I absolutely love this texture pack but it has some inconsistencies with Mineclonia such as the coal texture remainign the normal one. Could you please look it over and see if you could correct it?
...but I can't repair a gate that generated broken. In a creative world with the same seed, I surrounded it fully with 48 tier 3 extenders, but the beacon is still off. Replced the beacon, still off. What am I doing wrong?
I’m not really into puzzle games, but I decided to try this one since it had so many good reviews. Even though I haven’t finished it yet, I think it’s well made and definitely above Luanti’s usual average quality.
I really like the sound design, and the UX is surprisingly good: rotating mirrors is more intuitive than I expected thanks to the arrow overlay, and the pirate sense is actually useful in tight or disorienting areas. I also like that the ship itself works as the main menu; it makes everything feel more immersive, even if it’s a bit less straightforward than a standard menu.
The accessibility options, like patterns on lasers, are a thoughtful touch. The tutorial levels are simple and clear, and the mechanics feel intuitive: not too many, not too few. I’m not a puzzle expert, but the level design seems solid so far, and the difficulty curve feels reasonable. Any issues that might show up in later levels seem like they’d be easy to tweak.
Visually, both the UI and textures are mostly coherent. I’m not a huge fan of the font nor of some of the textures and color choices (a lot of the shading and contrast feels a bit off or too flat), but overall it works, and I do really like the custom hotbar.
The detailed in-game credits are another cool and considerate detail, they make it clear that the author has put a lot of effort into this.
Overall, it’s just nice to see a complete, polished, well-thought-out game on Luanti. We really need releases like this to keep the content ecosystem alive and growing.
I got very excited when I saw this mod. Entities that recreate nodes? Awesome!
But sadly it is unusable in its current state because the API documentation is very insufficient. Only a few data formats are described but not the functions.
I like how this mod fits with the textures of Luanti, although the color variety is bit limited at best, its honestly enough for me.
One thing that reminds me of something is the Quartzy Plain dark gray, it looks more like a concrete block than a quartz block, which is a bit unusual and funny (atleast for me because there is also a concrete block exist in another mod i couldn't remember) but at the same time it fits for a building.
One thing i get a concerned in this mod is how hollow the blocks are. I would like atleast this to be patched or tweaked to be like full block to match with the default blocks in the game. Also would like to see is atleast rename the blocks from example "Quartzy Plain dark gray" to like "Dark Gray Quartzy Plain"
so, what is the code for the dimmmable lights and wall knobs integrating
e.g the wall knob is set to 12, the dimmable light is now on light level 12.
The luacontroller code. Not just digiline_send, like it should be like "teamwork" but on digilines
Really happy this library exists and i never needed to bother with the pain of formspecs. I would rather use a toilet scraper to get a deep cleaning of my throat than to write formspec code
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"?)
牛,nice thing
it is very nice
Love it but
I absolutely love this texture pack but it has some inconsistencies with Mineclonia such as the coal texture remainign the normal one. Could you please look it over and see if you could correct it?
great but...
...but I can't repair a gate that generated broken. In a creative world with the same seed, I surrounded it fully with 48 tier 3 extenders, but the beacon is still off. Replced the beacon, still off. What am I doing wrong?
Polished and thoughtful Luanti game
I’m not really into puzzle games, but I decided to try this one since it had so many good reviews. Even though I haven’t finished it yet, I think it’s well made and definitely above Luanti’s usual average quality.
I really like the sound design, and the UX is surprisingly good: rotating mirrors is more intuitive than I expected thanks to the arrow overlay, and the pirate sense is actually useful in tight or disorienting areas. I also like that the ship itself works as the main menu; it makes everything feel more immersive, even if it’s a bit less straightforward than a standard menu.
The accessibility options, like patterns on lasers, are a thoughtful touch. The tutorial levels are simple and clear, and the mechanics feel intuitive: not too many, not too few. I’m not a puzzle expert, but the level design seems solid so far, and the difficulty curve feels reasonable. Any issues that might show up in later levels seem like they’d be easy to tweak.
Visually, both the UI and textures are mostly coherent. I’m not a huge fan of the font nor of some of the textures and color choices (a lot of the shading and contrast feels a bit off or too flat), but overall it works, and I do really like the custom hotbar.
The detailed in-game credits are another cool and considerate detail, they make it clear that the author has put a lot of effort into this.
Overall, it’s just nice to see a complete, polished, well-thought-out game on Luanti. We really need releases like this to keep the content ecosystem alive and growing.
Good job!
API documentation is insufficient
I got very excited when I saw this mod. Entities that recreate nodes? Awesome!
But sadly it is unusable in its current state because the API documentation is very insufficient. Only a few data formats are described but not the functions.
Mod is obsolete since 5.13
Since the release of Luanti 5.13, this mod is obsolete because that version offers GUID for objects natively.
I suppose this mod may still be useful if you need to depend on old Luanti versions, but that’s it. (I still appreciate the work behind the mod tho.)
Beautiful!
I love the atmosphere that this adds! Also the sense of time progressing beyond just the day/night cycle - so good! Highly recommended.
Yay! 3D plants!
This is pretty darn cool :D the 3D models give the world a lot of depth to my MineClonia world!
Stable and clean
But would be great to add parrot, wolf tame, campfire, sweet berries, cod, salmon, glow squid, dolphin.
Рекомендую
Є велика кількість модів для фермерства, та цей має те що рідко в кого є: Хороший та зрозумілий опис в лоббі, і відсутність нвдмірностей.
Texture fits with variety, just need tweaks
I like how this mod fits with the textures of Luanti, although the color variety is bit limited at best, its honestly enough for me.
One thing that reminds me of something is the Quartzy Plain dark gray, it looks more like a concrete block than a quartz block, which is a bit unusual and funny (atleast for me because there is also a concrete block exist in another mod i couldn't remember) but at the same time it fits for a building.
One thing i get a concerned in this mod is how hollow the blocks are. I would like atleast this to be patched or tweaked to be like full block to match with the default blocks in the game. Also would like to see is atleast rename the blocks from example "Quartzy Plain dark gray" to like "Dark Gray Quartzy Plain"
Beautiful
I'd make these the actual official textures of the next MT update if it had a texture update like mc 1.14 had
Digilines dimmable lights and wall knob
so, what is the code for the dimmmable lights and wall knobs integrating e.g the wall knob is set to 12, the dimmable light is now on light level 12. The luacontroller code. Not just
digiline_send, like it should be like "teamwork" but on digilinesplease reply
Not really a game yet, but with potential
Very nice teaser promising interesting sandbox mechanics without a crafting grid.
I'm really curious how it'll turn out. Please continue working on it!
Nitfy mod
Really happy this library exists and i never needed to bother with the pain of formspecs. I would rather use a toilet scraper to get a deep cleaning of my throat than to write formspec code
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...