Posts by RawCode

    Basically this suggestion is similar to various "improved" solars, but have significant advantage over all this suggestions in "balance".


    Neutrino trap always enum skyblocks, no matter where is placed it will enum 25*25 skyblocks above itself, if anything abstruct skyblock view it wont count in energy production.
    Same neutrino traps may not share skyblocks, if two or more traps share same skyblocks, only one trap will generate any energy, to allow smooth generation, traps have variable tickrate, 512-1024 with 128 steps altered every full cycle.


    TE code also a bit improved, first acts traps that located higher, then traps that located lower.
    Any trap located below will drain energy from traps located above, this allow wireless energy transfer from trap to trap and HURGE trap flowers.
    If trap found any other trap above itself it wont try to enum sky.


    Traps may be placed only above "azone" layer - 222 height, if placed lower - no energy is produced.
    Also players shoud recieve some damage if leave azone protected area without protection.

    jad + eclipse...


    devs shoud do this, this will allow manymany options for gameplay.
    also something like "default" profiles with predefined set of options like no free energy or no cheat quantum or similar will be great addition to mod.

    main part - make teleporters behave just like portal's portals at velocity handling and allow TE face rotation.


    hurge range pinpoint nuke delivery system with array of teleporters forming velocity accelerator or similar system that accelerate player and then shoot him at horizontal direction over ice path.


    this will also require to enable 20 blocks "free" teleportation, othervise building such system will be too expensive.

    After multiple "we will never implement this" teleporter allowed to move items and crop's trampling fixed.


    Soo now i suggest to allow moving teleporter face with wrench and expect "wont implement this never" answer and such feature 2-4 versions later.
    If implemented properly this will allow building interesting systems that manipulate entity velocity and hardtodetect without xray traps.
    This will also need vector utils to operate velocity and addition of projectiles into allowed list (arrows and littnt)


    Also disable particles if nontransperent block placed infront of teleporter face and move exitpoint one block futher. This will allow "hightech" dispenser cannons, invisible and undetectable. With tnt more advancet tnt cannons will be possible.

    stupid suggestion, implement item just for single useless operation.
    if you not able to predict ghast movement - dont play minecraft.


    much more better to suggest tractor beam, that will kill target and transfer loot directly into your inventory, much more usefull.

    Since devs not able to fix nanosaber state bugs from 1.00 (looks like proper item syncs are not possible) i suggest workaround:


    HAYOSABER
    Cannot be damaged*.
    Cannot be deactivated**.
    When player hit right mouse button HAYOSABER go activated state.
    Activated state lasts for 1000 ticks and cannot be disabled by additional mouse events.


    *Every activation cost energy, without lappack only 10 activations are allowed.


    **If player remove HAYOSABER from hands it will get additional activation damage, if there is no energy left - it explode.
    If activated HAYOSABER is dropped it explode.


    HAYO added only for devs, since they ignore all "not soo funny" threads completely, item name is not subject to change.


    There is no way to fix sync bugs without removing ability to disable nanosaber, timed activation is perfect solution for problems.