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[Help]Making portal travel to a custom dimension


ExcuseMyLuck

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Hey everybody. I have been stuck on this for quite a while and have played with quite a it of code(which I returned back to normal). I cannot figure out how to make the portal block send a player to my custom dimension instead of the nether. Any help would be appreciated. Thanks in advance.

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I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

 

Thank you for the code, but where would I insert it? The BlockPortal class? And would I just copy and paste the method into the class or would I take out one method and replace it with this one?

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I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

 

Thank you for the code, but where would I insert it? The BlockPortal class? And would I just copy and paste the method into the class or would I take out one method and replace it with this one?

It's a static method, put it wherever you want. And don't replace anything with it.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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Share on other sites

I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

 

Thank you for the code, but where would I insert it? The BlockPortal class? And would I just copy and paste the method into the class or would I take out one method and replace it with this one?

It's a static method, put it wherever you want. And don't replace anything with it.

 

Okay. So I typed in the teleport code and made the DimChange class(thank you again for the codes), but how do I call this method when the player enters the portal?

 

Here is a snipit of the BlockPortal class:

public void onEntityCollidedWithBlock(World par1World, int par2, int par3,
		int par4, Entity par5Entity) {
	if (par5Entity.ridingEntity == null
			&& par5Entity.riddenByEntity == null) {
		par5Entity.setInPortal();
	}
}

 

Can you help me with getting the player to enter the correct dimension? Once again, thank you SOOOOOO much for your help so far. And Im sorry for being such a code n00b.

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I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

 

Thank you for the code, but where would I insert it? The BlockPortal class? And would I just copy and paste the method into the class or would I take out one method and replace it with this one?

It's a static method, put it wherever you want. And don't replace anything with it.

 

Okay. So I typed in the teleport code and made the DimChange class(thank you again for the codes), but how do I call this method when the player enters the portal?

 

Here is a snipit of the BlockPortal class:

public void onEntityCollidedWithBlock(World par1World, int par2, int par3,
		int par4, Entity par5Entity) {
	if (par5Entity.ridingEntity == null
			&& par5Entity.riddenByEntity == null) {
		par5Entity.setInPortal();
	}
}

 

Can you help me with getting the player to enter the correct dimension? Once again, thank you SOOOOOO much for your help so far. And Im sorry for being such a code n00b.

Don't use setInPortal(); it only applies to the Nether. Just call a dimension change directly. Getting it to delay like the vanilla portal is more difficult as you need to deal with attaching data to the entity.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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public class HolyDimensions {

@Instance
public static HolyDimensions instance;

@Init
public void load(FMLInitializationEvent evt) {
	DimensionManager.registerProviderType(125, WorldProviderHeaven.class,
			false);
	DimensionManager.registerDimension(125, 125);
}
}

Stannum, I don't know. They changed everything. All my dimension experience was from 1.3.2.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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You are probably having trouble with teleporting back and forth, forever. Every player should have an integer variable called something like portalCoolDown or something similar. When you teleport your player, set that to 100 or something to begin with, then whenever you have your collision method for your block, where you initially teleport the player, check to make sure the cooldown is equal to 0 before you teleport. If the cooldown is greater than 0, then they cannot teleport and it gives the player time to exit the teleporter.

 

Also, you will want to look into where your player lands when they teleport and where the portal is built. If they land in the teleporter like you do with the nether, it makes it easier to accidentally teleport back when you don't want to.

Read my thoughts on my summer mod work and tell me what you think!

http://www.minecraftforge.net/forum/index.php/topic,8396.0.html

 

I absolutely love her when she smiles

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    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
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