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Mr01sam

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Everything posted by Mr01sam

  1. Mr01sam

    Odd Tree Issue

    Changed Status from Pending to Work in Progress
  2. Mr01sam

    Odd Tree Issue

    I gotta say - seeing the minicopter and lawnchairs in the screenshot is pretty hilarious lol
  3. Mr01sam

    Odd Tree Issue

    Feel free to dm a link or something on discord of it
  4. Mr01sam

    Odd Tree Issue

    I'll see if I can reproduce it, might be tricky
  5. Mr01sam

    pipes

    That's a good point, I'll have to look into that and come up with a solution
  6. Changed Status from Pending to Not a Bug
  7. I'm gonna mark this as "not a bug" but we can reopen later if needed.
  8. Mr01sam

    Wallpaper

    Changed Status from Pending to Can't Reproduce
  9. Mr01sam

    Wallpaper

    I put some wallpaper up in a basement on my server and left it there for a full day - none of it disappeared for me. I did some research and it sounds like wallpaper is a little wonky to begin with. I'm going to mark this as "Cant reproduce" and see if it pops up from anyone else - but I'll add it to the "known issues" section of the readme.
  10. Changed Status from Pending to Work in Progress
  11. I think I have a solution for this, I will DM you to verify.
  12. ah okay, I didnt realize that trash piles despawn and then respawn.. it sounds like if I were to prevent trash piles from respawning where basements are, that would fix the issue. Would you agree?
  13. Changed Status from Pending to Not a Bug
  14. No problem!
  15. Yeah that's a good question - I made the hatches indestructible mostly to make raids more interesting. If they were destructible, and were locked, then the raider would have to destroy the hatch to get past the lock. But unlike a regular door, if the hatch is destroyed, its now impossible to enter. So instead, the hatch is indestructible, but the locks on the hatches can be destroyed. In addition, the foundation that the (surface) hatch is on is still destructible. To answer your question, the only official way you can "remove" a hatch is if you were to demolish or destroy the foundation below it. I felt that in vanilla, buildings are quite permanent and difficult to rearrange, so it made sense for basements to work that way too. However, as you know, there's many plugins out there that provide convenient ways to remove buildings (RemoverTool, BuildTools, ect) and I have recently made it so that those work with the hatches. I didn't want to reinvent the wheel and include a remover tool just for this plugin, if that makes sense.
  16. Yeah I can certainly look into, would probably add it as another permission.
  17. yeah that is possible, I can mark it down as a suggestion for the future. Also, just so you know, you can configure it so that any tool will work for drilling the basement (not just a jackhammer).
  18. Can you help me clarify what's going on here? How were you able to place the basement while above those roots? Are the roots disappearing and respawning? So far, I cannot reproduce this.
  19. I looked into the BetterTC issue you were describing - so far, I am seeing no issues with Basements interfering with the gunpower/sulfur insertion feature. This makes sense to me, because Basements really doesn't affect the TC at all. Is it possible there is something else causing the interference?
  20. I can look into better tc, and it could be telling you something is in the way even if it's like a sapling or a dropped item. Perhaps I can make the message more descriptive.
  21. Mr01sam

    Basements

    I can definitely look into it - can you help me narrow down which parts aren't working nicely with SimplePVE currently?
  22. I'll look into adjusting the sensitivity for root detection, that will hopefully make it so this cant happen.
  23. Mr01sam

    Wallpaper

    That's interesting, I'll take a look
  24. Changed Status from Work in Progress to Fixed Changed Fixed In to 1.0.2
  25. Mr01sam

    Basements

    This should be fixed now in 1.0.2
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