Contrariwise the inverse function from Nether to World is World = Nether MULT 8. Each mapping from Nether to World is unique and will always be to a multiple of 8. Nether[1, 2, 3] = World[8, 16, 24] Nether[1,1,3] = World[8, 8, 24]
Therefore, if you start in World[0..7, 0..7, 0..7] you will map to Nether[0, 0, 0] which will always bring you back to World[0,0,0]. There is no simple way to map from Nether[0, 0, 0] to World[5, 3, 7].
If Scale(Nether, World) = 8 is true then Gates must be placed at least [8, 8, 8] apart.
...EmirFassad
That's not really the problem. What you described is what will lead to two-way portals, which you correctly pointed out as being unavoidable, but which are also barely more than a minor annoyance. What people are complaining about at the moment is just that portals don't connect properly, i.e. if you build a portal to the Nether, enter it and return immediately, there's a chance that you'll end up miles away from where you started. The reason why this happened has been explained several times throughout this thread.
Okay, let's take a look at what I said in the context of the "find some empty space problem"
Let's say you create your first gate at World[5,5,5]. This would map to Nether[0,0,0] but its so happens that Nether[0,0,0] is not empty. It's full of red rocks & other detritus. First MakeAGate() looks for a portal near Nether[0,0,0] to connect with. It finds none and begins looking for some empty flat ground near Nether[0,0,0] to create the linked gate, starting near and working farther out
Once MakeAGate() finds a large enough empty space it creates a gate at Nether[nx,ny,nz]. MakeAGate() then looks back at World[x,y,z] to locate the linked gate where there is no gate. So MakeAGate() begins searching for a nearby gate to link to. If it doesn't find a gate within its search radius MakeAGate() creates a new gate at World[8nx,8ny,8nz] and creates a link to Nether[nx,ny,nz].
You build another gate someplace between World[1] and World[2], say, World[ax,by,cz]. World[ax,by,cz] maps to Nether[ax DIV 8, by DIV 8, cz DIV 8]. Again MakeAGate() looks for a matching gate beginning at that location . Now, since you constructed your new World gate between your original gate and the bounce-back gate created by MakeAGate() this new proposed gate, proposed Nether[2] is close to Nether[1] making it likely that FindANearGate() will encounter Nether[1] and link to it.
Result World[1] & World[2] both link to Nether[1] but Nether[1] links only to World[1].
A simple solution, and one that meets the expectation of "Nether for fast travel", is to make the link back in a Nether gate a looped-list that is incremented each time the move is made from Nether to World. This is the "al trains go to Chicago" solution.
You don't want to randomly choose from the list as this would make Nether travel way too unreliable. The player wants to know that the move from World[1] to Nether[1] then from Nether[1] will consistently lead to World[2] and vice versa.
@EmirFassad: I recognize that multi-way portals are a problem, especially with the "find a safe spot"-method, but most of us want to either get rid of that or at least find a way to make it less problematic, which would in turn render the multi-way portal problem less important. You propose an acceptable solution to your problem as well (I haven't spent time thinking about other possibilities) - I'm just saying that it's probably not quite the top priority for most players at the moment. We (well, I, anyway) just want to actually be able to leave the Nether the way we came, i.e. build a working system in the first place before thinking about other problems that said system brings with it.
Once you understand what I wrote then you will see that there is _no_ solution of the sort you desire.
The possible solutions are: 1) limit gates to 1 per 8 by 8 by 8 World volume and hard bind gates when they are created; 2) randomly link gates between World & Nether and hard bind when they are created; 3) Nether gates return links are a list, "all trains go to Chicago".
These options exist by the mere fact that Nether = World DIV 8. Kinda simple math, that is.
So, you see, it's something that has to be considered _first_ ,no matter what the player's concerns are. Until the math conumdrum is resolved "don't nothing else count for doo-doo".
if you make a portal higher up this could be fixed.
i say when we enter the nether it a chunk of land should be removed where your portal is.
another option is simply have you portal send you back to your first portal.
= portal
= hell
=earth
it should ignore the fact that the portals are aliened and just send you back.
All well and good but consider that a Nether gate occupies a volume 8 deep by 32 wide by 40 high in World. If you include step-in & step-out it becomes 24 deep.
That means that there no way to create a World gate in that volume that makes a rational link to any other gate in Nether.
No simple hacks are going to resolves this issue. I doesn't matter how many "I wanna's" you invoke.
I had a lot of trouble with getting 2 portals until the patch. Then it worked great! So I created a 3rd portal very far away and it linked back to the original portal in the nether, not what I was expecting at all.
Here's a link on youtube of the problem. I just uploaded it so hopefully it gets processed here shortly.
Apologies for the watermark. Also at the end you can see where the original portal bug took me and how much I tested it originally.
Can anyone confirm that creating a portal in the normal world actually will create a NEW portal in the nether past the first one? Or is it currently 1 way only?
I just want 1 for 1 travel in portals. currently, my portal desitnations is a mess. Some take me to point b, some to point a. Some will go to the nether spawn, some to the home spawn (first portal I made). It is the fact they are all mixed together than annoys me. Even the portals being made in the wrong place I can cope with, but not the overlapping of portals and destinations. When I walk through my Kitchen door, I don't want to end up in the garden shed, for example!
This is my main portal, i had to dig this room out of a mountain.
There is a simple logic behind the problems.
I've experienced every problem from random portals manifesting across my world, distant portals linking up, far away portals linking to the same Nether portal, new portals created when leaving the Nether, being dumped into random caves, etc etc...
All portals can be fixed.
Once you understand the topography of your Nether you can place a portal anywhere you want in the normal world and get a perfectly placed Portal in the Nether.
This was a tough one. After calculating that the location of my normal world portal i found that it was approximately 120 blocks north and 104 blocks east in the normal world so i had to create a platform 15 blocks north and 13 blocks east in the Nether.
This is my next massive project.
This lava lake is hundreds of meters in every direction.
That means there are thousands and thousands of meters of difficult to portal land in the normal world.
So i'm being proactive, i'm building a massive platform that hangs from the ceiling and will hold my nether portals.
Now that i understand the Nether and how to place any portal i want and have them work with 100% accuracy i LOVE the Nether, it is simply awesome.
Can anyone confirm that creating a portal in the normal world actually will create a NEW portal in the nether past the first one? Or is it currently 1 way only?
Your video is on private, so I can't watch it. There can, of course, be multiple portals in the Nether, if that's what you mean. As we've discussed here, though, the fact that the distance is 8 times smaller in the Nether than it is in the overworld, combined with the fact that portals can't spawn inside other blocks at the current time, portals sometimes need to be very far apart in the overworld to lead to a different place in the Nether. The easiest thing to do is probably build a new portal in the Nether (you don't have to build all your portals in the normal world), and see where it takes you (it will probably create a new portal in the overworld). So, yeah, since you can build portals in the Nether, there can obviously be several ones there.
My apologies, I'm fairly new to the youtube thing, at least as far as uploading. I've changed this video to be public.
My best guess at this point is that the portal would be over the lava lake or something, that's the only thing that makes sense. Even still, there's no easy way to tell. I might just have to dig into my minecraft files and delete my nether world so it re-generates the next time I go into it.
I think I got my answer though -- a new portal will be generated after the first if there's a suitable "safe" place for it to be generated. This is what I was after.
I may have found another way of dealing with the portal-hopping madness.
Both of the mainland portals I've built have been quite a ways underground or underwater. The resulting Nether portal is a bit higher than 'lava ocean' level. I've never had an extra portal pop up anywhere.
I believe this is because the game can't figure out a way to write the new portals in, so it decides to stick with the ones I made. It's similar to how it'll find a safe spot for your Nether portal, without altering the chunks. It'll also refuse to alter the chunks of your mainland, continuing its search until it finds the only good location: Your portal room which already has a portal in it.
Both portal rooms are also very narrow (and fireproof), designed to hopefully prevent a Ghast invasion. That might also have something to do with it, at least why I never ended up with two portals right next to each other.
Will post pictures if anyone's interested...though it really is not much to look at.
Sorry, but you are wrong here. Firefox Spell Check is your friend!
Okay, let's take a look at what I said in the context of the "find some empty space problem"
Let's say you create your first gate at World[5,5,5]. This would map to Nether[0,0,0] but its so happens that Nether[0,0,0] is not empty. It's full of red rocks & other detritus. First MakeAGate() looks for a portal near Nether[0,0,0] to connect with. It finds none and begins looking for some empty flat ground near Nether[0,0,0] to create the linked gate, starting near and working farther out
Once MakeAGate() finds a large enough empty space it creates a gate at Nether[nx,ny,nz]. MakeAGate() then looks back at World[x,y,z] to locate the linked gate where there is no gate. So MakeAGate() begins searching for a nearby gate to link to. If it doesn't find a gate within its search radius MakeAGate() creates a new gate at World[8nx,8ny,8nz] and creates a link to Nether[nx,ny,nz].
You build another gate someplace between World[1] and World[2], say, World[ax,by,cz]. World[ax,by,cz] maps to Nether[ax DIV 8, by DIV 8, cz DIV 8]. Again MakeAGate() looks for a matching gate beginning at that location . Now, since you constructed your new World gate between your original gate and the bounce-back gate created by MakeAGate() this new proposed gate, proposed Nether[2] is close to Nether[1] making it likely that FindANearGate() will encounter Nether[1] and link to it.
Result World[1] & World[2] both link to Nether[1] but Nether[1] links only to World[1].
A simple solution, and one that meets the expectation of "Nether for fast travel", is to make the link back in a Nether gate a looped-list that is incremented each time the move is made from Nether to World. This is the "al trains go to Chicago" solution.
You don't want to randomly choose from the list as this would make Nether travel way too unreliable. The player wants to know that the move from World[1] to Nether[1] then from Nether[1] will consistently lead to World[2] and vice versa.
...EmirFassad
Once you understand what I wrote then you will see that there is _no_ solution of the sort you desire.
The possible solutions are: 1) limit gates to 1 per 8 by 8 by 8 World volume and hard bind gates when they are created; 2) randomly link gates between World & Nether and hard bind when they are created; 3) Nether gates return links are a list, "all trains go to Chicago".
These options exist by the mere fact that Nether = World DIV 8. Kinda simple math, that is.
So, you see, it's something that has to be considered _first_ ,no matter what the player's concerns are. Until the math conumdrum is resolved "don't nothing else count for doo-doo".
...EmirFassad
i say when we enter the nether it a chunk of land should be removed where your portal is.
another option is simply have you portal send you back to your first portal.
= portal
= hell
=earth
it should ignore the fact that the portals are aliened and just send you back.
.
That means that there no way to create a World gate in that volume that makes a rational link to any other gate in Nether.
No simple hacks are going to resolves this issue. I doesn't matter how many "I wanna's" you invoke.
For heaven's sake, do the sixth grade math.
...EmirFassad
Here's a link on youtube of the problem. I just uploaded it so hopefully it gets processed here shortly.
Apologies for the watermark. Also at the end you can see where the original portal bug took me and how much I tested it originally.
Can anyone confirm that creating a portal in the normal world actually will create a NEW portal in the nether past the first one? Or is it currently 1 way only?
This is my main portal, i had to dig this room out of a mountain.
There is a simple logic behind the problems.
I've experienced every problem from random portals manifesting across my world, distant portals linking up, far away portals linking to the same Nether portal, new portals created when leaving the Nether, being dumped into random caves, etc etc...
All portals can be fixed.
Once you understand the topography of your Nether you can place a portal anywhere you want in the normal world and get a perfectly placed Portal in the Nether.
This was a tough one. After calculating that the location of my normal world portal i found that it was approximately 120 blocks north and 104 blocks east in the normal world so i had to create a platform 15 blocks north and 13 blocks east in the Nether.
This is my next massive project.
This lava lake is hundreds of meters in every direction.
That means there are thousands and thousands of meters of difficult to portal land in the normal world.
So i'm being proactive, i'm building a massive platform that hangs from the ceiling and will hold my nether portals.
Now that i understand the Nether and how to place any portal i want and have them work with 100% accuracy i LOVE the Nether, it is simply awesome.
It is a lot of hard work but it is well worth it.
viewtopic.php?f=35&t=93046&start=30
My apologies, I'm fairly new to the youtube thing, at least as far as uploading. I've changed this video to be public.
My best guess at this point is that the portal would be over the lava lake or something, that's the only thing that makes sense. Even still, there's no easy way to tell. I might just have to dig into my minecraft files and delete my nether world so it re-generates the next time I go into it.
I think I got my answer though -- a new portal will be generated after the first if there's a suitable "safe" place for it to be generated. This is what I was after.
Thanks.
Both of the mainland portals I've built have been quite a ways underground or underwater. The resulting Nether portal is a bit higher than 'lava ocean' level. I've never had an extra portal pop up anywhere.
I believe this is because the game can't figure out a way to write the new portals in, so it decides to stick with the ones I made. It's similar to how it'll find a safe spot for your Nether portal, without altering the chunks. It'll also refuse to alter the chunks of your mainland, continuing its search until it finds the only good location: Your portal room which already has a portal in it.
Both portal rooms are also very narrow (and fireproof), designed to hopefully prevent a Ghast invasion. That might also have something to do with it, at least why I never ended up with two portals right next to each other.
Will post pictures if anyone's interested...though it really is not much to look at.