(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?
And ... it's black. Even using a potion of night vision: it's black.
It's actually HARD to walk around, trying to find the bottom.
Oh yea -- If you attempt to "/tpx -23", to enter limbo ... well, I fell through the bottom of the world. My linking books in my inventory all took damage (they now say -1/11 -- yep, negative 1.)
EDIT: Limbo seems to be similar (not identical) to the nether ... hard to say for certain.
Did you take the nether, and remove the roof?
"Exit" seems to be at 16; if it was the nether, I was expecting the "sea" at 11 to be the exit.
(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?
I won't be searching for similar bugs in the thread. I acquired an earlier version of this mod on net that had been updated to 1.4.7. I now understand that .net provides an inferior service for mods that are currently still being developed. I'm not sure if that has a bearing on my problem after I updated to the recommended version. But when applying the mod to an already established world save DD seems to effect hostile mob spawns. Hostile mob spawn rates will gradually drop and then cease. It can be made immediate by going into peaceful and then back into another play mode.
This glitch effects normal mob spawn conditions and not mob spawners.
Is there supposed to be thousands and thousands of blocks of nothing but ocean when you leave limbo???
Granted, I took a jump to -14,000 or so, and flew farther away from origin. Do you get the same behavior if you go out from origin normally? Is this caused by the large jump?
Will I eventually find non-ocean, or is this a known issue with Mojang's land generators?
====
EDIT: Last one for tonight:
Are the rifts destroying my landscape, or do they just generate lots of endermen and those do "mobGriefing" on my land?
(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?
Is there supposed to be thousands and thousands of blocks of nothing but ocean when you leave limbo???
Granted, I took a jump to -14,000 or so, and flew farther away from origin. Do you get the same behavior if you go out from origin normally? Is this caused by the large jump?
Will I eventually find non-ocean, or is this a known issue with Mojang's land generators?
====
EDIT: Last one for tonight:
Are the rifts destroying my landscape, or do they just generate lots of endermen and those do "mobGriefing" on my land?
You should get back to land eventually. I've landed in oceans when exiting Limbo before too. As for rifts, yes, when they get larger they do destroy the landscape... The Endermen don't help much either.
And ... it's black. Even using a potion of night vision: it's black.
It's actually HARD to walk around, trying to find the bottom.
EDIT: Limbo seems to be similar (not identical) to the nether ... hard to say for certain.
Did you take the nether, and remove the roof?
"Exit" seems to be at 16; if it was the nether, I was expecting the "sea" at 11 to be the exit.
The dungeons generate in Limbo now... I don't have that version yet, I should update.
I can see in Limbo fine, the blocks aren't (or at least shouldn't be) completely black.
Limbo's like a roofless nether with no roof and a cool short cloud-like layered generation.
OH! I just got an idea from that... Mystcraft support for a "Limbo World" and a "Block Decay" symbol/instability effect (maybe with a choice of the end results?)
I've been working on a modpack for a private server with some friends of mine, and I added dimensional doors to the mix the moment I saw the mod spotlights. It's easily one of my favorite minecraft mods. However, I do have some observations/requests.
First, every time I step through a door, I see the following error from the server:
[SEVERE] [ForgeModLoader] Detected leaking worlds in memory. There are X worlds that appear to be persisting. A mod is likely caching the world incorrectly
X increments by one for every dimension I jump, and I definitely notice a spike in lag after X reaches anything above 3 or 4. Is there some way to force the server to unload the previous dimension when we leave it? I know you don't want loading screens, but honestly, I can't run a beefy enough server to maintain them in their current state.
Second:
I was toying around with the mod, fell out of the world*, and landed in limbo. Does your mod do that for ALL falling out of the world? I think limbo is a perfectly appropriate place for a player who falls out of reality to wind up.
Third:
After climbing out of limbo and checking F3, I realized that I was never getting back to spawn by normal means. While amusing in single player, having a player suddenly teleport 40,000 blocks away from spawn would be disastrous to server load in SMP. Can the limbo-to-overworld be limited? x blocks from spawn, return to last spawn/sleep point, exit any rift/door?
Fourth:
While on the subject of SMP, you mentioned options available to server admins in the config. But the default config doesn't have much in it. Are the options undocumented?
Again, I really have to thank you for this mod. I'm thoroughly enjoying it and I don't want these issues to overshadow how much fun I've had experimenting with what Dimensional Doors can do.
* You REALLY got me with that tripwire above the door. "Oh hey, tripwire and tnt. I see what you did there. I'll just cut that from back here and.... WHAT? FALLING"
* You REALLY got me with that tripwire above the door. "Oh hey, tripwire and tnt. I see what you did there. I'll just cut that from back here and.... WHAT? FALLING"
Lol, that one got me too. Ever tried triggering tripwire with a bow?
You should get back to land eventually. I've landed in oceans when exiting Limbo before too. As for rifts, yes, when they get larger they do destroy the landscape... The Endermen don't help much either.
Confirmed -- had it destroying landscape on peaceful. Annoying :-).
I can see in Limbo fine, the blocks aren't (or at least shouldn't be) completely black.
I keep my system pretty darn close to 2.2 standard; my darkest black is BLACK. I think the black point is around (11,11,11) or so -- so anything darker will be black unless either the brightness is so high that whites are blinding, or the gamma is turned down to 1.8.
In any case, I can't see anything except the outline against the far sky.
Even putting down a torch didn't help.
Equally, in the dungeons/pockets, I cannot see the fabric of reality -- they look completely black.
So, all I see is a big black nothingness, and I can't tell if there are holes in the ground, or anything ... makes those dungeons very scary.
I was toying around with the mod, fell out of the world*, and landed in limbo. Does your mod do that for ALL falling out of the world? I think limbo is a perfectly appropriate place for a player who falls out of reality to wind up.
Third:
After climbing out of limbo and checking F3, I realized that I was never getting back to spawn by normal means. While amusing in single player, having a player suddenly teleport 40,000 blocks away from spawn would be disastrous to server load in SMP. Can the limbo-to-overworld be limited? x blocks from spawn, return to last spawn/sleep point, exit any rift/door?
Well, I had a "fall out of the world" while the world was being generated.
I did /tpx -23, and fell to infinity.
Didn't lose any items, but my linking books ... ouch.
What can you do if you are thousands of blocks away? One option: Rift signature. Two option: Take dungeons, hope they lead you out someplace nicer. Three: Boat. If it's nothing but oceans for tens of thousands of blocks, boating is reasonably fast.
(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?
In the dungeons/pockets, I cannot see the fabric of reality -- they look completely black.
So, all I see is a big black nothingness, and I can't tell if there are holes in the ground, or anything ... makes those dungeons very scary.
I don't keep my light levels nearly as low as yours (I can clearly see the freyed fabric in limbo), but normal Fabric Of Reality is still absolutely solid black. I hope it stays that way, it really contributes to the trippy and otherworldly feel of the mod when you can't actually see the edge of a given dimension.
What can you do if you are thousands of blocks away? One option: Rift signature. Two option: Take dungeons, hope they lead you out someplace nicer. Three: Boat. If it's nothing but oceans for tens of thousands of blocks, boating is reasonably fast.
I wound up next to a shore, but I was still 40,000 blocks away from where I started. You're right that a prepared traveler might have options (My linking books were destroyed), but at 40,000 blocks? I would've been traveling for hours unless I cheated, and I don't consider losing my base to absolutely ridiculous distance to be "fun".
In single player, it's not really dangerous to game integrity. However, I've run multiple SMP servers, and in the right circumstances, large map sizes can result in instability, lag spikes, or even map corruption.
Back when I ran primarily Bukkit servers, I would install radius limiter mods to restrict non-ops to about 2000-4000 blocks from spawn (depending on the ram available for a given server and the number of users). This gave people a genuinely VAST area to explore, while keeping the map sizes sane. If players get dumped 10,000+ blocks from spawn by limbo, it'll quickly lead to unstable servers with untenably large maps. I would really prefer an option to shut that off. Dumping me out of a random (already existing) rift or rift door would strike me as thematically appropriate, and prevent a return from limbo from expanding the map.
A LOT of mods haven't updated to 1.5 yet (particularly the various popular modpacks), while seeing an update might be nice, I'd personally prefer to see improvements to a 1.4.7 version for compatibility's sake. If you need a way to simply and easily manage mods across multiple versions, I'd suggest checking out MultiMC, it'll probably be quite a while before everyone integrates some of the more dramatic changes from 1.5.
What kind of creatures are you putting in Limbo, if any, because I reckon you should put a stalking creature in their that stalks you, and if you run away it gets faster, but if you turn around, it kills you, making limbo far more dangerous!
Several other people have also requested some kind of Minotaur for the dimensional maze. Reminds me a bit of Mark Z Danielewski's House of Leaves, and the mod spotlight where Dimensional Doors was mixed with Weeping Angels was incredibly creepy.
I'm inclined to agree that adding some kind of dimensional monster (especially if it were something really alien that can't be properly fought) could be a great addition to the mod. Weeping Angels in Limbo, anyone? That said, I hope it's a configurable option. There are setups where I'd love to have them, and setups where I'd really prefer the dimensions be empty (Also, perhaps a way to secure a dimension against it's presence? Make a safe room?).
On that note, do the dimensional pockets have a biome definition? Several other mods allow for biome-specific configurations (such as for monster spawning). I'd happily trade the minor headache of fixing biome-id conflicts for the ability to define spawn parameters inside the riftways.
On the subject of riftways, I'm reminded of some of the info from the Ruins Mod thread. This is probably a bit of a pie-in-the-skylands request, but a system for user-created randomizable riftways would be a fantastic addition to the mod.
I don't keep my light levels nearly as low as yours (I can clearly see the freyed fabric in limbo), but normal Fabric Of Reality is still absolutely solid black. I hope it stays that way, it really contributes to the trippy and otherworldly feel of the mod when you can't actually see the edge of a given dimension.
I'm about to use "LightLevelOverlay", and display the numbers up to 15 (I normally clip them at 12 so I can tell the very bright zones), just so I can tell where a floor is. The idea that you can't tell if you're going to fall just doesn't appeal to me.
"Freyed Fabric" ... I rarely ask for custom textures, but can you please take another look at the (r,g,B) values being used? Apple's calibrator puts the (rgb) values for their "barely visible grey" for gamma 2.2 as (10,10,10) looks like (0,0,0), and (21,21,21) is barely distinguishable from black -- and my display is set at that level
In single player, it's not really dangerous to game integrity. However, I've run multiple SMP servers, and in the right circumstances, large map sizes can result in instability, lag spikes, or even map corruption.
Vanilla, or bukkit?
I've never seen any indication of issues with vanilla servers and large maps. If you had the old version of dynamic maps, then yes, that could be an issue because of how it worked; newer versions no longer have that issue (it would load the chunk data into memory to map it, but activate the chunks, causing huge memory turnover / java garbage. And consume a lot of memory in the process.)
Dumping me out of a random (already existing) rift or rift door would strike me as thematically appropriate, and prevent a return from limbo from expanding the map.
Now, that's an interesting idea.
If you consider that "limbo" is an alternative to death, as pointed out, on return to thousands of blocks distance you can just use /kill to move yourself back to spawn.
Free return back to spawn with items by a door ... Maybe.
!Ah! Idea!
An option to dump you out a rift into a random mystcraft age.
No more giant distance issue.
But not a "free return home" either.
Maybe, if you're lucky, a random existing mystcraft age :-)
(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?
I actually modified my Fabric's texture, and switch it out here and there - I put it to its normal black shade in dungeons but in my normal rifts I make it starry to see where everything is.
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
(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?
Are the dungeon segments supposed to be rendered as if they were "bright lighting" mystcraft worlds?
Does the fact that I came from one such world make a difference?
Are there supposed to be dark areas (light level 7 or lower) where monsters can spawn?
I'm in a tile with lots of stair cases, and about 8 iron doors out deeper.
There is something that looks like a wood door, leading out into the ... pocket (not sure what else to call it), on a sand block.
It closes as I approach it.
It does not chop quickly with an axe (normal doors do). It disappears when I break it.
There is no sign of anything redstone to detect approaching it to trigger the closing.
The outside of the pocket -- the roof of the dungeon tile -- has a lot of dark areas. There are a few places in the passageways that are dark enough to spawn.
===
And the next tile had normal lighting (with darker areas), active pistons, lots of noise, something that sounded like endermen -- I fled!
EDIT: And now the previous one is no longer "bright lighting".
(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?
1. There is a LOT of fabric of reality in the chests. Are they basically mineshaft chests with fabric added?
2. There are two different fabric of reality blocks. Why?
3. I thought that we were supposed to be able to use FoR's to extend our ender perl supply -- 4 FoR's plus one EP = 4 blocks for making DD's. Yet that recipe seems to be missing, and the corresponding item is marked as debug only. What can you do with FoR besides being a black light source?
4. So far, the dungeon tiles only go "deeper". I haven't seen any with a warp door out. I haven't seen any that go up to a different dimension. I was under the impression that these dungeons were supposed to go upwards and downwards, into different dimensions as you traveled in and out.
Yet when I do find spare wooden warp doors, they just lead back to where I was. Or, if I understand what's happening, are "disabled", get sand underneath them, and close as you approach.
5. Some of your redstone traps suffer from the multiplayer redstone timing issues -- multiple loops that are supposed to be in synch can become de-synched, or if your loop has an even number of torches with a timing signal flowing down it, it can become "stable". https://mojang.atlas.../browse/MC-2523
In particular, one of your "piston cycling floor traps" went stable on me.
6. ... Err ... all that stone brick, redstone circuitry, pistons, etc -- those are the real treasures, right? The chests are just distractions, is that it?
Why not make a new "very hard brick" -- perhaps a "dimensional brick" block? The "appropriate tool" would be a new pick-axe ... which, can't be crafted, and only appears rarely in chests? Right now it's too easy to bypass these traps. Just dig out.
7. So ... a hallway with chests, a "click", Fuse sounds, TNT falling ... Flee! Except ... I wasn't facing the door? Went past it. Kablaam! Survived. Doors at both ends of the hall were destroyed.
And ... ouch? Can't put the door back up?
I am so glad I learned to take linking books into these things :-)
8. I need to make a map. These get confusing very quickly.
(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 is a great mod, although the redstone traps make my FPS go down to 0-1 until I aimlessly find my way out or die. Also I don't like it when I go through a warp door inside a dimension, because it sometimes sends me to limbo about 50 blocks in the air and the fall damage kills me. That being said, I would like to use this in a modpack.
Download link is still 1.2.2 rc1-14
* 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?
And ... it's black. Even using a potion of night vision: it's black.
It's actually HARD to walk around, trying to find the bottom.
Oh yea -- If you attempt to "/tpx -23", to enter limbo ... well, I fell through the bottom of the world. My linking books in my inventory all took damage (they now say -1/11 -- yep, negative 1.)
EDIT: Limbo seems to be similar (not identical) to the nether ... hard to say for certain.
Did you take the nether, and remove the roof?
"Exit" seems to be at 16; if it was the nether, I was expecting the "sea" at 11 to be the exit.
* 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 glitch effects normal mob spawn conditions and not mob spawners.
I have no error code to provide.
Granted, I took a jump to -14,000 or so, and flew farther away from origin. Do you get the same behavior if you go out from origin normally? Is this caused by the large jump?
Will I eventually find non-ocean, or is this a known issue with Mojang's land generators?
====
EDIT: Last one for tonight:
Are the rifts destroying my landscape, or do they just generate lots of endermen and those do "mobGriefing" on my land?
* 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?
You should get back to land eventually. I've landed in oceans when exiting Limbo before too. As for rifts, yes, when they get larger they do destroy the landscape... The Endermen don't help much either.
The dungeons generate in Limbo now... I don't have that version yet, I should update.
I can see in Limbo fine, the blocks aren't (or at least shouldn't be) completely black.
Limbo's like a roofless nether with no roof and a cool short cloud-like layered generation.
OH! I just got an idea from that... Mystcraft support for a "Limbo World" and a "Block Decay" symbol/instability effect (maybe with a choice of the end results?)
First, every time I step through a door, I see the following error from the server:
[SEVERE] [ForgeModLoader] Detected leaking worlds in memory. There are X worlds that appear to be persisting. A mod is likely caching the world incorrectly
X increments by one for every dimension I jump, and I definitely notice a spike in lag after X reaches anything above 3 or 4. Is there some way to force the server to unload the previous dimension when we leave it? I know you don't want loading screens, but honestly, I can't run a beefy enough server to maintain them in their current state.
EDIT - It's possible that this error is being caused by Thaumcraft 3.0.3 interacting with ANY multidimensional mod. I'm going to do some testing today and report back my findings.
Second:
I was toying around with the mod, fell out of the world*, and landed in limbo. Does your mod do that for ALL falling out of the world? I think limbo is a perfectly appropriate place for a player who falls out of reality to wind up.
Third:
After climbing out of limbo and checking F3, I realized that I was never getting back to spawn by normal means. While amusing in single player, having a player suddenly teleport 40,000 blocks away from spawn would be disastrous to server load in SMP. Can the limbo-to-overworld be limited? x blocks from spawn, return to last spawn/sleep point, exit any rift/door?
Fourth:
While on the subject of SMP, you mentioned options available to server admins in the config. But the default config doesn't have much in it. Are the options undocumented?
Again, I really have to thank you for this mod. I'm thoroughly enjoying it and I don't want these issues to overshadow how much fun I've had experimenting with what Dimensional Doors can do.
* You REALLY got me with that tripwire above the door. "Oh hey, tripwire and tnt. I see what you did there. I'll just cut that from back here and.... WHAT? FALLING"
Lol, that one got me too. Ever tried triggering tripwire with a bow?
Confirmed -- had it destroying landscape on peaceful. Annoying :-).
I keep my system pretty darn close to 2.2 standard; my darkest black is BLACK. I think the black point is around (11,11,11) or so -- so anything darker will be black unless either the brightness is so high that whites are blinding, or the gamma is turned down to 1.8.
In any case, I can't see anything except the outline against the far sky.
Even putting down a torch didn't help.
Equally, in the dungeons/pockets, I cannot see the fabric of reality -- they look completely black.
So, all I see is a big black nothingness, and I can't tell if there are holes in the ground, or anything ... makes those dungeons very scary.
Well, I had a "fall out of the world" while the world was being generated.
I did /tpx -23, and fell to infinity.
Didn't lose any items, but my linking books ... ouch.
What can you do if you are thousands of blocks away? One option: Rift signature. Two option: Take dungeons, hope they lead you out someplace nicer. Three: Boat. If it's nothing but oceans for tens of thousands of blocks, boating is reasonably fast.
* 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?
I don't keep my light levels nearly as low as yours (I can clearly see the freyed fabric in limbo), but normal Fabric Of Reality is still absolutely solid black. I hope it stays that way, it really contributes to the trippy and otherworldly feel of the mod when you can't actually see the edge of a given dimension.
I wound up next to a shore, but I was still 40,000 blocks away from where I started. You're right that a prepared traveler might have options (My linking books were destroyed), but at 40,000 blocks? I would've been traveling for hours unless I cheated, and I don't consider losing my base to absolutely ridiculous distance to be "fun".
In single player, it's not really dangerous to game integrity. However, I've run multiple SMP servers, and in the right circumstances, large map sizes can result in instability, lag spikes, or even map corruption.
Back when I ran primarily Bukkit servers, I would install radius limiter mods to restrict non-ops to about 2000-4000 blocks from spawn (depending on the ram available for a given server and the number of users). This gave people a genuinely VAST area to explore, while keeping the map sizes sane. If players get dumped 10,000+ blocks from spawn by limbo, it'll quickly lead to unstable servers with untenably large maps. I would really prefer an option to shut that off. Dumping me out of a random (already existing) rift or rift door would strike me as thematically appropriate, and prevent a return from limbo from expanding the map.
A LOT of mods haven't updated to 1.5 yet (particularly the various popular modpacks), while seeing an update might be nice, I'd personally prefer to see improvements to a 1.4.7 version for compatibility's sake. If you need a way to simply and easily manage mods across multiple versions, I'd suggest checking out MultiMC, it'll probably be quite a while before everyone integrates some of the more dramatic changes from 1.5.
Several other people have also requested some kind of Minotaur for the dimensional maze. Reminds me a bit of Mark Z Danielewski's House of Leaves, and the mod spotlight where Dimensional Doors was mixed with Weeping Angels was incredibly creepy.
I'm inclined to agree that adding some kind of dimensional monster (especially if it were something really alien that can't be properly fought) could be a great addition to the mod. Weeping Angels in Limbo, anyone? That said, I hope it's a configurable option. There are setups where I'd love to have them, and setups where I'd really prefer the dimensions be empty (Also, perhaps a way to secure a dimension against it's presence? Make a safe room?).
On that note, do the dimensional pockets have a biome definition? Several other mods allow for biome-specific configurations (such as for monster spawning). I'd happily trade the minor headache of fixing biome-id conflicts for the ability to define spawn parameters inside the riftways.
I'm about to use "LightLevelOverlay", and display the numbers up to 15 (I normally clip them at 12 so I can tell the very bright zones), just so I can tell where a floor is. The idea that you can't tell if you're going to fall just doesn't appeal to me.
"Freyed Fabric" ... I rarely ask for custom textures, but can you please take another look at the (r,g,B) values being used? Apple's calibrator puts the (rgb) values for their "barely visible grey" for gamma 2.2 as (10,10,10) looks like (0,0,0), and (21,21,21) is barely distinguishable from black -- and my display is set at that level
Vanilla, or bukkit?
I've never seen any indication of issues with vanilla servers and large maps. If you had the old version of dynamic maps, then yes, that could be an issue because of how it worked; newer versions no longer have that issue (it would load the chunk data into memory to map it, but activate the chunks, causing huge memory turnover / java garbage. And consume a lot of memory in the process.)
Now, that's an interesting idea.
If you consider that "limbo" is an alternative to death, as pointed out, on return to thousands of blocks distance you can just use /kill to move yourself back to spawn.
Free return back to spawn with items by a door ... Maybe.
!Ah! Idea!
An option to dump you out a rift into a random mystcraft age.
No more giant distance issue.
But not a "free return home" either.
Maybe, if you're lucky, a random existing mystcraft age :-)
* 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?
Linking books for safety: Check!
Number 2: Bug! Doors only activate if you are facing the active side.
Doors do not trigger based on which way you move through them.
If you walk backwards through the "active" side you will not teleport.
If you walk backwards through the "inactive" side you will.
Number 3: Dungeon pieces often have an opening behind the "door to the next world". Hmm ... Guess how I found this out?
Number 4: Flight mode, linking books, or some safety device; these dungeons are limbo-y (can't call them "deadly" :-).
* 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?
Does the fact that I came from one such world make a difference?
Are there supposed to be dark areas (light level 7 or lower) where monsters can spawn?
I'm in a tile with lots of stair cases, and about 8 iron doors out deeper.
There is something that looks like a wood door, leading out into the ... pocket (not sure what else to call it), on a sand block.
It closes as I approach it.
It does not chop quickly with an axe (normal doors do). It disappears when I break it.
There is no sign of anything redstone to detect approaching it to trigger the closing.
The outside of the pocket -- the roof of the dungeon tile -- has a lot of dark areas. There are a few places in the passageways that are dark enough to spawn.
===
And the next tile had normal lighting (with darker areas), active pistons, lots of noise, something that sounded like endermen -- I fled!
EDIT: And now the previous one is no longer "bright lighting".
* 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?
1. There is a LOT of fabric of reality in the chests. Are they basically mineshaft chests with fabric added?
2. There are two different fabric of reality blocks. Why?
3. I thought that we were supposed to be able to use FoR's to extend our ender perl supply -- 4 FoR's plus one EP = 4 blocks for making DD's. Yet that recipe seems to be missing, and the corresponding item is marked as debug only. What can you do with FoR besides being a black light source?
4. So far, the dungeon tiles only go "deeper". I haven't seen any with a warp door out. I haven't seen any that go up to a different dimension. I was under the impression that these dungeons were supposed to go upwards and downwards, into different dimensions as you traveled in and out.
Yet when I do find spare wooden warp doors, they just lead back to where I was. Or, if I understand what's happening, are "disabled", get sand underneath them, and close as you approach.
5. Some of your redstone traps suffer from the multiplayer redstone timing issues -- multiple loops that are supposed to be in synch can become de-synched, or if your loop has an even number of torches with a timing signal flowing down it, it can become "stable". https://mojang.atlas.../browse/MC-2523
In particular, one of your "piston cycling floor traps" went stable on me.
6. ... Err ... all that stone brick, redstone circuitry, pistons, etc -- those are the real treasures, right? The chests are just distractions, is that it?
Why not make a new "very hard brick" -- perhaps a "dimensional brick" block? The "appropriate tool" would be a new pick-axe ... which, can't be crafted, and only appears rarely in chests? Right now it's too easy to bypass these traps. Just dig out.
7. So ... a hallway with chests, a "click", Fuse sounds, TNT falling ... Flee! Except ... I wasn't facing the door? Went past it. Kablaam! Survived. Doors at both ends of the hall were destroyed.
And ... ouch? Can't put the door back up?
I am so glad I learned to take linking books into these things :-)
8. I need to make a map. These get confusing very quickly.
* 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?