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    posted a message on Dimensional Doors v2.2.4

    Sorry about the update silence. As much as I'd like to dedicate lots of my time to updating this, real life things really like to get in the way so progress has been slow. Rest assured though, the update isn't dead.


    As for the prior discussions regarding one dimension for pockets, etc., we can't say very much about the implementation since it hasn't been fully decided. What we want though is, travel between pockets will (hopefully) only be possible through dim doors. There will be no mapping of coords in the pocket dimension to coords in the overworld, rather links can be created between any two points.


    We're still very early in the rewrite, so these things may possibly change. If anyone wants to pop in and say hi / ask us questions, we have a discord channel here.

    Posted in: Minecraft Mods
  • 1

    posted a message on Dimensional Doors v2.2.4
    Quote from Keybounce»

    Is SpongeForge a mod that runs on top of forge, or a replacement for Minecraft?


    If it's the latter, it will break most things that use ASM. Granted, that's a lot less in 1.10.2, but it's common enough in 1.7.10


    (Reika's mods won't upgrade to 1.10.2 in the foreseeable future; Mystcraft currently is 1.7.10 and not currently scheduled for an update yet.)


    My understanding is that it's a forge coremod and doesn't replace minecraft. It tries to mirror vanilla behavior and the modifications it makes are just to insert the API. WaterPicker can probably tell you more.
    Quote from VLunarFangV»

    I've noticed that the mod creates a lot of dimensions solely for one pocket dimension each. Would it be possible to make the pocket dimensions search for any clear space in any already created pocket dimensions before it creates another?


    We are already rewriting the mod to use one dimension for pockets, and prevent teleporting and mining between pockets.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4

    So me and WaterPicker have been thinking of using the SpongeForge to manage some aspects of the mod such as schematics and dimension teleportation permissions. This dependency would speed up our ability to get the current rewrite completed faster, but it would be better if we ported to 1.10.2 first and worked back to 1.8.9/1.9 from there. What do you all think? Is this a good plan, or are older versions worth developing for at this point, or should older versions be prioritized, etc?

    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4

    Hey look, doors can render properly again!

    Posted in: Minecraft Mods
  • 2

    posted a message on Dimensional Doors v2.2.4

    Update: Waterpicker and I have finally managed to successfully compile Dimensional Doors for 1.8.9! It's still full of bugs though; will probably release builds for people to test after we do some of our own testing and fix the biggest and most obvious bugs. Stay tuned!

    Posted in: Minecraft Mods
  • 1

    posted a message on Dimensional Doors v2.2.4
    Quote from craftsmanthe»
    Meanwhile, i just came up for an idea for another type of mob.

    (This is probably a horrible mob idea, but here goes)

    Spawn Monolith: Green eyes, same pattern as the other one, once you trigger its eye, however, you get sent straight to the first dimension you entered from the overworld/end/nether.


    Advantages: You can use it to get back to overworld without going back all the way. And avoiding any red eyed monoliths.

    Disadvantages: you'd have to remember how to get back to that room through memory, or trial and error.

    Also, you'd have to avoid it if you wanted to get from the end/nether to the overworld (from being lost in that particular dimension).


    That's possible in the future. For now though, ports to newer versions takes priority :)
    Posted in: Minecraft Mods
  • 1

    posted a message on Dimensional Doors v2.2.4

    Quote from codebracker0 >>

    Will you keep the body-less monoliths from the original 1.6.4 mod by the original authors, or did you fork it from the guy that did that one 1.7.10 port?

    I forked the 1.7.10 port, so I guess there are monoliths with bodies. I haven't actually gotten to that part of the code yet >.> As of right now though, my plan is just to get the mod working with more recent versions of Minecraft before I start adding/changing features. So in short, body-less monoliths are still a possibility!
    Posted in: Minecraft Mods
  • 1

    posted a message on Dimensional Doors v2.2.4

    Update: A 1.8.9 port is slowly taking shape, and I hope to get one out for 1.9 after that. Github repo here if anyone's interested.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4

    I may be becoming inspired to take up the coding torch. Still have to learn about how mod coding works, familiarize myself with the existing code, and also have to work around work/personal life, but I'll do what I can.

    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»

    Hm... I was pretty sure I did find all the bugs related to drying tables. I did test it pretty extensively, to the best of my ability. Exactly what are you doing?


    I use the drying tables to dry something, and it works the first time. After that, drying any of the same thing on any drying table will yield what appears to be a single item of the correct type, though shift clicking doesn't make it stack with others of the same type and trying to click it onto an existing stack or trying to throw it on the ground will make it disappear. I can switch to drying something else, and the process will repeat where the first one works but any after don't. I think that restarting the game will make the process start over also, but that would be annoying to have to do :P I was curious and did some digging into my inventory with an NBT editor, and it seems that the bugged stacks have a stack size of 0, which would explain why they disappear, though I have no clue why the drying tables are producing them in the first place. This is with latest psychedelicraft, ivtoolkit, and forge.


    Well, after you all you can distill as much as you like, in real life as in the game. For good references you could look up industry standards - vodka, for example, is often distilled up to 8 times, whereas Whiskey is normally distilled just once, rarely thrice. It's said that, besides vodka, if it's distilled more than 2 times normally the producer doesn't know what he's doing. ;)


    I see, I guess I'll have to go researching then XD
    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»

    Hmmm, good call... I should have probably just increased the amount of fluid you get from these recipes. I'll note to fix it in a little bit, should be part of the next update then.

    Maybe it can give 500mB? Then it would be going from 1 bucket worth of water to half a bucket worth of the drink, and that would probably balance the effectiveness of the liquid a bit better. As it is now it's a bit difficult to even do the recipe quick enough to drink more before the effect from the previous drink wears off XD Also, maybe make chalices hold 200mB instead of 100mB? They're rather small as is.
    Quote from Ivorius»
    I recommend getting a recipe book mod or perhaps NEI for the time being.

    NEI doesn't seem to work with some of the recipes, mainly the fluid recipes, drying table recipes, and pouring recipes. On the topic of recipes, the bottle rack is still missing one, though I'm not sure what would be good. Something with sticks and slabs, maybe? Also I didn't see a way to acquire hop seeds >.> Maybe they can be added to blacksmith chests and village trades like the wine grapes?

    As for bug reports, it seems like the drying table bug is still present, empty fluid containers no longer stack, and sometimes the pour recipes permanently rename the container being poured into.

    Lastly, is there a good number of times that alcohol should be distilled/matured for? I see that they can be distilled/matured as many times as you want now, and I'm assuming that it just makes it more potent?
    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»

    Thanks for all the reports!
    I fixed the drunk view rotation issue and the drying table thing.

    The cocaine / caffeine recipes are half intended - with these ingredients you can theoretically fill any type of liquid container. Perhaps I'll make these juices drinkable and others injectable, with interesting side effects (mostly nausea probably, haha) some time later, but not yet. :)

    For the drunk shader - try turning off one of the visual options, e.g. motionBlur=false (added just for you ;)).
    I'm not sure if the motion blur could potentially cause it, but who knows. I'm banking more on the 2D shaders.
    Edit: Nevermind, I found the issue. Working on fixing it.

    It all seems to be working now!
    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»


    Pouring recipes are already a thing - simply place your bottle on a row above a valid container (e.g. mug), and you will be able to pour the drink :)

    About the bottle racks: Goddamnit x)
    Inventory synchronization is super annoying. I'll be working to fix it before the release :)

    ...Huh. So they are XD Could have sworn I tried that orientation before...oh well.

    I've found a couple of other things here and there...the caffeine and cocaine recipes for syringes also work in fluid containers. I guess they got turned into forge fluids along with everything else, was this intended? It's kind of odd to be holding a mug of cocaine or a chalice of caffeine :P Nor are they drinkable in that state, which is what was making me think it's unintended.

    I also noticed that the drunk effect of your vision moving around has no bounds when you're in a GUI, meaning you can end up looking upside down behind you while in a crafting bench or something. I really wished I could press f5 to see what it looked like XD Leaving the GUI would snap the crosshairs back to within the normally viewable area.

    There seems to be something going on with the drying table. I didn't finish testing to see if it happened with everything that you can dry, but it worked with both types of mushrooms. Sometimes it would go normally, and give me 3 dried mushrooms. Other times, it would give one that I couldn't shift click into my inventory and wouldn't stack with others in my inventory. It would just disappear if I tried to eat it. I'm not entirely sure how to reproduce it, other than I used it to dry mushrooms and then dried another set right after, which is the one that went wrong.

    Last thing I found was with the drunk shader. As the intensity would increase, it would reach a point a bit past where the double/triple vision starts. I think a blur effect is supposed to start there? Instead, abruptly the triple vision goes away, the swirl effect intensifies, and my fps takes quite a big hit. This might again be something related to horrible imbedded graphics, though all the other shaders seem to work just fine.

    Speaking of the shaders, I think you got the bloom intensity just right. Before, I would sometimes be blinded for a good 20 seconds after only 2 shrooms XD
    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Is it possible to add crafting recipes that fill chalices, mugs, and bowls from bottles? So you can grab a wine bottle off your fancy new bottle rack and pour out some glasses for you and your friends instead of passing the bottle around XD

    Also on the note of bottle racks, they're very nice. I did find a bug though, if you have more than one spot open on your hotbar and try to take a bottle off the rack with any slot other than the first one, it will not appear in the slot you had selected. It won't appear at all on the client end, but I think on the server side it enters the first open slot on your hotbar, since switching to that open slot and right clicking will place the bottle back on the rack.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»
    Video!

    <!--StartFragment-->

    This one displays the new hallucinogenic system. I can honestly say I love it, and I hope you will too :)

    I've been playing with it, and it's very nice! Also, I'm happy to say that whatever you did to the shaders fixed the problems I was having with some of them not working at all or breaking the game render and filling my log with errors. So, good job ^.^

    Edit: I just tried the latest nightly, and got this crash:

    ---- Minecraft Crash Report ----
    // Surprise! Haha. Well, this is awkward.

    Time: 11/17/14 2:26 PM
    Description: Unexpected error

    cpw.mods.fml.relauncher.ReflectionHelper$UnableToFindFieldException: java.lang.NoSuchFieldException: field_175080_Q
    at cpw.mods.fml.relauncher.ReflectionHelper.findField(ReflectionHelper.java:94)
    at ivorius.psychedelicraft.client.rendering.PSAccessHelperClient.getFogColor(PSAccessHelperClient.java:25)
    at ivorius.psychedelicraft.client.rendering.shaders.DrugShaderHelper.preRenderSky(DrugShaderHelper.java:285)
    at ivorius.psychedelicraft.events.PSCoreHandlerClient.renderSkyPre(PSCoreHandlerClient.java:280)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_24_PSCoreHandlerClient_renderSkyPre_Pre.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at ivorius.psychedelicraftcore.PsycheCoreBusClient.preRenderSky(PsycheCoreBusClient.java:152)
    at net.minecraft.client.renderer.RenderGlobal.func_72714_a(RenderGlobal.java:961)
    at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1167)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1011)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:990)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoSuchFieldException: field_175080_Q
    at java.lang.Class.getDeclaredField(Unknown Source)
    at cpw.mods.fml.relauncher.ReflectionHelper.findField(ReflectionHelper.java:85)
    ... 19 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at cpw.mods.fml.relauncher.ReflectionHelper.findField(ReflectionHelper.java:94)
    at ivorius.psychedelicraft.client.rendering.PSAccessHelperClient.getFogColor(PSAccessHelperClient.java:25)
    at ivorius.psychedelicraft.client.rendering.shaders.DrugShaderHelper.preRenderSky(DrugShaderHelper.java:285)
    at ivorius.psychedelicraft.events.PSCoreHandlerClient.renderSkyPre(PSCoreHandlerClient.java:280)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_24_PSCoreHandlerClient_renderSkyPre_Pre.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at ivorius.psychedelicraftcore.PsycheCoreBusClient.preRenderSky(PsycheCoreBusClient.java:152)
    at net.minecraft.client.renderer.RenderGlobal.func_72714_a(RenderGlobal.java:961)
    at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1167)
    Went digging through source code (mainly PSAccessHelperClient and EntityRenderer) and from the ReflectionHelper.findField methods I looked in EntityRenderer, and I can see that fogColorRed, forColorGreen, and fogColorBlue are fields in EntityRenderer, but field_175080_Q, field_175082_R, and field_175081_S are not...though I'm not quite sure how the code works. My understanding ends at the findField method lol. I guess this piece of code is trying to get the fog colors, despite them not being public?
    Posted in: Minecraft Mods
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