![]() ![]() If it were possible, animating the hand would be welcome - I'm not sure if it is. That would be much nicer since it's currently missing. The other other change I would make is to add the node's placement sound in when it's placing with the extended placement functionality. The other visual change I would make is that, at least in my 1080 display, the distance from the central cross to the arrows/brackets around the crosshair is slightly off-kilter, with a longer distance on the left than the right, around 1-2 pixels depending on exact window size. I think a visual indication of when the extension is ready would help. This seems like a pretty sensible default but for very fast building of bridges could lead to a player falling off. There is also a rate limit on placement of 0.3 seconds. The vertical extension is not as discoverable since it requires sneak (but perhaps shouldn't as I mentioned). The meaning of the crosshair extensions is probably discoverable by a player who is playing on a server, by them just going and placing. Given the narrow viewing conditions for vertical extension I'm not sure the sneak key should be necessary. You can add another 3 nodes of height easily and the 4th by jumping (reach according to Minetest Game creative mode). It requires a pretty steep upward pitch to activate and so only really works for pillars that are already 3 nodes tall. The vertical extension feature is a bit more finicky. It's quite easy to build in a straight line, but taking a bend requires you to slow down a bit to get the angle around. It's pretty straightforward to use for bridging and nicer than holding sneak continuously. ![]() The condition for extended horizontal placement requires you to be with about the 45° mark in terms of deviation from the axis. Handy for bridging and pillars taller than 3 nodes EDIT: As noted in a reply below, the inventory view can be adjusted.128 x 128 hand painted style texture pack Overall, it's not a major inconvenience once you figure out how the items shift and which item slots are not visible from a chest view. If you keep your i3 inventory visually organized, prepare for that organization to break during the time when you open a chest. This extra column of slots also means that when you open a chest, your items shift to the right one slot on each row. To access these items, you have to move them up and to the left in your inventory. When you open a chest, some items in the bottom-right of your i3 inventory grid are not accessible. Welche Rechte für ein Mod benötigt werden, sollten in der Dokumentation zum Mod zu finden sein. My only criticism, and this is mentioned in the mod description, is the 9-slots-wide inventory as opposed to the Minetest standard 8-slots-wide inventory. Wichtig bei vielen Mods: man kann manche Funktionen nur nutzen, wenn man ein entsprechendes Recht hat. I also like being able to see my character when I open my inventory. Bösartiger Code kann Computer schädigen, die Privatsphäre verletzen oder den Computer an illegalen Aktivitäten teilnehmen lassen. My favorite feature is the waypoints system and the ability to visualize the area around a waypoint. Mods sollten nur aus vertrauenswürdiger Quelle, wie ContentDB bezogen werden. It's intuitive, feature rich, and everything is accessible as soon as you open your inventory. The i3 inventory is 9 slots wide by default, such as Minecraft. Thus, most chests will be unadapted to this inventory size. I3 uses a larger inventory than the usual inventories in Minetest games. You can also use the font size slider in the inventory, settings window. Note that the change is applied after restart. Value of the setting display_density_factor in your nf. If the inventory's font size is too big on certain setups (namely Windows 10/11 or 144 DPI display), you should lower the This mod officially supports the following mods: To enable it: i3_progressive_mode = true in nf. ![]() ¹ This mode is a Terraria-like system that shows recipes you can craft from items you ever had in your inventory.
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