Suggestion : Hook mod #4972
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#4972
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
https://forum.minetest.net/viewtopic.php?t=13634
Reason: to add hooks to climb out of tough spots when you have no resources at hand.
(Optional/Not important tools that come along with the mod):
Slingshot:
throw junk far away and hurt your enemies
place it to change side to use
Mouth breather assembly:
use outside water/vaccum to refill with air, use in water/vaccum to refill your breath (max 10 times))
Pchest:
portable chest, the stuff is stored inside the chest/tool, and not in a ghost inventory.
i loved this mod on tunnelers' abyss, but it's also very poorly written and has a lot of bugs. the hooks don't always disappear when they should, leaving the landscape littered with them. i don't recall whether the mod respects protection, either.
the slingshot has the usual issues w/ projectiles, and you can accidentally toss important items out of your inventory, and they will despawn very quickly.
the mouth breather assembly is redundant w/ the gilly staff.
portable storage nodes have been vetoed several times for balancing reasons.
Maybe instead of "hook to block", we should have a "throw me a rope" kind of thing? With the leads mod (your-land/bugtracker#4947)
fluxBoot suggested, there could even be a visual effect?I tried it there and actually never managed to get it working (should I left click? right click? aim at corner of the node? or middle? or ground below? or block above?). I looked into code for some hints how to use that and there seem to be a code that respects protection (you essentially can't use it in a protected area)
On tunneler's abyss, if you can jump only 1 node, something that allows you to climb is important. Here, where you can jump 3 nodes with crystal boots and sprinting (and even more if in werewolf form), you can simply jump up unless the cliff is really steep and need for climbing help is much smaller.
True, that thing is dangerous. Accidentally hurling balrog whip to an inaccessible place can be a very costly mistake.
It is simpler to make (you don't need 5 exotic types of moss), so it might be somewhat usable as crutch for newbies before they make or buy their own gilly staff.
proposal: a ropebox attached to an arrow. when the arrow hits, it spawns a ropebox, which then drops.