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It took me some time to get the math right and the behavior too, but I reproduced the Sticky Jumping mechanic from the game Team Fortress 2.īecause Psi does not offer a way to track time since the charge was shot, or deny detonation if Trick:die is the first trick coming out, not all mechanics are present, but the rest is there. Thought I'd share with you guys a spell I made. (To be honest, this is what I was expecting the "Change Focus Slot" trick to do.) Something else that would be really versatile: a trick to swap the active cartridge with another slot, opening up the option to, for instance, chain multiple legging spells together. Using a direction change so you're actually facing the enemy afterwards would be really neat. Trick: Change direction (inputs: entity, vector)Īllowing you to change the facing of the target entity.Įxample of stuff it could be used for: I was thinking of creating a flash step ability to get behind enemies (blink, distance = wrap(distance to entity+1)). In any case, having lots of fun thinking up weird uses for the system and came across some things that I think would fit in really well, namely: If we could move the inventory around using Tricks, it could even be a way to store integers.
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Don't have much use for the block placement tricks atm, but I'm looking forward to using the stack size variable as a program input. Really useful for getting that out-of-the-way glowstone. Made a spell that digs out a block and accelerates the resulting item in my direction. then remembered that fall damage does not work that way, after jumping off a cliff. Made a spell that completely negates my movement. and can't cast it yet because it takes up the entire board >_<. Made a 3x3 direction-independant digging spell for the pickaxe. Break Block could probably use a power setting.
#Iron cad assembly mining 3x3 mod#
Been playing around with this mod for a day now, quite enjoying myself.įeels a bit cheap using it for mining though, especially when digging grooves of obsidian.