With minor reservations, a great mod. It's fantastic to be able to dress how you wish, and make your own clothes too, then still put on armor on top of the clothes. The spinning wheel, loom and sewing table are great toys, with nice models and spinning animation. I appreciate that you can power them by hand if you are not into advanced tech.
I'm excited to see if I can convince the spinning machine to accept other kinds of fibre somehow. Guess spinning_machine:recipe_register_input is going to be invisible outside the mod? I can probably make a tweak for our use at home, but maybe it could be public for people with flax, actual spinnable shhep's wool or whatever?
The gripes, as promised (all really small):
Needles can be made from bones, but unless you happen to be running the bonemeal mod already or look at the code, or ask the author (thanks for replying elsewhere), you won't know and there will be no sewing. The readme misleadingly says you can craft needles from... more needles.
Dirty water can be purified with gravel but it's not quite clear how. By emptying the bucket on top of gravel I think?
The forms for the machines are an eye-burning light grey, which is some everness-level sh** to do to innocent people with sfinv.
The forms for the machines could use labels or tooltips, or screenshots.
Only know this mod as the API for Clothing 2, in which role it does a great job.
And this is what SFENCE is replying to:
"Edit: help! No recipe for needles!
The machines need tooltips, or labels, or screenshots. I did get them to work with the readme, but it could be easier. Another small gripe: the light grey forms hurt your eyes if you are on sfinv.
But it all works or at least I haven't run into an issue in five minutes in creative. Production takes quite some time, but I like that, actually. The models and the spinning animation are great. And it's fantastic to be able to dress yourself how you wish, then still put armor on top."
I like this mod conceptually, but I have a problem!
When I installed the mod, upon joining my world I was immediate assailed by a whole swarm of dragons! I checked the mod settings, and the "Simple Spawning" was not selected. No idea why this was happening!
I tried this mod on an old server (Dominion) and it was quite cool, my only criticism at the time was the speeding up/down which felt a bit unnatural - a very minor issue!
The streets mod (your modpack) is incomplete. Where is the pedestrian button assembly. Like there is a sign saying
" push button to cross, wait for signal "
and you have to fill in a Digilines channel and message (idk what does a Digiline Message do)
and why? The streets mod (webdesigner's version) has some extra black things (and unnecessary) (in the pedestrian assembly button) which i dont know where it came from
The code quality of this mod is terrible, the same code is literally repeated 14 times but with different colors instead of just doing a simple for-loop. What's worse, the texture names ignore ALL convention (no mod prefix used), thus polluting a lot of namespaces and creating a headache for texture pack creators and game devs.
Also, this mod registers the red bed again which doesn't make sense and just pollutes the item list. Disappointingly, you can't use dyes to re-color beds.
For no reason, this mod decided to also make beds bouncy, which is out-of-scope for a mod that claims to only offer new bed colors.
At least the bed textures themselves are good, but that's about it.
Suggestions:
Prefix all textures with colorful_beds_
Rewrite the code to register all beds in a single for-loop
Remove bouncy beds feature
Overwrite default red bed instead of registering a 2nd red bed (don't forget to add aliases after you removed the extra red beds)
Proud :d of myself for figuring out that the smoker is left-clicked on the hive and the extractor is placed, but still have questions. What can you do wth a wild honeycomb other than eat it, that is, shouldn't it be craftable into honey? And, the beeswax could be used to make Ethereal's candles, but apparently not? Does it have other uses somewhere?
I Really want to like the modpack due to the function of the conveyors alone however they are a bit quirky.
To start off if you arrange four conveyors to all pull the same log it appears the conveyor pointing a specific direction will always pull the block. This is good (although I theorize this won't actually happen everytime)
Now if you place four conveyors in a loop and then place two logs side by side, depending on the orientation, you will either observe the two blocks seperate within the first cycle and stablize or you will observe one block jump forward twice and reform the two-blocks-side-by-side structure.
The power system I would probably have to actually read the code to understand. In one test breaking the power source immediately after the first conveyor in a sequence was powered caused each conveyor in the sequence to activate one at a time. In another test the end of a conveyor stopped before the center. The first case is odd because power flows in all directions and it's possible that whatever causes it also causes the tip to die instantly in the second case.
If you truly wanted to expand on this system for some reason you could potentially do it by having higher technology give better control of power and where and when it goes. However in it's current state the power system seems imprecise.
I Am running out of characters but I like the coal shafts a lot lot, chests spawn too frequently and in riverbeds, hide-behinds need a bit of work, and I'm putting too much thought into this probably.
But one wants to be able to place water anyway, for landscaping, and then there is no incentive to use the irrigation devices. They would be more attractive if bucket placement were left alone but water didn't make soil wet, or better, if default node water only had the wetting range of 1 node.
Just one question can I add my own clothes/Textures ? And will it show online if I make my own server ? and can you/I add the same costomisation to everything like head wear foot wear base can be color ajusted like the rest of items ?
Es ist mega hirmit könnte man nur einpar sachen zum leichten bringen und es sehe wunderbar aus ich finde es ist mega auch um weiter rumzuprobieren ich finde es top🔗
the celevator manual pdf should be in the celevator mod folder, not download it seperately.
the doors can be buggy sometimes. the doors can go outside the rails, it just stays there until you re-log in / open the doors.
Requests:
i want a double sided door thing.
another door type: the one you usually see on malls - there are 2 doors - the doors are like this: 1 inner and outer door on one side, fast or slow, moves to the left, and another inner and outer door, moving to the right (i think it's called "center-opening doors"?)
From what I can tell the mod simulates some reverb/echo on placement sounds. The effect is somewhat subtle until you enter larger caves, which where it really shines. Some sounds lends themselves better to the effects than others. MTG:s steel node sounds are a bit jarring, whereas the sound of sand nodes are a real treat. The mod definitely creates an enhanced sense of spatiality down in the underground.
Would love this on being hosted on a git forge such as Codeberg.
I don't know if this is what it's supposed to do, but it just makes me become Michael Jackson: https://i.imgur.com/J8xb7Dv.mp4.
If so, I think it's better not to override the default animation at all.
I keep running into very basic default recipes that this mod has hijacked for its own items. So far the coffee tables hijack the wood helmet and the hedges hijack the oil extract. It is almost as if the recipes were created by someone who has never played Luanti because these are ones that you memorize after a while. Very strange.
Very satisfying streets. A fine selection of natural resources. The oil is insidious in the dark, surprising. The zinc textures make more sense than in the zinc mod. It does not insist on technic, moreblocks, basic materials or abstruse machines.
Wishlist (but at least some of these are easy to do at home): more viscous oil; tar as even more viscous liquid; asphalt, concrete and sidewalk ramps in 1 x 3 and maybe 1 x 4; (more) uses for nickel, lead, galvanized steel etc. Lump textures more in line with default. Explosions. Some oil well / oil drilling mechanic. Should oil put out torches or burst into flame on contact? But it's already 9.5/10 as it is.
The mod is good but recipes are not italian!!!!
Why the coffee is crafted by cocoa???
You have added the tomato and the basilic plants, add the coffee plant!!!!
The Bruschetta has not the tomato but the tomato sauce.
Why the Tomato Spaghetti has crafted by raw spaghetti? add cooked spaghetti.
Add the Parmigiano Reggiano (or the Grana Padano) and the olive oil and add then to the crafting of the Pesto Sauce and please, remove the water bottle from the crafting of the Pesto Sauce and the Tomato Sauce.
I tolerate the rest.
P.S.:I'm Italian
This is a very useful mod, because add a metod for craft in large quantities the same item using the redstone.
But, there is an error when you point (in the inventory with mouse) the crafter icon.
If you can fix it, fix it.
In any case, it is an useful mod. I recommend it.
P.S.: If you want, add a texture for the activated crafter (es. the black crafting grid on top become red when activated).
Hi, I like your mod, is useful and has nice decorative blocks.
Copper variants are very cool and you have add the oxidation process. (Maybe I'll copy it for my mods).
I very like the gold doors texture, it's wonderfull.
But, there are many texture, in my opinion, not very well adapted for the vanilla style.
For esample the apple wood. (it has too many details like the gold doors).
(Personally, I would change the texture of the apple wood).
But, is this the good of the mod: Nice textures!!!
It's very nice mod, I like it!!!
The intergration into Hades Revisited is okayish but not perfect
Developer of Hades Revisited here.
This mod looks like a very basic adaption for the game by basically just adding new nodes without really caring about the details of the game. It’s okayish, but I cannot really give it a thumbs up at this point. Depends on how high your standards are.
OK, if you build it correctly, it can look cool. But building the arches and doors is tricky and annoying. The texture rotates with the arch so if you rotate the arch in a particular way, the texture is all messed up. Why not used world-aligned textures? Also, the mod adds two door nodes for each side: Left and right. This is unneccessary, one node should have been sufficed. Other door mods including the game’s own only need one door node because they allow to flip it.
This mod adds wooden and metal doors. The wooden textures match the actual wood in this game, but the metal doors sadly have a color mismatch. For example, tin doors look different than tin blocks.
The in-game door names are bad. Why use the name "door3" in a player-facing text? Just say something like "Tall Door" or whatever instead of this technobabble.
The screwdriver is partially supported, but behaves differently and inconsistently compared to the game's default doors. Punch key rotates the door instead of flipping it. Place key does nothing instead of centering the door. (I understand that support for door centering would need a major rewrite, but still!)
Finally the mod breaks a few unwritten "rules" of the game:
The doors are allowed to overlap with other nodes at the top segment. I understand this is neccessary for the arches to work, yet this breaks a rule that Hades Revisited carefully follows for all other nodes including its own doors
It adds nodes for Stone Block and similar nodes. Those nodes are not meant to be crafted into new shapes; they are instead meant to be compressed versions of the original
I like the mod over all, but it needs to as dd in waypoint persistence to retain waypoints between sessions. Saving waypoints to a json that's loaded with player login would be awesome. The level beyond that is adding in a sharing mechanic.
Bueno, creo que es algo necesario y que debería venir por defecto. Igualmente quiero sugerir que se pueda conectar el ladrillo a xpanes, la reja y el panel de vidrio que también considero que es algo básico que debería estar. Saludos.-
I'm using this mod on my server now, Its buggy with some items, like the sword, but for most items it works fine. I think the text could be displayed better but other than that its a useful mod.
It was also NOT written by AI and it shows. Its quicker and less cluttered. It does one thing and does it well. And I didn't write this review with AI either because I'm not a moron.
This thing runs like a dream. Even if the creator used a bit of AI help in the process, who cares? The point is that it works, and it works beautifully. Everything feels smooth and well-put-together, from the design to the performance.
I really appreciate how it makes simple commands like /giveme itemstring easier and more reliable—it saves time and just makes gameplay feel cleaner. You can tell a lot of care went into making it practical, not just fancy.
Honestly, this is the kind of mod that proves good ideas matter more than who—or what—writes the code. It gets the job done, and it does it better than most.
It’s the small details that make it special—the polish, the consistency, and how it feels like it actually belongs in the game rather than being tacked on. You can tell the creator actually thought about how players would use it day-to-day, not just how it looks on paper.
If future updates keep this same level of quality and effort, this mod’s gonna be one of those “must-have” staples everyone keeps in their mod folder. I seriously recommend it to anyone who wants smoother commands, smarter design, and a mod that just feels right. Keep on the good work :D
very cool!
With minor reservations, a great mod. It's fantastic to be able to dress how you wish, and make your own clothes too, then still put on armor on top of the clothes. The spinning wheel, loom and sewing table are great toys, with nice models and spinning animation. I appreciate that you can power them by hand if you are not into advanced tech.
I'm excited to see if I can convince the spinning machine to accept other kinds of fibre somehow. Guess spinning_machine:recipe_register_input is going to be invisible outside the mod? I can probably make a tweak for our use at home, but maybe it could be public for people with flax, actual spinnable shhep's wool or whatever?
The gripes, as promised (all really small):
Needles can be made from bones, but unless you happen to be running the bonemeal mod already or look at the code, or ask the author (thanks for replying elsewhere), you won't know and there will be no sewing. The readme misleadingly says you can craft needles from... more needles.
Dirty water can be purified with gravel but it's not quite clear how. By emptying the bucket on top of gravel I think?
The forms for the machines are an eye-burning light grey, which is some everness-level sh** to do to innocent people with sfinv.
The forms for the machines could use labels or tooltips, or screenshots.
Great
I forgot how dangerous dungeon masters were and how often they destroyed my bases
Meat!
Keeps my farm busy with all the animals.
Monster madness
We use this to add all da mobs mods into our server.
nice mineclonia fork
Nice!
is a Free/Libre minecraft 1.8.
A MineClonia Fork, it is good, because MineClonia is a Free/Libre Minecraft.
very cool
Only know this mod as the API for Clothing 2, in which role it does a great job.
And this is what SFENCE is replying to:
"Edit: help! No recipe for needles!
The machines need tooltips, or labels, or screenshots. I did get them to work with the readme, but it could be easier. Another small gripe: the light grey forms hurt your eyes if you are on sfinv.
But it all works or at least I haven't run into an issue in five minutes in creative. Production takes quite some time, but I like that, actually. The models and the spinning animation are great. And it's fantastic to be able to dress yourself how you wish, then still put armor on top."
I like this mod conceptually, but I have a problem!
When I installed the mod, upon joining my world I was immediate assailed by a whole swarm of dragons! I checked the mod settings, and the "Simple Spawning" was not selected. No idea why this was happening!
Spooky delight
A nice alternative cave style.
Quite a lot of fun
I tried this mod on an old server (Dominion) and it was quite cool, my only criticism at the time was the speeding up/down which felt a bit unnatural - a very minor issue!
pedestrian button
The streets mod (your modpack) is incomplete. Where is the pedestrian button assembly. Like there is a sign saying " push button to cross, wait for signal " and you have to fill in a Digilines channel and message (idk what does a Digiline Message do) and why? The streets mod (webdesigner's version) has some extra black things (and unnecessary) (in the pedestrian assembly button) which i dont know where it came from
Poor code quality
The code quality of this mod is terrible, the same code is literally repeated 14 times but with different colors instead of just doing a simple for-loop. What's worse, the texture names ignore ALL convention (no mod prefix used), thus polluting a lot of namespaces and creating a headache for texture pack creators and game devs. Also, this mod registers the red bed again which doesn't make sense and just pollutes the item list. Disappointingly, you can't use dyes to re-color beds. For no reason, this mod decided to also make beds bouncy, which is out-of-scope for a mod that claims to only offer new bed colors.
At least the bed textures themselves are good, but that's about it.
Suggestions:
colorful_beds_Good job!
Well.... This mod is very similar to those moba games you know and it's very beautiful to tell the truth bro.
BEST MOD EVER
Bro, there's no explanation.... Same as the server but I can't play alone ;)
Cool mod!
Bro, what a cool mod! A beautiful recreation of the famous "skywars" of minecraft and does not Lag on my phone :D
bzzz bzzz!
Proud :d of myself for figuring out that the smoker is left-clicked on the hive and the extractor is placed, but still have questions. What can you do wth a wild honeycomb other than eat it, that is, shouldn't it be craftable into honey? And, the beeswax could be used to make Ethereal's candles, but apparently not? Does it have other uses somewhere?
observations
I Really want to like the modpack due to the function of the conveyors alone however they are a bit quirky.
To start off if you arrange four conveyors to all pull the same log it appears the conveyor pointing a specific direction will always pull the block. This is good (although I theorize this won't actually happen everytime)
Now if you place four conveyors in a loop and then place two logs side by side, depending on the orientation, you will either observe the two blocks seperate within the first cycle and stablize or you will observe one block jump forward twice and reform the two-blocks-side-by-side structure.
The power system I would probably have to actually read the code to understand. In one test breaking the power source immediately after the first conveyor in a sequence was powered caused each conveyor in the sequence to activate one at a time. In another test the end of a conveyor stopped before the center. The first case is odd because power flows in all directions and it's possible that whatever causes it also causes the tip to die instantly in the second case.
If you truly wanted to expand on this system for some reason you could potentially do it by having higher technology give better control of power and where and when it goes. However in it's current state the power system seems imprecise.
I Am running out of characters but I like the coal shafts a lot lot, chests spawn too frequently and in riverbeds, hide-behinds need a bit of work, and I'm putting too much thought into this probably.
But!...
But one wants to be able to place water anyway, for landscaping, and then there is no incentive to use the irrigation devices. They would be more attractive if bucket placement were left alone but water didn't make soil wet, or better, if default node water only had the wetting range of 1 node.
Perfect
I have nover expected to need a cross so badly
Looks Nice
:) :D :> -v- 'u'
nice
A wip version with a carrot and hat would be awesome too. But it;s quite nice and a fine idea.
Perfect
Just one question can I add my own clothes/Textures ? And will it show online if I make my own server ? and can you/I add the same costomisation to everything like head wear foot wear base can be color ajusted like the rest of items ?
Nice
Es ist mega hirmit könnte man nur einpar sachen zum leichten bringen und es sehe wunderbar aus ich finde es ist mega auch um weiter rumzuprobieren ich finde es top 🔗
fun
lol fun :DDD
Greetings Mr. Snowman
Some nice decoration for your winter themed builds :)
2* problems... and some requests...
witty
Hehe, unnecessary but witty. Small things complete the mcl world :D
The fart animation sometimes stucks :( i hope that will be fixed. :)
Promising
From what I can tell the mod simulates some reverb/echo on placement sounds. The effect is somewhat subtle until you enter larger caves, which where it really shines. Some sounds lends themselves better to the effects than others. MTG:s steel node sounds are a bit jarring, whereas the sound of sand nodes are a real treat. The mod definitely creates an enhanced sense of spatiality down in the underground.
Would love this on being hosted on a git forge such as Codeberg.
The animation/pose doesn't look good
I don't know if this is what it's supposed to do, but it just makes me become Michael Jackson: https://i.imgur.com/J8xb7Dv.mp4. If so, I think it's better not to override the default animation at all.
Carelessly created?
I keep running into very basic default recipes that this mod has hijacked for its own items. So far the coffee tables hijack the wood helmet and the hedges hijack the oil extract. It is almost as if the recipes were created by someone who has never played Luanti because these are ones that you memorize after a while. Very strange.
Useful for mining.
I finally have an easy way to get to the bottom of a 1 or 2 K mineshaft and bring my loot back.
even better than the description makes it sound
Very satisfying streets. A fine selection of natural resources. The oil is insidious in the dark, surprising. The zinc textures make more sense than in the zinc mod. It does not insist on technic, moreblocks, basic materials or abstruse machines.
Wishlist (but at least some of these are easy to do at home): more viscous oil; tar as even more viscous liquid; asphalt, concrete and sidewalk ramps in 1 x 3 and maybe 1 x 4; (more) uses for nickel, lead, galvanized steel etc. Lump textures more in line with default. Explosions. Some oil well / oil drilling mechanic. Should oil put out torches or burst into flame on contact? But it's already 9.5/10 as it is.
There are many things to fix....
The mod is good but recipes are not italian!!!! Why the coffee is crafted by cocoa??? You have added the tomato and the basilic plants, add the coffee plant!!!! The Bruschetta has not the tomato but the tomato sauce. Why the Tomato Spaghetti has crafted by raw spaghetti? add cooked spaghetti. Add the Parmigiano Reggiano (or the Grana Padano) and the olive oil and add then to the crafting of the Pesto Sauce and please, remove the water bottle from the crafting of the Pesto Sauce and the Tomato Sauce. I tolerate the rest. P.S.:I'm Italian
Very useful mod.
This is a very useful mod, because add a metod for craft in large quantities the same item using the redstone. But, there is an error when you point (in the inventory with mouse) the crafter icon. If you can fix it, fix it. In any case, it is an useful mod. I recommend it. P.S.: If you want, add a texture for the activated crafter (es. the black crafting grid on top become red when activated).
Very nice decorative blocks
Hi, I like your mod, is useful and has nice decorative blocks. Copper variants are very cool and you have add the oxidation process. (Maybe I'll copy it for my mods). I very like the gold doors texture, it's wonderfull. But, there are many texture, in my opinion, not very well adapted for the vanilla style. For esample the apple wood. (it has too many details like the gold doors). (Personally, I would change the texture of the apple wood). But, is this the good of the mod: Nice textures!!! It's very nice mod, I like it!!!
The intergration into Hades Revisited is okayish but not perfect
Developer of Hades Revisited here.
This mod looks like a very basic adaption for the game by basically just adding new nodes without really caring about the details of the game. It’s okayish, but I cannot really give it a thumbs up at this point. Depends on how high your standards are.
OK, if you build it correctly, it can look cool. But building the arches and doors is tricky and annoying. The texture rotates with the arch so if you rotate the arch in a particular way, the texture is all messed up. Why not used world-aligned textures? Also, the mod adds two door nodes for each side: Left and right. This is unneccessary, one node should have been sufficed. Other door mods including the game’s own only need one door node because they allow to flip it.
This mod adds wooden and metal doors. The wooden textures match the actual wood in this game, but the metal doors sadly have a color mismatch. For example, tin doors look different than tin blocks.
The in-game door names are bad. Why use the name "door3" in a player-facing text? Just say something like "Tall Door" or whatever instead of this technobabble.
The screwdriver is partially supported, but behaves differently and inconsistently compared to the game's default doors. Punch key rotates the door instead of flipping it. Place key does nothing instead of centering the door. (I understand that support for door centering would need a major rewrite, but still!)
Finally the mod breaks a few unwritten "rules" of the game:
not persistent
I like the mod over all, but it needs to as dd in waypoint persistence to retain waypoints between sessions. Saving waypoints to a json that's loaded with player login would be awesome. The level beyond that is adding in a sharing mechanic.
Seee. esta super bueno.-
Bueno, creo que es algo necesario y que debería venir por defecto. Igualmente quiero sugerir que se pueda conectar el ladrillo a xpanes, la reja y el panel de vidrio que también considero que es algo básico que debería estar. Saludos.-
Useful mod made without AI
I'm using this mod on my server now, Its buggy with some items, like the sword, but for most items it works fine. I think the text could be displayed better but other than that its a useful mod.
It was also NOT written by AI and it shows. Its quicker and less cluttered. It does one thing and does it well. And I didn't write this review with AI either because I'm not a moron.
Nice Mod
Amazing Mod 🔗
This thing runs like a dream. Even if the creator used a bit of AI help in the process, who cares? The point is that it works, and it works beautifully. Everything feels smooth and well-put-together, from the design to the performance.
I really appreciate how it makes simple commands like /giveme itemstring easier and more reliable—it saves time and just makes gameplay feel cleaner. You can tell a lot of care went into making it practical, not just fancy.
Honestly, this is the kind of mod that proves good ideas matter more than who—or what—writes the code. It gets the job done, and it does it better than most.
It’s the small details that make it special—the polish, the consistency, and how it feels like it actually belongs in the game rather than being tacked on. You can tell the creator actually thought about how players would use it day-to-day, not just how it looks on paper.
If future updates keep this same level of quality and effort, this mod’s gonna be one of those “must-have” staples everyone keeps in their mod folder. I seriously recommend it to anyone who wants smoother commands, smarter design, and a mod that just feels right. Keep on the good work :D
Personal must-have
Best simplest mass storage system