Okay, so this mod is a work-in-progress, and ALSO it messes with your save files, so for that reason, I IMPLORE YOU TO BACK UP NOT ONLY YOUR MINECRAFT.JAR, BUT YOUR SAVE FILES AS WELL BEFORE USING THIS MOD. IT IS GOOD PRACTICE TO DO SO ANYWAY.
Summary:
The World Teleporter Mod is a mechanism by which you can now use Nether portals to teleport between dimensions whether they be
[*:iayyw134] the main world (surface)
[*:iayyw134] the nether (nether)
[*:iayyw134] other save files
[*:iayyw134] new dimensions.
Installation:
[*:iayyw134] BACKUP YOUR EXISTING minecraft.jar!!!
[*:iayyw134] Open minecraft.jar
[*:iayyw134] Delete the META-INF folder
[*:iayyw134] Copy the contents of the bin/ directory (within this archive) into the root of the jar (will overwrite/create some files).
[*:iayyw134] Save the jar and close it.
How it works:
[*:iayyw134] Load into your main world.
[*:iayyw134] Create a nether portal.
[*:iayyw134] Place a sign NEAR the portal (note, it does not have to be ON the portal) with one of the following formats:
[*:iayyw134] <dimname> is the desired name of the dimension (note: NETHER and SURFACE are reserved dimensional names related to the Nether and the main game save world). <dimname> refers to one of three things:
[*:iayyw134] a dimensional world directory name that will be created or used within your main save directory (similar to how the nether's directory is DIM-1).
[*:iayyw134] a save directory name such as "World1", "World2", etc. (references a directory under the main minecraft saves folder.
[*:iayyw134] a save world name as defined in "name.txt" (used in my World Namer mod and seronis' Worlds Omega mod to name worlds)
Note: when giving names that are referencing directory names, the matching is case-insensitive and all non-alphanumeric characters in the dimname will be replaced with underscores ('_').
[*:iayyw134] <x>,<y>,<z>, if specified, are the X, Y, Z coordinates in the new dimension that you would want the player to be warped to. If the X, Y, Z coordinates are not specified, then they will be determined based on standard portal mechanics (namely: no change from dim -> dim, no change from nether -> nether, *8 from nether -> dim, /8 from dim -> nether). Note that you can safely specify any values here, as the standard portal mechanisms will be sure to
place the corresponding exit portal in a valid location.
[*:iayyw134] Walk into the portal - when the portal activates, all signs that you have placed within a 10x10x10 cube (with the center of your head as the center of cube) will be scanned for valid teleport information. If any are found, it will find out which one is the closest to the center of your head and use that one as the determinant of the teleport.
[*:iayyw134] And you're off!
Making old saves accessible through portals
So let's talk about the most exciting part of this mod: BEING ABLE TO MOVE BETWEEN WORLDS!!!
Keep in mind that when accessing dimensions you specify on the sign posts, that it will replace anything that isn't a letter or number with an underscore ('_') and uppercase all of the letters. It will then perform a search for that dimension based on this new "standardized" name.
Since v0.2 saves can be accessed directly WITHOUT the need for any extra work! Just specify the save name on your sign and away you go! (Note: saves may be referenced either by directory name or names as specified in "name.txt" within the world's save folder).
Specifying a Seed on Dimension Creation
When specifying a dimension to warp to, you can also specify a seed to be used by that dimension (note: this seed is ONLY used if the dimension is being created, and will not overwrite a currently defined dimension/world seed).
Simply place a second sign near the portal you intend to use, and specify it as such:
The 2nd through 4th lines of the sign will be concatinated together and used as the level seed. Hence, if you wanted to use the seed "-834728351935235", you could specify it in a sign as such:
Note: after traveling into this dimension, the seed will be permanently saved for it and you can safely remove the "Seed:" sign.
Other notes of interest:
[*:iayyw134] Using portals without signs:
Portals without signs will work as you would usually expect. A non-nether dimension will send you to the Nether, and the nether will send you back. Currently, if you leave the nether through an unsigned portal, it will send you back to the dimension that you last entered the nether from.
[*:iayyw134] Nethers:
There is only ONE nether. All dimensions will lead you to the same nether, regardless of whether old saves had their own nether data.
[*:iayyw134] Spawn:
Upon death, you will spawn in the last dimension you were located in, at the X, Y, Z coordinates corresponding to the spawn point in your original SURFACE world. Hence, you will have a spawn point in every surface dimension and which one you end up at will depend on which dimension you die in. If you die in the nether, you will spawn in the dimension that you were last in prior to entering the nether.
[*:iayyw134] World interaction:
Interacting with another world is done at a chunk level. Hence, any changes you make physically to the world or place in the world will be altered accordingly and reflected if you were to go back into that world. Inventory/Player position are not overwritten, as they are stored and managed in the level.dat of the original save that is seen as the "source" save. The only time another world's level.dat is read is in order to get the seed value such that level generation will work properly.
[*:iayyw134] Seeds:
Level seeds (the magick stuff that makes levels random and unique) are loaded depending on the situation at hand. The core level as well as the nether use the seed from the source level.dat file. When loading an alternate dimension, first the dimension's folder is queried for a level.dat file. If one exists (because it is a previous save), then the seed is loaded from it in order to maintain smoothness if more chunks are generated. If no level.dat exists, then it looks for a file called SEED.txt, which my mod creates to allow dimensions to each have their own unique seed (and therefore their own terrain). If it doesn't exist it creates it and bam you have a new unique dimension to work in!
[*:iayyw134] BiomeTerrainMod:
At present this does not work with BiomeTerrainMod, as both mods modify some of the same world generation classes. Hopefully a merged version can be made in the near future.
Changelog
[*:iayyw134] v0.3:
[*:iayyw134] updated to work with BETA 1.2_01
[*:iayyw134] v0.2:
[*:iayyw134] ability to specify a seed using a sign near the portal labeled "Seed:" before entering it
[*:iayyw134] no longer need to copy old saves into your current world. the mod will scan your saves dir as well
[*:iayyw134] support for "name.txt" files to reference old world saves by name instead of "World1", "World2", etc.
[*:iayyw134] several bugfixes and code cleanup
As per ProfMobius' request on IRC, there will be an update coming out for this soon that will allow you to specify a custom seed value for any dimension you plan to generate. Basically, you just place a second sine where line 1 is "Seed:" and the last three lines will be concatenated to make up the seed value. NOTE: this sign only needs to be there when the world is first generated as then it will be stored forever. Also, putting a seed sign next to a portal that goes to an already existing world will do nothing.
How would his work with Bucyruss' Biome & Terrain Modifier?
Although I haven't tested it I would guess it would work fine. Neither of us modify the same files so both mods should be able to run in parallel, but like I said I haven't tested it.
That's good to know, but I figured as much. What I meant was would it switch to using the other world's biomesettings.ini file when portaling to that world?
Now this is what I'm talking about, if you could find a way to reload a different terrain.png this would be soooo amazing. Is there a way you can have it load a terrain2.png or w/e based on what world it loads? this would open up soooo many possibilites, keep up the good work!
I've been waiting for something like this for a while now. Now I can specify wildly crazy world seeds, and maybe define even cooler stuff with the Biome Terrain Mod, then link them all into one save.
That's good to know, but I figured as much. What I meant was would it switch to using the other world's biomesettings.ini file when portaling to that world?
The way I see it, all the linked dimensions/worlds will generate off the same file. To get around this, I suppose we'll have to explore a ton in each world, changing the biomesettings file between each one, then link them afterward.
A little tedious, but very much worth it IMO.
Perhaps we'll see compatibility in the future though. Just think. This with BTM, and Mo' Mobs, and a bunch of small tweaks like many of dougbenham's and my mods all working together to make Supercraft. :biggrin.gif:
Or all the senior modders come together, (Risugami, 303, dougbenham, Sunrise_78, Afforees, seronis, Bucyruss), work on combining most mods into one, with a mods.txt where you can just choose which mods are active. With each mod having their own "mod"settings.txt.
damn, if somebody could replicate the nether and recreate it into a whole new thing..
Anyway, I believe this is, quite simply, awesome.. although is it possible to just use these as regular transporters, from one place to another in the same world? compared with world-hopping, it seems almost mundane to add in >.>
.. although is it possible to just use these as regular transporters, from one place to another in the same world? compared with world-hopping, it seems almost mundane to add in >.>
Yes. You simply specify the "dimension" as being the same as the one the teleporter is in.
For example, in the video I specify "Dimension" as "NETHER" on a portal already in the nether, so I end up coming out the same portal I went in. If I were to also specify a "Position" it would effectively turn into a same-world teleporter. The same thing works in any other dimension.
Also, for those who haven't thought about it, remember that the portal reads for signs within a 10x10x10 cube with your head at the center of it when teleporting to get it's info. Hence, you can technically have your "teleporter data" signs be in a space behind a wall or below the portal, and as long as it is roughly 5 blocks from you, it will still work.
Also from what I understand, you could have one portal potentialy lead to four different locations. Al you would have to do is place a sign on the front and back of each side colum, and enter the portal closest to the sign which has the destination you want to go to.
Front:
Sign 1 Sign 2
Sign 1 goes to nether, sign 2 goes to another world
Back:
Sign 3 Sign 4
Sign 3 goes to far away destination in current world, sign 4 goes to yet another world
Also from what I understand, you could have one portal potentialy lead to four different locations. Al you would have to do is place a sign on the front and back of each side colum, and enter the portal closest to the sign which has the destination you want to go to.
Front:
Sign 1 Sign 2
Sign 1 goes to nether, sign 2 goes to another world
Back:
Sign 3 Sign 4
Sign 3 goes to far away destination in current world, sign 4 goes to yet another world
Woudl the above work cvpcs?
Yes, that would work. Keep in mind that the sign determination is done when you warp, not when you enter the portal location. So the idea would be you would warp to the location on the sign you were standing closest to in the portal when the fade-to-warp finished and the "Teleporting" message came up.
Yes, that would work. Keep in mind that the sign determination is done when you warp, not when you enter the portal location. So the idea would be you would warp to the location on the sign you were standing closest to in the portal when the fade-to-warp finished and the "Teleporting" message came up.
[*:1k4pqlcy] can specify seed on dimension creation
[*:1k4pqlcy] fixed some bugs with seed detection
[*:1k4pqlcy] no longer need to copy old worlds around, the mod will now properly scan your save directory when warping and warp you to another save if desired. it will also load you back into that save if you quit the game. i.e. if playing World3 and you warp to World1, then quit playing, when you come back and load World3 again, you will still be "in" World1
[*:1k4pqlcy] supports WorldsOmega and my World Namer mod's name.txt files for specifying world names when teleporting
i know a lot of people have mentioned getting integration to work with biometerrainmod, and i am looking into it but it might be a little while before that works as expected.
you did it before notch did, and so far, its been bug free. FANTASTIC!
Well done.
Ive not had any compatability problems with either `battle towers,' or `more mobs,' and Im hoping to also use your battle music mod with this aswell.
You've done a great job and I hope more people discover your mod.
Youtube Videos:
initial release
working inter-world teleporting w/o copying
Compatibility: Minecraft SSP BETA 1.2_01
Download:
[*:iayyw134] v0.3 - CVPCS
Summary:
The World Teleporter Mod is a mechanism by which you can now use Nether portals to teleport between dimensions whether they be
[*:iayyw134] the main world (surface)
[*:iayyw134] the nether (nether)
[*:iayyw134] other save files
[*:iayyw134] new dimensions.
Installation:
[*:iayyw134] BACKUP YOUR EXISTING minecraft.jar!!!
[*:iayyw134] Open minecraft.jar
[*:iayyw134] Delete the META-INF folder
[*:iayyw134] Copy the contents of the bin/ directory (within this archive) into the root of the jar (will overwrite/create some files).
[*:iayyw134] Save the jar and close it.
How it works:
[*:iayyw134] Load into your main world.
[*:iayyw134] Create a nether portal.
[*:iayyw134] Place a sign NEAR the portal (note, it does not have to be ON the portal) with one of the following formats:
[*:iayyw134] LINE1: ""
[*:iayyw134] LINE2: "Dimension:"
[*:iayyw134] LINE3: "<dimname>"
[*:iayyw134] LINE4: ""
[*:iayyw134] LINE1: "Dimension:"
[*:iayyw134] LINE2: "<dimname>"
[*:iayyw134] LINE3: "Position:"
[*:iayyw134] LINE4: "(<x>, <y>, <z>)"
[*:iayyw134] LINE1: "<dimname>"
[*:iayyw134] LINE2: "<x>"
[*:iayyw134] LINE3: "<y>"
[*:iayyw134] LINE4: "<z>"
[*:iayyw134] <dimname> is the desired name of the dimension (note: NETHER and SURFACE are reserved dimensional names related to the Nether and the main game save world). <dimname> refers to one of three things:
[*:iayyw134] Walk into the portal - when the portal activates, all signs that you have placed within a 10x10x10 cube (with the center of your head as the center of cube) will be scanned for valid teleport information. If any are found, it will find out which one is the closest to the center of your head and use that one as the determinant of the teleport.[*:iayyw134] a dimensional world directory name that will be created or used within your main save directory (similar to how the nether's directory is DIM-1).
Note: when giving names that are referencing directory names, the matching is case-insensitive and all non-alphanumeric characters in the dimname will be replaced with underscores ('_').[*:iayyw134] a save directory name such as "World1", "World2", etc. (references a directory under the main minecraft saves folder.
[*:iayyw134] a save world name as defined in "name.txt" (used in my World Namer mod and seronis' Worlds Omega mod to name worlds)
[*:iayyw134] <x>,<y>,<z>, if specified, are the X, Y, Z coordinates in the new dimension that you would want the player to be warped to. If the X, Y, Z coordinates are not specified, then they will be determined based on standard portal mechanics (namely: no change from dim -> dim, no change from nether -> nether, *8 from nether -> dim, /8 from dim -> nether). Note that you can safely specify any values here, as the standard portal mechanisms will be sure to
place the corresponding exit portal in a valid location.
[*:iayyw134] And you're off!
Making old saves accessible through portals
So let's talk about the most exciting part of this mod: BEING ABLE TO MOVE BETWEEN WORLDS!!!
Keep in mind that when accessing dimensions you specify on the sign posts, that it will replace anything that isn't a letter or number with an underscore ('_') and uppercase all of the letters. It will then perform a search for that dimension based on this new "standardized" name.
Since v0.2 saves can be accessed directly WITHOUT the need for any extra work! Just specify the save name on your sign and away you go! (Note: saves may be referenced either by directory name or names as specified in "name.txt" within the world's save folder).
Specifying a Seed on Dimension Creation
When specifying a dimension to warp to, you can also specify a seed to be used by that dimension (note: this seed is ONLY used if the dimension is being created, and will not overwrite a currently defined dimension/world seed).
Simply place a second sign near the portal you intend to use, and specify it as such:
[*:iayyw134] LINE1: "Seed:"
[*:iayyw134] LINE2-4: <seed>
The 2nd through 4th lines of the sign will be concatinated together and used as the level seed. Hence, if you wanted to use the seed "-834728351935235", you could specify it in a sign as such:
[*:iayyw134] LINE1: "Seed:"
[*:iayyw134] LINE2: "-8347283"
[*:iayyw134] LINE3: "51935235"
[*:iayyw134] LINE4: ""
Note: after traveling into this dimension, the seed will be permanently saved for it and you can safely remove the "Seed:" sign.
Other notes of interest:
[*:iayyw134] Using portals without signs:
Portals without signs will work as you would usually expect. A non-nether dimension will send you to the Nether, and the nether will send you back. Currently, if you leave the nether through an unsigned portal, it will send you back to the dimension that you last entered the nether from.
[*:iayyw134] Nethers:
There is only ONE nether. All dimensions will lead you to the same nether, regardless of whether old saves had their own nether data.
[*:iayyw134] Spawn:
Upon death, you will spawn in the last dimension you were located in, at the X, Y, Z coordinates corresponding to the spawn point in your original SURFACE world. Hence, you will have a spawn point in every surface dimension and which one you end up at will depend on which dimension you die in. If you die in the nether, you will spawn in the dimension that you were last in prior to entering the nether.
[*:iayyw134] World interaction:
Interacting with another world is done at a chunk level. Hence, any changes you make physically to the world or place in the world will be altered accordingly and reflected if you were to go back into that world. Inventory/Player position are not overwritten, as they are stored and managed in the level.dat of the original save that is seen as the "source" save. The only time another world's level.dat is read is in order to get the seed value such that level generation will work properly.
[*:iayyw134] Seeds:
Level seeds (the magick stuff that makes levels random and unique) are loaded depending on the situation at hand. The core level as well as the nether use the seed from the source level.dat file. When loading an alternate dimension, first the dimension's folder is queried for a level.dat file. If one exists (because it is a previous save), then the seed is loaded from it in order to maintain smoothness if more chunks are generated. If no level.dat exists, then it looks for a file called SEED.txt, which my mod creates to allow dimensions to each have their own unique seed (and therefore their own terrain). If it doesn't exist it creates it and bam you have a new unique dimension to work in!
[*:iayyw134] BiomeTerrainMod:
At present this does not work with BiomeTerrainMod, as both mods modify some of the same world generation classes. Hopefully a merged version can be made in the near future.
Changelog
[*:iayyw134] v0.3:
[*:iayyw134] updated to work with BETA 1.2_01
[*:iayyw134] v0.2:[*:iayyw134] ability to specify a seed using a sign near the portal labeled "Seed:" before entering it
[*:iayyw134] v0.1:[*:iayyw134] no longer need to copy old saves into your current world. the mod will scan your saves dir as well
[*:iayyw134] support for "name.txt" files to reference old world saves by name instead of "World1", "World2", etc.
[*:iayyw134] several bugfixes and code cleanup
[*:iayyw134] initial release
I'll post that update in the near future.
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
Although I haven't tested it I would guess it would work fine. Neither of us modify the same files so both mods should be able to run in parallel, but like I said I haven't tested it.
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
This is awesome!
I've been waiting for something like this for a while now. Now I can specify wildly crazy world seeds, and maybe define even cooler stuff with the Biome Terrain Mod, then link them all into one save.
Genius.
https://modrinth.com/user/Roundaround
The way I see it, all the linked dimensions/worlds will generate off the same file. To get around this, I suppose we'll have to explore a ton in each world, changing the biomesettings file between each one, then link them afterward.
A little tedious, but very much worth it IMO.
Perhaps we'll see compatibility in the future though. Just think. This with BTM, and Mo' Mobs, and a bunch of small tweaks like many of dougbenham's and my mods all working together to make Supercraft. :biggrin.gif:
https://modrinth.com/user/Roundaround
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
damn, if somebody could replicate the nether and recreate it into a whole new thing..
Anyway, I believe this is, quite simply, awesome.. although is it possible to just use these as regular transporters, from one place to another in the same world? compared with world-hopping, it seems almost mundane to add in >.>
Yes. You simply specify the "dimension" as being the same as the one the teleporter is in.
For example, in the video I specify "Dimension" as "NETHER" on a portal already in the nether, so I end up coming out the same portal I went in. If I were to also specify a "Position" it would effectively turn into a same-world teleporter. The same thing works in any other dimension.
Also, for those who haven't thought about it, remember that the portal reads for signs within a 10x10x10 cube with your head at the center of it when teleporting to get it's info. Hence, you can technically have your "teleporter data" signs be in a space behind a wall or below the portal, and as long as it is roughly 5 blocks from you, it will still work.
Front:
Sign 1 Sign 2
Sign 1 goes to nether, sign 2 goes to another world
Back:
Sign 3 Sign 4
Sign 3 goes to far away destination in current world, sign 4 goes to yet another world
Woudl the above work cvpcs?
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
Yes, that would work. Keep in mind that the sign determination is done when you warp, not when you enter the portal location. So the idea would be you would warp to the location on the sign you were standing closest to in the portal when the fade-to-warp finished and the "Teleporting" message came up.
Sweet!
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
New info and changelog in OP
Highlights:
[*:1k4pqlcy] can specify seed on dimension creation
[*:1k4pqlcy] fixed some bugs with seed detection
[*:1k4pqlcy] no longer need to copy old worlds around, the mod will now properly scan your save directory when warping and warp you to another save if desired. it will also load you back into that save if you quit the game. i.e. if playing World3 and you warp to World1, then quit playing, when you come back and load World3 again, you will still be "in" World1
[*:1k4pqlcy] supports WorldsOmega and my World Namer mod's name.txt files for specifying world names when teleporting
i know a lot of people have mentioned getting integration to work with biometerrainmod, and i am looking into it but it might be a little while before that works as expected.
you did it before notch did, and so far, its been bug free. FANTASTIC!
Well done.
Ive not had any compatability problems with either `battle towers,' or `more mobs,' and Im hoping to also use your battle music mod with this aswell.
You've done a great job and I hope more people discover your mod.