Makes the water interesting. Really well done creatures as usual by Liil. They fit well into Minetest. For me this is a must have mod, and I'm surprised that it didn't get more recognition from the Minetest community.
using playtimes mod on my mineclonia server for 2 days. I've already collected 7 hours -yay---
Starting difficulties were fixed by the author within a few hours.
It'd be great if interacting with traders didn't add permanent HUD elements
Basically the title. the game is great, but once you interact with a trader, enjoy having "TRADER LENNY" or "TRADER TOM" on your screen permanently from that moment onwards.
The logs craft into islands:wood instead of default:wood despite depending on default. islands:wood looks exactly like default:wood but by being a different node you won't be able to craft things from mods. In my opinion it should either look like an own type of wood or be aliased to regular wood in an update.
This wrench allows you to pick up nodes with their contents and they end up in your inventory.
Very similar to I Have Hands except that you use a wrench and get the items in your inventory.
Note that you can't uninstall it midgame as the item data vanishes from the items if you do. (comes back if you reenable it though)
Could become the best skyblock experience to be had on minetest.
But only if paired with Voxelgarden (which Unter Null was originally designed for), because VG provides a lot of the bootstrap mechanics a skyblock needs by default. The limited MTG support in this release is not very good(1) and has been removed from the current git version (that also changes lava cooling to be depth based which adds better progress).
So what does this mod add to the base game when used with Voxelgarden:
a world consisting of a single large ocean
a chest with some stones, some papyrus roots, a bit of dirt, and some saplings
the recipe for a (not very polished) grinding machine
lava cooling changed to sometimes give random ore nodes from flowing lava
recipes to create lava
Coupled with various gameplay mechanics of Voxelgarden this is (actually more than) enough to bootstrap one's own world from nearly nothing. If - like me - one doesn't know Voxelgarden yet, it also adds the fun of discovering the various neat mechanics that Voxelgarden provides for this process and the ways it differs from MTG (dirt is a falling node!!! but no need to restart, it is easy to get more dirt).
Also it is great that falling off is not fatal like in a typical skyblock.
Currently there are downsides:
Voxelgarden doesn't have any middle to late game content (like MTG), so one will need e.g. automation mods to keep having fun after the initial buildup; note that not all MTG mods are compatible with Voxelgarden
the lava cooling is a bit too easy in the released version, checking out the depth based lava cooling from git is recommended (even though building under water is a bit grindy in Voxelgarden)
there is a lot of polish missing, e.g. the generation of the inital chest may fail, and the UI of the grinder is primitive without any support for shift clicking
(1) the MTG support adds the papyrus roots to be used as a building and plant base in the ocean, but a lot of nodes are not creatable, e.g. most plants
From game mechanics to mob design to structures to items, this is basically one of my favorite modpacks for minetest--ever. The NPCs are also actually dangerous--like, they'll chase you, shoot you, sneak up, teleport, and in general just pose a really big threat that makes the game more challenging. (They're actually smart) There could be more structures, though--a deep dark would be sweet...
I love the nether mod as it adds a new level of gameplay. Combine this with Wilhelmines Living Nether and it becomes as wonderful as the overworld.
The only thing I don't like about it, is that it is too strict on the dimensions. Having a minimum of 4 wide by 5 tall is ok, but I want to make different sizes larger than the default, think stargate sized. I think as long as you have the minimum mesurements it should be able to have a working portal of varying sizes for your build.
There is an portal.api but it is way too complicated and you have to mess with the coding. This, in my opinion, is a terrible design, especially if you know nothing about coding. I have borked the mod several times trying to get a nether portal to fit in my build several times.
No mod should have to rely on the player to alter code. That can do a lot of damage to the mod and/or game if they don't know what they're doing. People like me.
I havent seen him yet but a door opened in front of me, i heard footsteps nearby and a spooky sound in a cave entrance.
I suggest adding as a feature the chance of herobrine breaking torches you've placed like in the minecraft mod.
After a few days he appeared when a loud sound played, since then he began appearing and each time loud ambiance would play. If you are somebody playing the mod i recommend disabling the ambience part of it or replacing the sound files with something more subtle and less loud like i ended up doing (theseones). I considered disabling it but sometimes you need to know where he is to not run into him and get too close. He appears very often, at least twice a day and once a night, from a distance no bigger than 40 blocks, (maybe its tied to render distance, i dont know) and sometimes he will pop up right in front of your line of sight. He stays in place for a while, waching you and after a while he vanishes. Dont get too close to it
I missed bonemeal from minecraft util this mod was released. Now it's easier to craft things from plants and trees.
That being said, it adds the item 'geletin powder' to crafting, but there are no recipies to craft it. I downloaded this from the site of the source today (12 May 2024) and in game when I try to craft geletin it tells me there are no recipes, so I am a tiny bit disappointed in this.
In the vast digital cosmos, Void by Linuxdirk stands out, not as a traditional game, but as a canvas for creativity and innovation. Its essence? Simplicity. An empty world, a playground for modders and developers to explore the Minetest engine's possibilities. Void, stripped down to its barest form, focuses on the essentials: stone, water, and the hand tool. This minimalist approach creates a pure, unadulterated environment for experimentation and development.
For those seeking to test new client-side mods, Void is invaluable. It offers a safe space to experiment without fear of breaking existing gameplay. Developers can test their creations in isolation, ensuring compatibility and functionality before integrating them into larger projects. The reviews highlight Void's utility for creating levels, testing the Minetest engine, and serving as a skeleton for non-MTG based games.
Yet, Void is more than just a testing ground. It's a testament to the power of simplicity and the potential of minimalism. By focusing on the fundamentals, it invites players and developers alike to rediscover the joy of creation. Whether you're a seasoned modder or a beginner, Void offers a unique opportunity to explore, innovate, and contribute to the vibrant community of Minetest.
In a world where complexity often overshadows simplicity, Void stands as a beacon of purity and potential. It's not about the grandeur of worlds or the thrill of combat; it's about the satisfaction of crafting, the thrill of discovery, and the joy of creation. In its essence, Void is the greatest game ever created, not because of what it offers, but because of what it allows us to imagine and build.
Feels Lackluster like a Base and has many unaccounted-for Issues
Although my review isn't fully honest as I rather played with a modification for it in Centeria (that uses Mesecraft) - and randomly in creative (sometimes with damage enabled) - there are lots of issues that I'm surprised ElCeejo did not notice with this mod.
Admittedly, this mod is superior to most mob mods I've seen - using its own unique system to the more commonly used Mobs Redo - especially with its dynamicism and the most interesting aspect of it to me honestly - turning their heads to look at stuff. However for what cool features it has, it lacks some basics I'd expect such as not despawning tamed animals, full_punch_interval utilization, and lava/drowning harm. I would say sounds (for quite a few animals) but I know getting sounds is extremely difficult and it wouldn't be fair to judge that.
There are issues with taming as well - wolves will NOT defend you or your livestock as the description says. And when you successfully tame a fox - they just keep on running away from you lol
Flying animals will commonly get themselves stuck in water as well - the amount of times I've seen bats and owls in water is weirdly frequent.
Due to step height, fish will indeed get themselves stuck on land and just flop to death.
With the above missing basics and issues, and lacking mod compatibility, it feels more like the Minetest game of mob mods - bland mix that requires more modding (code and content) to make it feel more alive and interactable with the environment. Though I know modding mobs is quite difficult so you oughtta cut ElCeejo some slack for that whole range of difficulty! That's why I was very impressed with the head turning.
I'm also personally not a fan of the fox texture - it looks weird and creepy-ish to me. Though I imagine fitting pixels within the said resolution is difficult so fair enough in that regard - I would be down to try to see if I can make one.
Mod provides with simple yet useful houses, which good to have if you travel frequently.
I have some questions
will it be possible to remove blocks like snow and plants which are generated inside houses or maybe it's intended?
chests inside houses have too much loot, can there be an option to define what loot is possible to find there and in what amount or maybe disable generation of chests?
I think this mapgen generates a very interesting terrain and definetily recommend it.
However I think there is an issue with how it handles the vertical axis, at some height the terrain simple cuts off and that also happens to vegetation like trees.
ModError: Failed to load and run script from /home/****/.minetest/games/occupymoon_game/mods/doors/init.lua:
/usr/share/minetest/builtin/game/register.lua:200: bad argument #5 to 'register_item_raw' (table expected, got string)
stack traceback:
[C]: in function 'register_item_raw'
/usr/share/minetest/builtin/game/register.lua:200: in function 'register_item'
/usr/share/minetest/builtin/game/register.lua:226: in function 'register_node'
...alex/.minetest/games/occupymoon_game/mods/doors/init.lua:796: in function 'register_fencegate'
...alex/.minetest/games/occupymoon_game/mods/doors/init.lua:808: in main chunk
Check debug.txt for details.
This is the mod we've been all waiting for: A clean method to render Unicode glyphs, based on the GNU Unifont.
I think GNU Unifont with its 16×16 pixel glyphs is just perfect for Minetest, there aren't many other fonts with such a huge coverage of the Unicode code space. And Pixel style is good for many retro-style games.
There are nice features like kerning and color selection.
However, while Unifont may cover the entire Unicode BMP and more, that doesn't mean this mod can render them all properly. Some writing systems are very complex and require additional adjustments. So any users of this mod need to be aware of these limitations:
Bidirectional Algorithm is not correctly implemented
Many complex writing systems have additional writing rules that would need more code to make them work. For example, rendering Arabic not only requires the bidi algorithm but also you need to draw the glyphs differently depending on where they are in the word. (Note: This is a limitation of Unifont as well.)
Complex combining marks are not supported well. The code admits they are hacky
But still, this mod is a massive improvement of what we had before. I will include a modified version of this mod in Repixture.
This mod does what it promises, providing several standing signs that can be rotated as well.
But the polishing of this mod is not good. The mod does not integrate well with all games, it just tries to guess which signs it adds which isn't a great way to do it. My biggest criticism is stretching: If the text is very long or tall, the glyphs are widely stretched, which ruins their aspect ratio.
Some of the signs make no sound when you place them.
The performance issue of the original made it somewhat unusable for me, the idea to turn the nodeboxes to meshes had been around for a while, glad to see someone actually doing it.
Btw. if you just use the nodegroup "leaves" that should cover it (i know it does for mcl* and mtg) and you won't need to do any string.find and probably don't need to exclude the plantlife stuff specifically either (yes the pine needles have group leaves as well: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L975 )
Stable and actively maintained
Thanks for developing this awesome games!!
Adds well made colorful water creatures
Makes the water interesting. Really well done creatures as usual by Liil. They fit well into Minetest. For me this is a must have mod, and I'm surprised that it didn't get more recognition from the Minetest community.
number 1 on the list :-D
using playtimes mod on my mineclonia server for 2 days. I've already collected 7 hours -yay--- Starting difficulties were fixed by the author within a few hours.
It'd be great if interacting with traders didn't add permanent HUD elements
Basically the title. the game is great, but once you interact with a trader, enjoy having "TRADER LENNY" or "TRADER TOM" on your screen permanently from that moment onwards.
Unique
I think it's the only mod that offers timber framing.
made me fear sometimes, but can be more immersive if add sounds
this game is such a cool experience, but you will not found a objective on it. i recommend to play a sound background to giv you more cagaço.
Pretty islands but not suitable for survival
The logs craft into islands:wood instead of default:wood despite depending on default. islands:wood looks exactly like default:wood but by being a different node you won't be able to craft things from mods. In my opinion it should either look like an own type of wood or be aliased to regular wood in an update.
Works as described
This wrench allows you to pick up nodes with their contents and they end up in your inventory. Very similar to I Have Hands except that you use a wrench and get the items in your inventory. Note that you can't uninstall it midgame as the item data vanishes from the items if you do. (comes back if you reenable it though)
German translation butchered the Umlaute.
It's better
The one I use. Rotation is much more predictable.
Could become the best skyblock experience to be had on minetest.
But only if paired with Voxelgarden (which Unter Null was originally designed for), because VG provides a lot of the bootstrap mechanics a skyblock needs by default. The limited MTG support in this release is not very good(1) and has been removed from the current git version (that also changes lava cooling to be depth based which adds better progress).
So what does this mod add to the base game when used with Voxelgarden:
Coupled with various gameplay mechanics of Voxelgarden this is (actually more than) enough to bootstrap one's own world from nearly nothing. If - like me - one doesn't know Voxelgarden yet, it also adds the fun of discovering the various neat mechanics that Voxelgarden provides for this process and the ways it differs from MTG (dirt is a falling node!!! but no need to restart, it is easy to get more dirt).
Also it is great that falling off is not fatal like in a typical skyblock.
Currently there are downsides:
(1) the MTG support adds the papyrus roots to be used as a building and plant base in the ocean, but a lot of nodes are not creatable, e.g. most plants
read it as something else, not dissappointed either way
let's just say i was able to change which sounds it plays :P
LOVE. THIS. MOD.
From game mechanics to mob design to structures to items, this is basically one of my favorite modpacks for minetest--ever. The NPCs are also actually dangerous--like, they'll chase you, shoot you, sneak up, teleport, and in general just pose a really big threat that makes the game more challenging. (They're actually smart) There could be more structures, though--a deep dark would be sweet...
Adds a new dimension to gameplay
I love the nether mod as it adds a new level of gameplay. Combine this with Wilhelmines Living Nether and it becomes as wonderful as the overworld.
The only thing I don't like about it, is that it is too strict on the dimensions. Having a minimum of 4 wide by 5 tall is ok, but I want to make different sizes larger than the default, think stargate sized. I think as long as you have the minimum mesurements it should be able to have a working portal of varying sizes for your build.
There is an portal.api but it is way too complicated and you have to mess with the coding. This, in my opinion, is a terrible design, especially if you know nothing about coding. I have borked the mod several times trying to get a nether portal to fit in my build several times.
No mod should have to rely on the player to alter code. That can do a lot of damage to the mod and/or game if they don't know what they're doing. People like me.
pls 128x128x128
please bring it back to 128x128x128, update is great but 16x16x16 is too small.
With this mod you will never feel alone again
I havent seen him yet but a door opened in front of me, i heard footsteps nearby and a spooky sound in a cave entrance. I suggest adding as a feature the chance of herobrine breaking torches you've placed like in the minecraft mod. After a few days he appeared when a loud sound played, since then he began appearing and each time loud ambiance would play. If you are somebody playing the mod i recommend disabling the ambience part of it or replacing the sound files with something more subtle and less loud like i ended up doing (these ones). I considered disabling it but sometimes you need to know where he is to not run into him and get too close. He appears very often, at least twice a day and once a night, from a distance no bigger than 40 blocks, (maybe its tied to render distance, i dont know) and sometimes he will pop up right in front of your line of sight. He stays in place for a while, waching you and after a while he vanishes. Dont get too close to it
This mod was greatly needed.
I missed bonemeal from minecraft util this mod was released. Now it's easier to craft things from plants and trees.
That being said, it adds the item 'geletin powder' to crafting, but there are no recipies to craft it. I downloaded this from the site of the source today (12 May 2024) and in game when I try to craft geletin it tells me there are no recipes, so I am a tiny bit disappointed in this.
Nothing
I think that there should be more games like this. No one can be angry about it cause there's nothing to get angry about
а претты гоод мод
и хаве то саы, уницоде ин сигнс цан аллоw ыоу то до соме цоол арт
плус ноw ыоу цан инпут отхер лехицонс со ыоу цан усе ЦЙК фор соме претты цоол техт
best game ever
In the vast digital cosmos, Void by Linuxdirk stands out, not as a traditional game, but as a canvas for creativity and innovation. Its essence? Simplicity. An empty world, a playground for modders and developers to explore the Minetest engine's possibilities. Void, stripped down to its barest form, focuses on the essentials: stone, water, and the hand tool. This minimalist approach creates a pure, unadulterated environment for experimentation and development.
For those seeking to test new client-side mods, Void is invaluable. It offers a safe space to experiment without fear of breaking existing gameplay. Developers can test their creations in isolation, ensuring compatibility and functionality before integrating them into larger projects. The reviews highlight Void's utility for creating levels, testing the Minetest engine, and serving as a skeleton for non-MTG based games.
Yet, Void is more than just a testing ground. It's a testament to the power of simplicity and the potential of minimalism. By focusing on the fundamentals, it invites players and developers alike to rediscover the joy of creation. Whether you're a seasoned modder or a beginner, Void offers a unique opportunity to explore, innovate, and contribute to the vibrant community of Minetest.
In a world where complexity often overshadows simplicity, Void stands as a beacon of purity and potential. It's not about the grandeur of worlds or the thrill of combat; it's about the satisfaction of crafting, the thrill of discovery, and the joy of creation. In its essence, Void is the greatest game ever created, not because of what it offers, but because of what it allows us to imagine and build.
why doesnt my game lag
how does my 1050ti manage to not crash at this
finally an usable inventory
i can finally play in peace🙏🙏🙏
why do trees grow so slow
bruh why cant i spam sneak to make trees grow faster
anyways its pretty good tho
leaves go fire🔥🔥
What's this red ore... *boom*
This is going to make for some real interesting mining :)
uhh why
why would anyone want to purposefully limit world height
Feels Lackluster like a Base and has many unaccounted-for Issues
Although my review isn't fully honest as I rather played with a modification for it in Centeria (that uses Mesecraft) - and randomly in creative (sometimes with damage enabled) - there are lots of issues that I'm surprised ElCeejo did not notice with this mod.
Admittedly, this mod is superior to most mob mods I've seen - using its own unique system to the more commonly used Mobs Redo - especially with its dynamicism and the most interesting aspect of it to me honestly - turning their heads to look at stuff. However for what cool features it has, it lacks some basics I'd expect such as not despawning tamed animals, full_punch_interval utilization, and lava/drowning harm. I would say sounds (for quite a few animals) but I know getting sounds is extremely difficult and it wouldn't be fair to judge that. There are issues with taming as well - wolves will NOT defend you or your livestock as the description says. And when you successfully tame a fox - they just keep on running away from you lol Flying animals will commonly get themselves stuck in water as well - the amount of times I've seen bats and owls in water is weirdly frequent. Due to step height, fish will indeed get themselves stuck on land and just flop to death.
With the above missing basics and issues, and lacking mod compatibility, it feels more like the Minetest game of mob mods - bland mix that requires more modding (code and content) to make it feel more alive and interactable with the environment. Though I know modding mobs is quite difficult so you oughtta cut ElCeejo some slack for that whole range of difficulty! That's why I was very impressed with the head turning.
I'm also personally not a fan of the fox texture - it looks weird and creepy-ish to me. Though I imagine fitting pixels within the said resolution is difficult so fair enough in that regard - I would be down to try to see if I can make one.
Simple and useful structures
Mod provides with simple yet useful houses, which good to have if you travel frequently. I have some questions
Just a bad modding base
And bad textures.
good but
the /help don't working ... make it or make a book in the game for help commands....
nice command block
nice but i don't under stand the chain command block it is a good mod for map ect !
but it would be better if there were Minecraft commands with it (at least a few...)
edit : I didn't see that you had made a mod to add commands!
H A R D
this makes the game hard :steamthumbsup:
Cut off the top of mountains and trees
I think this mapgen generates a very interesting terrain and definetily recommend it.
However I think there is an issue with how it handles the vertical axis, at some height the terrain simple cuts off and that also happens to vegetation like trees.
Fun in creative mode
Makes it easy to destroy stuff for fun :).
Amazing game!
It's well featured and feels great to play. It's not complete, but without doubt is great as it is today
j'ai aimé
réaliste, beau, sensationnel... et plus !
good mod
i like this mod it reminds me of mc
I get an error and cannot play (MT 5.8.0)
ModError: Failed to load and run script from /home/****/.minetest/games/occupymoon_game/mods/doors/init.lua: /usr/share/minetest/builtin/game/register.lua:200: bad argument #5 to 'register_item_raw' (table expected, got string) stack traceback: [C]: in function 'register_item_raw' /usr/share/minetest/builtin/game/register.lua:200: in function 'register_item' /usr/share/minetest/builtin/game/register.lua:226: in function 'register_node' ...alex/.minetest/games/occupymoon_game/mods/doors/init.lua:796: in function 'register_fencegate' ...alex/.minetest/games/occupymoon_game/mods/doors/init.lua:808: in main chunk Check debug.txt for details.
Impressive, even if very incomplete
This is the mod we've been all waiting for: A clean method to render Unicode glyphs, based on the GNU Unifont.
I think GNU Unifont with its 16×16 pixel glyphs is just perfect for Minetest, there aren't many other fonts with such a huge coverage of the Unicode code space. And Pixel style is good for many retro-style games.
There are nice features like kerning and color selection.
However, while Unifont may cover the entire Unicode BMP and more, that doesn't mean this mod can render them all properly. Some writing systems are very complex and require additional adjustments. So any users of this mod need to be aware of these limitations:
But still, this mod is a massive improvement of what we had before. I will include a modified version of this mod in Repixture.
Mod works, but not well implemented
This mod does what it promises, providing several standing signs that can be rotated as well.
But the polishing of this mod is not good. The mod does not integrate well with all games, it just tries to guess which signs it adds which isn't a great way to do it. My biggest criticism is stretching: If the text is very long or tall, the glyphs are widely stretched, which ruins their aspect ratio.
Some of the signs make no sound when you place them.
This is great
The performance issue of the original made it somewhat unusable for me, the idea to turn the nodeboxes to meshes had been around for a while, glad to see someone actually doing it.
Btw. if you just use the nodegroup "leaves" that should cover it (i know it does for mcl* and mtg) and you won't need to do any string.find and probably don't need to exclude the plantlife stuff specifically either (yes the pine needles have group leaves as well: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L975 )
Even better than the Minecraft original
This does the job better and it has cooler stuff than the Minecraft orignal that this is based on!