Posts by yahwho
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Do you need this to find out if a stack has been splitted "inside" the inventory/chest (i.e. the new stack still remains in the inventory/chest), or is it just relevant when moving the new stack from the inventory to a chest (or vice versa)?
Good morning Red, It relevant for when moving and splitting a new stack from inventory to chest as well as chest to inventory.
So the following methods
What is happening is it is creating illegal states (amongst other things). You will actually get kicked from the server with a "you are using modified files" warning.
When you drag a stack from inventory to chest and try to stack an existing item in the chest (with right click) you also get a a graphic glitch
I am using:
to detect the exchanged stack size, but when a stack is split with right click I have no means to detect that this has happened. I.e. the exchange is actually 1 instead of say 64 -
Hmm well my requirement isn't for taking from a protected area (my protection plugin stops you even viewing the contents of a protected chest) so no stealing there.
My problem is somewhat different but still requires the ability to check if a stack have been split. I've been looking through the API for a while now but can't seem to see anything that would do the job.
I take it Mino you're sunning yourself on a beach somewhere?
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And when you say fix, you mean only allow split stack in your own inventory? That would solve the problem!
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Hehe yes I didn't want to mention why I needed it!
That said, is there a way to disable mouse input listeners by button?
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Is there such a listener or is this a call for API request?
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I see
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Use the + - keys as spunky linked.
You can also use this in conjunction with the setp command (set precision). Such as
setp veryhigh
And back again with setp default
The shift key (think that's the one - I'm on my phone right now) will lock an object so you can move it and check reference view points.
There are a bunch of excellent videos on YouTube explaining 'advanced' RW building mechanics.
Hope that helps.
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you're kidding me? that simple
never even thought to look in there
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One of the biggest time consuming factors in code imo is the documentation. It's "easy" to bash out quick dirty bad code, but to write elegant, efficient, well documented code takes time.
The game is great how it is, but people always want more. Human nature I guess.
Not really sure where I'm going with this, just wanted to post this meme and there is a minimum character count in posts, sure I'm well past it now.
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The biggest problem with blueprints is that they require no resources. Which is why many servers block them. They also enable (malicious) player a prime opportunity to cause a lot of chaos in a short period of time.
Isn't Artisans Realm a creative mode sever? Have you tried in there? That's the go to creative mode sever imo.
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Seriously impressed Walt
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Useful to know
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Going on the specs you have a nice workstation there spunky
P.s. yes WIFI is defo for mobile devices! Can't beat a cable!
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These severs are running on different machines, on different subnets but with same external IP.
I did ask a few players if they could see the server on their list - they said they could see it(!) I definitely couldn't see it. I tried both with player count and alphabetical listing (and a couple of client restarts). After changing the server visibility boolean setting back on my test server and rebooting everything (including the routers) the server reappeared on my list.
Thinking about it, it's probably as you say Red - a networking issue with lost UDP packets.
Upshot is everything is working as expected. . . So, if it's not broken don't fix it!
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Or leave them both visible with the same name. That's what I've done. I always connect to my test server via IP.
There's no way anyone outside can connect to it as it's outside the DMZ.
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Danks angriff
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Having said that, just because something is hard doesn't mean its not fun!