- Jan 8, 2013
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I'm confused. I don't really see what "idea" you're talking about. As for the lag, I can't reproduce it so it might be related to your hardware specs. Lighting plugins in general add overhead to RM projects.
@Aesica No, no no, you've not read the right point. I've written the point 1, told you about a problem that when you start the game, the time game variable is setted to 0 but all switches are not updated at the start and you must force it with the command. The point 2 was about the lag and we talked about enough.
You replied me here, at point 1:
Uhm, for exploring dark caves and so on I still want the in-game time to pass but without the tint changing aka it should stay pitch black there. How can I achieve this?
I see what's happening now and it was very easy to reproduce. That's easy enough to fix, so I'll add it in next time I do plugin stuff. Thanks for catching it!
But maybe you forgotten it.
As the idea, i written about the Region block, six posts ago. Just up here.
I was thinking ... why not also insert a plugin setting where you can put a default RegionBlock, where you can select idregion and tint, so that the plugin applies the option directly, without having to run it in the game every time that you lunch it, for test for example? Obviously, if you were to change the color or the region during the game, this data would replace the previous ones configured in the plugin.
However, I find it stupid to change this data on that specific configured id region. The Region Block usually only uses it on top of walls and in those areas where the light "shouldn't come".
Maybe we can call this Region Block a Special Fixed region block?
But every time you start the game, maybe even during the tests, you have to launch the command by hand. Maybe a default value would suit us and be useful. I think it's easy to add.
What do you think about it?