Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Thank you tomahawk,
The way that the X and Y coordinates are encoded in the byte arrays is difficult to understand if you don't understand binary. Basically, BigDB only has one type of array - byte arrays - and as a byte only has a max value of 255, a single byte cannot be used to store a coordinate, because some worlds are taller or wider than 255 blocks. Instead, pairs of bytes are used to store each coordinate as a Int16 (16-bit integer) - the first byte stores the first 8 bits, and the second byte stores the second 8 bits of the full coordinate, allowing for a max value of 32767.
That was the bit I was so confused about since it seemed there was 2 numbers per block one of which I did not know what it was for.
So this fully answered the question I was having.
Well since it shows the block that give the effect why not add a lava block as the image for fire.
Not really since it does not help me understand what values there are.
As well as it being 2 years old so I am not even sure if that would still be working.
The link to github in that post does help me understand it a bit more so thank you for the post link.
I am trying to parse the world data that I get in the init but the page on github does not document what the numbers between "ws" and "we" are.
From what I am seeing in the array itself it seems to be 4 values for each block type
- block id
- layer
- byte array containing 2 entries per block all even entries giving an unknown value and all uneven entries giving X
- byte array containing 2 entries per block all even entries giving an unknown value and all uneven entries giving Y
What I mostly want to know is what those 2 unknown values are, they seem to be at 0 for most of the time.
I could very well be wrong with what those 4 values are too, so if they are wrong please correct me.
If I were to ask that would that not conflict with "Please, no joke ideas, and no 'I don't like this new thing you added' threads, these threads are counter productive." from the guidelines.
Create 2 buttons and 2 fields in the world settings, the buttons to toggle off or on the "duplicate chat filter" and "chat delay", the fields to set the amount of times a duplicate chat can be done if it is set to on and to set the delay in milliseconds between chat messages if it is set to on.
In bot worlds you need to say the same phrase over and over again to do various actions, the spam protection blocks you from using these actions as it blocks the phrase because of overuse.
Yes you can capitalize parts of the words but that would only work if the bot is programmed to handle this and it takes a bit of time to edit the message which can be a pain in timed minigames such as boat battle.
The fast talking is just a nuisance in general as even during normal conversation I often get "You are trying to chat too fast, spamming the chat room is not nice!" which makes me wait 3-5 seconds before I can talk again, which is also a pain during timed minigames.
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