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Topics - Darkwings

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Suggestions & Ideas / /shop and item slots
« on: 12 Feb 2014, 18:12:44 »
This is a minor thing but while mining it can alleviate some annoyances:

When you use /shop to sell junk blocks, the first item slot used is the quick bar slot.

Like most other people I guess, I find useful to keep a few blocks to make bridges or to repair tools so having to replace said blocks in the quick bar each time you sell, going under 64 items, is annoying.

Explanation:
If you had 74 cobble blocks, 64 in the main inventory and 10 on a quick bar slot, when you sell them the count starts from the quick bar slot and leaving it empty. Since you needed those 10 blocks in the quick slot, you'll have to reassign them from the main inventory.


I don't know if this has something to do with the game code at all, but would it be possible to leave the quick bar slot for last? This way if we have 10 blocks in that slot, they will stay there.

2
News / Finally something useful (14w04)
« on: 23 Jan 2014, 21:57:46 »
So... after quite some time new functionalities aimed to generic players were added.

Placing buttons on horizontal surfaces is cool and useful but they also made life easier for anyone who wants to regulate the strength of a redstone signal.

Until now you had to use comparators coming out of containers, using different items and stacks to switch between a strength of 0 to 15 and, once set, the only way to know how much power you got was to add a monitor system of some sort (or manually counting the items and remembering the conversion table).

Now you can attach a comparator to an Item Frame and rotate the item inside the frame to regulate the signal.
They only offer 8 positions but they can be read just by looking directly at the item orientation.

Now, if they were to also add a way to monitor the strength of an incoming signal directly with 1 single block we could make MUCH more compact visual counters, reducing the footprint by at least a good half.

Of course they could more simply add a proper counter block but I guess they're not inclined to do so, for reasons I can't quite understand.

Instead they find reasonable to add features that no one with a sane mind would make available on a public server, ever (aka Command Blocks). Oh well  :P

3
Noobstown General / Snapshot 14w02b
« on: 9 Jan 2014, 19:44:28 »
So the trend of adding stuff taken directly from popular mods continues...

After all, why adding a proper mod support to a game that heavily relies on mods to provide a decent online experience when you can simply grab mod features and add them to your code? I'ts not like you need to give credits or money.

Enjoy the slime blocks :P

PS: Sorry, this was meant to be in the News section and not here ._.

4
Noobstown General / Is gambling ok?
« on: 9 Oct 2013, 03:38:24 »
As the title says, can we make games on the server that involves paying with an item and receiving other items in case of victory?

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Noobstown General / Redstone in V6
« on: 7 Oct 2013, 18:19:00 »
I'm planning some builds and I'd like to know how redstone will work in the new server.

There were delayed pistons before, due to the duplication glitch, and that came after a long time where we had no pistons at all. I wasn't active near the end on V5 so I also don't know the specific quirks and fixes that were implemented here.

So, will something like that be there in V6 too?

These are the main features I'm interested in:

-Pulsating redstone signals (not timers): is there going to be a delay bewtween ticks?

-Pistons: is there going to be a delayed activation?

-Is short-circuit burnout going to be a thing?

I need to know these things in order to figure out how to make the contraptions I'm working on, thanks in advance :P

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