I only discovered it a couple days ago and it's already one of my favourite texture packs!
Especially when looking for a more performance-friendly texture pack with 16px textures, I can give this an outstanding recommendation.
The frames get choppy most of the time, and you dig in mud thats it there is no actual reason for you to get the minerals sinse they have no use, i would preffer playing vanilla Minetest than downloading this mod, i know that there was some ammount of effort put into this mod, but it just isn't good enough.
excellent mod all round, but there is the bug that it doesn't allow you to use the panels, and the facy that it closes down the world every time you place a block vital to the tardis down
This mod can be realy fun to play with.
Some negative points:
Documentation is missing for some nodes
Some actions seems to fail with no warning (especially with NIC) (fetching)
Code:
local url = "https://api.github.com/repos/minetest/minetest/releases/latest"
if event.type == "program" then
digiline_send("web", url)
elseif event.channel == "web" then
digiline_send("led3", "test") --never called
end
A nice and small mod for survival worlds. Would like to see compatability with unified_inventory.
I really like how this mod not only adds a crafting table but also makes the crafting menu in the main invetory 2 by 2. It adds a small bit of progression when it comes to crafting. However I would like to make a suggestion; could you possibly make this work with unified inventory? I tried playing Minetest with craft_table and unified_inventory and the crafting menu is still 3x3. If you could add compability with the Unified Inventory mod, that would be very nice for the people who play Minetest with that mod.
I've done some light schematic building lately, and this mod is by far the easiest and most effective method I've found. It's simple and convenient to use, completely mod/game agnostic (a must for development outside of MTG), and offers reasonably polished presentation.
The only features that feel like they're missing is an option to load schematics registered by mods and a quick way to swap or flood-fill nodes in a schematic, but these are easy to work around or provide externally anyway. Overall, this mod makes for an incredibly useful development tool.
Can make easier to add commands, or add common admin commands in init.lua?
I've been trying to get the /spawnentity command working with command blocks, and I can't figure it out in one pass. It would help everyone if you added a number of common commands to the mesecons_commandblock files so we can just uncomment them and get to it. Privs should be checked first.
I made a shark tank to test the 3d_armor API, and ran into a crash
AsyncErr: ServerThread::run Lua: Runtime error from mod '??' in callback luaentity_Step(): [Redacted]/mods/water_life/behaviors.lua:509: attempt to compare number with nil
stack traceback:
[Redacted]/mods/water_life/behaviors.lua:509: in function 'func'
[Redacted]/mods/mobkit/init.lua:621: in function 'execute_queues'
[Redacted]/mods/mobkit/init.lua:848: in function <[Redacted]/mods/mobkit/init.lua:825>
Its a great mod, I'm using 5.4 from Flathub and I've never run into other issues with it.
Update: One of the mods updated and the issue went away. It was either that or a conflict with 3d_armor_flyswim
Aside from what The32bitguy said, and making sure its JIT-able, I would like to suggest some very simple wording changes that improve clarity on any mods with armor or weapons.
armor_heal should be renamed to armor_blockchance (similar to all RPGs), with cumulative armor set values being capped at 100, and adding a percent symbol in the UI.
armor_use should actually reflects how many uses the piece has, instead of the inverse approx(65535/armor_use), where higher numbers lead to faster item degredation. Renaming to armor_uses, or if you still want to keep the inverse wear relationship something like armor_weakness, armor_fragility, or armor_frailty.
Armor 'Level' uses armor_groups = {fleshy=##}, , where each 5 points adds a level. However, I found no relationship between armor protection and these values. In my testing 0 on an armor piece reduced Oerkki damage from 4 to 3, but so did all values tested through 100.
Adding armor_resistance as a clamped gaussian modifier on armor_blockchance would provide a useful feature, allowing partial or excess HP dmg blocking instead of all or nothing (reflected to attacker if excess). Reflection can be clamped to 10 or 20%, or be configurable, or be a full-set attribute. Large integer or float HP values work well with this.
After renaming armor_heal, it would benefit players to add a real armor_heal attribute that slowly regenerates health over time.
The UI display of armor_fire level should include a tooltip or description of what fire damage sources it protects against at the current level.
It shouldn't be too much effort to add a couple lines to transition things while keeping backwards compatibility.
Update: I also tried various armor_groups = {fleshy} values on sharks and other creatures that are listed as having fleshy damage groups. Armor pieces only reduce damage from 5 to 4 regardless of armor group settings.
Still remains the best mod ever created, the legendary airsword will never be beat!
I managed to get the airsword after about a month in my singleplayer world, managed to kill a dMobs dragon super easy!
Fun along with more_upgrade_packs, awards, and toolranks
The Breath packs take a lot of damage when drowning and the HP packs take damage on being hit, so it can be a good idea to balance the numbers provided in the init.lua file for better gameplay. The add_wear values also affect the more_upgrade_packs mod.
AsyncErr: Lua: finishGenRuntime error from mod 'df_caverns' in callback environment_OnGenerated(): [Redacted]/mods/dfcaverns/df_caverns/level1.lua:212: attempt to index local 'heatmap' (a nil value)
stack traceback:
[Redacted]/mods/dfcaverns/df_caverns/level1.lua:212: in function 'decorate'
[Redacted]/mods/dfcaverns/subterrane/init.lua:583: in function <[Redacted]/mods/dfcaverns/subterrane/init.lua:353>
[Redacted]/builtin/game/register.lua:429: in function <[Redacted]/builtin/game/register.lua:413>
On version 5.3.0 via Flathub.
Just updated to 5.4 that was rolled out within the hour. All good now!
World edit is powerful and a great tool. There are extensions for it that can make it easier to use, but the core mod is wonderful. I cannot reccomend having it enough. It's an integral part of node-based games everywhere.
Contrast problems and grid-y aesthetics too strong
The Grass
Some people might like that sort of aesthetic, the grid-y block-y world, and that's almighty fine, but the contrast between the lines and
the block's color is way too great, so it sorts of "popup" in the eye, and that is a distressing view. Same thing for the leaf blocks.
It could look a thousand times better if the outline of the grass block's top werent so dark and lighter like its content.
The Leaves
And the tree leaf blocks look unnatural, it looks like a mineral, but I dig the artistic look you gave them, just reduce the contrast too and it will be all good!
If you don't like the crafting grid, this mod is for you
This mod covers the lack of a craft guide for games that doesn't provide one, but it's a bit more than that. If you don't like picking all the materials one by one and remembering each goes where, click on the craft button from the guide and all the materials are already placed. Either for just one or the maximum amount you can craft. An apreciable feature to smooth the crafting process of complex items.
I just did a quick peruse with the minetest default game. I was expecting it to modify sand and dirt which naturally might make slopes but was pleasantly surprised to see that stone was also affected. This mod uses the stair shapes in a unique way in various orientations to create the slopes and I think it makes the environment more interesting to look at, as contours are even more randomized.
i was looking around content db when found this sub game. i thought of installing the game. i did it and now i has no regrets. its wonderfull the background music is sick. btw can i get permission for making a youtube video on this subgame i think no had made one. nice
and beautifull
its showing this pls help
ModError: Failed to load and run script from C:\Users\ACER\Desktop\minetest-5.3.0-win64\bin..\games\aftermath-653a212118f9f944dd8a0a612154f41141a5649d\mods\mobs_redo\init.lua:
Unknown node: fire:basic_flame
stack traceback:
[C]: in function 'get_content_id'
...118f9f944dd8a0a612154f41141a5649d\mods\mobs_redo/api.lua:2656: in main chunk
[C]: in function 'dofile'
...18f9f944dd8a0a612154f41141a5649d\mods\mobs_redo\init.lua:5: in main chunk
Check debug.txt for details.
Really well made
I only discovered it a couple days ago and it's already one of my favourite texture packs! Especially when looking for a more performance-friendly texture pack with 16px textures, I can give this an outstanding recommendation.
It's bad
The frames get choppy most of the time, and you dig in mud thats it there is no actual reason for you to get the minerals sinse they have no use, i would preffer playing vanilla Minetest than downloading this mod, i know that there was some ammount of effort put into this mod, but it just isn't good enough.
looks good!!
I really like the look of these animals :) ist it already possible to breed them?
I have a Question...
How do I get a piece of air?
Endgame necessity
Really enjoy something to look forward to after getting tons of diamonds on a long playthrough. It puts all the other powerful items to shame.
great mod
excellent mod all round, but there is the bug that it doesn't allow you to use the panels, and the facy that it closes down the world every time you place a block vital to the tardis down
I like it and I'll test it
cool new features, love to test them!
Adventure mod
Really good mod, congrats for that ! Only low ressources to craft one, and coal to fly. That's simple and amazing !
Great game!
The best game for Minetest. And with the future version 0.72, this game will begins to be modder friendly. Great.
Usefull
Shift is not the best key to show player list, I hope an engine change will make this mod able to change the key!
Really fun to play with.
This mod can be realy fun to play with. Some negative points:
Code:
Great texture pack!
Currently one of the best tp for mcl. Really hope all textures will be complete soon!
Really fun to play with
I hope we will be able soon to use it with no risk on our servers!
A nice and small mod for survival worlds. Would like to see compatability with unified_inventory.
I really like how this mod not only adds a crafting table but also makes the crafting menu in the main invetory 2 by 2. It adds a small bit of progression when it comes to crafting. However I would like to make a suggestion; could you possibly make this work with unified inventory? I tried playing Minetest with craft_table and unified_inventory and the crafting menu is still 3x3. If you could add compability with the Unified Inventory mod, that would be very nice for the people who play Minetest with that mod.
For Server needed
This mod is for server needed, i like it, ANd now i can download it thank you i like this mod!
Interesting
It's not quite the same as other travel mods, but I really like this one. It's simple to use once you are able to craft the necessary items.
NathanS did a video review for Teleport Potion, which might make using it easier for those who don't know how.
So much fun!
I find it very fun to blow up larger areas with this mod! The same result would take too much work from the standard tnt blocks.
A must-have for development
I've done some light schematic building lately, and this mod is by far the easiest and most effective method I've found. It's simple and convenient to use, completely mod/game agnostic (a must for development outside of MTG), and offers reasonably polished presentation.
The only features that feel like they're missing is an option to load schematics registered by mods and a quick way to swap or flood-fill nodes in a schematic, but these are easy to work around or provide externally anyway. Overall, this mod makes for an incredibly useful development tool.
Very pretty underground biomes
I use this for a lot of my worlds. Great mod. Caves are no longer boring
Can make easier to add commands, or add common admin commands in init.lua?
I've been trying to get the /spawnentity command working with command blocks, and I can't figure it out in one pass. It would help everyone if you added a number of common commands to the mesecons_commandblock files so we can just uncomment them and get to it. Privs should be checked first.
I made a shark tank to test the 3d_armor API, and ran into a crash
Its a great mod, I'm using 5.4 from Flathub and I've never run into other issues with it.
Update: One of the mods updated and the issue went away. It was either that or a conflict with 3d_armor_flyswim
Great API
Aside from what The32bitguy said, and making sure its JIT-able, I would like to suggest some very simple wording changes that improve clarity on any mods with armor or weapons.
approx(65535/armor_use)
, where higher numbers lead to faster item degredation. Renaming to armor_uses, or if you still want to keep the inverse wear relationship something like armor_weakness, armor_fragility, or armor_frailty.armor_groups = {fleshy=##},
, where each 5 points adds a level. However, I found no relationship between armor protection and these values. In my testing 0 on an armor piece reduced Oerkki damage from 4 to 3, but so did all values tested through 100.It shouldn't be too much effort to add a couple lines to transition things while keeping backwards compatibility.
Update: I also tried various
armor_groups = {fleshy}
values on sharks and other creatures that are listed as having fleshy damage groups. Armor pieces only reduce damage from 5 to 4 regardless of armor group settings.Appreciate the read. Ciao!
Best mod ever
Still remains the best mod ever created, the legendary airsword will never be beat! I managed to get the airsword after about a month in my singleplayer world, managed to kill a dMobs dragon super easy!
Fun along with more_upgrade_packs, awards, and toolranks
The Breath packs take a lot of damage when drowning and the HP packs take damage on being hit, so it can be a good idea to balance the numbers provided in the init.lua file for better gameplay. The add_wear values also affect the more_upgrade_packs mod.
Amazing, but crashes with errors.
Just updated to 5.4 that was rolled out within the hour. All good now!
A must have for nearly every server or game.
World edit is powerful and a great tool. There are extensions for it that can make it easier to use, but the core mod is wonderful. I cannot reccomend having it enough. It's an integral part of node-based games everywhere.
Best Tree Chopping mod there is
I use this for pretty much all of my survival worlds. It beats any other mods I've tried and does its job well
Nice...
Wow, great way to add new mobs to the nether :)
Very nice
very very cool XD
Very fun
This will really make the nether a lot more fun, thanks XD
Good work
I can make canons once again!
Contrast problems and grid-y aesthetics too strong
The Grass
Some people might like that sort of aesthetic, the grid-y block-y world, and that's almighty fine, but the contrast between the lines and the block's color is way too great, so it sorts of "popup" in the eye, and that is a distressing view. Same thing for the leaf blocks. It could look a thousand times better if the outline of the grass block's top werent so dark and lighter like its content.
The Leaves
And the tree leaf blocks look unnatural, it looks like a mineral, but I dig the artistic look you gave them, just reduce the contrast too and it will be all good!
Nice concept and gameplay
It's refreshing to try out this mod and the concept is really interesting. Great work and looking forward to future updates!
If you don't like the crafting grid, this mod is for you
This mod covers the lack of a craft guide for games that doesn't provide one, but it's a bit more than that. If you don't like picking all the materials one by one and remembering each goes where, click on the craft button from the guide and all the materials are already placed. Either for just one or the maximum amount you can craft. An apreciable feature to smooth the crafting process of complex items.
Every adventurer needs a torch crossbow
More important than a bullwhip & hat
UwU
que uwu es este mod! ahora le dare de comer a mi bloque mascota uwu :D
Natural slopes adds some interest
I just did a quick peruse with the minetest default game. I was expecting it to modify sand and dirt which naturally might make slopes but was pleasantly surprised to see that stone was also affected. This mod uses the stair shapes in a unique way in various orientations to create the slopes and I think it makes the environment more interesting to look at, as contours are even more randomized.
Thank you for your efforts!
Simple but needed
This mod, basically, does what /msg should do by default, but you can customize colours :D
wonderfull
i was looking around content db when found this sub game. i thought of installing the game. i did it and now i has no regrets. its wonderfull the background music is sick. btw can i get permission for making a youtube video on this subgame i think no had made one. nice and beautifull
i cant play !??
its showing this pls help ModError: Failed to load and run script from C:\Users\ACER\Desktop\minetest-5.3.0-win64\bin..\games\aftermath-653a212118f9f944dd8a0a612154f41141a5649d\mods\mobs_redo\init.lua: Unknown node: fire:basic_flame stack traceback: [C]: in function 'get_content_id' ...118f9f944dd8a0a612154f41141a5649d\mods\mobs_redo/api.lua:2656: in main chunk [C]: in function 'dofile' ...18f9f944dd8a0a612154f41141a5649d\mods\mobs_redo\init.lua:5: in main chunk Check debug.txt for details.