CannibalVox / DimDoors

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golden door chunk loading doesnt properly overlap with pocket dimension area #24

Open justicesays opened 9 years ago

justicesays commented 9 years ago

I placed a golden door in a pocket dimension, replacing the normal exit door. Checked opis for force loaded chunks, only the three chunks directly next to the wall the door is placed on overlap the area of the pocket dimension. The rest of the loaded chunks are "beyond" the golden door, in inaccessible space. These two pictures are taken without moving, as you can see from the mapwriter forced chunk overlay, the loaded chunks are loaded behind me as I face into the pocket dimension, my back is to the golden door. 2015-03-27_18 07 54 2015-03-27_18 07 57

justicesays commented 9 years ago

Looks like it works ok if you initiate the pocket dimension by placing a gold door to create the instance in the overworld or in another dimension. Then the generated placed door does overlap with the pocket dimension area. However, the description of the door is "Similar to a Dimensional door but keeps the dimension loaded if placed on the inside". Leading me to assume you should place it after creating the dimension. Even if by some complex setting of warp doors and walking around I remove both entry and exit doors and replace the entry door with a golden door, thus making a golden door in the dimension as the exit door by "natural placement" it still loads the wrong chunks.

Revemohl commented 9 years ago

Worth noting is that this doesn't always happen, even if you place the door from the inside, so I assume it might be related to the coordinates of the pocket dimension.

ashillion commented 9 years ago

Back in the day there were some issues with GoldenDoors and Chunkloaders and the horizontal pocket limits.... Not sure if that helps, I don't have my old copies of notes on it. I have old archives of the code, but its not really very helpful.

Soyaro666 commented 9 years ago

couldn't the door be extended to reach 1 room-length wide in every direction? this would lead to have an area of 4 rooms to be loaded but since 3 of these 4 rooms don't actually exist/are void it shouldn't cause noticeable performance-problems I guess. Or am I wrong at this point?

another thought: maybe the dim generator could act according to chunk borders so the room has fixed coordinates in it's dimension. With this the door would know the area it has to keep loaded. This wouldn't be my preferred solution because it would cause an incompatibility with older versions and I guess there's a reason why this didn't happen previously.