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Home Page: http://www.minecraftforum.net/topic/2143651-
EnhancedPortals 3
Home Page: http://www.minecraftforum.net/topic/2143651-
Entities may end up in odd places when they come out of the portal if not controlled by the player.
Minecarts will not always land on tracks on the other side, instead ending up on a block next to it.
Minecarts only seem to work properly when the portals are on the same X/Z coordinate.
OK, me and my friends have found an odd little bug that has become a fun griefing tool on my local server.... Using the LegendGear mod, when a boomerang is thrown into a portal, it does not come back. When a player who is not owner of boomerang goes through portal..the server crashes. This could be an issue with the LegendGear mod and not Enchanced-Portals but I thought i'd post it here just in case.. These are my two fav mods by far. When I get home later, I will go through server crash log and will post the exact message i'm getting.
I want to make it so that you have to get the full ten blocks of Obsidian to get to the Nether for the first time. Instead of just getting 4 and making a 1 block horizontal portal.
I'm planning on making the default Flint & Steel only able to create a portal that contains six portal blocks, this requires 10 blocks of surrounding obsidian. To create any smaller or bigger portals you will first need to upgrade it with items you find in the Nether. Maybe some Glowstone, Nether Brick (item) or Quartz.
Stop interaction with most blocks/features in Survival mode.
For example:
https://gist.github.com/furlmc/5930767
Will follow up with a dump of the TE state, need to excise it from the region file though.
Just to remind me that I need to finish adding support for all strings.
your link is dead https://github.com/ShadedDimension/enhanced-portals/blob/master/info/computercraft.md#computercraft-methods
how I have done for the methods
sorry for my bad English
There are a number of small issues with the GUIs, especially the ability to easily expand upon.
Goals:
A device that allows player to escape tight situation via one-use portal.
Should be bound to any portal with dialer upgrade and frequency glyphs configured.
On use instantly brings player to the linked portal, consuming item in process.
Multi-use version crafted with something rare, like nether star.
Has several charges. Charged via ender pearls.
Might have several additional features, like automatic emergency teleport when owner's health goes below certain level.
I can hardly expect every single mod to conform to optifine's visual hacks, so it's fine if you can't/decide not to fix this. But I figured I would report it and see what you think.
Crashes with optifine when trying to render a number of the blocks. I didn't test with all of them, but I do know the Redstone Interface does crash.
Crash report.
http://pastebin.com/cqPWz2Du
Portals created via Twilight Forest are invisible with EP loaded.
Was happening in 1.5.1, may already be fixed in the latest beta.
I want to finish off adding all of the in-game commands, for example:
I am planning on adding some administrator options for servers.
The following limits are optional and will be fully customisable:
I will add more as I come up with them or they get suggested.
The Portal Modifier should pick a new exit if the selected exit is invalid, and there's another exit available.
Rationale: allows to build dialer touchscreens automatically :-)
When portal modifier is mined properly with diamond pickaxe, upgrades stored in it are ultimately lost.
Please consider saving them or dropping out of modifier.
Camouflage upgrade
Modifies the look of all the attached blocks of obsidian into whatever block you specify.
Velocity upgrade
Allows entities to keep their velocity when going through portals.
Have any other ideas for upgrades? Post them below or leave a comment on the MCF.
We are trying to connect one of our Multiverse Dimensions (MCPC+ basically) to the Nether using an Enhanced Portal 3 portal. However, the coordinates seem to be incorrectly calculated for transitions to and from the nether. It does work flawlessly between the multiverse dimension and the vanilla overworld however.
Can I assist you in tracking this down by providing more information? Or is MCPC+ simply unsupported from the get-go?
Allow to configure portal main and back side where possible (when modifier is a part of portal frame).
When entity enters from main side, it leaves other portal also from main side. Same for back side.
Rationale: railway loops with single portal on each side :-)
When having multiple modifiers connected to the same portal, you can change the colour of the Portal client-side by opening up the GUI on the different Modifiers.
This has odd effects and some blocks change to different colours.
In addition to Obsidian Stairs, I will be adding Obsidian half slabs.
Altering the dimensional bridge stabilizer multiblock breaks all portals. The link to all the portals could instead be stored in a block or item somewhere so that you can move the DBS elsewhere or expand it without having to fix all the portals.
Perhaps this could allow for differen't shapes? 2x3x256 is very restricting from an aesthetic standpoint.
When you have both mods running, TF requires you to make a portal on the ground. Once you create a TF portal, there's no portal texture for a TF portal.
Change the current velocity system to modify the outgoing velocity in relation to the portal directions.
Downward velocity into a horizontal portal should get turned into horizontal velocity when coming out of a vertical portal.
Minecarts will travel through portals to other dimensions, but will appear as items on the other side.
The Portal Modifier may not update for all clients.
The client will not recieve data for the Portal Modifier until they interact with it, or they (or another player near them) update it in some way.
This results in Portal Modifiers having the wrong texture(s).
I'm working on adding support for languages, like vanilla.
I need to make it so that the Dialling Devices keep the chunk they're in loaded if they're active. This will stop odd issues from arising due to not closing the connection.
scrapped for EP3.
sciguyryan: A new block that would connect to the portal modifier, registered to the person who placed it. Players being allowed access could be given cards that the owner could place into the block to allow them access.
sciguyryan: When a portal is dialed and someone steps through, it checks for the "biometric" upgrade, checks for the block and then checks if they are in the allowed list. If not... back they go.
Create a valid portal, stand in the frame, dial the identifier of a valid portal and you crash.
I'm trying to create a giant portal, and minecraft crashes.
Client> 2013-09-13 15:19:33 [SEVERE] [Minecraft-Server] Encountered an unexpected exception NoClassDefFoundError
Client> java.lang.NoClassDefFoundError: net/minecraft/world/CallableLvl11
Client> at net.minecraft.world.World.func_72821_m(World.java:861)
Client> at net.minecraft.world.World.func_72898_h(World.java:787)
Client> at net.minecraft.world.World.func_72851_f(World.java:740)
Client> at net.minecraft.world.World.func_72832_d(World.java:572)
Client> at enhancedcore.world.WorldPosition.setBlock(WorldPosition.java:121)
Client> at enhancedportals.portal.Portal.createPortal(Portal.java:140)
Client> at enhancedportals.portal.Portal.createPortal(Portal.java:238)
Client> at enhancedportals.block.BlockObsidian.func_71903_a(BlockObsidian.java:43)
Client> at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:416)
Client> at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:554)
Client> at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
Client> at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
Client> at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
Client> at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
Client> at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
Client> at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
Client> at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
Client> at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
Client> at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
Client> at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Crashes in various scenarios when the redstone requirement is fulfilled, but the portal is broken.
Planning on completely overhauling the upgrade system. The current system is OK, but very basic, although it can be easily improved upon I do not feel that it fits the current goals of the mod.
Currently I'm not sure on what system I should add for certain, although I was thinking about a mix between the current system, and the way that the Beacon does things.
There are some major issues with the way vanilla Minecraft handles dimension traveling, being unable to teleport from dimension ids higher than 0 (only negative numbers and zero work) result in it bugging out.
Currently you can only terminate connections from the side you created the portal from.
I need to make a 'link' between modifier and dialler before this is achievable.
I plan to have a few different configuration options to make the acquisition and maintenance of dialling devices and portal modifiers harder, for better support with the balancing of other tech mods (doubling ores, etc.)
The following options are what I have planned, and can be enabled and disabled seperately.
Could be interesting, either through a new block or the portal modifier itself. The integration would allow you to use Lua to manipulate nether portals. (Turn them on/off, change the colour etc.)
Features will include:
Update the momentum system to allow for modification of the momentum. For example: changing horizontal velocity into vertical velocity when coming out of an horizontal portal.
Will randomly add various ruins and structures in the world, some will have portals some won't.
There will be two main types of the ones with portals, a basic ruin, and a large hub. The large hub will allow you to dial the 3 most closest ruins, but not without finding their identifier's first.
There will be glyph blocks scattered around the ruins where you have to try and figure out the identifier to dial for yourself.
Plans include removing the current implementation of the Frequencies, and instead have runic lettering that you can click on. Instead of visually displaying a number, it will display runes and the modifiers with the same runes selected will connect to each other.
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