Removed duplicate code from ItemRiftBlade. It was code that duplicated
the functionality of ItemSword since ItemRiftBlade didn't extend
ItemSword originally. Also updated the tooltip text to remove mentions
of the old door-rotating ability. That's not provided anymore since
doors are easily broken and replaced now. Extended teleport range
slightly.
Added a check so that Dimensional Doors crashes if another registers our
provider IDs. This will show people that something needs fixing instead
of us risking strange bugs.
Set loot chests to generate 6 stacks of items instead of 5 stacks.
Increased the maximum amount of World Thread per stack from 8 to 12
threads. Increased the chance of encountering a grave chest to 1 in 6
instead of 1 in 7.
Added a configuration option for toggling whether players can teleport
out of Limbo by walking over Eternal Fabric. This became viable after
Rift Gateways began generating in Limbo again. Keybounce has expressed
an interest in using option to deal with the issue of players returning
home since his Overworld won't have gateways.
Changed dungeon exits so that they have a minimum 15% chance of exiting
to the Overworld if a dungeon's root dimension isn't the Overworld. Also
made a minor change to the existing special case for the Nether - the
minimum 20% chance only applies if the root dimension isn't the Nether.
Added a configuration option for adjusting the number of World Threads
needed to create one Stable Fabric. A few users have asked for this to
be available. The default setting is our usual 8 thread for each fabric.
Also overhauled our recipes to remove blank item slots, allowing them to
be crafted on any line of the grid, as long as all the items are aligned
properly.
Made a small correction to the condition on max ancestors. Also
thoroughly tested this code to ensure that it really does limit rift
spread. Currently, 2 initial rifts will cause 4 more rifts to be created
eventually.
Switched rifts over to using link.childCount() to track spread instead
of the hasGrownRifts flag in the tile entity. The flag had the flaw that
if the rift was replaced by a block, the flag would reset and the rift
could spread again. I think I remember this being intended as punishment
for messing with rifts but it's a problem when combined with World
Thread farming.
Fixed the issue of rifts spreading through walls. We tried using
raytracing but rifts would always "leak" out of unbreakable enclosures.
With this latest change, rifts spread with the same logic that
determines which blocks are reachable to them.
Added a per-save config file called DimDoorsWorld.cfg. Its corresponding
class is DDWorldProperties. This class supports whitelisting and
blacklisting dimensions for Rift Cluster and Rift Gateway generation.
Note that our ban against generating gateways in the Nether and The End
still applies regardless of those settings. The new config file is
loaded before the server starts initializing terrain. Also moved
DDProperties to another package alongside DDWorldProperties - that
required updating references in most of the mod's files.
Added SK-RaceTheLight to our schematics. Changed the weights on
Cere-FloatingAltar and Cere-PuzzleWall to 75 (previously 100). Fixed
what appears to be a mistake pasted into ruins.txt and also updated it
for the latest dungeons.
Fixed the way textures are applied so that doors from our mod can appear
as double doors. Renamed door textures to be consistent with Minecraft
door textures. Got rid of a few obsolete textures. Unfortunately,
something broke with door blocks updating. I need to fix that in the
next commit.
Improved some of our door code by giving some of our variables real
names. Also found a hack in BaseDimDoor.isDropped() and a strange
comment that said "I have no idea, but sometimes this is returned as the
blockID instead of metadata." I finally figured out that due to some
random mistake introduced in another function, idDropped() sometimes
received a block ID instead of metadata, which is what that comment
referred to. I fixed the cause and removed the hack.
Shifted the duplicate code from our biome classes into a single parent
class. Also added checks so that Minecraft crashes if a biome ID
conflict occurs. This is to put an end to the recent streak of posts on
our MCF thread about people experiencing issues because DD and BoP have
conflicts out of the box.
I copied two functions from CommandBase into DDCommandBase because their
absence is breaking our builds on Technic and Dryware Jenkins. I have no
idea why that's happening. My copy of MC's source code has those
functions in CommandBase and my code compiles without a problem.
Dropped support for Minecraft's structure generation flag because
several other mods ignore it and supporting it can give the appearance
that DD isn't working properly. We already have settings for disabling
gateways in our config file.
Fixed rotations for hopper and droppers. Hoppers were failing because
powered hoppers have different metadata. Droppers were just missing from
the list of oriented blocks. Fixed the wooden buttons on Cerevisiae's
altar room and added her puzzle room once hoppers were working reliably.
Made some minor changes to the way that we register commands with
Minecraft. Also changed the way that we generate onCommandUsage()
strings so that the style of our outputs is consistent with that of
Minecraft and Forge commands. It seems the way the messages were
generated changed for MC 1.6. Finally, removed compareTo() from
DDCommandBase since it was completely unnecessary (CommandBase already
does the same) and casting objects to CommandBase was causing errors
with some Chicken Bones commands that directly implemented ICommand.
Fixed the issue with clients not receiving notifications of gateways
being built into the world because we were modifying chunk data
directly. Our schematic classes now support building through World
instead of directly writing to the underlying chunks. Also fixed an NPE
that was introduced last night when I changed which line
GatewayGenerator was initialized on in mod_pocketDim.
Fixed an NPE that would occur because mod_pocketDim.deathTracker was set
to null before the last onWorldSave event was triggered when a server
was shutting down.
There is 5% chance that grave chests will contain the head of a random
player that has died in a pocket dimension; there is a 20% chance of it
being a special head. Also moved Ghast Tears to grave chests and removed
Eyes of Enders as loot. Also made FoR loot more rare but increased the
amount given out so that the average amount picked up should be the same
as before. World Thread is slightly less common in response to being
easier to farm from rifts.
Added code to save DeathTracker data when then Overworld saves, but only
if it's been modified since the last time it was saved. Also changed how
we handle player deaths in pocket dimensions. Now we have two death
handlers. There is a high-priority one that sends players to Limbo only
when Limbo preserves their inventories. The other is a low-priority
handler that sends players to Limbo only when inventory preservation is
disabled. This gives players a chance to keep their inventories if
another mod would have revived them without that penalty.
Added DeathTracker - a class for tracking the deaths of players on the
server while in pocket dimensions. It'll be used for generating skulls
for grave chests. Also removed PlayerTracker since it wasn't being used
for anything at all. I'm guessing it was supposed to be used for
something later. We can restore it if it's ever needed.
Cleaned up the code for initializing GatewayGenerator. We had some
static fields that didn't need to be static and we could just initialize
gateways from the class's constructor.
Moved a little of the regeneration code to BlockRift to reduce duplicate
code. Changed RiftRegenerator to iterate over loaded worlds instead of
all worlds. Removed forced rift generation call in
EventHookContainer.onWorldLoad() - I feel it would have minimal
benefits. Rifts now drop World Thread upon regeneration. Generally
cleaned up the code in FastRiftRegenerator and RiftRegenerator.
Removed code related to a correction factor that would compensate for
gateway generation failing a lot more frequently in the Nether. We don't
use that approach in the Nether anymore.
Added config settings for the chance of generating a Rift Gateway in a
Nether Fortress. Also made it so that DD does not override Nether
Fortress generation if fortress gateways are disabled in some way.
Changed rifts to consider block blast resistance instead of block
hardness. Some mods offer defensive blocks that stop explosions but have
low hardness. This addresses that issue. The minimum resistance allows
obsidian to resist rifts.
Fixed the code for retrieving textures for ItemRiftBlade,
ItemRiftSignature, and ItemRiftRemover. Renamed Rift Blade item texture
again due to capitalization issues. Replaced World Thread texture with a
dark variant of MC's String - we can switch to another texture later.