[HELP] I confused.... 1 thing. a and trigger

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
and No.

The PlayerUnit thing isn't the problem.
3rd trigger
Trigger:
  • Player reverts back to normal
    • Events
      • Game - The in-game time of day becomes Equal to 6.00
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Werewolf[(Integer A)] Equal to True
            • Then - Actions
              • Game - Display to (All players) the text: TEST
              • Set Strength[(Integer A)] = (Strength of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Intellagence[(Integer A)] = (Intelligence of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Agility[(Integer A)] = (Agility of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Exp[(Integer A)] = (Hero experience of PlayerUnit[(Integer A)])
              • Unit - Replace WereUnit[(Integer A)] with a (Unit-type of PlayerUnit[(Integer A)]) using The old unit's relative life and mana
              • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
              • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
              • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
              • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
              • Set WereUnit[(Integer A)] = (Last replaced unit)
            • Else - Actions

2nd trigger
Trigger:
  • Player turns into a Werewolf
    • Events
      • Game - The in-game time of day becomes Greater than or equal to 18.00
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Werewolf[(Integer A)] Equal to True
            • Then - Actions
              • Game - Display to (All players) the text: TEST
              • Set Strength[(Integer A)] = (Strength of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Intellagence[(Integer A)] = (Intelligence of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Agility[(Integer A)] = (Agility of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Exp[(Integer A)] = (Hero experience of PlayerUnit[(Integer A)])
              • Unit - Replace PlayerUnit[(Integer A)] with a Srge. Big Wolf using The old unit's relative life and mana
              • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
              • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
              • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
              • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
              • Hero - Learn skill for (Last replaced unit): Bite
              • Set WereUnit[(Integer A)] = (Last created unit)
            • Else - Actions

1st trigger
Trigger:
  • Bite
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Bite
      • ((Target unit of ability being cast) is A Hero) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 0 and 100) Less than 35
        • Then - Actions
          • Game - Display to (All players) the text: TEST
          • Trigger - Turn on Player turns into a Werewolf <gen>
          • Set Count = (Count + 1)
          • Set PlayerUnit[Count] = (Target unit of ability being cast)
          • Set Werewolf[Count] = True
        • Else - Actions

OK, and those are the triggers.
 

Kayoss666

Member
Reaction score
7
and No.

The PlayerUnit thing isn't the problem.
3rd trigger
Trigger:
  • Player reverts back to normal
    • Events
      • Game - The in-game time of day becomes Equal to 6.00
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Werewolf[(Integer A)] Equal to True
            • Then - Actions
              • Game - Display to (All players) the text: TEST
              • Set Strength[(Integer A)] = (Strength of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Intellagence[(Integer A)] = (Intelligence of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Agility[(Integer A)] = (Agility of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Exp[(Integer A)] = (Hero experience of PlayerUnit[(Integer A)])
              • Unit - Replace WereUnit[(Integer A)] with a (Unit-type of PlayerUnit[(Integer A)]) using The old unit's relative life and mana
              • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
              • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
              • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
              • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
              • Set WereUnit[(Integer A)] = (Last replaced unit)
              • Set PlayerUnit[(Integer A)] = (Last created unit)
            • Else - Actions

2nd trigger
Trigger:
  • Player turns into a Werewolf
    • Events
      • Game - The in-game time of day becomes Greater than or equal to 18.00
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Werewolf[(Integer A)] Equal to True
            • Then - Actions
              • Game - Display to (All players) the text: TEST
              • Set Strength[(Integer A)] = (Strength of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Intellagence[(Integer A)] = (Intelligence of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Agility[(Integer A)] = (Agility of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Exp[(Integer A)] = (Hero experience of PlayerUnit[(Integer A)])
              • Unit - Replace PlayerUnit[(Integer A)] with a Srge. Big Wolf using The old unit's relative life and mana
              • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
              • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
              • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
              • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
              • Hero - Learn skill for (Last replaced unit): Bite
              • Set WereUnit[(Integer A)] = (Last created unit)
              • Set PlayerUnit[(Integer A)] = (Last replaced unit)
            • Else - Actions

1st trigger
Trigger:
  • Bite
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Bite
      • ((Target unit of ability being cast) is A Hero) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 0 and 100) Less than 35
        • Then - Actions
          • Game - Display to (All players) the text: TEST
          • Trigger - Turn on Player turns into a Werewolf <gen>
          • Set Count = (Count + 1)
          • Set PlayerUnit[Count] = (Target unit of ability being cast)
          • Set Werewolf[Count] = True
        • Else - Actions

lol sorry i apparently was confusing with what i was saying. it should look like this:
3rd trigger
Trigger:
  • Player reverts back to normal
    • Events
      • Game - The in-game time of day becomes Equal to 6.00
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Werewolf[(Integer A)] Equal to True
            • Then - Actions
              • Game - Display to (All players) the text: TEST
              • Set Strength[(Integer A)] = (Strength of WereUnit[(Integer A)] (Exclude bonuses))
              • Set Intellagence[(Integer A)] = (Intelligence of WereUnit[(Integer A)] (Exclude bonuses))
              • Set Agility[(Integer A)] = (Agility of WereUnit[(Integer A)] (Exclude bonuses))
              • Set Exp[(Integer A)] = (Hero experience of WereUnit[(Integer A)])
              • Unit - Replace WereUnit[(Integer A)] with a (Unit-type of PlayerUnit[(Integer A)]) using The old unit's relative life and mana
              • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
              • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
              • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
              • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
            • Else - Actions

2nd trigger
Trigger:
  • Player turns into a Werewolf
    • Events
      • Game - The in-game time of day becomes Greater than or equal to 18.00
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Werewolf[(Integer A)] Equal to True
            • Then - Actions
              • Game - Display to (All players) the text: TEST
              • Set Strength[(Integer A)] = (Strength of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Intellagence[(Integer A)] = (Intelligence of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Agility[(Integer A)] = (Agility of PlayerUnit[(Integer A)] (Exclude bonuses))
              • Set Exp[(Integer A)] = (Hero experience of PlayerUnit[(Integer A)])
              • Unit - Replace PlayerUnit[(Integer A)] with a Srge. Big Wolf using The old unit's relative life and mana
              • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
              • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
              • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
              • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
              • Hero - Learn skill for (Last replaced unit): Bite
              • Set WereUnit[(Integer A)] = (Last replaced unit)
            • Else - Actions

1st trigger
Trigger:
  • Bite
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Bite
      • ((Target unit of ability being cast) is A Hero) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 0 and 100) Less than 35
        • Then - Actions
          • Game - Display to (All players) the text: TEST
          • Trigger - Turn on Player turns into a Werewolf <gen>
          • Set Count = (Count + 1)
          • Set PlayerUnit[Count] = (Target unit of ability being cast)
          • Set Werewolf[Count] = True
        • Else - Actions
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
Could it be the in-game thing, when they turn into WW they get like 1 HP, could it be cause of that?
 

Kayoss666

Member
Reaction score
7
ok try changing the old unit's relative to old unit's
Trigger:
  • Unit - Replace PlayerUnit[(Integer A)] with a Srge. Big Wolf using The old unit's life and mana
 

Kayoss666

Member
Reaction score
7
okay then i have no idea cuz this should work. post the triggers you have now please and i will look at them til i figure something out..
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
I think, if I turn on the 2nd trigger then make itself turn off after I turn on the 3rd trigger, then the 3rd trigger turns on the 2nd trigger and turns itself off. which repeats itself in a never ending sequence would that maybe work?

Trigger:
  • Bite
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Bite
      • ((Target unit of ability being cast) is A Hero) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 0 and 100) Less than 35
        • Then - Actions
          • Game - Display to (All players) the text: TEST
          • Trigger - Turn on Player turns into a Werewolf <gen>
          • Set Count = (Count + 1)
          • Set PlayerUnit[Count] = (Target unit of ability being cast)
          • Set Werewolf[Count] = True
        • Else - Actions
    • Player turns into a Werewolf
      • Events
        • Game - The in-game time of day becomes Greater than or equal to 18.00
      • Conditions
      • Actions
        • For each (Integer A) from 1 to 11, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Werewolf[(Integer A)] Equal to True
              • Then - Actions
                • Trigger - Turn off (This trigger)
                • Game - Display to (All players) the text: TEST
                • Set Strength[(Integer A)] = (Strength of PlayerUnit[(Integer A)] (Exclude bonuses))
                • Set Intellagence[(Integer A)] = (Intelligence of PlayerUnit[(Integer A)] (Exclude bonuses))
                • Set Agility[(Integer A)] = (Agility of PlayerUnit[(Integer A)] (Exclude bonuses))
                • Set Exp[(Integer A)] = (Hero experience of PlayerUnit[(Integer A)])
                • Unit - Replace PlayerUnit[(Integer A)] with a Srge. Big Wolf using The old unit's life and mana
                • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
                • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
                • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
                • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
                • Hero - Learn skill for (Last replaced unit): Bite
                • Set WereUnit[(Integer A)] = (Last created unit)
                • Trigger - Turn on Player turns into a Werewolf <gen>
              • Else - Actions
    • Player reverts back to normal
      • Events
        • Game - The in-game time of day becomes Equal to 6.00
      • Conditions
      • Actions
        • For each (Integer A) from 1 to 11, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Werewolf[(Integer A)] Equal to True
              • Then - Actions
                • Trigger - Turn off (This trigger)
                • Game - Display to (All players) the text: TEST
                • Set Strength[(Integer A)] = (Strength of WereUnit[(Integer A)] (Exclude bonuses))
                • Set Intellagence[(Integer A)] = (Intelligence of WereUnit[(Integer A)] (Exclude bonuses))
                • Set Agility[(Integer A)] = (Agility of WereUnit[(Integer A)] (Exclude bonuses))
                • Set Exp[(Integer A)] = (Hero experience of WereUnit[(Integer A)])
                • Unit - Replace WereUnit[(Integer A)] with a (Unit-type of PlayerUnit[(Integer A)]) using The old unit's life and mana
                • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
                • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
                • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
                • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
                • Set WereUnit[(Integer A)] = (Last replaced unit)
                • Trigger - Turn on Player turns into a Werewolf <gen>
              • Else - Actions
 

Kayoss666

Member
Reaction score
7
if so i would insert a very short maybe .5 sec wait so that it will have time to change all players effected by it before turning it off. but its worth a shot.

wow in your second trigger it should be egual to 18.00 not greater then or egual to

and you turned back on the 2nd trigger not the 3rd at the end of the second trigger.
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
Fail... :D :D :D :D

OK, turning on the second trigger through the first trigger does nothing.

So I don't have the wait's, trigger turn on and offs. What if I did all that, but in two trigger. (2nd and 3rd trigger togethor) would that work?
 

Kayoss666

Member
Reaction score
7
no it has to be two triggers for the game's time event to work.

so it all works but the switch back right or have other problems come up?
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
Yea, this trigger doesn't work
Trigger:
  • Unit - Replace WereUnit[(Integer A)] with a (Unit-type of PlayerUnit[(Integer A)]) using The old unit's life and mana


What if I it so it looks like this:
Trigger:
  • Unit - Replace WereUnit[(Integer A)] with a (Unit-type of PlayerUnit[(count)]) using The old unit's life and mana
 

Kayoss666

Member
Reaction score
7
Trigger:
  • Player turns into a Werewolf
    • Events
    • Game - The in-game time of day becomes Greater than or equal to 18.00
    • Conditions
    • Actions
    • For each (Integer A) from 1 to 11, do (Actions)
    • Loop - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • Werewolf[(Integer A)] Equal to True
    • Then - Actions
    • Trigger - Turn off (This trigger)
    • Game - Display to (All players) the text: TEST
    • Set Strength[(Integer A)] = (Strength of PlayerUnit[(Integer A)] (Exclude bonuses))
    • Set Intellagence[(Integer A)] = (Intelligence of PlayerUnit[(Integer A)] (Exclude bonuses))
    • Set Agility[(Integer A)] = (Agility of PlayerUnit[(Integer A)] (Exclude bonuses))
    • Set Exp[(Integer A)] = (Hero experience of PlayerUnit[(Integer A)])
    • Unit - Replace PlayerUnit[(Integer A)] with a Srge. Big Wolf using The old unit's life and mana
    • Hero - Modify Strength of (Last replaced unit): Set to Strength[(Integer A)]
    • Hero - Modify Agility of (Last replaced unit): Set to Agility[(Integer A)]
    • Hero - Modify Intelligence of (Last replaced unit): Set to Intellagence[(Integer A)]
    • Hero - Set (Last replaced unit) experience to Exp[(Integer A)], Hide level-up graphics
    • Hero - Learn skill for (Last replaced unit): Bite
    • Set WereUnit[(Integer A)] = (Last created unit)


you need to change last created unit to last replaced unit. no unit was created it was replaced

and count wont work cuz it would change when another player is effected.
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
OK. lets see if it works.

Now we got another problem, they vanish instead of being replaced.
 

Kayoss666

Member
Reaction score
7
Trigger:
  • Bite
    • Events
    • Unit - A unit Begins casting an ability
    • Conditions
    • (Ability being cast) Equal to Bite
    • ((Target unit of ability being cast) is A Hero) Equal to True
    • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Random integer number between 0 and 100) Less than 35
    • Then - Actions
    • Game - Display to (All players) the text: TEST
    • Trigger - Turn on Player turns into a Werewolf <gen>
    • Set Count = (Count + 1)
    • Set PlayerUnit[Count] = (Target unit of ability being cast)
    • Set Werewolf[Count] = True
    • Else - Actions

okay let try adding
Trigger:
  • Set PlayerUnitType[Count] = (Unit-type of (Target unit of ability being cast))

to the first trigger and change
Trigger:
  • Unit - Replace WereUnit[(Integer A)] with a (Unit-type of PlayerUnit[(Integer A)]) using The old unit's life and mana

in the third trigger to
Trigger:
  • Unit - Replace WereUnit[(Integer A)] with a (PlayerUnitType[(Integer A)]) using The old unit's life and mana
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
So, are we creating a new variable that is named PlayerUnitType or are we editing PlayerUnit to Variable: Unit-type?
 

Kayoss666

Member
Reaction score
7
creating a new one. its a more brute force way of relying on variables and not the we built in functions.
but keep the old one still cuz the new variable is only used on the second replace function.
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
It only saves 2, and only does it once...

IDEA: What if I made it for each player.

I got a steady image of how to do it.

My ways pretty stupid, what you need to do is create a RedsHero for Reds hero, and do that for all players (BluesHero for blue etc etc)

My way WILL not work.
 

Kayoss666

Member
Reaction score
7
how big did you make the arrays for all of these variables. they should each have an array size of 11.
 
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