Erm my test chamber for introducing cube and button based testing while going over lava has a design flaw. are the cubes supposed to not fit through portals?
You can push them through, but if you follow, they'll pop back out the entrance. If you're holding one, you have to go through the portal backwards. No idea why.
That would be very inlogical to the player. He has seen all the times how his portals have been wiped out by these grills; then there should be a test where that's suddenly not the case? And in what real test you'd actually need this? Plus, I'd rather prefer the opposite: You have two spawners, a emancipation grid, and the actual challenge is to not go through that grid so that the portals continue existing.
Btw: What do you think of my (invisible, no existing and illegal) suggestions?
How would that be illogical? If he's still using portal spawners, then he doesn't have the gun yet. If he doesn't have the gun yet, none of the portals would disappear when he goes through a grill. Meaning he HASN'T seen them disappear yet.
And what if someone wanted to make a chamber that used both the blue/orange gun, the portals of which need to disappear, and red/yellow spawners, with portals that need to stay? Who knows what kind of map people will make.
But still no reason why those Emancipation Grills should not wipe out all portals, including spawner-placed ones. I mean... A gun reboot also wipes out those spawners. It feel pretty logical to me. (And I guess it's not that hard to implement)
Edit: Sry for Double post. Thought you guys would be faster
What if someone wants to make a puzzle involving portal spawners on different sides of emancipation grills? A better idea might be a block that, when powered, wipes out all or certain color portals. Could have a similar gui to the spawners themselves.
That can be difficult:
I want a chamber where a player needs to press a button to open a portal, but I don't want to have that portal open at the beginning.
Another portal is activated, as soon as the player enters the testroom, it opens.
So now, which of the following solutions is easier that the player can't go back?
1. Emancipation Grills wipe out Portals.
2.Connect all Portal Spawner of the previous chamber(s) to RS-Nor-Latches. Rebuild all the Portal Spawner to change the Setting "Close when Redstone Power cut" to true. Deal with Issues you WILL run into because you connected all the spawners and build some mass of redstone.
Something else:
Single-colored Portalguns should be able to reboot.(They should just erase their own colored portals)
Even simpler: Between the two chambers, put a pressure plate that activates a pair of portal spawners outside the chamber, each set to run only on power. Walk from one test to the other, the spawners turn on and off, clearing the portals from the previous room.
I think my main problem in describing the Button on a Stick was that it didn't get a good name. I mean you've got your heavy duty super colliding super button, aerial faith plates, material emancipation grids, unstationary scaffolds... the Button on a Stick was just called a 'switch'. That's it. If it were something like 'single point pneumatic intelligence recognition terminal', everyone would remember it.
IChun, I don't know if you'd call this a bug, but there's a weird interaction between TheFrog's gel mod and your portals.
That picture really helped a lot rather than talking about pedestals and such...
I won't reveal my future plans for the mod, but new content indeed is planned. Just that the old content was prioritised first since people used to use them.
That's all I had to do? Okay, from now on, I'm just going to use pictures to convey thoughts and emotions in real life.
Yeah, you guys are starting to get crazy with the requests. I was just asking iChun if the Button on a Stick was in the original mod, as they'd already said they were only bringing back things from the old version. Didn't really mean to start a wave of requests.
you mean the apature science super coliding super button?
There's a button in Portal 2 (I don't recall if it's only in co-op (though I've never played co-op before, anyway)) that can only be activated by a storage cube. Meaning you step on it, nothing happens, put a cube in, it triggers.
Well, until (and unless) the other mods get condensed into one, to do what you've done but with Portal 2 would require the gels mod, the lazer mod and (when it's released) the lightbridge mod. So you'd already be tacking on weight anyway. Don't see how another could hurt.
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What scares me is this is the exact same thing that happened before AdventureCraft died.
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A little from column A, a little from column B...
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You can push them through, but if you follow, they'll pop back out the entrance. If you're holding one, you have to go through the portal backwards. No idea why.
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So if you set Whitelist to 1, portalListIDs is a whitelist, but if you leave it at 0, it becomes the blacklist? I didn't know that. Neat.
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How would that be illogical? If he's still using portal spawners, then he doesn't have the gun yet. If he doesn't have the gun yet, none of the portals would disappear when he goes through a grill. Meaning he HASN'T seen them disappear yet.
And what if someone wanted to make a chamber that used both the blue/orange gun, the portals of which need to disappear, and red/yellow spawners, with portals that need to stay? Who knows what kind of map people will make.
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What if someone wants to make a puzzle involving portal spawners on different sides of emancipation grills? A better idea might be a block that, when powered, wipes out all or certain color portals. Could have a similar gui to the spawners themselves.
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Even simpler: Between the two chambers, put a pressure plate that activates a pair of portal spawners outside the chamber, each set to run only on power. Walk from one test to the other, the spawners turn on and off, clearing the portals from the previous room.
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IChun, I don't know if you'd call this a bug, but there's a weird interaction between TheFrog's gel mod and your portals.
I cannot figure out how to post a video from Flickr, so here's a link.
Two blocks of propulsion gel is enough to shoot you 64 blocks straight up.
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That's all I had to do? Okay, from now on, I'm just going to use pictures to convey thoughts and emotions in real life.
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There's a button in Portal 2 (I don't recall if it's only in co-op (though I've never played co-op before, anyway)) that can only be activated by a storage cube. Meaning you step on it, nothing happens, put a cube in, it triggers.
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This thing. It's a button on stick.
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