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Messages - A Wolf With Hands

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1
General Discussion / Re: Question time with Kitty
« on: February 18, 2018, 03:28:29 AM »
What is your favorite kind of pie?

2
General Discussion / Re: Question time with Kitty
« on: February 17, 2018, 06:13:21 PM »
Have you ever danced with the devil in the pale moonlight?

3
General Discussion / Question time with Kitty
« on: February 17, 2018, 02:03:59 PM »
Kitty, it's your turn. For real this time

Discussion Guidelines:
1. Don't be an ass.
2. Don't ask for private information(address, sex life, etc.)
3. Be respectful
4. Do not spam the topic with questions.
5. Do not try to hijack the topic(answering questions that aren't for you, derailing the topic or begging to be next.)

Remember @Kitty    , you don't have to answer any question you find too personal or irrelevant. Just get to as many as you are comfortable answering please.

Sign up's for the future:
http://totalminerforums.net/index.php?topic=19105.0

4
General Discussion / Re: Question time: Schedule and Sign Ups
« on: February 16, 2018, 07:14:51 PM »
Idk if Im too late, but I'll do it
I need to get around to updating the OP, but ill add you

5
Movies, TV, Music, Sports, Etc. / [Movies] Re: Marvel Cinematic Universe
« on: February 16, 2018, 06:41:20 PM »
Unpopular opinion, but I prefer the DC movies. The Marvel movies are still great though.

(pls dont kill me)


Which dc movies? The snyderverse or the older ones?

6
General Discussion / Re: Question Time with Atlas
« on: February 15, 2018, 03:25:56 PM »
Why are you a team killer?
We don't get to choose the things that fix us, Jet. I can't control what makes me whole.

7
General Discussion / Re: Question Time with Jared
« on: February 13, 2018, 10:35:48 PM »
Do you have a favorite podcast?

8
General Discussion / Re: Question Time with Jared
« on: February 13, 2018, 04:22:36 PM »
Any relation to the Subway mascot?

9
General Discussion / Question Time with Jared
« on: February 13, 2018, 02:33:45 PM »
Jared, it's your turn.

Discussion Guidelines:
1. Don't be an ass.
2. Don't ask for private information(address, sex life, etc.)
3. Be respectful
4. Do not spam the topic with questions.
5. Do not try to hijack the topic(answering questions that aren't for you, derailing the topic or begging to be next.)

Remember @Jared   , you don't have to answer any question you find too personal or irrelevant. Just get to as many as you are comfortable answering please.

Sign up's for the future:
http://totalminerforums.net/index.php?topic=19105.0

10
General Discussion / Re: Question Time with Jesse
« on: February 12, 2018, 04:28:28 AM »
What is love?

11
General Discussion / Question Time with Jesse
« on: February 10, 2018, 01:24:52 PM »
Jesse, it's your turn. Although I still don't know why everyone keeps talking about your girl.

Discussion Guidelines:
1. Don't be an ass.
2. Don't ask for private information(address, sex life, etc.)
3. Be respectful
4. Do not spam the topic with questions.
5. Do not try to hijack the topic(answering questions that aren't for you, derailing the topic or begging to be next.)

Remember @Jesse   , you don't have to answer any question you find too personal or irrelevant. Just get to as many as you are comfortable answering please.

Sign up's for the future:
http://totalminerforums.net/index.php?topic=19105.0

12
Ideas / Re: Pocket Watch
« on: February 09, 2018, 08:13:39 PM »
I don't like using "You can do this with scripts" as a reason to not add something, But here it causes a problem. You can literally just do a copy/paste script to make a clock that refreshes every 60 ingame milliseconds.

The ability to easily do that in any gamemode just kinda devalues the clock item for anything other than crafting. So unless Craig removes the ability for us to use the [clock:] variable in survival, This isn't going to have as much value as it should.
I see what you mean, but what if you aren't an admin? I mean if I am in someone's world I would have to walk them through how to write that script or convince them to give me admin to do it myself

Ultimately, It is up to the host whether or not they want the clock anyway.

I feel like it would take 10 minutes (if that) to just put a simple HUDText clock script into the system default scripts. This isn't quite as exciting for crafting, But it'd solve the problem you just said.
What do you mean it's up to the host? I mean I wouldn't have get the hosts permission to make a pickaxe or even a battleaxe. I'm just saying it would be cool to have an item ingame that lets you know what time it is, and can be used in crafting recipes. Honestly I am probably going to add them into my wild west texture pack in place of amulets, but I just thought it would be cool to have a working one in game.

You don't need the host's permission because they can outright disable it entirely if they want to.

Likewise, If the host wants you to be able to tell the time they will make it possible to tell time.

I'm in no way against adding a clock item. There's a reason I have made so many different clock scripts. But the problem with the idea is that the ease of scripting it makes the item almost completely worthless because why waste resources on something that you can get for free?
I mean yeah you can get it for free if you are the host or an admin or if you beg the host to write a script for you. But I just don't think that's a valid reason against anything being added.

13
Ideas / Re: Pocket Watch
« on: February 09, 2018, 01:48:52 PM »
I don't like using "You can do this with scripts" as a reason to not add something, But here it causes a problem. You can literally just do a copy/paste script to make a clock that refreshes every 60 ingame milliseconds.

The ability to easily do that in any gamemode just kinda devalues the clock item for anything other than crafting. So unless Craig removes the ability for us to use the [clock:] variable in survival, This isn't going to have as much value as it should.
I see what you mean, but what if you aren't an admin? I mean if I am in someone's world I would have to walk them through how to write that script or convince them to give me admin to do it myself

Ultimately, It is up to the host whether or not they want the clock anyway.

I feel like it would take 10 minutes (if that) to just put a simple HUDText clock script into the system default scripts. This isn't quite as exciting for crafting, But it'd solve the problem you just said.
What do you mean it's up to the host? I mean I wouldn't have get the hosts permission to make a pickaxe or even a battleaxe. I'm just saying it would be cool to have an item ingame that lets you know what time it is, and can be used in crafting recipes. Honestly I am probably going to add them into my wild west texture pack in place of amulets, but I just thought it would be cool to have a working one in game.

14
Ideas / Re: Pocket Watch
« on: February 08, 2018, 01:49:20 PM »
I don't like using "You can do this with scripts" as a reason to not add something, But here it causes a problem. You can literally just do a copy/paste script to make a clock that refreshes every 60 ingame milliseconds.

The ability to easily do that in any gamemode just kinda devalues the clock item for anything other than crafting. So unless Craig removes the ability for us to use the [clock:] variable in survival, This isn't going to have as much value as it should.
I see what you mean, but what if you aren't an admin? I mean if I am in someone's world I would have to walk them through how to write that script or convince them to give me admin to do it myself

15
Ideas / Pocket Watch
« on: February 07, 2018, 02:45:04 PM »
Okay now this is probably a weird request, but wouldn't it be cool to be able to find a pocket watch to help keep track of how long you have before the sun goes down/comes up?

In addition, you can use it in crafting recipes to make timed explosives and maybe other things in the future.

Plus rare enchanted pocket watches can be added and be used to add additional buffs later in the games lifespan

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