Guild icon
Gamemode 4 Labs
beacon-cores
Avatar
Chopper2112 24-Nov-18 09:36 PM
hi
Avatar
iGalaxy 24-Nov-18 09:36 PM
πŸ‘€
Avatar
Chopper2112 24-Nov-18 09:38 PM
Which way should we make this anti-phantom item thing function? πŸ‡¦ Only with a beacon - Kills/stops all phantoms in the local area πŸ‡§ Only with a passive inventory item - Kills/stops/weakens phantoms for the holder πŸ‡¨ Both!
πŸ‡¦ 6
πŸ‡§ 1
πŸ‡¨ 2
vote pls thx
Avatar
Giovata 24-Nov-18 09:40 PM
by beacon, do you mean an actual beacon block?
Avatar
Chopper2112 24-Nov-18 09:40 PM
yes
on which you throw item(s) to make it then a Phantom Beacon or something and then it stops phantoms πŸ‘Œ
Avatar
Lue 24-Nov-18 09:41 PM
there's not really a way to stop phantoms per player (edited)
βœ… 1
killing is a bit OP
really should only be with a beacon
stopping, that is, not killing (edited)
Avatar
Chopper2112 24-Nov-18 09:41 PM
yeah I would rather do the beacon option only (edited)
this is what I have for the 'crafting' so far, but the recipe is up for discussion https://streamable.com/4fijk
Avatar
Lue 24-Nov-18 09:51 PM
notch apple is kind of uncreative if you ask me
Avatar
federick 24-Nov-18 09:51 PM
how many bugs in those 3 commands @Chopper2112 XD (edited)
Avatar
Chopper2112 24-Nov-18 09:51 PM
I agree akr
@federick setting up the gm4 template/clocks and stuff took me like 3 hours but the beacon stuff went pretty smoothly
actually it's 6 commands (3 of which are sounds/particles) (edited)
Avatar
Chopper2112 24-Nov-18 10:23 PM
- Changed the recipe to be 8 phantom membranes and elytra - Drops a 0 durability elytra if the beacon is destroyed - Phantoms in a 40-block radius of the active beacon will be teleported to the void - Added an advancement https://gyazo.com/7df8d86c589549e0579284c514b3b513
I guess the module is done unless anyone has other suggestions for something to add/change. Still not sure about the recipe
Probably should change the module name to Phantom Beacon or something else since there's no stone involved with this current version, if this is the version we are sticking with
Avatar
federick 24-Nov-18 11:05 PM
use custom crafters
not item dropping
also make it get increased depending on the pyramid @Chopper2112
Avatar
Diamondback88 24-Nov-18 11:12 PM
I agree with both of federick's points
Avatar
BluePsychoRanger 24-Nov-18 11:14 PM
why a custom crafter exactly? There's no reason an item should be made, right?
Avatar
Diamondback88 24-Nov-18 11:14 PM
@Chopper2112 do you currently just have to throw 8 phantom membranes and an elytra on the beacon?
βœ… 1
Avatar
federick 24-Nov-18 11:17 PM
it could be kind of like a blast furnace @BluePsychoRanger
Avatar
BluePsychoRanger 24-Nov-18 11:18 PM
So use a custom crafter, and include a beacon inside the crafting recipe, then it turns into a beacon? (edited)
Avatar
federick 24-Nov-18 11:18 PM
yes
Avatar
BluePsychoRanger 24-Nov-18 11:18 PM
I like that idea actually
@Chopper2112 ^
Avatar
Chopper2112 24-Nov-18 11:35 PM
No I would rather this be a modifier instead of an entirely new beacon block
They can add this to an existing beacon and also use the beacon like normal
I can make the radius increase based on level though GWchadThink (edited)
Avatar
federick 24-Nov-18 11:38 PM
but it's inconsistent
Avatar
Diamondback88 24-Nov-18 11:38 PM
How?
Avatar
Chopper2112 24-Nov-18 11:38 PM
^
Gonna be honest, making it a crafting recipe and a new block and a part of the custom crafting module will complicate this module, and I'm not sure exactly how I would do this. The intent is to make a balanced, useful module to help with the phantom problem. With the crafting how it is now, I think this purpose is met (edited)
Avatar
federick 24-Nov-18 11:41 PM
There are so many ways of crafting
Avatar
Chopper2112 24-Nov-18 11:42 PM
And floor crafting is one of them GWchadThink
Avatar
federick 24-Nov-18 11:42 PM
CCs, Metallurgy, dropping in another block
Dropping in another blocks are usually the ones that add a GUI
like Ender Hoppers
or Liquid Tanks
And so that just doesn't fit...
Avatar
Chopper2112 24-Nov-18 11:44 PM
I can make the phantom stone a crafted item and then that needs to be thrown on the beacon 🀷
Avatar
Diamondback88 24-Nov-18 11:46 PM
I see what he's saying about CC's though
Adding it to the CC module would require many more tags and commands
Avatar
Chopper2112 24-Nov-18 11:47 PM
I feel like I'm more likely to screw something up if I involve more modules/existing GM4 features
In the current version it works perfectly and this custom crafter idea seems more of a preference than a much needed addition. I agree that if it's more consistent then it's better, but is it worth it?
Avatar
Chopper2112 24-Nov-18 11:59 PM
πŸ”Ή Radius of the beacon's anti-phantom effect now increases by 15 blocks for each level added to the beacon's base, starting at 30 and maxing out at 75 blocks. So a full beacon should be able to cover most or all of a town (edited)
Avatar
Diamondback88 25-Nov-18 12:10 AM
Is it ready for submission?
Avatar
Chopper2112 25-Nov-18 12:11 AM
Currently trying to see if I can get a phantom stone recipe working in the custom crafter, after that works or doesn't work it should be ready I guess
Avatar
Diamondback88 25-Nov-18 12:11 AM
Ok
Avatar
Chopper2112 25-Nov-18 12:33 AM
this look good?
Avatar
iGalaxy 25-Nov-18 01:00 AM
"Energy Drink" - decreases your insomnia level without having to sleep, crafted by putting a water bottle, glowstone, and phantom membrane in a crafting table (could be part of this module cuz it involves stopping phantoms, idk it was just an idea that popped into my head)
Avatar
Chopper2112 25-Nov-18 01:14 AM
I like this idea and would add it, except I'm not sure if you can actually control a player's insomnia level
Anyone know the answer to that?
Avatar
iGalaxy 25-Nov-18 01:14 AM
Isn't insomnia stored in NBT of the player or something
Avatar
Chopper2112 25-Nov-18 01:15 AM
I believe so, but I don't think you can actually edit player nbt
Avatar
iGalaxy 25-Nov-18 01:15 AM
oof
SleepTimer: The number of ticks the player had been in bed. No effect.
yeah its in player nbt
Avatar
Chopper2112 25-Nov-18 01:16 AM
that isn't insomnia tho
that's just how long a player is inside their bed xD (edited)
Avatar
iGalaxy 25-Nov-18 01:16 AM
oh
Avatar
Chopper2112 25-Nov-18 01:17 AM
I looked through the rest of the nbt and couldn't find a tag for insomnia, but I probably missed it. Either way don't think it can be edited sadly
and also I doubt it would be practical on GM4 since anyone can just carry a bed or sleep in their base
Avatar
iGalaxy 25-Nov-18 01:17 AM
Maybe set Sleeping to 1 to make Minecraft think they've slept
good point @Chopper2112
Avatar
Chopper2112 25-Nov-18 01:17 AM
Still unable to do that, I get the same error
Avatar
iGalaxy 25-Nov-18 01:18 AM
oof
Avatar
Chopper2112 25-Nov-18 01:18 AM
pretty sad tho, I'd like to make something like that xD
Avatar
iGalaxy 25-Nov-18 01:18 AM
yeah
Avatar
Chopper2112 25-Nov-18 01:18 AM
this beacon thing is the most practical way to "stop" phantoms I guess
Avatar
iGalaxy 25-Nov-18 01:19 AM
yeah
Avatar
EnderSlime_123 25-Nov-18 01:20 AM
@Chopper2112 Every phantom being teleported could have a small particle before its tped.
Avatar
iGalaxy 25-Nov-18 01:20 AM
I was thinking of a module similar to yours where it would stop the effects of desire lines in a 40 block radius of a beacon if you put a "Nature Core" on top of it but I dont think players would like it
Avatar
EnderSlime_123 25-Nov-18 01:20 AM
^
Avatar
Chopper2112 25-Nov-18 01:21 AM
The phantoms do leave their particles when teleported, but it's almost impossible to see against the black sky. If you're specifically staring at the sky you might be able to spot it, but I don't think anyone would do that xD
Avatar
iGalaxy 25-Nov-18 01:21 AM
for weakened phantoms you should put particles around them
or just the default weakness effect particles i guess
Avatar
Chopper2112 25-Nov-18 01:22 AM
the phantoms aren't weakened, they're just teleported out of existence
increasing the beacon's pyramid levels will increase the radius of this effect (edited)
Avatar
iGalaxy 25-Nov-18 01:22 AM
ah
Avatar
Chopper2112 25-Nov-18 01:23 AM
I guess I could make it that way if the admins think this is too OP, but for the cost of this it seems like a fair trade
Avatar
Chopper2112 25-Nov-18 01:34 AM
Module is done I guess
anyone want to test it out on their own world to make sure it works?
Avatar
iGalaxy 25-Nov-18 01:35 AM
sure
πŸ‘Œ 1
Avatar
iGalaxy 25-Nov-18 01:50 AM
back
Avatar
Chopper2112 25-Nov-18 04:00 AM
I submitted this to the github, probably did something wrong tho as I've never submitted a module before
Avatar
kyrkis 25-Nov-18 04:08 AM
oh this module is done already?
Avatar
Diamondback88 25-Nov-18 04:57 AM
This module is a great remedy for public events
Because if 1 person doesn't sleep and comes to an event, everyone's at risk
βœ… 3
Avatar
Chopper2112 25-Nov-18 05:08 AM
Maybe this channel should be renamed to phantom-beacons for consistency
Avatar
CBEngineer 25-Nov-18 06:14 AM
Killing the phantom outright seems OP to me and uninterestimg
Maybe change it to damage or weaken the phantom. (?)
Avatar
iGalaxy 25-Nov-18 06:28 AM
Maybe tier 1 beacon is weaken, 2-3 damage, 4-5 kill (radius of effect increases too)
πŸ‘Œ 5
Avatar
Chopper2112 25-Nov-18 01:54 PM
yeah it might be changed depending on the admin's feedback (edited)
Avatar
Supersette 25-Nov-18 06:39 PM
dab
Avatar
iGalaxy 25-Nov-18 07:35 PM
Bug: Phantom beacon stays active even if the beacon itself is no longer active (edited)
nvm, it doesnt kill phantoms but the beacon still has particles
Avatar
Chopper2112 25-Nov-18 07:41 PM
that's to identify it's a phantom beacon
so, works as intended
Avatar
Noah 25-Nov-18 07:48 PM
Oh yeah, do you want me to make a Phantom Beacon icon?
https://gm4.co/modules/ like the ones on here
Avatar
BluePsychoRanger 25-Nov-18 07:54 PM
@Noah you are welcome to make an icon, but Duck is in charge of module icons, so if the module is accepted, the module icon will be remade by Duck, though he'll probably take the courtesy of using yours as a starting point.
Avatar
Noah 25-Nov-18 07:55 PM
Ah, alright
Avatar
Diamondback88 26-Nov-18 01:37 AM
Pinned a message.
Avatar
Sparks 26-Nov-18 08:58 PM
In general really like this idea. I'll give feedback directly on the git.
Elytra might be a bit too expensive for the recipe.
Avatar
Chopper2112 26-Nov-18 09:26 PM
I'll take a look when I get home πŸ™‚
Avatar
Avatar
Sparks 26-Nov-18 09:39 PM
Before you go crazy making changes bear in mind other admins may disagree with me XD
Unless you personally like a suggestion I had and want to make it work that way.
Avatar
Chopper2112 26-Nov-18 10:13 PM
I like the suggestions I'll make the box check change since I doubt any of the admins will be against that, as well as the slowly damaging phantoms & custom crafting fix. I'm not sure about the damaging all hostile mobs idea. This would be a cool and useful addition, but it does seem pretty OP, especially if the crafting recipe becomes cheaper. I'll wait on more feedback before making this change, but it's a cool idea πŸ‘ (edited)
Avatar
federick 26-Nov-18 10:17 PM
Maybe like mobs that spawned there
thonk 1
Avatar
Chopper2112 26-Nov-18 10:18 PM
I doubt very many mobs will be wandering into the radius that spawned outside
Avatar
federick 26-Nov-18 10:19 PM
Well it would be for mob farms
GWchadMEGATHINK 1
Avatar
Chopper2112 26-Nov-18 10:19 PM
I don't think mobs killed by the beacon would drop loot/xp
Avatar
federick 26-Nov-18 10:19 PM
True
weirdthinking 1
Avatar
Chopper2112 26-Nov-18 10:38 PM
@federick's idea is that we make a core for each hostile mob that could naturally spawn, and you can put that on the beacon to make it then kill that mob. But a beacon could only hold a maximum of three cores
I'll do this and see how it works
Avatar
federick 26-Nov-18 10:39 PM
Holds Depending on level*
=P
Avatar
Supersette 26-Nov-18 10:40 PM
so not only phantoms?
no
bad idea
would be overpowered
Avatar
federick 26-Nov-18 10:40 PM
No it isnt as you have 3x more to craft (edited)
Avatar
Supersette 26-Nov-18 10:40 PM
but once u have it
Avatar
Chopper2112 26-Nov-18 10:40 PM
It would only target: Zombies Spiders Skeletons Phantoms Endermen Creepers Strays Zombies maybe I forgot some others idk
Avatar
Supersette 26-Nov-18 10:40 PM
ur good
guardians? (edited)
Avatar
Chopper2112 26-Nov-18 10:41 PM
Nah, conduits
Avatar
federick 26-Nov-18 10:43 PM
This seems like a reversed soul probes now xD
Avatar
Chopper2112 26-Nov-18 11:15 PM
should there also be a zombie villager core?
Avatar
BluePsychoRanger 26-Nov-18 11:49 PM
So this module will turn into a "Beacon Cores" module to damage other hostile mobs based on the core(s) in a beacon
Avatar
Chopper2112 26-Nov-18 11:50 PM
correct
Avatar
BluePsychoRanger 26-Nov-18 11:50 PM
Yes, time to change the channel name for the third time! πŸ˜›
Avatar
Chopper2112 26-Nov-18 11:50 PM
and all of the IDs/comments/descriptions/titles in the code!
Avatar
BluePsychoRanger 26-Nov-18 11:50 PM
omg xD
I forgot about that, rip
@Chopper2112 the "site_categories" in the pack.mcmeta Would be "custom_crafters" because it would be a reliant module. (It wouldn't get it's own category; there's only 2 categories atm). https://gm4.co/modules/ Also the video link should link to the accidentalgames (or maybe gm4official) channel, cuz there's no video yet
Avatar
Chopper2112 26-Nov-18 11:56 PM
πŸ‘Œ
Avatar
Supersette 27-Nov-18 12:53 AM
to kill or trap the villager zombie? @Chopper2112
Avatar
Chopper2112 27-Nov-18 12:53 AM
kill
Avatar
Supersette 27-Nov-18 01:19 AM
why would you kill those... they’re useful
just categorise then as zombies if that is
Avatar
Chopper2112 27-Nov-18 01:21 AM
I was just asking if they should be killed (edited)
currently they aren't
Avatar
Sparks 27-Nov-18 01:24 AM
If there is no video, the video link should be left blank
That will stop a video link appearing on the site until a video is added
Avatar
Chopper2112 27-Nov-18 01:25 AM
fixed
Avatar
Chopper2112 27-Nov-18 02:14 AM
Updates so far: - Area of effect of the beacon's hostile-mob-killing stuff is now a box, starting at 33x33x33 and maxing out at 201x201x201 as the beacon levels are increased - Mob cores for the 8 primary overworld hostile mobs have been added and function correctly. Breaking a beacon drops the cores in it - The beacon now gives instant damage or instant health to mobs that it has the core of. It takes on average 3-4 "pulses" to kill a mob, a pulse being once every 3 seconds - The number of cores a beacon can hold is dependent on its levels. A level one (3x3) beacon holds at most two cores, and this increases by two for each level added (max of 8 at the highest level) - All of the IDs/names/etc of the module have been changed to Beacon Cores from Phantom Beacons - If the beacon pyramid levels are broken and the beacon's max core capacity goes below the actual number of cores it holds, the beacon block will break. This prevents people from exploiting this to make an 8-core beacon and then take back most of the resources to use for something else. (edited)
@Diamondback88 can you change this channel to #beacon-cores? πŸ˜‰
Avatar
Diamondback88 27-Nov-18 02:20 AM
Oui
Avatar
Chopper2112 27-Nov-18 09:23 PM
If anyone has final suggestions for this, I recommend suggesting them now as this module is pretty much done otherwise I still could use ideas for recipes for each of the cores. My idea rn is 8 of the mob's drop plus one other item but I don't know what it could be
Avatar
Misode 27-Nov-18 09:24 PM
Is this module going to be extendable?
Avatar
federick 27-Nov-18 09:24 PM
I dont think it could easily be expandable
Avatar
Chopper2112 27-Nov-18 09:26 PM
Not sure what you mean by extendable
If you mean adding extensions such as OTHER beacon changes, possibly, but I have no ideas currently for that
Avatar
Misode 27-Nov-18 09:27 PM
This is more than just phantom damaging right? Because the name changed to beacon cores
Avatar
Chopper2112 27-Nov-18 09:27 PM
Yes
Avatar
federick 27-Nov-18 09:27 PM
yes mobs
that spawn normally
Avatar
Chopper2112 27-Nov-18 09:27 PM
All 8 primary Overworld hostile surface mobs
and players named federick90
Avatar
federick 27-Nov-18 09:29 PM
it could be really cool to make it be more than just mobs in the future πŸ˜„
Avatar
BluePsychoRanger 27-Nov-18 09:29 PM
Chopper, you could use a system similar to the custom crafters recipe_check to make it expandable in the future
Avatar
federick 27-Nov-18 09:29 PM
Like crops go faster
@BluePsychoRanger it's harder than that since it needs to drop the items also
Avatar
BluePsychoRanger 27-Nov-18 09:30 PM
If you send me the datapack, I could modify it for you to make it expandable in the future
Avatar
Kroppeb 27-Nov-18 11:34 PM
Or you use git like normal civilized people
Avatar
federick 28-Nov-18 01:27 PM
What do you think of this recipe?
Avatar
Chopper2112 28-Nov-18 01:32 PM
πŸ‘
Avatar
federick 28-Nov-18 03:13 PM
Changelog: - Removed about 24 @e's running on main function (Now it's 2!) - Added recipes for every core, following the CC standards - Not relying on display Name tag but on a custom item tag now
Phantom core recipe example
Avatar
Lue 28-Nov-18 03:20 PM
Why the wither head
Avatar
federick 28-Nov-18 03:21 PM
Because the elytra is too expensive and I thought this was a fair trade off imo
Avatar
Lue 28-Nov-18 03:21 PM
Alright
Avatar
federick 28-Nov-18 03:21 PM
Mmm should there be nether mobs?
Avatar
Lue 28-Nov-18 03:21 PM
I would consider using a "nether star fragment"
I.e. can break a nether star into three (edited)
Avatar
federick 28-Nov-18 03:22 PM
that's basically a wither skull XD
Avatar
Lue 28-Nov-18 03:22 PM
Fits the beacon core theme a bit better
And is the same rarity
Avatar
federick 28-Nov-18 03:22 PM
Should there be nether mobs?
Wait I just noticed zombie villager is a thing
Avatar
Lue 28-Nov-18 03:24 PM
Nether mobs? Pigmen cuz they invade through nether portals.
But that's it
Avatar
federick 28-Nov-18 03:28 PM
I'm not really sure if it's worth making an husk core instead of using zombie
Avatar
BluePsychoRanger 28-Nov-18 03:36 PM
-If the marker armor stand is not going to be used for visuals(ie. items in inventory slots), then it should be replaced with an Area Effect Cloud -The loot_tables folder is unnecessary, as there is already "minecraft:empty" -main.mcfunction should use #beacon_cores:check_core and #beacon_cores:beacon in order to make it expandable in the future -add a tags folder in beacon_cores and add 2 files for check_core.json and beacon.json, directing those into the function files beacon_cores:check_core and beacon_cores:beacon respectively. This will allow for other modules to use the #beacon_cores:check_core #beacon_cores:beacon tags in possible expansions.
Avatar
federick 28-Nov-18 03:38 PM
minecraft:empty can be overwritten by another datapack
so it's not really reliable
Avatar
BluePsychoRanger 28-Nov-18 03:38 PM
okay, why would anybody rewrite minecraft:empty. That'd be kinda stupid, but I guess ¯\_(ツ)_/¯
Add the compatibility to add expansions though
Avatar
federick 28-Nov-18 03:39 PM
That's true, but it's still a possibility
@Chopper2112
I will add expansions but I dont really feel like doing AEC xD
Avatar
BluePsychoRanger 28-Nov-18 03:44 PM
Why not, do you have something against them? The fact that they technically don't last forever?
Avatar
federick 28-Nov-18 03:45 PM
yes
Avatar
BluePsychoRanger 28-Nov-18 03:45 PM
That's fair
Avatar
Misode 28-Nov-18 03:49 PM
Federick if some other datapack overwrites minecraft:empty is their fault. I've never seen a datapack do that (edited)
πŸ‘† 1
Avatar
federick 28-Nov-18 03:50 PM
me neither xD
Better be safe than sorry tho
But I can change it
Avatar
Lue 28-Nov-18 03:51 PM
if someone wants to overwrite minecraft:empty clearly they want to change the meaning of "empty"
so it's fine
Avatar
federick 28-Nov-18 04:02 PM
It rotates everytime it fires πŸ˜„
Avatar
Compsogbrickus 28-Nov-18 04:04 PM
nice
Avatar
BluePsychoRanger 28-Nov-18 04:04 PM
Nice, you made the armor stand useful πŸ˜›
Avatar
federick 28-Nov-18 04:05 PM
shhh they won't know that
Avatar
BluePsychoRanger 28-Nov-18 04:05 PM
haha
Avatar
federick 28-Nov-18 04:33 PM
Updated one without the stray and husk cores (still haven't done the tag thing)
Also I've made sure you can put the cores even when two beacons are next to each other (edited)
πŸ‘ 1
Avatar
Sparks 28-Nov-18 05:17 PM
I wouldn't be against strays and husks just coming under zombie and skeleton cores. They're basically just variants of that mob, right?
πŸ‘† 1
Avatar
federick 28-Nov-18 05:45 PM
yea thats what I thought (edited)
Avatar
BluePsychoRanger 28-Nov-18 06:17 PM
What about drowneds tho? Technically a zombie variant, but conduits deal with them anyways
Avatar
federick 28-Nov-18 06:19 PM
I would just leave them untouched and keep the conduit for underwater mobs
Avatar
BluePsychoRanger 28-Nov-18 06:20 PM
Yeah that’s what I was thinking
Avatar
Chopper2112 28-Nov-18 11:09 PM
The new version of Beacon Cores has been updated on GitHub
Avatar
BluePsychoRanger 28-Nov-18 11:32 PM
So no expansion support?
Avatar
Chopper2112 28-Nov-18 11:33 PM
@federick?
Avatar
federick 29-Nov-18 01:12 PM
Why do I need to do everything GWchadThonkery
Avatar
Chopper2112 29-Nov-18 01:14 PM
because I don't know how it should be done πŸ˜‰ (edited)
Avatar
Chopper2112 30-Nov-18 01:26 AM
GM4 Module: Beacon Cores Created by Chopper2112 & federick90 Summary Beacon Cores is a Gamemode 4 Module created in the Gamemode 4 Labs Discord server. The idea was created by Chopper2112, and the code developed by Chopper2112 and federick90. Beacon Cores are used on a ...
Avatar
BluePsychoRanger 30-Nov-18 01:30 AM
There's an error for the creeper core
Avatar
Chopper2112 30-Nov-18 01:32 AM
πŸ‘Œ
Avatar
Kroppeb 30-Nov-18 10:37 AM
Use cathairs
Avatar
EnderSlime_123 01-Dec-18 07:10 PM
@BluePsychoRanger Nether Core?
Avatar
BluePsychoRanger 01-Dec-18 07:11 PM
What? Why are you pinging me specifically? I'm not even working on this module
Avatar
Chopper2112 01-Dec-18 07:38 PM
I'm not sure what a nether core would do? πŸ€”
Avatar
BluePsychoRanger 01-Dec-18 07:45 PM
Beacons don't necessarily work in the nether, unless bedrock is broken or it's placed above the bedrock
Avatar
Lue 01-Dec-18 07:45 PM
incorrect
beacon beams go through bedrock
but they can't go through netherrack (edited)
☝ 1
Avatar
BluePsychoRanger 01-Dec-18 07:46 PM
oh really?
Avatar
Lue 01-Dec-18 07:49 PM
ya once mojang realized ordinary players were breaking bedrock or going above the bedrock just to place beacons they made that change (edited)
they don't want ordinary players to feel forced to abuse bugs (edited)
Avatar
BluePsychoRanger 01-Dec-18 07:52 PM
haha nice, I didn't know that :p
Avatar
Sparks 08-Dec-18 03:24 PM
Beacon cores is looking really nice
I might be being too picky here because I know block compressors has this issue
but I don't like that two of these expensive cores could be eaten and and one can be thrown and lost.
My suggestion would be custom skulls as the core items.
Avatar
Chopper2112 08-Dec-18 03:25 PM
I can do that
Avatar
Sparks 08-Dec-18 03:26 PM
Maybe @Duck would be up for doing the textures unless another artist would like to do it?
I'm imagining a glass crystal with a smoky colour representing the mob type inside. Purple, white, light green, grey, dark green and red maybe.
Avatar
federick 08-Dec-18 03:36 PM
Do you have a reference image?
Avatar
Sparks 08-Dec-18 03:36 PM
nope
it's just a suggestion anyway. Still waiting for general module feedback from Special and Blue on the module.
Haha come to think of it I guess the rememberall from Harry Potter is kinda similar to what I was thinking. https://vignette.wikia.nocookie.net/harrypotter/images/6/6b/Tumblr_n1wf8hUVYf1qg4gkko4_250.gif/revision/latest?cb=20140502010946
Huh. Gif doesn't play.
Avatar
Duck 08-Dec-18 03:50 PM
Hmm yeah I could do that
Avatar
Chopper2112 23-Dec-18 04:40 PM
@Duck are you working on making textures for the cores?
Avatar
Duck 27-Jan-19 02:43 PM
I completely forgot about this
Anyone got a skull template?
Avatar
ToffeeMax 27-Jan-19 02:45 PM
Avatar
Sparks 30-Jan-19 09:52 AM
@Duck I think this module birthed Phantom Turrets and I don't think Blue wants this one as well as that.
Unfortunately. It's a really cool module but I can see where he's coming from.
Avatar
Compsogbrickus 30-Jan-19 12:48 PM
Phantom Turrets is rather underpowered compared to this module though...
Avatar
Misode 30-Jan-19 12:56 PM
And Phantom Scarecrows is already overpowered imo
Avatar
Compsogbrickus 30-Jan-19 01:09 PM
It is? If you sleep enough, it's completely useless. And unless you build a flying machine, you'll be attacked by phantoms outside your base
I guess that applies to this module too though
I also do appreciate how much work Phantom Scarecrows took, but I think this is way more balanced than that
Avatar
ShadowSlam 30-Jan-19 04:03 PM
Didn't Blue say he did it in a couple commands?
Avatar
Chopper2112 31-Jan-19 01:50 AM
This module is not really just about phantoms anymore
I get how the two can kind of conflict, but there are definitely differences
Avatar
Compsogbrickus 31-Jan-19 01:36 PM
I don't think it's valid to close this because Phantom Scarecrows exists. Phantom Scarecrows is a much weaker and cheaper module. This module requires that you have a beacon. It's sort of like saying: "We don't need blast furnaces, furnaces already exist."
Avatar
Misode 31-Jan-19 01:39 PM
Didn't the idea for this module originally come from defending to phantoms?
Avatar
Compsogbrickus 31-Jan-19 01:40 PM
Yes but that's not relevant at this point
Avatar
Misode 31-Jan-19 01:41 PM
I mean kinda
Avatar
Compsogbrickus 31-Jan-19 01:41 PM
I mean, Blast Furnaces didn't use to double chorus, right?
Avatar
Misode 31-Jan-19 01:41 PM
Modules address a problem, and I feel like this got off track
And it got too OP imo
Avatar
Compsogbrickus 31-Jan-19 01:42 PM
alright, I guess I can agree to that
can someone move this to archived?
Avatar
Chopper2112 31-Jan-19 01:55 PM
It got OP because of Sparks suggestions* (edited)
Exported 284 message(s)