that's odd...
I'm also working on adding a depth based logic lamp too. That lamp should bring the size down a lot further.
Edit:
What about also adding a new lamp that works kinda like the faulty logic lamp but it calculates a percentage of the active lamps. E.g. a tower were you represent...
I haven't tested it that much yet, a thing I added is that when a pixelbox is triggered it allows for up to 500 activations per logic gate on that tick. I don't know how long it will take til the mod browser shows the mod, when it does it should be a mod called pixelMod. I do hope it works fine...
Have you ever used them?
As you can see in the video they are only connected to logic gates in a way that would only ever be able to turn off lamps normaly. Why? Because it normaly requires you to connect a pixel box with one wire verticaly and one wire horizontaly to the same signal block e.g...
That's insane. How long did it take to set it all up?
On a side note, could you tell me your thoughts about this change I made to pixel boxes?
It would make screens utilizing pixel boxes much smaller and easier and
I personally think they fit to the description better, but I don't really know.
The first one should be pretty simple, and if I'm not missunderstanding anything here this code should work.
if((double)npc.ai[0] % 50 == 0)
{
float speed = 12f;
Vector2 vector = new Vector2(npc.position.X +...
Now, I take it there is no mod currently so I made something.
Another question: is this good as for functionality? Fun fact: also made changes to the vanilla server and that made the modification working even on non-modded.
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