A few issues, first of which being there seem to be two recipes for keystones. One is found in the portal entry and the other in the plane entry itself. Second, stepping into the planar vortex inside of a pocket plane crashed with the following log.
java.lang.IndexOutOfBoundsException: Index: 2, Size: 1
at java.util.ArrayList.rangeCheck(ArrayList.java:653)
at java.util.ArrayList.get(ArrayList.java:429)
at com.kentington.thaumichorizons.common.lib.VortexTeleporter.func_77185_a(VortexTeleporter.java:23)
at net.minecraft.server.management.ServerConfigurationManager.transferEntityToWorld(ServerConfigurationManager.java:597)
at net.minecraft.server.management.ServerConfigurationManager.transferPlayerToDimension(ServerConfigurationManager.java:504)
at com.kentington.thaumichorizons.common.tiles.TileVortex.func_145845_h(TileVortex.java:174)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.ArrayList.rangeCheck(ArrayList.java:653)
at java.util.ArrayList.get(ArrayList.java:429)
at com.kentington.thaumichorizons.common.lib.VortexTeleporter.func_77185_a(VortexTeleporter.java:23)
at net.minecraft.server.management.ServerConfigurationManager.transferEntityToWorld(ServerConfigurationManager.java:597)
at net.minecraft.server.management.ServerConfigurationManager.transferPlayerToDimension(ServerConfigurationManager.java:504)
at com.kentington.thaumichorizons.common.tiles.TileVortex.func_145845_h(TileVortex.java:174)
-- Block entity being ticked --
Details:
Name: VortexTH // com.kentington.thaumichorizons.common.tiles.TileVortex
Block type: ID #1633 (tile.ThaumicHorizons_vortex // com.kentington.thaumichorizons.common.blocks.BlockVortex)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (0,129,512), Chunk: (at 0,8,0 in 0,32; contains blocks 0,0,512 to 15,255,527), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
Actual block type: ID #1633 (tile.ThaumicHorizons_vortex // com.kentington.thaumichorizons.common.blocks.BlockVortex)
Actual block data value: 0 / 0x0 / 0b0000
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: Test
All players: 0 total; []
Chunk stats: ServerChunkCache: 696 Drop: 0
Level seed: -6821832857561753045
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
I like the recipe of the portal though, I'll come back with more once I've tried building a keystone portal.
Ah crud, I left in the deprecated keystone recipe. Will be removed in the next release.
The crash is more concerning. Is this an existing world (with version 1.1.6's pocket planes) or a new one? If the former, try renaming/deleting pocketplane.dat and the DIM69 folder. After that you'll need to destroy any existing vortices and create a new pocket plane to test.
Version 1.1.9 is live. I didn't have nearly as much time as I'd hoped this weekend, but I did manage to add a bare-bones config file, remove the problematic dummy biome, and add a workaround for some Golemancer's Bell issues (an alternate crafting recipe).
There is a config option to enable pocket plane generation, but bear in mind that planes are heavily WIP and most of the nifty stuff won't generate yet. If you're only interested in a blank slate for building/transport, it should be enough.
Please let me know if you run into any issues with the new version, or if there are any config settings you'd like to see.
Config is definitely coming this weekend. On a related note, the dummy pocket plane biome has been removed entirely, as I've figured out how to disable vanilla and third-party worldgen even without it. Sorry about all the grief it's caused!
Here's a nice, cooperative planar vortex. (Two imaginary internet points for noticing the lack of stabilizers; it's a Creative-only cheat version. There will also be a cheat item which instantly transforms a node into a vortex)
Pocket plane generation is now threaded so that it won't cause server lag. You'll know your plane is ready when the vortex stops emitting small explosions.
To visit your pocket plane, just jump through the vortex! It's perfectly safe. Probably. You can return through the other side of the vortex as long as it remains open.
A better view of this (relatively boring) pocket plane. Limiting the plane to primal aspects tends to produce a blank slate suitable for large-scale building, while more complex aspects can produce life or more exotic phenomena. Also note that the presence of primal aspects spawns shards and crystal clusters. The Iter aspect of this plane provides speed buffs to every entity on it, as well as generating subterranean tunnels with minecart tracks. If you dig past the stone layer, you'll also find a layer of netherrack due to the plane's fire aspect.
We need a more reliable way to access our pocket plane. Constructing a "planar keystone" and imprinting it on the plane will let us build a special structure...
...which, when energized with a wand, opens a permanent portal to the pocket plane. These gateways persist even once the original vortex is closed.
The other end of the portal, spawned as a hole in the planar boundary. Each pocket plane can support up to four open gateways at a time, allowing a clever thaumaturge to use it as a waystation between distant locations. It's even possible to connect different dimensions this way, although gateways cannot be opened on other pocket planes or in the Outer Lands.
At this point I can't promise a release date, although I'm doing everything in my power to get something out this weekend, before Fallout 4 renders the concept of "free time" meaningless.
Perfect. Can you give any comment on if minetweaker integration is in the realm of possibility? If it's not I don't want to keep bringing it up.
Third-party mod integration is very low on the priority list at the moment. I can start looking into specific requests once the pocket planes are complete.
Will we be able to have nodes inside of pocket planes? Odd if we can, but I'd hate to not have them!
Nodes won't form naturally inside a pocket plane, but you will be able to import jarred nodes. (This is for convenience reasons, primarily, but it can easily be handwaved away within the lore. Once the pocket plane has formed it's just another physical dimension, which can support small breaches like aura nodes, etc.)
So does this mean that you won't update to 1.8? Personally I don't have an issue if you stay at 1.7.10, I'm just curious.
To be perfectly clear, I'm not ruling out the possibility of updating past 1.7 sometime in the future - it just doesn't seem worthwhile at the moment. If future versions of Minecraft or Thaumcraft include something spectacularly compelling (off the top of my head, maybe modular/programmable golems) I may re-evaluate this stance.
Regarding TC5, I don't want to sound like I'm dismissing Azanor's hard work, but my impression of the new version is "one step forward and two steps back." Perhaps more importantly, Minecraft 1.8 changed a lot of the game's innards and updating a mod from 1.7 is decidedly nontrivial - for example, I would have to redo all of the custom renderers. Unless there is overwhelming demand from the community, I'd prefer to focus on finishing and polishing the current edition of Thaumic Horizons.
On a more positive note, expect to see some pocket plane teasers later this week. With the new Planar Gateway system, you can turn your pocket plane into a handy interdimensional waystation that connects locations miles apart.
Many apologies for my protracted absence. I suffered a medical incident this past summer, and when all was said and done I had ended up so far in debt that Thaumic Horizons was the last thing on my mind. Now that the situation is largely stabilized I do plan to finish the pocket plane update. No promises yet on development beyond that, but stay tuned.
Hey folks, sorry about being incommunicado so long - real life has a way of popping up at the worst times. I should have the first "real" pocket plane teasers - multiple aspects, structures, transport portals, and such - up sometime next week.
By the way, will clouds follow a cycle of time between rains? I assume so, but maybe not.
(EDIT: I see a Mooshroom in the backround... Spore cloud testing? XD)
Clouds will only rain when overworld precipitation is active - but the ones in the image were hacked to rain constantly. Their rain will also look like snowfall in appropriate biomes.
(Yup, any cow unlucky enough to pass under a spore cloud may find itself infested)
Is that going to require two vats? Or will one creature be kept in a jar on a pedestal? Hybrid creatures like that are something I had wondered about but I don't know exactly how you could infuse two creatures.
Sheeders can be created from either a sheep or a spider. You'll need spiderwebs and spider eyes to infuse a sheep, or wool and a zombie brain to infuse a spider.
(I really did want to introduce some sort of freeform hybridization mechanic, but Minecraft's clunky modeling/animation system makes it impractical)
Pocket planes will be home to several new, strange creatures - most of which are available as advanced infusions. Behold the sheeder!
This hybrid organism serves as a convenient source of string, dropping large quantities when sheared. Unlike an ordinary spider its mammalian brain is compatible with Instilled Loyalty.
What if I have a mod installed which adds more aspects, like ForbiddenMagic. Corpus+Fames=Luxuria (Lust) there, will it be just disregarded or will at least the compound aspects be considered? And, will you provide some kind of API for other modders to add worldgen for their custom aspects?
By default third-party aspects will be broken down until vanilla aspects are found - so in your example, 16 Luxuria would be treated as 8 Corpus and 8 Fames. Due to the complex nature of the pocket plane generation code, an API may not be practical, but if there's enough interest I might be able to build one into a future version.
I have two questions regarding Pocket Plane generation:
1. Say I have two Vortexes, one with 99 Aqua and 1 Ignis, and the other with 1 Aqua and 99 Ignis. Now, one would certainly not expect those two Planes to look similar. Will the amount of an aspect out of the whole affect how much it effects the terrain generation?
2. Will generation take into account specific mixings of aspects? For example, if I have a Vortex with Lucrum and Metallum, one would expect a large amount of Gold Ore, while with a Vortex with Lucrum and Vitreus, there should be more Emeralds or Diamonds. Also, Ignis, Terra, and Vitreus should have some Nether Quartz, for example, while Ignis and Terra alone should not. I realise it would probably be hard, but I hope these things are present, even if it is just for the common combinations.
1. Very much so. Terrain layer depth, frequency of generated structures and ore pockets, number of creatures created, and so on will all depend on the relevant aspect's fraction of the node's total vis. Your 99 aqua, 1 ignis example would produce a deep sea with a very thin netherrack floor and little chance of lava generation. 99 ignis, 1 aqua would produce a netherrack landscape full of lava pockets, with a few puddles of water on the surface. Things get crazier when you start throwing in compound aspects...
2. A few cases will use specific mixes (off the top of my head, aer + aqua will produce rainclouds), but more generally each aspect's terrain generation rates do stack. Metallum produces common pockets of iron ore and rare pockets of gold; Lucrum produces no iron and fairly common gold. Having the two together will likely make gold more common than iron, depending on the ratio. By the same token, if you have multiple aspects that both create the same creatures (say, Corpus and Fames for meat slimes), there will be a lot more of them.
Quick update: After a month of digging, I've finally crawled out from the pile of work my job dumped on me. Now the push for 1.2 can resume in earnest. I should have a nice teaser ready by the end of June - planar weather, toothy ravines, a few new critters, and more surprises await!
(One of those surprises is a config file. Spoiler alert.)
0
Ah crud, I left in the deprecated keystone recipe. Will be removed in the next release.
The crash is more concerning. Is this an existing world (with version 1.1.6's pocket planes) or a new one? If the former, try renaming/deleting pocketplane.dat and the DIM69 folder. After that you'll need to destroy any existing vortices and create a new pocket plane to test.
4
Version 1.1.9 is live. I didn't have nearly as much time as I'd hoped this weekend, but I did manage to add a bare-bones config file, remove the problematic dummy biome, and add a workaround for some Golemancer's Bell issues (an alternate crafting recipe).
There is a config option to enable pocket plane generation, but bear in mind that planes are heavily WIP and most of the nifty stuff won't generate yet. If you're only interested in a blank slate for building/transport, it should be enough.
Please let me know if you run into any issues with the new version, or if there are any config settings you'd like to see.
2
Config is definitely coming this weekend. On a related note, the dummy pocket plane biome has been removed entirely, as I've figured out how to disable vanilla and third-party worldgen even without it. Sorry about all the grief it's caused!
8
Pocket plane teaser time!
Here's a nice, cooperative planar vortex. (Two imaginary internet points for noticing the lack of stabilizers; it's a Creative-only cheat version. There will also be a cheat item which instantly transforms a node into a vortex)
Pocket plane generation is now threaded so that it won't cause server lag. You'll know your plane is ready when the vortex stops emitting small explosions.
To visit your pocket plane, just jump through the vortex! It's perfectly safe. Probably. You can return through the other side of the vortex as long as it remains open.
A better view of this (relatively boring) pocket plane. Limiting the plane to primal aspects tends to produce a blank slate suitable for large-scale building, while more complex aspects can produce life or more exotic phenomena. Also note that the presence of primal aspects spawns shards and crystal clusters. The Iter aspect of this plane provides speed buffs to every entity on it, as well as generating subterranean tunnels with minecart tracks. If you dig past the stone layer, you'll also find a layer of netherrack due to the plane's fire aspect.
We need a more reliable way to access our pocket plane. Constructing a "planar keystone" and imprinting it on the plane will let us build a special structure...
...which, when energized with a wand, opens a permanent portal to the pocket plane. These gateways persist even once the original vortex is closed.
The other end of the portal, spawned as a hole in the planar boundary. Each pocket plane can support up to four open gateways at a time, allowing a clever thaumaturge to use it as a waystation between distant locations. It's even possible to connect different dimensions this way, although gateways cannot be opened on other pocket planes or in the Outer Lands.
At this point I can't promise a release date, although I'm doing everything in my power to get something out this weekend, before Fallout 4 renders the concept of "free time" meaningless.
Third-party mod integration is very low on the priority list at the moment. I can start looking into specific requests once the pocket planes are complete.
Probably not, but that could change with sufficient interest.
4
Nodes won't form naturally inside a pocket plane, but you will be able to import jarred nodes. (This is for convenience reasons, primarily, but it can easily be handwaved away within the lore. Once the pocket plane has formed it's just another physical dimension, which can support small breaches like aura nodes, etc.)
5
To be perfectly clear, I'm not ruling out the possibility of updating past 1.7 sometime in the future - it just doesn't seem worthwhile at the moment. If future versions of Minecraft or Thaumcraft include something spectacularly compelling (off the top of my head, maybe modular/programmable golems) I may re-evaluate this stance.
7
Regarding TC5, I don't want to sound like I'm dismissing Azanor's hard work, but my impression of the new version is "one step forward and two steps back." Perhaps more importantly, Minecraft 1.8 changed a lot of the game's innards and updating a mod from 1.7 is decidedly nontrivial - for example, I would have to redo all of the custom renderers. Unless there is overwhelming demand from the community, I'd prefer to focus on finishing and polishing the current edition of Thaumic Horizons.
On a more positive note, expect to see some pocket plane teasers later this week. With the new Planar Gateway system, you can turn your pocket plane into a handy interdimensional waystation that connects locations miles apart.
11
Many apologies for my protracted absence. I suffered a medical incident this past summer, and when all was said and done I had ended up so far in debt that Thaumic Horizons was the last thing on my mind. Now that the situation is largely stabilized I do plan to finish the pocket plane update. No promises yet on development beyond that, but stay tuned.
8
Hey folks, sorry about being incommunicado so long - real life has a way of popping up at the worst times. I should have the first "real" pocket plane teasers - multiple aspects, structures, transport portals, and such - up sometime next week.
3
Clouds will only rain when overworld precipitation is active - but the ones in the image were hacked to rain constantly.
Their rain will also look like snowfall in appropriate biomes.
(Yup, any cow unlucky enough to pass under a spore cloud may find itself infested)
5
The various types of clouds, lined up for your viewing pleasure:
From left to right: cloud, thundercloud, acid cloud, tumor cloud, spore cloud, plasma cloud, alloy cloud, vis cloud, glyph cloud, animus cloud.
2
Sheeders can be created from either a sheep or a spider. You'll need spiderwebs and spider eyes to infuse a sheep, or wool and a zombie brain to infuse a spider.
(I really did want to introduce some sort of freeform hybridization mechanic, but Minecraft's clunky modeling/animation system makes it impractical)
4
Pocket planes will be home to several new, strange creatures - most of which are available as advanced infusions. Behold the sheeder!

This hybrid organism serves as a convenient source of string, dropping large quantities when sheared. Unlike an ordinary spider its mammalian brain is compatible with Instilled Loyalty.
By default third-party aspects will be broken down until vanilla aspects are found - so in your example, 16 Luxuria would be treated as 8 Corpus and 8 Fames. Due to the complex nature of the pocket plane generation code, an API may not be practical, but if there's enough interest I might be able to build one into a future version.
3
1. Very much so. Terrain layer depth, frequency of generated structures and ore pockets, number of creatures created, and so on will all depend on the relevant aspect's fraction of the node's total vis. Your 99 aqua, 1 ignis example would produce a deep sea with a very thin netherrack floor and little chance of lava generation. 99 ignis, 1 aqua would produce a netherrack landscape full of lava pockets, with a few puddles of water on the surface. Things get crazier when you start throwing in compound aspects...
2. A few cases will use specific mixes (off the top of my head, aer + aqua will produce rainclouds), but more generally each aspect's terrain generation rates do stack. Metallum produces common pockets of iron ore and rare pockets of gold; Lucrum produces no iron and fairly common gold. Having the two together will likely make gold more common than iron, depending on the ratio. By the same token, if you have multiple aspects that both create the same creatures (say, Corpus and Fames for meat slimes), there will be a lot more of them.
3
Quick update: After a month of digging, I've finally crawled out from the pile of work my job dumped on me. Now the push for 1.2 can resume in earnest. I should have a nice teaser ready by the end of June - planar weather, toothy ravines, a few new critters, and more surprises await!
(One of those surprises is a config file. Spoiler alert.)