Ben and August’s Extended Editor (BEEMOD) & BEE2

Especially the diversity vents are something I missed from the beginning.
One question: Will they only suck or can we connect them to a tube system with an exhaust in a different room?
MasterLagger wrote:
I took a look at the images and video at the first page. An auto-save trigger! YES!
RobotnikDance.gif
And all the other stuff looks cool also. I'm definitely going to try it out when it's finished.:) thanks I've been working hard on it since.... during the beta, just too bad its taken so long
FelixGriffin wrote:
How will the vents work? Will they have to simply be attached to a wall? It would be nice to be able to assemble sections (which are conveniently 128-unit cubes) but it's ATM impossible to put an entity in midair.
the vents only have an entrance, and can not be assembled with tube blocks. however that would be really fun, so I may release another modification which adds a bunch of those different blocks for more fun, but first things first
FelixGriffin wrote:
The only problem would be that they can't stack. Maybe an invisible, nonsolid glass block inheriting from the barrier class, which could be stacked. Then the tubes CanAnchorOnGlass, but don't collide with it, so they can pass through it at multiple levels.
I dont think that would work... you cant really change the barrier outputs
Ok, idea spewing time. (On Linux currently so I can't test.)
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Have you looked at how the rail-mounted platforms are constructed? They are resizeable, and IIRC they are made entirely out of instances. Perhaps it is possible, using an item type with that class, to make a tube with configurable length, that sucks on one end and blows on the other?
<Insert lame wording joke here> -
Or if that doesn't work: a simple 1-cell tube that does the same, and is parallel to the mounting surface so you can connect them together?
but I'll just make some blocks like... straight and curved ones, then you can just rotate them how you want... but again, that will be a later update
any plans for catwalks in the future? Or what about an object from a mod, like the animal king or that hover turret thing?
This should be compatible with the animal king, if there's a spot for it, or it could be grouped with the turret. The hover turret would be interesting, I'll work on it.
Test Element - Animal King (animal king)
ML's Angry Hover Turret (hover turret)
Here are the links for the mods, incase it helps any.
Love the smiles on these forums 
Err... need to fix my signature - it's bad without the picture I have of my Rhode Island Red rooster wearing sunglasses
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and yah, I've looked into making catapult cubes, but I'll save that for later, I may want your instance when the time comes
Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
FelixGriffin wrote:
I don't know if bottomless pits are possible, unless...Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
TOUCHDOWN 
Ah, think of the death maps and roller coasters other people could create with this thing.. Personally I'm going to make a map where you're flinging, it looks like you're going to land on some grating in front of an open exit, and then you hit a trigger and the wall opens up and you fly through that 
Alexander Bell wrote:
Ah, think of the death maps and roller coasters other people could create with this thing..
Perhaps there could be a hidden line of code that detects when someone makes a rollercoaster map, responding by surreptitiously downloading lots of kiddie porn and alerting the authorities.
FelixGriffin wrote:
I don't know if bottomless pits are possible, unless...Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
I was thinking I could fill the pit with the blocklight texture and have a trigger_hurt overlapping it.