In the first week of January I will begin to make changes to the mod page on my blog, so if you're still using the old version (pre-rewrite) I suggest you go read them up before the information gets updated.
Recommended you use Forge 482 or later, due to an important fix in FML.
If you are having issues, be sure to read the FAQ before asking something that's been addressed a thousand times.
We now have a wiki! Feel free to contribute to it here!
Just to clear things up, I DID NOT use the same method as the CCTV mod to make portals see through. Its a completely different way.
IF YOU DO NOT GIVE ME A CRASH REPORT I CANNOT HELP YOU.
The old portal gun trailer back in Beta 1.3_01. Good times.
A little short I made:
Some other videos:
Here's a really good trailer made by Volxleet
Here's an awesome mod spotlight by Direwolf20, explaining what's new in v2.
Here's the sequel to his spotlight, showcasing the new features added since his last video
Here's a really awesome mod spotlight by PureSalvation17, showing off what's in the mod including turrets in 1.1.0v5!
Another one from Kane_Hart, also explaining what's new.
This here's a nice remake of the Portal 2 ending by gruntpie224
================================================== Uses Minecraft Forge 18.104.22.1689 or later. Uses block IDs 204, 205 and 206, item IDs 13200+, net IDs 150+ by default. Can be changed in properties file. Specific parts of the mod can be disabled to free up block/item IDs if required.
The properties file can be found in the /config/ folder.
Thanks to Valve for the original game concept and sounds.
- Dedicated server properties files come in two places. One in the world save folder, one in the /config/ folder.
- The difference is the one in the /config/ folder are for block/item/net IDs etc while the one in the world save folder is for directly changing (mostly) gameplay mechanics.
- The mod adds several commands which can be listed down by typing "pg" in the server console of "/pg" as an Op.
- These include changing mod properties in-game, as well as clearing out portals.
Mod Part 0:
Default Portal Gun
Atlas' Portal Gun
P-Body's Portal Gun
Fire Portals with the left and right mouse buttons.
Zoom in and out with the middle mouse button.
Grab blocks or entities with the "G" button.
Reset portals with the "R" button.
For the bacon gun, the portal's colour is randomly generated. However, it can be defined in the properties file.
This is your special set of portals on SMP. Unique per individual.
When placed, a GUI will pop up asking you to set the colour, and if the portal stays open if redstone power is cut.
When powered with redstone, it will spawn a portal based on the colour you set.
Portal Gun Pedestals
Accepts any type of portal gun.
Automatically fire portals when it receives redstone current.
Portal Gun can be retrieved by right clicking or walking into them
Single Coloured Default Portal Gun
Fires only one type of portal.
Will automatically merge with the single coloured portal gun of the other colour to form a dual portal gun.
Can also be crafted together.
Long Fall Boots
Negates all your falling damage when worn!
Fuel option NEW 1.3.2v1
You can now enable a fuel option in 1.3.2v1 onwards in the config file.
The fuel that the portal gun uses is in form of Ender Pearl Dust.
One ender pearl dust is used every time you fire a portal.
If you run out of ender pearl dust the portal gun will dim and refuse to fire.
Mod Part 1:
Weighted Storage Cube
Placing it in the world and right clicking it with a rose will transform it into a companion cube!
Whilst in your inventory, the companion cube will help heal you every 5 seconds!
Incinerating the cube (How could you!?) will cause it to leave behind a recorded message.
Smelting the disc will cause the plastic to deteriorate, changing the entire track!
Crafting two of the first discs together will also change the track.
Plays the radio loop record repeatedly.
Can be turned off with right click (configurable)
Weighted Storage Cube Vent
Weighted Companion Cube Vent
Placed on ceilings.
Requires redstone power.
Cubes deployed cannot be broken.
Redeploys new cube if redstone is still supplied and cube gets destroyed.
Right clicking the cube with cyan dye will make it bouncy! Get rid of the bounciness by putting it in water. (Initially a request by TheFrogMC for the portal 2 gels mod, but I found it too fun to make it exclusive to that mod)
Mod Part 2:
Material Emancipation Grid
These are placed from wall to wall, and has a maximum range of 15 blocks.
Pouring fluid through it will disable it.
These grids have several modes, which are configurable in the properties file.
These grids are also configurable to have to be redstone powered.
Mod Part 3:
(Model made in Techne)
Shoots anything, configurable in properties file.
Has range of 20 blocks, also configurable.
Fires 20 bullets a second.
Will die if pushed over.
When sentry turrets get smelted, their sleek body polish melts off and their circuits gets messed up!
Mod Part 4:
Aerial Faith Plates
Can be placed on floors, walls and ceilings.
Wall plates can be oriented to look upwards or downwards.
Right click to adjust the power.
Can be set to be redstone powered to work.
Electronic Intelligence Indicator
Intelligently indicates if it is indirectly being powered by redstone
Warning: Will not increase intelligence if ingested.
Mod Part 5:
High Energy Pellet Launcher
Launches a High Energy Pellet when powered by redstone.
High Energy Pellets disintegrates living things on contact (Configurable to knockback)
High Energy Pellets spontaneously combusts if it bounces too many times, travels too far or lives for too long.
High Energy Pellet Catcher
Catches a High Energy Pellet to provide redstone power.
Can be sneak right-clicked to release caught High Energy Pellet.
Mod Part 6:
Discouragement Beam Emitter
Forms a high powered laser when powered with redstone!
Lasers travel 40 blocks maximum from the last object portal/cube it goes through, to a maximum of 20 objects (This is so to prevent any overloading of the game)
Can be configured to cause damage to living creatures.
Due to my limitation in Mathematics, lasers will only go directly vertical, even when going through a wall portal at an angle into a ceiling/floor portal. (Sorry!)
Discouragement Beam Catcher
Receives laser as its input to produce redstone power.
Discouragement Beam Sensor
Detects the presence of a laser going through it to produce redstone power.
Discouragement Redirection Cube
Refracts a Thermal Discouragement Beam to the direction it faces.
Grabbed with the G (default) button.
Becomes bouncy if right clicked with cyan dye!
Discouragement Redirection Cube Vent
Check Weighted Cube Vents for info.
Will temporarily save player status, portals, and portal entities at the moment when the player walks pass it, set in the GUI.
Restores the above when the player dies and respawns (Note, this will move you away from your bed [if present] after you respawn).
Also can power redstone 2 blocks below it like pressure plates.
1. Go to your minecraft folder. (If you don't know how to, look it up)
2. Place the zip file in the /mods/ folder and run the game.
3. If you want to change a setting (eg: a block id), go to /config/ and open "PortalGun.properties" with your favourite text editor.
1. Drop the zip in the /mods/ folder of the server root folder.
- The mod requires Forge 22.214.171.1240 or later.
- The mod DOES NOT auto resolve ID issues like some other mods.
- Do check the default properties file, enough comments have been added for your understanding.
- The server only works on VANILLA server at the moment.
================================================== Known issues:
- If your screen turns black or freezes when there's a portal around, disable see through portals
as that is causing the issue.
- See through portals are NOT PERFECT. This means there may be conflicts with other GUIs and such.
If the issues caused by it are unbearable, turn it off or set to static image.
- Advanced OpenGL being enabled causes flickering issues with see through portals.
- The sky will flicker while you're in your inventory and looking at a see through portal.
Portal in Minecraft now has a wiki! Feel free to contribute to it!
Many thanks to ALeone for starting it up.
Feel free to posts your maps here!
Do note that I only accept mods that use 1.1.0v2 or later.
If you want to make a change to the the properties, use the world properties file, in the save directory! Just make sure worldOverride is set to 1 and all is good!
If you are posting in the forums, be sure to title your map with the prefix [Portal]!
If you feel your blockID should not be picked up by the gun, feel free to add it to the mod's block grabbing blacklist. Simply execute this function once. Can be metadata specific.
portalgun.common.PortalGun.addBlockIDToGrabList(int blockID, int metadata);
If you feel that your entity should not be targeted by turrets, execute this function once on load.
================================================== Texture Replacements:
Don't like the textures that come with the mod? Feel free to replace them with these! Note: I provide absolutely no support for these.
Feel free to set this as your signature!
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (iChun, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission
[quote=iChun][quote=Omnomnom24]I have one gripe/suggestion, but I think it's a valid one.
You're using 8 blockids, however you've got it so they can't be set higher than 117.
In an updated version, can you please make it so that it can be used up to blockid 255, it'd make it a lot easier on some of us I'm sure.
Yeah, i know about that :/ but my friend has been pushing me to release it, so I just released it as is now (a small list of issues are in the back of my mind)
But as i have ongoing exams at the moment, i won't be updating till next week (where hopefully, i can fix some issues and reduce blockIds used)
Hey, nobody's 1st mod is perfect, right?[/quote]
It's all good matey, I understand that exams come first, trust me. Your mod is amazing, so please don't think I was trying to bash it in any way, was just a friendly suggestion :]
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'im not retarded and i have social skills and competence i may lack spelling but i could pwn u and ur horribal guild any day of the week' -Hasao0012
It's all good matey, I understand that exams come first, trust me. Your mod is amazing, so please don't think I was trying to bash it in any way, was just a friendly suggestion :][/quote]
No problem about it. As i said, that was already in the list of issues in the back on my mind. Just glad you like it.
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If you're going to PM me, please read this first...