• 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Keybounce»
    What is the current best version to use on a 164 SMP server?

    Do you have a rough ETA for 1710 (are we talking half a month, two months, or ???)

    The current best version is in the OP. There is no ETA. I'm considering shuffling our plans around to speed that up, but even so, it's likely not going to be 2 weeks.
    Posted in: Minecraft Mods
  • 1

    posted a message on Dimensional Doors v2.2.4
    Quote from rayquazafan101mc
    not sure what's going on here but i have a problem with rifts... i break my dim door and then use a rift remover like normal but then instead of going away like they used to they expand to be huge and annoying... any advice?

    I believe that you're running a development version of Dimensional Doors, not a recommended version. The specific version that you downloaded is not ready to be used. If you want to test out the newer features we mentioned recently, you should use version 2.2.4-350. Otherwise, please use the recommended version (2.2.4-349) available on the first post in this thread.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from reyak
    Quick question... Do Dimensional dungeons regen? I know if you make a pocket yourself, it doesn't.

    Specifically, if you find a spawned door somewhere, can you make it a base, or will it reset to it's original format when you walk out the door? I only ask, because I THINK one has done that at some point to me, so I'm wary of trying.

    I've made some awesome bases in pockets I've made myself.

    No, they don't reset. They're just like normal pockets. Although I'll note that there are commands for server admins to wipe dungeon pockets, so on servers, it's not necessarily safe to build a house inside a dungeon. If you did do that, you could protect that pocket with a Golden Dimensional Door. A loaded pocket cannot be deleted. Also, you would want to make sure that you have direct access to that pocket, since the preceding rooms in the dungeon would be removed and the room could become unreachable.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Just a minor update on how our progress is coming along. Things are moving along slowly. I have to work on my PhD thesis a bit, and Steven had been away for various reasons, so that would naturally impact our progress. Right now, there is a development version available with some new features, but it hasn't been tested well enough to ensure that it won't eat a server. I'm working on some of our listed tasks, such as reviewing how saving and loading is done, and then reviewing the code for the new features. Even while I wasn't coding for a while, I was working on some dungeon designs as part of a pack that I'd mentioned before. Unfortunately, the first wave of volunteers disappeared without delivering a single design. So, I wouldn't mind if anyone else came by.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Farproc
    If no, could they be made to? :P

    No. Currently, it would be impossible, because the data for any links leading to a door is completely separate from the data of the link starting at that door. We can't efficiently search for those inbound links to modify them. Yes, the mod could be changed so those searches could be done, but then just allowing that could be used to interfere with links that you shouldn't be able to modify.

    Even if you could move links pointing into the door, the door's link wouldn't move with it. Supporting that would require additional changes to how the mod works, so that doors can tell that their links are in the wrong spots and attempt to move them. Overall, given the risk of bugs involved, I'm not sure I'd ever want this to be possible. Perhaps I could take the risk for the MC 1.7 version.

    I'd really recommend against moving doors with mods right now. As other people have posted, the results can be unpleasant, although nothing should crash.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Farproc
    Question: If I moved a DD Door - via placing it on an archimedes ship / using AE spatial storage / MFFS - would travelling back through the door go to the new location?

    Nope.
    Posted in: Minecraft Mods
  • 1

    posted a message on Dimensional Doors v2.2.4
    This seems like a good time to give everyone some news on progress so far, though no numbered listing this time. Steven passed me his code for two new features about 12 days ago, give or take two days. The code needs to be reviewed before we release it as an update, to ensure there are no bugs. I started an important change to the mod's core after spotting that some of the new stuff was bypassing structures that protect against major bugs. Unfortunately, I got sick around last Monday, and have remained sick. I haven't programmed anything during that week.

    Given recent discussions about how DD handles dungeons, it might be a good time for me to ask for volunteers for something. It would be good to have some help with building a set of dungeons following a particular theme. This is somewhat secret, so anyone who's interested in knowing more and volunteering can ask me via PM.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from JakeCWolf
    Not to be "that" guy, but has the author stated anything about updating this mod to 1.7.2 or 1.7.10? It's a really superb mod, I just don't want it to be lost forever because everyone will (one day) no longer play 1.6.4 (like I and a lot of others do) and such an out of the block mod will only be remembered as "that one great mod with the doors we wish we could play but can't."

    I believe he has stated things: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287583-dimensional-doors-v2-2-3?page=196#c3945

    Also, you can't be that guy. He came by a few weeks ago: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287583-dimensional-doors-v2-2-3?comment=3890
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from BrianSki
    I managed to realize my modded server had changed the itemIDs of the Dimensional Doors stuff before I got too far, I'm using a test server with just DD now so my exports should work. :D

    Doesn't matter, as long as you export with DD. It'll correct all the block IDs before storing the schematic. Consider that we have to do the same when we load up any dungeon too. Otherwise things wouldn't work on servers with altered IDs. It won't correct IDs of things inside containers, though. Hopefully you aren't filling chests with Rift Blades. =P

    Plus that would be an issue with servers that are configured not to have Rift Blades as loot.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Keybounce
    Idea: How about plopping the default dungeon pack out of the jar into the config directory so people have easy access to tweak it?

    It crossed my mind. I think the reason we don't do it is because it might be problematic whenever we update the mod and add more dungeons, or change them. DD would have to be able to differentiate between dungeons that were changed by users, or removed, and dungeons that were edited in the mod itself or didn't exist before a certain version. On the plus side, this JAR-changing stuff only has to happen on the server. Clients don't need access to dungeon schematics.

    You might be able to override the default dungeons by placing folders with the same names in the custom dungeons folder. I'd need to look at the code again to see how I handled that conflict, but I might've specifically made it so a conflict gives priority to the custom files. I know I wrote a comment somewhere in the loader describing this scenario.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from BrianSki
    Checking the contents of the file, right, I totally did that. Honest. It completely occurred to me. :D

    I'm gonna go do that now lol. The example posted above is pretty sweet too.

    I wanted to do something like Standard Ruins (or surface dungeon entrance) -> Village Entrance (Exterior) -> Village Entrance (Interior) -> Town Square - which then branches off into suburbs, farms, etc with specific sub-rooms for those, I think I have a good idea how to do that now.

    Excellent. I think a lot of people don't consider that because they expect that internal dungeon packs must be hardcoded - that they wouldn't have a config file like regular packs. Fortunately, that's not the case. Bundled dungeons use the nearly the same functionality available for custom dungeons. You could even change the default dungeons by fiddling around with the contents of the JAR file and then repackaging it, without changing the code.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from nulitor
    Is it still possible to build doors?(one time I played this mod and could not create dim doors and had seen that in old versions it were supposed to be possible)

    Yes... It is.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Sarzael

    And can you save where monoliths should spawn?

    Please read the guide at this point. =P
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Quote from Keybounce
    They see through water and lava, but cannot see through glass?

    Yep. I tested. They can probably see through any liquid.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    I wrote a dungeon pack config that demonstrates what codebracker0 suggested:

    Version 1
    Types:
    Village
    Entrance
    MiddleRoom
    EndRoom

    Settings:
    AllowDuplicatesInChain = false
    DistortDoorCoordinates = false
    AllowPackChangeOut = false
    AllowPackChangeIn = true

    DuplicateSearchLevels = 5

    Rules:
    Village -> Entrance
    Entrance -> MiddleRoom EndRoom
    MiddleRoom -> EndRoom
    EndRoom -> EndRoom
    -> Village

    Houses can be built up to 3 rooms deep with this scheme. The Entrance can lead to MiddleRooms with more doors, or EndRooms that should have no more doors. You could also make Entrances and MIddleRooms without additional doors, to make single-room or two-deep houses. The rules could be tweaked in various ways, such as adding weights to the Entrance rule. While you could change the MiddleRoom rule to read "MiddleRoom -> MiddleRoom EndRoom", that might create deep houses with many levels, which would prevent the DuplicateSearchLevels setting from working. Also, if you exhaust your pool of EndRooms, then the system might choose a Village at random. So I don't recommend creating loops like that.
    Posted in: Minecraft Mods
  • To post a comment, please .