Teleportation Anchors: Difference between revisions

new jamming rules (4 block radius, 9.6s cooldown)
m (→‎Compatibility: Relocated Block Texture)
(new jamming rules (4 block radius, 9.6s cooldown))
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The teleportation jammer needs a multiblock structure to function. Once the block is created, an end rod needs to be placed on top of it (rotation matters). Additionally, the block needs a pyramid of purpur blocks/purpur pillars, similar to that of a beacon. The range of the teleportation jammer is dependent on the number of levels on the pyramid. The range is spherical centered at the jammer.
The teleportation jammer needs a multiblock structure to function. Once the block is created, an end rod needs to be placed on top of it (rotation matters). Additionally, the block needs a pyramid of purpur blocks/purpur pillars, similar to that of a beacon. The range of the teleportation jammer is dependent on the number of levels on the pyramid. The range is spherical centered at the jammer.


* 0 Layers (only end rod) - 4 block radius
* 1 Layer (3x3) - 16 block radius
* 1 Layer (3x3) - 16 block radius
* 2 Layers (5x5) - 32 block radius
* 2 Layers (5x5) - 32 block radius
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Teleportation Anchors will cause a jammed entity to teleport to the anchor instead of teleporting where they would normally teleport to. Teleportation anchors must be connected to a teleportation jammer to function. To connect a teleportation anchor to a teleportation jammer, purpur pillars function as [[Teleportation Anchors#Purpur Wires|wires]]. An upwards facing purpur pillar (axis = y) must come from directly below the teleportation jammer, and can lead into a teleportation anchor.
Teleportation Anchors will cause a jammed entity to teleport to the anchor instead of teleporting where they would normally teleport to. Teleportation anchors must be connected to a teleportation jammer to function. To connect a teleportation anchor to a teleportation jammer, purpur pillars function as [[Teleportation Anchors#Purpur Wires|wires]]. An upwards facing purpur pillar (axis = y) must come from directly below the teleportation jammer, and can lead into a teleportation anchor.


If a player is teleported to an anchor, they will have a cooldown for 20 seconds. During this cooldown, if they try to use chorus while jammed, they will not teleport to an anchor and will get jammed normally.
If a player is teleported to an anchor, they will have a cooldown for 9.6 seconds. During this cooldown, if they try to use chorus while jammed, they will not teleport to an anchor and will get jammed normally.


==== Creation ====
==== Creation ====
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!Change
!Change
|-
|-
| rowspan=2 | 1.16
| rowspan="4" | 1.16
| 19 Jan 2021
| 19 Jan 2021
| Beta version of module released on [[Public Server 6]]
| Beta version of module released on [[Public Server 6]]
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| 29 Jan 2021
| 29 Jan 2021
| All living entities can be jammed, opposed to only Players, Shulkers, and Endermen
| All living entities can be jammed, opposed to only Players, Shulkers, and Endermen
|-
| rowspan="2" | 04 Jun 2021
| Teleportation Jammers without a pyramid will jam in a radius of 4 blocks, instead of turning off
|-
| Player Anchor cooldown reduced from 20s to 9.6s
|}
|}


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