Yeah, but the door insude the pocket should still lead where the other rift was originally...
On the ship.
Oh.
That's the thing that I find very, very strange. It shouldn't lead to that door. We imagine that the doors carry the data for their destinations, but they don't. In Minecraft, blocks with extra information store it as metadata, or they're tile entities and carry their information in NBT tags. The data for the destination of a door is stored separately. It's associated with coordinates in the world (the coordinates of the top block of the door), but not with physical objects. That's how rifts can regenerate and maintain their information.
So let's say that a ship turns into an entity with an open door on top of it. Before the door can be removed, somehow, the ship is teleported through the door. Dimensional Doors creates a pocket dimension for it and the entrance is linked back to the position at which the original door was. There is no such thing as linking to the door inside the pocket. Meanwhile, when the ship solidifies into blocks again, it essentially creates a new door, which either has no link attached or leads to yet another different pocket.
I have a difficult time grasping how you could ever create a circular link into a pocket. Dimensional Doors doesn't work that way.
I went through the trouble of downloading Archimedes' Ships and adding it to a pack that I use for creating dungeons. I've figured out what's probably going on. When you try to dismount the airship, an open door is created as part of solidifying the ship back into blocks. The ship's entity hasn't been removed, though, so it gets teleported (with you riding it) before it can be removed. That causes the block form to stay behind, outside the dimension, but the entity form to go into a pocket. You'll likely be kind of stuck in the door because the ship is a large entity.
Since you're still mounted, you'll have to try to dismount again. But if you keep dismounting it does the same thing over and over in a loop, each time creating another pocket dimension. The only solution is to place the ship somewhere that the mod won't try to solidify it due to collisions, but it'll let you dismount anyway. At that point, the ship will be stuck but you'll be able to move. If you make it to the entrance door of the pocket, you'll be teleported one level up to a previous pocket. That pocket should contain another ship, but in block form. If you keep walking through the entrance doors, you'll continue encountering more copies of the same ship. That gives the impression that you're traveling through the same pocket over and over. In reality, they're all different pockets but look similar, if not identical. If you keep walking out, you'll eventually reach the Overworld. Conversely, walking through the doors on the ships will take you deeper into the copies.
Today's lesson: Don't attach an open Dimensional Door to an Archimedes' Ship unless you want things to get really confusing.
(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?
How much damage does the rift blade do? And what's its durability?
I think both is aproximately the same than a diamond sword.
On top of that it has a special ability: right-clicking an entity will teleport you to it over a short distance at the cost of some durability.
Temporarely it also has an ability to open single-use doors on rifts, but this will probably be changed soon.
Has anybody tested placing a door on a metaworld yet?
It should work without problems and even allow for transportation of rifts, but considering what arhimedes ships did, could someone check?
Still no recepies or how to get world thread.
Looks nicer though.
People were managing even when the recipes were wrong. The main complaint was that the recipes were wrong and people kept trying to use them like that. I'll fix them later, though. That post was a huge mess.
This now means, however, that all the DD worldgen is gone, as I was playing without it for a while. Is there any way of finding dungeons other than going out to where it starts generating more world, or making Mystcraft ages to look for existing rifts?
I don't suppose you remembered the part where I asked for a copy, eh? Or had you modified it by hand? Would have been useful in case this is some kind of bug in Dimensional Doors. That said, we don't provide any retrogeneration options.
Has anybody tested placing a door on a metaworld yet?
It should work without problems and even allow for transportation of rifts, but considering what arhimedes ships did, could someone check?
The Dev has actually spoken about this in their thread. Since Dimensional Doors actually transports you to a dimension and not just a position, and MetaWorlds are separate dimensions (or portions thereof), you would be transported to the actual containing dimension, rather than the position on the entity in the overworld.
If both Devs work together on this then maybe it can work, but I don't think either individual should be held responsible for such coding... the mods doing such specific things.
P.S. I would gladly link the post, but I'm having difficult finding it, and have > 10 minutes before class. You could try creating a temporary world and seeing what happens when the two interact...
Also, I do think it would be interesting if the two devs would work together. This would effectively allow for my suggestion of allowing for all Dimensional Dungeons to exist in one dimension. Using the entities created by MetaWorlds you could load and unload places in a given space (dimension) into another (perhaps blank) dimension, that are independent and separate from one another. It would likely cut down on loading time and allow for all dungeon terrain to be contained within one world (dimension).
'Tis but a suggestion.
(Cooperation between mod developers can often lead to new and good innovations. One person may know how to do one set of things while the other[s] know how to do other things. This leads to less work for both and [depending] better coding and concepts for both projects.
You may know how to do things that dev needs to improve their mod, while they may have things you can use to improve your mod. Therefore, if both devs agree, working together can produce better projects.)
Since Dimensional Doors actually transports you to a dimension and not just a position, and MetaWorlds are separate dimensions (or portions thereof), you would be transported to the actual containing dimension, rather than the position on the entity in the overworld.
Ow my brain.
So metaworlds do not only exist in the overworld or wherever they are created they also exist in their own dimension and are manipulated by the markers to project an interactive entity of themselves into your world? Or do the dimensions themselves intersect at the point of a ship marker and using a door allows you to transport to the ship itself while still being able to interact with the normal world?
Ow. X(
The Dev has actually spoken about this in their thread. Since Dimensional Doors actually transports you to a dimension and not just a position, and MetaWorlds are separate dimensions (or portions thereof), you would be transported to the actual containing dimension, rather than the position on the entity in the overworld.
If both Devs work together on this then maybe it can work, but I don't think either individual should be held responsible for such coding... the mods doing such specific things.
P.S. I would gladly link the post, but I'm having difficult finding it, and have > 10 minutes before class. You could try creating a temporary world and seeing what happens when the two interact...
Also, I do think it would be interesting if the two devs would work together. This would effectively allow for my suggestion of allowing for all Dimensional Dungeons to exist in one dimension. Using the entities created by MetaWorlds you could load and unload places in a given space (dimension) into another (perhaps blank) dimension, that are independent and separate from one another. It would likely cut down on loading time and allow for all dungeon terrain to be contained within one world (dimension).
'Tis but a suggestion.
(Cooperation between mod developers can often lead to new and good innovations. One person may know how to do one set of things while the other[s] know how to do other things. This leads to less work for both and [depending] better coding and concepts for both projects.
You may know how to do things that dev needs to improve their mod, while they may have things you can use to improve your mod. Therefore, if both devs agree, working together can produce better projects.)
While I don't want to be mean, every explanation that you have provided on how something works has been wild speculation. There was that time you said that custom maps were using "dimensions within dimensions", when in reality it was simple teleportation. The arguments justifying why Dimensional Doors should use a single dimension, based on loading times and supposed allocation of extra chunks, were also not true. And that rant about how Forge requires loading whole worlds and all their chunks was also completely off. There are other examples, too, but that should suffice to make a point.
Based on that history, I'm not going to sift through what you said about metaworlds. I'd recommend someone else just try it out.
Ow my brain.
So metaworlds do not only exist in the overworld or wherever they are created they also exist in their own dimension and are manipulated by the markers to project an interactive entity of themselves into your world? Or do the dimensions themselves intersect at the point of a ship marker and using a door allows you to transport to the ship itself while still being able to interact with the normal world?
Ow. X(
The way I understand it, and I am obviously not the developer so my knowledge is limited, is that the marker effectively says "insert blocks from <this dimension> into <this [other] dimension> here as an entity." I am personally assuming that they are inserted as an entity (as that seems like the 'easiest' way to do it, but that is merely an assumption while the former is based upon what I have read.
The reason why you cannot do the same things with MetaWorlds as you can with Archimedies is because Archimedies actually considers the blocks as part of the same dimension (when not moving) and therefore blocks from the 'ship' will be able to directly interact with blocks not from the 'ship'... On the other hand MetaWorld 'ships' cannot do the same because they do not actually 'exist' in the dimension they are 'placed'.
Example: Arch ships can have BuildCraft quarries on them to quarry the world they exist in... but MetaWorld 'ships' cannot (yet).
While I don't want to be mean, every explanation that you have provided on how something works has been wild speculation. There was that time you said that custom maps were using "dimensions within dimensions", when in reality it was simple teleportation. The arguments justifying why Dimensional Doors should use a single dimension, based on loading times and supposed allocation of extra chunks, were also not true. And that rant about how Forge requires loading whole worlds and all their chunks was also completely off. There are other examples, too, but that should suffice to make a point.
Based on that history, I'm not going to sift through what you said about metaworlds. I'd recommend someone else just try it out.
Your statement is valid, I will attempt to find better proof before I post things.
The actual behaviour when combining dimensional doors and metaworlds depends very much on the actual implementation of both mods.
As if that wasn't enough the implementation of metaworlds has changed a big lot since the last release so the result of combining them will probably be different with the next metaworlds version.
Either way I'd call it undefined behaviour and I'm also curious what happens. ^^
To make some clarifications about how metaworlds work:
Metaworlds are in no way entities. They are literally worlds. They use the exact same code for their blocks and chunks and game mechanics as the normal minecraft worlds do.
In vanilla minecraft a savegame holds multiple dimensions and each dimension consists of a dimensionID and a world object.
What metaworlds and dimensions have in common is that both have a world object. Metaworlds however are not registered to a dimension ID so if dimensional doors specify the target dimension using a dimensionID, it will receive the overworld, not a metaworld. This is the most likely implementation for dimensional doors because an ID is the easiest way to specify the target dimension in the savegame.
Odd, I could have sworn that I read on your thread that the blocks of a MetaWorld are stored in an external dimension. I really need to start copying these kinds of text, and the url I find them on.
The reason I assumed they were implemented as an entity was because of their behavior... thank you for clarifying that as well.
In the future I will be sure to actually ask for information before attempting to state an assumption.
The actual behaviour when combining dimensional doors and metaworlds depends very much on the actual implementation of both mods.
As if that wasn't enough the implementation of metaworlds has changed a big lot since the last release so the result of combining them will probably be different with the next metaworlds version.
Either way I'd call it undefined behaviour and I'm also curious what happens. ^^
To make some clarifications about how metaworlds work:
Metaworlds are in no way entities. They are literally worlds. They use the exact same code for their blocks and chunks and game mechanics as the normal minecraft worlds do.
In vanilla minecraft a savegame holds multiple dimensions and each dimension consists of a dimensionID and a world object.
What metaworlds and dimensions have in common is that both have a world object. Metaworlds however are not registered to a dimension ID so if dimensional doors specify the target dimension using a dimensionID, it will receive the overworld, not a metaworld. This is the most likely implementation for dimensional doors because an ID is the easiest way to specify the target dimension in the savegame.
Hello. While I'm not completely familiar with metaworlds, a few friends have linked me to your thread. It's nice to have you over.
(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?
Err, ... that progress report was no where near 100% ... still, release means ready.
Steven hadn't updated the OP is a long time. He considered DD stable enough to be included in the 1.6 stable Tekkit release, but he hadn't changed anything.
That's the thing that I find very, very strange. It shouldn't lead to that door. We imagine that the doors carry the data for their destinations, but they don't. In Minecraft, blocks with extra information store it as metadata, or they're tile entities and carry their information in NBT tags. The data for the destination of a door is stored separately. It's associated with coordinates in the world (the coordinates of the top block of the door), but not with physical objects. That's how rifts can regenerate and maintain their information.
So let's say that a ship turns into an entity with an open door on top of it. Before the door can be removed, somehow, the ship is teleported through the door. Dimensional Doors creates a pocket dimension for it and the entrance is linked back to the position at which the original door was. There is no such thing as linking to the door inside the pocket. Meanwhile, when the ship solidifies into blocks again, it essentially creates a new door, which either has no link attached or leads to yet another different pocket.
I have a difficult time grasping how you could ever create a circular link into a pocket. Dimensional Doors doesn't work that way.
Since you're still mounted, you'll have to try to dismount again. But if you keep dismounting it does the same thing over and over in a loop, each time creating another pocket dimension. The only solution is to place the ship somewhere that the mod won't try to solidify it due to collisions, but it'll let you dismount anyway. At that point, the ship will be stuck but you'll be able to move. If you make it to the entrance door of the pocket, you'll be teleported one level up to a previous pocket. That pocket should contain another ship, but in block form. If you keep walking through the entrance doors, you'll continue encountering more copies of the same ship. That gives the impression that you're traveling through the same pocket over and over. In reality, they're all different pockets but look similar, if not identical. If you keep walking out, you'll eventually reach the Overworld. Conversely, walking through the doors on the ships will take you deeper into the copies.
Today's lesson: Don't attach an open Dimensional Door to an Archimedes' Ship unless you want things to get really confusing.
* 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?
Still no recepies or how to get world thread.
Looks nicer though.
I think both is aproximately the same than a diamond sword.
On top of that it has a special ability: right-clicking an entity will teleport you to it over a short distance at the cost of some durability.
Temporarely it also has an ability to open single-use doors on rifts, but this will probably be changed soon.
It should work without problems and even allow for transportation of rifts, but considering what arhimedes ships did, could someone check?
People were managing even when the recipes were wrong. The main complaint was that the recipes were wrong and people kept trying to use them like that. I'll fix them later, though. That post was a huge mess.
Depends on your version of Dimensional Doors. However, in the most recent versions, a Rift Blade is basically equivalent to a diamond sword.
I don't suppose you remembered the part where I asked for a copy, eh? Or had you modified it by hand? Would have been useful in case this is some kind of bug in Dimensional Doors. That said, we don't provide any retrogeneration options.
The Dev has actually spoken about this in their thread. Since Dimensional Doors actually transports you to a dimension and not just a position, and MetaWorlds are separate dimensions (or portions thereof), you would be transported to the actual containing dimension, rather than the position on the entity in the overworld.
If both Devs work together on this then maybe it can work, but I don't think either individual should be held responsible for such coding... the mods doing such specific things.
P.S. I would gladly link the post, but I'm having difficult finding it, and have > 10 minutes before class. You could try creating a temporary world and seeing what happens when the two interact...
Also, I do think it would be interesting if the two devs would work together. This would effectively allow for my suggestion of allowing for all Dimensional Dungeons to exist in one dimension. Using the entities created by MetaWorlds you could load and unload places in a given space (dimension) into another (perhaps blank) dimension, that are independent and separate from one another. It would likely cut down on loading time and allow for all dungeon terrain to be contained within one world (dimension).
'Tis but a suggestion.
(Cooperation between mod developers can often lead to new and good innovations. One person may know how to do one set of things while the other[s] know how to do other things. This leads to less work for both and [depending] better coding and concepts for both projects.
You may know how to do things that dev needs to improve their mod, while they may have things you can use to improve your mod. Therefore, if both devs agree, working together can produce better projects.)
Ow my brain.
So metaworlds do not only exist in the overworld or wherever they are created they also exist in their own dimension and are manipulated by the markers to project an interactive entity of themselves into your world? Or do the dimensions themselves intersect at the point of a ship marker and using a door allows you to transport to the ship itself while still being able to interact with the normal world?
Ow. X(
While I don't want to be mean, every explanation that you have provided on how something works has been wild speculation. There was that time you said that custom maps were using "dimensions within dimensions", when in reality it was simple teleportation. The arguments justifying why Dimensional Doors should use a single dimension, based on loading times and supposed allocation of extra chunks, were also not true. And that rant about how Forge requires loading whole worlds and all their chunks was also completely off. There are other examples, too, but that should suffice to make a point.
Based on that history, I'm not going to sift through what you said about metaworlds. I'd recommend someone else just try it out.
The way I understand it, and I am obviously not the developer so my knowledge is limited, is that the marker effectively says "insert blocks from <this dimension> into <this [other] dimension> here as an entity." I am personally assuming that they are inserted as an entity (as that seems like the 'easiest' way to do it, but that is merely an assumption while the former is based upon what I have read.
The reason why you cannot do the same things with MetaWorlds as you can with Archimedies is because Archimedies actually considers the blocks as part of the same dimension (when not moving) and therefore blocks from the 'ship' will be able to directly interact with blocks not from the 'ship'... On the other hand MetaWorld 'ships' cannot do the same because they do not actually 'exist' in the dimension they are 'placed'.
Example: Arch ships can have BuildCraft quarries on them to quarry the world they exist in... but MetaWorld 'ships' cannot (yet).
Your statement is valid, I will attempt to find better proof before I post things.
Odd, I could have sworn that I read on your thread that the blocks of a MetaWorld are stored in an external dimension. I really need to start copying these kinds of text, and the url I find them on.
The reason I assumed they were implemented as an entity was because of their behavior... thank you for clarifying that as well.
In the future I will be sure to actually ask for information before attempting to state an assumption.
i got scared as hell and deleted the world i was playing on.
10/10
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps/wip-maps/2950500-solitary-confinement#c1
Dimensional Doors: Making people delete worlds out of fear since version 1.4.0.
Hello.
It just looks like it did, unless it's iron or harder it will eventually get eaten by the rift.
Err, ... that progress report was no where near 100% ... still, release means ready.
* 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?
Steven hadn't updated the OP is a long time. He considered DD stable enough to be included in the 1.6 stable Tekkit release, but he hadn't changed anything.