Turtle Head Lights...
#1
Posted 29 October 2013 - 07:41 PM
Then add it in so you can turn on and off the light.
It would make mining with turtles... Way better. Being able to see the turtle, watch it dig, see it against the blackness of the 60 foot cavern ceiling.
Flash them for warning, so you can see them blink... etc.
So, there it is my suggestion.
(I'd make it myself, but I wouldn't know where to begin!)
#2
Posted 29 October 2013 - 07:53 PM
#4
Posted 30 October 2013 - 02:51 AM
I looked into doing this as a peripheral a few hours ago, but without any Forge lighting hooks its extremely difficult.
#5
Posted 30 October 2013 - 03:45 PM
#6
Posted 30 October 2013 - 03:49 PM
Still idea seems nice - if not in main mod then in peripheral form. Hope theoriginalbit figures it out
#7
Posted 30 October 2013 - 05:03 PM
The other option, seems to be a new turtle type, that is a turtle mod, not a periprial, that would be a turtle with addtional methods. Even a new block ID. However, I don't really understand the workings of Turtles forge, the api, or any of it... I'm clueless. Another one was suggested already, skinning turtles, so you can color/badge them, and add lighting to that. (But again, I have NO CLUE how the blocks are built, how the light is controled, skinning, meta, any of that stuff.)
So, anything that gets lights on turtles == GOOD!
Now that colored glass is in 1.7.2, create monitors with color screens, (back to skinning) anyway, I don't want to go too far off topic. LIGHTS ON TURTLES FTW!
#8
Posted 01 November 2013 - 12:51 PM
And that video above was so cool
#9
Posted 07 November 2013 - 01:54 AM
Also, it's not game-breaking, which I like. I'm new here, but I'm familiar with game design, so I understand why block-id detection is never going to happen, and I'm happy about it. This, however, gives a set of options which would not obsolesce swaths of programs that people have already written; would create countless options for creative visual displays, other artwork, and even a few games I can think of; and would simply relieve certain frustrations inherent in spending most of one's time underground without removing the danger altogether.
#10
Posted 07 November 2013 - 05:55 PM
#11
Posted 07 November 2013 - 10:09 PM
aaa, on 07 November 2013 - 05:55 PM, said:
theoriginalbit, on 30 October 2013 - 02:51 AM, said:
#12
Posted 07 November 2013 - 10:54 PM
theoriginalbit, on 07 November 2013 - 10:09 PM, said:
aaa, on 07 November 2013 - 05:55 PM, said:
theoriginalbit, on 30 October 2013 - 02:51 AM, said:
#13
Posted 07 November 2013 - 11:00 PM
thesbros, on 07 November 2013 - 10:54 PM, said:
Edited by theoriginalbit, 07 November 2013 - 11:00 PM.
#14
Posted 08 November 2013 - 02:47 PM
So is the challenge having the light of a turtle control by an internal state, as opposed to globally? Clearly lights in game (forge mods, and otherwise) can be controlled by other states than just redstone. (IC2 has lights in it as well, I thought they checked power, and redstone?)
I don't understand the build of the game well enough to even understand why this is a problem, and if it would be hard/simple.
I just want me some turtles with headlights! (Mostly because my turtles are mining turtles, and being able to see them sure would be nice!)
#15
Posted 11 November 2013 - 02:30 PM
On the other hand, having turtles/computers emit a low-level light by default doesn't strike me as a terrible idea either.
#16
Posted 11 November 2013 - 03:43 PM
ChunLing, on 11 November 2013 - 02:30 PM, said:
On the other hand, having turtles/computers emit a low-level light by default doesn't strike me as a terrible idea either.
The suggestion is quite different. This would allow turtles to move at a normal rate and emit light at the same time. As it is, you could have the turtle place the redstone lamp, but for what purpose? It would have to be static.
#17
Posted 15 November 2013 - 10:36 AM
#18
Posted 15 November 2013 - 03:15 PM
But imagine a server re-calculating, say, ten different moving light sources every second or two.
#19
Posted 19 November 2013 - 06:20 PM
#20
Posted 19 November 2013 - 06:28 PM
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