Open Domi1993 opened 8 years ago
Hi, Very Good idea, but i would replace powerlinescanKill with powerlineDamage (easier to understand)
The problems are: 1)The powerline feature is still in very beta, and only very basic funcionality. This feature is very far going. 2) You know how hard it is to calculate line touching/coliding block? (not even speaking about entities (mobs)) And even if, executing render only wire - Block/Entity colision checking would make a TON of lan on your pc. But the is very interesting, anyway unlike.
I've had the same idea, but the problem is how to efficiently detect collisions.
It's unlikely to happen in the 1.7 cycle, in any case, unless someone wants to help with coding. I could give you some suggestions.
as the thread is called "Suggestion for Powerlines", it's mine turn now. --More likely to happen: While creating long powerlines in creative, i saw a thing that annoyed me the most: "You need 17 units of cable" - This shouldnt happen in creative! End even if i have right ammout of wire, it's still consumed in creative! That must be changed! --Less likely to happen: a "Pole with Transformer" should be replaced with more expenstve "Modular Pole" A Modular pole has a gui (Some slots) Where you can put transformer, relay or some other less sense-making devices
How the powerlines are working?
I dont know about how this stuff is coded, but what happens when the powerlines are in usage?
I think the wires are only graphically and the current simulation goes from pole to pole through a invisble "wire"?
How i must understand this
That's correct.
Hello
I'm using the powerlines, they are nice but i miss something just think what happens when a tree touches a real powerline.
My idea is to add a function which will kill Players and mobs when they (touch) the wires, trees wil be set on fire when the wires are "in the leaves". But if someone don't want to have this function he can disable it in the config file, simply by replacing true with false.
Example:
powerlinescanKill = true