Author Topic: Datablocks  (Read 944 times)

First of all. THis is MOST LIKELY not what you think. So shut up and read. A while ago I found a guide, written here on the forums, that explained every datablock found in a script. I thought it was loving amazing. But I I forgt who wrote/posted it (forget ME) and I lost the link after I re-installed my OS. If someone has it/thinks they have it. Please post it.



EDITATLAST: Yar, I fixed it!
« Last Edit: January 05, 2011, 11:13:32 PM by pecon7 »


Why the forget are you giving him a proxy link?
Fasf I tried to copy the url with a proxy. And now I cant edit the post.

Fasf I tried to copy the url with a proxy. And now I cant edit the post.

Why were you using proxies in the first place?

Not every datablock can be found in scripts, because all the base game datablocks are in .dso files, which cannot be read by humans, only Blockland. (It uses a custom .dso version, so other TGE games will not read it)

If you found that here, it may have been a really old post, when Blockland was free, didn't have an add-on system, and .dso files were considered junk and were not included with the game.

Not every datablock can be found in scripts, because all the base game datablocks are in .dso files, which cannot be read by humans, only Blockland. (It uses a custom .dso version, so other TGE games will not read it)

If you found that here, it may have been a really old post, when Blockland was free, didn't have an add-on system, and .dso files were considered junk and were not included with the game.

Digi might be able, he claimed to be able to do it the other day. But wht you said might force his hand.
« Last Edit: January 05, 2011, 09:05:00 PM by MegaScientifical »

Not every datablock can be found in scripts, because all the base game datablocks are in .dso files, which cannot be read by humans, only Blockland. (It uses a custom .dso version, so other TGE games will not read it)

If you found that here, it may have been a really old post, when Blockland was free, didn't have an add-on system, and .dso files were considered junk and were not included with the game.
datablock.save("config/blah.txt"); ?


It wouldn't work.
That doesn't mean anything. In what way did it not work?

That doesn't mean anything. In what way did it not work?

If it was so simple to read the encrypted DSO files, we'd all have it by now. I've tried stuff in the past I don't remember, and it failed.

If it was so simple to read the encrypted DSO files, we'd all have it by now. I've tried stuff in the past I don't remember, and it failed.
You can .save("file"); any object.

It wouldn't work.
It would if you didn't stick it in config as a .txt, unless you had a subfolder in server and an add-on to execute everything in it, but would still have to be a .cs
That still wouldn't work because it writes "new PlayerData" rather than "datablock PlayerData"



If it was so simple to read the encrypted DSO files, we'd all have it by now. I've tried stuff in the past I don't remember, and it failed.
datablock.save
« Last Edit: January 05, 2011, 09:22:18 PM by Chrono »

It would if you didn't stick it in config as a .txt, unless you had a subfolder in server and an add-on to execute everything in it, but would still have to be a .cs
datablock.save

That's what confused me. This post you made seemed out of place:

Not every datablock can be found in scripts, because all the base game datablocks are in .dso files, which cannot be read by humans, only Blockland. (It uses a custom .dso version, so other TGE games will not read it)

If you found that here, it may have been a really old post, when Blockland was free, didn't have an add-on system, and .dso files were considered junk and were not included with the game.

That's what confused me. This post you made seemed out of place:

What I said meant that you could not open the script files. I didn't say you couldn't get the datablocks through another method.