I am working on installing the furniture in the living quarters. Everything is looking good so far.
However, we really need those zone bricks fixed and working for the localized ambients, I tried PMing the maker, MeltingPlastic, but he has not visited blockland at all since october. Not really sure what to do.
We will begin work on the earth room in a few weeks, school is really taking up my time and making it hard to get stuff done, but I will do what I can.
As for the phasers, there are some critical issues we must address. I was talking with my friend Nitramtj the other day and he agreed that he could help script the phasers in the near future, so he can do the regenerative ammo scripts for the weapons. According to zloff's promise he has about 5 weeks left until he gets to scripting.
But the main issue is the projectile emitters themselves for the phasers, I am not sure how they would work. I took a look at the ZIP files for other weapons and i do not know where the gun emitters for them are stored at all. I need someone's help to do this, but I think that the projectile emitters might be stored in the model files or something. Dunno.
But here are several important questions that I have:
- How will the emitter stay consistent with the projectile?
- How will the emitter work so that it looks like a continous, unending beam with the projectile?
- How do we make the emitter at all?
The stun emitter should look like this on the gun when fired:

Now, notice how it stays in a continuous stream like that? That is what we need the emitter to do. Unlike most blockland weapons, which have a projectile with a starting point and ending point like a bullet, this should have no gap between the emitter, the weapon, and the targeted point of contact. So, it should be a continuous beam as such.
Maybe if the emitter was fired at a fast enough speed, it would work that way. After all, I do not know the speed limit on the emitter, but since the projectile itself that deals the actual damage is raycasting, I hope it should not be a problem.