1. Jake Rich submitted a new resource:

    Anti Foundation Stacking - Prevents players from stacking foundations

    Read more about this resource...
     
  2. Cool plugin. Just a opinion however, maybe remove a few brackets here and there to make it a tad bit cleaner? :)
    Code:
            void OnEntityBuilt(Planner plan, GameObject go){            BaseEntity entity = go.ToBaseEntity();            if (entity == null)
                    return;            if (!foundationWidth.ContainsKey(entity.ShortPrefabName))
                    return;            double localEntityWidth = foundationWidth[entity.ShortPrefabName];            List<BaseEntity> list = new List<BaseEntity>();            Vis.Entities(entity.transform.position, 3f, list, copyLayer, QueryTriggerInteraction.Ignore);
                foreach (BaseEntity targetEntity in list){
                    if (targetEntity == entity || !foundationWidth.ContainsKey(targetEntity.ShortPrefabName))
                        continue;                float localDistance = Vector3.Distance(targetEntity.CenterPoint(),entity.CenterPoint());
                    double targetEntityWidth = foundationWidth[targetEntity.ShortPrefabName];                if (localDistance + 0.05d < localEntityWidth + targetEntityWidth) //Accounts for floating point errors{
                        entity.Kill();
                        if (plan.GetOwnerPlayer() != null)
                            PrintToChat(plan.GetOwnerPlayer(), lang.GetMessage("BlockMessage",this));
                           
                        return;
                    }
                }
    However, this is just my opinion. Nothing against what you have currently, as thats what my code looks like in a few of my plugin(its not bad or anything ;))
    [DOUBLEPOST=1478557250][/DOUBLEPOST]Im mainly pointing out the if statements by the way:
    Code:
                    if (targetEntity == entity || !foundationWidth.ContainsKey(targetEntity.ShortPrefabName))
                    {
                        continue;
                    }
    to
    Code:
                    if (targetEntity == entity || !foundationWidth.ContainsKey(targetEntity.ShortPrefabName))
                        continue;
     
  3. Updater plugin requires a ResourceId variable added to the source code to verify the version of a plugin now. Your ResourceId is "2207".

    I've gone ahead and added your ResourceId to your latest version as an example.
     

    Attached Files:

  4. So, is the purpose of this to also prevent wall stacking/double walls, or solely foundation placement?
     
  5. I dont think you can have double stacked walls without double stacking foundations. Im not sure though as I was not even aware of this bug in the first place :p
     
  6. Foundation stacking and wall stacking aren't the same thing.
     
  7. nice plugin but as MimiV posted , that is the real problem in this game still .
     
  8. upload_2017-1-17_22-9-33.png This is not work for foundation+ladder glitch(