ok disregard, problem solved.
Many thanks for updates, especially the fixing of map flags.
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mvgulik
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Re: Ender Client
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.
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.
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mvgulik
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Re: Ender Client
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.mvgulik wrote:Client Timers ...
Hmm. that make we wonder how timers perform with w16.1. ... and when one switches between world.
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.)
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mvgulik
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Re: Ender Client
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).
(Watch the amounts.)
At least it seems controllable'ish (wel, at least for 2 same q cases).
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mvgulik
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Re: Ender Client

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.
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Last edited by mvgulik on Wed Aug 12, 2026 12:30 am, edited 1 time in total.
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yuryudjin
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ReDll
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Re: Ender Client
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.
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mvgulik
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Re: Ender Client
What ... Vanilla client issue... wow. So one issue get fixed and an other lame one gets added for good measure.
So far no related bug message in the so called 'official' bug reporting forum section. But than again ... unofficially ... its kinda dead.
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.ReDll wrote:Do you have proof that it's not importing maps?
So far no related bug message in the so called 'official' bug reporting forum section. But than again ... unofficially ... its kinda dead.
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ReDll
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Re: Ender Client
It was actually broken somewhere in may)
We fixed this in Ender. Works now.
We fixed this in Ender. Works now.
God is real, unless defined as integer.
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mvgulik
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