Posted 13 April 2013 - 07:30 PM
The major thing I was thinking and didn't want to suggest was having overworld portals sometimes appear in generated structures. My thought, again owing to fandom of Stargate, was to perhaps make them occur within pyramids. The way I was thinking of it was to have working or nearly working portals (maybe just missing a power source) that would in the simple version of the idea connect to another "generated structure" portal somewhere else in the world. So the player has the choice to go through without knowing where they'll end up/what will be waiting - good or bad - or to give up the possible prize and incorporate the portal in to their own constructed system.
The more complex version was for the generated structure portals to all be on a common DHD network. Then if the player finds one, there's a list of destinations to travel to, and the player may then choose to add their own portals to that network, or explore through them and add the better locations to their own address lists. But I know that is probably no easy thing to accomplish, given it took me time just to figure out how to explain it simply.
I like the idea of the unique dungeon/ruins structure in this application, partly because there's a good range of ways to design it to direct the way it relates to the surrounding world. Also, for people who use mods that change the world generation and may only very rarely encounter vanilla structures like pyramids or villages, a new structure that isn't limited by biome types would be a big help. I have to say I'm really digging this line of thought that starts making these portals in to a bit of an adventure element for the game.
Posted 13 April 2013 - 07:56 PM
Having them all on the same network is good, but I don't want to make the player just find one of them, and be able to find the rest instantly with no effort. Maybe allowing the player to see all of the locations but unable to travel to them unless they add a specific key item to their DHD that is unique to each of the destinations. There could be subtle hints in the dungeons that show the key item for another location. (Of course, they'd still be able to travel around and find them by walking.)
Although I'll put that on hold for now, it's an awesome concept and I will definitely try to implement it. For now though, I am still focusing on getting this rewrite done and hopefully up to the standard that I would like it to be at.
Posted 13 April 2013 - 08:42 PM
I can think of one possibility that might balance it, though it's getting more complicated: Design two sorts of structures. One would be a common dungeon/ruin, just a smallish structure that would be like an outpost. These don't have a DHD present, and so the portal is just connected directly to another one somewhere else in the world (or maybe even to the Nether occasionally). Then design a bigger structure like a fortress that would occur much more rarely. Let that have a DHD and be the natural hub for the ten or so nearest generated portals. If a player is lucky enough to run across that first, their reward is to reap the benefits. And if it's not found, all the player has with the outpost ruins is a portal linked directly with another at some other location, unless/until they bring their own DHD and tie it in to a network of their own making.
The fortress/hub could even have simple traps to get through so it's not just as easy as walking in once it's discovered.
...actually, could you do that? Include a mode on the DHD where it just makes an ad-hoc network to the closest x-number of valid portals? Like, that would be the initial state of a crafted DHD, and to create a network of specific portals a particular modifier item would have to be crafted and installed. A fortress's DHD would occur in the ad-hoc state, so an entire network worth of destinations wouldn't have to be revealed with its discovery, but the player might still gain a prize of a few new destinations to travel to, as well as centralized access to any portals the player may have built within the detection range.
Posted 14 April 2013 - 08:04 PM
Posted 16 April 2013 - 08:08 PM
Can't get rid of this, any solutions?
Posted 16 April 2013 - 09:59 PM
Posted 17 April 2013 - 03:33 PM
Another question, which might be better placed in another thread but oh well.
Could I disable the recipe for the Portal Modifier? Or the Upgrades? I want only Ops to be able to make Overworld->Overworld portals.
Posted 17 April 2013 - 07:29 PM
Posted 17 April 2013 - 09:37 PM
I'd like to second this issue. Every time I add a new mod, it randomly chooses a texture and uses that as the portal animation like that until I add something new and the process repeats. Currently ghostwood planks from Natura.
Posted 18 April 2013 - 09:55 PM
Is it possible to use the Portal Modifier to go to any dimension, like the End or a Mystcraft age, or just the Nether?
Posted 18 April 2013 - 10:03 PM
Posted 18 April 2013 - 11:35 PM
However, I thought that I read somewhere through this topic that it was possible to make the portals not be instant, but use the warp animation instead, but I have no idea how to do that. Just hoping that somebody can help me out with that.
Thanks, and it's an absolutely awesome mod!
Posted 19 April 2013 - 03:38 PM
This is a known issue and is fixed in the next version.
When using a Portal Modifier it is not possible to use the timed teleport due to the way that it's coded in vanilla. I can work around this though and will be implementing it later on, but it's not a high priority right now.
Posted 19 April 2013 - 07:47 PM
Posted 23 April 2013 - 08:53 PM
There cannot be a return trip. Although when I get around to it I'll probably make it so that if the portal has a modifier connected, regardless of if it has an upgrade (if required), it will allow you to teleport back as long as you do not remove or modify the portal.
Which ones? They work fine here.
I haven't been working on this a lot for the past week, but I've finally got around to implementing the ability to make the portal take the texture of any block. You will be able to input any block into the modifier and it will project that blocks texture into the portal. Currently there are no restrictions on what you can put in, but I will make it so that you can define some custom restrictions, and add odd-looking blocks like torches to it by default. Yes, it supports mod blocks (and metadata).
Posted 25 April 2013 - 12:06 PM