Topywo wrote:Great!
I hope you'll find an easy way to differentiate the tools, crafting/digging/building abilities/results. I was thinking about ways how to do that, but saw a lot of work/difficulties (and for me lacking programming skills). Is it possible to create race specific mods that influence/change existing mods without knowing those mods, is it 'easier' to put if/then code in existing mods or do you already have a plan how to handle this modpack?
I read that money/trade/economy mods are now limited by the fact that most players (including me) just dig their own resources. I think this mod could give those mods a real boost on servers.
P.s. Just thought about another race: merfolk (drowning on land, not in water) :-)
Speciality tools are the next thing on my agenda for this mod, only I'n not quite sure how to go about this yet. As for race specific mods, my aim is to make this mod as flexible as possible for those creating custom games & servers. I am always open to suggestions and have done my best to include those. Interesting idea with the underwater race, I like it.
Chinchow wrote:What about Orc as a new race bigger than a man and as wide as a dwarf
Perhaps in a future version, I really need more ways to differentiate classes before I go adding more.
pandaro wrote:Hello Stu, I'm trying player classes because they are convinced of the goodness of your project.
First I will report a bug that I have experienced but do not know how to reproduce:
I have so far been unable to reproduce this myself and doubt that it could be a problem with the mod as such, there is really very little that could go wrong. Perhaps a conflict or a bug in your client? If yo do find a way to reproduce this then do please let me know.
I have just made some minor updates to the models and code. These may even fix this if by any chance it's related to the human model.