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Everything posted by Mr01sam
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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).
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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.
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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?
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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.
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I'll look into adjusting the sensitivity for root detection, that will hopefully make it so this cant happen.
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That's interesting, I'll take a look
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Changed Status from Work in Progress to Fixed Changed Fixed In to 1.0.2
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Changed Status from Pending to Work in Progress
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Okay, I have looked into a few of these things. Allow me to share my notes. 1) "With BuildTools, it's possible to downgrade structures all the way to twig. This creates gaps that allow players to see through and look under the map." It appears that BuildTools does have an API for overriding whether or not you can downgrade an entity when using the /down all [wood/stone, ect..] command. However, it doesnt appear (at least that I can find) to have one for the single downgrade entity. I will be implementing the fix for the "all" version, but unless there is an API for the single - I can't do anything about that at the moment. If it is an issue, perhaps you can limit the downgrading to be wood at the minimum? That way they at least cannot see through the walls. Luckily, it appears that upgrading works fine (Basements prevents it). 2) "Hatches can be picked up using BuildTools and are then added to the player’s inventory." BuildTools has an API for this, I will be implementing it with the next patch along with a config option called "Allow Hatch Removal". It will default to false, but if true it will allow plugins such as BuildTools or RemoverTool to remove the hatch. If false, you will not be able to remove it. 3) "Player corpses do not spawn above the map but instead appear underneath it." I couldn't reproduce this one. I tried dying in a basement, and the corpse was on the floor of the basement. I also tried dying, and then destroying the basement, in which the corpse bag floated to the surface. I will try to play around with this one more. 4) Additionally, there's no error message when a player tries to place a hatch without having the required resources in their inventory, which is causing confusion. Yup, this is a straight up bug, there is supposed to be a message, it will be fixed in the next patch (coming very soon). I will be DMing you a version with the current iteration of these fixes for you to verify - I appreciate the detailed bug report!
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Changed Status from Pending to Work in Progress
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That's very interesting - I use a script that compiles multiple c# files into one, I will take a look at this ASAP. Thanks for the heads up!
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I'll look into this right away!
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IMPORTANT NOTE This discussion section is great for if you have questions about the plugin or want to inquire about compatibility (or if you want to express that you like the plugin!). But if you have a bug I strongly encourage that you open a support ticket rather than posting it here. Opening a support ticket for bugs makes it much more visible for me and allows me to track it. If you post a bug in the discussion section, it has a very high chance that it will get lost. Thank you all for the feedback so far