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making the beacon a peripheral


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#21 Jappards

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Posted 29 June 2013 - 01:52 PM

A support turtle, that would be really powerfull, and maybe even OP, like you (Pharap) said, we need to cut the range and make it so that it drains the fuel to make it less OP, the beacon itself is very expensive so that won`t be a problem.

#22 Engineer

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Posted 29 June 2013 - 02:14 PM

View Post1vannn, on 21 June 2013 - 11:58 PM, said:

View PostJappards, on 14 April 2013 - 06:16 AM, said:

the beacon should be a peripheral, there would also be a beacon API.
some of the commands would be:
beacon.setBuff(buff,strenght)--would set the buff the beacon would send to players.
beacon.setRange(range)--would send the range in blocks, but the range can`t get further than the maximum of the piramid size.
beacon.toggle(boolean)--would toggle the beacon or set to true(beacon set to on)or false(beacon set to off)
beacon.toggleBeam(boolean)--would toggle the beam of the beacon, wouldn`t be able to be used in the nether.
beacon.toggleBuff(boolean)--would toggle the buff of the beacon
beacon.selectEffect(buff)--would select the buff of the beacon
There is a peripheral for this.

You really dont read previous messages, do you? If you did that you would have read this:

View PostJappards, on 01 June 2013 - 02:44 AM, said:

i already asked it to the mod developer from open peripheral, reaction:

View PostMikeemoo, on 29 May 2013 - 03:08 PM, said:

View PostJappards, on 29 May 2013 - 01:53 PM, said:

Nice! I would like to suggest making the beacon a peripheral, there should also be a beacon API.
some of the commands would be:
beacon.setBuff(buff,strenght)--would set the buff the beacon would send to players.
beacon.setRange(range)--would send the range in blocks, but the range can`t get further than the maximum of the piramid size.
beacon.toggle(boolean)--would toggle the beacon or set to true(beacon set to on)or false(beacon set to off)
beacon.toggleBeam(boolean)--would toggle the beam of the beacon, wouldn`t be able to be used in the nether.
beacon.toggleBuff(boolean)--would toggle the buff of the beacon
beacon.selectEffect(buff)--would select the buff of the beacon
and i also would like to suggest support to Ars Magica

I'll try patch some of this in as a remote update. Anything I can't do remotely will be added in the next code release.


#23 skarlitz

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Posted 08 July 2013 - 05:23 PM

Not sure what "buff" is, but I'm sure you could use a redstone wired piston to block the light of the beacon.

#24 Pharap

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Posted 09 July 2013 - 01:13 PM

View Postskarlitz, on 08 July 2013 - 05:23 PM, said:

Not sure what "buff" is, but I'm sure you could use a redstone wired piston to block the light of the beacon.

Buffs and Debuffs - RPG slang for stat increases and stat decreases.

#25 Galactica4

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Posted 14 July 2013 - 12:52 AM

I like the idea but how are you going to connect an computer with an beacon?
one idea is to have a special block that tricks the beacon into thinking it is part of the structure and triggering from ther or have an "advanced beacon block" doing the same thing but with an computercraft style interface when you click on it.
The second one is probably better

View PostPharap, on 29 June 2013 - 01:19 PM, said:

I think it's on the way to being a good idea.

The advantage would be to have a moveable beacon.
Obviously as a side effect you would have to cut the range and the peripheral would have to be expensive to craft or require extra fuel to keep it powered, but I think it's a good idea.
Effectively it would make the turtle kind of like a companion casting support magic on you to aid you in battle.
There's already an attack turtle for fighting enemies, so surely a support turtle for invoking buffs makes some sense.
Like a range extender?, it follows you (or something) and if it is in the range of an beacon, it will boost it?

#26 Pharap

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Posted 14 July 2013 - 01:05 AM

View PostGalactica4, on 14 July 2013 - 12:52 AM, said:

I like the idea but how are you going to connect an computer with an beacon?
one idea is to have a special block that tricks the beacon into thinking it is part of the structure and triggering from ther or have an "advanced beacon block" doing the same thing but with an computercraft style interface when you click on it.
The second one is probably better


I would think it would be more like a peripheral that is crafted with a beacon as opposed to the beacon itself.
Basically since beacons have to have all those ores underneath them, the recipe could incorporate the ores and a bit of redstone.
Also because you would be using less blocks than a full beacon pyramid, there would have to be either layering support or just make the range quite weak.

View PostGalactica4, on 14 July 2013 - 12:52 AM, said:

View PostPharap, on 29 June 2013 - 01:19 PM, said:

I think it's on the way to being a good idea.

The advantage would be to have a moveable beacon.
Obviously as a side effect you would have to cut the range and the peripheral would have to be expensive to craft or require extra fuel to keep it powered, but I think it's a good idea.
Effectively it would make the turtle kind of like a companion casting support magic on you to aid you in battle.
There's already an attack turtle for fighting enemies, so surely a support turtle for invoking buffs makes some sense.
Like a range extender?, it follows you (or something) and if it is in the range of an beacon, it will boost it?

Since most peripherals can become turtle upgrades, the beacon-peripheral would have its own upgrade equivalent.
Attaching it to a turtle would generate the beacon's stat boost zone around the turtle, thus as the turtle moves, the zone moves, effectively making it act like a moveable beacon.

It would be handy for taking underground since it would grant the player the boosts they would have had they erected a beacon-pyramid underground. The key difference being that the beacon-turtle could follow the player and act as a constant support.

#27 Jappards

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Posted 14 July 2013 - 03:40 AM

View PostPharap, on 14 July 2013 - 01:05 AM, said:

Since most peripherals can become turtle upgrades, the beacon-peripheral would have its own upgrade equivalent.
Attaching it to a turtle would generate the beacon's stat boost zone around the turtle, thus as the turtle moves, the zone moves, effectively making it act like a moveable beacon.

It would be handy for taking underground since it would grant the player the boosts they would have had they erected a beacon-pyramid underground. The key difference being that the beacon-turtle could follow the player and act as a constant support.

That would be really powerfull with openCCsensors, but off course the range needs to be a lot weaker to balance it out and to give the player the challenge and need to program the beacon turtle to follow you

#28 Pharap

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Posted 14 July 2013 - 08:42 AM

View PostJappards, on 14 July 2013 - 03:40 AM, said:

View PostPharap, on 14 July 2013 - 01:05 AM, said:

Since most peripherals can become turtle upgrades, the beacon-peripheral would have its own upgrade equivalent.
Attaching it to a turtle would generate the beacon's stat boost zone around the turtle, thus as the turtle moves, the zone moves, effectively making it act like a moveable beacon.

It would be handy for taking underground since it would grant the player the boosts they would have had they erected a beacon-pyramid underground. The key difference being that the beacon-turtle could follow the player and act as a constant support.

That would be really powerfull with openCCsensors, but off course the range needs to be a lot weaker to balance it out and to give the player the challenge and need to program the beacon turtle to follow you

Like I said, range would have to be incrementally increased with crafting.
Don't know the beacon setup off by heart so I can't figure out the maths on the spot, but it shouldn't be too hard to calculate a cap.
If the range isn't capped, perhaps doubling the energy consumption or requiring two fuel sources, the beacon source and the turtle source.

Also, I can see Misc-P's teleporters coming in handy. Teleporting beacon turtles.

#29 Dex_Luther

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Posted 22 July 2013 - 12:09 AM

I like the idea. It would give server owners the ability to switch the buff given over spawn areas on a timer or by using a command (at least the way I imagine it being implemented), which could be useful. It could also let people set up events or something around the spawnpoint.

#30 immibis

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Posted 23 July 2013 - 04:25 PM

View PostDex_Luther, on 22 July 2013 - 12:09 AM, said:

I like the idea. It would give server owners the ability to switch the buff given over spawn areas on a timer or by using a command (at least the way I imagine it being implemented), which could be useful. It could also let people set up events or something around the spawnpoint.
They can already do that, they're called pistons.

#31 Pharap

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Posted 23 July 2013 - 07:36 PM

View Postimmibis, on 23 July 2013 - 04:25 PM, said:

View PostDex_Luther, on 22 July 2013 - 12:09 AM, said:

I like the idea. It would give server owners the ability to switch the buff given over spawn areas on a timer or by using a command (at least the way I imagine it being implemented), which could be useful. It could also let people set up events or something around the spawnpoint.
They can already do that, they're called pistons.
Piston mechanisms take up an awful amount of space.

#32 immibis

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Posted 23 July 2013 - 10:17 PM

One piston and a computer?

#33 PixelToast

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Posted 23 July 2013 - 10:45 PM

View PostPharap, on 23 July 2013 - 07:36 PM, said:

View Postimmibis, on 23 July 2013 - 04:25 PM, said:

View PostDex_Luther, on 22 July 2013 - 12:09 AM, said:

I like the idea. It would give server owners the ability to switch the buff given over spawn areas on a timer or by using a command (at least the way I imagine it being implemented), which could be useful. It could also let people set up events or something around the spawnpoint.
They can already do that, they're called pistons.
Piston mechanisms take up an awful amount of space.
what?
Posted Image

#34 Engineer

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Posted 24 July 2013 - 06:00 PM

In my opinion this idea is so called game breaking. I mean really, whats the point of a .setrange function, which cannot be further than the actual max range, when you actually try to get some profit of that. I mean, whats the point of a beacon with a range of 3? I'd rather have the full effect of the beacon in survival than somebody trolling with some loops to not get some profit of the "hard" wither fight.

I do agree though it is really good for pvp servers and such, but there are probably tools for that out there. The real only thing you would need is to turn of the beacon, using some simple redstone or a computer for that matter and a piston and a block.

I dont know, if you need an example:
Spoiler


#35 Left4Cake

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Posted 25 July 2013 - 08:35 AM

View PostEngineer, on 24 July 2013 - 06:00 PM, said:

In my opinion this idea is so called game breaking. I mean really, whats the point of a .setrange function, which cannot be further than the actual max range, when you actually try to get some profit of that. I mean, whats the point of a beacon with a range of 3? I'd rather have the full effect of the beacon in survival than somebody trolling with some loops to not get some profit of the "hard" wither fight.

Adventure maps? other then that no idea.

#36 Pharap

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Posted 25 July 2013 - 08:58 AM

Spoiler

View PostEngineer, on 24 July 2013 - 06:00 PM, said:

In my opinion this idea is so called game breaking. I mean really, whats the point of a .setrange function, which cannot be further than the actual max range, when you actually try to get some profit of that. I mean, whats the point of a beacon with a range of 3? I'd rather have the full effect of the beacon in survival than somebody trolling with some loops to not get some profit of the "hard" wither fight.

SetRange would be useful if it was a tradeoff between range and fuel.
The problem with the beacon in survival is that it is in a fixed location, thus you can only get the benefits of it whilst in that range.
By making it a turtle upgrade, the beacon would effectively be moveable, thus it doesn't have to stay in one place, it can be taken down into mineshafts then moved back up to the surface as required.

The main point is the moveability.

#37 Dex_Luther

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Posted 25 July 2013 - 11:59 AM

View Postimmibis, on 23 July 2013 - 04:25 PM, said:

View PostDex_Luther, on 22 July 2013 - 12:09 AM, said:

I like the idea. It would give server owners the ability to switch the buff given over spawn areas on a timer or by using a command (at least the way I imagine it being implemented), which could be useful. It could also let people set up events or something around the spawnpoint.
They can already do that, they're called pistons.

Have you used a beacon before? Pistons can turn it on or off, but not change the buff that the beacons give.

Quote

With a viable pyramid beneath it, a Beacon will emit a blue beam of light into the sky, and its GUI will be available for choosing and activating the desired enhancements or protections. The range of these effects varies with the pyramid size. All players within range will have the chosen effect applied every few seconds, but when players move out of range, the effect will expire within 4–8 seconds.

Source: http://www.minecraft...net/wiki/Beacon

Pistons have absolutely nothing to do with what I said.

View PostPharap, on 25 July 2013 - 08:58 AM, said:

SetRange would be useful if it was a tradeoff between range and fuel.
The problem with the beacon in survival is that it is in a fixed location, thus you can only get the benefits of it whilst in that range.
By making it a turtle upgrade, the beacon would effectively be moveable, thus it doesn't have to stay in one place, it can be taken down into mineshafts then moved back up to the surface as required.

The main point is the moveability.

I like the idea of a beacon peripheral, but not the idea of it being able to move. Movement like that would make it way to over powered. The point of the beacon is for it to be a landmark to help players find important places like spawn or market town in SMP.

#38 Cranium

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Posted 25 July 2013 - 02:11 PM

View PostDex_Luther, on 25 July 2013 - 11:59 AM, said:

The point of the beacon is for it to be a landmark to help players find important places like spawn or market town in SMP.
Umm. No.

That is ONE reason to have a beacon. The main reason is for buffs and bonuses. Not just for the light. Considering not everybody has render distance up, they won't really be able to see spawn, unless they're already near it.

#39 Engineer

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Posted 25 July 2013 - 05:21 PM

View PostPharap, on 25 July 2013 - 08:58 AM, said:

The main point is the moveability.

I do not like the idea of a moving beacon. Use potions.

NOTE: Not every buff can be replaced by potions

#40 Dlcruz129

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Posted 26 July 2013 - 12:12 PM

View PostEngineer, on 25 July 2013 - 05:21 PM, said:

NOTE: Not every buff can be replaced by potions

Actually, I believe Sethbling wrote an MCEdit filter for that a while ago.





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