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Messages - Jaz

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Creative Features / [Scripts] Re: Minigolf Minigame in TM
« on: January 28, 2018, 06:47:45 AM »
Wow! This is very impressive, I've not seen anything like this in action before. Care to share the script? ;)

Looks great!

Brilliant idea, +1.

General Discussion / Re: Question Time with Circle Cat
« on: January 16, 2018, 02:50:02 AM »
Do you like squares?
Do you like dogs?

Site Suggestions and Bugs / Re: Fan art contests
« on: January 15, 2018, 04:10:49 AM »
One of the ways to win the Artist forum award is to be a "contest winner", so I would assume there will be a few art based contests at some point in the future.

Mods / [PC] Re: Infinite Worlds Mod
« on: January 11, 2018, 06:35:12 AM »
PC 64bit (via monogame) will fix the RAM issue.

I don't imagine we will be seeing 64bit Total Miner coming any time soon however? I remember you stating a few times in regards to it being a very tedious and time enduring task... Quote me if I'm wrong.

Mods / [PC] Re: Infinite Worlds Mod
« on: January 11, 2018, 03:43:08 AM »
Do you have any idea on how this modder even did whatever he did I'm just curious on how he made worlds infinite but i do know theres a lot of .reg files in his world folders

The game has had infinite worlds since 2014, it's just been locked because it isn't properly finished, particularly the multiplayer side. The modder basically unlocked it.

Oh wow no way, wouldn't it be possible to release infinite flat worlds in that case since they're technically ready and don't need biome generation? Many of us would enjoy terraforming their own worlds and wouldn't use genarated terrain anyway.

On another note, since he simply unlocked the infinite terrain option and infinite worlds is already built into the game without mods, wouldn't it theoretically work online?

Mods / [PC] Re: Infinite Worlds Mod
« on: January 09, 2018, 06:20:14 PM »
Very interesting mod, however the only thing that completely pushes me away from using this is becuase we don't know if it will still work with the official infinite worlds once it's released, I don't see the point in spending time creating a multi-player based map on a world that I don't know will work online, even after the official infinite worlds.
Not doubting this at all though, this is by far the best mod I've seen anyone release so far, I'm excited to give survival a go on one of these worlds!

Total Miner Discussion / [Other] Re: Will Total Miner Forge come out on Playstation?
« on: January 06, 2018, 08:42:41 AM »
You can read all about the Playstation version development here;

Mods / [Other] Re: Crafting Mod
« on: January 05, 2018, 03:53:15 PM »
You could always turn on local skills and make everyone have max rank except crafting? Set the crafting level of level 0 items higher, this way the player cannot craft anything, but still play the game as normal.

Fun House / Re: You get a million dollars but...
« on: January 03, 2018, 05:11:48 PM »
You get a million dollars but you lose both your legs and arms.
Hell no. A million dollars doesn't even buy a house in my city.

1 You are offered a million dollars but you lose the love of your life.
2You are offered a million dollars but you have to work a tedious job for the rest of your life.
3You are offered a million dollars but you have to play Total Miner for at least 4 hours, every day, for the rest of your life.

1 If I had the love of my life, not a chance. But I don't so I can't lose 8)
2 I already work a very tedious job - Do I not get paid anything for doing this job after the initial 1 million? If not then no thank you.
3 What kind of question is that? I'll put an extra hour on top just 'cause ;)

You are offered a million dollars, but you need to spend it all in pennies, and no it cannot be converted into any other form of cash, only pennies. You also need to lick both sides of each penny before being able to spend it. (That's 100,000,000 pennies!)

Site News and Information / Re: Member tagging
« on: January 03, 2018, 04:32:30 AM »
@bob this definitely seems interesting, oh and @bob I'm sure no one will ever abuse this, that would be silly, wouldn't it @bob ?


Contests / Re: New Years Giveaway
« on: December 31, 2017, 02:36:05 PM »
Pick me, pick me!

Ideas / Re: Zone Script Naming
« on: December 28, 2017, 10:39:36 PM »
is down to the host.
Yes but not all hosts are aware of the consequences of hundreds or even thousands of active zones (used or not). They'll just blame the game for bad performance.
That is a fair point really.
Perhaps we could have this option for temp zones only as suggested above. Would you consider the option for an admin to be able to later convert the temp zone into a permanent zone?

Ideas / Re: Zone Script Naming
« on: December 28, 2017, 06:40:15 PM »
Players are transient, Zones are not.
That's what world administrators are for, ultimately a zone being there permanently or not is down to the host.
The only thing this is doing is forcing an administrator to manually create a zone and assign a player to it when this can already be automated, for an automated world this is forces someone to always be ready to create a zone in certain cases.
I have plans to host my world via a server and completely automate it (advanced security features in place and such), with me only looking over it daily, rather than 24/7 to have it functioning properly.

Another argument for this would be automatically assigned player zones in adventure, hunger games and base wars maps, where the map is supposed to be reset for every play through. - In this scenario your argument about players being transient is not valid as the world is also transient.

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