546Darkmask, on 12 November 2011 - 09:28 AM, said:
Thanks for doing what you did, but shortly after I did what I did 2 - 3 more times and it miraculously fixed! Though It started working when I did it on my free build world. Lol. I say you should add a way to remove the entity and block at the same and cancelling the waves. Like a redstone pulse, or putting a phase crystal that deactivates the waves and deletes the nexus tile entity and the block itself. But you would lose all the materials as a loss. Just saying.
Minecraft probably eventually realised the tile entity was invalid. If removing an active nexus is an important feature to a lot of people, it might just get added. But yes, there has to be a cost. (You can remove it any time while inactive by harvesting it)
546Darkmask, on 12 November 2011 - 10:17 AM, said:
Ive created a signature for your mod! Hope you like it!
Flattered. Completely! I really need to add a credits section then because Elcee deserves credit too for designing this with me.
ElderWarden, on 12 November 2011 - 12:48 PM, said:
I had a similar problem... But the trolls broke down my roof, and one of them hit the nexus, removing it. However, it didn't "damage" the nexus, and monsters kept coming at it. when the nexus hit 0%, nothing happened.

Wow, I thought this was prevented a long time ago. Will take a look. Also, oops on the incomplete mob!
Dry_Taste, on 12 November 2011 - 04:31 PM, said:
Awesome mod! =o
but is it a bug that turrets from the
Turret Mod dont shoot any monsters from this mod?
Had a similar comment about golems. It comes down to what the other mod checks to know what is a target. I will do what I can to make things compatible, but it simply can't be guaranteed.