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factnfiction101
- Posts: 304
- Joined: Sun Apr 01, 2012 6:22 am
Re: All you want to know about bugjumping
Since we're talking about bugs, raiding, and griefing I'd like to see Node Griefing to be fixed. I have no idea why nobody mentions this.
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NaoWhut
- Posts: 4852
- Joined: Sun Aug 30, 2009 11:55 pm
- Location: |.
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stickman
- Posts: 660
- Joined: Sat Nov 21, 2009 12:40 am
Re: All you want to know about bugjumping
can you explain about bug rams some more.
First question:
If I have two layers of walls 50 squares apart lets say. you bring the bug ram up to the first wall and break it. since the ram stopped does it need to wait 8 hours or can it begin moving again?
Second question if you have two claims that they need to pass in order to get to your wall will it stop them? or can they simply walk on your claim and then move the ram ontop of the tiles that they walked on so they don't get tripped up?
Also if you have suggestions on making it super hard to ram it would be appreciated.
First question:
If I have two layers of walls 50 squares apart lets say. you bring the bug ram up to the first wall and break it. since the ram stopped does it need to wait 8 hours or can it begin moving again?
Second question if you have two claims that they need to pass in order to get to your wall will it stop them? or can they simply walk on your claim and then move the ram ontop of the tiles that they walked on so they don't get tripped up?
Also if you have suggestions on making it super hard to ram it would be appreciated.
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NaoWhut
- Posts: 4852
- Joined: Sun Aug 30, 2009 11:55 pm
- Location: |.
Re: All you want to know about bugjumping
use multiple bugrams, move the bugram aroundstickman wrote:can you explain about bug rams some more.
First question:
If I have two layers of walls 50 squares apart lets say. you bring the bug ram up to the first wall and break it. since the ram stopped does it need to wait 8 hours or can it begin moving again?
Second question if you have two claims that they need to pass in order to get to your wall will it stop them? or can they simply walk on your claim and then move the ram ontop of the tiles that they walked on so they don't get tripped up?
Also if you have suggestions on making it super hard to ram it would be appreciated.
the claim if there's more than one


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factnfiction101
- Posts: 304
- Joined: Sun Apr 01, 2012 6:22 am
Re: All you want to know about bugjumping
I meant griefing nodes is a bug, that's the way I see it.NaoWhut wrote:Fixed? what are you talking about?
Sounds like to fix one of the bugram problems is to have players stop moving it when it becomes damaged. As soon as it needs to be repaired the ram will kick the person that's moving it off. So that person has to click move to move it again.
Last edited by factnfiction101 on Fri May 17, 2013 2:06 pm, edited 1 time in total.
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Zachary09
- Posts: 767
- Joined: Sat Aug 13, 2011 8:55 pm
- Location: Poland
Re: All you want to know about bugjumping
It's most likely a feature and it was intended to be so. Just like depleting a really good mineral water source IRL, it rarely "regenerates", maybe during a long period.factnfiction101 wrote:I meant griefing nodes is a bug, that's the way I see it.NaoWhut wrote:Fixed? what are you talking about?
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Avulsio
- Posts: 80
- Joined: Fri Nov 16, 2012 5:17 am
- Location: Scooby snack jurassic plastic gas booby trap
Re: All you want to know about bugjumping
If it were fixed this way, you could still bugram like this:factnfiction101 wrote:I meant griefing nodes is a bug, that's the way I see it.
Sounds like to fix one of the bugram problems is to have players stop moving it when it becomes damaged. As soon as it needs to be repaired the ram will kick the person that's moving it off. So that person has to click move to move it again.
1. First person right clicks ram to get the "Move" menu open.
2. Second person stand alongside the path of the ram, right clicks ram to get the "Move" menu open.
3. First person starts moving the ram.
4. The ram moves a bit and stops when it needs a repair.
5. First person stops with the ram, moves to a spot alongside the path of the ram, and reopens "Move" menu.
6. Second person chooses "Move" and walks to the ram to start moving it.
7. Use a third person to repair during movement.
You might only be able to move it a few pixels during each person's turn, but with enough glue, I think you could bugram.
I think a cleaner fix would be to convert the ram from a dynamic, movable object to a static, frozen object whenever it is repaired, but I am no programmer.
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fanit937
- Posts: 667
- Joined: Fri Jan 29, 2010 9:23 am
- Location: Smithy
Re: All you want to know about bugjumping
Just fix flower menu and 80% of the bugs will be gone.
People are capable of kindness angels can only dream of, yet can commit sins that put demons to shame.
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factnfiction101
- Posts: 304
- Joined: Sun Apr 01, 2012 6:22 am
Re: All you want to know about bugjumping
I'm a programmerAvulsio wrote:If it were fixed this way, you could still bugram like this:factnfiction101 wrote:I meant griefing nodes is a bug, that's the way I see it.
Sounds like to fix one of the bugram problems is to have players stop moving it when it becomes damaged. As soon as it needs to be repaired the ram will kick the person that's moving it off. So that person has to click move to move it again.
1. First person right clicks ram to get the "Move" menu open.
2. Second person stand alongside the path of the ram, right clicks ram to get the "Move" menu open.
3. First person starts moving the ram.
4. The ram moves a bit and stops when it needs a repair.
5. First person stops with the ram, moves to a spot alongside the path of the ram, and reopens "Move" menu.
6. Second person chooses "Move" and walks to the ram to start moving it.
7. Use a third person to repair during movement.
You might only be able to move it a few pixels during each person's turn, but with enough glue, I think you could bugram.
I think a cleaner fix would be to convert the ram from a dynamic, movable object to a static, frozen object whenever it is repaired, but I am no programmer.
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Slaya15
- Posts: 225
- Joined: Thu Mar 01, 2012 1:51 pm
- Location: USA. Arkansas.
Re: All you want to know about bugjumping
I don't think that would work. If you are like me when you pick apples off a tree, you start picking one and then right click the tree to queue picking the next apple. However, when the tree has run out of apples and you try to pick a 6th apple, you jump forward a pixel like you are gonna pick another apple, then nothing happens. If the rams were coded the same way picking apples is, that would fix bugrams via your suggestion.Avulsio wrote:If it were fixed this way, you could still bugram like this:factnfiction101 wrote:I meant griefing nodes is a bug, that's the way I see it.
Sounds like to fix one of the bugram problems is to have players stop moving it when it becomes damaged. As soon as it needs to be repaired the ram will kick the person that's moving it off. So that person has to click move to move it again.
1. First person right clicks ram to get the "Move" menu open.
2. Second person stand alongside the path of the ram, right clicks ram to get the "Move" menu open.
3. First person starts moving the ram.
4. The ram moves a bit and stops when it needs a repair.
5. First person stops with the ram, moves to a spot alongside the path of the ram, and reopens "Move" menu.
6. Second person chooses "Move" and walks to the ram to start moving it.
7. Use a third person to repair during movement.
You might only be able to move it a few pixels during each person's turn, but with enough glue, I think you could bugram.
I think a cleaner fix would be to convert the ram from a dynamic, movable object to a static, frozen object whenever it is repaired, but I am no programmer.
Every battle fought has been decided before the first blow ever landed.