Author Topic: undo destroyed bricks.  (Read 1882 times)

This is on RTB
You mean the Redo script? I don't think it works lol, last time I tried it.

couldn't it just be client side and automatically place a ghost brick in the location of the last destroyed and on

couldn't it just be client side and automatically place a ghost brick in the location of the last destroyed and on
probably not without being really hacky

and it wouldn't be able to restore fx or wrench-related stuff anyway

You mean the Redo script? I don't think it works lol, last time I tried it.
Believe me, it works. Did you set it to a keybind?

i deleted 2 hours of work one a could not get it back >:C i need this

i deleted 2 hours of work one a could not get it back >:C i need this
now that's just failure to save

now that's just failure to save
I think the whole point of this is you might not have to save as often. Although that is not always the case.


What if I wanded a tower? If I hit redo or whatever, would it bring back all the bricks?

I think the whole point of this is you might not have to save as often. Although that is not always the case.


What if I wanded a tower? If I hit redo or whatever, would it bring back all the bricks?
I think what the OP is saying is a system that'll restore the last brick destroyed, repaint a brick that was un-painted, stuff like that. Destroying something very large should be brought back via a save.

The problem is file size, or the astronomical amount of required variables.

... What? ...

The redo key-bind addon only works for things you have painted and bricks you have placed, it doesn't work for things that have been duplicated nor does it work for anything hammered, wanded, nor /clearbrick'd. I agree, it would be useful to increase the redo addon to allow for the redoing of hammered, wanded, and /clearbrick'd bricks, but with an RTB pref limiting the number of bricks redo, or one that allows a large section of bricks to be redone in parts, every 5,000 bricks or so.

... What? ...
you would need to record variables for every single goddamned brick you plant and destroy

you would need to record variables for every single goddamned brick you plant and destroy

Variables for planting? No lol. Astronomical, what?

It won't be that many variables, and files, what? when? where? and why?

scratch files, and tell me how you magically store data without variables or tagged fields

scratch files, and tell me how you magically store data without variables or tagged fields

I said, variables for planting you won't need. You would just store the brick data to the client before calling the parent to it's deletion, that's how I would do it.

Call it Redo Bricks
if someone ever makes it.

good idea. i want this