Good day! First of i like to say i like this mod alot! Thank you author(s) for creating something like this
I was experimenting with Dimensional Doors today, then i tryed to use world edit while inside a pocket dimension to see if it works for the fun of it, but world edit doesn't work inside of it. I know you can use /dd-create and create a dungeon and then save it. But i would like to know if there is a way to edit the schematic files manually with a program (opening the schematic file with notepad doesnt work) or if there is a other method to edit everything fast inside a pocket dimension to my liking.
Thanks
I'm not sure why WorldEdit wouldn't work inside a pocket. Are you sure you've set things up correctly? Steven and I use WorldEdit to create our dungeons. I've been using WorldEdit for hours on end for the last few weeks without any problems, except for when I try copying powered pistons around.
(Protip: Don't copy powered pistons around, they get messed up and you end up raging so bad if your creation breaks.)
That said, schematic files are "binary files", not text files that can be opened with Notepad. You can open them in MCedit 0.1.6. For some reason, MCedit 0.1.7.1 chokes on them. I haven't tried dealing with that yet, but I've got a bad feeling it's a bug in MCedit. If you have other difficulties, please let us know. It's good to have people take a shot at making their own dungeons.
I could've sworn I posted this yesterday, but I haven't been able to find said post, so I'll post it again. If someone has found it, please let me know so I can remove this one.
I've recently been crashing whenever I go to Limbo with the following error
[...]
Also, those eyes spawn in one of the hubs, the open one with 2 iron doors and 2 wooden doors in a cross shape, with the doors of the same type opposite eachother.
First, nice! You might have found a bug and I don't think it'll be that difficult to find the cause with this information. Assuming it's a quick fix, it should be patched up in a few hours. Steven would have to release an update then.
Second, if you're referring to the room that has stairs up the sides to iron doors, and stairs down into a wooden door, then that's intended. Steven set that room as "closed" so Monoliths would appear in the space outside the room, which you have to run through to reach the doors.
Okay first of all, I appologize if I originally came off as a bit of a douche seeing as how I had been battling issues with mods for the last week with forge. I am absolutely new to forge and want to eventually make my own mod, there's my backstory.
Now, I have NO idea what mod could possibly be interacting with DimDoors in a potentially wrong fashion. What I know is that when removed, all leaking complaints in the forge log went away those errors were in the thousands (World may have leaked 4000) etc. You know the error i'm refering to most likely.
What I also know is I had recently installed a bunch of UE Mods since they're flipping cool, I then had to prompty dump them all due to instability, I was looking at other mods at this point to find out where the rest of the instability was coming from, I dumped codechicken's chunks, Then the leaks seemed to have improved for a while, Then I dumped DimAnchors because, I was getting fed up with the whole leak issue, still no final fix. Then, I dumped ALL my dim door data (I had a ticking world entity error in the nether, Had to erase my nether no big deal nobody had anything there really), I had a contraption and a whole corridor of dim doors, Each leading to someone's house or a device that other people could use and i just wiped it all out, PROBLEM SOLVED, no more leaking errors, no more problems, TPS 20, golden. A few of them used chunk loaders. Which were removed and all chunk loading mods were removed. I decided to start rebuilding devices, Then I looked towards the log after the first device was complete, Leaking errors already, No chunkloaders, just pipes and buildcraft stuff, nothing else, Some tesseracts too, about 5 tesseracts, maybe 4, does the # of tesseracts matter? I'm trying to be as detailed as possible. Is this even the right place to error report? All that resided in the dimensional room and corridor I was rebuilding was, dim doors, minefactory decorative blocks, tin decoration blocks, wood, buildcraft golden, iron, stone pipes, energy conduit pipes, insertion pipes, no chunkloaders, pulverizers and powered furnaces, that's all I had before the leaks were starting again, At this point i figured it was dimdoors causing the issue and after it was removed all leaks had ended. Which was really really unfortunate because every good mod I want to use for some reason, will not work right on my server,
There needs to be a do's and don'ts forge mod server guide. Because, I've had multiple issues with other mods that nobody else seems to have Anywhere, including some sound related issues, server weirdness and so forth.
It's nice to have you back so we can try to resolve this. I can sense your frustration, and I went through a few rounds of admin frustration (unrelated to this mod) before working on Dimensional Doors with Steven. First, keep in mind that developing mods is like the Wild West of programming. People build things with certain expectations that remain true only as long as another mod doesn't come in and change the rules.
I'm not acquainted enough with modding to be able to help you. Although I do program for DD with Steven, my knowledge of Forge itself isn't that much. Steven or someone else will have to work this out. Or I can read up on these things, but I have a meeting in an hour and need to finish some work, so it's likely not going to get my attention today. >_<
Typically we're talking 4 by 2 mini chunks -- 8 mini chunks of data, with the rest of the data being air.
So my math is way off.
For length 37, that's a minimum of three minchunks in each direction, or 3x3x3=27 minichunks, minimum.
One of those might be 4; 3x3x4 = 36 minichunks is more likely.
Now we're talking closer to 6-7 normal chunks, or perhaps 5 extreme hills/nether chunks
I had a ticking world entity error in the nether,
Do you mean, that on server startup, or when the nether was first loaded, in no more than 2 ticks from the load you get "null pointer exception ticking entity" (sorry, I forget what it's called), with a stack trace that looks entirely vanilla?
I've been having that on and off since 147. All I can do is repeatedly restart the server, and eventually it stops complaining. I've had it barf on sheep, pigs, zombies, skeletons, and probably others (147 doesn't tell me the class in any readable form; 151/152 does).
No chunkloaders, just pipes and buildcraft stuff, nothing else, Some tesseracts too, about 5 tesseracts, maybe 4, does the # of tesseracts matter?
I don't know. I know that there were issues with tesseracts in earlier versions, but I'm not sure which version was responsible, or which mod it was interacting with.
---
If you are serious about wanting this to work, start with a setup with only DD, nothing else.
Now, start adding mods in, until things start breaking. Note what you added that caused it to break.
Remove, try more things.
If you start to see many mods where "DD + X" is bad, we might be seeing an issue with DD.
If there's only one, maybe not.
That's not a guarantee. There might be something such that DD + Y combine to mess up the assumptions of various tech mods.
After all, DD gives you things that aren't air, aren't solid, aren't liquids, and might break some assumptions. (the rifts).
If you have things that want to work across dimensions, DD defines many more dimensions than it will ever visit/load.
(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?
Sounds like another Dimensional Doors success story. To leave that place, run toward the dark patches that are at the bottom of that dimension. Those will teleport you to the Overworld.
well I tried that and instead I fell out of the world
thankfully i am in creative so I just spawned at my test base
For length 37, that's a minimum of three minchunks in each direction, or 3x3x3=27 minichunks, minimum.
One of those might be 4; 3x3x4 = 36 minichunks is more likely.
Now we're talking closer to 6-7 normal chunks, or perhaps 5 extreme hills/nether chunks
Do you mean, that on server startup, or when the nether was first loaded, in no more than 2 ticks from the load you get "null pointer exception ticking entity" (sorry, I forget what it's called), with a stack trace that looks entirely vanilla?
I've been having that on and off since 147. All I can do is repeatedly restart the server, and eventually it stops complaining. I've had it barf on sheep, pigs, zombies, skeletons, and probably others (147 doesn't tell me the class in any readable form; 151/152 does).
I don't know. I know that there were issues with tesseracts in earlier versions, but I'm not sure which version was responsible, or which mod it was interacting with.
---
If you are serious about wanting this to work, start with a setup with only DD, nothing else.
Now, start adding mods in, until things start breaking. Note what you added that caused it to break.
Remove, try more things.
If you start to see many mods where "DD + X" is bad, we might be seeing an issue with DD.
If there's only one, maybe not.
That's not a guarantee. There might be something such that DD + Y combine to mess up the assumptions of various tech mods.
After all, DD gives you things that aren't air, aren't solid, aren't liquids, and might break some assumptions. (the rifts).
If you have things that want to work across dimensions, DD defines many more dimensions than it will ever visit/load.
First, nice! You might have found a bug and I don't think it'll be that difficult to find the cause with this information. Assuming it's a quick fix, it should be patched up in a few hours. Steven would have to release an update then.
Second, if you're referring to the room that has stairs up the sides to iron doors, and stairs down into a wooden door, then that's intended. Steven set that room as "closed" so Monoliths would appear in the space outside the room, which you have to run through to reach the doors.
The only problem I have with that is that I can only go through that hub a few times before the monoliths teleport me to Limbo nearly instantly as I come out of the door, which subsequently crashes my game.
And I forgot to mention it, but I can keep playing after I crash, I just need to restart my game, but no terrain generates in Limbo, so I just fall into the void and die then just go back to my spawn point/bed instead of getting to explore, find my way out then work my way back to my base from however far away it wants me to go.
when i try to go to a pocket dimension or through a dimensional door i end up in the void falling out of the world
this only happens in SMP and not in SSP here are the errors displayed in the console
23.07 14:35:07 [Server] INFO Loading dimension 132 (DimensionalDoors/pocketDimID132) (net.minecraft.server.dedicated.DedicatedServer@61ed4165)
23.07 14:34:56 [Server] SEVERE java.lang.NullPointerException
23.07 14:34:56 [Server] INFO something on tick went wrong: java.lang.NullPointerException
23.07 14:34:54 [Server] INFO Unloading dimension -23
23.07 14:34:53 [Server] INFO Sending serverside check to: HunterBlawk
23.07 14:34:47 [Server] INFO Players: a[Owner]a~HunterBlawk
23.07 14:34:47 [Server] INFO list
23.07 14:34:47 [Server] SEVERE java.lang.NullPointerException
23.07 14:34:47 [Server] INFO something on tick went wrong: java.lang.NullPointerException
please help me i'm really desperate
(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?
The only problem I have with that is that I can only go through that hub a few times before the monoliths teleport me to Limbo nearly instantly as I come out of the door, which subsequently crashes my game.
And I forgot to mention it, but I can keep playing after I crash, I just need to restart my game, but no terrain generates in Limbo, so I just fall into the void and die then just go back to my spawn point/bed instead of getting to explore, find my way out then work my way back to my base from however far away it wants me to go.
This happened to me when I updated my dimdoors version and the block values changed. No terrain was there. And pocket dims had no floor if it was made out of fabric of reality mostly. It was amusing to see endermen fall from the sky. However, it was kinda bad.
I could've sworn I posted this yesterday, but I haven't been able to find said post, so I'll post it again. If someone has found it, please let me know so I can remove this one.
I've recently been crashing whenever I go to Limbo with the following error
[...]
Also, those eyes spawn in one of the hubs, the open one with 2 iron doors and 2 wooden doors in a cross shape, with the doors of the same type opposite eachother.
Did you update Dimensional Doors prior to this happening? Or did you update another mod just before this started happening? I'm looking at the code that causes this error and that's a possible cause.
Edit: Sorry FeedTheBeatServer, I quoted the wrong post at first. >_< This was meant for DarianStephens.
I was working on a modpack (private modpack) when I noticed in the logs that it kept loading and unloading "Dimension -23". So I did /tpx -23 and got the crap scared out of me by those eyes D: ...good work! look forward to confronting them in survival
[DISCLAIMER: This is just some crazy plan I've written up. It's provided as-is with no warranty of awesomeness or that it'll actually be followed to the letter. Nor has it been approved by Steven, although it's likely he would agree.
BY USING AND/OR VISITING THIS WEBSITE YOU ARE ACKNOWLEDGING THAT YOU HAVE READ, UNDERSTAND, AND AGREE, WITHOUT LIMITATION OR QUALIFICATION, TO BE BOUND BY THESE TERMS OF SERVICE AND THE TERMS AND CONDITIONS OF IPSUM LOREM DOLOREM NON SEQUITUR E PLURIBIS UNUM.]
Edit: ...Forgot to include that dd-create will be modified to allow players to specify the dimensions of the pocket they want to build in. We also force players to use "override" when exporting dungeons from areas that were not created with dd-create. DD wouldn't save the list of dd-created pockets when Minecraft was closed, so when you came back in, it made you use override anyway. That was originally done because of limitations in Steven's original dungeon exporting code. The recent import/export overhaul solved that. So I'll be removing that limitation. Also, Steven was thinking of making it so doors aren't automatically converted to dim doors, so we can have regular doors in our designs.
Did you update Dimensional Doors prior to this happening? Or did you update another mod just before this started happening? I'm looking at the code that causes this error and that's a possible cause.
Edit: Sorry FeedTheBeatServer, I quoted the wrong post at first. >_< This was meant for DarianStephens.
I don't think I updated any other mods, and I don't remember it happening prior to 1.4.1. Did you change the generation of limbo, or placement of monoliths in limbo? Because from what I read of the error, it had to do with the placement of monoliths.
I'm also including the most recent (Today) crash report from the crash report folder. Same error, same thing seemed to cause it(Being transported into limbo).
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 25/07/13 8:15 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.helpers.yCoordHelper.getFirstUncovered(yCoordHelper.java:42)
at StevenDimDoors.mod_pocketDim.CommonTickHandler.placeMonolithsInLimbo(CommonTickHandler.java:180)
at StevenDimDoors.mod_pocketDim.CommonTickHandler.tickEnd(CommonTickHandler.java:58)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:608)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
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:
---------------------------------------------------------------------------------------
I don't think I updated any other mods, and I don't remember it happening prior to 1.4.1. Did you change the generation of limbo, or placement of monoliths in limbo? Because from what I read of the error, it had to do with the placement of monoliths.
I'm also including the most recent (Today) crash report from the crash report folder. Same error, same thing seemed to cause it(Being transported into limbo).
[...]
EDIT: Now that I think of it, could another generation mod cause the limbo generation problems?
Possibly. The cause, as far as I can tell, is that there are blocks present in Limbo that have certain block IDs but are not actually registered. That could arise if you changed block IDs around at some point after placing something in Limbo. It also applies if a mod did the placing and then got removed, or it does something dumb. Regardless, I've updated the DD code to check for this issue now, which should prevent the crash. But... only Steven can release the update and he's been busy for the last week. I haven't even spoken to him since making the fix.
Are you using this for single player, or are the crashes happening on a multiplayer server? If the answer is single player, I can privately pass you an updated DD version that I compiled myself. It wouldn't help on a multiplayer server since the crash would also affect the server. I'm not just throwing the update out into the world because... I can't put the reason into words right now, but I know it's a bad idea on technical grounds. It's been discussed in other threads every once in a while. The mod author, Steven, should be in charge, and I mustn't trespass into his role.
Possibly. The cause, as far as I can tell, is that there are blocks present in Limbo that have certain block IDs but are not actually registered. That could arise if you changed block IDs around at some point after placing something in Limbo. It also applies if a mod did the placing and then got removed, or it does something dumb. Regardless, I've updated the DD code to check for this issue now, which should prevent the crash. But... only Steven can release the update and he's been busy for the last week. I haven't even spoken to him since making the fix.
Are you using this for single player, or are the crashes happening on a multiplayer server? If the answer is single player, I can privately pass you an updated DD version that I compiled myself. It wouldn't help on a multiplayer server since the crash would also affect the server. I'm not just throwing the update out into the world because... I can't put the reason into words right now, but I know it's a bad idea on technical grounds. It's been discussed in other threads every once in a while. The mod author, Steven, should be in charge, and I mustn't trespass into his role.
I only play singleplayer, and would be glad to try out the new version.
That's a pretty cool story, bro. Wish I didn't spoil that type of stuff before I even installed the mod...
Those are Monoliths. While nobody is sure what they are, they are most likely the Guardians of the Dimensions. Keeping them safe and untouched until their masters come back. Or possibly, the creators of the dimensions themselves, unamused by your intrusion and theft.
In any case, they will stare you down and bombarded with dimensional particles, and rip you from wherever you might be. You never touch solid reality again, unless you find, and go through, a hole in reality to escape back to the Overworld. If that's not an option, rarely, you can find doors to another dungeon, and find your way to the surface from there.
Either way, while you shouldn't lose your possessions from this trip, you will come out who knows where in the overworld, and will have a long walk ahead of you to ever see home again.
Thankx man!
This made a lot of sense, sorry for not getting back to you guys until now, I completely forgot to check this far into the forums for this mod! Either way, I love Dimensional Doors, any idea when it'll be updated to 1.6.2 because I really don't want to downgrade if you know what I mean.
Thankx man!
This made a lot of sense, sorry for not getting back to you guys until now, I completely forgot to check this far into the forums for this mod! Either way, I love Dimensional Doors, any idea when it'll be updated to 1.6.2 because I really don't want to downgrade if you know what I mean.
We don't have a specific date set yet. Please take a look at the list of planned changes I posted a few posts above (it's a pastebin link). That'll make it clear as to what we would like to get done before updating.
I'm not sure why WorldEdit wouldn't work inside a pocket. Are you sure you've set things up correctly? Steven and I use WorldEdit to create our dungeons. I've been using WorldEdit for hours on end for the last few weeks without any problems, except for when I try copying powered pistons around.
(Protip: Don't copy powered pistons around, they get messed up and you end up raging so bad if your creation breaks.)
That said, schematic files are "binary files", not text files that can be opened with Notepad. You can open them in MCedit 0.1.6. For some reason, MCedit 0.1.7.1 chokes on them. I haven't tried dealing with that yet, but I've got a bad feeling it's a bug in MCedit. If you have other difficulties, please let us know. It's good to have people take a shot at making their own dungeons.
First, nice! You might have found a bug and I don't think it'll be that difficult to find the cause with this information. Assuming it's a quick fix, it should be patched up in a few hours. Steven would have to release an update then.
Second, if you're referring to the room that has stairs up the sides to iron doors, and stairs down into a wooden door, then that's intended. Steven set that room as "closed" so Monoliths would appear in the space outside the room, which you have to run through to reach the doors.
It's nice to have you back so we can try to resolve this. I can sense your frustration, and I went through a few rounds of admin frustration (unrelated to this mod) before working on Dimensional Doors with Steven. First, keep in mind that developing mods is like the Wild West of programming. People build things with certain expectations that remain true only as long as another mod doesn't come in and change the rules.
I'm not acquainted enough with modding to be able to help you. Although I do program for DD with Steven, my knowledge of Forge itself isn't that much. Steven or someone else will have to work this out. Or I can read up on these things, but I have a meeting in an hour and need to finish some work, so it's likely not going to get my attention today. >_<
So my math is way off.
For length 37, that's a minimum of three minchunks in each direction, or 3x3x3=27 minichunks, minimum.
One of those might be 4; 3x3x4 = 36 minichunks is more likely.
Now we're talking closer to 6-7 normal chunks, or perhaps 5 extreme hills/nether chunks
Do you mean, that on server startup, or when the nether was first loaded, in no more than 2 ticks from the load you get "null pointer exception ticking entity" (sorry, I forget what it's called), with a stack trace that looks entirely vanilla?
I've been having that on and off since 147. All I can do is repeatedly restart the server, and eventually it stops complaining. I've had it barf on sheep, pigs, zombies, skeletons, and probably others (147 doesn't tell me the class in any readable form; 151/152 does).
I don't know. I know that there were issues with tesseracts in earlier versions, but I'm not sure which version was responsible, or which mod it was interacting with.
---
If you are serious about wanting this to work, start with a setup with only DD, nothing else.
Now, start adding mods in, until things start breaking. Note what you added that caused it to break.
Remove, try more things.
If you start to see many mods where "DD + X" is bad, we might be seeing an issue with DD.
If there's only one, maybe not.
That's not a guarantee. There might be something such that DD + Y combine to mess up the assumptions of various tech mods.
After all, DD gives you things that aren't air, aren't solid, aren't liquids, and might break some assumptions. (the rifts).
If you have things that want to work across dimensions, DD defines many more dimensions than it will ever visit/load.
* 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?
well I tried that and instead I fell out of the world
thankfully i am in creative so I just spawned at my test base
Is there a better place I can bug test for you?
The only problem I have with that is that I can only go through that hub a few times before the monoliths teleport me to Limbo nearly instantly as I come out of the door, which subsequently crashes my game.
And I forgot to mention it, but I can keep playing after I crash, I just need to restart my game, but no terrain generates in Limbo, so I just fall into the void and die then just go back to my spawn point/bed instead of getting to explore, find my way out then work my way back to my base from however far away it wants me to go.
this only happens in SMP and not in SSP here are the errors displayed in the console
23.07 14:34:56 [Server] SEVERE java.lang.NullPointerException
23.07 14:34:56 [Server] INFO something on tick went wrong: java.lang.NullPointerException
23.07 14:34:54 [Server] INFO Unloading dimension -23
23.07 14:34:53 [Server] INFO Sending serverside check to: HunterBlawk
23.07 14:34:47 [Server] INFO Players: a[Owner]a~HunterBlawk
23.07 14:34:47 [Server] INFO list
23.07 14:34:47 [Server] SEVERE java.lang.NullPointerException
23.07 14:34:47 [Server] INFO something on tick went wrong: java.lang.NullPointerException
please help me i'm really desperate
Did you dig to the bottom of limbo? Or did you find the pools of liquid that are there?
The pools of strange liquid will send you home.
Digging to the bottom will fall out of the world.
I mention this because you said you were in creative.
* 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?
This happened to me when I updated my dimdoors version and the block values changed. No terrain was there. And pocket dims had no floor if it was made out of fabric of reality mostly. It was amusing to see endermen fall from the sky. However, it was kinda bad.
well that would make sense now I feel kinda stupid thank you for the help
Did you update Dimensional Doors prior to this happening? Or did you update another mod just before this started happening? I'm looking at the code that causes this error and that's a possible cause.
Edit: Sorry FeedTheBeatServer, I quoted the wrong post at first. >_< This was meant for DarianStephens.
http://pastebin.com/04wMLPjt
[DISCLAIMER: This is just some crazy plan I've written up. It's provided as-is with no warranty of awesomeness or that it'll actually be followed to the letter. Nor has it been approved by Steven, although it's likely he would agree.
BY USING AND/OR VISITING THIS WEBSITE YOU ARE ACKNOWLEDGING THAT YOU HAVE READ, UNDERSTAND, AND AGREE, WITHOUT LIMITATION OR QUALIFICATION, TO BE BOUND BY THESE TERMS OF SERVICE AND THE TERMS AND CONDITIONS OF IPSUM LOREM DOLOREM NON SEQUITUR E PLURIBIS UNUM.]
Edit: ...Forgot to include that dd-create will be modified to allow players to specify the dimensions of the pocket they want to build in. We also force players to use "override" when exporting dungeons from areas that were not created with dd-create. DD wouldn't save the list of dd-created pockets when Minecraft was closed, so when you came back in, it made you use override anyway. That was originally done because of limitations in Steven's original dungeon exporting code. The recent import/export overhaul solved that. So I'll be removing that limitation. Also, Steven was thinking of making it so doors aren't automatically converted to dim doors, so we can have regular doors in our designs.
I don't think I updated any other mods, and I don't remember it happening prior to 1.4.1. Did you change the generation of limbo, or placement of monoliths in limbo? Because from what I read of the error, it had to do with the placement of monoliths.
I'm also including the most recent (Today) crash report from the crash report folder. Same error, same thing seemed to cause it(Being transported into limbo).
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 25/07/13 8:15 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.helpers.yCoordHelper.getFirstUncovered(yCoordHelper.java:42)
at StevenDimDoors.mod_pocketDim.CommonTickHandler.placeMonolithsInLimbo(CommonTickHandler.java:180)
at StevenDimDoors.mod_pocketDim.CommonTickHandler.tickEnd(CommonTickHandler.java:58)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:608)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
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:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows Vista (amd64) version 6.0
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 567205968 bytes (540 MB) / 1032323072 bytes (984 MB) up to 1032323072 bytes (984 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 481 (26936 bytes; 0 MB) allocated, 292 (16352 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 6, tallocated: 62
FML: MCP v7.51 FML v5.2.23.737 Minecraft Forge 7.8.1.737 Optifine OptiFine_1.5.2_HD_U_D5 106 mods loaded, 106 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.23.737} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.8.1.737} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.8.7.3} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.5.2.28} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowerCrystalsCore{1.1.6} [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
QuiverMod{1.5} [QuiverMod] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap{v3.3_06 [1.5.2]} [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ThebombzenAPI{ThebombzenAPI v2.0.0 for Minecraft 1.5.2} [mod_ThebombzenAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_AutoSwitch{AutoSwitch v4.0.2 for Minecraft 1.5.2} [mod_AutoSwitch] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights{1.2.2} [Dynamic Lights] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_mobEquipment{1.0.0} [Dynamic Lights on Mob Equipment] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GalacticraftCore{0.1.35} [Galacticraft Core] (Galacticraft-1.5.2-a0.1.35.335.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenShed{1.1.2} [Chicken Shed] ([1.5+] ChickenShed (v1.1.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{2.8.4} [MrCrayfish's Furniture Mod] ([Forge]FurnitureMod2.8.4(FULL).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.12.13} [Backpack] (backpack-1.12.13-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterDungeons{1.8} [Better dungeons] (BetterDungeons.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.3.1} [BiblioCraft] (BiblioCraft[v1.3.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MLCore{0.5.3.27} [Matchlighter Core] (MLCore-1.5.2-0.5.3.27.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Boxes{0.5.7.69} [Boxes] (Boxes-1.5.2-0.5.7.69.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{3.7.1} [BuildCraft] (buildcraft-A-3.7.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{3.7.1} [BC Builders] (buildcraft-A-3.7.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{3.7.1} [BC Energy] (buildcraft-A-3.7.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{3.7.1} [BC Factory] (buildcraft-A-3.7.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{3.7.1} [BC Transport] (buildcraft-A-3.7.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{3.7.1} [BC Silicon] (buildcraft-A-3.7.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BWG4{1.0.7} [Better World Generation 4] (BWG4_V107.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenChunks{1.3.2.14} [ChickenChunks] (ChickenChunks 1.3.2.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ComputerCraft{1.53} [ComputerCraft] (ComputerCraft1.53.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CCTurtle{1.53} [ComputerCraft Turtles] (ComputerCraft1.53.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ConfigMod{v1.0} [Extended Mod Config] (ConfigMod for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ClaySoldiersMod{9.1} [Clay Soldiers Mod] (CSM_v911.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomStuff2Core{0.10.3c} [Custom Stuff 2 Core] (customStuff2-0.10.3c-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DimDoors{1.5.2R1.4.1RC1} [Dimensional Doors] (DimensionalDoors-1.5.2R1.4.1RC1-188.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus{1.15.4} [Enchanting Plus] (EnchantingPlus-1.15.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderStorage{1.4.2.16} [EnderStorage] (EnderStorage 1.4.2.16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnhancedCore{1.1} [EnhancedCore] (EnhancedCore_1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EP2{1.0.6 (Build: 24)} [EnhancedPortals 2] (EnhancedPortals-2_1.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EP2_CC{1.0} [EP2 ComputerCraft] (EnhancedPortals-2-Computercraft_1.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtendedRenderer{v1.0} [Extended Renderer] (ExtendedRenderer for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
zolandre_extraDoors{1.3.1} [Extra Doors] (Extra Doors by Zolandre[Forge][v1.3.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{1.0.1} [iChunUtil] (iChunUtil1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraviGun{1.5.1} [GraviGun] (GravityGun1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_sucker{Herobrine 3.11 for 1.5.2 by Burnner} [mod_sucker] (herobrine3.111.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Highlands{2.1.0} [Highlands] (Highlands2.1.0_MC1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2{1.116.377-lf} [IndustrialCraft 2] (industrialcraft-2_1.116.377-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2NuclearControl{1.5.1c} [Nuclear Control] (IC2NuclearControl-1.5.1c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.54b} [Inventory Tweaks] (InventoryTweaks-1.54b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MAtmos{r24 for 1.5.2} [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Meteors{2.10.2} [Falling Meteors] (Meteors Mod V2.10.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MFFS{3.1.0} [Modular Force Field System] (MFFS_v3.1.0.175.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Millenaire{5.1.3} [Millénaire] (millenaire5.1.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded{1.5.1R2.6.4} [MineFactory Reloaded] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatAppliedEnergistics{1.5.1R2.6.4} [MFR Compat: Applied Energistics] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatAtum{1.5.1R2.6.4} [MFR Compat: Atum] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatBackTools{1.5.1R2.6.4} [MFR Compat: BackTools] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatBiomesOPlenty{1.5.1R2.6.4} [MFR Compat: Biomes O' Plenty] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatChococraft{1.5.1R2.6.4} [MFR Compat: Chococraft] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatExtraBiomes{1.5.1R2.6.4} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatForestry{1.5.1R2.6.4} [MFR Compat: Forestry] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatForestryPre{1.5.1R2.6.4} [MFR Compat: Forestry (2)] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatIC2{1.5.1R2.6.4} [MFR Compat: IC2] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatMagicalCrops{1.5.1R2.6.4} [MFR Compat: Magical Crops] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft{0.10.4.00} [Mystcraft] (mystcraft-uni-1.5.2-0.10.4.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatMystcraft{1.5.1R2.6.4} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatPams{1.5.1R2.6.4} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatRP2{1.5.1R2.6.4} [MFR Compat: RP2] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatSoulShards{1.5.1R2.6.4} [MFR Compat: SoulShards] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatSufficientBiomes{1.5.1R2.6.4} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{3.0.5h1} [Thaumcraft] (Thaumcraft3.0.5h.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MFReloaded|CompatThaumcraft{1.5.1R2.6.4} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatThermalExpansion{1.5.1R2.6.4} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.18.2} [The Twilight Forest] (twilightforest-1.18.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatTwilightForest{1.5.1R2.6.4} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatVanilla{1.5.1R2.6.4} [MFR Compat: Vanilla] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatXyCraft{1.5.1R2.6.4} [MFR Compat: XyCraft] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineLittleBrony{3.1.8} [Mine Little Brony] (MLB-ALL_318_152.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineLittleBrony:Clouds{3.1.8} [Mine Little Brony: Clouds are Magic] (MLB-ALL_318_152.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineLittleBrony:Render{3.1.8} [Mine Little Brony: Rendering is Magic] (MLB-ALL_318_152.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineLittleBrony:Vegetation{3.1.8} [Mine Little Brony: Vegetation is Magic] (MLB-ALL_318_152.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MobAura{MobAura v2.3.0 for Minecraft 1.5.2} [mod_MobAura] (MobAura-v2.3.0-mc1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MyPeople{1.1.1} [MyPeople] (MyPeople v1.1.4 MC1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{2.1.1} [Natura] (Natura_2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherOres{1.5.1R2.1.5} [Nether Ores] (NetherOres-2.1.5-75.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PetBat{1.2.0} [Pet Bat] (PetBat_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_Ruins{10.3} [Ruins Spawning System] (Ruins_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SAP_Man{1.4.2} [SanAndreasPs Managers] (SAP_ManPack_v142.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TStormFix{1.0} [Thunderstorm Fix] (SAP_ManPack_v142.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartMoving{14.0} [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartRender{1.1} [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Timber{1.5.1r2} [Timber!] (Timber! (1.5.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Translocator{1.1.0.3} [Translocator] (Translocator 1.1.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck{1.0.8} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod{1.5.2 v1.12.0} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AIBlock{v1.0} [AIBlock] (Weather v1.5 Mod for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WeatherMod{v1.5} [Weather and Tornadoes] (Weather v1.5 Mod for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WildCaves3{0.4.2} [Wild Caves 3] (WildCaves3-0.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ZAMod{v1.85} [Zombie Awareness] (Zombie Awareness v1.85 Mod for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [GCCorePlayerMP['DarianStephens'/229, l='Nutha' Wurld', x=-2182.50, y=560.00, z=87.50]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Possibly. The cause, as far as I can tell, is that there are blocks present in Limbo that have certain block IDs but are not actually registered. That could arise if you changed block IDs around at some point after placing something in Limbo. It also applies if a mod did the placing and then got removed, or it does something dumb. Regardless, I've updated the DD code to check for this issue now, which should prevent the crash. But... only Steven can release the update and he's been busy for the last week. I haven't even spoken to him since making the fix.
Are you using this for single player, or are the crashes happening on a multiplayer server? If the answer is single player, I can privately pass you an updated DD version that I compiled myself. It wouldn't help on a multiplayer server since the crash would also affect the server. I'm not just throwing the update out into the world because... I can't put the reason into words right now, but I know it's a bad idea on technical grounds. It's been discussed in other threads every once in a while. The mod author, Steven, should be in charge, and I mustn't trespass into his role.
I only play singleplayer, and would be glad to try out the new version.
Thankx man!
This made a lot of sense, sorry for not getting back to you guys until now, I completely forgot to check this far into the forums for this mod! Either way, I love Dimensional Doors, any idea when it'll be updated to 1.6.2 because I really don't want to downgrade if you know what I mean.
Check out my YT:
http://youtube.com/emthewilly
Unfortunately, not at this time.
Thanks for letting us know. Luckily, I've planned on fixing that today or tomorrow.
We don't have a specific date set yet. Please take a look at the list of planned changes I posted a few posts above (it's a pastebin link). That'll make it clear as to what we would like to get done before updating.