

For instance, for emotes, you could hit the 'E' key. The first method is just to create a hotkey that toggles what key bindings you have. Both require a lot of keys to use fluidly, so my idea is to create a way to quickly toggle what keys do what, using to different methods, and to add something I call exclusions and groups. I was thinking particularly that this would be useful with emotes and with musical instruments. I think I have an idea on how to deal with this. I've been thinking about subsets of behaviors that a player might want to do and the fact that when you have several mods active you can run out of key bindings pretty fast. Features are not added based on votes or popularity. Don't say "add lions", say "add lions, they spawn in these biomes, have this behaviour, and drop this item." Don't post anything that's already a FPS.Unless they tie into eachother, make one thread per idea. Regarding suggestions, please keep the following in mind:.Do not spam the subreddit, please avoid posting a ton of ideas at once.



The premise is fairly simple: implement features that improve the vanilla game without changing the core gameplay. If you’d like to install Jupyter on your own computer, here are instructions. Link to previous June 2017 UF QuarkNET Workshop The tour will start at 9:30 at the Nuclear Engineering Building (168 Rhines Hall).
