[Mod]Xtraores[0.1∆][xtraores] It's back, and better than b4!

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Grandolf
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Re: [Mod]Xtraores[0.1∆][xtraores] It's back, and better than

by Grandolf » Fri Jun 29, 2018 01:30

Hi, if i replace the old xtraores version with this one, will it cause unknown objects? also im useing xtraores xtension, will it break anything in there?
 

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davidthecreator
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Re: [Mod]Xtraores[0.1∆][xtraores] It's back, and better than

by davidthecreator » Fri Jun 29, 2018 07:33

Grandolf wrote:Hi, if i replace the old xtraores version with this one, will it cause unknown objects? also im useing xtraores xtension, will it break anything in there?


It will cause unknown objects, and xtraores xtension is not supported with the new version...

I am planning on making another mod, that will make gameplay harder and more fun, that will have xtraores support
 

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Lord_Vlad
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Re: [Mod]Xtraores[0.1∆][xtraores] It's back, and better than

by Lord_Vlad » Fri Nov 30, 2018 15:48

https://forum.minetest.net/viewtopic.php?f=11&t=18056

Support for toolranks would be really cool.

EDIT : while testing around I also noticed that when both mobs_redo and toolranks are active, none of the tools/weapons in your mod wears out when hitting mobs. For now I have nerfed or disabled all the damages in your mod, but it's a shame.
I think it would be solved too by making compatibility with toolranks. If not, I guessou should look into the compatibility between toolranks and mobs redo (in the api.lua file of mobs redo)
 

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