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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If you used /undoedits [player], it would undo all the changes the player has made to the world (basically, any block that said their name with /gbp).
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This will be good if someone trolls your world.
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don't make a new command for it. "/removeedit all" could be a solution.
/mobile
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Oh, I see - That happens if you write by mobile. My point still stands though. Please don't add more commands.
Also this idea could be easily merged with this one: http://forums.everybodyedits.com/viewtopic.php?id=27681
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I feel that the game would basically turn into online cmd if it were to get many more commands. Until I get confirmation from the staff that command blocks are or are not going to be in the game, however, I would prefer to have commands. Non-command alternatives (such as menus) would also be very nice, so that users are not forced to use commands if they wish not to.
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I think this might be difficult, because for each block, they would have to keep track of the player that has placed that block and the block that was previously there. So there would basically be two versions of the world.
thx for sig bobithan
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Bumping for publicity.
I think this might be difficult, because for each block, they would have to keep track of the player that has placed that block and the block that was previously there. So there would basically be two versions of the world.
That's kind of how it already works with the save feature. Even if it's somehow different in a way I didn't realize, it wouldn't require much more data from the game as this data could be deleted whenever the world becomes inactive (with no players on it). I'm sure much more data is used on the many saved worlds that are already stored.
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I prefer Dazz's suggestion.
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Bumping for publicity.
skullz17 wrote:I think this might be difficult, because for each block, they would have to keep track of the player that has placed that block and the block that was previously there. So there would basically be two versions of the world.
That's kind of how it already works with the save feature. Even if it's somehow different in a way I didn't realize, it wouldn't require much more data from the game as this data could be deleted whenever the world becomes inactive (with no players on it). I'm sure much more data is used on the many saved worlds that are already stored.
It depends what it would be changed back to.
If it was the previous save, then it wouldn't take any more data, but if you wanted to go back to changes since the last save, then you would need many copies of the world (the same number as there are players online), or would need every block placed to be saved (even if they are replaced), which wouldn't really be possible (or more accurately, worth it)
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This will not work. If a troll places blocks on top of other blocks, then someone fixes it with another block, then they will be the block that originally started which is different than the person who fixed it. Also the game cannot handle all this data (maybe only the empty areas).
WM malfuntion
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This will not work. If a troll places blocks on top of other blocks, then someone fixes it with another block, then they will be the block that originally started which is different than the person who fixed it. Also the game cannot handle all this data (maybe only the empty areas).
well the user-placing data doesn't need to be saved, it's already not saved anyway, so let's not go that far.
the user-placing data IIRC is still just on the client side, so when you join a world, you have no idea who placed what
it seems reasonably possible to simply remember what the previous block was and pair it whenever you figure out what user placed the block. So, if it's tied via object reference, I'd suggest some sort of tuple (totally freewheeling here) and then just include previous-block-ID.
then you'd just take the set of blocks placed by a user and roll it back
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This will not work. If a troll places blocks on top of other blocks, then someone fixes it with another block, then they will be the block that originally started which is different than the person who fixed it.
Even if that were the case, it would be better than having to clean up the mess manually. And if you're safe with your free edit world, you're gonna save it every minute or few.
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It's not really a question of whether it would work as much as a question of how well you would want it to work. You could definitely reset all blocks placed by a player back to the last save (in which case it should be /resetedits instead), but for it to work well, you would also want to save all edits made by all players, and a time for each, which probably wouldn't be a good thing to be doing. Even ignoring the data problems, it would require a big rewrite of a big part of the game, and it seems the devs have enough on their hands already with unity.
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