Leak Checking

pride2518

New Member
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4
Can anyone tell me if they see a leak in the following triggers please (That is, if you have free time)? I'm only a beginner at mapmaking. Post it if you see any leaks in one of those triggers, post it if you don't, I'll remove it from my to-check list. Thanks in advance!

Trigger:
  • LeaderBoard
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Leaderboard - Create a leaderboard for (All players) titled Kills
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) controller) Equal to User
            • Then - Actions
              • Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0
              • Leaderboard - Show (Last created leaderboard)
            • Else - Actions




Trigger:
  • FOW
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Buy Unit <gen>
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mass <gen>


Trigger:
  • LeaderBoard2
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set Player_Kills = (Player_Kills + 1)
      • Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Player_Kills
      • Leaderboard - Sort (Last created leaderboard) by Value in Descending order


Trigger:
  • Spawn
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Point = (Center of RedB <gen>)
      • If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 1 (Red) at Temp_Point facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Point = (Center of BlueB <gen>)
      • If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 2 (Blue) at Temp_Point facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Point = (Center of TealB <gen>)
      • If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 3 (Teal) at Temp_Point facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Point = (Center of PurpB <gen>)
      • If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 4 (Purple) at Temp_Point facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Point = (Center of YellowB <gen>)
      • If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 5 (Yellow) at Temp_Point facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Point = (Center of OrangeB <gen>)
      • If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 6 (Orange) at Temp_Point facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Point = (Center of GreenB <gen>)
      • If ((Player 7 (Green) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 7 (Green) at Temp_Point facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Point = (Center of PinkB <gen>)
      • If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 8 (Pink) at Temp_Point facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation (udg_Temp_Point)


Trigger:
  • Gold
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Killing unit)) Not equal to (Owner of (Dying unit))
    • Actions
      • Player - Add 1 to (Owner of (Killing unit)) Food cap


Trigger:
  • Gold2
    • Events
      • Player - Player 1 (Red)'s Food cap becomes Equal to 50.00
      • Player - Player 2 (Blue)'s Food cap becomes Equal to 50.00
      • Player - Player 3 (Teal)'s Food cap becomes Equal to 50.00
      • Player - Player 4 (Purple)'s Food cap becomes Equal to 50.00
      • Player - Player 5 (Yellow)'s Food cap becomes Equal to 50.00
      • Player - Player 6 (Orange)'s Food cap becomes Equal to 50.00
      • Player - Player 7 (Green)'s Food cap becomes Equal to 50.00
      • Player - Player 8 (Pink)'s Food cap becomes Equal to 50.00
    • Conditions
    • Actions
      • Player - Set (Triggering player) Food cap to 0
      • Player - Add 1 to (Triggering player) Current gold


Trigger:
  • Ruler1
    • Events
      • Unit - A unit leaves RedB <gen>
      • Unit - A unit leaves BlueB <gen>
      • Unit - A unit leaves TealB <gen>
      • Unit - A unit leaves PurpB <gen>
      • Unit - A unit leaves YellowB <gen>
      • Unit - A unit leaves OrangeB <gen>
      • Unit - A unit leaves GreenB <gen>
      • Unit - A unit leaves PinkB <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Ruler
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Set Temp_Point = (Center of RedB <gen>)
          • Unit - Move (Triggering unit) instantly to Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Set Temp_Point = (Center of BlueB <gen>)
          • Unit - Move (Triggering unit) instantly to Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Set Temp_Point = (Center of TealB <gen>)
          • Unit - Move (Triggering unit) instantly to Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Set Temp_Point = (Center of PurpB <gen>)
          • Unit - Move (Triggering unit) instantly to Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        • Then - Actions
          • Set Temp_Point = (Center of YellowB <gen>)
          • Unit - Move (Triggering unit) instantly to Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Set Temp_Point = (Center of OrangeB <gen>)
          • Unit - Move (Triggering unit) instantly to Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Set Temp_Point = (Center of GreenB <gen>)
          • Unit - Move (Triggering unit) instantly to Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Set Temp_Point = (Center of PinkB <gen>)
          • Unit - Move (Triggering unit) instantly to Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions


Trigger:
  • RulerCreate
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
        • Then - Actions
          • Set Temp_Point = (Random point in RedB <gen>)
          • Unit - Create 1 Ruler for Player 1 (Red) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) slot status) Equal to Is playing
        • Then - Actions
          • Set Temp_Point = (Random point in BlueB <gen>)
          • Unit - Create 1 Ruler for Player 2 (Blue) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) slot status) Equal to Is playing
        • Then - Actions
          • Set Temp_Point = (Random point in TealB <gen>)
          • Unit - Create 1 Ruler for Player 3 (Teal) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 4 (Purple) slot status) Equal to Is playing
        • Then - Actions
          • Set Temp_Point = (Random point in PurpB <gen>)
          • Unit - Create 1 Ruler for Player 4 (Purple) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 5 (Yellow) slot status) Equal to Is playing
        • Then - Actions
          • Set Temp_Point = (Random point in YellowB <gen>)
          • Unit - Create 1 Ruler for Player 5 (Yellow) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 6 (Orange) slot status) Equal to Is playing
        • Then - Actions
          • Set Temp_Point = (Random point in OrangeB <gen>)
          • Unit - Create 1 Ruler for Player 6 (Orange) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 7 (Green) slot status) Equal to Is playing
        • Then - Actions
          • Set Temp_Point = (Random point in GreenB <gen>)
          • Unit - Create 1 Ruler for Player 7 (Green) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 8 (Pink) slot status) Equal to Is playing
        • Then - Actions
          • Set Temp_Point = (Random point in PinkB <gen>)
          • Unit - Create 1 Ruler for Player 8 (Pink) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions


Trigger:
  • RulerDead
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Ruler
    • Actions
      • Game - Defeat (Owner of (Dying unit)) with the message: You lost! Your Rule...


Trigger:
  • Red
    • Events
      • Unit - A unit enters Red <gen>
    • Conditions
    • Actions
      • Set Temp_Point = (Center of Return Wisp <gen>)
      • Unit - Move (Triggering unit) instantly to Temp_Point
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Group = (Units owned by (Owner of (Triggering unit)) of type Fiend)
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Center of RedB <gen>)
          • Unit - Order (Picked unit) to Attack-Move To Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
      • Custom script: call DestroyGroup (udg_Temp_Group)


Trigger:
  • Rules
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Quest - Create a Required quest titled Goal with the description Your goal is to kil..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Quest - Create a Optional quest titled Rules with the description 1- Your Ruler is no..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
      • Quest - Create a Required quest titled Info with the description The amount of bird ..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp


Trigger:
  • Super Fiend
    • Events
      • Unit - A unit enters Buy Super Fiend <gen>
    • Conditions
      • ((Owner of (Triggering unit)) Current gold) Greater than or equal to 1
    • Actions
      • Set Temp_Point = (Center of Buy Unit <gen>)
      • Unit - Move (Triggering unit) instantly to Temp_Point
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Set Temp_Point = (Center of RedB <gen>)
          • Unit - Create 1 Super Fiend for Player 1 (Red) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Set Temp_Point = (Center of BlueB <gen>)
          • Unit - Create 1 Super Fiend for Player 2 (Blue) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Set Temp_Point = (Center of TealB <gen>)
          • Unit - Create 1 Super Fiend for Player 3 (Teal) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Set Temp_Point = (Center of PurpB <gen>)
          • Unit - Create 1 Super Fiend for Player 4 (Purple) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        • Then - Actions
          • Set Temp_Point = (Center of YellowB <gen>)
          • Unit - Create 1 Super Fiend for Player 5 (Yellow) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Set Temp_Point = (Center of OrangeB <gen>)
          • Unit - Create 1 Super Fiend for Player 6 (Orange) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Set Temp_Point = (Center of GreenB <gen>)
          • Unit - Create 1 Super Fiend for Player 7 (Green) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Set Temp_Point = (Center of PinkB <gen>)
          • Unit - Create 1 Super Fiend for Player 8 (Pink) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions
      • Player - Set (Owner of (Triggering unit)) Current gold to (((Owner of (Triggering unit)) Current gold) - 1)




Even confirming that one of them have a leak/is leakless will be kindly regarded. Rep+ to anyone who does so :).
 

Bogrim

y hello thar
Reaction score
154
There are some things that could be a lot better done. For example:
Trigger:
  • Red
    • Events
      • Unit - A unit enters Red <gen>
    • Conditions
    • Actions
      • Set Temp_Point = (Center of Return Wisp <gen>)
      • Unit - Move (Triggering unit) instantly to Temp_Point
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Group = (Units owned by (Owner of (Triggering unit)) of type Fiend)
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Center of RedB <gen>)
          • Unit - Order (Picked unit) to Attack-Move To Temp_Point
          • Custom script: call RemoveLocation (udg_Temp_Point)
      • Custom script: call DestroyGroup (udg_Temp_Group)

In the above trigger you're ordering all the units to one specific point, but re-creating the same handle for every unit. Instead, your trigger should look more like this:
Trigger:
  • Red
    • Events
      • Unit - A unit enters Red <gen>
    • Conditions
    • Actions
      • Set Temp_Point = (Center of Return Wisp <gen>)
      • Unit - Move (Triggering unit) instantly to Temp_Point
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Point = (Center of RedB <gen>)
      • Set Temp_Group = (Units owned by (Owner of (Triggering unit)) of type Fiend)
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To Temp_Point
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Custom script: call DestroyGroup (udg_Temp_Group)

You also have some "do nothing" actions, like in these:
Trigger:
  • If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 1 Fiend for Player 1 (Red) at Temp_Point facing Default building facing degrees) else do (Do nothing)

Do nothing isn't an action you should ever use and it has been known to cause bugs. There's already an "If Then Else" action that doesn't require you to fill in any actions, always use that despite how large it makes your GUI trigger look (actual code order > "GUI" order).

If you want to improve your "Super Fiend" trigger, you should save the regions in an array and run a loop instead, repeating actions for 1 to 8 and using the loop variable to determine the player number.
 
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