making the beacon a peripheral
#21
Posted 29 June 2013 - 01:52 PM
#22
Posted 29 June 2013 - 02:14 PM
1vannn, on 21 June 2013 - 11:58 PM, said:
Jappards, on 14 April 2013 - 06:16 AM, said:
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
You really dont read previous messages, do you? If you did that you would have read this:
Jappards, on 01 June 2013 - 02:44 AM, said:
Mikeemoo, on 29 May 2013 - 03:08 PM, said:
Jappards, on 29 May 2013 - 01:53 PM, said:
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 beaconand 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
Posted 08 July 2013 - 05:23 PM
#25
Posted 14 July 2013 - 12:52 AM
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
Pharap, on 29 June 2013 - 01:19 PM, said:
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.
#26
Posted 14 July 2013 - 01:05 AM
Galactica4, on 14 July 2013 - 12:52 AM, said:
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.
Galactica4, on 14 July 2013 - 12:52 AM, said:
Pharap, on 29 June 2013 - 01:19 PM, said:
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.
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
Posted 14 July 2013 - 03:40 AM
Pharap, on 14 July 2013 - 01:05 AM, said:
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
Posted 14 July 2013 - 08:42 AM
Jappards, on 14 July 2013 - 03:40 AM, said:
Pharap, on 14 July 2013 - 01:05 AM, said:
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
Posted 22 July 2013 - 12:09 AM
#30
Posted 23 July 2013 - 04:25 PM
Dex_Luther, on 22 July 2013 - 12:09 AM, said:
#31
Posted 23 July 2013 - 07:36 PM
immibis, on 23 July 2013 - 04:25 PM, said:
Dex_Luther, on 22 July 2013 - 12:09 AM, said:
#32
Posted 23 July 2013 - 10:17 PM
#33
Posted 23 July 2013 - 10:45 PM
Pharap, on 23 July 2013 - 07:36 PM, said:
immibis, on 23 July 2013 - 04:25 PM, said:
Dex_Luther, on 22 July 2013 - 12:09 AM, said:
#34
Posted 24 July 2013 - 06:00 PM
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:
#35
Posted 25 July 2013 - 08:35 AM
Engineer, on 24 July 2013 - 06:00 PM, said:
Adventure maps? other then that no idea.
#36
Posted 25 July 2013 - 08:58 AM
Engineer, on 24 July 2013 - 06:00 PM, 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.
#37
Posted 25 July 2013 - 11:59 AM
immibis, on 23 July 2013 - 04:25 PM, said:
Dex_Luther, on 22 July 2013 - 12:09 AM, said:
Have you used a beacon before? Pistons can turn it on or off, but not change the buff that the beacons give.
Quote
Source: http://www.minecraft...net/wiki/Beacon
Pistons have absolutely nothing to do with what I said.
Pharap, on 25 July 2013 - 08:58 AM, said:
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
Posted 25 July 2013 - 02:11 PM
Dex_Luther, on 25 July 2013 - 11:59 AM, said:
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.
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