aeroportals 1.21.1-1.2.2
Curse Maven Snippet
What's new
AeroPortals 1.2.2
Added
Applied Energistics 2 spatial storage support. Airships caught inside a Spatial IO Port capture area now travel into the spatial storage cell along with the rest of the region, and come back out when the cell is deployed again. The ship must fit entirely inside the pylon area, or it is left behind. Docked or roped-together ships travel as a group and must all fit.
Ships stored in a spatial cell are held in stasis: gravity is switched off inside the storage dimension, so a ship stays exactly where it was captured instead of sinking to the floor of the cell. Normal physics resumes the moment it is deployed back into the world. Modpacks can override this with their own datapack entry for the spatial storage dimension.
Dimension stacking support via Stackable Planar Dimensions and Forgiving World. Fly your airship down through the floor or up past the ceiling of a stacked dimension and the whole ship crosses into the adjoining dimension, arriving at the matching height with everyone aboard, following the stacking mod's own configured links, heights, and coordinate scaling. The ship travels before the stacking mod can teleport riders off it individually. Ships too tall to fit between a dimension's travel boundaries stay put with a warning in the log.
Create: Ender Gateway support. Fly your airship into a linked gateway portal and the whole ship travels to the partner gateway on the other side, in either direction between the Overworld and the End. Unlinked gateways are ignored.
Create: Teleporters support. Fly your airship into a custom portal frame and the whole ship travels to the portal's destination, whether it targets coordinates from a TP Link or is bound to another portal. Works for any dimension the portal can reach, and passengers are protected from being teleported again by the destination portal on arrival.
Onboard portal jump drives (config option
onboard_portal_jumps, default off). With this enabled, lighting a nether portal built into your airship charges a jump: after a short countdown (configurable viaonboard_jump_delay_ticks) the whole ship - portal and all - jumps to the other dimension, arriving beside a matching portal on the far side. Riders get a chat warning during the countdown and can abort by breaking or extinguishing the portal. The onboard portal must be extinguished and re-lit before it can jump again, so ships never ping-pong between dimensions.New config option
clear_destination_blocks(default off). When enabled, blocks that would overlap the arriving airship are destroyed (without drops) to make room instead of cancelling the teleport - useful for getting large ships into the Nether. Portal blocks, portal frames, and unbreakable blocks are never destroyed.
Fixed
- Fixed long airships being reported as blocked by the destination portal itself. Ships now arrive pushed clear of the far side of the portal, so the hull no longer straddles the portal frame on arrival. Applies to Nether, Aether, and Deeper and Darker portals.
- Fixed Create rotational blocks breaking. Rotation networks now shut down cleanly for the trip and power sources restart them on arrival, so machines spin back up on their own after a brief pause using create's own network logic.
- Fixed connected multiblocks like fluid tanks and item vaults potentially losing track of their layout when a teleport shifted the ship's stored coordinates.
- Fixed players and animals sometimes falling through the deck right after a teleport. If the ship was slow to appear on the other side, anyone aboard could slip through it and plummet. Riders are now checked for a short time after every arrival and anyone who fell below their spot on the ship is placed back where they belong, with no fall damage.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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