Author Topic: Build in Mining mod  (Read 3539 times)

Does anybody know how to get the Mining mod to accept building within the tunnels?

At this time I'm getting used to scripting, but I can't figure out how to get it allow building.
'Cause it keeps saying that it overlaps.

So if anyone could tell me what to change/ or what to add to allow building, it'd be much appreciated.

I think it's that it doesn't delete the bricks, it makes them invisible.

I think it's that it doesn't delete the bricks, it makes them invisible.

No, it deletes the bricks.

Code: [Select]
    commandToClient(%obj.client, 'centerPrint', "Mined "@ %type, 5);
    %obj.client.sendMiningStatus();
    Dig_rebuildDirt(%col.getPosition());
    %col.delete();
}

And there's no bricks in the spawn area either. It just doesn't seem to line up with the Block Grid.
I'm trying to get it to line up, so I can build in it.

It's possible that the bricks aren't placed exactly on the grid. Blockland will snap the collision and visible meshes of a brick onto a grid but will not account for the snapping if you attempt to build on it.

Is there a way to fix that, so it works?

It's possible that the bricks aren't placed exactly on the grid. Blockland will snap the collision and visible meshes of a brick onto a grid but will not account for the snapping if you attempt to build on it.
It isn't? I thought I made it aligned.

It isn't? I thought I made it aligned.

did you?
I don't know... I haven't been online for a bit... so I didn't notice if you updated it or not.
Sorry.

EDIT: It's aligned on the horizontal plain, but not the vertical.
It's of on the Z axis by like 2-3 pixels...
« Last Edit: May 08, 2010, 11:43:05 PM by Tanis_Atreides »

It's of on the Z axis by like 2-3 pixels...
I already explained this. If it's misaligned you can't see that the brick is off.

If you're using Kalphiter's, it does the planting of bricks wrong, in registering the brick.

Try looking at other mods that plant bricks, maybe you'll see what you're missing.

The people who posted above are misleading you. There is no misalignment at all. That is ridiculous.
« Last Edit: May 09, 2010, 05:00:20 AM by Jaydee »

Jaydee is right, you need to call .plant() on the new bricks. This normally returns the error code (I forget which is which) and deletes the brick if an error occurs - 0 bring no error. I've even fixed Kalphiter's mining mod with this for General Nick and tested that it works.

Of course, chainkilling must also be dealt with. You don't want people placing bricks, wanding them, then flying away. :cookieMonster:

If you're using Kalphiter's, it does the planting of bricks wrong, in registering the brick.

Try looking at other mods that plant bricks, maybe you'll see what you're missing.

The people who posted above are misleading you. There is no misalignment at all. That is ridiculous.
Is there a mod out there you can suggest I look at, that has a good script that plants bricks?

Or does anyone have a simple script that plants bricks I can tinker with...? (It's just the best way for me to learn at the moment.. Since I don't know enough at the moment to script from scratch.)

wasn't there a new trench mod out? if im right that plants bricks, but it uses an item.

Is there a mod out there you can suggest I look at, that has a good script that plants bricks?

Or does anyone have a simple script that plants bricks I can tinker with...? (It's just the best way for me to learn at the moment.. Since I don't know enough at the moment to script from scratch.)

Trench mod, maybe. I haven't looked at the code yet. Also, look at what M suggested.

ok, I'll see what I can do.

If there's anything else anyone can think of to help out, it'd be greatly appreciated!