something like two dozen over the last month?
Interesting video! Thank you! How you blink selected positions? How it to include?
Some feedback on the video:
“All indexes start counting from zero” https://youtu.be/2FPflcJbQAc?t=10m59s
if you are going to use indexes, you should probably display them on the flag list.
#0: block change = false
Also using = instead of : will help reinforce the idea to people that they need to seperate the flag and the value with =.
Nice job on the video so far, you make it seem really intuitive.
The highlights are part of the FoxCore Client Mod. You must have this mod installed on a compatible forge client.
FoxCore-0.9.4-api5-157.jar?
I will consider the labeling of the index.
As for using a colon instead of an equals sign. Ima stick with no. It’s not that the equals sign has to go between flags and a tristate. The equals sign MUST prefix the tristate.
This means that =false block break
is also valid. As is block =false break
I’ll think about how to make this more clear in the future.
the foxcore client in api5 is MC 1.9. Let me update to 1.10.2 first.
I will be grateful!
At the moment it is not possible. Maybe it’s not the OS’s fault. Rule out config’s from scanning antivirus. Let’s see what happens.
+1
Yeah, disabling antivirus might help.
[quote=“gravityfox, post:656, topic:9952”]
As for using a colon instead of an equals sign
[/quote] I mean it
I just don’t agree. The command syntax is flexible, so it doesn’t have to look like that. The tristate can go pretty much anywhere. Before the flags, in the middle, or after. So it doesn’t make sense to make the output resemble the command syntax because there isn’t a concrete command syntax.
Also I personally despise using equals signs in command output because it looks terrible.
So I think it’s going to be a no go on this one.
I found a very funny bug. During a lightning storm, the skeleton horses still spawn even when no other hostile mobs do, and upon going closer to it, the original event occurs, but the skeletons never spawn on the horses, it just begins an infinite barrage of arrows at you (which do no damage, thankfully). I think this is version 0.19.2 since I haven’t updated to the most recent version yet.
The separator may be “:”, here I agree with you. Value see one of the tristate (allow, deny, pass).
I understand what you’re saying. In my humble opinion, too many aliases for flags (Aliases.java). This brings not only versatility, but also confusion. For this reason, key Tab is available only three flag - allow, deny, pass.
Consider this as constructive criticism!
I think… That’s a sponge bug…
That is hilarious though.
I think the problem is that skeleton horses don’t count as hostile mobs.
You should report that to sponge xD
Well tab completion does only give you three options: allow
, deny
, pass
, and clear
in some cases.
I’ve changed the details to say “Allow” and “Deny” instead of “True” and “False” for consistency’s sake, however.
Where would I do that? xD
actually nevermind. Let me take care of it.
Can you tell me what version of sponge you’re running?
I have seen this. In my case, the skeleton was just invisible. I’ve shot a bow just above the horse. And killed him. After that, the shooting stopped. The silhouette of a skeleton stuck behind the region. He was not to kill.
spongeforge-1.10.2-2073-5.0.0-BETA-1714