Du kannst eine portal area im tardis oder um das "gebeude" stellen und dann funktioniert es als ein elegantes portal
Posts by Minotorious
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You need to use a plugin to do that, see userobjectloader or else you'd need to create a new one
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as with all updates red will make sure to release a converter built into the game that will automatically convert our old worlds to the new version
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I saw it was there after you replied but it is not that clearly visible that is why I suggested you either make the letters bold or use the in-line code marks. Will make it easier for other people to spot in the wall of text
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ok thanks will try that
Though it would be helpful to put that example in a more obvious manner in your original post (like in bold or in-line code or something )
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hey @yahgiggle we tried today to place half blocks in the centre position with this plugin but it gave us full blocks.
We typed: /place block halfblockcenter 198 38 and it gave full blocks with id 38
any clues as to why it didn't work?
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ops hatte keine ahnung dieses tutorial existiert XD Danke @TheMrMik
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@red51 I would like to have some extra events for the creative mode tools if it is possible, such as:
- PlayerEnterFlyModeEvent
- PlayerExitFlyModeEvent
- PlayerTerrainModeWorldEditEvent
- PlayerPlacementModeWorldEditEvent
- etc. for all the other creative modes (e.g. quest) to come
This will give us the possibility to allow players to use the creative mode tools inside their areas while intercepting and cancelling the events if they try to edit something outside their area.
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Man markiert einen Bereich und gibt ihm einen Namen und in diesem Bereich wird der Flugmodus automatisch auf "false" gestellt.
Später ist es auch möglich einzustellen, ob Admins trotzdem fliegen dürfen.Du kannst es leichter machen, statt dem Flugmodus auf "false" zu stellen mach es so dass wenn man in ein bereich geht (PlayerEnterAreaEvent) und er in flugmodus ist dann das Event ist storniert und der spieler bekommt eine nachricht. (d.h. der spieler muss selbst den Flugmodus ausstellen um zu eintreten)
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Der @Machete kann vielleicht mehr sagen aber ich glaube ein Timer ist die leichteste lösung. Ich muss mehr über es denken für eine elegantere methode
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yeah haha there are more fundamental differences between the two file formats than "they show or not show the background" but you shouldn't (and in fact don't) have to worry about that when it comes to this game
General advice, use PNG instead of JPG when you can (the files may be a bit larger but they are lossless when it comes to resizing. (i.e you can make them tiny, save them and then make them normal size again and the image does not get pixelated, while a JPG image would get pixelated in the same scenario )
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1) Posters are not blueprintable (i.e. they cannot be saved in blueprints in any way atm)
2) Signs are blueprintable but the text does not stay on them, again there is no way to change that atm.This is the main reason why many players do not use posters, you have to place them all again if you want to BP your building from e.g. one server to another, or one SP world to another.
PS: when it comes to a game the file format (png/jpg) doesn't make that big of a difference unless the dev has specified special image parameters which he hasn't until now
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welche Maus over meinst du? (Wenn du an ein Tier schaust und das Name siehst? Das glaube ich ist die "Raycast" Methode, und wenn die ein Tier findet dann ein World3DText ist oben das Tier erscheint)
Edit: hier gibt's ein Beispiel im javadoc: https://javadoc.rising-world.n…html#getCollisionObject--
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both setr (rotation) and setp (positioning) console commands should work for blueprints.
A good trick is to include 1 block in blueprints to make positioning much easier with the block grid
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es gibt nur die zwei "tutorials":
aber wenn du mehr fragen hast dann kann ich vielleicht die antworten
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@PatrickBronke du willst ein Beispiel für Area erstellung/entfernung? Das kann mann auf viele vielfache Weise machen, database, text file, usw. Was willst du genau? Dann helfe ich dir mehr:)
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I would suggest you wait until modding is supported by the game, at the current state if you put your mod on you will not be able to play on any MP server as you will keep getting "illegal state warnings" due to the file mismatches.
But a very nice thought none the less hope to see it up on the steam workshop some day
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du hast vergessen den Listener zum registrieren
In dein onEnable() method schreib registerEventListener(this);
Dann soll es funktionieren
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@noci don't use lua for this game. The lua API will soon go away, only the java one will remain in the game!
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It would give the game a more dynamic feel as you would never know if when you were picking apples from a tree if you would find 6 ripe apples as we get at the moment or 1 ripe apple and 5 rotten apples.
well if the apples were rotten they wouldn't be up on the tree anymore but rather on the ground around the tree
but yeah food spoilage should be a thing at some point and it will be up to @red51 to decide how detailed it will be (e.g. all food becoming mouldy stuff, or each food individually becoming rotten apples/tomatoes putrid meat etc.
as for the dice rolling when picking up items, that can be easily added via a plugin