I would guess naturally generated.Regarding OpenEnder, does it require a naturally generated temple or can it be player made?
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I would guess naturally generated.Regarding OpenEnder, does it require a naturally generated temple or can it be player made?
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This is why we can't have nice things.
Naturally generated Desert Temples (and jungle temples) do have bounding boxes that are saved in the save file data-much like witch huts.Regarding OpenEnder, does it require a naturally generated temple or can it be player made?
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It's gonna fail horribly if it's run the same was as TPP. Unless they automatically switch from D into A if combat starts(and back once it ends).This is why we can't have nice things.
Naturally generated Desert Temples (and jungle temples) do have bounding boxes that are saved in the save file data-much like witch huts.
I would assume that OpenEnder does a check to see if you're inside such a bounding box.
As a reminder, if the temple has a bounding box saved in the world like witch huts, the bounding box is seperate from the blocks themselves; even if one used Antimatter to wipe it and the bedrock below it from the world, the box remains.Servers with claiming capability will probably see temples getting claimed as soon as possible.
PVP servers with ICBM mod installed will probably see the temple erased from the surface of Minecraftia as soon as cruise missiles launches are made.
If without ICBM, TNT then.
All in all, it will probably be such a hotspot that no one but select few will be able to use the mod in a server.
Well, with the amount of fire and radiation, most players will not try to get to the bound spot, nevermind that the box is now hanging in mid-air, so now you have to guess where the temple was and build a platform there unless it works irregardless of level as long as it is within the area.As a reminder, if the temple has a bounding box saved in the world like witch huts, the bounding box is seperate from the blocks themselves; even if one used Antimatter to wipe it and the bedrock below it from the world, the box remains.
Antimatter is clean and causes no fire, though. Just a big ass hole where things use to be.Well, with the amount of fire and radiation, most players will not try to get to the bound spot, nevermind that the box is now hanging in mid-air, so now you have to guess where the temple was and build a platform there unless it works irregardless of level as long as it is within the area.
I did. I did in the post where I explained that the bounding box would remain even if the temple and the whole area surrounding it was blown to smitheroons, including the bedrock, which would leave a big hole in the earth for Void Monsters to enter from.Who said anything about antimatter?
I'm gonna use the dirtiest and longest lasting explosive I can get my grubby hands on.
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Maybe this guy has some suggestions for you, hm?Am i a bad person for exploding Reactorcraft stuff as a trap?
Then the trick is hiding it yet having it near such a location that it can be useful.Better idea might be a Modular forcefeald system. Set it to silent and have it gobble up anything a player has on them.
As I under stand it you can have such a system up to 64 blocks away from the far edge of the feld. So just bury it under ground with another feld around it. Pipe in power through a tesseract and your golden.Then the trick is hiding it yet having it near such a location that it can be useful.
ExtraCells 1.6.8f:
-LevelEmitter also accepts IFluidContainerItems as FluidContainers (TE Tanks, ExU Barrel)
Build 138
Baring any major bugs, this will be the last 1.6.4 release
- Made OpenPeripheral compatibility changes Warning: Jar and Other Aspect containers computer craft API has changed, please check wiki
- Fixed Bedrock Dimension being inaccesible when Galacticraft is installed.
- Fixed WAILA bug showing Warp gates incomming teleports inverted
- Made Kami default on Warning: config change for kami has changed, to allow for the change
v1.2.0
Can't even remember what I added changed in this version. This is more or less a full rewrite of the interface, a global bugfixing and an inclusion of most requests out there.
If you want to check the current set of features, I can only recommand to check here.
This should be considered the beginning of a new age for Opis.
YOU WILL NEED THE LATEST MOBIUSCORE. GRAB IT THERE : MobiusCore v1.1.0
Ho, and btw, here is one entry of the huge changelog :
- Removed Alpha Tag.
MobiusCore 1.1.0
- Added hooks for packets.
- Added hooks for server tick.
- Added hooks for world tick.
- Added timestamping of the runs.
- Added AT for loaded chunks.
v1.1.2b
Bugfixes
- [Taelnia] Fixed memory problems during texture creation