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decoration-station's Introduction

Hi there πŸ‘‹

I'm ENDERZOMBI102 (a.k.a. ender), a Computer Science student, passionate for programming & loving of nature.
I mostly develop in C++, Java, Kotlin or Python ( Java/Kotlin mostly for Minecraft Java Edition mods ), but I'm also experienced with Rust, (Type|Java)Script and many more languages.

I've worked on the most desperate platforms and with the most diverse technologies, from a simple socket-based chat app to avionics for model rockets, passing by game engines and CLI/GUI tools.

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  • πŸ˜„ Pronouns: She/Her - They/Them
  • πŸ”­ I’m currently working on a fork of the Source Engine, on a game engine written in Rust, and many more things!
  • 🌱 I’m currently learning EVERYTHING I can :3
  • πŸ“« How to reach me: Discord @enderzombi102 ENDERZOMBI102#2143 RIP discriminator Mastodon
  • πŸ’¬ You can ask me about basically anything regarding computer science or its story
  • ⚑ Cool facts: I've been working on a compiled native programming language called Fox!
  • 🐍 Python one-liner fanatic, here's a working tic-tac-toe in one line

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decoration-station's Issues

Custom Start

An opposite of the trigger end thing (thx for doing that btw.). Where it is placed the player starts the map, instead of in the entrance section. This would be good for making seamless transitions between chambers. Sort of like the info_player_start entity in hammer (I think that is what it is called.)

Add item to control fog

I think adding an item that allows the mapper to control the fog in the level would be cool! I'm not sure how possible it is or how it would work. You could change the color of the fog with the cube colorizer color picker in the style properties box. Then select the color in the editor with the cube type properties. I'm not sure if this would work but you could also try and make it so you can change the thickness/density of the fog with the button type. I'm not sure. Those are just my ideas!

To-Do List

Planned items:

  • Props (Cake, Table with PC...) (Timer)
  • Flora (Timer)
  • Vertical Door (a moving wall?)
  • Horizontal Door (a moving wall?)
  • Observation Room's Glass
  • Normal Door (interactable)
  • Angle Obs Room (3 blocks inside)
  • Angle 4x Obs Room (9 blocks inside?)

Custom Texture Wall/Floor/Ceiling

This would be an item var/item where you can upload a custom texture to Beemod (maybe it could have a timer setting for different textures) and there would be a lot of options like "portable? Y/N," or other stuff, I'm not sure if this is possible but if it is then it would be cool to see!

Remove lib lights

lib lights models and instances where taken from Konclan without permission, remove them

Prop Item

  • Cake
  • Table with PC
  • Radio
  • Hotel Forniture
  • WC
  • Obs room glass
  • Obs room glass broken
  • Obs room glass broken 2

Cube Type on observation rooms - choose between warm, neutral or cold lighting

This would go a long way for chamber visuals. Going with all-warm or all-cold lighting in a test can drastically change the way the test feels. With different-coloured observations rooms, you'd be able to make greater use of customised lighting, without having to have patches of neutral lighting in your test, or have no observation rooms at all.

Weapon Strip

An item that strips the player of any weapon when it receives an input. There's an entity for that. Not sure how it targets players, but surely we can figure something out.

Alternate Glass

I would like for you to make an alternate Glass item that would replace the Ugly Diamond Shapes with clear glass
DC2EA63E-E19E-41C6-AEE2-F3874BA9805F

Critfish’s request

  • texture picker
  • embedded decoration
  1. The first is a texture-picker item, you'd have a set of textures that you'd view on an image file or something outside of the game, and you'd pick them with the timer widget. It'd override the randomized textures, and let you pick a specific texture for that tile (spen is not ok with this)
  2. The second would be an embedded decoration, mainly for Overgrown or Old Aperture, probably cube type to pick them, would have some kind of decoration embedded into the wall, so maybe missing panels in overgrown, pipes mounted in the wall in Old Aperture (this is cool)

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