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  1. okay so no max we don't need UI because
  2.  
  3. I specifically you don't want that so I
  4.  
  5. specifically wrote the first version is
  6.  
  7. to use slash commands because
  8.  
  9. I want to test the system first and see
  10.  
  11. if we like it as a foundation and then
  12.  
  13. built UI otherwise if we build the UI
  14.  
  15. first and then we decide we hate the
  16.  
  17. underlying system waste of time so okay
  18.  
  19. so okay so the basically the I broke it
  20.  
  21. into I started by breaking into two
  22.  
  23. parts right so I've got city building
  24.  
  25. multiplayer city building and
  26.  
  27. multiplayer world buildings right those
  28.  
  29. are kind of two separate similar but
  30.  
  31. unconnected but separate vectors we have
  32.  
  33. to go down and then each of those there
  34.  
  35. turned out to be so much work there that
  36.  
  37. I broke them into phase 1 and phase 2
  38.  
  39. and then I went back and looked at phase
  40.  
  41. 1 and decided it was still too heavy so
  42.  
  43. I made a phase 1.5 I probably should
  44.  
  45. have made it 1 2 and 3 but I didn't so
  46.  
  47. anyway so there's like six parts there's
  48.  
  49. city building 11.5 and 2 we're old
  50.  
  51. building 11.5 and 2 and I put them in
  52.  
  53. priority order and I kind of leapfrog
  54.  
  55. between the two so it goes city building
  56.  
  57. 1 world building 1 city building 1.5
  58.  
  59. we're all building 1.5 city building 2
  60.  
  61. world building to that make sense sort
  62.  
  63. of it's not really but anyway all right
  64.  
  65. all you have to do is start at the
  66.  
  67. beginning and make the stuff in order
  68.  
  69. and the phases numbers don't make any
  70.  
  71. difference
  72.  
  73. all right so okay so I went through
  74.  
  75. first I just put down the basic
  76.  
  77. definitions of stuff that's already in
  78.  
  79. and working like here's the world grid
  80.  
  81. here's the world grid here's what a
  82.  
  83. parcel is the world owner who's called a
  84.  
  85. monarch the fact that we have district
  86.  
  87. overall global restrictions right so you
  88.  
  89. can set your world public or private if
  90.  
  91. you say public it means anybody can come
  92.  
  93. in unless they're on the banned list if
  94.  
  95. you said it private it means the only
  96.  
  97. people who can come in are the people on
  98.  
  99. the allowed players list that all works
  100.  
  101. already so I'm building on that as a
  102.  
  103. base so I also like I defined a term of
  104.  
  105. a noble as being a person who has been
  106.  
  107. given world building access on this
  108.  
  109. world so if I have a kingdom and I want
  110.  
  111. you to be able to draw parcels on it I
  112.  
  113. call that
  114.  
  115. nobles list so it means you remember the
  116.  
  117. already on the loud player and on top of
  118.  
  119. that you've been given nobel access
  120.  
  121. which means you can add and drop parcels
  122.  
  123. and then I did the same thing at the
  124.  
  125. city building level with vassals which
  126.  
  127. is if you're the if you're Noble and you
  128.  
  129. drop a parcel you're that parcel owner
  130.  
  131. and then you have a vassals list which
  132.  
  133. is people who are allowed to drop
  134.  
  135. buildings on their right you with me so
  136.  
  137. far so okay so let's just to go through
  138.  
  139. it so everybody's got it so I got the
  140.  
  141. world has a monarch actually we'll put
  142.  
  143. the monarch up here so the monarch we
  144.  
  145. can think of as the admin repair the
  146.  
  147. world owner then the ultimate root-level
  148.  
  149. world owner alright so that's the the
  150.  
  151. world has the monarch underneath that
  152.  
  153. then you've got a list of allowed
  154.  
  155. players and that's just people who can
  156.  
  157. log-in inside that you have an admin
  158.  
  159. right which is a noble and then of those
  160.  
  161. Nobles they can drop a parcel and they
  162.  
  163. are the parcel owner and underneath that
  164.  
  165. you can have a list of vassals who are
  166.  
  167. already on the allowed players list it's
  168.  
  169. really not that bad it seems kind of bad
  170.  
  171. but when you go through it it's pretty
  172.  
  173. pretty standard stuff like it's the same
  174.  
  175. type of thing you'd see in an operating
  176.  
  177. system like units I have a bunch of
  178.  
  179. users or some of them have admin so are
  180.  
  181. you thinking maybe like no the amount of
  182.  
  183. nobles is like the token limit no four
  184.  
  185. or five eventually we'll probably have a
  186.  
  187. limits and I put that stuff in a 1.5 the
  188.  
  189. second phase which is to put weight
  190.  
  191. limits on so for example if I make you a
  192.  
  193. noble I can say and I'm only giving you
  194.  
  195. access to be able to drop up to 20 cells
  196.  
  197. a cell being one of these grid squares
  198.  
  199. I'm only letting you drop up to 20 cells
  200.  
  201. worth of parcels and then I let Bentley
  202.  
  203. in he's gonna be a noble but I don't
  204.  
  205. trust him as much okay I mean who would
  206.  
  207. right and I'm only gonna give him like
  208.  
  209. five five cells it is it marked off and
  210.  
  211. I can't touch him and he can't touch not
  212.  
  213. right now so that's so phase one is just
  214.  
  215. if I make you a noble you have full
  216.  
  217. control over the world I can still kick
  218.  
  219. you out and I can move your stuff around
  220.  
  221. and you can
  222.  
  223. move your own stuff around but you can
  224.  
  225. place it anywhere there's no restriction
  226.  
  227. on placement and initially there's no
  228.  
  229. restriction on how much the quantity or
  230.  
  231. location but once I placed it Tommy the
  232.  
  233. horrible no will be crime in you can't
  234.  
  235. change it I can move your stuff you can
  236.  
  237. move your stuff I can I can pick up your
  238.  
  239. stuff you can pick up your stuffs he
  240.  
  241. can't and vice versa right so version
  242.  
  243. 1.5 then is when I added the capacity
  244.  
  245. limits so it's I can now you can put on
  246.  
  247. 20 and you can put a five and then phase
  248.  
  249. two was adding regions where I can
  250.  
  251. define an area as a north and say John
  252.  
  253. you can only use your 20 cells within
  254.  
  255. this region which I saw me you can only
  256.  
  257. use your five cells down here in the
  258.  
  259. South right so eventually we get there
  260.  
  261. but I tried to build it as layers of the
  262.  
  263. onion so anyhow usually you've circled
  264.  
  265. back around to some of the original
  266.  
  267. ideas and thoughts that you had you yeah
  268.  
  269. I mean if effectively I've tried to
  270.  
  271. simplify it down to the essence and I've
  272.  
  273. tried to stage it out in complexity so
  274.  
  275. that we're building towards it because
  276.  
  277. we have players then playing right now
  278.  
  279. right yeah so the next version that
  280.  
  281. comes out they're gonna have vendors so
  282.  
  283. they can drop in there in their own
  284.  
  285. their own kingdoms but there's no
  286.  
  287. multiplayer or
  288.  
  289. ability so it's going to kind of be the
  290.  
  291. whole loop like I can go to a campaign
  292.  
  293. world and I get resources I can take
  294.  
  295. them to you and you can craft them you
  296.  
  297. can put stuff in your vendor and then
  298.  
  299. Tommy can come to your world and buy it
  300.  
  301. that'll work but if you actually think
  302.  
  303. through it as a player it means that
  304.  
  305. every player will have their own Kingdom
  306.  
  307. with their own shop and their own vendor
  308.  
  309. to login to that's not a very good
  310.  
  311. shopping experience right it's not like
  312.  
  313. it's worse than it's not even it's not a
  314.  
  315. mall it's worse than even like a farmers
  316.  
  317. market like it's literally having to go
  318.  
  319. from one farm to the next to the next to
  320.  
  321. buy every to look and shop for
  322.  
  323. everything so that's that's kind of
  324.  
  325. crappy so that's why I put a city
  326.  
  327. building one as the first thing on the
  328.  
  329. list so let's start with that one
  330.  
  331. actually so so I also did a thing here
  332.  
  333. about taxes I mentioned taxes vendors
  334.  
  335. has sales tax built the vendor system
  336.  
  337. that's about to come online does have a
  338.  
  339. sales tax system in it but initially the
  340.  
  341. only taxes supported his system tax
  342.  
  343. which is the basically the overall
  344.  
  345. charge that we that the system takes so
  346.  
  347. having a parcel owner tax and then a
  348.  
  349. Kingdom
  350.  
  351. tax we're laying the foundation for it
  352.  
  353. but those come online and later phases
  354.  
  355. to is that automatic the system tax is
  356.  
  357. automatic so there's a just and I don't
  358.  
  359. remember what it's sent to but it's like
  360.  
  361. you know seven percent or something like
  362.  
  363. that if any transaction there's a tax
  364.  
  365. that's just taken out by the system on
  366.  
  367. top of that the parcel owner will be
  368.  
  369. able to have a knob where they can say I
  370.  
  371. want from zero to one hundred percent of
  372.  
  373. additional tax and then the Kingdom
  374.  
  375. owner can say and I want an additional 0
  376.  
  377. to 100 percent on top of that as well so
  378.  
  379. that'll be something that is negotiated
  380.  
  381. between the players like I can if I'm
  382.  
  383. the parcel owner and I want you to come
  384.  
  385. bring your shop here I can say I'm gonna
  386.  
  387. offer you a break I'll make it only 5
  388.  
  389. percent or whatever so that's really
  390.  
  391. cool I think it is cool so longer-term
  392.  
  393. we're gonna want to give them more
  394.  
  395. granularity and I can say on Tommy's
  396.  
  397. shop it's ten percent but on your shop
  398.  
  399. it's five of course right because that's
  400.  
  401. what I would do but that's an eventual
  402.  
  403. thing initially you know we're gonna
  404.  
  405. start with just the system and then
  406.  
  407. we'll add in the the overall simple knob
  408.  
  409. and then we'll get granular later make
  410.  
  411. sense oh yeah okay very cool city
  412.  
  413. building one then so parcel owner can
  414.  
  415. grant any player that's on the allowed
  416.  
  417. player list the rights to build that
  418.  
  419. makes them ennoble I came up with just a
  420.  
  421. series of simple slash commands to use
  422.  
  423. to manage that list right now it's the
  424.  
  425. stuff you would expect view the list add
  426.  
  427. to the list remove from a list I put in
  428.  
  429. here that we need a new mode of building
  430.  
  431. manipulation which is moving a building
  432.  
  433. so right now right I drop a building in
  434.  
  435. the parcel and in order to do that I use
  436.  
  437. a deed it shows up ghost form that I can
  438.  
  439. drag it around and when it as long as it
  440.  
  441. turns blue which was broken but that's
  442.  
  443. fixed now we think it was in the last
  444.  
  445. version remember it was really like it
  446.  
  447. would take you two hours to find a spot
  448.  
  449. oh yeah okay great
  450.  
  451. so okay so I could drop it and I could
  452.  
  453. drag it around when I was done I would
  454.  
  455. say go here so in order to keep the
  456.  
  457. inventory from exploding into this giant
  458.  
  459. unbelievable tree we don't let you read
  460.  
  461. heed that building if you have vendors
  462.  
  463. or containers that have stuff on though
  464.  
  465. all right you have to clear all that out
  466.  
  467. first so here's the problem is it
  468.  
  469. created an unbelievable
  470.  
  471. tree-like let's say I put a vendor there
  472.  
  473. and the vendor has a list of items Yeti
  474.  
  475. stores and in that list of items is a
  476.  
  477. building with the vendor with a list of
  478.  
  479. items and in that vendor he's got a
  480.  
  481. building so it became a giant ridiculous
  482.  
  483. problem very quickly it said yes a
  484.  
  485. nightmare and so it also became a furry
  486.  
  487. infinite container I don't know why
  488.  
  489. would I need a bank I just took
  490.  
  491. everything on my vendor so we've had to
  492.  
  493. go around we've had to fix those
  494.  
  495. problems if one of the fixes is any
  496.  
  497. containers including vendors and chests
  498.  
  499. that are in this thing if you want to
  500.  
  501. pick this thing up and read it you have
  502.  
  503. to empty those out first your vendor can
  504.  
  505. stay there your furniture can stay there
  506.  
  507. but you have to empty the containers out
  508.  
  509. are we thinking everybody be in some
  510.  
  511. sort of UI so once you pick it up it
  512.  
  513. gives you an option to say clear out or
  514.  
  515. you have to go in there on the
  516.  
  517. eventually we can make it cleaner but
  518.  
  519. right now if you want to pick up this
  520.  
  521. building and read it to move it to
  522.  
  523. another world you have to clean it out
  524.  
  525. okay you know collectively all the
  526.  
  527. furniture you only answer to me now I go
  528.  
  529. down there and remove it yep dad you
  530.  
  531. update yeah you go up to it it's glued
  532.  
  533. is what it's calling right now G
  534.  
  535. Toulouse we probably need to fix that
  536.  
  537. text at some point to say like you know
  538.  
  539. g2 redid this object or whatever okay so
  540.  
  541. I've got this object to the Lumix if I
  542.  
  543. want to pick it up and read it then I
  544.  
  545. have to clear it out but if I'm the
  546.  
  547. parcel owner and I let you build a
  548.  
  549. building right here and I decided that I
  550.  
  551. want Tommy hammering up props I want him
  552.  
  553. to build his building right here I need
  554.  
  555. you to move your building you're not
  556.  
  557. even online right now I can't be stuck
  558.  
  559. so I need to be able to move that
  560.  
  561. building but now we've got a problem if
  562.  
  563. I'm the parcel owner I don't want to
  564.  
  565. have to clear out all of the items and
  566.  
  567. your containers and your vendors
  568.  
  569. especially I know where to just move
  570.  
  571. this thing to feet and you told me to
  572.  
  573. move ten minutes ago and I just set it
  574.  
  575. up and now I got a log off right exactly
  576.  
  577. so that's that caused a bunch of
  578.  
  579. problems so our way to fix that is we
  580.  
  581. need to add a movement mode for
  582.  
  583. buildings and assets so that instead of
  584.  
  585. actually reading and picking it up I can
  586.  
  587. just grab it it'll go back into ghost
  588.  
  589. form and I can slide it around without
  590.  
  591. picking it up and for that we don't need
  592.  
  593. to clear anything out just for nudging
  594.  
  595. yeah right it's for nudging if I even
  596.  
  597. talked about making the Avatar run up to
  598.  
  599. it and using their shake the tree
  600.  
  601. animation
  602.  
  603. actually just shove the building and
  604.  
  605. sliding it over but we as funny as I was
  606.  
  607. we thought it'd be to paint what I
  608.  
  609. really liked about it this idea which i
  610.  
  611. think is gonna be really great is this
  612.  
  613. is gonna make actual city building much
  614.  
  615. more easy yeah I think it'll be a lot
  616.  
  617. easier
  618.  
  619. maybe when those kind of tight little
  620.  
  621. buildings that kind of connect to each
  622.  
  623. other that they're gonna want to make
  624.  
  625. yeah I'll get that kind of old city
  626.  
  627. feeling all right this is gonna be way
  628.  
  629. easy I know it just it just wasn't dealt
  630.  
  631. out that I wasn't really workable so
  632.  
  633. that's why I put this in phase one even
  634.  
  635. though technically they could have
  636.  
  637. gotten away with building cities without
  638.  
  639. it I think it would have been too such a
  640.  
  641. pain towards a variance that it way more
  642.  
  643. arduous and unnecessarily kind of and
  644.  
  645. this is going to get yeah painful this
  646.  
  647. is gonna get closer to what I would be
  648.  
  649. doing it you know if I'm creating a
  650.  
  651. scene when you build it I mean I'm just
  652.  
  653. dragging him around and just you know
  654.  
  655. rotating him and get him to look all
  656.  
  657. nice and pretty they're gonna if they
  658.  
  659. can have that kind of same ability
  660.  
  661. that's gonna be fantastic right so how
  662.  
  663. hard I guess that's my next question
  664.  
  665. they'll say painful no nothing no it's
  666.  
  667. gonna take a little bit of time because
  668.  
  669. we no longer store the socket
  670.  
  671. connections in a tree structure it's
  672.  
  673. basically just flat lists nothing you
  674.  
  675. said makes any sense Alice oh you need
  676.  
  677. to change the way that we stored the
  678.  
  679. connections between buildings okay yes
  680.  
  681. so that is gonna make it more
  682.  
  683. challenging because you have to go
  684.  
  685. there's a base it there you're gonna go
  686.  
  687. back and make it to where you continue
  688.  
  689. to store those you're gonna try and
  690.  
  691. rebuild them because this is for other
  692.  
  693. things that you've added the building
  694.  
  695. right like crafting tables and you know
  696.  
  697. you added a flagpole out front and well
  698.  
  699. this is the same problem we just hit as
  700.  
  701. he was creating the vendor so it's
  702.  
  703. attachable attaching to attach pulse
  704.  
  705. right that was the issue yeah well
  706.  
  707. because so when you sock it to a
  708.  
  709. building adds to a list okay or one of
  710.  
  711. two lists and there's a list for all the
  712.  
  713. attachments that this building is
  714.  
  715. attached to some kinds a list of all
  716.  
  717. other buildings that this building is
  718.  
  719. attached to right the standalone
  720.  
  721. buildings like to wall segments shows
  722.  
  723. because technically those the difference
  724.  
  725. is an attachable can't exist in the
  726.  
  727. world unless it's attached to a building
  728.  
  729. whereas those connected buildings can
  730.  
  731. yeah right X well yeah that's
  732.  
  733. and so I guess well part of the question
  734.  
  735. is I guess is when you're picking up a
  736.  
  737. building how far out do you want to pick
  738.  
  739. up like do you want to unlocking it from
  740.  
  741. everything except at actuals yes
  742.  
  743. attachable should stay connected but
  744.  
  745. connected buildings should not just as
  746.  
  747. if you have read it air you and dropped
  748.  
  749. it from a deed because if you deed it if
  750.  
  751. Yuri if you read it you put it back into
  752.  
  753. your inventory it keeps the attachment
  754.  
  755. race right but it disconnects from other
  756.  
  757. connected right but if you had a wall
  758.  
  759. segment socket it to another wall
  760.  
  761. segment and you did the move on one of
  762.  
  763. them it wouldn't no should remove both
  764.  
  765. because that would be fairly horrendous
  766.  
  767. and really actually hard to manage it
  768.  
  769. sounds convenient but if you have a full
  770.  
  771. Simonelli around and you're moving one
  772.  
  773. piece and it causes like a ripple effect
  774.  
  775. you'll never be able to find a way to
  776.  
  777. place it especially if that right one of
  778.  
  779. the assets in the distance is not even
  780.  
  781. loaded
  782.  
  783. by which because yeah it could be
  784.  
  785. connected to something that on the
  786.  
  787. server that is not even on your client
  788.  
  789. yeah so if you made the Great Wall of
  790.  
  791. China for example yeah so the fact that
  792.  
  793. you would only be picking up the
  794.  
  795. attached wills and the decorations when
  796.  
  797. you move it makes it a little bit
  798.  
  799. simpler but we're still going to need to
  800.  
  801. rework a little bit how the socket
  802.  
  803. connections are stored okay otherwise so
  804.  
  805. like the issue that max had brought up
  806.  
  807. was with vendors we put an annex on the
  808.  
  809. ground and then we had the stall which
  810.  
  811. wasn't attachable and we changed that
  812.  
  813. yeah then we had the vendor which was an
  814.  
  815. attachable and that vendor would attach
  816.  
  817. to the stall so it's now an attachable
  818.  
  819. attached turn attached right of course
  820.  
  821. we never had before
  822.  
  823. okay so this was technically a bug in
  824.  
  825. the past but we never knew it so when
  826.  
  827. you because we've never tried that code
  828.  
  829. fat right alright so for example when
  830.  
  831. you hover over a building that you've
  832.  
  833. placed it highlights right uh-huh so
  834.  
  835. that you know you can interact with it
  836.  
  837. and so right now what it does is says
  838.  
  839. all of my attachable like do my
  840.  
  841. highlight then tell all of my tangibles
  842.  
  843. to do their highlight which then tells
  844.  
  845. all of their attached bulls to do their
  846.  
  847. highlight yeah and if you have an
  848.  
  849. attachable connected to
  850.  
  851. attachable you now have a circle because
  852.  
  853. the vendor the vendor is being told to
  854.  
  855. highlight and in his attach modes list
  856.  
  857. is a stall and so the stall is getting
  858.  
  859. told to highlight so the so an
  860.  
  861. attachable has a link back to its parent
  862.  
  863. as what you're saying
  864.  
  865. and any building has a list of what it's
  866.  
  867. connected to
  868.  
  869. right but it's not just a list of the
  870.  
  871. things that are down it also it's a
  872.  
  873. two-way connection so I put the building
  874.  
  875. I add the stall I put the vendor here's
  876.  
  877. my vendor
  878.  
  879. now here's building attachable vendor
  880.  
  881. right so the vendor says to the stall
  882.  
  883. hey you're connected to me so you need
  884.  
  885. to highlight so these guys are stuck in
  886.  
  887. a traffic you just go down the chain
  888.  
  889. till this thing tells its children and
  890.  
  891. this thing tells its children and it's
  892.  
  893. done right right okay so I get that so
  894.  
  895. there's some work there okay so in terms
  896.  
  897. of base what we just said though they
  898.  
  899. don't have to have the move building
  900.  
  901. they can get around it it's just really
  902.  
  903. really obnoxious so what I would do is
  904.  
  905. I'll reorder this list it's still going
  906.  
  907. to be part of phase one I don't want to
  908.  
  909. go out without it but to get us up and
  910.  
  911. running more quickly I would suggest we
  912.  
  913. do the basileus management stuff first
  914.  
  915. because then we can actually get in and
  916.  
  917. start to test that and see are there
  918.  
  919. other issues like I decide I want to
  920.  
  921. move this building but I don't know that
  922.  
  923. John who's a noble and this is his but
  924.  
  925. I'm the world owner or the parcel owner
  926.  
  927. he's he's a he's a building owner let's
  928.  
  929. say if I'm in the middle of moving his
  930.  
  931. building and he logs in and now he's
  932.  
  933. trying to move it
  934.  
  935. there could be locking issues right so
  936.  
  937. I'd sent a note about this one not just
  938.  
  939. to you but to Steven as well asking like
  940.  
  941. do we need to lock that asset so that if
  942.  
  943. he tries to use it it says sorry Todd's
  944.  
  945. already moving it yeah whatever so
  946.  
  947. there'll be some weird oddities like
  948.  
  949. that they come out but I guess that
  950.  
  951. won't come up we add the moving anyway
  952.  
  953. so anyhow would we do that
  954.  
  955. the it's so the thing is the movement as
  956.  
  957. far as I know so tell me if I'm wrong
  958.  
  959. but the movement of a building is not
  960.  
  961. actually happening on the server on the
  962.  
  963. client I'm saying hey I want to move
  964.  
  965. this building and the clients like okay
  966.  
  967. tell me where you want it and when
  968.  
  969. you're done figuring out what
  970.  
  971. put it I'll let the server know you
  972.  
  973. moved it so that means that I'm in ghost
  974.  
  975. mode let's say and I'm dragging this
  976.  
  977. thing around server doesn't care the
  978.  
  979. server doesn't know that I'm even doing
  980.  
  981. that until I submit it so if in the
  982.  
  983. meantime I start that process you walk
  984.  
  985. up and grab that building and now you
  986.  
  987. move it around and then you say actually
  988.  
  989. put it here what the hell happens is it
  990.  
  991. gonna in tell me yeah I'm just kam care
  992.  
  993. does it gonna send a message to me it's
  994.  
  995. saying well it's certainly gonna send a
  996.  
  997. message to me saying this building's
  998.  
  999. been moved so when I get that message we
  1000.  
  1001. could do one of two things we could
  1002.  
  1003. cancel my movement and say hey I'm
  1004.  
  1005. aborting you just so you know because
  1006.  
  1007. John moved this building out from under
  1008.  
  1009. you
  1010.  
  1011. or it could get it and say yeah John
  1012.  
  1013. moved it whatever doesn't matter I'm in
  1014.  
  1015. the middle of moving it and when I
  1016.  
  1017. finally decide where to put it it'll
  1018.  
  1019. send my message up and the server will
  1020.  
  1021. then pop it and you'll just see it it's
  1022.  
  1023. a teleport
  1024.  
  1025. yeah Brian just so I don't know which of
  1026.  
  1027. those I prefer I just as long as one as
  1028.  
  1029. long as whichever fund we go it doesn't
  1030.  
  1031. break things I don't really care like
  1032.  
  1033. what we don't want is the two clients
  1034.  
  1035. are out of sync now or the or the
  1036.  
  1037. building gets duped god forbid or
  1038.  
  1039. anything like that like that sori blows
  1040.  
  1041. away the vendors like we just wanted to
  1042.  
  1043. not be buggy otherwise I don't really
  1044.  
  1045. care which of those to be honest so
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