Update: The standalone should now be available! Sorry for the delay!
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It is really nice how the scaffolding snaps onto each other. 
But, it would be even better if we could use the small scaffolding as a corner piece and be able to snap the main scaffolding on at 90 degree angles, effectively being able to construct a scaffolding frame around a building.
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Just a thought here, but it would be quite simple to add a colour filter overlay onto the generic soup image texture. Like a red alpha overlay for tomato soup, and a yellow alpha overlay for say potato soup etc. One texture, many soups 
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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! 
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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.
https://steamdb.info/app/324080/graphs/
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Sehr schön. Danks!
I will give it a try later 
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In this method.
public void onPlayerPlaceBlock(PlayerPlaceBlockEvent event) {
The call
event.isMultiplePlacement()
Always returns true, whether it is multiple placement or not.
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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.
if (blockDirection == 1) { //we're going x+ axis
int i = event.getBlockPositionX() + (event.getMultiplePlacementCount()-1 );
System.out.println("i="+i);
System.out.println("We've gone into the next FOUR chunks!");
System.out.println("We've gone into the next THREE chunks!");
System.out.println("We've gone into the next TWO chunks!");
System.out.println("We've gone into the next chunk!");
Display More
Just 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:
event.isMultiplePlacement()
event.getMultiplePlacementDirection();
event.getMultiplePlacementCount();
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. 