Thanks Red, yes maybe I should have made my question a little more clearer, but you managed to work it out anyway thanks for the reply!
Posts by yahwho
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Hey @red51
Hoping you can reply to this are there any plans to change the stack size of ingots in the future?
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Yes I too have gone for a mixture of both depending on the requirement.
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If you are hosting yourself the server IP is supposed to be blank. What OS are you running? Do you have the latest version of steamCMD?
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dang, didnt get a chance to check this topic out since I don't visit the forum as often as I used to. Now i'm curious
was this about Database entities vs File system stored objects ?
Exactly that lol.
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Very nice! Love the skull chandelier idea!
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Just in case anyone wants to take a look (I know the server stats here had to be taken down). These are general game stats and are not for individual servers.
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A small server update was released. Maybe it's necessary to tweak the server_query setting again (only if your server does not show up in the list!). Here is an explanation what the server_query_ip setting does:
This fixed it for me! CHEERS!
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Yes that would be much better, but at least I can accomplish my goal in the meantime.
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OK I think may have it.
CodeJust need to create 6 if statements and flesh out the code.
I'm assuming player is in none-creative mode (max stack 64)
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Within the onPlayerPlaceBlock event there is:
It would be really useful to be able to get the end x, y, z chunk position.
Currently I'm struggling to understand how I can get this and not from lack of trying. . . ( I shall continue my testing )
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Yup I'm running around spawning some now.
Yes a simple plugin might suffice for now.
The API calls get a +1 from me!
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Hi folk!
So, on a multiplayer server you have loads of people killing the NPCs particularly around the initial spawn point.
Could someone clarify what mechanism spawns new NPCs?
There appears to be a distinct lack of them around the initial spawn point now. One player mentioned that they've only seen 1 npc (a pig) in 24 hours!
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A very good point there!!!
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LOL something on par to skinning a cat.
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hi guys, I've already written that part of the program using the UID for owner and friend. So I'll have to leave it as it is (far too much on my plate to rewrite code that already works). I was just trying to work out how someone could easily remove a friend.
Min, you're probably right not to include the UID string in the output. Maybe have an extra field in case the users wants to see this like:
/list friends showuid
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General question but why do you want to implement an in-server friend list? Isn't the steam one sufficient? I understand that standalone users cannot benefit from the steam one but still think it is too much effort with no real benefit for most users.
Hi Minotorious,I'm writing a chunk protection program.
My `Friends` database consists of (ID, OwnerUID, FriendUID) -
very similar tothe same as what you've suggested.Your point 2 sounds good to list the friends and then possibly have a "shortcut ID" created on the fly to remove the friend from the list, rather than the user having to type in the whole UID.
Something like,
/list friends
8023098235768907230572 last known name Bob (ID: 1)
8237592385682375872387 last known name Jane (ID: 2)/remove friend 2
CHEERS!