In the past, you could not log into a world if you were outside the -128, +127 range. That was fixed several 1.7.10 versions of forge ago.
I don't know if maps work outside that range or not.
It would certainly be a benefit if a dimension was only made when a door was opened/visited, rather than "when a door is made" like it currently is. Mystcraft has made that change -- dimensions are allocated when a book is used, not when a book is written.
You have a serious problem here. First, two different dungeons could wind up at the same location, and overwrite each other. Right now, different pocket dungeons are separate.
And yes, as you go deeper, you travel to farther co-ordinates. But this is NOT like the nether.
Right now, if I enter a dungeon at 30,000, 30,000, then I will be in a dungeon at that block location, visible from F3. As I go deeper, each door takes me more and more blocks -- until eventually I see that F3 tells me that I'm at 2000, -3500. Now I know that I can head to the surface, and be back within walking distance of spawn.
The combination of "Death is now just a long distance teleport from Limbo", plus "deep dungeons lets you get back home, with some risk" is one of the two big draws to me of this mod.
If you wanted to do "nether-style distance compression", then consider this:
1. Enter the dungeon at 0,0. Dungeon depth 1 has no compression.
2. Next level you are at 32, 0, and go down to depth 2. There is compression here -- so am I now at 16, 0?
3. Next level, going down at 48, 0 -- what do I compress to? How do you determine my corresponding overworld address?
4. And, if I enter the dungeon at 30,000, 30,000, what is my location at depth 1?
The current system does not compress locations, so much as it jumps long distances.
If you wanted to compress all pockets to the same dimension per depth, that might make a better way to combine / less likely to have collisions.
As for compressing the "pocket build dimensions", what happens if you place two different user-made doors near each other?
You never tore one of those dimensions apart for resources? Never modified the ground so you could see where the blackness was?
If I change things / steal things out of chests, let my changes stay.
* 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?
I'm sorry but i just can't. I don't know what's going on in the hell that is trying to download the 1.7.10 version but it's too much. Too many things were outdated to the point where i eventually hit a dead end. I couldn't, I can't and I won't. I spent two hours solid trying to figure this out and got nowhere.
Edit: I figured out a much easier way to do it, especially if it only requires you to have a mod folder and add it. I've been playing on the mod and I'm in love with it, including all the new features (The monoliths are horrifying and so is the new limbo)
The easy way. So, i wanted to download the 1.7.10 version of this mod but it got really convoluted very fast, so to save everyone else time (And please quote this for future use) this is the easy way to do it. There's a website Called Skydaz.com It's a mod hosting website that allows you to backup your game, download, uninstall mod ect. with one or two clicks. I used this and downloaded another mod in 1.7.10 then used that mod folder to add dimensional doors. it's that simple.
I'd be really suspicious of third-party mod loaders from a random site.
I was first introduced to modding using Skydaz. It functions without cause for concern, but I would only use it as a last resort if you are unable to access the download from its original site.
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
Hey, I have an idea!
So you thing having so much dimensions is bad (for whatever reason), so here's a solution:
Most dimensions are made by dungeons, due to the tree branch connections.
So just place all of the rooms that spawn into the same "dungeon dimension", encase them in bedrock-fabric boxes (and some monolithsm as per usuall) and connect them with doors. You can even leave some space between them just in case.
If you don't break out or something, noone will notice the difference and since it doesn't need to switch dimensions you can jump through doors with less loading!
For the different levels you can just put them literally lower, and you won't run out of space since at the bottom level 70% of doors will lead into oblivion anyway, so any doors that actually work can just link to the same level.
They will still look like a maze, but due to doors it will appear to be a non-euclidian maze.
Pluss for bonus points, you can make new doors you open have a chance to connect to a random unopened door on the correct level, leading into loops back into itself.
codebracker0: The big problem with that is in-dimension teleports. It's suprisingly common for mods to offer a way to teleport to a previously-visited place in the same dimension.
Well I think of it that mods are just ways to do a thing in an easier way than vanilla, with a variable mount of preparation.
Lots of mods give you a
-faster or more efficient way to smelt things
-items that are better than diamond
-better or more efficient storage
-etc.
but noone complains about that.
Witchery I guess? Wasn't trying to be specific though.
I'm thinking of Telepacks's basic pack (the advanced pack is interdim, but needs a Nether Star). and Lemon's Teleporters. Not sure about Blood Magic's Teleposers and portals.
I would personally suggest the Waystones mod. I love how it's presented.
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.