LivingAngryCheese
Over-Achiever
...he did it ages agoDo this!!
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...he did it ages agoDo this!!
Different tier's of the complexity
Do this!!
...he did it ages ago
This is actually already done. There are dimensional shards in RFTools dimensions. I'm busy updating the wiki right now which will contain a lot of information about all of this.
So, do I have to worry about this? There are a few things I *could* do:
Suggestions?
- Somehow try to alter rarity distribution so that in case of a smaller sample the rarer items become rarer (not sure how I would do that though).
- Make the RF/tick different *after* creating the world. If I do this it would still not be as expensive as a full diamond block world for example but maybe a percentage of the cost it would have been should be used then. I don't really like the unpredictability of this though.
- Something else?
I wish it was that simple... but although I did not actually delete any of the worlds I created using older versions of your mod, the world containing this dimension was brand-new and created using Beta 5.Do you still have the dimension tab of the first empty dimension you made? In that case can you do shift-right click on it and give me the output of that? It is a bit long but you should also find it in your log files so that's easier to copy/paste here.
BTW. Did you also delete your world? Because this does look as if you were entering a pre-made dimension that you created using other parameters first (in a previous version of rftools) and then reenter later. Some of the random generation things have changed.
Terrain: TERRAIN_NORMAL
Base block: Cobblestone
Tendril block: Stone
Base fluid: Molten Steel
Feature: FEATURE_CAVES
Feature: FEATURE_NONE
Feature: FEATURE_TENDRILS
Sun brightness: 1.5
Star brightness: 1.5
Celestial angle: 0.2
Terrain: TERRAIN_NORMAL
Base block: Cobblestone
Tendril block: Stone
Base fluid: Molten Steel
Feature: FEATURE_CAVES
Feature: FEATURE_NONE
Feature: FEATURE_TENDRILS
Sun brightness: 1.5
Star brightness: 1.5
Celestial angle: 0.2
Currently, the cost of a dimension is determined exclusively by the actual dimlets used in enscribing it. This is a useful feature because it lets you know exactly what a dimension will cost as soon as you hit the button in the Dimension Enscriber, before you actually put any RF into it. This way, if you find out that the dimension is too much for your power system to handle, you can just hit the "Extract" button and scrap it without committing any resources, power, or disk space at all.Why wouldn't you want a random dimension to cost exactly what it would have if it had been assembled manually from its component dimlets? Or am I misunderstanding the problem?
Honestly, I'd suggest a configurable blacklist so we could disable modifiers like diamond ore/blocks entirely if we so please.
So it looks like RFTools is caching used dimension IDs in memory, and not properly clearing that cache when leaving a world. However, the algorithm you use to select random features and such seems to be pseudorandom, with its seed determined by the contents of the dimension tab. This first of these bugs seems very minor, although the source probably lies deep in your code somewhere. The second one, though, looks to me like it could be fixed by seeding whatever random number generator you're using with some combination of the dimlets used and the world seed. Or just forget the seed and let Java come up with one for you, to ensure that everything that's supposed to be random actually is, abandoning any sort of consistency.
Side note: Whenever I use a matter transmitter to go to a new dimension, I end up glitching into the ground. Not a big deal when I'm in creative mode, but could be annoying in survival. Especially if the platform is the only thing between you and a lake of molten steel. Increasing the player's y-coordinate a bit would probably fix it.
What I liked
- The random structures that had more dimlets in them. Although, most of these structures were at ground level there were a few that were 20 to 30 blocks above ground level.
- The cost of peaceful dimlet. I felt this was spot on. It should cost a lot of energy not to have mobs spawn. We also used this to test the power loss effects. Although with this one the power loss was so quick we really didn't have time to analyze it to much. One second you saw a debuff the next you were dead. It might not be bad idea to somehow scale the debuffs on the energy consumption rate.
- The default config made it very common to get various liquids instead of water. I didn't test this but from what I've read here I think that can be taken care of by changing the configs.
- No way to copy a dimension tab. To me this was important because the players living in a void world. If they take the tab and builder into their void age and power it there and something happens to their power generation they would loose access to their base. So they should have a backup copy of their dimension tab stored someplace in the overworld (like an IC personal safe or TE strongbox) that way they could power their world externally again to re-enter their world and fix the power generation issue.
- Maybe some additional tooltip info for the dimlets that give you an idea of the energy multiplier if this dimlets is used
- If a terrain block is used (like dirt or coble) it overwrites ore generation. This could be a dimlet order issue as well and maybe my fault.
- Can't add the efficiency dimlet to an existing dimension.
If my understanding is correct, for the oregen dimlet, you have to specify what ore (or ores) you want to use. For example, if you use [Diamond Ore] [Dimensional Shard Ore] [Oregen], you should get veins of diamond ore and dimensional shard ore (in a very expensive dimension). I'm not sure how McJty's terrain generator determines what the ore veins look like, at what heights they are generated, how common they are, etc- I haven't tested that yet.
For adding dimlets to existing dimensions (at least the special dimlets- efficiency and peaceful mode both seem like reasonable things to upgrade a dimension with, but not terrain generation stuff), I'm not sure how feasible that would be with McJty's code, but it's certainly something I'd also like to see implemented, now that you mention it.
Also, I'm fairly sure that there's config options for when the different levels of low-power warnings take place. The level 0 warning seems to trigger the sunlight dimming, so I would guess that the other ones are for the debuffs. However, I couldn't tell you which one triggers what debuff.
Another suggestion I'd like to make is to scale the RF cost of the material dimlets based on what feature is filled with that type of material. I would think that a dimension made entirely out of diamond ore should require a whole lot more power than one with diamond ore tendrils or canyons (walls? ridges?), which should in turn require a lot more power than one with diamond ore veins. Especially if those ore veins are as difficult to find as in the Overworld.
I like it when I learn something new. And that explains a lot. In this case I was trying to get a normal terrain generation but I didn't see a stone dimlet so I put in one for dirt. When the world generated it was all dirt (no grass) and digging down to find caves there was no ores. Re did the dimlets (removed the water and dirt dimlet and put in stanard terrain) and I got the single biome I was after with proper grass/dirt/stone and ore generation.That is actually a Minecraft thing. By default ores only generated in 'stone'. You *can* override this manually (at the cost of a more expensive dimension) by adding the 'oregen' feature and manually specifying what ores you want to have. Then they should generate in the other base block. But I can't (at least not easily) affect the default ore generation and make that work in other kind of blocks.