So 1.4.6 is out, and it has fireworks. After using and abusing their explosive qualities, I wondered how these buggers even could have a use other than looking pretty. The only thing I could think of was a flare system, or a discretionary system to distract players. Basically, they go in a tunnel, trip a wire, causing a clock to go off which fires fireworks multiple times. The hope is the perpetrator would head toward the fireworks, rather than toward your base. Also, setting up traps so you know when someone is at a location. Regardless, these require far too much in the "you need to be logged in" category, so these only have oh so much use.
any other ideas?
Practical use of Fireworks?
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Re: Practical use of Fireworks?
Lagbomb2012
Re: Practical use of Fireworks?
LoneSoldier55 wrote:Lagbomb2012
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Re: Practical use of Fireworks?
Actually I just had quite a time in Creative messing around with different effects, trails, heights, ect. However the's a particle limit so you can't swarm the sky with fireworks. Though I will be bringing basic ones to /pvp to set off after I nuke someone.
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Re: Practical use of Fireworks?
or attracting attention. If they don't see it, they'll certainly hear it.
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Re: Practical use of Fireworks?
Yeah, I'll for sure make some cheap, signature firework that will let people know what just went down/
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Re: Practical use of Fireworks?
you can't even see them as far as the render distance can go. I found i had to be with in 4-5 repeater lengths on a red stone line to be able to see them
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Re: Practical use of Fireworks?
I'd recommend launching with a twinkle effect, makes the sound level last about 2 more seconds. they're relatively cheap, you can launch a very basic rocket with only 2-4 gunpowder, some dye, and one paper. The rocket can take up to 3 gunpowder for fuel, more fuel makes it go higher.LoneSoldier55 wrote:Yeah, I'll for sure make some cheap, signature firework that will let people know what just went down/