Tip: Pistons + mob spawners = fun.
Also, has anynoe been nice enough to edit the industrial mod and all the other mods it needs together into one nice package?
Hell, with pistons being added, I think I finally have one of the primary ingredients for my Tomb of Terrors to be created. Egyptian style should at least allow for style points and nifty riddles and nifty ways of pulling them off.
I'm still willing to commit to working on it, since I should have the time to get cracking on some tricks and draw up some plans that involve the work of pistons, gravity, and so forth. Actually, collapsing bridges should he a hell of alot easier to create now, and we can aim them too, regarding the physics of how they fly.
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O====O↑O====OArrows are where sand blocks are launched into the suspended sand bridge (made in MCEdit). Alternatively, the sand block can be launched from beneath and center of the bridge at the bottom of the pit (redstone and pistons hidden beneath the floor, obscured only by the launched sand block). Another crossing method can also use the launching mechanism with a lava or bottomless pit and sand/gravel launched upwards for crossing. You'd have to time your jumps, and some jumps may require some good timing. Get the trajectories down, and you can unlock a path to cross the pit. I would advise filling the path before triggering the launchers.
Another nifty setup can be 1-time triggers. To prevent multi-triggering repeaters, hit the button, and a piston seals the block(s) the trigger is placed at the same time it triggers what it was intended to toggled.
I also have a neat setup idea that involves a little trickery and layering pistons. It would be a 1-way trigger, but it can be accomplished from an initially compact state. I call it the mega-piston, or Minecraft Spring (1-time version; unless someone can design a retractable version).
Think of a train or column of nothing but pistons (let's say 10 of them)
→→→→→→→→→→That's pre-trigger. Here's post-trigger:
→ → → → → → → → → →That is provided all of them trigger simultaneously from 1 switch at the base or something, otherwise, let's hope you can find a way to trigger all of them simultaneously from the beginning or incrementally with pre-placed redstone triggers to toggle each piston (possibly with a need of a repeater to trigger them as they climb up. I can imagine that provided they all are triggered at the same time from the beginning, they can move pretty damn fast. Speedy traps or chasing walls anyone? Hell, RAILGUNS anyone? About 20 linked pistons, 1 toggle, and a sand/gravel block at the end of the piston muzzle. This can also make one hell of an orbital trampoline (at least for the first launch).
I can imagine some bridges that can be made that form out of seemingly bottomless pits using these. It's simple enough to make on it's own. Another idea with the piston train is filling a room with mob spawners when you least expect it. Remember, →→→O can become → → → O (moved 3 blocks relatively). You can hide some nasty traps, and push a considerable amount of blocks like that. Original example can shove 10 blocks that make up a wall easily (sealing rooms and tunnels anyone?). Mob spawners are no problem to hide from an unsuspecting victim. Just provide the right trigger, and run like hell after you're forced to trigger it (pressure plate JUST after or in a doorway).
If you really want to go overboard, go similar to the self-building/repairing bridge method, and have a passing sequence that collapses a cave/tunnel progressively. We can also fill in sand pits (provided you're playing a house rule that prevents you from collecting any building blocks unless treasure chest supplied).
Now I want to do some piston experiments, and see if I can illustrate some of my ideas to implement. I can't wait until the official release of them.