Poll: RFTools Dimension Builder Penalties

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Do you want to incure a constant RF cost in order to keep a created dimension accessible?

  • Yes, but not too much

    Votes: 13 12.4%
  • Yes, and a lot more RF for very complicated dimensions

    Votes: 69 65.7%
  • No, the RF cost at creation time is sufficient

    Votes: 17 16.2%
  • Other (clarify in response)

    Votes: 6 5.7%

  • Total voters
    105

McJty

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OK found a small bug. I was crafting the dimlet for void. When I plucked it out of the crafting table I received "Structure Scattered" which according to NEI doesn't have a crafting recipe.

When crafting flat I received void. I just double checked what NEI was telling vs your wiki. They match. So I'm not sure why I'm getting the wrong dimlet. Again, I'm playing with your mod added to the DW20 pack (v1.0.2).

I cannot reproduce this. If I craft void and flat terrain dimlets they just come out as void and flat terrain. Weird...

How did you craft them? What kind of crafting system did you use?

The Tick Cost is the amount of ticks (time) that is needed to build a dimension. The tick cost of all dimlets add together for the total time needed.
 

McJty

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Ok, I decided to go ahead and release 2.00. Bugs can still be fixed in future releases:

http://www.mediafire.com/download/8suc7eju71a3aas/rftools-2.00.jar

2.00:
  • Warning! If you upgrade from an older version of RFTools:
    • First: it is recommended that you delete rftools/main.cfg because many values have between tweaked and improved.
    • Second: it is strongly recommended that you delete/rftools/dimlets.cfg. If you don't then you risk errors in the dimension builder. You should not do this in the future.
  • The major hilight of the 2.0 release is the new Dimension Builder. With this device you can create full dimensions for exploration, building, mining and whatever you need. The wiki has been updated with information about how to use this system and you can also read the in-game dimension builder manual. Here is a short summary of all the new blocks and items:
    • In 1.34 you could already find unknown dimlets in chests and as loot from enderman. Now you can use those unknown dimlets and put them in the 'Dimlet Researcher'. With some luck you get nice dimlets that you can use to build your dimensions.
    • Building dimensions is done in the 'Dimension Enscriber'. Put in an 'Empty Dimension Tab' and the dimlets that you want to use. This results in an 'Realized Dimension Tab' that you can put in the Dimension Builder.
    • There are various types of dimlets. You can control the shape of the terrain, the biome to use, the structures that appear, the mobs that will spawn, sky and time settings and so on.
    • The Dimension Builder is the device that actually creates your dimension. Depending on the complexity of the dimension it needs some power and time to do this. Note that dimensions also require power to maintain. More complex dimensions will need more power. So make sure you have a VERY good power production if you want to make a world out of diamond blocks and resonant ender oceans.
    • You can help with power production a little by placing an 'Activity Probe' in your dimension. At least that way it will no longer consume power when nobody is in the dimension and when no chunkloaders are present.
    • Make sure you don't stay in the dimension when it is running out of power. You will surely die if you do. Before that happens you will get various bad effects and the world will darken. You can make a 'Dimension Monitor' item so that you can see how much power is still left in the dimension that you are in.
    • Note that the dimension system works together with the RFTools teleportation system.
    • Make sure you go mine a bit in RFTools dimensions as there is a special ore that you can only find there. The dimensional shards you can get from this ore can be used to 'infuse' many machines in RFTools (like the teleporters, shield system, auto crafter, dimension builder and so on).
    • New Dimension Builder Manual.
    • Many more features are planned in the future. Like the ability to edit dimensions to add more features later (features that don't impact worldgen at least) and many more options for terrain generation. Also expect many more balancing changes for expensive mod-specific liquids and blocks.
  • There were also various changes not related to the dimension system:
    • Improved the position of the teleportation destination so that the player arrives in the middle.
    • When a dialed matter transmitter is picked up with a wrench and placed down again then the dial beam will show correctly.
    • The WAILA tooltip for the matter receiver and transmitter now also show the name and status of these blocks.
    • Almost all RFTools machines can now be infused (in the Machine Infuser device) with dimensional shards that you can find in RFTools dimensions.
    • The WAILA tooltip shows how much a machine has been infused (from 0% to 100%).
    • Added more generic wrench support (thanks to planetguy32).
    • Fixed a teleporter problem where teleporting would cause nether portals to be generated in the destination dimension
    • Fixed a fiew client/server issues.
    • Changed the matter transmitter with destination checker combo so that by default it will no longer try to load a chunk to check for receiver status. If it doesn't know the status of the receiver (because world and/or chunk is not loaded) the beam will be yellow. Checking in the dialing device will still load the world/chunk. You can change this behaviour in the config if you want to be able to check status to unloaded chunks and worlds. Just be aware of the performance consequences of this.
    • Fixed the shield system so that the 'All' filter now works.
    • Fixed the shield system so that filters are now actually applied in order. That means that you can put the 'All' action last and more specific filters before that and it will work correctly.
 
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McJty

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OK found a small bug. I was crafting the dimlet for void. When I plucked it out of the crafting table I received "Structure Scattered" which according to NEI doesn't have a crafting recipe.

When crafting flat I received void. I just double checked what NEI was telling vs your wiki. They match. So I'm not sure why I'm getting the wrong dimlet. Again, I'm playing with your mod added to the DW20 pack (v1.0.2).

Actually I have a possible explanation for this problem. Did you perhaps delete dimlets.cfg on the server and not on the client (or the other way around)? In that case it is possible that the id for some of the dimlets doesn't match. So the client shows you the right outcome but when the server actually crafts the item it gives you something else because it has other id's for the void and flat terrain dimlets.
 

Henry Link

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You were correct about the configs. I must have forgotten to delete the config off of the server when I updated the mod.

Next question about the efficiency dimlet. I was testing with it and a void dimlet with single forest biome. The void and forest dimlet when combined came up with 11 rf/tick maintenance cost. When I added the efficiency dimlet to this it came to 10 rf/tick. So I take it there is a minimum maintenance of 10 rf/tick?
 

McJty

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You were correct about the configs. I must have forgotten to delete the config off of the server when I updated the mod.

Next question about the efficiency dimlet. I was testing with it and a void dimlet with single forest biome. The void and forest dimlet when combined came up with 11 rf/tick maintenance cost. When I added the efficiency dimlet to this it came to 10 rf/tick. So I take it there is a minimum maintenance of 10 rf/tick?

Indeed.
 

McJty

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BTW, Still working on this but a bit slower with all the festivities and so on :)

I'm currently working on a dimension editor where you will be able to insert some dimlets (like peaceful, efficiency, sky and time dimlets) into an already built dimension. This will not work by adding a dimlet to a dimension tab. Instead the dimlet will be injected into the dimension itself. That means it can also never be extracted again. It will be made a part of the 'non-specified' part of the dimension.

I also plan to bring 'instability' from Mystcraft into RFTools. But don't worry. Not the way you know it from Mystcraft. Basically I'm thinking about making 'Effect' dimlets. Some possible effect dimlets can be:

  • Hunger
  • Slowness
  • Poision
  • Regeneration
  • Haste
  • Blindness
  • ...
Obviously the beneficial effect dimlets would be expensive and rare. But the other 'bad' dimlets can also be used as they will very slightly lower energy usage (so a bit like the efficiency dimlet but with less effect). Note that all these effect dimlets will be rather uncommon and also you will get an easy to craft dimlet to avoid all effects. It is probably recommended to always insert that in your dimensions if you don't want anything bad to happen.

Then I have some very specials plans for some very exotic dimlets with some terrain generator that you probably have not seen anywhere before.
 
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epidemia78

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Playing this mod in my new world. Havent created a dimension yet, but I like that your unknown dimlet items stack unlike 99% of dungeon loot.
 
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McJty

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Playing this mod in my new world. Havent created a dimension yet, but I like that your unknown dimlet items stack unlike 99% of dungeon loot.

Yes, that's actually one of the reasons I decided to go with 'unknown dimlets' as loot where the actual dimlet is only gotten later with a machine.

I'm currently at the same stage. I have just about set up an enderman farm in my world and got 3 unknown dimlets so far :)
 
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Golrith

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Tested this mod out in my custom modpack. Works well (took a while to work out how everything works :D). I was a little disappointed that my 4 random worlds were all pretty "normal" (ok, one was flat, two were amplified (I think)).
It's a little annoying that you have to include a number dimlet to get a new unique random world.

I decided to try making my own world, all I specified was Island, Tendrils, Canyon and Blood Lakes. Well, I got an island, not sure if what it was made from was intended:
2015-01-02_16.16.02.jpg
Found one of the labs in one of the worlds. I'm wondering if they need to be a bit more "special" in building material, apart from blue stained clay and quartz (same goes for the spawn platform).
What about a series of building blocks made from the shards? They could be a bright, clean, sci-fi futuristic look that emit light (as I think the raw ore does too). I could attempt some textures for you.


Also found a weird issue that I think is with Flax's Steam Power mod. It's zinc ore (normal and poor) always look like copper in these dimensions. In the overworld they are fine.I use a texture pack, and wondered what these default textures were in the stone.
 

McJty

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Tested this mod out in my custom modpack. Works well (took a while to work out how everything works :D). I was a little disappointed that my 4 random worlds were all pretty "normal" (ok, one was flat, two were amplified (I think)).

I'm planning to work on many more exotic and special terrain generation features so in the future you're likely to get more funky dimensions if you go random :)

Found one of the labs in one of the worlds. I'm wondering if they need to be a bit more "special" in building material, apart from blue stained clay and quartz (same goes for the spawn platform).
What about a series of building blocks made from the shards? They could be a bright, clean, sci-fi futuristic look that emit light (as I think the raw ore does too). I could attempt some textures for you.

Yes, that would be nice if you could make me a few textures.

Also found a weird issue that I think is with Flax's Steam Power mod. It's zinc ore (normal and poor) always look like copper in these dimensions. In the overworld they are fine.I use a texture pack, and wondered what these default textures were in the stone.

That's very weird. I don't do anything to standard ore generation or texture mapping so I'm not sure how my mod could have anything to do with that.
 

McJty

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Found one of the labs in one of the worlds. I'm wondering if they need to be a bit more "special" in building material, apart from blue stained clay and quartz (same goes for the spawn platform).
What about a series of building blocks made from the shards? They could be a bright, clean, sci-fi futuristic look that emit light (as I think the raw ore does too). I could attempt some textures for you.

BTW, I'm considering adding very big new dimlet which adds ruined cities. Think big skyscrapers which are partially ruined. If you can think of nice building blocks for those as well. I can of course use Vanilla stuff.
 

Golrith

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https://dl.dropboxusercontent.com/u/46396473/DimShardBlocks.zip

Here's some textures for a starting point. I tried to go for an "inverse tron" with whitish blocks and dark/black highlights (within the limits of 16x16 textures). No idea what they actually look like in game.

Edit: Also how about a "corruption" dimlet (where the digital "magic" has corrupted in "world gen"). This is a series of random clusters generated after world gen throughout the world+sky. Cannot be mined, and causes damage to anything touching it. You could purposely put corrupted dimlets into your world, which also reduce RF usage.
 

McJty

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Nice! I don't have time right now but I will try them out in RFTools soon. Perhaps they will make it in the next version of RFTools. Thanks!
 

LivingAngryCheese

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A place
https://dl.dropboxusercontent.com/u/46396473/DimShardBlocks.zip

Here's some textures for a starting point. I tried to go for an "inverse tron" with whitish blocks and dark/black highlights (within the limits of 16x16 textures). No idea what they actually look like in game.

Edit: Also how about a "corruption" dimlet (where the digital "magic" has corrupted in "world gen"). This is a series of random clusters generated after world gen throughout the world+sky. Cannot be mined, and causes damage to anything touching it. You could purposely put corrupted dimlets into your world, which also reduce RF usage.
The corruption should probably be called something scientific like corrupted files.
 

McJty

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https://dl.dropboxusercontent.com/u/46396473/DimShardBlocks.zip

Here's some textures for a starting point. I tried to go for an "inverse tron" with whitish blocks and dark/black highlights (within the limits of 16x16 textures). No idea what they actually look like in game.

Edit: Also how about a "corruption" dimlet (where the digital "magic" has corrupted in "world gen"). This is a series of random clusters generated after world gen throughout the world+sky. Cannot be mined, and causes damage to anything touching it. You could purposely put corrupted dimlets into your world, which also reduce RF usage.

Ok, I made a few blocks out of your textures and did some attempts. Not sure if it is better or not? Perhaps the building itself needs a better design? Let me know what people think about this:

http://imgur.com/a/EusCX
 

epidemia78

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I made my first dimension last night. I tried to make a firewater ocean world but I kind of figured it wouldnt turn out right the way I did it. If I wanted to try again, how would I go about doing it? What I actually want is a flat world with no caves though.
 

McJty

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I made my first dimension last night. I tried to make a firewater ocean world but I kind of figured it wouldnt turn out right the way I did it. If I wanted to try again, how would I go about doing it? What I actually want is a flat world with no caves though.

Add the 'flat terrain' dimlet. Add 'features none' to disable all features including caves. Basically you should probably add the 'none' version of every type of dimlet for which you don't want to have RFTools select random stuff.
 
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Golrith

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Ok, I made a few blocks out of your textures and did some attempts. Not sure if it is better or not? Perhaps the building itself needs a better design? Let me know what people think about this:

http://imgur.com/a/EusCX
I can see an error in one of the textures, so I'll give that a fix. Looks good from a distance, bit iffy up close.

I think take picture 3 and 5, with the black edging to the building, then use the tile/brick effect for the floor. Make a new light source that uses that light texture, and replace the glowstone lamp. Then there's the ceiling, which is slabs. Hmm. Tricky. I think it does need to be slabs, so slab versions of the blocks needed.

I'll knock up some additional textures, then we can fine tune from there. I guess first thing is what is the actual function of these buildings? (apart from being a fancy loot chest)
 

McJty

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I can see an error in one of the textures, so I'll give that a fix. Looks good from a distance, bit iffy up close.

I think take picture 3 and 5, with the black edging to the building, then use the tile/brick effect for the floor. Make a new light source that uses that light texture, and replace the glowstone lamp. Then there's the ceiling, which is slabs. Hmm. Tricky. I think it does need to be slabs, so slab versions of the blocks needed.

I'll knock up some additional textures, then we can fine tune from there. I guess first thing is what is the actual function of these buildings? (apart from being a fancy loot chest)

Perhaps it would be nice to have a few color variations (i.e. a few darker versions) as well. To make a bit of contrast here and there.

The actual function of these buildings has long been lost in the mysts of times. Who knows what those old technologies were up to? :) (yes I know, lame excuse for not finding a real purpose)