Author Topic: Can someone fix this syntax error?  (Read 1711 times)


^Noted, thanks.

god damn it scratch YOU WEREN'T SUPPOSE TO ZIP IT AT ALL.

I sent him this: http://dl.dropbox.com/u/58130173/Script_AntiPerma.zip

if any of you can find anything that would require that compressed again, or otherwise modified in any way, feel free to tell me.
It appears this PEBCAK.


^Noted, thanks.

god damn it scratch YOU WEREN'T SUPPOSE TO ZIP IT AT ALL.

I sent him this: http://dl.dropbox.com/u/58130173/Script_AntiPerma.zip

if any of you can find anything that would require that compressed again, or otherwise modified in any way, feel free to tell me.
It appears this PEBCAK.

No, i took the files out of the folder, added namecheck, then created a new folder.

my head is now hitting my desk at a large velocity!

my head is now hitting my desk at a large velocity!
I'm sorry! My blockland won't execute any addons without namecheck.

your blockland is greatly forgeted up!
you also should've told me that when i was trying to debug

Mummy and daddy are fighting. :(

your blockland is greatly forgeted up!
you also should've told me that when i was trying to debug

Sorry about that.

Wonder what's up with my blockland.

If it's an issue with namecheck, then it's because of RTB (or some mod that modifies RTB, more likely). This doesn't even sound accurate though. Can you execute it manually with exec()? Is it an issue with auto-loading or exec() itself?

he apparently can't load any mods that are lacking a namecheck.txt.

This apparently includes manual execution.

If it's an issue with namecheck, then it's because of RTB (or some mod that modifies RTB, more likely). This doesn't even sound accurate though. Can you execute it manually with exec()? Is it an issue with auto-loading or exec() itself?

When i auto load, it says

Missing namecheck.txt - will not execute

when testing your mod, have it in a normal folder instead of in a zip folder

zip folders will cause those file reading errors when updated in game because it saves how long the zip file is expected to be when blockland starts and doesn't properly update or something.

I don't know what auto-loading means, but it should be fine by the default add-on loading or through exec("add-ons/bloopy_mcgee/server.cs");

when testing your mod, have it in a normal folder instead of in a zip folder

zip folders will cause those file reading errors when updated in game because it saves how long the zip file is expected to be when blockland starts and doesn't properly update or something.

I don't know what auto-loading means, but it should be fine by the default add-on loading or through exec("add-ons/bloopy_mcgee/server.cs");

Autoloading as in loading the addons when you just started a server.

What I do is create a "dummy" add-on in the add-ons folder, which then executes the actual add-on which is located in a normal folder in the base folder. It makes editing quite easy.