Ender Client

Forum for alternative clients, mods & discussions on the same.

Ender

Postby Miss_Min » Thu Jul 30, 2026 4:30 pm

ok disregard, problem solved.

Many thanks for updates, especially the fixing of map flags.
Miss_Min
 
Posts: 171
Joined: Sun Mar 25, 2012 11:28 am

Re: Ender Client

Postby mvgulik » Sat Aug 01, 2026 1:21 pm

Client Timers ...

Would be really nice if timers would support count-UP/Duration timers.
As in starting a timer without any duration [00:00:00] that than will start counting the passed time.
And that, when you stop it, keeps the final counted time until its restarted.

Would only needs one additional saved setting.
Something like "counted|span|...":<counted time value>} (Preferably in game time.)
("start" being zero ofc in those cases.)

Hmm. that make we wonder how timers perform with w16.1. ... and when one switching between world.
mvgulik
 
Posts: 4038
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Postby mvgulik » Sat Aug 01, 2026 5:39 pm

mvgulik wrote:Client Timers ...
Hmm. that make we wonder how timers perform with w16.1. ... and when one switches between world.

Right. Considering the client only uses one timer.cfg for all accounts and therefor also for all characters (per sys-user installed client case I presume). ... And don't uses some world setting in the times.cfg.
The following behaviors make sense.
Current world clocks during test:
== w16.0: gt > 180*(10^9)
== w16.1: gt > 101*(10^9)
-- Timers set at w16.0 will (usually*) show significant different countdown times. [w16.0: 10 days => w16.1: 288 days] -- Usual*: Depending on the game time difference between the worlds.
-- w16.1 timers seem to count down at the right rate. Although not to sure here as the w16.1 countdown feels/looks erratic.
-- As the timers are only using/saving the current world time when they where started. They will continue to show the right countdown in the right world.
-- -- The exception here is of course when active timers from one world are deemed finished in the other world ... Which means you just lost those timer(s).
(I think that last one is what one can call a show-stopper, or at least a show-spoiler.)
mvgulik
 
Posts: 4038
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Postby mvgulik » Sat Aug 01, 2026 7:02 pm

I'm sure there is some deep sorting logic at work here. But from a end-user perspective ... Is just weird. lol

(Watch the amounts.)


At least it seems controllable'ish (wel, at least for 2 same q cases).
mvgulik
 
Posts: 4038
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Postby mvgulik » Tue Aug 11, 2026 1:20 pm

Image
Figure this could be because the client is using more than one decimals behind the comma to group items here.
But as those additional decimals are never displayed (anywhere in any client as far as I know) it seems to be more general confusing then actually useful.

Or ... something really weird, that's way beyond my imagination, is going on here.

--- --- --- --- ---
Below post image:
Image
Last edited by mvgulik on Wed Aug 12, 2026 12:30 am, edited 1 time in total.
mvgulik
 
Posts: 4038
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Postby yuryudjin » Tue Aug 11, 2026 10:04 pm

The import map button currently works as an export.

https://imgur.com/a/Ttub4yb
yuryudjin
 
Posts: 4
Joined: Thu Nov 07, 2019 1:19 pm

Re: Ender Client

Postby ReDll » Fri Aug 14, 2026 6:53 am

yuryudjin wrote:The import map button currently works as an export.

https://imgur.com/a/Ttub4yb


As far as I can see functionality works, it's just message is wrong. But message it's vanilla.
Do you have proof that it's not importing maps?
God is real, unless defined as integer.
User avatar
ReDll
 
Posts: 110
Joined: Mon Mar 22, 2010 12:47 pm

Re: Ender Client

Postby mvgulik » Fri Aug 14, 2026 9:25 am

What ... Vanilla client issue... wow. So one issue get fixed and an other lame one gets added for good measure.

ReDll wrote:Do you have proof that it's not importing maps?

Would be a kinda lame excuse for Vanilla dev's to not fix that bad messages. And ofc check themself at the same time if [Export] is actually exporting instead of importing.

So far no related bug message in the so called 'official' bug reporting forum section. But than again ... unofficially ... its kinda dead.
mvgulik
 
Posts: 4038
Joined: Fri May 21, 2010 2:29 am

Re: Ender Client

Postby ReDll » Sat Aug 15, 2026 7:16 am

It was actually broken somewhere in may)
We fixed this in Ender. Works now.
God is real, unless defined as integer.
User avatar
ReDll
 
Posts: 110
Joined: Mon Mar 22, 2010 12:47 pm

Re: Ender Client

Postby mvgulik » Sat Aug 15, 2026 1:09 pm

Cool. That was super fast. :)
mvgulik
 
Posts: 4038
Joined: Fri May 21, 2010 2:29 am

PreviousNext

Return to The Wizards' Tower

Who is online

Users browsing this forum: Claude [Bot]