Master of darkness and light, bound to no element, this entity is ruthless, cruel, but fair, when he looks at you he sees your whole soul, and if your heart is tipped to the darkness, or to the light, run, and hope he doesn't think you're worthy....
I like the premise of this mod. I think it would be a cool addition if these pocket dimensions were LITERALLY in between the other dimensions. For example, going down 16 levels from the overworld would get you to the Nether, and vice versa.
I like the premise of this mod. I think it would be a cool addition if these pocket dimensions were LITERALLY in between the other dimensions. For example, going down 16 levels from the overworld would get you to the Nether, and vice versa.
Master of darkness and light, bound to no element, this entity is ruthless, cruel, but fair, when he looks at you he sees your whole soul, and if your heart is tipped to the darkness, or to the light, run, and hope he doesn't think you're worthy....
Ok, finally got the linking code all straightened. Its much more robust, and I can add stuff to it much easier. Its also way faster.
Now its time to start adding in the cool stuff, and test things to see how they PLAY, not just if they work. In this update I added a visual indicator that a rift exists at a certain location. Its just the fire smoke effect I know, and Ill be making a better one later. Placing either door type on a rift (or under, I guess) sends you to that rifts destination.
I also added the Link Signature item. It remembers where you crafted it, and when you use it, it creates a link from where you used it to where you crafted it, even across dimensions. I am not leaving this as is, because its too op I think. We will figure out a good way to make rifts.
Imo, making rifts should be a rather dangerous process if its not conducted inside the confines of a door. Think black hole/ inter-dimensional tears sucking the world into oblivion type stuff.
As of right now, rifts not contained by a door destroy the block they occupy ever so often. Expect this to do other stuff later.
Next on my list-
Finish off core functionality.
-balanced method to create links between dimensions
-remove bedrock from pockets
Make rifts do cool stuff, like consume blocks around them
-rifts may slowly exchange blocks around them with the black dim blocks
-lots of rifts in one area will be bad. Think thinny from the dark tower novel.
add naturally generating rifts
-lead to a different type of pocket dim that is infinite. Usually these will contain ruins/items/mobs, but rarely they will be a nexus that links to other rifts scattered around the world
-I havent decided if I will let the player generate these infinite dims. If I do, it will not be a safe process.
add "unstable" rifts, that change destination dim every time they are used.
-can be controlled eventually, allowing for a single door to lead to many locations.
Master of darkness and light, bound to no element, this entity is ruthless, cruel, but fair, when he looks at you he sees your whole soul, and if your heart is tipped to the darkness, or to the light, run, and hope he doesn't think you're worthy....
Yea, but I think there are still some block ID issues. I kinda rushed this one out, it may have a bug or two with the Rift Signature though. Ill go over this thread and patch it tmrw.
Jeez... There really is a mod for just about anything now, isn't there?
I think I'll be lurking around here quite a bit in the future, I like this kind of thing. A lot.
...Well, maybe not lurking per se; I'll be throwing suggestions out there every now and again. This is a mod that I think I could really get behind. I think once it's a little more, I want to say, "fleshed out," I will definitely do a mod spotlight here.
Later on, I'll start chewing through some of the things that are on the OP, such as those questions you had just before the end of it.
Master of darkness and light, bound to no element, this entity is ruthless, cruel, but fair, when he looks at you he sees your whole soul, and if your heart is tipped to the darkness, or to the light, run, and hope he doesn't think you're worthy....
I think I'll get a move on with throwing my opinions out there in terms of a few things I found in the OP. Here goes:
Overall: I like this mod; I do. Like I posted just above in Post #54, it really is getting to the point where there is a mod for just about anything nowadays, not that I'm against that. Heck no. I must say that this mod has the definite potential to be one of those 'great' ones in the future. Now, I will say that I haven't played with it, but will as soon as I get the chance.
Type of Door Directing Travel: I like this notion a lot, what with the iron doors sending you deeper into the "In Between" and the the wooden doors bringing you back up the dimensional "ladder." Although, another option is to reverse this, the iron doors, being tougher to make, should allow you to make your way back to the Overworld, thus forcing the player to consider whether or not they want to invest the resources needed in order to explore the pocket dimensions. This goes along with the notion that, "It is easier to destroy (go down the "ladder") than to build (go up the "ladder")."
Better textures
Yeah, well okay. A lot of WIP mods have textures that are rather bad, that's just the way the cookie crumbles unfortunately.
Different types of doors, to different types of pockets. -some doors carry the pocket with them, so one door always leads to one pocket
-some doors will tear a chunk out of the world around them and carry it with them into the new dimension. Weapon?
Different types of doors? Okay, I can see that. Carrying the pocket dim with the door? That could help if you need to escape and fast; throw down the door, go through, break it from the pocket dim side to close the gap, then use an established pocket network to get back home, I like that. Pulling chunks from the world where they are placed? To be honest, I'm iffy on that one at best. Also, what do you mean by weapon?
System of 'rifts', or scars in the fabric of reality that represent a location that leads to an exiting pocket. -rift googles- lets you see where doors have been placed/locations that lead to pockets. -randomly generating rifts that the player can find, and explore unique pockets with treasure, mobs, and even bosses.
-rift deleter
This I can get behind. Or better yet, you have to make the Rift Goggles first in order to see the rifts, then place a door on that spot to force the gap open and let the player through. The rifts themselves should be generated randomly around the world, but a number of them should lead to said unique pockets with treasure, and mobs. I'm not so sure on bosses though. And a Rift Eraser? That could help, not sure how though...
Different types of hatches that allow for some type of fast travel system. -using hatches and doors will allow the player to create a network of passages that link locations within and between any different dimensions in vanilla MC and mods that add dims.
This I FRIKKEN LOVE! This reminds me of a dream I had once. Big, long hallway with doors dotting both sides that led to different places both of this world and not. It was a rather dull dream, but I think it was building up to something, but then I woke up, ending it. It never came back :-(
Redstone integration -allow redstone on one door to "lock" the other door, to allow for traps/mazes, things like that.
This could be quite interesting for servers and adventure maps.
Some sort of destabilization system - Adding too many dim doors in one area will lead to serious issues.
Letting too many exotic energies crossover in one area? Me like. Too much energy and it could cause a whole host of problems, one that comes to mind is a mutated mob of some sort, if one manages to get into this area.
A depth system -Each pocket stacked deeper within a previous pocket will have different attributes, and I will also add another door that allows the player to move "up" in depth. One door type would move the player deeper, while another would move the player closer to the overworld, allowing for a sort of fast travel system.
Like I said further up, a dimensional "ladder" or sorts.
Now for those questions:
Should I leave the dims as actual pockets, or make them infinite?
Hmmmm... If I understand what you're asking is that should they be limited to a certain size (e.g 30x30 chunks), or be "infinite" like the usual dimensions in MC and other dim-adding mods? Honestly, I would go with either/or in this case.
Do you like the extremely disorienting feel of the pocket dim block texture?
Like I said, I haven't played with the mod yet, but judging by the picture you have on the OP, then yes. Pocket dimensions are essentially "accidental space" and thus are naturally higher in entropy or, rather, chaos.
I need a better name, I think. Pocket Dimensions? Dimensional Doors? Between? Spaces?
Name's are something I was never good at... But if I had to give it a shot, I would go with.... "The Between" or something to that effect.
I do apologize if this is a little sloppy, that's what I get for typing this at about 4 o'clock in the morning.
-add a distance multiplying system, so moving 30 blocks in a dim thats 4 deep will move the player an equivalent of 120 blocks in the overworld.
I think this goes against the whole 'pocket dimension' concept. And it's also pretty much what the Nether does. I really like the concept of "no matter how much you move, no matter how far you go, you are still behind THAT door".
-Thinking about ways to allow the player to link between multiple dims, and I have two ways of doing it so far, see what you think
One- add a 'bottom' dim, so that after nesting pockets a certain depth, you eventually arrive at sort of a connection place, where ALL pocket dim chains will eventually end up, regardless of what dim they started in. This way, you create a link from the overworld down deep enough through the pockets to the connecting dim, and when you arrive, any other links from any other world will be present.
the other way- Standing in a pocket dim, you can create an item (or something) within a pocket dim that you can use to create a door that will ALWAYS lead to that specific pocket dim.
I REALLY like the second option. The Mobius/Klein door. Just like how the dimensional doors contain the dimension they lead to, the Mobius/Klein door (since the Klein Bottle has no in or out) contains the dimension the were created in. (because of all the inside/out silliness)
I dunno. I really like the idea of the doors containing the dimensions, not the door 'leading to' the dimensions. Lots of shenanigans can be done with that. For example, since the pocket dimensions (it really doesn't matter if they're infinite with just a "fabric of reality" floor or not) are contained inside the doors, then you could create a "tunnel" of sorts. Like poking a hole in two bags and sewing them together. One way I think this could be done would be with an item that when used on the fabric of reality (by which of course I mean the black blocks) it returns another item. What the item looks like or how it's called doesn't really matter right now. The point is that that other item you get, you go to another pocket dimension and you right click another fabric of reality block and it creates a "tunnel" of sorts, which could take any form from a simple block that you right click to go through, or a 3x3 hole with a block that looks like the nether-portal blocks.
So the item would essentially be a needle with a thread, you go in one bag, stab that bag with the needle, go out that bag, go in another, and since the needle has a thread that leads from the first pocket dimension you stabbed, stabbing the current pocket dimension would pull those points in the bags together. Of course this metaphor is ridiculously horrible but I think you get the point.
Also apologies if that big paragraph turns out to be too much of a wall-o-text.
Also maybe unrelated but if you haven't nailed this decision down to stone, then I really think that breaking a dimensional door should give you a dimensional door, not an iron one (unless of course you make some sort of one-use door), and that dimensional door should always lead to the same pocket dimension, and no other "vanilla" dimensional doors should lead to it. I think it would be the best thing ever, actual "Pocket Dimensions". Also (oh gawsh so many also's) my suggestion for the name would definitely be that. Pocket Dimensions, or Dimensional pockets, or even leave it at dimensional doors, it really isn't a bad name.
-add a distance multiplying system, so moving 30 blocks in a dim thats 4 deep will move the player an equivalent of 120 blocks in the overworld.
I think this goes against the whole 'pocket dimension' concept. And it's also pretty much what the Nether does. I really like the concept of "no matter how much you move, no matter how far you go, you are still behind THAT door".
-Thinking about ways to allow the player to link between multiple dims, and I have two ways of doing it so far, see what you think
One- add a 'bottom' dim, so that after nesting pockets a certain depth, you eventually arrive at sort of a connection place, where ALL pocket dim chains will eventually end up, regardless of what dim they started in. This way, you create a link from the overworld down deep enough through the pockets to the connecting dim, and when you arrive, any other links from any other world will be present.
the other way- Standing in a pocket dim, you can create an item (or something) within a pocket dim that you can use to create a door that will ALWAYS lead to that specific pocket dim.
I REALLY like the second option. The Mobius/Klein door. Just like how the dimensional doors contain the dimension they lead to, the Mobius/Klein door (since the Klein Bottle has no in or out) contains the dimension the were created in. (because of all the inside/out silliness)
I dunno. I really like the idea of the doors containing the dimensions, not the door 'leading to' the dimensions. Lots of shenanigans can be done with that. For example, since the pocket dimensions (it really doesn't matter if they're infinite with just a "fabric of reality" floor or not) are contained inside the doors, then you could create a "tunnel" of sorts. Like poking a hole in two bags and sewing them together. One way I think this could be done would be with an item that when used on the fabric of reality (by which of course I mean the black blocks) it returns another item. What the item looks like or how it's called doesn't really matter right now. The point is that that other item you get, you go to another pocket dimension and you right click another fabric of reality block and it creates a "tunnel" of sorts, which could take any form from a simple block that you right click to go through, or a 3x3 hole with a block that looks like the nether-portal blocks.
So the item would essentially be a needle with a thread, you go in one bag, stab that bag with the needle, go out that bag, go in another, and since the needle has a thread that leads from the first pocket dimension you stabbed, stabbing the current pocket dimension would pull those points in the bags together. Of course this metaphor is ridiculously horrible but I think you get the point.
Also apologies if that big paragraph turns out to be too much of a wall-o-text.
I disagree with you.....that metaphor is freaking brilliant!!
Ok, released the biggest update yet. Got most of the glitches out, so the basic dim transportation/linking system works pretty well. Rifts now have a slightly improved animation, and they are beginning to have some level of interaction. Ive updated the op, so go check it out.
ToDo-
make rifts actually do something when clustered. I think I will make them spread, after all, spreading blocks are sorta my thing. The idea is that having an exposed rift alone isnt too bad. It might grow, but probably not. Having three or four though, is a problem. All the tears weaken the fabric more, so it starts to tear more. Baaaad. Right now rifts automatically delete the block they occupy once every so often, but I may add/change.
ability to seal rifts.
do the naturally generating stuff
textures. Kill me with a spoon.
Intrebute, I tend to agree with you about the fast traveling. Its also a nightmare to implement... I may leave the limited amount of travel the WWD allows, though, because it can be used for cool invasion type stuff. You put a wall in my way? Ok, ill just tunnel through time and space instead. Problem?
The Link Signature also functions more or less how you imagined it.
Attaching the dims to the door was my original plan, but by the time I figured out how to actually do that I was attached to my rift system. Anyway, I imagine it working like this- Think about the recipe, two doors and a ender pearl. When you place it, it tears a hole in space and "inflates" the other side into a little pocket. The two doors are then placed with one on either side, with the ender pearl bridging the gap. Destroying a door leaves that side of the gap exposed, hence the rift. With the animation it makes more visual sense now.
Either way, there is no possible way to access that pocket except by going through that rift/door, or creating a link to it starting from WITHIN the pocket.
Ultimate_omega, a lets play would be SICK. And if I can get the goggles to work, I may add something like that. In fact, I may make is so that the goggles make it easier to see in the pocket dims. We will see.
To everybody else, I promise Im reading everything, its just that I am more that a bit busy right now with school and life and this and this and then this, too. I seriously appreciate the input, and in the end the mod will be much better for it. Ill also give you credit, maybe name a random rift dim after you, who knows.
Ok, finally got the linking code all straightened. Its much more robust, and I can add stuff to it much easier. Its also way faster.
Now its time to start adding in the cool stuff, and test things to see how they PLAY, not just if they work. In this update I added a visual indicator that a rift exists at a certain location. Its just the fire smoke effect I know, and Ill be making a better one later. Placing either door type on a rift (or under, I guess) sends you to that rifts destination.
I also added the Link Signature item. It remembers where you crafted it, and when you use it, it creates a link from where you used it to where you crafted it, even across dimensions. I am not leaving this as is, because its too op I think. We will figure out a good way to make rifts.
Imo, making rifts should be a rather dangerous process if its not conducted inside the confines of a door. Think black hole/ inter-dimensional tears sucking the world into oblivion type stuff.
As of right now, rifts not contained by a door destroy the block they occupy ever so often. Expect this to do other stuff later.
Next on my list-
Finish off core functionality.
-balanced method to create links between dimensions
-remove bedrock from pockets
Make rifts do cool stuff, like consume blocks around them
-rifts may slowly exchange blocks around them with the black dim blocks
-lots of rifts in one area will be bad. Think thinny from the dark tower novel.
add naturally generating rifts
-lead to a different type of pocket dim that is infinite. Usually these will contain ruins/items/mobs, but rarely they will be a nexus that links to other rifts scattered around the world
-I havent decided if I will let the player generate these infinite dims. If I do, it will not be a safe process.
add "unstable" rifts, that change destination dim every time they are used.
-can be controlled eventually, allowing for a single door to lead to many locations.
And just like that I no longer like the mod. Disappointing really.
Rollback Post to RevisionRollBack
IM NOT BLUE XEPHOS I ACCIDENTLY NAMED MY SELF CLOSE... I DIDENT KNOW XEPHOS EXISTED UNTIL LATER IN MY ACCOUNT (i honestly dident know some one with 2 letters off from me existed when i started my account.).
And just like that I no longer like the mod. Disappointing really.
I guess the modder would expect more details regarding your opinion. You express a rather strong dislike in your post but fail to tell what exactly makes you dislike it. It is a WIP, so the modder is experimenting with the mod and definitely needs your suggestions of how to make the mod better.
So the rifts reminded me of something and ı thought I should tell it you guys
a three book series ı once read called "His Dark Materials" I think they made the first book into a movie(The Golden Compass) but it flopped or something anyways in the second book "The Subtle Knife" the main characters find a knife(Which as you may have guessed is named the subtle knife or later on "Æsahættr" which apparently means God-Destroyer) that has such a fine edge that it's user can use it to open gates to other dimensions/alternate realities
(In the book this is explained as the knife being stabbed into super small pieces of emptiness(rifts) and then cutting through reality to expand them into a proper size)
More info:http://hdm.wikia.com.../wiki/Æsahættr(though a big part of the page is irrelevant )
While I don't know what good this would be maybe it will help one you come up with some ideas
I think the end product will be brilliant. Thanks for the mod!
I guess the modder would expect more details regarding your opinion. You express a rather strong dislike in your post but fail to tell what exactly makes you dislike it. It is a WIP, so the modder is experimenting with the mod and definitely needs your suggestions of how to make the mod better.
So the rifts reminded me of something and ı thought I should tell it you guys
a three book series ı once read called "His Dark Materials" I think they made the first book into a movie(The Golden Compass) but it flopped or something anyways in the second book "The Subtle Knife" the main characters find a knife(Which as you may have guessed is named the subtle knife or later on "Æsahættr" which apparently means God-Destroyer) that has such a fine edge that it's user can use it to open gates to other dimensions/alternate realities
(In the book this is explained as the knife being stabbed into super small pieces of emptiness(rifts) and then cutting through reality to expand them into a proper size)
More info:http://hdm.wikia.com.../wiki/Æsahættr(though a big part of the page is irrelevant )
While I don't know what good this would be maybe it will help one you come up with some ideas
Yea, it's sorta how I have already been imagining it.
I think the end product will be brilliant. Thanks for the mod!
I guess the modder would expect more details regarding your opinion. You express a rather strong dislike in your post but fail to tell what exactly makes you dislike it. It is a WIP, so the modder is experimenting with the mod and definitely needs your suggestions of how to make the mod better.
All of the features he added in the latest update I dislike. The last version was much better. As Ive said and Config for a Majority of the features would fix alot of this.
IM NOT BLUE XEPHOS I ACCIDENTLY NAMED MY SELF CLOSE... I DIDENT KNOW XEPHOS EXISTED UNTIL LATER IN MY ACCOUNT (i honestly dident know some one with 2 letters off from me existed when i started my account.).
It would look like this:
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wrong, it would probably be like this....
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End
Now its time to start adding in the cool stuff, and test things to see how they PLAY, not just if they work. In this update I added a visual indicator that a rift exists at a certain location. Its just the fire smoke effect I know, and Ill be making a better one later. Placing either door type on a rift (or under, I guess) sends you to that rifts destination.
I also added the Link Signature item. It remembers where you crafted it, and when you use it, it creates a link from where you used it to where you crafted it, even across dimensions. I am not leaving this as is, because its too op I think. We will figure out a good way to make rifts.
Imo, making rifts should be a rather dangerous process if its not conducted inside the confines of a door. Think black hole/ inter-dimensional tears sucking the world into oblivion type stuff.
As of right now, rifts not contained by a door destroy the block they occupy ever so often. Expect this to do other stuff later.
Next on my list-
Finish off core functionality.
-balanced method to create links between dimensions
-remove bedrock from pockets
Make rifts do cool stuff, like consume blocks around them
-rifts may slowly exchange blocks around them with the black dim blocks
-lots of rifts in one area will be bad. Think thinny from the dark tower novel.
add naturally generating rifts
-lead to a different type of pocket dim that is infinite. Usually these will contain ruins/items/mobs, but rarely they will be a nexus that links to other rifts scattered around the world
-I havent decided if I will let the player generate these infinite dims. If I do, it will not be a safe process.
add "unstable" rifts, that change destination dim every time they are used.
-can be controlled eventually, allowing for a single door to lead to many locations.
I think I'll be lurking around here quite a bit in the future, I like this kind of thing. A lot.
...Well, maybe not lurking per se; I'll be throwing suggestions out there every now and again. This is a mod that I think I could really get behind. I think once it's a little more, I want to say, "fleshed out," I will definitely do a mod spotlight here.
Later on, I'll start chewing through some of the things that are on the OP, such as those questions you had just before the end of it.
Overall: I like this mod; I do. Like I posted just above in Post #54, it really is getting to the point where there is a mod for just about anything nowadays, not that I'm against that. Heck no. I must say that this mod has the definite potential to be one of those 'great' ones in the future. Now, I will say that I haven't played with it, but will as soon as I get the chance.
Type of Door Directing Travel: I like this notion a lot, what with the iron doors sending you deeper into the "In Between" and the the wooden doors bringing you back up the dimensional "ladder." Although, another option is to reverse this, the iron doors, being tougher to make, should allow you to make your way back to the Overworld, thus forcing the player to consider whether or not they want to invest the resources needed in order to explore the pocket dimensions. This goes along with the notion that, "It is easier to destroy (go down the "ladder") than to build (go up the "ladder")."
Yeah, well okay. A lot of WIP mods have textures that are rather bad, that's just the way the cookie crumbles unfortunately.
Different types of doors? Okay, I can see that. Carrying the pocket dim with the door? That could help if you need to escape and fast; throw down the door, go through, break it from the pocket dim side to close the gap, then use an established pocket network to get back home, I like that. Pulling chunks from the world where they are placed? To be honest, I'm iffy on that one at best. Also, what do you mean by weapon?
This I can get behind. Or better yet, you have to make the Rift Goggles first in order to see the rifts, then place a door on that spot to force the gap open and let the player through. The rifts themselves should be generated randomly around the world, but a number of them should lead to said unique pockets with treasure, and mobs. I'm not so sure on bosses though. And a Rift Eraser? That could help, not sure how though...
This I FRIKKEN LOVE! This reminds me of a dream I had once. Big, long hallway with doors dotting both sides that led to different places both of this world and not. It was a rather dull dream, but I think it was building up to something, but then I woke up, ending it. It never came back :-(
This could be quite interesting for servers and adventure maps.
Letting too many exotic energies crossover in one area? Me like. Too much energy and it could cause a whole host of problems, one that comes to mind is a mutated mob of some sort, if one manages to get into this area.
Like I said further up, a dimensional "ladder" or sorts.
Now for those questions:
Hmmmm... If I understand what you're asking is that should they be limited to a certain size (e.g 30x30 chunks), or be "infinite" like the usual dimensions in MC and other dim-adding mods? Honestly, I would go with either/or in this case.
Like I said, I haven't played with the mod yet, but judging by the picture you have on the OP, then yes. Pocket dimensions are essentially "accidental space" and thus are naturally higher in entropy or, rather, chaos.
Name's are something I was never good at... But if I had to give it a shot, I would go with.... "The Between" or something to that effect.
I do apologize if this is a little sloppy, that's what I get for typing this at about 4 o'clock in the morning.
I think this goes against the whole 'pocket dimension' concept. And it's also pretty much what the Nether does. I really like the concept of "no matter how much you move, no matter how far you go, you are still behind THAT door".
-Thinking about ways to allow the player to link between multiple dims, and I have two ways of doing it so far, see what you think
One- add a 'bottom' dim, so that after nesting pockets a certain depth, you eventually arrive at sort of a connection place, where ALL pocket dim chains will eventually end up, regardless of what dim they started in. This way, you create a link from the overworld down deep enough through the pockets to the connecting dim, and when you arrive, any other links from any other world will be present.
the other way- Standing in a pocket dim, you can create an item (or something) within a pocket dim that you can use to create a door that will ALWAYS lead to that specific pocket dim.
I REALLY like the second option. The Mobius/Klein door. Just like how the dimensional doors contain the dimension they lead to, the Mobius/Klein door (since the Klein Bottle has no in or out) contains the dimension the were created in. (because of all the inside/out silliness)
I dunno. I really like the idea of the doors containing the dimensions, not the door 'leading to' the dimensions. Lots of shenanigans can be done with that. For example, since the pocket dimensions (it really doesn't matter if they're infinite with just a "fabric of reality" floor or not) are contained inside the doors, then you could create a "tunnel" of sorts. Like poking a hole in two bags and sewing them together. One way I think this could be done would be with an item that when used on the fabric of reality (by which of course I mean the black blocks) it returns another item. What the item looks like or how it's called doesn't really matter right now. The point is that that other item you get, you go to another pocket dimension and you right click another fabric of reality block and it creates a "tunnel" of sorts, which could take any form from a simple block that you right click to go through, or a 3x3 hole with a block that looks like the nether-portal blocks.
So the item would essentially be a needle with a thread, you go in one bag, stab that bag with the needle, go out that bag, go in another, and since the needle has a thread that leads from the first pocket dimension you stabbed, stabbing the current pocket dimension would pull those points in the bags together. Of course this metaphor is ridiculously horrible but I think you get the point.
Also apologies if that big paragraph turns out to be too much of a wall-o-text.
Also maybe unrelated but if you haven't nailed this decision down to stone, then I really think that breaking a dimensional door should give you a dimensional door, not an iron one (unless of course you make some sort of one-use door), and that dimensional door should always lead to the same pocket dimension, and no other "vanilla" dimensional doors should lead to it. I think it would be the best thing ever, actual "Pocket Dimensions". Also (oh gawsh so many also's) my suggestion for the name would definitely be that. Pocket Dimensions, or Dimensional pockets, or even leave it at dimensional doors, it really isn't a bad name.
ToDo-
make rifts actually do something when clustered. I think I will make them spread, after all, spreading blocks are sorta my thing. The idea is that having an exposed rift alone isnt too bad. It might grow, but probably not. Having three or four though, is a problem. All the tears weaken the fabric more, so it starts to tear more. Baaaad. Right now rifts automatically delete the block they occupy once every so often, but I may add/change.
ability to seal rifts.
do the naturally generating stuff
textures. Kill me with a spoon.
Intrebute, I tend to agree with you about the fast traveling. Its also a nightmare to implement... I may leave the limited amount of travel the WWD allows, though, because it can be used for cool invasion type stuff. You put a wall in my way? Ok, ill just tunnel through time and space instead. Problem?
The Link Signature also functions more or less how you imagined it.
Attaching the dims to the door was my original plan, but by the time I figured out how to actually do that I was attached to my rift system. Anyway, I imagine it working like this- Think about the recipe, two doors and a ender pearl. When you place it, it tears a hole in space and "inflates" the other side into a little pocket. The two doors are then placed with one on either side, with the ender pearl bridging the gap. Destroying a door leaves that side of the gap exposed, hence the rift. With the animation it makes more visual sense now.
Either way, there is no possible way to access that pocket except by going through that rift/door, or creating a link to it starting from WITHIN the pocket.
Ultimate_omega, a lets play would be SICK. And if I can get the goggles to work, I may add something like that. In fact, I may make is so that the goggles make it easier to see in the pocket dims. We will see.
To everybody else, I promise Im reading everything, its just that I am more that a bit busy right now with school and life and this and this and then this, too. I seriously appreciate the input, and in the end the mod will be much better for it. Ill also give you credit, maybe name a random rift dim after you, who knows.
And just like that I no longer like the mod. Disappointing really.
I guess the modder would expect more details regarding your opinion. You express a rather strong dislike in your post but fail to tell what exactly makes you dislike it. It is a WIP, so the modder is experimenting with the mod and definitely needs your suggestions of how to make the mod better.
(In the book this is explained as the knife being stabbed into super small pieces of emptiness(rifts) and then cutting through reality to expand them into a proper size)
More info:http://hdm.wikia.com.../wiki/Æsahættr(though a big part of the page is irrelevant )
This.
Yea, it's sorta how I have already been imagining it.
You could now, or you could wait till its done. Or do both!
All of the features he added in the latest update I dislike. The last version was much better. As Ive said and Config for a Majority of the features would fix alot of this.