DimensionalDoors

DimensionalDoors

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Features for 3.1.0

Runemoro opened this issue ยท 6 comments

commented

New content:

  • Dungeon making improvements
    • Rift configuration GUI (on the rift connection tool)
    • /saveschem command
  • Better pocket info commands
  • Make a system for expanding or coloring private pocket by using world thread and dyes on the rift
  • Upgrade LookingGlass for 1.12.2

Code improvements:

  • Use a graph in the rift registry
  • Split AnnotatedNBT from the mod
  • Split PocketLib from the mod
  • API for the mod

Dungeons:

  • Render dimensional walls (entrance graphics) at any angle
  • Make transient entrance a more general dimensional portal block
  • Chest loot <- Dupe of #1
  • Finish available link system

Bug fixes:

  • Sponge compatibility
  • Tile entity gets reset by Minecraft for some reason after the door is broken
  • Rift registry not working properly when registering pairs
  • Rotation not set correctly when teleport destination is a floating rift with preserveRotation = false
  • Sounds
  • Fix the conversion code to fix broken torches in dungeons
  • ~~~Make schematic placing async~~~ (no longer needed after making the placement code faster)
  • Transient door is solid
commented

Added <- Dupe comments to the original comment for

commented

@ScytheIronclaw I think this could be a valid new issue, however, eventually, we are probably going to ask you to solve part of this yourself, by

  1. generating the old schematics,
  2. adding some mobs and spawners,
  3. saving them and
  4. sending them our way.

Right now, though:

  • We haven't converted the old schematics to new schematic files yet. See #39
  • We don't have a good way to spawn in new entities in a Dungeon and keep them frozen in place, yet.

So please go ahead and create a new issue for this, okay? ๐Ÿ˜„

commented

The Nether Dungeons are rather boring. There are hidden dimensional doors and chests with loot if you go digging, but aside from fall damage and lava, there's little to no hazards or traps.

Some improvements could be:
For the Hell Valley room - spawn a couple of Ghasts
For most open rooms - have a Ghasts or other hostiles spawn via burred spawners.
For the upside-down(?) Nether Fortress, spawn Blazes and Wither Skeletons, perhaps have a few traps?
There's this one arena-style room that I was expecting a boss to spawn, but nothing.

Are Nether dungeons WIP?

Any plans on adding in End Dungeons that spawn in the End?
Would be cool to see a few vertical rooms you either need to do a jumping puzzle to climb, or take damage from Shulkers.

commented

The schematic converter runs only for .schematic, not .schem files, so there should be no problems adding new dungeons.

commented

@Runemoro the problem would be, that the current convertor may still have flaws, so the generated pocket that Scythe would use as a template to put his Ghasts and spawners in, could be flawed to begin with.

We really need to decide that the convertor is finished, before fixing any of the content's broken redstone and adding extra mobs or spawners.

commented

@Robijnvogel But how would the schematic converter affect a new schematic that's saved in the Sponge format from the beginning?