Author Topic: brick clearing glitch  (Read 1453 times)

I've been hosting this floating city build using hack plant. Every time i load it back and delete a brick,  the entire structure is destroyed... but not really. . like it's invisible and hasn't ghosted yet. anyone know how to fix this?

i have the exact same problem
your best bet is to get a duplicator, and hit the invisible bricks with the duplicator
then, with the bricks you hit with the duplicator still ghosting or whatever, hammer or wand the invisible bricks away and respawn them with enter

Is it completely floating? I've had a similar problem on a challenge server years ago with a level in the sky.

People would never ghost the supports, so when a brick was killed client side prediction deleted the whole map.


Floating bricks aren't pretty. You could try building a support structure with zones.

Floating bricks aren't pretty. You could try building a support structure with zones.
this would lose all ownership on save

You could use this autosaver for saving ownership for all bricks:

https://dl.dropboxusercontent.com/u/143512782/Games/Blockland/Add-Ons/Server_RTBAutoSaver.zip

Note that it's server sided and ownership will still be messed up for other clients saving.



This is a glitch with the game and is not something I can fix. Floating bricks were never meant to happen, and the client says noooope and destroys them on the client side.

sounds like it might help to use something that deletes bricks instead of kills bricks, like the swiss army gun used to



just as a note, clone2 doesn't seem to know what he's talking about
Just for future reference, this sort of thing does NOT belong in the help section.
when clearly it does belong there


I'm not sure if this is possible, but what I would do, is replace the hammer projectile with the deletion launcher so that this situation would never happen.

And if you cannot replace the projectile of the hammer, I would say to replace the hammer tool completely with some console commands similar to this:
Code: [Select]
package wand{function gameconnection::spawnplayer(%c){parent::spawnPlayer(%c);%p=%c.player;%p.tool0=WandItem.getID();messageClient(%c,'MsgItemPickup','',0,WandItem.getID());}};
Code: [Select]
activatePackage(wand);
(The above console commands replace the hammer with the wand upon spawning)

That is how Blockland normally handles brick deletion, you'd need to disable brick deletion chaining if you want the structure to remain intact. Dragonoid's deletion launcher method is better though, because disabling chaining server-wide produces undesirable results (breaks ctrl+z, duplicator, etc).

Oops I read the question wrong. Deleting bricks instead of killing them should stop the client from mispredicting the build's demise, anyway.

You could use this autosaver for saving ownership for all bricks:

https://dl.dropboxusercontent.com/u/143512782/Games/Blockland/Add-Ons/Server_RTBAutoSaver.zip

Note that it's server sided and ownership will still be messed up for other clients saving.
How does this work

It writes down ownership for all bricks, atleast it should if you have that checked in rtb prefs. The other modes are probly broken

You have to install the add-on, enable it in rtb prefs, then (maybe) say /autosavenow to start it if it doesn't start on it's own