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Author Topic: Mythruna Handbook P2.  (Read 13719 times)
Rayblon
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« on: January 26, 2015, 02:54:08 AM »

PART 2. (as of ver. 2012/06/27)

*If you have a suggestion or found an error in the handbook, PM me with the info*
Use your browser's search in page function to jump to chapters using their numerical designations. Some of the information found in this guide can be easily revisited in-game using the F1 help menu. However, this guide is more complete.


INDEX
PART 1.
P. Prelude

Unit 1: Launcher and Pre-Game Interface

      -   1-1. The Launcher
      -   1-2. Main Menu and Options
      -   1-3. Single Player Menu
      -   1-4. Multiplayer Menu

Unit 2: In-game Keybinds, Navigation and Building
      -   2-1. Keybinds
      -   2-2. Movement & Navigation
      -   2-3. Block Building


PART 2.
Unit 3: Blueprints, Property, and Commands
      -   3-1. The Blueprint Interface
      -   3-2. Interacting With Blueprints in the World
      -   3-3. The Property System


Unit 4: Deep Alpha
      -   4-1. Client and Server Commands
      -   4-2. Reading the Debug Menu


Unit 5: Creating and Administrating Servers.
      -   5-1. Creating a server and Installing Server Mods
      -   5-2. The Server Console
      -   5-3. Administration and Commands

Unit 3: Blueprints and the Property System


Blueprints, for builders, will become your new best friend. The abilities of blueprints outshine any implements made by Mythruna's blocky predecessors. Blueprints are objects made of small blocks that are loaded independent of the terrain and are not bound to a voxel point.  Blocks in blueprints are exactly one fourth the height and width of their voxel counterparts.

The property system is a powerful, yet simple interface that allows you to create strongholds, towns, and cities. Properties are protected tracts of land that only the owners and trusted individuals can build in. Call it built in grief protection, if you will.

This unit will help you:
► Navigate the blueprint interface.
► Create and edit blueprints.
► Interact with blueprints and use tricks to maximize your ability to exploit blueprints to suit your needs.
► Understand how properties work
► Understand how to interact with and create property plots.

3-1. The Blueprint Interface

To access the blueprint interface, press B, or press TAB and navigate to the blueprint tab. The blueprint interface's 'main menu' will show you all the blueprints you currently have in your possession, as well as a "New" button that can be used to create new blueprints. From here, you can click on an existing blueprint and edit it, or tailor a new blueprint to suit your needs.

After clicking on a blueprint to edit or clicking the New button, you will be able to build and interact with the workspace(the box made out of W&D Blocks). The workspace is a cube that is 10 blocks wide. While you cannot zoom into specific areas, you can rotate the workspace freely using the WASD keys, and rotate blueprints instantly using R for right-angle turns and T for flipping the model 180 degrees. Similar to building in the world, left and right clicking deletes and creates blocks, respectively. The block selection menu shows every block available versus the single block you see in build mode. Pressing CTRL and using the scroll wheel functions the same as in build mode as well.

To save a blueprint and add it/update it to your collection, click the Save button. Your blueprints are saved with designations like "Object1" or "Object39". There is currently no way to change the name of a blueprint. To delete a blueprint, click the clear button when in the blueprint editor and click save. You will be prompted asking if you're sure you want to delete it. Clicking the back button will exit the blueprint editor without saving your changes.

3-2. Interacting With Blueprints in the World


The blueprint tool can be found between the light source tool and the property tool. Different blueprints are cycled through by holding CTRL and scrolling.  By clicking and holding the left mouse with your cursor over a blueprint, you can 'grab' a blueprint and move and rotate it. Blueprints can be freely rotated along a horizontal axis, but cannot be rotated along a vertical axis(For example, you can't turn a chair upside down). While wielding the blueprint tool, you cannot interact with blocks; only blueprints. Conversely, you cannot interact with blueprints with any other tool.

Right clicking a block with the blueprint tool will place the blueprint object you have equipped exactly where you click. Right clicking a blueprint in the world, however, will open the object menu(Which can be closed by clicking the "Object" bubble). The top left button is the "Snap" button. Clicking the snap button will allow you to chose from snapping the rotation(to the nearest 90 degrees), snapping the vertical position of a block (to the nearest whole Y value), snapping the position(along the horizontal axis), or snapping all which performs all three of the previous operations on the blueprint. The top right button can appear as "Make physical" or "Physics". The "Make Physical" form of the button, as the name suggests, makes the blueprint solid when clicked. The "Physics" button is only present when the blueprint is solid. Clicking the "Physics" button reveals a small menu containing two buttons: The "Make Hologram" button, which makes the blueprint non-solid again, and the "Make Mobile" button which currently has no function other than changing the name of the button to "Make Static" and vice-versa.

Blueprints cannot be placed underwater, but placing a blueprint in a "bubble", then filling the bubble with water will allow you to freely place blueprints underwater, but not move them(moving them teleports them to the water's surface). The same applies to solid blocks. The bottom of a blueprint cannot be moved inside of another block; If it is, the blueprint will teleport up. Using multiple blueprints together, one can overcome the sparse, but ever present limitations of blueprints

3-3. The Property System

The property tool looks like a sign  when it is in it's "view only" mode. This mode allows you to see property lines as well as move property markers and corner posts that are owned by you. Properties may appear red or pink, signifying that you are not permitted to build there by the owner, or cyan, signifying that you own the plot /propertyor have a badge for the plot/property. If a property's marker is moved or rotated, their name on the map will be adjusyed accordingly.

By pressing P, you can access the Properties menu, which allows you to view all of the strongholds, towns, cities, and plots in your possession. Each property in the menu has a set of stats, including the property's age in days, the area, size(dimensions), and badges given/plots assigned for that property. People with badges are displayed in the lower half of the statistics menu.

The center of a stronghold contains a sign that is only visible using the property tool, which is also where the stronghold's name(in fine print) will be displayed on maps. Each stronghold has posts on its' corners that can be moved by the stronghold's owner to adjust the size and shape of the claimed territory; However, the size of the stronghold cannot exceed 1024 m2. You can give people you trust a badge for any stronghold you own by scrolling with the property tool to the stronghold "Give badge for:[Stronghold Name]" you wish to give the user permission for, then clicking on them with that tool.

Right clicking a stronghold sign or a town plaque using the property tool opens the bubble menu for that property. As always, the bubble menu can be exited by clicking the center bubble, in this case, the "Property" bubble. The "Info" button allows you to see basic information about the property(Currently only the property's name). The owner of a property will be able to use a rename button to rename the property, and a retrieve button to remove the property protection and map marker as well as return the property to your inventory to be used later.

Cities and towns are similar to strongholds, but have a few distinctions. Firstly, they have much larger names on maps. Secondly, a "Town Charter" must be given to you for you to be able to claim a town and place a town plaque. The last two differences are the fact that towns and cities have MUCH larger areas, and that other players can be assigned town/city plots rather than be given a badge for the entire property.

Instead of requesting a town charter and creating a town, you can ask to be assigned plots in a town. Multiple plots can be assigned to a single person in one town, or many towns, as there is no limit to the number of plots you can own. However, town and city plots have 'floors' that only extend as low as the height at which the plot was placed. Towns and cities still extend down to bedrock, however.

The following table shows the max areas and default dimensions of different properties.
PropertyAreaDimensions
Stronghold1024m232x32
Town16384m2128x128
City65536m2256x256
Town Plot160 m210x16
City Plot80 m28x10




Unit 4: Deep Alpha



This unit is dedicated to the grunge of debug menus and text commands. While these elements aren't as pretty as bubble menus and maps, they are no less important -- or valuable to you. There are currently only two things that aren't gussied up like the rest of Mythruna. The game commands, obviously, and the ever so lovely debug menus.

This unit will help you:
► Understand the difference between client commands and server commands.
► Understand the various commands and how to use them effectively.
► Understand the various administrative commands and how to use them properly.
► Read the debug menus.

4-1. Client and Server Commands
Unlike some other games, there are two command types. There are client commands, which can be use to do things from cleaning up memory to changing the look of tree leaves. Then there are server commands, which include things like teleporting and tracking the locations of other users. Commands are not case sensitive. For admin commands, check the unit called "Starting and Administrating Servers".


Client Commands
Client commands are executed using the / key.

/help [Command]: Used to list commands. If a second argument is used, it will display the usage of the command.
/climb [All/None/Simian/Reptilian]: Used to alternate between one of four climbing modes. The four modes include; none, which disables all climbing; all, which allows you to climb any surface; and simian and reptilian which currently crash your game(but are intended to allow you to climb specific surfaces).
/flora [Low/Normal]: Normal by default, aka flat grass and flowers. Low turns all grass and flowers into green lumps.
/gc: Runs the memory garbage collector. Frees up memory that shouldn't be in use. May temporarily fix lag from extended play.
/grass [Low/Normal]: Normal by default, aka flat grass. Low turns only grass into green lumps.
/mem: Shows the memory usage of your client in % and in bytes. If your framerate is dipping and your memory usage is high, try using /gc after checking this.
/noise [On/Off]: If on, adds unique 'elements' to blocks at random. Examples include dirt flecks on mortared rock and tree trunks.
/print [string]: Can print strings to your client's console, or print variables.
/props: Will probably cause your client to hang. Intended to display your system's properties.
/report: Shows a variety of stats on how many things are using resources.
/resetopts: Will reset all settings in the options menu. will not reset anything outside of that menu.
/set: Used to set the values of certain things. I will go into more depth on this soon.
/threads: Will also probably cause your client to hang. Dumps all active threads and their respective stack traces into a text file in Mythruna's directory.
/trees [Low/Normal]: Normal by default, aka flat leaves. Low changes the appearance and building hitboxes of all flat leaves to that of the blocky leaves; It does not, however, expand the physical hitbox of them.


Server Commands
Unlike client commands, server commands are executed using the ~, or tilde key.

~help [Command]: Can be used to list server commands or, if followed by the name of a command, will list its' function.
~escape: Raises you to an elevation of 160; the vertical world limit. This can also double as an elevator to hard to reach places.
~exit: "Exit the shell". The command does nothing and is ignored by the server. Bad things would happen if it wasn't ignored.
~servermem: Shows how much of the server's allocated memory is currently in use. Displays percentages and the exact amount of memory in use in bytes.
~uptime: Shows how long the server has been up, to the minute; As well as how long your client has been logged in during that session.
~where: Shows all users online, including information like their server ID, username, and location in the game world.
~who: Shows all users online, including information like their server ID, username, IP address, online time, and total changed blocks.


4-2. Reading the Debug Menu

The debug menu is located in the bottom right corner and can be toggled using the F5 key. The debug menu contains five lines of information.
The first line is red for 64 bit users or users who have modified the memory allocated to java, and shows your memory usage as a percentage. *Loading* also appears when a leaf is being loaded.
The second line shows the coordinates of the -x, -y, and -z corner of the leaf you are standing in. It also shows a v variable that changes depending on the leaf you are in.
The third line displays your clip range and another variable.
The fourth line displays the in-game date and time. The game begins on the year 100. The month is displayed first, whose names include, in chronological order; Gwyrdelia(Spring), Boetheula(Summer), Frowndelia(Fall), Bladeira(Winter). Every month lasts 28 in-game days(11.2 hours) and every year lasts 92 in-game days(44.8 hours).
The fifth line shows the exact coordinates of your head. Your coordinates are 1.7 meters higher than your feet. Your character's eye level is about 5 feet, 7 inches high.


Unit 5: Creating and Administrating Servers.



The online experience is a great facet to any game. Mythruna is no exception, and if you're reading this far you likely plan to contribute to it. Creating and growing a successful server community may be difficult, but starting a server and administrating it is simple. Although Mythruna servers are tailored to be self sufficient, knowing how to use administrative tools is always important for a server owner.

This unit will help you:
► Create and manage your own server.
► Master the administrator commands and tools.
► Use the server console effectively.
► Install mods.

5-1. Creating a server and Installing Server Mods

Creating a basic server is exceedingly easy. Start by downloading and unzipping the server files to the directory you want to boot the server from. Then, execute, the "Mythruna-Server-#.exe" using the" Run as Administrator" option. If done correctly, a command line window and a server configuration window will open. There are seven fields in the config window. The first field on the left is the "Name" field, which functions as the name of the server. The second field is the "World Seed", which changes how the world generates. The third field is useless. The fourth field, the "Server Port" field, allows you to change the port the server communicates through; Remember that you will need to forward the port you use. The fifth field controls the server's play type, but is best avoided for now. The sixth field allows you to choose the directory for the server database. The description field doesn't do anything.

When the configuration is complete and you click the save button, a new command line window and the server console will open.

Mods can be installed onto a server by placing their groovy scripts into the scripts folder and restarting the server if it is running.


5-2. The Server Console

The server console is an interface with three sections. The leftmost section is the chat section. Not only does it allow you to read the chat, but the bar at the bottom of the chat section allows you to communicate with your users through the console as "admin". The two buttons at the top of the chat log section are "Save"(which allows you to save the chat log as a text file) and "Clear", which permanently deletes the chat history for the entirety of the server's session up to that point.

The player list section displays a variety of information about the users logged in.

The command console section is where you will be doing most of your administrative business in the console. You can execute important commands like /kick.


5-3. Administration and Commands

Your administrative power is superior in-game. To grant yourself or another person on your server administrator permissions, enter "grant admin [User ID]" where [User ID] is your user ID into the command console.

Once you have admin privileges, you must rejoin to see the effects of your new privilege. If you are an admin, you should have an "Object Info" tool that you can use to identify the creator of an object/blueprint.

Admin Commands
NOTE: User IDs are numbers, not usernames. The ID of a user can be seen in the ID column in the player list in the console.
~ban [IP]: Bans the IP address from your server. They won't even be able to PING you.
~unban [IP]: Removes an IP from the ban list.
~kick [User ID]: Forcefully disconnect a user from the server.
~branch: "Manually marks a revision level in the revision history"
~clearleaf: Converts all blocks within a 32x32x32 leaf into air. Clears the leaf that your head is located in.
~grant [User ID] [Permission]: Used to give a permission like "admin" or a custom permission for a mod to a user.
~ungrant [User ID] [Permission]: Used to demote naughty admins.
~giveprop [User ID] [Stronghold/Town/City]: Gives one of the properties to the user of your choice.
~regenleaf: Regenerates the leaf your head is in.
~regencol: Regenerates the column(all leafs above and below you).
~relightleaf: Recalculates the lighting of a leaf. Fixes those pesky phantom shadows.
~resizeprop #: Changes the maximum area of the property you are standing in to #.
~respawn: Returns you to spawn. Sadly, cannot be used on others, to my knowledge.
~revert: Rolls the leaf you have your head in back to a previous version.
~revs: Shows the revisions made from using the branch command
~shutdown: Shuts down the server.
~tp (User ID) [x z y]: Teleports a user to the coordinates x, z, y.
« Last Edit: September 03, 2015, 05:59:20 PM by Rayblon » Logged

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« Reply #1 on: January 27, 2015, 02:04:18 PM »

Oh my lord this is beautifully crafted.
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Rayblon
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« Reply #2 on: January 27, 2015, 03:22:34 PM »

Oh my lord this is beautifully crafted.

I aim to please. Smiley
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« Reply #3 on: January 27, 2015, 07:10:42 PM »

This is a lot of info and nicely treads into very grey-ly documented areas.  So good job with that.

Consequently, I will be replying with a lot more little pedantic corrections coming up as I have time. Smiley
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« Reply #4 on: January 27, 2015, 07:17:00 PM »

Quote
moving them teleports them to the water's surface

That shouldn't be true... or at least it used to not be true.  I don't use objects underwater so maybe it broke when I fixed making water blocks non-clickable.  I know it used to be that you had to have your face right up inside them to move them.
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« Reply #5 on: January 27, 2015, 09:22:53 PM »

Quote
moving them teleports them to the water's surface

That shouldn't be true... or at least it used to not be true.  I don't use objects underwater so maybe it broke when I fixed making water blocks non-clickable.  I know it used to be that you had to have your face right up inside them to move them.

The blueprints don't like being underwater, it's true. Sad

I had originally planned to make my shrine build underwater, but I never got past sliding them along on the water's surface. In retrospect, it saved me from a terrible idea.

Ebag51 made a fish blueprint that he wanted to infest my swimming pool with; but also hit the same wall I did. xD
« Last Edit: January 27, 2015, 09:37:05 PM by Rayblon » Logged

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« Reply #6 on: January 27, 2015, 10:00:17 PM »

This is a lot of info and nicely treads into very grey-ly documented areas.  So good job with that.

Consequently, I will be replying with a lot more little pedantic corrections coming up as I have time. Smiley

You have no idea how awesome it feels to hear you say that. :>

Speaking of documentation, the wiki is pretty bare. I'd be happy to flesh out the wiki too, if you'd like. Of course, I would use a more formal writing style in the wiki if I were given the honor. This game may be 'early' in development, but the contents of this guide are only a fraction of what can be documented. The ability to edit the wiki isn't quite as inconsequential as a forum post is, and I am a fairly new user relative to many of the other regulars, so I understand if it's a risk you'd rather not take.
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« Reply #7 on: January 27, 2015, 10:01:58 PM »

Random things about properties:
Where the property marker is, and it's orientation, also controls where the text is on the map.  Rotate the marker and the text rotates.

The max sizes for various properties are:
Stronghold: 1024 sq meters (you got that one right) notionally 32x32
Town: 16384 sq meters, notionally 128x128
City: 65536 sq meters, notionally 256x256
Town Plot: 160 sq meters, notionally 10x16)
City Plot: 80 sq meters, notionally 8x10  (Yes, city plots are smaller because they will be more cramped)

And while towns and cities extend all the way from bedrock to the maximum build height, town and city subplots have a height limit from wherever they are placed... I forget the exact limits, though.  Eventually they will have a basement limit also if they don't already.  You don't want your city inhabitants fowling the sewers and dungeons after all.
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« Reply #8 on: January 27, 2015, 10:02:53 PM »

This is a lot of info and nicely treads into very grey-ly documented areas.  So good job with that.

Consequently, I will be replying with a lot more little pedantic corrections coming up as I have time. Smiley

You have no idea how awesome it feels to hear you say that. :>

Speaking of documentation, the wiki is pretty bare. I'd be happy to flesh out the wiki too, if you'd like. Of course, I would use a more formal writing style in the wiki if I were given the honor. This game may be 'early' in development, but the contents of this guide are only a fraction of what can be documented. The ability to edit the wiki isn't quite as inconsequential as a forum post is, and I am a fairly new user relative to many of the other regulars, so I understand if it's a risk you'd rather not take.

I think you can already edit the wiki... but maybe I turned that off because of all of the spam.  I'll have to figure out how to add someone again, I guess.  But see if you can create an account at least.
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Rayblon
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« Reply #9 on: January 27, 2015, 10:07:45 PM »

This is a lot of info and nicely treads into very grey-ly documented areas.  So good job with that.

Consequently, I will be replying with a lot more little pedantic corrections coming up as I have time. Smiley

You have no idea how awesome it feels to hear you say that. :>

Speaking of documentation, the wiki is pretty bare. I'd be happy to flesh out the wiki too, if you'd like. Of course, I would use a more formal writing style in the wiki if I were given the honor. This game may be 'early' in development, but the contents of this guide are only a fraction of what can be documented. The ability to edit the wiki isn't quite as inconsequential as a forum post is, and I am a fairly new user relative to many of the other regulars, so I understand if it's a risk you'd rather not take.

I think you can already edit the wiki... but maybe I turned that off because of all of the spam.  I'll have to figure out how to add someone again, I guess.  But see if you can create an account at least.

Either I'm terrible at finding register buttons... or there isn't a register button. xD

I can't create pages or edit pages without an account, it seems.
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« Reply #10 on: January 27, 2015, 10:23:54 PM »

I found this on Mediawiki's wiki page on restricting account creation in wikis.

Quote
1. Go to Special:Userlogin, when logged in as a sysop.
2. Click on "Create an account" link to get to the account creation form.
3. Enter a username and an email address, and click the "by email" button. Note you need $wgEnableEmail=true or else the sysop must pick a password and send it to the user.
The account will be created with a random password which is then emailed to the given address (as with the "forgot password" feature). The user will be requested to change password at first login; when he does this, his e-mail address will also be marked as confirmed.
When you click the "create account" button instead, you have to manually send the user his password. If you've set $wgMinimalPasswordLength=0 (default configuration up to version 1.15) and you've left the password field blank, the user will be emailed an e-mail address confirmation request but will be unable to access Special:Confirmemail to perform the confirmation. Instead, the user will get an error (unless you've added it to $wgWhitelistRead); the user will be able to login with a blank password and then confirm email, but their password will not have been reset (it will have to be reset manually).
« Last Edit: January 27, 2015, 10:25:43 PM by Rayblon » Logged

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« Reply #11 on: January 27, 2015, 10:26:44 PM »

Other random things:

I don't remember if the commands are case sensitive or not but you have them all capitalized and they should not be.  Just /gc for example.

/noise will mostly be seen in the cobble blocks as random dirt between the stones... wait I may be misnaming that block type as the names are different in the new engine.  It's the one with the small round stones with gray between.  Not the big giant stones with brown.

/print can be used to print various system variables like the client options and so on.  I don't remember exactly what's available to /print but it could be that /print $options will dump all of the options or something.

/threads should dump a thread report to disk with all running stack traces... useful debug information if something is hanging indefinitely.  Like, we used to have an issue where the physics thread locked up and you could look around and do stuff but were stuck where you were standing.

re: Debug info:
Quote
The first line is red and shows your memory usage as a percentage.

It's red on 64 bit machines or when someone has forced Java to use different memory settings than the game configures.  (A lot of minecraft server runners apparently set an environment variable that forces a different value and messes up mythruna with lower mem settings.)  It's only supposed to be red when the game detects that max memory is different than the one the game detected but on 64 bit platforms the exact value the game expects is slightly off... thus red.

Quote
The season is displayed first, whose names include, in chronological order; Gwyrdelia, Frowndelia, Bladeira, and Boetheula. Every season lasts 28 days and every year lasts 92 days.

Those are the Mythrunian months of the year.  And if that's the order you are seeing then I think something is busted.

Time passes like:
A Mythrunian hour lasts one minute in real world time.  A day is 24 game hours.  A week is 7 game days and a month is 4 game weeks (28 days).

The order of the months for a year is supposed to be:

Gwyrdelia = Spring
Boetheula = Summer
Frowndelia = Fall
Bladeira = Winter

Interesting trivia, there are alternate names for these months also, respectively:
Darduu
Haf
Adfel
Aefa

...which I think were planned for the reptilians.

An aside: it was an interesting process creating these names as I based some of them partially on real languages.  The winter month is still my favorite because "Blaidd Eira" is a sort of loose translation of "snow wolf" in Welsh.  (Or is supposed to be.  I don't speak/write/read Welsh and it wasn't important to be accurate when creating a fantasy name but my intent was to mean "snow wolf". Smiley)

Anyway, the bottom line is that you get a full day cycle in 24 real life minutes and a month lasts 11.2 hours.  So a year passes in like 1.8 real life days.  If my math is right.  I wanted to be sure that the seasons cycled plenty fast because when winter is implemented the world will look pretty bleak.  I didn't want a lot of people to just think it was just an ugly game waiting for the leaves to start growing again.

...more later perhaps.
« Last Edit: January 27, 2015, 10:28:32 PM by pspeed » Logged
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« Reply #12 on: January 27, 2015, 11:27:16 PM »

Responding to every topic.

I capitalized the commands because English happened and I was basically trained to capitalize things. Tongue
And no, the commands aren't case sensitive, thankfully. I'll decap them if it's incorrect notation.

Modified the print command accordingly. The $options thing doesn't seem to be one of the things it can print, sadly.

The noise also shows up on tree trunks pretty well. Smiley

Yeah, I didn't see the thread report in my Mythruna folder until now. xD

Modified the debug info paragraph accordingly.

Oops, the month thing was my bad. I blame lack of sleep the complete and utter absence of sleep. Tongue
I've added the numbers you gave me for the months, fixed the months, and added the notes you wrote about their seasonal correlation.


Also I added a pretty table :0
*plays with table leg*
« Last Edit: January 27, 2015, 11:43:13 PM by Rayblon » Logged

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« Reply #13 on: February 11, 2015, 10:45:58 PM »

Is it bad that I don't remember most of the stuff I wrote in here? xD
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« Reply #14 on: February 11, 2015, 10:57:31 PM »

Is it bad that I don't remember most of the stuff I wrote in here? xD

Nah, you wrote it down so you wouldn't have to remember it. Smiley
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