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.
I play on version 5.3.0, on UBUNTU 18.04 LTS with a NVIDIA graphic card with "private" drivers.
No other mod active but skinmaker.
I got the following error message when I try to save my new/modified skin to ~/.minetest/worlds/perso/skin_singleplayer.png
AsyncErr: ServerThread::run Lua: Runtime error from mod 'skinmaker' in callback node_on_receive_fields(): /home/<user>/.minetest/mods/skinmaker/png_encode.lua:179: attempt to index global 'bit' (a nil value)
stack traceback:
/home/<user>/.minetest/mods/skinmaker/png_encode.lua:179: in function 'putBigUint32'
/home/<user>/.minetest/mods/skinmaker/png_encode.lua:336: in function 'encode'
/home/<user>/.minetest/mods/skinmaker/init.lua:420: in function </home/xavier/.minetest/mods/skinmaker/init.lua:410>
Loved to play it and it makes a great starting point
While I understand some people frustration from the fact that Minetest Game is monotous, it serves a pourpose indeed: it is that it is more of exploration, construction and a peacefull mode of gameplay rather than the actual survival one.
Rebranding as Minetest Creative could eventually fix it. The fact that it lacks the survival experience indeed pushes away a lot of people, but this is trivially fixed by browsing Content DB. Perhaps some invite to do so at the home page of the menu could be more interesting so the popularity ranks by Content DB could fix the push-back somehwat easily.
It does also serves as a base to invite you to mod it. To me the fact it lacks stuff made me into the whole modding part so it is a good thing from that perspective.
Overall, I like the concept, idea and implementation!
While I personally am not the biggest fan of survival oriented servers adn games, draconis certainly has mede me reconsider.
It has life like although, technically dragons aint real animations, and the hardwork of ceejo just shows through everything.
+1 For a damn fine mod
I rather like buiding stuff in creative in Minetest, and this mod is the perfect companion. With a large block pallette screen to the right, it makes it much easier to browse for blocks than with the default interface.
My only issue with it is that I can't shift-click things into the bin by default, but that's a really minor complaint.
version 5.4.0+ needed (!!)
one of the best new inventory GUI i ever have seen before,
keep up the good work and more features and replacements wanted from the dev.
it is very easy to configure the inventory with this great mod.
Nodecore has always been my go-to game for a variety of reasons. And for such a simple project, it is truly surprising how much you can do, and how much there is to uncover; if you are willing to take a little time to get immersed in its unique world. The absence of mods makes it perfect for calm, zen-like play sessions, and the plethora of ambient sounds and subtle feedback cues really make falling into a comfortable routine when you just want to log in and make some progress.
The gameplay is deceptive with its complexity, though forgiving and flexible. You can choose to immerse yourself in a simple world, governed by simple forces that you may at times find familiar (gravity, radiant heat, reposition). A world where resources exist to be found at your own pace, and can be found without having to go on long, droning excursions to prohibitively rare biomes. You wont be praying to the RNG gods if you don't want to. Nodecore has all you need for a gentle, stress-free, voxel game experience. You can enjoy building vast orchards, or enjoy terraforming your area into your own perfect sanctuary.
You may be more of the ambitious, go-getter type, and that's just as valid of a playstyle.
Trying to take control of the secrets holding the nodecore world together will be tough, but not impossible. If you prefer a stimulating experience, where nature is as much your ally as your adversary; you will find that there is much more to the map than pretty little blocks. There are forces at work that would be willing to lend you their power if you find a way to harness them; and most of them are all around you. Best to keep your wits about you regardless of how you play, nodecore has a habit of also being mischievious.
If you like to play it safe, nodecore will happily be your sandbox.
If you like to live dangerously, nodecore will respond to your challenge.
Seems like a good mod to me. Adds lots of very cool dragons, new materials an weapons. I like that it runs well on old computers, despite having amazingly complex AI, high-poly textures and being a fairly large mod in general.
I am making a PvE Server. There was a confusion on the game I had to use. I selected This game is vote the highest by the server member for the game choice of PvE!
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.
Animals not spawn
by my mtserver I installed this, with also mobs_monsters, but no mobs are spawning
There is no log about it, but yeah plz try to fix it.
If you can fix it I will make new review (or edit this one)
One of the best mods
This mod is one of the best of minetest. I like minegeld. Thanks for developing this :)
i recomend this
this texture pack is very good, it's smooth
I recomend this
this texture pack looks really good very smooth
It's gorgeous
I use this as my main texturepack now, I just love the 16x natural feel it gives!
bug when saving
Hello
I play on version 5.3.0, on UBUNTU 18.04 LTS with a NVIDIA graphic card with "private" drivers. No other mod active but skinmaker. I got the following error message when I try to save my new/modified skin to ~/.minetest/worlds/perso/skin_singleplayer.png
AsyncErr: ServerThread::run Lua: Runtime error from mod 'skinmaker' in callback node_on_receive_fields(): /home/<user>/.minetest/mods/skinmaker/png_encode.lua:179: attempt to index global 'bit' (a nil value) stack traceback: /home/<user>/.minetest/mods/skinmaker/png_encode.lua:179: in function 'putBigUint32' /home/<user>/.minetest/mods/skinmaker/png_encode.lua:336: in function 'encode' /home/<user>/.minetest/mods/skinmaker/init.lua:420: in function </home/xavier/.minetest/mods/skinmaker/init.lua:410>
My kids love this mod
This mod brings a lot to a minetest world, particularly for kids. It has remained reliable through server, client, and mod updates.
Loved to play it and it makes a great starting point
While I understand some people frustration from the fact that Minetest Game is monotous, it serves a pourpose indeed: it is that it is more of exploration, construction and a peacefull mode of gameplay rather than the actual survival one.
Rebranding as Minetest Creative could eventually fix it. The fact that it lacks the survival experience indeed pushes away a lot of people, but this is trivially fixed by browsing Content DB. Perhaps some invite to do so at the home page of the menu could be more interesting so the popularity ranks by Content DB could fix the push-back somehwat easily.
It does also serves as a base to invite you to mod it. To me the fact it lacks stuff made me into the whole modding part so it is a good thing from that perspective.
Overall, I like the concept, idea and implementation!
DRAGONS
While I personally am not the biggest fan of survival oriented servers adn games, draconis certainly has mede me reconsider. It has life like
although, technically dragons aint realanimations, and the hardwork of ceejo just shows through everything. +1 For a damn fine modGreat for creative builders
I rather like buiding stuff in creative in Minetest, and this mod is the perfect companion. With a large block pallette screen to the right, it makes it much easier to browse for blocks than with the default interface.
My only issue with it is that I can't shift-click things into the bin by default, but that's a really minor complaint.
awesome inventory GUI
version 5.4.0+ needed (!!) one of the best new inventory GUI i ever have seen before, keep up the good work and more features and replacements wanted from the dev.
it is very easy to configure the inventory with this great mod.
A breath of fresh air.
Nodecore has always been my go-to game for a variety of reasons. And for such a simple project, it is truly surprising how much you can do, and how much there is to uncover; if you are willing to take a little time to get immersed in its unique world. The absence of mods makes it perfect for calm, zen-like play sessions, and the plethora of ambient sounds and subtle feedback cues really make falling into a comfortable routine when you just want to log in and make some progress. The gameplay is deceptive with its complexity, though forgiving and flexible. You can choose to immerse yourself in a simple world, governed by simple forces that you may at times find familiar (gravity, radiant heat, reposition). A world where resources exist to be found at your own pace, and can be found without having to go on long, droning excursions to prohibitively rare biomes. You wont be praying to the RNG gods if you don't want to. Nodecore has all you need for a gentle, stress-free, voxel game experience. You can enjoy building vast orchards, or enjoy terraforming your area into your own perfect sanctuary. You may be more of the ambitious, go-getter type, and that's just as valid of a playstyle. Trying to take control of the secrets holding the nodecore world together will be tough, but not impossible. If you prefer a stimulating experience, where nature is as much your ally as your adversary; you will find that there is much more to the map than pretty little blocks. There are forces at work that would be willing to lend you their power if you find a way to harness them; and most of them are all around you. Best to keep your wits about you regardless of how you play, nodecore has a habit of also being mischievious. If you like to play it safe, nodecore will happily be your sandbox. If you like to live dangerously, nodecore will respond to your challenge.
Pretty good mod
Seems like a good mod to me. Adds lots of very cool dragons, new materials an weapons. I like that it runs well on old computers, despite having amazingly complex AI, high-poly textures and being a fairly large mod in general.
Really Useful for PvE Server
I am making a PvE Server. There was a confusion on the game I had to use. I selected This game is vote the highest by the server member for the game choice of PvE!
Mooblooms
Mooblooms.
Brutal but fun
Quite brutal to survive this way but lots of fun