I don't see how anyone could find use in a non-sunlight detector. From what I've thought of, all of the possibilities for a non-sunlight detector would be possible through another way. For example, if you wanted lava to flow near the detector to activate it, you could just use redstone repeaters instead.Quote from insomniac_lemon
I would like this feature, and to me it seems like something needed. However, like many things Mojang adds, it probably won't work as well as it should.
Like how the implemented sticky pistons but removing sticky piston chaining (severely limiting the uses of pistons), the Daylight detector/light sensor whichever it is will probably be not as useful if there are not both a daylight detector and light sensor - meaning a detector to measure the sky lighting and a separate detector to measure non-sky lighting only. If it detects both, and you have it outside near torches, it will always be on. Daylight and block light are separate values with separate meanings, so they should have somehow separate detectors- either by crafting recipe (such as spider eye for light detector and ender pearl/eye for daylight detector) or an in-block setting.
Although, I find it impossible to tell the Minecraft devs anything, I find it very frustrating. They keep adding features that I am at first excited for - upon release I am greeted only with disappointment because of poor or incomplete implementation.
My favorite feature out of all of them in the last few major updates (and the only one I 100% liked) would probably have to be 3D items, and that wasn't even new code, just used again for items dropped in the world :|
To me it seems like they should work fine since they don't detect normal lights.
Personally I'm pretty excited about this feature.
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And also (this has nothing to do with the arrow problem but someone can help if they want), I tried making a new bow for the dark arrows since I didn't want compatibility problems, and it didn't work at all. When you right click it just gets stuck on the last texture until you close Minecraft. Plus the player model doesn't look like it's holding a bow at all, it's just holding it in one hand. I at least made it look a little better by doing this:
But it still doesn't act like a normal bow at all. Here's a video of it:
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Whoa, that actually sorta worked. Except it doesn't have the right texture and almost every time I shoot it it ends up hitting me. Here's a video:
Here's my code even though almost nothing is different:
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I don't know what I did to fix my other throwable item being invisible, but I'm pretty sure it's the same problem. If I can somehow make my old item invisible again, maybe I can figure out my problem.
EDIT: As expected, it didn't create any particle effect. I tried this with a regular arrow, and it worked fine:
And this is the code I used (not that it matters):
Someone, if you have any suggestions, or if you have had this problem before, please tell me them. I have no idea what I'm doing wrong.
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Thank you!
Sure, that would be awesome
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EDIt; Well, I guess I'll just release the mod like this.
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I really hope someone can help, I'm absolutely clueless on why this is happening..
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RenderDarkArrow:
mod_XXXXX:
EntityDarkArrow:
/ocomo/darkarrows.png loads perfectly fine if I use it in RenderArrow. Does anyone have any idea why this isn't working? And if you need any more information, don't expect me to respond for a while since I'll be asleep.
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I will definitely add that, I don't know why I didn't think of it. And thank you!
I fixed it, re-download the mod please.
Thank you, I'll put it in the thread.
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Thank you very much! I'll put it in the thread. You show basically everything about the mod which is good.
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I wish people would give more feedback, it's kind of discouraging to work on my mod for half of the day and update it and get no replies.