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License: MIT License
Thinking through portals
License: MIT License
Some kind of dialing device or something. Does not have to be handheld. A way to select your destination portal without having to be directly beside the portal frame.
As of portality-1.12.2-1.2.2-14, console is reporting client class used server side when player is going through the portal:
[09:26:13] [Server thread/FATAL] [minecraft/MinecraftServer]: Error executing task
java.util.concurrent.ExecutionException: java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n
> at java.util.concurrent.FutureTask.report(FutureTask.java:122) ~[?:1.8.0_212]
> at java.util.concurrent.FutureTask.get(FutureTask.java:192) ~[?:1.8.0_212]
> at net.minecraft.util.Util.func_181617_a(SourceFile:47) [h.class:?]
> at org.spongepowered.common.SpongeImplHooks.onUtilRunTask(SpongeImplHooks.java:305) [SpongeImplHooks.class:1.12.2-2825-7.1.6-RC3723]
> at net.minecraft.server.MinecraftServer.redirect$onRun$zkn000(MinecraftServer.java:3965) [MinecraftServer.class:?]
> at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:723) [MinecraftServer.class:?]
> at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397) [nz.class:?]
> at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) [MinecraftServer.class:?]
> at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?]
> at java.lang.Thread.run(Thread.java:748) [?:1.8.0_212]
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n
> at com.buuz135.portality.block.BlockController.func_180639_a(BlockController.java:94) ~[BlockController.class:?]
> at net.minecraft.server.management.PlayerInteractionManager.func_187251_a(PlayerInteractionManager.java:903) ~[or.class:?]
> at net.minecraft.network.NetHandlerPlayServer.redirect$onProcessRightClickBlock$zka000(NetHandlerPlayServer.java:2930) ~[pa.class:?]
> at net.minecraft.network.NetHandlerPlayServer.func_184337_a(NetHandlerPlayServer.java:741) ~[pa.class:?]
> at net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock.func_148833_a(SourceFile:55) ~[ma.class:?]
> at net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock.func_148833_a(SourceFile:11) ~[ma.class:?]
> at org.spongepowered.common.event.tracking.phase.packet.PacketPhaseUtil.onProcessPacket(PacketPhaseUtil.java:193) ~[PacketPhaseUtil.class:1.12.2-2825-7.1.6-RC3723]
> at net.minecraft.network.PacketThreadUtil$1.redirect$onProcessPacket$zmj000(SourceFile:539) ~[hv$1.class:?]
> at net.minecraft.network.PacketThreadUtil$1.run(SourceFile:13) ~[hv$1.class:?]
> at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) ~[?:1.8.0_212]
> at java.util.concurrent.FutureTask.run(FutureTask.java:266) ~[?:1.8.0_212]
> at net.minecraft.util.Util.func_181617_a(SourceFile:46) ~[h.class:?]
> ... 7 more
Full mods list involved: https://minecraft.curseforge.com/projects/spacearchitect/files/2714658
ModPack: All the Mods 3 v5.9.3
Forge Version: 2654
OpenBlocks Version: 1.12.2-1.7.6
Portality Version: 1.12.2-1.0.4-6
Tested on Java version 1.8.0_25 (Curse Default), 1.8.0_131, and 1.8.0_162
It appears that the rendering of the moving texture is affected by the rendering of Open Blocks's Sky Block in some weird ways, as seen in the image below.
After doing a bit of fiddling with it, I have noticed the rendering for the portal returns to normal when the sky block is no longer in rendering view.
I'm not sure exactly what set of circumstances causes the rendering issue, as I have a second portal set up with the sky blocks directly behind it without issue, along with another block nearby for testing.
The issue does appear to have some relation to chunk boundaries, as when I enter the chunk that the single sky block is in, the rendering stops functioning correctly.
Again, this is only while the sky block that seems to be causing the issue is in view, as being in the same spot but not looking at it allows the portal rendering to function properly.
Let me know if you need any other information.
Portality crashes the game when pressing "Dial" or "Force" without selecting a portal.
Portality Version: 1.2.1-13
Crash Report:
https://pastebin.com/DMC35p3s
Sorry Buuz
When creating a portal inside of spatial pylons and then using the Spatial IO Port, frame blocks will be contained, but not the controller. This has the following effects:
If you load the Spatial Storage again, everything works as intended.
I had repetitive crashes when I tried to rename a portal. The portal had it's name deleted for unknown reason. Renaming only worked when I removed the controller and placed it again (in another block). Also I couldn't open this portal to anywhere. Also I had 1 or two other types of crashes related to this, couldn't click any portality UI button without a crash at some point.
crash-2018-09-16_05.22.03-server.txt
All blocks besides interdimensional module and portal frame have missing textures when placed down (CTM hasn't updated to 1.14.4 yet)
Portals seem to be connected and link is active and it pushes me through the portal but it doesn't seem to teleport me
Sorta leaves everyone in a lurch unless they use FE in some way.
Updated to 1.0.2-3 and I'm seeing the following crash on the server. Forge 2652.
I don't know if this is happening with built portals but twice now I've accidentally clicked rename while fooling around with my spawned in portals and gotten this crash:
crash-2019-06-02_11.10.00-server.txt
My suggested solution would be to force name spawn portals based on the coordinates they spawn at, perhaps with a creative mode ability to give it a display name for server administrators. This also would make sure that multiple creative portals spawning with the same name via a mod like Recurrent Complex can't cause some other naming issues.
I haven't run into THAT but I have run into a case where the Void Island Control mod randomly decided to spawn my special spawn area island as a player island. I'm going to look into that issue with Bartz next. lol
CTM is not updated to 1.14.4 as of yet. The textures for everything but the frame seem to be missing and the controllers GUI simply wont open.
Loads fine in single player and makes a world, but on a server crash-
https://gist.github.com/ProsperCraft/5e3aa44e0b58f1dcfa6ab5342332bbe7
Portality-1.14.3-2.0.10.jar
Forge .51
Modpack - https://www.curseforge.com/minecraft/modpacks/the-adventures-of-halk
This mod looks just about perfect for having a single public hub at spawn for multiple dimensions and regions. However, I worry about players breaking the public portal blocks, or setting them to private.
Right now I'm assuming that the portals I make (even if copied by something like recurrent complex) are attached directly to my player ID as the mod creator so I guess I'm the only one who could accidentally screw things up but I'd rather not have that option when I'm not in OP/Administrator mode.
I'm also looking at using another mod to make portal blocks unbreakable but it would be much nicer if I had a creative mode only bedrock version . . . especially one that didn't require RF since I'm going to be hiding an endless RF block under the portal and surrounded by bedrock to keep players from cheating.
Of course, the big drawback to this method is that I'm either going to be giving players (griefers) access to unbreakable blocks or I'm going to have to prevent them from having their own portals entirely. I've got a few ideas (using other mods) to handle this but it definitely is awkward.
Hey! I'm planning on using Portality in my modpack (misconduct), and making it one of the ways of transporting players between worlds. (Can this double as asking for permission?)
Can you help me with the following crash report?
-- Head --
Thread: Server thread
Stacktrace:
at com.buuz135.portality.util.TeleportUtil.teleportEntityInterdimentional(TeleportUtil.java:128)
at com.buuz135.portality.util.TeleportUtil.handleEntityTeleport(TeleportUtil.java:88)
at com.buuz135.portality.util.TeleportUtil.teleportEntity(TeleportUtil.java:47)
at com.buuz135.portality.handler.TeleportHandler.tick(TeleportHandler.java:65)
at com.buuz135.portality.tile.TileController.func_73660_a(TileController.java:69)
-- Block entity being ticked --
Details:
Name: portality:controller_tile // com.buuz135.portality.tile.TileController
Block type: ID #979 (tile.portality:controller // com.buuz135.portality.block.BlockController)
Block data value: 4 / 0x4 / 0b0100
Block location: World: (-25,80,-3), Chunk: (at 7,5,13 in -2,-1; contains blocks -32,0,-16 to -17,255,-1), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Actual block type: ID #979 (tile.portality:controller // com.buuz135.portality.block.BlockController)
Actual block data value: 4 / 0x4 / 0b0100
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1832)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
I've no idea how I've caused this, but every time I try to start up the world, it will crash.
If you want, I can send you a copy of the world. Let me know.
I'm running 1.12.2-1.1.0-9 , Whenever the player on my server attempts to walk through an active portal, with an active end elsewhere, whether in the same loaded chunks or another dimension, it causes the crash detailed above ^ , crashes the server and the client. The client is able to relog afterwards, and the issue is apparently only when moving through the portal, not after the placement of the block/assembly of the portal itself or powering of it.
Couple small bugs while testing. If you want this broken up into multiple issues I can do that also.
This is in the atm3 modpack
Mod Version: 1.0.3-4
I was testing out the energy modules and found that you cannot pull power out of the output. I used fluxducts, but tested a number of different versions of ducts/conduits and nothing worked. (There's a pic of setup below)
Found that you can break the all the blocks with your hand instantly and they will not drop. If you break them with a pickaxe it is still pretty instant, but the block will drop.
This is more something I found interesting and was guessing it wasn't intended (new feature!) but the frames of the portal can be shared by the one next to it.
Title
The Interdimensional Upgrade is not recognized as a valid block for the portal.
https://imgur.com/a/UQbu5dY
Position of the upgrade and size of the portal does not matter.
Everything else seems to be working fine.
Would be nice so that we could tunnel IR trains :P Bit that requires larger portal sizes.
My server is crashing every other time when I open a portal. I had a hard time setting it up with 2 other types of crashes multiple times, had to replace the controlled to get rid of those. But still can't use it.
I get this crash when I try to open the creative tab that has Portality's items
I've been playing Project Ozone 3, and have run into an issue with this mod. So, I am creating my 10th portal, but once I travel through it, it does not show up in my portal list when I try to call a portal. I can go back to where I placed the portal and call another portal with it, but I cannot use another portal to call this one.
I don't think this is intended, so I figured I would report it as a bug. The portal list won't show more than 8 portals
Could you provide some details on how chunk loading should work with portality please? Do the portals keep their chunks loaded, only entrance chunk, only when activated, etc? If I have to put a chunk loader to keep a portal remotely powered via RF input/output block, do I need to put it only for the head chunk or for the entire portal? Can I actually use the RF output block to directly power the portal controller block, in the same portal? I think I had to add a fluxduct for this to work, even when they were directly connected (for some reason I used a capacitor in the end anyway)? I believe stuff like this should be put at some visible place.
Normally, to attach an Immersive Engineering connector to a block with a GUI, you can shift click to prevent the GUI from opening. Unfortunately, that doesn't seem to happen with the Portal Controller block and the GUI still opens.
Obvious work around it just to put an IE capacitor next to the Portal Controller but I thought you'd like to know.
Thanks!
Yup . . . I did a ton of work to set up my spawn point so it would have a portal using Minecraft structure blocks and even added some extra mods to make the blocks something players couldn't screw up. . . and then I ran the code and started a new game.
The exact same structure that was working when I exported it comes back as an invalid build.
The only difference between the working portal and the one that won't work here is that one was spawned in by Recurrent Complex as part of a spawning platform for new players while the other one was entirely placed by me right next to it.
It really is exactly that silly. I'm just glad I didn't use recurrent complex to spawn in an entire system of connected portals between the different worlds of my pack BEFORE I tested to make sure the multiblock spawned in without any errors because this is probably the granddaddy of all spawn platform bugs! lol
My modpack i'am working has disabled every sort of teleportation except this one. By making some dimensions more expensive to travel to by specifying minimal length of the portal and power consumption per dimension would create a more difficult gameplay.
Thanks in advance for reading this
BasieBrinkie
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