punchready
punchready
If the old world file still causes the chest issue, sure
That pretty much reduces the error space to the network, even tho the log suggests that the connection was reasonably stable the entire time Happens :)
you can set the seconds to 0 tshock will not enable the timer if respawn seconds are already at 0 see https://github.com/Pryaxis/TShock/pull/2450
> Could probably update the existing `TryParseTime(string, int)` to call `TryParseTime(string, long)` and reduce code duplication, but I'm not overly fussed :) the other method should stay to allow negative...
The method still also ensures that the time span is positive, which is probably wanted in most cases. The issue in `/tempgroup` is already fixed by simply multiplying by `1000d`...
Although now that i think of it, i forgot about some edge cases, like `1s-10d+11d`...
I don't think it's worth it since nobody is ever gonna enter time in that way (first creating a negative duration and then offsetting it to be positive again), and...
C# Ticks are indeed quite C# specific and not really suitable for a REST endpoint that can be used by basically any program and language. Adding at least additional fields...
Basically with the current code (and with the old code, actually) one can simply hold an item with `placeStyle = 0`, send an npc release with any npc id and...
It is probably still necessary to limit the style to `1 or 2` for bunny projectiles. And perhaps there is a return missing after the last `rejectForCritterNotReleasedFromItem`? I'd still move...