There are occasional mines that players should avoid hitting, Last but not the least, obstacles take the form of incoming walls that the player’s head should avoid by tilting from left to right. When a corresponding block is cut properly by either of the two sabers, it’s immediately destroyed and a score is given to the player based on the sword swing’s length, angle, and accuracy. These blocks allow players to slice it from any angle. There are also blocks marked with dots instead of arrows. There’s also a chance that the blocks are marked with arrows that indicate eight possible directions where said block has to be slashed through. These orientations are where the blocks rapidly approach the player from either a half-circle or all directions.īlocks are colored in varied ways that match the color of the saber that has to be used to slice it. It also gives players the choice of playing songs using either a 360-degree or a 90-degree orientation. These blocks are synchronized with the song’s beats and notes, which are located in 12 possible positions in a 4×3 grid. When you start a song, the game immediately sends a barrage of blocks rapidly approaching your way.
The player makes use of the VR motion controllers to use a pair of either normal red and blue blades, or, if you have them, lightsabers. The sooner you release a new beta, the sooner you can start work on a hotfix for all the bugs we find.The game has a good selection of songs from popular artists that you can play with up to five levels of varying difficulty, from Easy to Expert+. That will save lots of block IDs since shield parts would become a part of the "machine" blocks in IC2.Īnother thing : I think IC2 could have been released earlier since the extended beta testing didn't find several major bugs.
Alblaka is happy with your work is well, and I hope he will invite you to the IC2 mod team and add your mods to core IC2. I feel that your mod is VERY close to working : if that inhibitor bug had been fixed, I would have been using beta 2 like it was. Since previous versions had ways to beat the shield (like inhibitors in beta 2) there was no point in building a base protected by shields since they could be easily breached. Monsters are not dangerous enough to need this good of a defense. The point of the shields is to create a near impenetrable barrier to most human griefers in SMP. I don't feel maintaining backwards compatibility is needed because as it was, in previous versions of this mod your shields were not debugged enough to be useful. Please release a version with IDs changed to something that works. Ok you have found a nice major Bug Ranakastrasz THX Is now at number one of my Bug to fix list.Īdd to features List : Rebuild breaking blocks cost 10* x Energy cost peer second. It seems to work fine to me.Īlso, I cannot see anything wrong with the Directional-projector extender.
So I would request some nice numbers in the UI telling power drain, power income rate, both total on the core, and local on the projectors (not sure how to display when we have inhibitors used however, that makes it a bit more complex)Īlso, I cannot see anything wrong with the Directional-projector extender. However, I was using a solar panel, meaning I ought to have been getting 1 EU/t, meaning 20 per second, 200 field power, which is twice what I got. It appears that I can sustain, stably (before energy decay occurs) 5 field blocks, which takes 100 power (due to 20/block) which translates to 10 Eu/second, meaing 1/2 EU/t incput. However, it keeps changing how it works, and I am unable to get it to do the same thing each time, it seems to keep changing it's behavior.
So I think the fail algoritm is a bit off atm, and it does not work quite as intended. If I toggled the core off and on, It would reactive, and flicker, possibly as the field energy hit -10 energy every cycle. It would drain the capaciter, but as long as the core was being fed, it would stay active. interestingly, I could increase that all the way to 20 blocks, with no more power generation. I had a ton of difficulty, but kinda managed it, by settting the consumption to 20 (per second I think, to match ticks), but was able to substain, with a solar panel, 5 field blocks. I was trying to do an experiment with a stable power source, that is just barely capable of substaining the field (using prerelease), to see if breaking blocks had any effect (was unable to tell due to this bug).