Hello
I did a small test and everything worked for me with 0.7.7.1
mampf
Hello
I did a small test and everything worked for me with 0.7.7.1
mampf
mampf updated [plain]Asphalt-ModKit - Modding Framework[/plain] with a new update entry:
[plain]Update for eco version 0.7.7.1[/plain]
Zitat
- Fix events and auth issues for Eco Version 0.7.7.1
@Myrhaug I think WorldEdit is working fine with 7.6
Could you please test?
mampf updated [plain]WorldEdit[/plain] with a new update entry:
[plain]Update to 7.5.1[/plain]
Zitat- Requires now Asphalt Modkit
- remove the WorldEdit.unity3d file for the first =(
Read the rest of this update entry...
[automerge]1530471390[/automerge]
Please try the new version
WorldEdit uses the Serializer which is delivered by Eco itself.
Currently there is no editor and afaik it's not possible to edit the file.
If you're programmer and you're interested in the file structure feel free to contact me in discord or via private message
Wow, thank you very much!
If you're interested in developing, feel free to contact me via Discord (check my profile here in Eco-Mods)
In general yes, if the event is cancelable.
On some events there are sometimes some tricks needed, that it's cancelable. But it should work
Please give feedback if you have any issues
Hmm I think this is not related to WorldEdit. For me it looks like, that Eco spawns these trees randomly.
Currently I assume a fresh empty dirt field is a good place where Eco decides to spawn a tree.
I'm sorry that I can't give you a 100% answer.
I think if you want to know it in detail remove WorldEdit and make a dirt field on your own
Did you set a limit on how many blocks/how much information can be copied?
No.
Hey Ho, u want add //drain by time?
yes maybe, some day.... Sry, I'm currently really busy
Hey, is it possible that planting a tree on spawned dirt produces a bug that let's trees instantly regrow? Setup a server with WorldEdit on it and as soon as a plant a tree on //set dirt it instantly spawn around 7 new ones which also grow into hoed dirt meaning into farms etc Is there any way to fix that?
It is possible but I can't reproduce it. Can you explain what you're doing in detail and when it happens?
What kind of seeds and trees?
Kronox and I had a lots of problems with the initialization order of the mods, because you can not set an order to initialize them.
Also Items and Skills where initialized earlier then the static constructor or constructor of the mod.
We created a pull request which was accepted by strangeloop games (https://github.com/StrangeLoopGames/Eco/pull/2833).
So I assume that in 7.5 we have the possibility to initialize before skills and items with the static constructor.
When you are using Asphalt you should not use this static constructor in 7.5, because Asphalt need it for it's own initialization.
But if you need this early initialize for some reason, it should work in the future.
mampf updated [plain]Asphalt-ModKit - An event system for developers[/plain] with a new update entry:
[plain]Fixed some Bugs with Storages, added Kirthos Core[/plain]
Zitat
- Improved and fixed storages - They are still in beta
- added code of Kirthos to Asphalt - thanks Kirthos
If you are a developer and you want to test the storage features, please contact me.
Thanks for all the awesome work, @mampf!
I too had a problem with the copy paste / schematics function. When I copied my building from one map, saved it as a schematic, loaded the schematic on another map and pasted it, it only pasted one wall and a few other things, about 3 blocks wide. I copied chests and doors aswell.
Is there a problem with those? The chests even had the correct contents so I thought those wouldn't be the ones causing the problem.
Hmm can you send me your schematic with private message?
Maybe I can look at it
How do I install this mod onto 7.4? I looked at earlier posts and when I download the mod there is no .dll file
There is an EcoWorldEdit.dll file when you extract the .zip file.
mampf updated [plain]Asphalt-ModKit - An event system for developers[/plain] with a new update entry:
[plain]Added Storage features[/plain]
Zitat
- Added Storage features
- fixed bugs with eat and teleportation
Known bugs for 0.3.0:
If you use Teleport and Eat events you can't teleport and eat on the whole server.
I think currently no public released mod is affected from this problems.
- We will fix it in the next version
mampf updated [plain]Asphalt-ModKit - An event system for developers[/plain] with a new update entry:
[plain]Added mono compatibility[/plain]
ZitatWe got the report, that Asphalt is not working with Mono.
We changed our injection stuff to use the Harmony Library to patch the methods.
So Asphalt supports Mono now.
- Lots of things aren't tested with mono. So please leave us feedback if you have any issues.This release also includes some partial implemented new features that manage your config files, permissions and so on.
If you are interested please contact Kronox or me.
We will update our github wiki in the next days.
I think they should work if you copy the whole stockpile. I'll check the tree thing...
Try Asphalt
I've added the event.
mampf updated [plain]Asphalt-ModKit - An event system for developers[/plain] with a new update entry:
[plain]New Events, Inject event while registering[/plain]
ZitatInject event while registering event - hard to find bugs, but maybe better for future updates...
New Events:
- PlayerEatEvent
- WorldObjectEnabledChangedEvent
- WorldObjectNameChangedEvent
- WorldObjectOperatingChangedEvent
mampf updated [plain]Asphalt-ModKit - An event system for developers[/plain] with a new update entry:
[plain]Added all default Eco Events which are working and logout event, some bugfixes[/plain]
Zitat
- added events from PlayerActions
- fixed bug with race condition if multiple plugins are using Asphalt
- decide now at runtime if server.dll is compiled as debug or release