DRKV
Wall of Flesh
While messing with a few adventure map related mechanisms (I'll make posts about those shortly) whit @AlexanderStarship, I discovered a little glitch involving actuators and sand.
Basically, If you drop an actuated sand tile, the air tile created at the location where it use to be will remain actuated. This state remains between reloads too. Any tile you place at the location will also be actuated. Even if it's a tile that isn't supposed to be actuated.
I've looked around on google, but I haven't seen this bug anywhere else. It isn't incredibly useful, most tiles will just look a bit darker than usual, but still function normally, like ropes for instance. There some exceptions, you can walk through actuated cobwebs.
Basically, If you drop an actuated sand tile, the air tile created at the location where it use to be will remain actuated. This state remains between reloads too. Any tile you place at the location will also be actuated. Even if it's a tile that isn't supposed to be actuated.
I've looked around on google, but I haven't seen this bug anywhere else. It isn't incredibly useful, most tiles will just look a bit darker than usual, but still function normally, like ropes for instance. There some exceptions, you can walk through actuated cobwebs.
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