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    posted a message on Suggestion: glass over dispensers, droppers or pistons should make them immune to quasiconnectivity.

    Several times has quasi connectivity ruined my day (and I'm guessing many others') when building a machine. I understand that sometimes it helps and it is really interesting, but I think we can all agree a way to stop it in some cases would be nice. I suggest glass since transparent blocks do not transmit power downwards, and as such it would be intuitive that they stop quasi connectivity (which consists of power being ""anomalously"" transmitted downwards to those three blocks).


    However, if you do want to use the bug feature, this change should not hinder it at all since any other blocks, including air, would still behave as they do now.


    If there is a workaround which doesn't increase size of the device, I don't know about it. I feel many people starting with redstone are especially frustrated by this, and I think making redstone more friendly while not reducing challenge and originality is a purpose that stands by itself.

    Posted in: Suggestions
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    posted a message on Flans mod shooting problem/bug?

    It started working when I got it removed. Thank u very much.

    Posted in: Mods Discussion
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    posted a message on Escape routes

    I tried carpets and gravel (as the ocean part is still an 1.12.2 chunk and only has gravel on the seabed), but I can't figure out any easy way place them without having the water remove one or another.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Escape routes

    Yup, waterlogged blocks like trapdoors can still do the trick. Managed to do it in a way that the water source block doesn't kill the cobwebs but instead spreads all over the corridor, destroying rails, torches, and having three or four puffers. Then, even if the minecart goes so fast the puffy couldn't react, when I pass the path gets destroyed behind me so they must forcefully dismount while still getting the poison. And, as the corridor would have zero light (redstone torches out), trying to find those pufferfish, kill 'em and try to regroup while not being able to reach and cancel the water source, being slowed down by the cobwebs and even having some slabs on the ceiling... I almost feel pitied by them. Would certainly take ages for them to start following me again.

    As of the collapsing corridor, my mind is unable to figure out the exact mechanism that would make it collapse. Tutorials, full descriptions or screenshots would be greatly appreciated. It would be better if the corridor didn't leave any redstone mechanisms trail after collapsing (remaining drops would be fine, they will despawn more or less quickly after all (God I'm remembering Hansel and Gretel)), because the idea of having it is getting the most unfollowable route possible.

    BTW, *locks caps* can ghasts enter minecarts *unlocks caps*?! That would be amazing! And blazes can too? That's it. Using blazes on rails parallel to the route will make do perfectly. And even leashing them to fences and when I pass the wall that protects me from their fireballs retracts... Oh God I almost feel pitied of them.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Escape routes

    Thanks Scots. The video has a few really nice tricks. I refused to use lava because it would be very noisy/slow, and dispensers would be a bit difficult to hide without spamming redstone. Tha ghast trick (non survival friendly but still useful) looks neat, could be a very solid distracion.

    Quote from eL_T»

    That one puts you in a room in the overworld with a ladder going to the surface for an escape. But, you never went into the portal. There is a secret door in the first portal room that takes you to your safe room. The follower is now 1000 blocks away from you on the surface.


    That's amazing! I'll definitely try that. It would break the plug-and-play setting, but I may work around that.


    I had also thought, as dispensers can "dispense" pufferfish buckets, some could be but on the other side of the wall with one block space for the fish to swim. When I pass, the pufferfish is dispensed into the water block that is already there (then it could be done without spawn eggs) and when the pursuit passes they would be warmly received by the poison effect. If I did it right, and they kept riding despite that, after some time I would be the problem to them (half a heart), and not them to me even bare-handed right? Punch *gone* punch *gone* punch *gone*. Before "launching myself" to build it, do you think it would work?


    Also, as I'm planning on having part of the way going by a corridor under the sea, couldn't my minecart trigger a tunnel collapse behind me, destroying rails, torches, the very corridor blocks and prety much everything, so that when they arrive they have simply nothing to follow (apart from the drops)? How could I trigger the tunnel collapse?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Escape routes

    Unfortunatedly, the gravel block falls so fast that the source block can't expand at all. In addition, as the ice melting time is very random, making it start to melt when they pass and not while you are still on the tracks would be like sniping with a shotgun. However, I hadn't thought on trap levers/buttons due to the idea of not having to activate manually anything during your escape.

    But the water/lava idea is neat. Sth I could do is completely destroying all rails behind me, so there are destroyed rails everywhere and the pursuit couldn't be sure on where to start following me. I had thought on crossing a lava column, like one in a cave, but I don't know how to traverse it while already being in the minecart.

    And, any ideas on close-to-instant-acting traps, not involving TNT? Apart from the obvious, a bit difficult to trigger dispenser arrow machine gun/flamethrower, and the slow as hell lava falling from the ceiling, and the I-don't-know-how-to-activate sand column falling and suffocating you? If they are following me, they must pay the price :jackolantern: by NukeDuck

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Take villager from location A to location B

    I thinks he means to use the soul sand water bubble, but that would push him upwards... And as hexa said, the sole block of water would be enough to cancel fall damage.

    But, how would kelp turn flowing water into source blocks? You can easily get source blocks by any other means... What do you mean?

    Posted in: Survival Mode
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    posted a message on Shulker Device Tutorial - Efficient mob farms, traps, and escape routes with little or no redstone

    I know this post is from 2017, but I find that discovery amazing, as it would have been a very powerful, end-game, multi use tool, that would have been really balanced, as there are a more or less limited number of shulker boxes you can actually get in an average gametime. I said would because I tested it and doesn't work anymore, at least in 1.13.2. Now, the bounding box of the shulker just updates and you, or whatever that is above, just gets pushed upwards a bit. Sadly, this (freakin' amazing mechanic) has been nerfed/fixed.

    In fact, I think this could have been worked on or just kept, like that redstone block activation bug of the pistons, that started as a bug and has finally become vanilla as it was milked by the community. But, a pretty rare block, very hard to get and that can temporarily get untangible? Would have been neat, even if the mechanic had been ported to another block. Pistons don't work any similar to this at all, they are far more easy to spot and hear, they make miniaturisation harder and sometimes their aesthetics just don't work.

    Posted in: Discussion
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    posted a message on Escape routes

    Hi! I've been building a escape route from a castle in 1.13.2, using a datapack that adds a fancy bookshelf secret door (it is very easy to see because it's not as thick as a real bookshelf, but even then it should take time to bypass it without the key book). Behind the door, there is a small corridor that leads to a minecart station. My question starts there. I'd want, just for the sake of boredom, make as difficult as possible to a possible follower to... well, following me. As I've seen sprinting can be similar in speed as a fully redstone powered minecart, I've tried to avoid long straight sections, and I've also spammed cobwebs (I have tested that they affect you while walking rather that in a minecart). But your followers could also have minecarts of their own, so I have set a couple flip-flop traps that would make them have a romantic affair with lava. Whatever; that would possibly work for a single one, but let's say there are several and the third one has enough time to dismount the minecart and avoid the lava. My next idea was to have detector rails activate pistons that would push blocks into the rails, destroying them as well as blocking the way. The real problem is, that could buy me a hell lotta time to escape, but I want the escape route to be as automatic as possible, plug and play and voilà, your (almost) unreachable panic room. But, your pursuers (seems you made them reeeeally angry) would eventually mine the blocks and not lose the path due to the presence of the pistons. Using TNT would wipe them, but would as well create a very nice corridor that would be very easy to follow, allowing for reinforcements to continue the chase.

    How would you make a system/circuit (or preferably several ones, as the route to the shelter is very, very, very long) that would disorientate as much as possible/kill any follower later and then, or completely block the path, or in general make sure NOBODY can get to your shelter using the same path as you? Mobs could be used as killing devices, but not as a full blocking trap, as a smart group of enemies could probably get easily rid of them. I'd appreciate full descriptions as well as snapshots, but pretty much any idea would be fine. No cheating if possible (barriers/bedrock/commands/end crystal bombs/wither spamming (I'd consider that as cheating)).

    NOTE: no, I'm not schizophrenic. I'm just bored and love redstone ;)

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Take villager from location A to location B

    Nice!! That's a lot better! Thank you. Nxt time I'll definitely do that, as I quickly end up with a couple of spare sugar cane stacks.

    Butt weight, does the boat cancel fall damage too?

    Hi, I'm forumguy :P

    Posted in: Survival Mode
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    posted a message on Flans mod shooting problem/bug?

    OK THANKS. So, removing malisisdoors should make it work?

    Posted in: Mods Discussion
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    posted a message on Take villager from location A to location B

    Oh God, are you there?. That's pure rocket science! :blink: Thank you very much and excuse my obtuseness!

    Posted in: Survival Mode
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    posted a message on Take villager from location A to location B

    On my first map on 1.13.2, using a buffet ocean seed, I swapped to Survival in an underwater dome base after a bit of "creativity". I am trying to farm as much XP as possible and I am trying to have a furnace working all the time in order to have at least a continuous source (I suck at fighting so I have disableMobSpawning set to true).

    I have just noticed a villager somehow appeared in the middle of exactly nowhere. He's swimming in the ocean, more or less next to my base. As he's a brown-coated guy, I'm planning on taking him to the base to automate my potato farm and speed up the furnace feed. The problem is, my base is about 20 blocks underwater. So, how would you take that villager all the way down throught the water to the base? I have a scute helmet with Respiration III, so staying time underwater shouldn't be a big deal for me.


    PS: sorry for my bad English.

    Posted in: Survival Mode
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    posted a message on Looking for a gun mod.

    I'm not sure if this is what you mean, but maybe it is Jack-o'-Launcher?

    Posted in: Mods Discussion
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    posted a message on Flans mod shooting problem/bug?

    I give up. The problem is not solved BTW. I'm still opened to anybody who wants (or knows! Let's not be so mean, there is a lot of nice people out there) to help me.

    Thanks anyways for being there.

    Posted in: Mods Discussion
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