Feature Request, Define new template and Override default template attribute

You can put entitiesPath:t="%ugm/entities.blk" in start scene.blk file, %ugm - is your mod name.
I just pust entities.blk to folder.
Here example. Code is shitty because didn’t edit and touch it very long time.
But 75% of them should work even in multiplayer (but buggy, very buggy!).
entities.blk.txt (6.7 КБ)

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:stuck_out_tongue: Thanks Bro

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This is a great milestone here. Custom entites that work online too? This is awesome!

I am watching this thread with great interest

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It’s been two months!

But only some of the template configurations that run on pure servers will take effect in multiplayer games.

New custom templates will not work in multiplayer. (But he is effective on the server side)

I’ve been convinced that this is due to the fact that when playing multiplayer, the game doesn’t directly use the contents of the vromfs but a part of the data is transferred by the server, which is the reason why for most players can play the game without downloading vromfs.

This situation caused the client to fail to synchronize some template information during multiplayer games.

Let’s remind the dev team a lot to fix this as soon as possible so we can have more variety.

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