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kris91268's Light bridges and doors Version 2.0 [MC 1.7.10]. Create bridges and doors of light!
Poll: Should I remove the Gravity Lift in a future update?
Ended Sep 14, 2014
It's OK, everyone makes mistakes, don't beat yourself up about it.
If you would like an update on this bug fix, I am halfway there, made a breakthrough, but still unstable.
For negating fall damage from the gravity lift, you could try the following:
1. Event for player on lift is triggered
2. A flag is placed on the player
3. Event for player hitting ground is triggered
4. If flag is present, prevent damage from being applied or heal for that much
Of course, that would require that these events be present. When I made a few mods using Spout, there was a playerDamaged event for fall damage which I used to do the aforementioned negation.
For saving the gravity lift height, you possibly could save the height to a file for the gravity lift at x, y, z coordinates in realm. To make the file easily searchable, give each gravity lift a unique ID (auto-incrementing by saving the next increment at the beginning of the file).
An idea for the gravity lift, however, is to make it like Asimov's "gravitic lifts" in that it pushes or pulls the player to a set height where the player stays until exiting the x and z coordinate, assuming there isn't another gravity lift next to it -- they could be linked to each other so as to create a unified lift.
Both of the possible fixes are a little circuitous and dirty, but without knowing Forge, I can't really give much better ideas, sorry.
I don't see that in the forum rules anywhere, can you give me the link. And I have seen multiple posts with their links without direct links. If you can show these conditions to me, I will add a direct link as well, no problem, just would like to see evidence first.
Great ideas, thank you for your input!
I had considered events at one point, but I thought there must of been an easier way. The idea of a flag is a great idea though, never thought of that.
As with saving the height of the grav lift using a completly new file, I did consider serializing the values at one point, but there were multiple problems in the way of it, and I thought there must of been a simpler way, but it could work, just have to play around with the code a bit. And the idea of a 'grav lift id' is also quite a good one.
With the flag, you could have it be on the player or if you can't, make a boolean List of player names and remove the boolean from the list whenever the player lands or exits the world.
Yes serialization isn't really the best solution since it adds all the more the game has to do.
It's supposed to do that, it's light after all. Light stops when it hits something solid and opaque, which is why in the next update, light is able to travel through glass blocks. Just simply remove the grass blocks, but if that is too cumbersome to do, I will consider that as a configurable option in a future update.
Thank you for doing this mod spotlight, it's awesome! I'll try to feature it on my main topic page. I enjoy halo (halo 3 for more accuracy), and when I saw light bridges extending in part of the campaign, this mod was born.
Also, I have no idea, but why is your gravity lift gui texture missing? I have never seen that before, nor anyone has reported it, so it must have something to do with your computer.
But anyway, thanks for your time for putting together this mod spotlight!
Can you please give me more information, even prehaps a link? I just need to know exactly what your modpack is, because there is already too many modpacks out there with my mod on it. So please can you provide me with more information, and we'll see from there.
However, can I make a request? have the shield and light rails have animated textures.
For the shields, do like a color change, going from wherever it originates, and for the light rails, do a pulse. This would make the mod 10x better, as it wouldnt look as static and more alive.
thoughts?
PS: since this is light based, please make the shields and rails emit light like torches, this would be more realistic
Shrimp
I have already planned for animated textures, but your ideas are great. I will consider them, especially the pulsing rails one. Also, what do you exactly mean by 'going from wherever it originates'?
I mean the pulses start at the "light bridge" block or the "light door" block. Does that explain it? like the thin strip.
Shrimp
Feature wishlist
Shrimp
More tech stuff is exactly what I planned to add in the 'halo' mod, it was just going to contain stuff from it, and there would also be a seperate download for just light bridges, (I'll make it content pack based). I planned to have a worldwide teleportation system, and lots more awesome stuff. There are huge plans, but if you do not like all of that fancy stuff, then there will be an option for just the light bridges.
Someone might make barriers/windows out of bridges to be able to shoot out, or upwards as a beacon/hidden prison so I hope it makes sense
Its probably a common knowledge, but since I already posted something here's a question, do 1.6.4 mods work for 1.6.2? I know opposite doesn't work, so I'm guessing they're not
Sorry for stating my opinion. I hate Buildcraft of all my heart, and UE is not one mod,its actually ten
And galacticraft is made to work with UE. I am waiting for 1.6.4 of complex machines which adds AIRSHIPS!!!!
You are the first that I hear say something like that. Usually people do not disable AdBlock and that is the reason *hint*