@Brigander: Another good reason for keeping non-adjustable boosters. Also, aside from the recipe and the materials involved, the precise amount of track crafted per "craft" has not been finalized yet. I'm leaning towards four booster-brakes or full-stops per "craft" at the moment, but that may change once I get a chance to really work on the balance of things. The other thing I'm considering is how powerful I intend on making the booster. The more powerful it is, the less pieces will be made in a single "craft". I have yet to decide on this.
A request for help:
One snag I still haven't sorted out that maybe someone can help me out with: I don't know how to make temporary re-skinned objects for use as in-game screenshot props. I want to create some images of what the objects would look like in-game for use in the upcoming layout but I can't simply re-skin the current rail since I need both in the shot. If anyone has any suggestions, or can help in some other way, I'd really appreciate it.
Well I was meaning it to be a reason to keep the adjustable boosters but if it helped you solidify something in your mind I'm glad I could help xD.
I wish I could do more to help on the coding and modeling side but I'm not a java programmer else I would give it a shot.
Especially in multiplayer, where someone else might switch your booster settings somewhere, even if they just figured "Well I need full boost power or I might not make it to the next stop." Or something along those lines. If you see a booster set to 50%, you might wonder if it's supposed to be set that way.... if you see two non-variable boosters next to each other, you won't question it.
Everything in multiplayer runs the risks of getting messed with, boosters would be no exception. In my mind I just see this as another block in multiplayer.
As for the cost vs the current glitch booster system. I'd say the trade off of needing a bit of redstone vs the extra iron needed for at least 10 more tracks and a cart would be fair. That being said, I'd like to see the output from the crafting of a booster-brake piece being increased to 4 or maybe even 8.
I was trying to go off of Ehonimus' idea for the colors
Quote from Ehnonimus »
lvl 1 - [] [] <-- power is off (arrows are unlit)
lvl 2 - <-- 20% power
lvl 3 - <-- 40% power
lvl 4 - <-- 60% power
lvl 5 - <-- 80% power
lvl 6 - <-- max power
But what do you guys think about this?
Much more intuitive. Glad to hear Ehnonimus is considering using your work.
So I took the time and made a mock up of the different speed settings we discussed a while back. Turns out I've not very good at this kinda stuff... Here's the result anyhow
Perhaps 1 yellow for 20%, 2 yellow for 40%, 1 orange for 60%, 1 yellow and 1 orange for 80%, and 2 orange for 100%.
Just to make the distinction more complete, as it is now, the last few are too similar to tell a difference easily.
As stated in the thread, Glitchfinder has been MIA for a while now. The last working test mod broke with the Beta 1.3 release. If you still have a copy of the 1.2 files around you could test this but otherwise we will have to wait for Glitchfinder to come out of hiding :wink.gif:
1. I'm running zan's minimap and ingame inv edit (toomanytools) and when i open my inv the minimap is over the top of the inv edit so i can't see the items underneath the inv edit. is it possible for you to change it to that the layer that the minimap is showing on is below that of the inv editor, I believe that in older versions this is how it was , just updated and now the minimap is topmost layer.
This... almost enough to make me roll back to the version I have archived from ML4. If you could find a way to return it to not take precedence over other menu items it would be nice.
I haven't tested yet, seeing as I can't yet log in, but I would assume that "no" is a safe bet. I should have it updated in a couple of days.
I looked at the mod because this looks really interesting, unfortunately it is not usable just now. I'll be keeping an eye out for the updated version.
Dunno if this was already suggested, but...
A helmet that, when worn, makes water appear to be air! Useful for building underwater, looking for things underwater, etc.
I do plan to add a Core Sampler, though-- if i could just get a rune template.
I imagine an auger
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Your rune suggestion looks too much like a swatsica.
Please rework it so that it doesn't
Have you taken the time to actually build it and view it in 3d? I can assure you that if you do there is no way to interpret the finished 3d design as such.
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Well I was meaning it to be a reason to keep the adjustable boosters but if it helped you solidify something in your mind I'm glad I could help xD.
I wish I could do more to help on the coding and modeling side but I'm not a java programmer else I would give it a shot.
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Everything in multiplayer runs the risks of getting messed with, boosters would be no exception. In my mind I just see this as another block in multiplayer.
As for the cost vs the current glitch booster system. I'd say the trade off of needing a bit of redstone vs the extra iron needed for at least 10 more tracks and a cart would be fair. That being said, I'd like to see the output from the crafting of a booster-brake piece being increased to 4 or maybe even 8.
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You'll have to excuse my lack of understanding of Minecraft/Java programming, but what would be restricted by this bit-range limit?
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Going to regress into a lesser state here...
Om nom nom nom.
Looks good.
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Much more intuitive. Glad to hear Ehnonimus is considering using your work.
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Perhaps 1 yellow for 20%, 2 yellow for 40%, 1 orange for 60%, 1 yellow and 1 orange for 80%, and 2 orange for 100%.
Just to make the distinction more complete, as it is now, the last few are too similar to tell a difference easily.
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As stated in the thread, Glitchfinder has been MIA for a while now. The last working test mod broke with the Beta 1.3 release. If you still have a copy of the 1.2 files around you could test this but otherwise we will have to wait for Glitchfinder to come out of hiding :wink.gif:
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This... almost enough to make me roll back to the version I have archived from ML4. If you could find a way to return it to not take precedence over other menu items it would be nice.
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I looked at the mod because this looks really interesting, unfortunately it is not usable just now. I'll be keeping an eye out for the updated version.
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No idea how long I've been out of the loop. Must have missed that addition.
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Air Bubbles: Simple reusable rune, refills the air bar. Pop a redstone dust on top of the obsidian and have fun staying underwater longer.
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Fairly sure this was in the most recent update...
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Have you taken the time to actually build it and view it in 3d? I can assure you that if you do there is no way to interpret the finished 3d design as such.