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Topics - General

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Add-Ons / General's Add-Ons [Update 2020/04/24]
« on: April 24, 2020, 03:05:22 PM »
General's Add-Ons

Seeing as people have been messaging me for working links to my add-ons as the links on the old topic are broken, in addition to there not being much to do these days, I have decided to create a new topic to revive my (crappy) legacy.

Please message me if you discover any bugs in the add-ons which are listed as still supported, I may or may not repair it depending on how large the issue is or how bothered I am at the time I receive the report.

But perhaps most importantly, I have somewhat fond memories of this game and this community, and though I am now an adult and don't play this game any more, it will continue to be my favourite game. Keep being strange loners, Blockland community.



18 Degree Ramp Bricks v1
Developers: General, Tophius

Here's some extra ramp bricks for ya. The icons may look a little awkward, but until we can find a way of producing good-looking icons, they're going to stay that way.

This Pack includes:
18 Ramp 1x
18 Ramp 2x
18 Ramp 4x
-18 Ramp 1x
-18 Ramp 2x
18 Ramp Corner
-18 Ramp Corner

Screenshots (click to view large)

Extra Arch Bricks v3
Developers: General, Tophius

Here are a few arches which were not included with the default arch brick pack.

This Pack includes:
1x12 Arch
1x8x2 Arch
1x5 Half-Arch
1x5 Half-Arch Inverted
1x2 Half-Arch Curved
1x3 Half-Arch Curved
1x6 Half-Arch Curved
1x3 Arabian Arch

Screenshots (click to view large)


Fence Bricks v4
Developers: General

A few fence bricks to give your build a classical touch.

This Pack includes:
1x4 Fence
1x6x2 Arched Fence
1x6x2 Train Fence
1x8 Country Fence
4x4x2 Round Corner Bars
1x4x2 Studded Rail
1x6 Rail
1x8x2 Rail
1x4x2 Rail

Screenshots (click to view large)


Interactive Brick Pack v1
Developers: General, Tophius

A few interactive bricks Tophius and I have been working on for quite a while now (including procrastination time). The pack is a bit empty for now, but we'll add new bricks some time in the future.

This Pack includes:
2x2x2 Container
1x3 Door Left
1x3 Door Right
1x3x2 Door Left
1x3x2 Door Right
1x3x4 Door Left
1x3x4 Door Right

Screenshots (click to view large)


Plant Bricks v4
Developers: General, Tophius

Seeing as the previously released plant bricks were failed, Tophius and I found it a perfect opportunity to quickly complete and release our version of the pack. Enjoy!

This Pack includes:
1x1 Stem
1x1 Flowers
1x1 Bamboo
6x5 Leaves
4x3 Leaves
Sea Grass
Sea Grass Inverted
2x2 Bush
2x2 Flower
2x2 Petals

Screenshots (click to view large)


Round Corner Bricks v3
Developers: General, Tophius

Yep, finally completed after working on them for a long time... Have fun and enjoy!
Special thanks to Melting Plastic and Mr.LoL for finding bugs, and to heedicalking for giving us the Round Corner Wall idea.

This Pack includes:
4x4 Round Corner Full
4x4F Round Corner Full
4x4 Round Corner Macaroni
4x4F Round Corner Macaroni
4x4 Round Corner Wall
2x2 Round Corner Full
2x2F Round Corner Full
2x2 Round Corner Macaroni
2x2F Round Corner Macaroni
2x2 Round Corner Wall

Screenshots (click to view large)

Client Mods

Loading Screen Slideshow v1
Developers: General

Displays a loop of all your screenshots on the loading screen as on the Main Menu. Also adds fancy text to the load screen.

Screenshots (click to view large)


Cloudy Sky v1
Developers: General

Just created a skybox out of a cloudy panorama I found on the internet for your depressing atmospheric needs.

Screenshots (click to view large)


Evening Sky v1
Developers: General

I am aware that a similar sky to this one already exists by default, except I feel that the default one has a large contrast in colours which makes it look unrealistic and uneasy to look at.

I hope you guys like my version.

Screenshots (click to view large)


Social Media Prints v1
Developers: General

Currently only contains the Twitter and Facebook like logo for you to use to your own liking.

Screenshots (click to view large)


Advanced Vehicle System v1
Developers: General

Sometimes with considerably large builds, we need to place many vehicles scattered around the map to make the build usable in a server or game mode. In very large builds, the absolute maximum limit for vehicles may not be enough to fill the build with an adequate amount of vehicles, and usually using the maximum number of vehicles in a server causes a very slow connection to the clients connected to the server.

This mod allows users to place as many vehicles as they like on a server, while still maintaining a quick connection to all the clients connected to the server.

How it works:
When vehicles are not within a radius close to a player, they are deleted, meaning that the vehicle object is no longer causing strain on the players. When a player re-enters the given radius of the vehicle, it will be re-spawned.

The main cause of connection strain however is not by stationary vehicles, but rather by vehicles in use. Stationary vehicles act mainly as static shapes until they are in motion and therefore mainly cause rendering strain on the client side.

To fix the connection strain caused by many vehicles being in use at the same time, a limit for number of re-spawning vehicles has been implemented. The default number for this is 5. Whenever there are 5 or more people using vehicles, then vehicles which have been deleted will no longer re-spawn until the number of people who are using vehicles drops below 5 again. This makes it virtually impossible for more that 20 people to use vehicles at the same time.

You can change a few preferences by changing the following variables through the console:
  • $SRV::VehicleCheckRadius  << The radius of the check for players around any vehicle (default 150)
  • $SRV::RadiusCheckPeriod << The period for any vehicle to check for new players in their radius (default 1000 ms)
  • $SRV::MaxUsageSpawn << The number of players that can use vehicles before they stop respawning (default 5)

These preferences are not saved upon quitting.

If you do not know how to change these, then it's probably for the best sorry lol.

Baseplate Rules v8
Developers: General

A script created for the sake of keeping servers neater and organised, it disallows players from planting anything other than baseplates on the ground unless permitted otherwise.

This mod enables you to manage how people build on your server more easily, it comes with a built-in manager which allows you to modify its settings. However, the manager does not function if you are hosting a dedicated server and join it on a copy of Blockland which does not have the mod. In this case, you can use server commands to change the settings. Only server hosts can change settings, so you don't have to worry about anyone tampering with the mod while you are not in your server, the rule will also never apply to hosts. You can decide exactly which players have the liberty to build without the rule by simply adding their ID to the rule exception list, you can also choose which admin group the rule applies to. Lastly, if you don't need the mod on the server you are hosting and have it enabled, you can simply disable it in-game without the hassle of having to restart the server.

*** Please note that the mod does not and is not meant to work on Single Player / LAN games, so don't post it as a bug ***

1. Type /br into the chat to open the settings manager window.
2. In the rare case where the manager does not open on your dedicated server, type /BRcommandHelp into the chat to get a list of all the commands you can use to manage the mod.

How to use the manager:
1. To enable/disable the mod, click on the checkbox labelled "Enable".
2. To select which admin group(s) the rule applies to, select an option from the drop-down menu labelled "Applies to".
3. To add a player to the rule's exception list, enter their ID into the box below the "Add" button and then press the button. The box will flash red if the ID you wish to enter is incorrect or already on the list.
4. To remove a player from the rule's exception list, click their ID on the list and press the "Remove" button.


Windows ME Sounds v1
Developers: General

Some error sound from the old Windows Millennium operating system.

This Pack includes:

Windows XP Sounds v1
Developers: General

Here are a few Windows XP sounds to use on your bloko-computer.

This Pack includes:

Off Topic / Why does American chocolate taste like vomit?
« on: March 26, 2018, 03:21:32 PM »
I'm here in my room sat eating Hershey's Kisses that a friend brought me back from the US and honestly they taste like I'm eating my own vomit.

No they aren't out of date.

Why does American chocolate taste like this?

Welcome to the Apple Shrine. Not Samsung customers welcome.

My iPhone X Experience

So I bought the iPhone X around December time, and I can honestly say it's a pretty neat design. There are noticeable teething problems with the facial recognition which sometimes fails to recognise my face, but then again the same problem would happen with touch ID, especially with damp or wet fingers. Furthermore I really dislike how screenshots are taken now (pressing a volume button and the wake button) as quite frequently i take screenshots accidentally while trying to wake or higher the volume of my phone.

Aside from this (and the ridiculous price tag) the phone runs very smoothly and the battery life is pretty much excellent (lasts me all day). The curved screen design is also beautiful and OLED is very colourful (come at me bezel haters)

iPhone Predictions

I am very excited to see what Apple comes up with next in their iPhone series. Will it be ground breaking? Or will it just be an upgrade to their recent iPhone X design. Leave your predictions in the comments below. Also if there are any rumors going around, leave those below too.

Personally I think they will create a plus size for the iPhone X featuring a smaller bezel. Far in the future i completely see Apple releasing a phone that is just one huge screen all around. Though this is a bit far fetched as currently there are just some things (such as camera, mic and speaker) that would NEED to be physically protruding the screen to work.

Thread dedicated to all my fellow friends who had one to many drinks last night, and the room still spins up to this morning.

Had a Chirstmas party with my university friends and house mates where we had a chilled drink, but things started to get wild afterward when we got to Wetherspoons (UK pub chain) where we realise they sold 6-shot roostertails in a jug for just 6. One of my friends had 2 jugs. We progressed to having many glasses of cheap rose and a couple of Jager bombs (yuck)

When we got to the club, stuff was spinning real bad, one of my friends fell like three times. We then had a fishbowl and at that point was where stuff crossed the line. After a couple of sips I realised I probably couldn't stay out very much longer as I would end up making a fool of myself

So I went home with a friend (no we didn't hook up) and regretted drinking to much, yet again. I fell in the shower and it hit me (no pun intended) exactly how drunk I was, although I had no injuries from the fall. Apparently for those who could handle their alcohol the night got so much better an hour after I left.

This morning I woke up, sweating alcohol, room tilting slowly, eyes dry as a desert, regretting the unnecessary stress put on my poor liver.

Anybody else had a mediocre night out and drank a lil too much?

*if you are a united states resident then you must be 21+

Modification Help / Remove brick planting white colour?
« on: February 05, 2017, 02:10:08 PM »
Whenever a brick is planted in the game, the brick fades to its set colour from white. Is there a way I can prevent this white fade with code to make the brick spawn instantly with its set colour?

Modification Help / Runtime Error TCPObject
« on: January 30, 2017, 01:15:22 PM »
I'm making code that sends and receives data from a c++ program.

Every time I receive data with setBinary(true) and restart the server, before I spawn I get a runtime error, I have no clue why this might be?

My code is as below so far, what it will do is build terrain generated in the c++ application.

Code: [Select]
package buildTerrain {
function buildTerrain(%pos1, %pos2)
%tcp = new TCPObject(TerrainTCPObject);
%tcp.send(%pos1 SPC %pos2);

function TerrainTCPObject::downloadComplete(%this)

%file = new FileObject();
%coords = %file.readLine();
%xx1 = getWord(%coords,0);
%yy1 = getWord(%coords,1);
%zz1 = getWord(%coords,2);
%xx2 = getWord(%coords,3);
%yy2 = getWord(%coords,4);
%zz2 = getWord(%coords,5);

%pos = 0;
for(%i=%xx1; %i<%xx2; %i++)
for(%j=%yy1; %j<%yy2; %j++)
for(%k=%zz1; %k<%zz2; %k++)
%type = %file.readLine();


function TerrainTCPObject::onBinChunk(%this,%chunk)
%file = new FileObject();
%this.contentLength = %file.readLine();
%this.lengthRecieved = 1;
if(%chunk == %this.contentLength)

Modification Help / Time calculation precision issue
« on: November 19, 2015, 05:36:32 AM »
So I'm making a mod that displays the time elapsed since a certain date with the code below using Unix time.
Code: [Select]
function gameConnection::projectTime(%client)
//1442523600, 09/17/2015 @ 9:00pm (UTC)
%unix = getUTC()-1442523600;

%years = mfloor(%unix/(60*60*24*365));
%remainder = %unix - %years*60*60*24*365;
%months = mfloor(%remainder/((365/12)*60*60*24));
%remainder = %remainder - %months*(365/12)*60*60*24;
%days = mfloor(%remainder/(24*60*60));
%remainder = %remainder - %days*24*60*60;
%hours = mfloor(%remainder/(60*60));
%remainder = %remainder - %hours*(60*60);
%minutes = mfloor(%remainder/60);
%seconds = %remainder - %minutes*60;

if(strLen(%hours) < 2)
%hours = "0" @ %hours;
if(strLen(%minutes) < 2)
%minutes = "0" @ %minutes;
if(strLen(%seconds) < 2)
%seconds = "0" @ %seconds;

%client.bottomPrint("\c3" @ %years @ "\c0y \c3" @ %months @ "\c0m \c3" @ %days @ "\c0d \c3" @ %hours @ ":" @ %minutes @ ":" @ %seconds);
%client.projtimesched = %client.schedule(1000,"projectTime");

The result shows a bottom print which updates every second

It works perfectly except when the time elapsed becomes large - this leads the bottom print to seem to update slower proportionally to the size of %unix, my guess is that the precision of the time calculation is compromised due to having too many bits for Torque to handle... Is there a Physician Prescribed Desoxynod I can use to overcome this? Thanks

Modification Help / Need matrixToEuler Function
« on: October 02, 2015, 07:29:24 AM »
I know there is a function eulerToMatrix but I need to get euler rotation from a matrix and i don't do matrices so wjnhagjangkaj

pls help?

Off Topic / Blockland Forums in a nutshell
« on: July 24, 2015, 08:46:45 AM »

Off Topic / Multiple Sclerosis Day - Spread Awareness
« on: May 27, 2015, 11:33:10 AM »

What is Multiple Sclerosis?
Multiple Sclerosis is a chronic, typically progressive disease involving damage to the sheaths of nerve cells in the brain and spinal cord, whose symptoms may include numbness, impairment of speech and of muscular coordination, blurred vision, and severe fatigue. It is estimated that over 400,000 Americans suffer from Multiple Sclerosis.

There is some genetic factor in Multiple Sclerosis, however anyone can get it.

How does it affect people's lives?
Multiple Sclerosis is not fatal, however it is a debilitating disease. People who are diagnosed with Multiple Sclerosis typically can only go for a maximum of 10 years before requiring walking aid or have trouble speaking.

Currently, there is no cure for Multiple Sclerosis and treatment can only prolong nerve damage or reduce symptoms.

What can you do?
You can raise awareness! You don't have to raise money, just wear soPhysician Prescribed Desoxyning orange representative of the day, and join any local events that are raising awareness for this horrible disease.

The more awareness there is, the higher the chance for research to be done on finding better treatment or even a cure.

If you'd like to you can donate too:

Off Topic / Maths Help [New Problem]
« on: May 06, 2015, 11:48:07 AM »
Ok so I really don't know how to go about tackling this:

I know I need to use this identity,

 but when I do and substitute, I get (2 tanA tanA)/(1 - tanA^2)=8... Which is probably incorrect, and from where I don't know how to solve the equation...


Social Media Statistics

What it does
The mod obtains like/follower data from a specified Facebook or Twitter page and displays them as text prints on bricks. The mod is aimed at servers or people who have Twitter/Facebook pages they wish to advertise (In other words, get players to like you page by making them curious about wanting to see the counter increase, lol) That's pretty much it

Here's what you can do with it:

How it works
To view followers/likes in-game, you need to name print bricks with the wrench accordingly:
  • Name the bricks you want to show Facebook likes "fb1-9", 1 being the single unit, 2 being the tens, 3 being the hundreds and so on.
  • Name the bricks you want to show Twitter followers "tw1-9", 1 being the single unit and so on...

So for example, say you have 1,234 followers on twitter (you wish, lol). Name a print brick tw1 and it will display 4, name a print brick tw2 and it will display 3... You should get it by now I hope.

By default the mod gets data from the sites every 5 minutes, this can be changed with instructions below.

You can only use these if you're Super Admin.

To manually update the counters, type the command /smUpdate into chat.  

You can change a few preferences by using the following commands below
  • /smSetFacebook <pageID>  To set the Facebook page to monitor.
  • /smSetTwitter <pageID> To set the Twitter page to monitor.
Leave <pageID> blank to stop receiving data.

The IDs can be obtained from the following parts of the urls of your Facebook or Twitter pages:


By default the stats update every 5 minutes, to change this, update the variable $SM::TickRate through console, time is in milliseconds. Remember, Twitter and Facebook do have limits for the amount of updates you can do, so keep the number reasonable.

All these preferences are saved upon exit.

Required Add-Ons
  • Print_Letters_Default

Check out the prints I totally didn't just release for the purpose of this mod

If you like this check out more of my add-ons

Faces, Decals, Prints / Social Media Prints
« on: April 18, 2015, 08:42:20 AM »
Currently only contains the Twitter and Facebook like logo for you to use to your own liking.



If you like this check out more of my add-ons

I need an efficient Physician Prescribed Desoxynod that collects all bricks with the same name on a server without causing lag.

How do wrench events manage to call a function on bricks of the same name without causing lag?

Thanks in advance

Help / Genuine game glitch?
« on: February 24, 2015, 03:39:39 PM »
Why does this:
Code: [Select]
%newbrick = new fxDTSBrick() {
dataBlock = "brick4xCubeData";
client = findClientByName(gen);
stackBL_ID = findClientByName(gen).BL_ID;
angleID = "0";
isBaseplate = "1";
colorID = "0";
colorFXID = "0";
shapeFXID = "0";
isPlanted = true;
%newbrick.setTransform(%x SPC %y SPC %z);

Make a cube with missing pieces on my game?

When I save the bricks and load them they come out alright, also to mention.

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