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April 19, 2024, 01:38 PM

Poll

Should the module be made public?

Yes. Allow people to try it out.
6 (20.7%)
No. I am worried people will use it against me.
11 (37.9%)
Yes. Make it closed source and implement a command that activates the feature and notifies others (similar to /arrows).
9 (31%)
Yes. Just make it not display random mine fuses even when they are triggered.
3 (10.3%)

Total Members Voted: 29

Voting closed: March 30, 2018, 04:38 PM

Author Topic: I made a new WormKit module. Should I release it? Details inside.  (Read 2977 times)

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Online Sensei

Re: I made a new WormKit module. Should I release it? Details inside.
« Reply #15 on: December 04, 2017, 04:11 PM »
It can give you some edge tho. If it gets allowed,what's next? Retreat time counter? Why make it easier? I say - don't touch if it works!

First module to remove wave is great and it should be implemented as an option ingame.

Offline ANO

Re: I made a new WormKit module. Should I release it? Details inside.
« Reply #16 on: December 06, 2017, 09:52 PM »
still lots of fenocchi here around, apart from a couple of beloved  :-*

Offline Casso

Re: I made a new WormKit module. Should I release it? Details inside.
« Reply #17 on: December 06, 2017, 10:18 PM »
still lots of fenocchi here around, apart from a couple of beloved  :-*

Anooooooo

Offline GeneralEcchi

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Re: I made a new WormKit module. Should I release it? Details inside.
« Reply #18 on: December 07, 2017, 08:05 AM »
still lots of fenocchi here around, apart from a couple of beloved  :-*

Anooooooo

OMAE WA

Offline Mega`Adnan




Adnan, you are Mega, not Micro and not even faint  :D So fight till the end please.

Offline philie

Re: I made a new WormKit module. Should I release it? Details inside.
« Reply #20 on: December 09, 2017, 09:45 PM »
still lots of fenocchi here around, apart from a couple of beloved  :-*

fenocchi sounds like something i would order at my fav italian restaurant