
Posts posted by Goodly
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When you see "Object reference not set to an instance of an object", that means it's trying to get the value of a variable in your code, but because that variable is null, it fails to find anything.
The issue is that PlayerAwards.Get(p.name) can give you either:
List<string>, a list of 0 or more awards that the player has got before
null, if the player has never gotten an award before
You cannot call .CaselessContains on a null variable because that function requires a valid string to run. The solution is not to call PlayerAwards.Get and CaselessContains in the same line, so that we can check if the list is null first.
By the way, please make sure you indent the code (tab or four spaces) every time there is an open bracket {, otherwise the code will become extremely difficult to understand.
An example of fixes is attached. -
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If you want to play multiplayer LAN, you will need to run your own server. https://github.com/ClassiCube/MCGalaxy?tab=readme-ov-file#setup
Once it's running and you can join it, you can check the wiki for how to do basic things like create new levels. https://github.com/ClassiCube/MCGalaxy/wiki
Once your server is up and running, you can import levels from other multiplayer servers by saving the level clientside (Save level... menu option), then moving that level into the server's extra/import folder and using /import [mapname]
However it should be noted that if the level you saved has any kind of special gameplay or dialogue, you cannot preserve that by saving it for yourself. It can only be experienced on the server you found it on. -
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I believe the issue here is that the blockdef file for the level doesn't contain the global blocks as well, just the local ones.
So when you replace the global file with the local file, all the global blocks are erased. What you need to do is to merge both of the blockdef files.
An easy way to do this is:While in your server on the level you want to make global, save it using Save Level... in escape menu. You'll have something like mylevel.cw in your maps folder.
Move mylevel.cw from your client map folder to "extra/import" folder in your server
Use /import mylevel
Now in your server blockdef files, you should be able rename lvl_mylevel.json to global.json
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Where did you get the MCGalaxy_infid.dll? If it came from the "Uploads" folder on github, that is no longer updated.
Try using the MCGalaxy_.dll from here: https://123dmwm.com/MCGalaxy/ -
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Let's have one thread per topic please: https://f.classicube.net/topic/3061-garbage-loan-upload-error
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Update to the latest dev build using /update latest
That should fix no errors being printed when you use /pcompile
I don't know anything about compiling with Ubuntu, but it looks like you added a space between -r: and the _extralevelprops.dll file which isn't how you formatted the MCGalaxy one. Try removing that space? -
1 minute ago, RainZhang said: When I use /pcompile GoodlyEffects (In MCGalaxy) though, the .dll file doesn't appear.
Is there any specific error when you attempt this?
2 minutes ago, RainZhang said: So I use mcs -target:library -r:MCGalaxy_.dll -out:plugins/GoodlyEffects.dll plugins/GoodlyEffects.cs. (Ubuntu 24.04) And then this error appears: plugins/GoodlyEffects.cs(19,7): error CS0246: The type or namespace name `ExtraLevelProps' could not be found. Are you missing an assembly reference? The ExtraLevelProps dll is there. Is this problem fixable and can you tell me how to fix it? Thanks in advance.
If you are compiling the plugin separately from MCGalaxy, make sure you also reference _extralevelprops.dll, same way you reference MCGalaxy
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When you are the one hosting the server on your computer, you need to use the direct connect menu to join it. Make sure to read the whole README file on this page for more details. https://github.com/ClassiCube/MCGalaxy
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1 minute ago, tadayo said: I feel as if there isn't enough blocks for a search function to be relevant, perhaps on some custom servers, but it seems a lot of work for little benefit.
Also for platforms not using keyboards, there seems to be a desire to keep things consistent and playable without one, a search function might impede on that.
I see no reason to force the PC experience (what the game was made for) to be worse just because of platforms that lack keyboards. That being said, the feature probably won't get added either way since no one wants to put in the effort required to do it.
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You can use "/limit draw [amount] guest" to change this.
By the way, I highly recommend you choose a value larger than 200, since that only ends up being around a 14x14 wall you can make in a single draw operation. A way I like to decide on draw limit values is to imagine a 3D cube as the max size and calculate it by cubing that number. For example if I wanted guests to be able to draw a 16x16x16 cube in one command I'd do 4096 -
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whats the history of mcgalaxy (and other server sotwares we had before and after it)? (im doing a litle research)
in MCGalaxy
MCGalaxy was based on MCForge, which was based on MCLawl, which was based on MCZall, which was based on MCSharp