I just want to be helpful so i'm posting here in this post a few fixes, if it's okay :)!
So i fixed it so a new worlds can be generated and also so it can be used in multiplayer games. It should be noted however that only player 1 can use the flying function.
So things for you to know:
For a mod ...
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- Mon Jul 20, 2015 6:33 am
- Forum: Mods
- Topic: [0.11.x] Flying Boots
- Replies: 14
- Views: 14772
- Sun Jun 14, 2015 12:34 am
- Forum: Mods
- Topic: [0.11.x] Flying Boots
- Replies: 14
- Views: 14772
Re: [0.11.x] Flying Boots
Some months ago, I suggested Jump Boots as a module to put into Modular Armor/Power Armor. My idea was a jump distance of 3 tiles for 1 module, 5 tiles for 2 modules, 6 tiles for 3 modules or 7 tiles for 5 modules, as a stark diminishings returns effect. And of course they'd charge electrical power ...
- Sun Jun 14, 2015 12:28 am
- Forum: Mods
- Topic: [0.11.x] Flying Boots
- Replies: 14
- Views: 14772
Re: [0.11.x] Flying Boots
Thanks, I am thinking about how to best implement them.jorgenRe wrote: Edit i checked your code, and oh my is it done well !
AND OH MY you truly are a ghost, now i see that the walk over pipes thingy may need to be done some other way =/
- Sat Jun 13, 2015 8:37 am
- Forum: Mods
- Topic: [0.11.x] Flying Boots
- Replies: 14
- Views: 14772
Re: [0.11.x] Flying Boots
I can see this making it possible to have you fly ONLY when right next to a special pipe :)! Basically making it possible for you to kinda walk over pipes :)!
I don't think it would work very well. Since it transforms you into ghost mode, which moves much faster then normal. You would always ...
I don't think it would work very well. Since it transforms you into ghost mode, which moves much faster then normal. You would always ...
- Sat Jun 13, 2015 7:57 am
- Forum: Mods
- Topic: [0.11.x] Flying Boots
- Replies: 14
- Views: 14772