Very fancy, atmospheric native teleportation with detailed settings, great use of telemosaic. Like a mysterious remainder of an ancient civilization.
For easy mode, carry a mirror of returning.
It's working again, and like a dream! I love how they are each a bit different, beautifully shaped and then occasionally one has obsidian as part of it, or lava sources, or flowing water underneath. Makes one wonder what other little touches there are. For extra chaos, you can absolutely let that water or lava cascade down into the world from ten kilometres up in the air too. If you are a horrible goose.
One more issue maybe? worldgate.breakage = 0 doesn't work as I expected (some still generate broken, first one to do that was miles up in the air, because of course :D) . But worldgate.native.spread and worldgate.native.xzjitter are working as I thought they would (they didn't while the Weird Bug was happening).
Ok, here is what seems to have happened this time. The gate was not physically broken, it was actually very thoroughly extended. But like other midair gates before it, it wanted to teleport me back to ground level, which was too far for it, so the message was not "you need to add extenders for 120 nodes", but "you need to add extenders for 7205 nodes". Needy. If they insist on sending one back to the safety of the surface (not complaining, either behaviour is fine), then they require massive range.
Howdy! I wasn't able to reproduce the error, but I believe I know what happened and I just pushed out a bugfix that should hopefully get you working again. Unfortunately you'll have to manually fix any gates that were broken from the crash (the gates with missing textures) as the mod won't be able to repair them itself, but future gates should now generate correctly and properly replace those untextured extender markers with proper extenders.
Please update to v1.1.1 and try it again. Thanks for checking out Worldgate and for bringing this to my attention!
Thank you for responding, and so fast too! It's all repaired now and I seem to have run into another issue, much smaller. Apparently the worldgates very high up in the sky try to send the player right back to ground level gates, even if that's 20 kilometres away, and they don't generate with enough range. Haven't found one underground yet after this update to check it in the other direction.
Glad to hear it's working better now! As for the other things you noticed, I think it's all working as intended and I'll explain why.
For the gates that take you back to the surface, that is by design. All of the worldgates on the surface are linked to one another (and they try not to link back to a gate that is already linked to it), but the worldgates above and below ground are linked to the corresponding worldgate on the surface. This is to allow for fast travel back to the surface when exploring. Especially when deep underground in large caverns, it can be daunting to find the surface again, so finding a worldgate can be very helpful in these situations. But the further you venture from the surface, the more oomph you'll need to get back, so be mindful to keep some spare extenders for distant journeys.
As for gates that have broken extenders when worldgate.breakage = 0, I believe this is a consequence of the Gate Quality System™. When a native worldgate is generated, it is assigned a random quality value of either -1, 0, or 1 which corresponds to poor quality, average quality, and good quality, respectively. The quality value determines the quality of the gate's built-in extenders with higher quality yielding better extenders and vice-versa. For each level 1 extender on a poor quality worldgate, there is a 25% chance that it will instead generate as cobblestone regardless of the global breakage chance (which affects extenders of all qualities equally).
I hope that clears it up a bit. Thanks for your feedback and I'm glad you're enjoying the mod. 🙂
Clears up everything, yes. Thank you for the patient explanations, I have some disabled players here and am trying to tweak everything into an easy mode for maximum satisfaction and variety with very moderate challenge. This will enrich the next world hugely.
Very fancy, atmospheric native teleportation with detailed settings, great use of telemosaic. Like a mysterious remainder of an ancient civilization.
For easy mode, carry a mirror of returning.
It's working again, and like a dream! I love how they are each a bit different, beautifully shaped and then occasionally one has obsidian as part of it, or lava sources, or flowing water underneath. Makes one wonder what other little touches there are. For extra chaos, you can absolutely let that water or lava cascade down into the world from ten kilometres up in the air too. If you are a horrible goose.
One more issue maybe? worldgate.breakage = 0 doesn't work as I expected (some still generate broken, first one to do that was miles up in the air, because of course :D) . But worldgate.native.spread and worldgate.native.xzjitter are working as I thought they would (they didn't while the Weird Bug was happening).
Ok, here is what seems to have happened this time. The gate was not physically broken, it was actually very thoroughly extended. But like other midair gates before it, it wanted to teleport me back to ground level, which was too far for it, so the message was not "you need to add extenders for 120 nodes", but "you need to add extenders for 7205 nodes". Needy. If they insist on sending one back to the safety of the surface (not complaining, either behaviour is fine), then they require massive range.
Howdy! I wasn't able to reproduce the error, but I believe I know what happened and I just pushed out a bugfix that should hopefully get you working again. Unfortunately you'll have to manually fix any gates that were broken from the crash (the gates with missing textures) as the mod won't be able to repair them itself, but future gates should now generate correctly and properly replace those untextured extender markers with proper extenders.
Please update to v1.1.1 and try it again. Thanks for checking out Worldgate and for bringing this to my attention!
Thank you for responding, and so fast too! It's all repaired now and I seem to have run into another issue, much smaller. Apparently the worldgates very high up in the sky try to send the player right back to ground level gates, even if that's 20 kilometres away, and they don't generate with enough range. Haven't found one underground yet after this update to check it in the other direction.
Glad to hear it's working better now! As for the other things you noticed, I think it's all working as intended and I'll explain why.
For the gates that take you back to the surface, that is by design. All of the worldgates on the surface are linked to one another (and they try not to link back to a gate that is already linked to it), but the worldgates above and below ground are linked to the corresponding worldgate on the surface. This is to allow for fast travel back to the surface when exploring. Especially when deep underground in large caverns, it can be daunting to find the surface again, so finding a worldgate can be very helpful in these situations. But the further you venture from the surface, the more oomph you'll need to get back, so be mindful to keep some spare extenders for distant journeys.
As for gates that have broken extenders when
worldgate.breakage = 0
, I believe this is a consequence of the Gate Quality System™. When a native worldgate is generated, it is assigned a random quality value of either -1, 0, or 1 which corresponds to poor quality, average quality, and good quality, respectively. The quality value determines the quality of the gate's built-in extenders with higher quality yielding better extenders and vice-versa. For each level 1 extender on a poor quality worldgate, there is a 25% chance that it will instead generate as cobblestone regardless of the global breakage chance (which affects extenders of all qualities equally).I hope that clears it up a bit. Thanks for your feedback and I'm glad you're enjoying the mod. 🙂
Clears up everything, yes. Thank you for the patient explanations, I have some disabled players here and am trying to tweak everything into an easy mode for maximum satisfaction and variety with very moderate challenge. This will enrich the next world hugely.