Mmm, I've been testing it out in Tekkit today. This mod is awesome and mysterious! Tough I would find it a bit unfair if I didn't have keepInventory on. I tried using pocket dimensions, but something quite strange happened. I placed down a dimensional door inside my house but once on the other side, all the modded blocks had "followed" me there! That's all the forge microblocks and the thermal expansion pipes which were around the door. I couldn't break them, some of them turned to fabric of reality when I punched them and others just wouldn't vanish. I removed the door and rift from there and I think I'll move it away because of this, but's it makes me wonder what on Earth could have cause this glitch! Funny things happen when people's codes collide!
You automatically keep inventory if you die in a pocket, including dungeons.
Never heard of blocks folowing you, must be a new bug.
Other than old and semi helpful pictures videos and posts, a lot of features are not documented.
I know how the rift signature works, however I dont know how it works -now-
I have a stabilized signature, and it holds a coordinate that I already used to link up two doors.
And it still has the coordinates.
I want to link up more doors, but Im not sure how, unless I have to make a new stabilized signature. Which would be dumb.
Eyes - yes but not jumpscare, the jumpscates are the dungeons itself (and usually diving away will kill you), the wake up very slowly, just don't stant in their line of sight or punch them (monolith is their name), there's a crapton of those in limbo too (now 75% more creepy)
wood doors - esvape route, but maybe not to where you expect
also in the latest versions you van place vanilla doora on rifts, but have to colect world thread to craft rifts and riftblade will be changed, the first post will be updated with info soon
........to be honest, i count rounding a corner and seeing a GIANT RED F***ING EYEBALL ON A TOTEM POLE (figuratively) SHOOT A TELEPORTATION LASER AT YOU THAT TAKES YOU TO LIMBO, WHERE THERE'S A GIANT FREAKING EYE IN THE SKY WATCHING YOU AS YOU TRY NOT TO GET KILLED BY MORE FREAKING MONOLITHS, AND HAVE TO LISTEN TO RIDICULOUSLY FREAKY MUSIC, as a jumpscare. '___________' XD
anyways, the line "Dimensional doors, scaring the crap out op players since 2013" is totally true. XD still scared, and i havent played it since 1.2. it was actually one of my first mods that i ever used.
edit: obviously, i am NOT a fan of the horror genre. XD
So, I see Archimede's Ships and Dim Doors dont' like each other very much. But I'm wondering if anyone ever tryed to move a door with MFFS (modular forcefield sistem). If not I might give it a test to see how badly is it going to crash =P
........to be honest, i count rounding a corner and seeing a GIANT RED F***ING EYEBALL ON A TOTEM POLE (figuratively) SHOOT A TELEPORTATION LASER AT YOU THAT TAKES YOU TO LIMBO, WHERE THERE'S A GIANT FREAKING EYE IN THE SKY WATCHING YOU AS YOU TRY NOT TO GET KILLED BY MORE FREAKING MONOLITHS, AND HAVE TO LISTEN TO RIDICULOUSLY FREAKY MUSIC, as a jumpscare. '___________' XD
Don't worry, that doesn't happen any more. Now the only visible part of the monoliths is the eye, and you can see that through all terrain. No more jump scares. Instead, you just quietly cry while hoping there aren't any holes in the fabric of reality that they'll be able to see you through.
I mean, the piston traps can still be scary, but that's just because they're loud and sudden when all you've been hearing for the past few minutes is the murmuring of monoliths and your own footsteps.
So, I see Archimede's Ships and Dim Doors dont' like each other very much. But I'm wondering if anyone ever tryed to move a door with MFFS (modular forcefield sistem). If not I might give it a test to see how badly is it going to crash =P
I did.
It moves the door, but it went funny trying to move the rift itself.
I'm not shure what hapened, but I think an aferimage of the rift remains in the original place for a while.
Or something.
The door still works as normal though.
Other than old and semi helpful pictures videos and posts, a lot of features are not documented.
I know how the rift signature works, however I dont know how it works -now-
I have a stabilized signature, and it holds a coordinate that I already used to link up two doors.
And it still has the coordinates.
I want to link up more doors, but Im not sure how, unless I have to make a new stabilized signature. Which would be dumb.
It was changed somewhere along the way.
Now the first coordinates you link it to remain there forever (rift1).
The rift at that place will lead to the last place you used it at (riftX), but all other rifts (including the last one) will lead exit at rift1.
Alright, I survived the weekend! Had to hibernate for half a day to recover from that 24-hour rush. The demos for all the projects were recorded and published on YouTube, so you can see my presentation there:
Sorry if this has been answered, but I couldn't find it.
Is there a way (using creative/cheats/a hack) to reset a dimensional dungeon? I tried deleting the folder for it in the save (while leaving the text file) but that didn't work.
Edited to add: Ah, just found the '/dd-resetdungeons' command. But is there a way to reset just ONE of them, or is it an all-or-nothing thing?
Sorry if this has been answered, but I couldn't find it.
Is there a way (using creative/cheats/a hack) to reset a dimensional dungeon? I tried deleting the folder for it in the save (while leaving the text file) but that didn't work.
Edited to add: Ah, just found the '/dd-resetdungeons' command. But is there a way to reset just ONE of them, or is it an all-or-nothing thing?
Keep up the good work!
You can create a new dungeon by using dd-rift and specifying the partial name of any dungeon. You can see a list of available rooms with dd-list. Keep in mind that this create a completely new dungeon, rather than resetting a single dungeon.
I'm not sure whether resetting dungeons simply deletes them and creates new ones. Steven had this idea of loading up the rooms again, but I think that we found several reasons why that would be potentially disastrous. For instance, if you place links into a dungeon that you disarmed and it gets reset, you could teleport into a room that's full of TNT again. Then there's the possibility that the schematic for a room was changed after it was generated, or a schematic might not be available anymore.
You can create a new dungeon by using dd-rift and specifying the partial name of any dungeon. You can see a list of available rooms with dd-list. Keep in mind that this create a completely new dungeon, rather than resetting a single dungeon.
Thanks! This will work for me.
I'm not sure whether resetting dungeons simply deletes them and creates new ones. Steven had this idea of loading up the rooms again, but I think that we found several reasons why that would be potentially disastrous. For instance, if you place links into a dungeon that you disarmed and it gets reset, you could teleport into a room that's full of TNT again. Then there's the possibility that the schematic for a room was changed after it was generated, or a schematic might not be available anymore.
When I used the /dd-resetdungeons command, the one rift/door I found created a new rift two meters above itself, and this is where the portal led. So, it was no longer a dungeon entrance, just teleported me two meters up.
I tried both /dd-tp and /tpx into the old dungeon dimentions, (while flying in creative) but they were empty.
Hmm, hiw does the mod decide whitch room to build? Is it based on the seed if the world?
Since this was a brand new world, after I tried the above, I decided to se what recreating the world with the same seed would do. Found a portal in the same place, first dungeon seemed to be the same (but with different loot in thehest) but the only door leadi g deeper went to a completely different dungeon than previously.
I am not sure if it is a bug, but the monoliths are clear with only the eye showing, and you can see them through blocks. Is this right? If so how can I make them hidden behind blocks?
Edit: Just read comments not too far above mine, apparently it is how it's supposed to be. Is there a way to make it so you can't see them through walls though?
I am not sure if it is a bug, but the monoliths are clear with only the eye showing, and you can see them through blocks. Is this right? If so how can I make them hidden behind blocks?
It's not a bug.
You can't make them hidden (as far as I know). It's part of the creepification process.
OK, I've gotten this crash a couple of times now (always right when loading the save)
-- and on both occations, it's corrupted the world so it's no longer visible from the open saves screen .
Not sure that DD is the culprit, of course, but it's the mod mentioned first in the stack trace.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 4/2/14 10:41 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.saving.DDSaveHandler.loadAll(DDSaveHandler.java:73)
at StevenDimDoors.mod_pocketDim.core.PocketManager.loadInternal(PocketManager.java:436)
at StevenDimDoors.mod_pocketDim.core.PocketManager.load(PocketManager.java:263)
at StevenDimDoors.mod_pocketDim.EventHookContainer.onWorldLoad(EventHookContainer.java:134)
at net.minecraftforge.event.ASMEventHandler_25_EventHookContainer_onWorldLoad_Load.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:85)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Mmm, I've been testing it out in Tekkit today. This mod is awesome and mysterious! Tough I would find it a bit unfair if I didn't have keepInventory on. I tried using pocket dimensions, but something quite strange happened. I placed down a dimensional door inside my house but once on the other side, all the modded blocks had "followed" me there! That's all the forge microblocks and the thermal expansion pipes which were around the door. I couldn't break them, some of them turned to fabric of reality when I punched them and others just wouldn't vanish. I removed the door and rift from there and I think I'll move it away because of this, but's it makes me wonder what on Earth could have cause this glitch! Funny things happen when people's codes collide!
Interesting, is there any way you could screen shot this, or provide details on how to replicate it? Its similar to a bug I encountered early on.
Other than old and semi helpful pictures videos and posts, a lot of features are not documented.
I know how the rift signature works, however I dont know how it works -now-
I have a stabilized signature, and it holds a coordinate that I already used to link up two doors.
And it still has the coordinates.
I want to link up more doors, but Im not sure how, unless I have to make a new stabilized signature. Which would be dumb.
Yea, documentation has been on hold while me and Kiwi hammer out the details of some new features. Or thats what I keep telling myself to avoid updating the OP...
Hmm, hiw does the mod decide whitch room to build?
Is it based on the seed if the world?
I *think* the random instance we use is the worlds, though im not exactly sure. The non-random aspects of dungeon generation are determined using markov chains that are built from a configuration file. You can actually define your own, for your own dungeon packs. Its a pretty powerful system. (SenseiKiwi built that part).
So, I see Archimede's Ships and Dim Doors dont' like each other very much. But I'm wondering if anyone ever tryed to move a door with MFFS (modular forcefield sistem). If not I might give it a test to see how badly is it going to crash =P
Any mod that tries to move tile entities will cause DD to behave the same way, more or less. The door itself will move fine, but the 'rift' will get left behind because those are handled differently.
OK, I've gotten this crash a couple of times now (always right when loading the save)
-- and on both occations, it's corrupted the world so it's no longer visible from the open saves screen .
Not sure that DD is the culprit, of course, but it's the mod mentioned first in the stack trace.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 4/2/14 10:41 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.saving.DDSaveHandler.loadAll(DDSaveHandler.java:73)
at StevenDimDoors.mod_pocketDim.core.PocketManager.loadInternal(PocketManager.java:436)
at StevenDimDoors.mod_pocketDim.core.PocketManager.load(PocketManager.java:263)
at StevenDimDoors.mod_pocketDim.EventHookContainer.onWorldLoad(EventHookContainer.java:134)
at net.minecraftforge.event.ASMEventHandler_25_EventHookContainer_onWorldLoad_Load.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:85)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Ok, looking into this right now. Can you upload your DD data files? They are in <yourSaveDir>/DimensionalDoors/data. Just the stuff in the data folder, not the region files.
I have a feeling that the DD crash might be a symptom of a different, earlier crash/problem caused by who knows what. That said, the first step is reproducing it reliably.
Ok, looking into this right now. Can you upload your DD data files? They are in <yourSaveDir>/DimensionalDoors/data. Just the stuff in the data folder, not the region files.
The non-random aspects of dungeon generation are determined using markov chains that are built from a configuration file. You can actually define your own, for your own dungeon packs. Its a pretty powerful system. (SenseiKiwi built that part).
This sounds really interesting. Is it documented anywhere, or would I have to dig through code to learn more?
Hey I'm new to these forums but just wondering I have the newest version and I went into the pocket dimensions (random ones that have dungeons) on creative and there are no monoliths. Did you remove them? I also am on normal.
You automatically keep inventory if you die in a pocket, including dungeons.
Never heard of blocks folowing you, must be a new bug.
I know how the rift signature works, however I dont know how it works -now-
I have a stabilized signature, and it holds a coordinate that I already used to link up two doors.
And it still has the coordinates.
I want to link up more doors, but Im not sure how, unless I have to make a new stabilized signature. Which would be dumb.
Oh, ok then, the mod's perfect! I just always have keepinventory on when using modpacks like Tekkit.
I did not make a paradox.
........to be honest, i count rounding a corner and seeing a GIANT RED F***ING EYEBALL ON A TOTEM POLE (figuratively) SHOOT A TELEPORTATION LASER AT YOU THAT TAKES YOU TO LIMBO, WHERE THERE'S A GIANT FREAKING EYE IN THE SKY WATCHING YOU AS YOU TRY NOT TO GET KILLED BY MORE FREAKING MONOLITHS, AND HAVE TO LISTEN TO RIDICULOUSLY FREAKY MUSIC, as a jumpscare. '___________' XD
anyways, the line "Dimensional doors, scaring the crap out op players since 2013" is totally true. XD still scared, and i havent played it since 1.2. it was actually one of my first mods that i ever used.
edit: obviously, i am NOT a fan of the horror genre. XD
Don't worry, that doesn't happen any more. Now the only visible part of the monoliths is the eye, and you can see that through all terrain. No more jump scares. Instead, you just quietly cry while hoping there aren't any holes in the fabric of reality that they'll be able to see you through.
I mean, the piston traps can still be scary, but that's just because they're loud and sudden when all you've been hearing for the past few minutes is the murmuring of monoliths and your own footsteps.
The caveman's secret weapon
I did.
It moves the door, but it went funny trying to move the rift itself.
I'm not shure what hapened, but I think an aferimage of the rift remains in the original place for a while.
Or something.
The door still works as normal though.
It was changed somewhere along the way.
Now the first coordinates you link it to remain there forever (rift1).
The rift at that place will lead to the last place you used it at (riftX), but all other rifts (including the last one) will lead exit at rift1.
We won Best Hardware Hack.
Heh, but how would it integrate into MC?
Congratz on the award!
Sorry if this has been answered, but I couldn't find it.
Is there a way (using creative/cheats/a hack) to reset a dimensional dungeon? I tried deleting the folder for it in the save (while leaving the text file) but that didn't work.
Edited to add: Ah, just found the '/dd-resetdungeons' command. But is there a way to reset just ONE of them, or is it an all-or-nothing thing?
Keep up the good work!
You can create a new dungeon by using dd-rift and specifying the partial name of any dungeon. You can see a list of available rooms with dd-list. Keep in mind that this create a completely new dungeon, rather than resetting a single dungeon.
I'm not sure whether resetting dungeons simply deletes them and creates new ones. Steven had this idea of loading up the rooms again, but I think that we found several reasons why that would be potentially disastrous. For instance, if you place links into a dungeon that you disarmed and it gets reset, you could teleport into a room that's full of TNT again. Then there's the possibility that the schematic for a room was changed after it was generated, or a schematic might not be available anymore.
Is it based on the seed if the world?
Thanks! This will work for me.
When I used the /dd-resetdungeons command, the one rift/door I found created a new rift two meters above itself, and this is where the portal led. So, it was no longer a dungeon entrance, just teleported me two meters up.
I tried both /dd-tp and /tpx into the old dungeon dimentions, (while flying in creative) but they were empty.
Since this was a brand new world, after I tried the above, I decided to se what recreating the world with the same seed would do. Found a portal in the same place, first dungeon seemed to be the same (but with different loot in thehest) but the only door leadi g deeper went to a completely different dungeon than previously.
(So its not *just* theorld seed)
Edit: Just read comments not too far above mine, apparently it is how it's supposed to be. Is there a way to make it so you can't see them through walls though?
It's not a bug.
You can't make them hidden (as far as I know). It's part of the creepification process.
[¬º-°]¬
-- and on both occations, it's corrupted the world so it's no longer visible from the open saves screen
Not sure that DD is the culprit, of course, but it's the mod mentioned first in the stack trace.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 4/2/14 10:41 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at StevenDimDoors.mod_pocketDim.saving.DDSaveHandler.loadAll(DDSaveHandler.java:73)
at StevenDimDoors.mod_pocketDim.core.PocketManager.loadInternal(PocketManager.java:436)
at StevenDimDoors.mod_pocketDim.core.PocketManager.load(PocketManager.java:263)
at StevenDimDoors.mod_pocketDim.EventHookContainer.onWorldLoad(EventHookContainer.java:134)
at net.minecraftforge.event.ASMEventHandler_25_EventHookContainer_onWorldLoad_Load.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:85)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1338503904 bytes (1276 MB) / 1917845504 bytes (1829 MB) up to 3817865216 bytes (3641 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:MaxPermSize=1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 88 mods loaded, 88 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ChickenShed{1.1.2} [Chicken Shed] ([1.6.4+] ChickenShed (v1.1.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
arsmagica2{1.1.1c} [Ars Magica 2] (AM2_1.1.1c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
bigtrees{1.6.4} [BigTrees] (BigTrees-164-forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.75-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CalclaviaCore{1.2.0} [CalclaviaCore] (Calclavia-Core-1.2.0.312-main.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
dimdoors{1.6.4R2.2.2RC1} [Dimensional Doors] (DimensionalDoors-2.2.2RC1-312.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ExplorerCraft{0.9.3} [ExplorerCraft] (ExplorerCraft_0.9.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ExtraUtilities{1.0.1} [Extra Utilities] (extrautils-1.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded{1.6.4R2.7.6} [MineFactory Reloaded] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatForestryPre{1.6.4R2.7.6} [MFR Compat: Forestry (part 2)] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forestry{2.3.1.1} [Forestry for Minecraft] (forestry-A-2.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
GalacticraftCore{2.0.11} [Galacticraft Core] (Galacticraft-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
GalacticraftMars{2.0.11} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
wuppy29_harderpeaceful{1.7.0b} [Harder Peaceful] (Harder Peaceful 1.7.0b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
LightBridgesAndDoors{0.1.7} [kris91268's Light Bridges and Doors] (Light bridges and doors V1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MapWriter{2.0} [MapWriter] (mapwriter-2.0.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
millenaire{5.1.11} [Millénaire] (millenaire-jar-5.1.11) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MFR Compat Forestry Trees{1.0} [MFR Compat Forestry Trees] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MFR Compat Extra Trees{1.0} [MFR Compat Extra Trees] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatAppliedEnergistics{1.6.4R2.7.6} [MFR Compat: Applied Energistics] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatAtum{1.6.4R2.7.6} [MFR Compat: Atum] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatBackTools{1.6.4R2.7.6} [MFR Compat: BackTools] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatBuildCraft{1.6.4R2.7.6} [MFR Compat: BuildCraft] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatChococraft{1.6.4R2.7.6} [MFR Compat: Chococraft] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatExtraBiomes{1.6.4R2.7.6} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatForestry{1.6.4R2.7.6} [MFR Compat: Forestry] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatForgeMicroblock{1.6.4R2.7.6} [MFR Compat: ForgeMicroblock] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatIC2{1.6.4R2.7.6} [MFR Compat: IC2] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatMystcraft{1.6.4R2.7.6} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatPams{1.6.4R2.7.6} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ForgeMultipart{1.0.0.244} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ProjRed|Core{4.3.4.29} [ProjectRed] (ProjectRedBase-1.6.4-4.3.4.29.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatProjRed{1.6.4R2.7.6} [MFR Compat ProjectRed] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Railcraft{8.3.2.0} [Railcraft] (Railcraft_1.6.4-8.3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatRailcraft{1.6.4R2.7.6} [MFR Compat: Railcraft] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatRP2{1.6.4R2.7.6} [MFR Compat: RP2] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatSufficientBiomes{1.6.4R2.7.6} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatThaumcraft{1.6.4R2.7.6} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatThermalExpansion{1.6.4R2.7.6} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatTwilightForest{1.6.4R2.7.6} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatVanilla{1.6.4R2.7.6} [MFR Compat: Vanilla] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MineFactoryReloaded|CompatXyCraft{1.6.4R2.7.6} [MFR Compat: XyCraft] (MineFactoryReloaded-2.7.6-448.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
mod_Mithril{1.6.2} [Mithril] (mithril_1-6-4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MFFS{3.6.2} [Modular Force Field System] (Modular-Force-Field-System-3.6.2.59-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
numina{0.1.2-59} [Numina] (Numina-1.6.2-0.1.2-59.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
NEIPlugins{1.1.0.6} [NEI Plugins] (NEIPlugins-1.1.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
pammobdropcrops{1.0} [Pam's Mob Drop Crops] (Pam's Mob Drop Crops 1.6.4 v1.02.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-877.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ProjRed|Integration{4.3.4.29} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.4.29.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ProjRed|Transmission{4.3.4.29} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.4.29.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ProjRed|Illumination{4.3.4.29} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.4.29.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ProjRed|Transportation{4.3.4.29} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.4.29.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ProjRed|Expansion{4.3.4.29} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.4.29.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
rcdusts{0.0.6d} [Rock Crusher Metal Dusts Add-On] (rcDusts-0.0.6d.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Redstone Arsenal{1.0.0.0} [Redstone Arsenal] (RedstoneArsenal-1.0.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
mod_RottenFleshtoLeather{1.2} [mod_RottenFleshtoLeather] (RottenFleshSimplistic.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
taverns{2.1.6-2} [Village Taverns] (VillageTaverns-2.1.6-2.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Waila{1.5.1} [Waila] (Waila_1.5.1a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
McMultipart{1.0.0.244} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ForgeMicroblock{1.0.0.244} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Interesting, is there any way you could screen shot this, or provide details on how to replicate it? Its similar to a bug I encountered early on.
Yea, documentation has been on hold while me and Kiwi hammer out the details of some new features. Or thats what I keep telling myself to avoid updating the OP...
I *think* the random instance we use is the worlds, though im not exactly sure. The non-random aspects of dungeon generation are determined using markov chains that are built from a configuration file. You can actually define your own, for your own dungeon packs. Its a pretty powerful system. (SenseiKiwi built that part).
Any mod that tries to move tile entities will cause DD to behave the same way, more or less. The door itself will move fine, but the 'rift' will get left behind because those are handled differently.
Ok, looking into this right now. Can you upload your DD data files? They are in <yourSaveDir>/DimensionalDoors/data. Just the stuff in the data folder, not the region files.
I have a feeling that the DD crash might be a symptom of a different, earlier crash/problem caused by who knows what. That said, the first step is reproducing it reliably.
Thanks -- here they are
This sounds really interesting. Is it documented anywhere, or would I have to dig through code to learn more?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2406492-1-7-10-mcprehistory-mod(Check this amazing mod out!!!)