I thought i would point some interesting "features" of PortalGun checkpoints.
Here is an image of a checkpoint on top of a stone block. As you can see, it inherits the stone texture from the block below it.
Now if I activate the left piston in the pic above, it will push the redpower lamp beneath the portal block. If it were a normal block the checkpoint would change texture (which is an awesome "feature"). However, checkpoints don't inherit textures from redpower blocks so the checkpoint becomes invisible.
The cool glitch is that checkpoints do inherit some of the metadata from the redpower lamp. Specifically, when the lamp is on, it inherits the light shell and it also emits light. The checkpoint doesn't stop emitting light when the lamp is turned off.
Personally, I think this glitch has great potential for cool lighting effects. As an example, Here is a futuristic version of the firebridge from slowpoke's stream:
The checkpoint "lamps" next to the track activate as the minecart passes, but are otherwise invisible.
The wiring for this bridge is also really simple. The setup is just a track ontop of a checkpoint (with the checkpoint feature disabled and redstone pulse set to entities) ontop of an iron block. On each side of the center checkpoints are two lamps with a checkpoint on top of each of them. Underneath a bit of wire that connects the block powered by the center checkpoint to the lamps.
Just for fun, here are three more simple systems that take advantage of the the checkpoint+piston texture switching.
An FTB logo that changes colors:
and some hidden lights:
Also, a light floor that brings back memories of the glass platform trick people used to mod before being able to toggle creative and survival: (it is just an array of lamps with checkpoints on them)
Here is an image of a checkpoint on top of a stone block. As you can see, it inherits the stone texture from the block below it.
Now if I activate the left piston in the pic above, it will push the redpower lamp beneath the portal block. If it were a normal block the checkpoint would change texture (which is an awesome "feature"). However, checkpoints don't inherit textures from redpower blocks so the checkpoint becomes invisible.
The cool glitch is that checkpoints do inherit some of the metadata from the redpower lamp. Specifically, when the lamp is on, it inherits the light shell and it also emits light. The checkpoint doesn't stop emitting light when the lamp is turned off.
Personally, I think this glitch has great potential for cool lighting effects. As an example, Here is a futuristic version of the firebridge from slowpoke's stream:
The checkpoint "lamps" next to the track activate as the minecart passes, but are otherwise invisible.
The wiring for this bridge is also really simple. The setup is just a track ontop of a checkpoint (with the checkpoint feature disabled and redstone pulse set to entities) ontop of an iron block. On each side of the center checkpoints are two lamps with a checkpoint on top of each of them. Underneath a bit of wire that connects the block powered by the center checkpoint to the lamps.
Just for fun, here are three more simple systems that take advantage of the the checkpoint+piston texture switching.
An FTB logo that changes colors:
and some hidden lights:
Also, a light floor that brings back memories of the glass platform trick people used to mod before being able to toggle creative and survival: (it is just an array of lamps with checkpoints on them)