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31
If you're weighing where to spend MLB 26 stubs after the October 11 update, start with the outfield. George Springer's Diamond Quest card earns an S tier spot because its bat does the heavy lifting. Maxed contact and huge power matter more here than average speed and fielding. You aren't picking him to chase everything down. You're picking him to punish mistakes. Michael Harris II offers a different fit in A tier, pairing speed and defense with serious power. Garrett Mitchell also lands in A tier, though his clearest role is covering center field and protecting late leads.

Build the rotation around command

Andy Pettitte is the pitching addition I'd look at first. His S tier case comes down to control and a mix that gives hitters several movements to track: sinker, cutter, circle change, and a 12 to 6 curveball. That matters when you can't afford another pitch drifting over the plate. Gerrit Cole sits a step lower in A tier, with five offerings and strong numbers against lefties. Michael King has five pitches too, including a sweeper, but variety alone doesn't settle the argument. His less reliable control leaves him in B tier. Pick the arm you can locate with, not just the longest pitch menu.

Leave room for a flexible bench

Enrique Hernandez makes roster decisions easier. His coverage across almost every position except catcher lets you carry a specialist elsewhere without leaving yourself short. Add strong vision, useful defense, and a swing players like, and you've got an A tier starter who might be even more valuable coming off the bench. Joe Morgan belongs in that tier at second base. Contact, vision, speed, and fielding give him several ways to contribute. Third base is less convincing because of his arm. Ryan Vilade stays in B tier; defensive limitations and weaker contact against righties make his positional flexibility less appealing.

Defense needs enough offense beside it

Ivan Rodriguez gives you a reason to rethink catcher. The listed 95 pop time and defensive attributes that reach their ceiling through parallels support his A tier placement. His contact, vision, and clutch help, although this evaluation stops short of putting his right handed swing among the best options. Manny Machado presents a tougher choice at third. The glove is there. The speed and offensive ratings aren't persuasive enough to lift him above B tier, especially if your lineup already struggles to produce runs.

Keep relief upgrades in perspective

Ray Kerr's B tier placement reflects concerns about his predictable breaking ball pairing, while Bryan Baker's limited three pitch selection leaves him lower. Neither looks like the priority over a starter or everyday bat. If you're comparing MLB The Show 26 buy stubs options while planning upgrades, decide which roster spot needs help first. A useful reserve or dependable starter can offer more than another reliever you rarely trust.
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The class changes and new race options sound interesting for testing. Are you planning to focus on leveling a Skyborne Elf right away at launch or sticking to a classic combination first?
33
A Corners event looks straightforward until you spend a whole lap missing every corner. The scoring rule is simple: land on Go, Jail / Just Visiting, Free Parking or Go to Jail, and you earn four points multiplied by your roll multiplier. A x5 landing pays 20 points. Passing a corner doesn't count. If you're also playing a Monopoly Go Partners Event, check the available milestone rewards before committing your dice. You'll want to know whether your next target helps both activities or just moves one progress bar.

Keep your multiplier within reach

The corners sit ten spaces apart, so there's no stretch packed with corner targets. That's the difference to keep in mind when choosing a multiplier. Raising it increases the payout, not your chance of landing where you want. Start with an amount you can afford to repeat through several misses. A modest setting gives you more attempts before your dice run out, though it doesn't guarantee better returns. Don't jump to x10 just because the previous few rolls were disappointing. Those misses haven't made the next corner landing certain.

Auto roll needs a stopping point

Auto roll can suit this layout if you don't enjoy checking every throw. Still, evenly spaced corners don't make every starting position identical. Your distance from the next target matters, and manual play lets you reconsider your spending. A useful compromise is to let auto roll handle a short stretch, then pause. Check your remaining dice and the next reward. Set a stopping point before starting, whether that's a dice limit or one reachable milestone. It's much easier to stop when you've already decided what enough looks like.

Check what else your rolls can earn

Railroads give you another reason to keep an eye on the board when a tournament is active. They sit between the corners, so a roll that misses your solo target might still help elsewhere. Partner tokens or race flags can add value when available, too. Dig tools work differently: look for them among milestone rewards rather than expecting to collect them from ordinary board spaces. Before extending a session, compare the next reward with the dice you're prepared to spend. A distant prize isn't automatically worth pursuing because you've already started.

Make boosts serve your plan

Temporary boosts are worth checking, but they aren't a reason to abandon your limits. Cash Boost can support upgrade plans, while High Roller allows larger wagers without improving landing odds. Use either only when it fits what you already intended to do. The same thinking applies beyond Corners: if you're considering buying Monopoly Go Stickers while working on an album, keep that expense separate from your dice budget. Pick a reachable event reward, leave yourself something for the next session, and don't chase another lap just to erase a frustrating one.
34
Hi Pecan,

I think some lines in Makefile.am were deleted accidently in revision 13996, restoring that should fix the issue.

https://sourceforge.net/p/codeblocks/code/13996/tree//trunk/src/plugins/contrib/codesnippets/Makefile.am?diff=51421f1dc431436b6eb31d56:13995block blast
That what I need, big thanks!!!!! 8)
35
Nightly builds / Re: The 07 October 2026 build (14050) is out.
« Last post by Xaviou on October 15, 2026, 08:40:18 pm »
Hi
Hi, I am a long time user of your ppa (excellent work!) and so far running codeblocks nightly build under Kubuntu 24.04 (X11), but I am thinking of upgrading the OS to Kubuntu 26.04 LTS (Wayland).  Are there any known problems running your nightly build under Kubuntu 26.04 LTS and Wayland?  If not I am going to do the OS Upgrade I think. Thanks in advance!
I have tested in a fresh installed VirtualBox machine, and all seems to be ok : install, launch, create a new console project, build and run.

Regards
Xav'
36
Development / Re: Code::Blocks development for macOS
« Last post by tbcitoo on October 15, 2026, 06:30:45 pm »
Hi there,

Initially motivated by the needs of a school project (my kids), I also had to get Code::Blocks running on Apple Silicon (M2), including the debugger. Parting from svn r14050 / 25.03, the work has now reached a reasonably self-contained v1.2 release, which roughly satisfies my own needs. I thought it might be of interest to some of you to know that the work exists; if there is an interest in upstreaming any of the generally useful macOS changes, I can prepare the relevant changes as svn patches.

The Code::Blocks side currently includes:

native arm64 build and .app/.dmg packaging;
fixes to the macOS Terminal.app $SCRIPT launch path (I think there was some discussion about this here some time ago);
bundled console helpers for Run and Debug;
Darwin-specific GDB inferior-tty handling;
a bundled native Darwin GDB as the default debugger on macOS.

The Code::Blocks port is here: https://github.com/tbgitoo/codeblocks-macos

The companion Darwin GDB port is here: https://github.com/tbgitoo/binutils-gdb (This port builds substantially on earlier Darwin/AArch64 GDB patches by Can Acar)

Yours truly

Thomas

37
Nightly builds / Re: The 07 October 2026 build (14050) is out.
« Last post by cacb on October 15, 2026, 03:40:43 pm »

Ubuntu-22.04, 24.04 and 26.04 versions can be installed from my ppa (they are available for both amd64 and arm64 architectures).

Hi, I am a long time user of your ppa (excellent work!) and so far running codeblocks nightly build under Kubuntu 24.04 (X11), but I am thinking of upgrading the OS to Kubuntu 26.04 LTS (Wayland).  Are there any known problems running your nightly build under Kubuntu 26.04 LTS and Wayland?  If not I am going to do the OS Upgrade I think. Thanks in advance!
38
Spam reported to moderator.
39
You can't  just run The Freak Circus the same starting XI every three days anymore without risking half your squad to hamstring injuries
40
Nightly builds / Re: The 07 October 2026 build (14050) is out.
« Last post by ThierryD on October 14, 2026, 11:42:42 am »
Hi Xaviou,

I excute first :

Code
apt-cache show codeblocks
Package: codeblocks
Priority: optional
Section: x11
Installed-Size: 8601
Maintainer: Jens Lody <jens@codeblocks.org>
Architecture: amd64
Version: 25.03+svn14050~ubuntu26.04.2
...

And after, "sudo apt clean  & sudo apt update"

And finally, "sudo apt upgrade"  .... and in list of upgrade proposed therr is "codeblocks-common".

I retry to launch CB, and ... victory ... all propositions is available after click on "Create new projects".

Thank you (pbm is closed).

Regards.
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