• 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Baughn
    Sweet. Well, I'm hoping there'll be a new build up by the time I get back from reading, so I can get back in the game without having to restore my player file from backup. :-)


    Sadly, I am not going to be able to build anything new this weekend because I made a quick trip out of town. Hopefully on monday I will go through and fix all of these bugs that have been mentioned, I have a good idea what is causing most of them.

    Quote from Baughn
    So I patched TransientDoor.java with what I think is the right code, built, and got.. what appears to be an 1.5 mod for my troubles. Any hopes of getting the 1.6.4 source? There's an 1.6 branch, but it still has the 1.5 build file.


    That code is for 1.6.2, but yea, my buildfile is still the one from 1.5.2. The 1.6 build I posted is one I build locally. You could download forge and recompile it that way, but thats a good deal of trouble. The easier solution in the interim would be to probably fly through the portals instead of walking, or toss an item through them to close the transient portals, and replace with a wooden door.

    You can also submit a PR to that branch if you would like.

    Quote from beewyka819
    Wait, so if you dont get out of limbo before the big eye opens your stuck there? thats a bit cruel, why not make it so that if the eye is fully open you need to get out of limbo by taking a much harder route, like making a portal and the blocks of it are really rare, idk, just a way so you can always get out.


    The big eye in limbo is just graphical at the moment, getting out of limbo is the same as before. Walk downwards until you find the pools, then hop in!

    However, limbo will be the focus of the next major feature update, which is coming soon after I fix these issues.

    Quote from Creepermagn3t
    I ran into a wierd bug,going through dimensional door (iron door,random location) sometimes teleports you into a massive unloaded chunk (one that doesn't load at all,ever),causing you to very slowly fall into void and die, everything looks like cross-section of the generated world,it doesn't crash the game though,and fps is normal although you fall VERY slowly,that bug seems to be quite rare though. Even then its great mod,being in a hallway full of treasure chests,accidentally setting off a trap causing everything to blow up,and all of a sudden, red eyes appear all over the place,staring at you...


    That trap used to be absolutely brutal. It essentially required the player to sprint forward the second the dungeon generated or it would kill them. Know it has start lights and is a proper deadmans switch.

    That bug is caused by MC apparently just deciding to not generate the chunk you are standing in. If it happens, just log out and log back in. I think its related to the bug where you respawn out of limbo underground, too. I have honestly no idea why that keeps happening- its really stupid, and I have done like 4 different things to ensure that the player's location is set properly. I imagine I will have to set a sort of tick handler to 'hold' the player in position for a second or two.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from codebracker0

    No offence but that's just lame, we already have rifts that spread when touching and "limbo versions of mobs" is the most unoriginal idea ever.
    On the other hand I managed to crash the game in:
    1 aptempt
    4 minutes (because I had to find a dungeon)
    2 doors (including the one I entered trough)

    ---- Minecraft Crash Report ----// Why is it breaking :( Time: 8.11.2013 19:59Description: Exception ticking worldjava.lang.NullPointerExceptionat net.minecraft.world.gen.ChunkProviderServer.func_73156_b(ChunkProviderServer.java:324)at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:184)at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace:at net.minecraft.world.gen.ChunkProviderServer.func_73156_b(ChunkProviderServer.java:324)at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:184)-- Affected level --Details:Level name: DimDoor testAll players: 0 total; []Chunk stats: ServerChunkCache: 341 Drop: 342Level seed: 8997022297359341210Level generator: ID 00 - default, ver 1. Features enabled: falseLevel generator options:Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)Level time: 0 game time, 0 day timeLevel dimension: 0Level storage version: 0x00000 - Unknown?Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)Level game mode: ~~ERROR~~ NullPointerException: nullStacktrace:at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)-- System Details --Details:Minecraft Version: 1.5.2Operating System: Windows 7 (amd64) version 6.1Java Version: 1.7.0_25, Oracle CorporationJava VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle CorporationMemory: 318175800 bytes (303 MB) / 559087616 bytes (533 MB) up to 954466304 bytes (910 MB)JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1GAABB Pool Size: 210797 (11804632 bytes; 11 MB) allocated, 30 (1680 bytes; 0 MB) usedSuspicious classes: FML and Forge are installedIntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 26 mods loaded, 26 mods activemcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableFML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableForge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableCodeChickenCore{0.8.6.13} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableNotEnoughItems{1.5.2.23} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableDamageIndicatorsMod{2.7.0.1} [Damage Indicators] (1.5.2 DamageIndicators v2.7.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableAnimatedPlayer{1.2.0} [Animated Player Mod] (Animated Player v1.2.0 mc1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableBuildCraft|Core{3.5.3} [BuildCraft] (BuildCraft-Mod-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableBuildCraft|Builders{3.5.3} [BC Builders] (BuildCraft-Mod-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableBuildCraft|Energy{3.5.3} [BC Energy] (BuildCraft-Mod-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableBuildCraft|Factory{3.5.3} [BC Factory] (BuildCraft-Mod-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableBuildCraft|Transport{3.5.3} [BC Transport] (BuildCraft-Mod-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableBuildCraft|Silicon{3.5.3} [BC Silicon] (BuildCraft-Mod-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Availablemod_ChatBubbles{3.1.4.4.0} [mod_ChatBubbles] (ChatBubbles152_5049714.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableThaumcraft{3.0.5c} [Thaumcraft] (Thaumcraft3.0.5c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableDartCraft{Beta 0.1.16} [DartCraft] (DartCraft Beta 0.1.16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableDimDoors{1.5.2R1.4.1RC1} [Dimensional Doors] (DimensionalDoors-1.5.2R1.4.1RC1-238.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableiChunUtil{1.0.1} [iChunUtil] (iChun-Util-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableGraviGun{1.5.1} [GraviGun] (Gravity-Gun-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Availablemod_HouseholdGods{$5.99} [Household Gods] (hhgSMP5.17.2013(1.5.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Availableinventorytweaks{1.54b} [Inventory Tweaks] (Inventory-Tweaks-Mod-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableNatura{1.5.1_2.1} [Natura] (Natura_2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableNatura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Availablesecretroomsmod{4.6.0} [SecretRoomsMod] (SecretRoomsMod-universal-4.6.0.283.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableThaumicTinkerer{1.0.1} [Thaumic Tinkerer] (Thaumic-Tinkerer-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableVending{1.0.8} [Vending] (True-Randomite-Mod-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->AvailableProfiler Position: N/A (disabled)Vec3 Pool Size: 232 (12992 bytes; 0 MB) allocated, 223 (12488 bytes; 0 MB) usedPlayer Count: 1 / 8; [EntityPlayerMP['Codebracker0'/206, l='DimDoor test', x=667,50, y=55,00, z=394,50]]Type: Integrated Server (map_client.txt)Is Modded: Definitely; Client brand changed to 'fml,forge'
    Sorry I have no idea how to do a spoiler. That actually worked? Cool.
    BTW the crash could have something with me playing on a potato-grade laptop.
    I'm helping!



    That's actually a strange crash. Did it only happen once, or is it repeatable? If this is recurrent, I'll have to do some digging.


    As for dungeons not generating, I did make them rarer, for sure. They are generating for me, though. Try genning a new world, flying around for a sec, then placing and entering a unstable door. It should tp you to one.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from g17123

    Try making it posible to make liquid fabric of reality and it should replace the fabric of reality blocks in limbo since it generates in ponds.


    I've actually been looking at registering a forge fluid for that, but I would want it to have interesting properties, like flowing up slopes, being solid to the player, I don't know. First I want to get this all good and stable, though!

    Quote from whahaha

    Hey Steven,

    This isn't DimDoors related, but may I have your permission to include the Grey Goo Mod in a 1.4.7 modpack to be distributed publicly via the ATLauncher? I know the project's been passed on to LegioXV in a way, so I figured I'd post here.

    Thanks.

    Permission granted!

    Quote from Baughn

    Things appear to be working after I set the IDs in your config file, so that's good.

    Well, except I've been flying for quite some time now without finding a single generated door. Because of ATG, perhaps?

    EDIT: And I just saw a pocket dimension biome in the overworld. Nothing obviously askew, though... wait, here's a portal! Yay! ...oops.

    Stepping through it gave me an exception, and now will not let me back in:

    2013-11-09 01:46:07 [WARNING] [Minecraft-Server] Failed to handle packet for Baughn/10.19.2.164: net.minecraft.util.ReportedException: Colliding entity with tile
    net.minecraft.util.ReportedException: Colliding entity with tile
    at net.minecraft.entity.player.EntityPlayerMP.localOnUpdateEntity(jv.java:1021)
    at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(jv.java:973)
    at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:304)
    at net.smart.moving.playerapi.NetServerHandler.func_72498_a(NetServerHandler.java:24)
    at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
    at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
    at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
    at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
    at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
    Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/particle/EntityFX
    at StevenDimDoors.mod_pocketDim.blocks.TransientDoor.enterDimDoor(TransientDoor.java:30)
    at StevenDimDoors.mod_pocketDim.blocks.BaseDimDoor.func_71869_a(BaseDimDoor.java:64)
    at net.minecraft.entity.Entity.func_70017_D(Entity.java:1018)
    at net.minecraft.entity.Entity.func_70091_d(Entity.java:951)
    at net.minecraft.entity.player.EntityPlayerMP.func_70091_d(jv.java:741)
    at net.minecraft.entity.EntityLivingBase.func_70612_e(EntityLivingBase.java:1691)
    at net.minecraft.entity.player.EntityPlayer.func_70612_e(EntityPlayer.java:1900)
    at net.minecraft.entity.player.EntityPlayerMP.func_70612_e(jv.java:759)
    at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2033)
    at net.minecraft.entity.player.EntityPlayer.func_70636_d(EntityPlayer.java:608)
    at net.minecraft.entity.player.EntityPlayerMP.localOnLivingUpdate(jv.java:854)
    at api.player.server.ServerPlayerAPI.onLivingUpdate(ServerPlayerAPI.java:4284)
    at api.player.server.ServerPlayerAPI.onLivingUpdate(ServerPlayerAPI.java:4269)
    at net.minecraft.entity.player.EntityPlayerMP.func_70636_d(jv.java:842)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
    at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:342)
    at net.minecraft.entity.player.EntityPlayerMP.localOnUpdateEntity(jv.java:979)

    A bit of googling suggests this may be client-side code running on the server?


    Ok, easy fix for that one. It's trying to teleport the walking particle effects for some reason, which don't exist in the server. I just forgot to check for that.

    That biome definitely shouldn't be appearing in the overworld either, probably an ID collision.

    Quote from Gemannihilator

    It's not game breaking or stopping people from playing on my server or anything, but my server console is just getting spammed with this message:
    2013-11-09 10:43:09 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:43:09 [INFO] [STDOUT] Saved successfully!
    2013-11-09 10:43:54 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:43:54 [INFO] [STDOUT] Saved successfully!
    2013-11-09 10:44:39 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:44:39 [INFO] [STDOUT] Saved successfully!
    2013-11-09 10:45:24 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:45:24 [INFO] [STDOUT] Saved successfully!
    2013-11-09 10:46:09 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:46:09 [INFO] [STDOUT] Saved successfully!
    2013-11-09 10:46:54 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:46:54 [INFO] [STDOUT] Saved successfully!
    2013-11-09 10:47:39 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:47:39 [INFO] [STDOUT] Saved successfully!
    2013-11-09 10:48:24 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:48:24 [INFO] [STDOUT] Saved successfully!
    2013-11-09 10:49:09 [INFO] [STDOUT] Writing Dimensional Doors save data...
    2013-11-09 10:49:09 [INFO] [STDOUT] Saved successfully!

    Like I said, it's not causing any problems really, I'd just like to know why it's happening.


    Is saving more that it should for sure, I'll have too look at what's calling which events. It should only save when minecraft saves, and I have that printing so I can tell it's saving correctly during beta.

    Quote from Creepermagn3t

    Not sure if it has been asked before,but has the "chunk reset" bug been fixed? (One that might cause chunks to reset which wipes out all player built/placed things) I remember reading from somewhere that such bug exists,at least at some point it did. Also,how safe in your opinion it is to play demo version of this mod? I delete worlds very often,meaning it wont mess up any of them (hopefully it won't anything else either). Still,been waiting for a long time to try this mod,can't wait to explore Limbo along with other places


    Well, limbo isn't much for exploring at the moment, heh. The dungeons are cool, though. It shouldn't reset chunks, either. As you can read from this thread, there are some issues with the current version, but none of them seem game-destabilizing.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from Baughn

    ~snip~


    Huh. Looks like I am either grabbing my ID container before id resolver does its thing, or something horrible. I'm definitely not hard coding ids though, heh. Does your id fixer actually modify the config file? If it not, then try manually changing the ids and see if that behaves differently. From what I have seen, mods that try to automatically resolve ID conflicts tend to cause lots of problems. Im almost positive manually changing the ID in my config will fix it.

    Other than that, your analysis is pretty close, except that I am generating what I think is my block and attaching my TE to it, but 'my block' is actually a different block from soulshards. When that block updates, it crashes trying to do a cast.

    Ill look into it more closely this weekend.

    Though strictly speaking, this crash is caused by soulshards doing an unchecked cast.

    One other thing, those are nowhere near my default IDs. I start at 1970 and go to 1981. I wonder how that happened?

    Quote from sadris
    Can you preserve momentum when traveling through doors? I'm trying to build a cross-dimensional railcart system without mystcraft. Also how do you prevent the doors from closing every time you travel through them?


    Momentum has baffled me since I started with minecart code. Its really, really, reallly weird what is actually happening in there. Try rotating one of the doors 180 degrees.

    You cant, otherwise you can make teleport loops that can crash servers. Instead, use a detector rail.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Just wanna say, awesome mod! Those Eyeballs gave me nightmares for days :o Anyway, do you think that you could eventually make it so instead of the blue plasma, you can actually "see" through the door into the pocket?


    Like what codebracker said, probably not. Its just really not feasible with the current client/server structure, particular with any efficiency. Each door would have to essentially be another minecraft client, always loaded, running once for every door, for every client. So if I have 5 doors and 5 players on a server, each client has to run 5 phantom players, and then the server has to run 5 phantom players for every single client. That's O(n) for the clients and O(n^2) for the server, in a very generalized non-computersciency way.

    Quote from Baughn
    Some of your preferred item IDs are already taken (by Forestry, looks like). That's not a big deal for me, since I'm using idfix on my server, but I believe there's a central ID registry somewhere; you should look into that. Can't find it at the moment, though.


    Tell me if you find that, id love to see it!

    Quote from RiftPhantom
    Firstly, congratulations - it takes a LOT to frighten me, but the slow opening of those horrifyingly subtle eyes, followed by my sudden arrival in limbo made me minimize my game with a definite yelp. Great fun~ Secondly, I seem to have arrived in a room consisting solely of a purple sad face. Is this signifying a dungeon generation crash, or is it intended? ...Wait a second, it's you! The guy that wrote the grey goo mod! Hah, no wonder this one is good~


    Haha yessss thats the reaction I hope for!

    And yea, its not a crash per say, but something got lost along the way. Ill look into it.

    Hehe; the grey goo mod will be updated eventually, by me or this other guy who is trying currently.

    They both have similarities, I guess. Both make you think that whats going on really cant be good for the world, though the grey goo mod is a bit more explicit about it.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from Bahzur

    Sweet, finally 1.6 DimDoors!
    And here come the glaring bugs!
    1. The golden door seems to have a strange item id issue. While its default id in the config is 1980 (which is free), it seems to encounter some sort of pseudo item and automatically shifts to the item id 2236. This mismatch didnt cause the client to halt, but instead it went ahead and did overwrite a block from Extrabiomes XL with the id 2236. At first i thought it was a problem with this mod, but after removing every other mod (except NEI) it still does that, while theres ofcourse no problem with that anymore because its a free id now. But it shouldnt use another id than the default one. Consoleoutput:



    2. While testing the 1.5.2 beta there where plenty of dungeon rifts. But in the newly generated 1.6 world i didnt find any. At first i thought again this is a compatibility issue but after removing all other mods this still happens in another new vanilla+DimDoors world.
    Instead i found this:


    Since it was only vanilla and DimDoors and no village anywhere this has to be something from you. Does it have any purpose?

    3. The picure says it all:




    I think I know whats happening with the item ids getting shifted like that, and I thought I already fixed the texture bug. Redownload the beta, and if it still happens pastebin the log.

    Ive done a bit more testing myself, and Im pretty confident its not going to corrupt a world at this point. The worst that could happen is it 'forgets' all the pockets, but thats looking like a pretty remote possibility as well. So far so good!
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Excellent. Don't forget that the proper place is really my github, https://github.com/S...sues?state=open

    Anyway, Im still always looking for people to make dungeons, so if you have anything good, know of servers with good dungeons, anything like that, let me know. I want hundreds upon hundreds of dungeons eventually.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Ok, patched a bunch of early bugs in both builds. That should cover most of the crashes and gamebreaking stuff atleast.

    Bugs I am aware of-

    Golden Dim door doesnt chunkload the entire pocket
    /dd-rift <dungeonName> fails, only /dd-rift random actually works.
    client will crash when closing sometimes.
    Clients logging into servers throw errors everywhere, but it works.

    Im not going to release new builds constantly, instead I am going to wait until I feel like we have found most of the bugs, then I will fix them all at once. Anyway, everything is playable now, so have fun!
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Bahzur
    Well, after some testing i didnt find any glaring bugs yet, not even incompatibility with mods from 1.5. Cant say that with mods from 1.6 of course. Ive noticed only two issues: 1. I cant create any temporary rifts with the riftblade anymore without an existing rift. After looking through the config i noticed this was removed. Intended? 2. The golden dimdoor does load the the chunk its in, but only one. Not the other ones of the same pocketdim. Example:
    Doesnt seem like that was intended.


    Excellent, Ill fix this asap. Thanks.

    Quote from Drunkmonkeyy
    This might have been asked before, but if a iron door, Ie, a player made pocket dimension door, would break.. Would there be any way to get back to that specific dimension?


    Yes, if you wait a bit, a black fuzzy rift will appear where the door was. Click that rift with a dimensional door to re-link to it.

    Quote from Baughn
    Well, that's odd... I entered a natural portal, fell through into limbo... freaks me a little out, I must say... and found a pool that'd throw me back to the overworld. Then I saw an ocean for a few moments, before everything went stone-textured grey. My controls didn't freeze, but I couldn't seem to move or see anything. Well. Maybe because I was in creative mode?


    As for the falling, did it glitch and you fall? And when you re-spawned, it sounds like you re-spawned underground.


    In other news, the 1.6.x beta has been released on the OP. Or get it here- Link Removed
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Apparently I am really bad at this. When I say 'update soon!!', its months. When I try to be conservative and say, 'Atleast a week', beta starts the next day.

    Which in this case, it is. Sorta.

    Ill be starting the beta testing on 1.5.2. Instead of having it closed, I think Ill just post a link to my buildserver on the OP and clearly mark it as such. Keeping it 1.5.2 for a while will serve to limit the dls.

    That said, this WILL be buggy. DD has had over 17,000 changes since the last update, and many core functions have been completely redone. If you decide to download the dev build, it will probably break everything imaginable in the worst possible way, you have been warned.

    Ill be updating the OP shortly.
    Posted in: Minecraft Mods
  • 1

    posted a message on Dimensional Doors v2.2.4
    Actually, I was so frustrated with my relative lack of progress that I sat down today and finished implementing one of the major remaining issues with the savedata just now. So uh, yea. Thats good.

    Also note- its likely that the beta version will be a *closed* beta, due to the savedata changes. I cant risk widespread savedata losses, and people will always complain no matter how many times I yell ITS BETA!.

    I have a list of people who responded last time I asked for testers, and that list is still open if you PM me.


    And how do you feed an egg?
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from WarBeaver3

    I don't know if any of them are quality ideas, but I had some ideas for you. Maybe these could be for a more challenging version. I don't even know.

    • Dimensional Ore/Dust
      • Ore found in the bottom layers, a bit rarer redstone dust, used for dementional stuff
    • Chaotic Ingot
      • 8 Dimensional Dust surrounding 1 iron ingot yeilds 1 Chaotic Ingot
      • Replaces iron in old dimensional doors recipes
      • Could be dark blueish gray
    • Orderly Ingot
      • 8 Dimensional Dust surrounding 1 gold ingot yeilds 1 Orderly ingot
      • Replaces gold in old dimensional doors recipes
      • Could be light yellowish silver
    • Dimensional Gem
      • 8 Dimensional Dust surrounding 1 diamond.
      • Could be used for tools or whatever. I don't even know.
      • used for linked items?
    • Linked blocks
      • Stuff like ic2 power storage or tanks or what ever,
      • should be really expencive to prevent being op.
      • probably needing 4 orderly ingots, 4 chaotic ingots, and a dimensional gem for the base for the block.
    Yeah thats all I got.


    Most suggestions that involve adding an ore I dismiss out of hand because "MINE MOAR THINGS" has been done to death. And then some.

    This, though, warrants some more consideration. Ive been tossing around lots of ideas for a 'hardmode', and this seems like a possible solution. (Or a step towards it)

    Either way, changes like this wont happen for this update, but keep up the good thinking!

    Quote from Bahzur
    Yes, an upgrade for dimensional doors (either the door itself or a machine/block next to/onto/whatever the door) which holds the pocketdimension always loaded would be great. Since its only 9 chunks at most that would be ok. Maybe add something like Railcrafts world anchor, which take 1 enderpearl for 12 hours chunkloading. Also ofcourse for serveradmins, add a config whether and how many are useable pro player. Just an idea.


    As for chunkloading pocket dimension, I have already completed and implemented the solution. Trust me, you will like it. Immibis himself suggested it! I dont want to give away all the secrets, but Ill say some things. One- It isnt a 'machine' and doesnt burn anything. Two- It loads one pocket dimension, and integrates seamlessly with the rest of mod. Three- Forcefully altering the flow of time in a dimension has a tendency to attract unwanted attention.

    As for progress, Ill admit its slower than I would like. I've been massively busy with college the past few weeks, and the constant MC updates are rather discouraging. But don't fear, DD is most definitely not dead. Just sleeping for a bit, I guess.

    ETA's are hard to give, but with recent developments, I'd say a beta build release is not sooner than a week. That said, when the beta comes out everything else should happen very quickly.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from MRBRONYTROLL

    Can some one update this mod?


    Yes, they can. And they are! I was tempted to do the whole can/may/will distinction, but that's too juvenile for even me.

    Quote from Zandorum

    Will this be updated for 1.6.4 or will it skip to 1.7.2?


    When this rewrite is done, we will release updates for 1.5.2 through all the versions that have been released after that.

    Quote from Rongmario

    Don't know why dev still pushing builds for 1.5.2. I mean seriously?


    This rewrite is still on 1.5.2. The one build that was pushed was because I merged a PR for a bug that someone fixed. That said, this update will be released on 1.5.2 first, shortly followed by 1.6.x.

    Quote from tahujdt

    Oy vey, new version is out. I hope that he was waiting for it, because if not, we'll have to wait even longer.

    Some suggestions: Make a smaller kind of pocket that you can enter without changing dimensions, where if you look through it, you can see the inside, but if you go around, you just see what's there. I recommend looking at the Portable Hole code from Thaumcraft, it might give you some ideas. Another idea is to have a "stabilized door", which can be mined and placed elsewhere, but which always leads to the same pocket.


    I have already decided to implement a stabilized door, but it presents lots of challenges in terms of implementation and keeping it consistent with our current system. Eventually! And creating a pocket dimension inside the same dimension runs into lots of problems, it really isn't feasible, and IMO doesn't offer any real advantages.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from g17123

    You should also add more doors like:

    Brick doors-Makes a bigger pockit dim

    Infinity doors -Makes a never ending pocket dim

    Void/Star fissure doors -Should take you to new dimensions

    Plus you should try making a dimension based off thye game closure


    Well, I am working on more doors so thats good! Should get a new type for this update. Doors in dungeons often lead to new dimensions as is, btw. I dont plan on adding any ores, really. I *could* add something to limbo, who knows.

    As for progress, I just got the rewrite running flawlessly on a server, so there is that. The rest of the list can be found here-
    https://github.com/StevenRS11/DimDoors/wiki/TODO-1.5.2
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Kaelub

    I have this running on my server and I am getting spammed this in the console:

    12:14:18 [SEVERE] java.lang.NullPointerException
    12:14:18 [SEVERE] at StevenDimDoors.mod_pocketDim.PacketHandler.onLinkCreatedPacket(PacketHandler.java:218)
    12:14:18 [SEVERE] at StevenDimDoors.mod_pocketDim.blocks.BlockRift.func_71861_g(BlockRift.java:49)
    12:14:18 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76592_a(Chunk.java:734)
    12:14:18 [SEVERE] at net.minecraft.world.World.func_72832_d(World.java:741)
    12:14:18 [SEVERE] at net.minecraft.world.World.func_94575_c(World.java:903)
    12:14:18 [SEVERE] at StevenDimDoors.mod_pocketDim.CommonTickHandler.onTickInGame(CommonTickHandler.java:248)
    12:14:18 [SEVERE] at StevenDimDoors.mod_pocketDim.CommonTickHandler.tickStart(CommonTickHandler.java:43)
    12:14:18 [SEVERE] at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
    12:14:18 [SEVERE] at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
    12:14:18 [SEVERE] at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:287)
    12:14:18 [SEVERE] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:783)
    12:14:18 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:678)
    12:14:18 [SEVERE] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)


    Also, there is a mod conflict with CustomNPCS. Apparently, if a rift is located in a chunk where NPCS are located, the NPCS are deleted on server restart. One other thing: Whenever I travel from a DimDoors dimension back into the overworld, all the DimDoors in the overworld break causing rifts to spread. Are these known bugs?


    As for the NPE, after the rewrite those things wont happen anymore. Ever. As for rifts eating dim doors, that one I am not so sure about. Havent heard of it happening consistently, but either way, rewrite will prevent that as well.

    Conflict with customNPCS, I have no idea what could be causing that. Ill look into it, thank. Any details on reproducing it?
    Posted in: Minecraft Mods
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