MajorMud module identification

Add-on module development discussions, including non-Galacticomm branded modules
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Abraxis
Posts: 43
Joined: Sat Aug 08, 2020 8:49 pm

MajorMud module identification

Post by Abraxis »

Do any of you know how to identify which MajorMud modules are active? WGNT 3.30 and the latest Mud baseline installed.
Abraxis/Len
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Kracken
Posts: 77
Joined: Sat Aug 08, 2020 1:12 pm

Re: MajorMud module identification

Post by Kracken »

Abraxis wrote:
> Do any of you know how to identify which MajorMud modules are active? WGNT
> 3.30 and the latest Mud baseline installed.

In main MajorMud menu, there's the [SYSOP] menu.
From that menu, pick option "A - Addon module activation codes"

Abraxis
Posts: 43
Joined: Sat Aug 08, 2020 8:49 pm

Re: MajorMud module identification

Post by Abraxis »

[quote=Kracken post_id=241 time=1597924202 user_id=58]
Abraxis wrote:
> Do any of you know how to identify which MajorMud modules are active? WGNT
> 3.30 and the latest Mud baseline installed.

In main MajorMud menu, there's the [SYSOP] menu.
From that menu, pick option "A - Addon module activation codes"
[/quote]

Thank you sir,
Abraxis/Len
Mainline Information Service

daniel_spain
Posts: 395
Joined: Sun Aug 09, 2020 2:39 am

Re: MajorMud module identification

Post by daniel_spain »

Abraxis wrote:
> Do any of you know how to identify which MajorMud modules are active? WGNT
> 3.30 and the latest Mud baseline installed.

theres a module test room for each one..... its wierd.
if it lets you move the code is A-Ok if it crashes its invalid.

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