[1.10.2] Feature Request/Ideas

Issue #10 closed
Former user created an issue

I love your capsule mod. It's allowed me to do a lot of things I never could before. One of the things that I love doing is creating dimensions, traveling to them, and then setting up a base to work from. I mainly use the dimension crafting from RFTools to do so. But there are a few catches. Mainly, I have my dimension center within my base, and I use the teleporter in my base to get around.

Once I teleport to a dimension, it would be fantastic to be able to summon my base to my location without having to "pack it up" before I leave. Is it possible to create a device that would record the "owner's" position at the time of capture, and when the structure is summoned, place it relative to their position from wherever it is in the world (other dimensions/locations, etc?).

I tried "undeploying" the capsule in another dimension, but it came up empty and deployed empty space when I tried to re-deploy it where I was.

Someday, I'd love to be able to teleport to other dimensions in my base, using the structure as the "vehicle" as it were, but until I find a mod capable of doing that, being able to summon my base to wherever I am would be awesome. This is the first mod I've ever seen which can do what it does without totally messing up the machines and structures inside its capture, and the closest I've seen come to such a thing.

Comments (7)

  1. Samuel Bouchet repo owner

    Hi,

    I'm currently working hard on the new version of Capsule which, among other things, replace the current "translocation" system with the save system used by vanilla structure blocks. Basicaly whatever the dimension, the capsule will be able to deploy from file and undeploy+saved in a file (and as easy to backup and move through saves as a copy/paste) !

    For deployment, I went with a preview system when deploying wich allows you a block perfect spawn up to 18 blocks away, with blocks preventing deploy marked as red. I believe it will help deploy with enough precision your base =) Here is some screenshot as a teaser, it should be available by the end of the week !

    Unfortunatly this new version will not be compatible with saves from previous versions, so if you are already playing minecraft 1.10 with the latest capsule version you'll have to deploy everything and empty all your capsule (alone on the crafting table) before updating. And because I did not tested it I'm not 100% sure there won't be problems so backup, backup, backup before doing anything !

    Finally, Thank you for your feedback ! I wish you will enjoy the new version as much as I'm excited to release it :D

    2016-08-02_16.56.39.png

  2. Praetoras

    Hello! I'm the guy who posted the original request. This looks awesome! And I have no problem with updating my deploys, that's perfectly fine! I do have a couple questions regarding the new version though:

    1. In the current version, if I modify my build and undeploy it, and then redeploy it elsewhere, it saves the changes. Will the new version also do this, or will it need to be re-recorded to a save file before the changes show up after deployment?

    2. The current system has been compatible with pretty much every machine that I've been able to put in it, which is my favorite aspect, such as Ender IO conduits, etc. Is the new system able to save all those parts with the same fidelity?

    Really excited to see the new version :) I will definitely back up, but it should be fun to use!

  3. Samuel Bouchet repo owner

    Hi !

    1. Not sure I understood the question, but the mod will behave exactly the same except that instead of moving the content of a dimension to another dimension, it will be moved to a file. And instead of being taken from the dimension when deployed, the data is taken from the file (and the file is empties to prevent dupe, ie. when using recovery capsule)

    2. The big new incompatibility I checked is the smeltery. With 1.10.2 version of Tinker Construct, it will crash the game on next world tick after being deployed. Didn't check EnderIO conduits (but will), only tested a few EnderIO machines that worked fine. Now that the way of moving structures is standardized as "structure block mechanics", I'll take some time to open issues on major mods not working and even PR later in august if not fixed when I'll get more time. Also, IC2 machines, opencomputer robots and Blood magic altar are known incompatible with structure blocks at this time (they will fail but won't crash the game).

    Already tested a lot of mods/machines and it seems pretty good overall, but I won't be able to check everything alone so I'll be releasing a first beta in the day, to get help identifying more incompatibilities (if any !).

    Edit : I confirm that enderIO cables and machines are moved correctly =)

  4. Praetoras

    Fantastic! And you answered the question I asked, thank you :)

    I don't use Tinker, IC2 or OpenComputers - I mostly just use Actually Additions, Ender IO and RFTools, so that works fine for me.

    In thinking about the changes that are being made to the mod, I've been trying to refine my original idea to something that works with it. Please understand, I realize that making sure the mod updates is first priority. This is just a suggestion for if you have the time or interest at some point. If this isn't something you want to do with the mod, I understand:

    World Dialer Block: Can be linked to a capsule and placed inside a saved structure. When interacted with, gives the player the ability to enter a dimension number and a set of coordinates and click a button to "dial" the world.

    When the world is "Dialed" the structure is saved to the file, and players inside the structure are teleported to the destination (in their relative positions), and the structure is then loaded from the file around them. A server config option could be included to either allow or disallow the replacement of blocks already existing in the location to prevent griefing on public servers. Basically this would have the effect of "teleporting" the structure and its occupants to the given location.

    This would be handy in two ways - if you want to travel and explore, you can spawn your structure wherever you need with the convenience of the capsule. And if you have a specific place you want to move it to, that would allow you to do so fairly easily and with a nice level of "immersion." You could make the world dialer have difficult ingredients, such as a nether star in order to work, possibly.

    Would that be a feasible addition to the mod? Again, if not, I understand and I am happy just to see the new version. I just don't know of any other mod which can do that.

  5. Praetoras

    Thanks perfectly fine! Thank you for even considering it :) And thanks for the update! Going to read about it now.

  6. Samuel Bouchet repo owner

    Teleportation is not currently planned but getting the content back from another dimension is still good. Closing the ticket for now.

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