1) Populate the Nether with known "Nexus" locations that are good places to land, and are reasonably spread out, maybe every 10-20 or so meters.
2) On the overworld, have nexus points that line up with those spots using the 1/8 system (so every 80-160 meters)
3) Make a device, similar to the compass, that points to the nearest nexus both in overworld and Nether
4) Obsidian portals only work when on a Nexus point, so you have to use the Nexus Locator to get to one.
In this way there is a bit of a game to finding the location and building portals, as well as a very clear defined connection between the locations, so no dupe/odd portals, and no portals into locations in the Nether that are weird.
1) Populate the Nether with known "Nexus" locations that are good places to land, and are reasonably spread out, maybe every 10-20 or so meters.
2) On the overworld, have nexus points that line up with those spots using the 1/8 system (so every 80-160 meters)
3) Make a device, similar to the compass, that points to the nearest nexus both in overworld and Nether
4) Obsidian portals only work when on a Nexus point, so you have to use the Nexus Locator to get to one.
In this way there is a bit of a game to finding the location and building portals, as well as a very clear defined connection between the locations, so no dupe/odd portals, and no portals into locations in the Nether that are weird.
[+] It will fix the bug
[-] If you made a room for the portal and it is in bad place
The easiest solution is to have portals connected to each other on a linked basis rather than a proximity basis; the same generation/placement algorithms still apply for when you construct a portal on one end, of course, but once a portal is linked to another one on the other side, it won't generate an exit.
The easiest solution is to have portals connected to each other on a linked basis rather than a proximity basis; the same generation/placement algorithms still apply for when you construct a portal on one end, of course, but once a portal is linked to another one on the other side, it won't generate an exit.
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Quote from Warlord255 »
The easiest solution is to have portals connected to each other on a linked basis rather than a proximity basis; the same generation/placement algorithms still apply for when you construct a portal on one end, of course, but once a portal is linked to another one on the other side, it won't generate an exit.
As simple a solution as this is, it impacts the 1:8 perceived distance.
For instance, if you create a portal in the real world, and the corresponding nether location happens to be 5 blocks north (for arguments sake assume north is the the direction you enter the portal in the normal world), due to the safety precautions, you then count 5 blocks north from the portal (assuming it'll get you 40 spaces further in the real world), but because of the correction, the resulting portal will then be 80 blocks north from the original portal.
The nexus solution is a bit more obvious all around, although you could have more freedom without the safety correction, or with something that allows you to return to the normal world without a portal (a nice little safety net), and only allow permanent portals to be opened in the real world, this way you still have the correction, and the ability to fast travel, but you don't have to worry about finding judging distance off of a moving point.
2) On the overworld, have nexus points that line up with those spots using the 1/8 system (so every 80-160 meters)
3) Make a device, similar to the compass, that points to the nearest nexus both in overworld and Nether
4) Obsidian portals only work when on a Nexus point, so you have to use the Nexus Locator to get to one.
In this way there is a bit of a game to finding the location and building portals, as well as a very clear defined connection between the locations, so no dupe/odd portals, and no portals into locations in the Nether that are weird.
[+] It will fix the bug
[-] If you made a room for the portal and it is in bad place
But its a good idea!
This...
This is really the best way to do it.
As simple a solution as this is, it impacts the 1:8 perceived distance.
For instance, if you create a portal in the real world, and the corresponding nether location happens to be 5 blocks north (for arguments sake assume north is the the direction you enter the portal in the normal world), due to the safety precautions, you then count 5 blocks north from the portal (assuming it'll get you 40 spaces further in the real world), but because of the correction, the resulting portal will then be 80 blocks north from the original portal.
The nexus solution is a bit more obvious all around, although you could have more freedom without the safety correction, or with something that allows you to return to the normal world without a portal (a nice little safety net), and only allow permanent portals to be opened in the real world, this way you still have the correction, and the ability to fast travel, but you don't have to worry about finding judging distance off of a moving point.
That way you may end up in a little 3 by 6 by 7 cave, but you just need to dig out of it?
The only problem I see with this is what happens if the corresponding location is in the middle of a lava pool?