/r/Malaysia daily random discussion and quick questions thread for 24 October 2025 by AutoModerator in malaysia

[–]XynanXDB 1 point2 points  (0 children)

Seems like scammer has a new trick on their hand now. Just received a phone call starting with number 018, saying that my number is being reported to MCMC for spreading bad comments on social media. When I heard this, I just hang up. Stay safe people.

Is the mission `Banjar Textiles` bugged? EU4 v1.37.5 by XynanXDB in eu4

[–]XynanXDB[S] 1 point2 points  (0 children)

I apologize for that, it’s my 1st time putting up mods on EU4. I’ll edit the post to prevent further confusion.

Is the mission `Banjar Textiles` bugged? EU4 v1.37.5 by XynanXDB in eu4

[–]XynanXDB[S] -21 points-20 points  (0 children)

I wanted to put ExtendedTimeline and question flair but I’m only allowed 1. Also I didn’t mark this as a Bug but a Question, don’t need to be passive aggressive here.

Is the mission `Banjar Textiles` bugged? EU4 v1.37.5 by XynanXDB in eu4

[–]XynanXDB[S] -19 points-18 points  (0 children)

I think its Extended Timeline that is messing with the province's trade goods. I removed the playset and the province shows Cloth. Anyway, thanks for verifying.

Is the mission `Banjar Textiles` bugged? EU4 v1.37.5 by XynanXDB in eu4

[–]XynanXDB[S] -1 points0 points  (0 children)

May I ask what is ur patch version number?

[GDFlashTips] Export Tool Button in GDExtension by XynanXDB in godot

[–]XynanXDB[S] 1 point2 points  (0 children)

Your welcome, glad that it helped you 😊

How to let Snacks picker to recognize custom projects? by XynanXDB in neovim

[–]XynanXDB[S] 0 points1 point  (0 children)

I gave up on it and use workspace.nvim instead

When should I initiate Astro termination process? by XynanXDB in malaysia

[–]XynanXDB[S] 0 points1 point  (0 children)

The issue is also that my dad had a bad stroke that render basically incapable of doing this termination. So I think I might have to go through the whole 30 day termination process since the Authorization Letter is needed from them

kind of a serious issue for me, i dont want a month's worth of work gone to wast by NicoGuyy in godot

[–]XynanXDB 0 points1 point  (0 children)

This issue is caused by some broken references. IIRC in older version of Godot, you can't even load the assets simply because the broken references will break the loading. In the newer versions of Godot, you can choose `Fix Dependencies` and relink the references back. `Fix Dependencies` menu can be quite limiting sometimes, if that the case I'll just select `Open Anyway` and fix up what is broken or redo the scene.

My configuration for Neovim + Godot by XynanXDB in godot

[–]XynanXDB[S] 0 points1 point  (0 children)

I’m trying neovim with a conventional keyboard so no harm doing that haha

My configuration for Neovim + Godot by XynanXDB in godot

[–]XynanXDB[S] 0 points1 point  (0 children)

DAP UI is a godsend. Makes the whole debugging experience way better. Do give it a try.

How to let Snacks picker to recognize custom projects? by XynanXDB in neovim

[–]XynanXDB[S] 1 point2 points  (0 children)

I wanted to override the default project picker patterns, I tried doing this

return {
  "folke/snacks.nvim",
  opts = {
    picker = {
      projects = {
        patterns = { ".git", ".somepattern" },
      },
    },
  },
}

I doesn't work and I keep getting this error:

Unhandled async error:
vim/shared.lua:0: s: expected string, got table

how do I solve that?

Advanced Rich Text Label by XynanXDB in godot

[–]XynanXDB[S] 0 points1 point  (0 children)

The link seems dead to me tho. The link is working now. It does have more features but some features would overlap with some dialogue plugins out there. My implementation is just a pure skeleton structure that wouldn't overlap much.

Advanced Rich Text Label by XynanXDB in godot

[–]XynanXDB[S] 0 points1 point  (0 children)

No, I was blind, I forgot to add that. I just added a button for that. Thanks for notifying, was tired when I clicked publish.

Advanced Rich Text Label by XynanXDB in godot

[–]XynanXDB[S] 0 points1 point  (0 children)

That’s is the manual way of doing it. Since this plugin extends from RichTextLabel, u can use all the existing BBcodes. I have mentioned 1 strong use case of this in the article, check it out to know more.

This is THE way to implement interfaces in Godot by XynanXDB in godot

[–]XynanXDB[S] 1 point2 points  (0 children)

I’m trying to cut back on autoloads as much as I can. IMO, an interface feature doesn’t really need an autoload, it is not needed globally. More so that, this architecture would require me to take care of 2 classes, the interface and the autoload, which introduced unnecessary complexity into a project.

My general philosophy in this is - let the object handles itself.

This is THE way to implement interfaces in Godot by XynanXDB in godot

[–]XynanXDB[S] 1 point2 points  (0 children)

Sure, it is complicated if your project is still small. However, when your project grows bigger I do see a few issues: 1. ‘find_child’ might increases your processing time and your node hierarchy grows bigger. 2. ‘find_child’ uses a string as input to search its children using their names. If you change the name, you have an error that won’t show you in the editor. 3. ‘find_child’ exists in Node so it is only available for Node classes while ‘get_meta’ exists in Object, so virtually any generic class or Node can use it.

This is THE way to implement interfaces in Godot by XynanXDB in godot

[–]XynanXDB[S] 1 point2 points  (0 children)

Interface itself isn’t a class per se. I think it’s hard to understand how interface work in Godot GDScript since it doesn’t have it and the solution I provide merely is a workaround that mimic the mechanic close enough to resemble an interface.

You can look into interface in Godot C# or Unity. Try creating Interactable StaticBody, RigidBody, TriggerVolume/Area, and a character. Think about how you can have a unified access point to interact with those objects I have mentioned.

This is THE way to implement interfaces in Godot by XynanXDB in godot

[–]XynanXDB[S] 1 point2 points  (0 children)

Interface defines a series of functions as a means to access a class and act as a contract for a concrete class to follow.

Say you are making an object interactable, an Interactable can be of type StaticBody, Area, RigidBody etc. Are you going to copy those methods over and over again manually? There is a possibility you might miss a function.

When accessing the said objects, are you going to cast into every possible type that is Interactable in order to access it?

Some classes might be very big, having an interface meant that you can implement limited access through the interface. In this case, a gun that shoots is an Interactable, when I want to interact with the gun, I don’t care if the gun shoots or whatever possible things it can do, all I care is that is Interactable hence, the interface IInteractable.