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 )
As ContentDb grows It's incredibly useful to have these metadata mods that allow us to manage all the complexity. For example, I've been able to create a new version of my mob_biome_mapper mod that allows mobs to spawn in biomes that their authors never even considered. I can see many uses in mods for this, for example allowing users to customize and improve biome mods as well. I'm sure there will be all kinds of uses for BiomeDb going forward. Thanks you EmptyStar for creating this!
Buggy + Extremely Modding Unfriendly (No Longer Updated Either)
Although I haven't tested the mod fully and thus cannot make a true true review.
I've been seeing about how to implement compatibiltiy for this mod with my eating mod after seeing it be featured as an optional dependency for Annalysa's Sandwiches. There are no useful groups I can use to determine whether or not something is edible, and accidentally made it so you could drink the spatula while developing...
On the spatula, even without my mod's mingling, it crashes the game if you point at the air with it as it expects a vector for something... If you're a server owner, do not use this mod without heavy modifications - it hasn't been updated for over 5 years anyways lol
Eerily quiet, empty and unnerving but somehow familiar
In Backrooms Test you will be navigating your way through eerily familiar but ultimately senseless and meaningless areas. I would say less "landscape" and more "corridorscape". You find your way from one to another, usually in order but sometimes to one that is not listed.
Everything is made of repeated structures that are familiar in shape but ultimately their arrangement and they way they form into totality makes no sense. It is made of parts of the built human environment, but never arranged in any logical way. There are doors, but only a few actually operate. Some of them could only possibly lead to a cupboard, but then, it would be a cupboard with doors on both sides. There are deceptive corridors and walkways that lead to dead ends. The place is not the product of design; it frustrates attempts to understand it as a useful design.
As you wander the corridors the first time, you discover a natural progression of levels. You complete a cycle. It begins again. But sometimes, the cycle is a bit different, and you end up in a different level you haven't seen before. You have no true idea of how many levels there are. They are numbered, but are there gaps? Could there really be that many levels? There is only one way to be sure: to look at the source code, but there is no going back from shattering the illusion. Perhaps though, adding your own level is part of adding your own part to the collective human dreamscape?
Sometimes, you see the sky. Sometimes it is lit, sometimes it is dark. But there is never any sun or moon. There is a morning and an evening of a sort, but no sunrise and no sunset. The idea of day and night, is just another broken, distorted reflection instead of the familiar reality.
The experience is like a dream, and ultimately you are permanently lost in a place that should not exist, cannot exist, but through a video game is imagined to exist anyway. It would be maddening to stay and "play" forever, but it's worth a visit to ponder.
Plays particles and sounds when jumping into the water
The sound is a bit too loud for me and plays everytime you cross the water's surface, no matter your speed. I'd recommend replacing it if you plan on using this mod
The animation and sounds are neat, it lets you eat even when your belly is full and doesnt sutpport most food mods and its still the best eating mod out there. Remember to use right mouse button to eat. Works with 3d apples. You cant eat mushrooms dynamically since you place them with rmb
I've never seen such unusual mods with a funny meaning. The mod is creative, unusual, and diverse, the mod helps to take your mind off all the fuss, and just have fun with some realistic balls!
I can't wait for new content to appear for this mod.
As a game, it is pretty much unplayable. But it shows off some beatiful features like the ability to modify your spaceship, and then depart with it. Also the multidimension space and it's map aren't bad. Might take some of this and create a space mod.
Bad, but the goodness outweighs the badness colossally
This mod is kinda weird. And incredibly cool. As if the author knew little to nothing about actual programming, but through the sheer power of determination... they never gave up. Like, just look at the code, especially the pre-update version! There isn't a single 'table' data structure, and yet it works, even fuming a little!
There is room for improvement. Lots of room. I am currently working on my projectiles library, and I am planning on improving this mod with some abstractions from that very package.
Even with all the shortcomings and mistakes of this firearms modpack (it's not really a small "mod" but rather a pack that adds a ton of new weapons), all my friends enjoy it. Yeah, it's up to proper interpretation to call them "friends", but it converted even the most hardcore minecraft fanatics to minetest enjoyers.
Thanks for delivering this to us from the heavens of lead showers.
Great Game for those who like to think, no good for action lovers
Spatially a small game but the 4th dimension, time, makes this game truly awsome! The idea alone is just genius. It is real fun to find your way to secret places in the citadel by cleverly going forth and back in time. I have been playing this now for ~10h and still I am not done yet. There's one artifact I cannot get hold of and one magic stone the function of which I could not find out yet. But I keep trying...
Only thing I consider a bug is that items already taken sometimes reappear in the game. Often after leaving and re-entering the game. This can break the game when you accidentally acquire a magic stone multiple times (you cannot drop it) because you then run out of slots.
No other bugs found so far.
I like the music, though it can get annoying after 1h of playing. As others said, some more sound fx could be nice. Light/shadow effects could improve the atmosphere, but that's not essential to the game.
Congratiulation for this piece of code. Level design alone must have taken forever.
adds fun mobs to your world, thanks to Tenplus1 "youre not alone anymore!" also, can you add a lizard mob? my friend is absolutely obsesed with them and he just graduated. and, i think it would make a great addition to your animal pack. sense from what i see you you do not have any reptiles, so far. thanks! your the man!
Is it possible to make the AIs capable of using ranged weapons (from the Ranged Weapons modpack)? Also, could there be versions capable of executing various tactics and strategies as well as teaming up?
This is a pretty awesome mob creation tool; I just wish that you could set behaviors too. I've been on a search for hostile mobs that are a good match against me, as well as allies (especially when using the ranged weapons modpack) and it would be cool if the NPCs in this mod could use tools and weapons, as well as possibly wear armor and mine. Keep it up!
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!
good for street signs
this really helped me make my city.
epic!
love it. pretty good for an fps game
Plethora indeed!
Lots of animal life added with this mod
Sorely needed API for Biomes.
As ContentDb grows It's incredibly useful to have these metadata mods that allow us to manage all the complexity. For example, I've been able to create a new version of my mob_biome_mapper mod that allows mobs to spawn in biomes that their authors never even considered. I can see many uses in mods for this, for example allowing users to customize and improve biome mods as well. I'm sure there will be all kinds of uses for BiomeDb going forward. Thanks you EmptyStar for creating this!
Buggy + Extremely Modding Unfriendly (No Longer Updated Either)
Although I haven't tested the mod fully and thus cannot make a true true review.
I've been seeing about how to implement compatibiltiy for this mod with my eating mod after seeing it be featured as an optional dependency for Annalysa's Sandwiches. There are no useful groups I can use to determine whether or not something is edible, and accidentally made it so you could drink the spatula while developing...
On the spatula, even without my mod's mingling, it crashes the game if you point at the air with it as it expects a vector for something... If you're a server owner, do not use this mod without heavy modifications - it hasn't been updated for over 5 years anyways lol
Eerily quiet, empty and unnerving but somehow familiar
In Backrooms Test you will be navigating your way through eerily familiar but ultimately senseless and meaningless areas. I would say less "landscape" and more "corridorscape". You find your way from one to another, usually in order but sometimes to one that is not listed.
Everything is made of repeated structures that are familiar in shape but ultimately their arrangement and they way they form into totality makes no sense. It is made of parts of the built human environment, but never arranged in any logical way. There are doors, but only a few actually operate. Some of them could only possibly lead to a cupboard, but then, it would be a cupboard with doors on both sides. There are deceptive corridors and walkways that lead to dead ends. The place is not the product of design; it frustrates attempts to understand it as a useful design.
As you wander the corridors the first time, you discover a natural progression of levels. You complete a cycle. It begins again. But sometimes, the cycle is a bit different, and you end up in a different level you haven't seen before. You have no true idea of how many levels there are. They are numbered, but are there gaps? Could there really be that many levels? There is only one way to be sure: to look at the source code, but there is no going back from shattering the illusion. Perhaps though, adding your own level is part of adding your own part to the collective human dreamscape?
Sometimes, you see the sky. Sometimes it is lit, sometimes it is dark. But there is never any sun or moon. There is a morning and an evening of a sort, but no sunrise and no sunset. The idea of day and night, is just another broken, distorted reflection instead of the familiar reality.
The experience is like a dream, and ultimately you are permanently lost in a place that should not exist, cannot exist, but through a video game is imagined to exist anyway. It would be maddening to stay and "play" forever, but it's worth a visit to ponder.
Plays particles and sounds when jumping into the water
The sound is a bit too loud for me and plays everytime you cross the water's surface, no matter your speed. I'd recommend replacing it if you plan on using this mod
Cool little mod that improves eating a lot
The animation and sounds are neat, it lets you eat even when your belly is full and doesnt sutpport most food mods and its still the best eating mod out there. Remember to use right mouse button to eat. Works with 3d apples. You cant eat mushrooms dynamically since you place them with rmb
No source code
I've requested to add this mod to Pandorabox, but they require a Git repository. This comment is written with steno.
The Stepping Stone is finally here!
Thanks for creating this! This helps me a lot with my Star Wars mod! Keep up the good work!
Hasn't stood the test of time imho
Doesn't make use of game textures as well as ts_furniture
Doesn't work with Mesecons
Doors and Trapdoors are not available through creative inventory
Needing a special crafting workbench to make the items might not be to everyone's liking
funny and creative!
I've never seen such unusual mods with a funny meaning. The mod is creative, unusual, and diverse, the mod helps to take your mind off all the fuss, and just have fun with some realistic balls! I can't wait for new content to appear for this mod.
Bien
Ce mod est cool et pratique pour plus de réaliste. Il y a aussi une grande diversité d'objets.
awesome game
i just beaten the game now my next goal is to 100% beat the game i love the concept and the music great job
Vraiment sympa !
Le jeu est cool et ce n'est pas trop compliqué de jouer.
C'est idéal pour les débutant dans les jeux comme minecraft.
Really Unique
Spruces up any home!
Bad gameplay, good tech demo
As a game, it is pretty much unplayable. But it shows off some beatiful features like the ability to modify your spaceship, and then depart with it. Also the multidimension space and it's map aren't bad. Might take some of this and create a space mod.
Bad, but the goodness outweighs the badness colossally
This mod is kinda weird. And incredibly cool. As if the author knew little to nothing about actual programming, but through the sheer power of determination... they never gave up. Like, just look at the code, especially the pre-update version! There isn't a single 'table' data structure, and yet it works, even fuming a little!
There is room for improvement. Lots of room. I am currently working on my projectiles library, and I am planning on improving this mod with some abstractions from that very package.
Even with all the shortcomings and mistakes of this firearms modpack (it's not really a small "mod" but rather a pack that adds a ton of new weapons), all my friends enjoy it. Yeah, it's up to proper interpretation to call them "friends", but it converted even the most hardcore minecraft fanatics to minetest enjoyers.
Thanks for delivering this to us from the heavens of lead showers.
Great Game for those who like to think, no good for action lovers
Spatially a small game but the 4th dimension, time, makes this game truly awsome! The idea alone is just genius. It is real fun to find your way to secret places in the citadel by cleverly going forth and back in time. I have been playing this now for ~10h and still I am not done yet. There's one artifact I cannot get hold of and one magic stone the function of which I could not find out yet. But I keep trying...
Only thing I consider a bug is that items already taken sometimes reappear in the game. Often after leaving and re-entering the game. This can break the game when you accidentally acquire a magic stone multiple times (you cannot drop it) because you then run out of slots. No other bugs found so far.
I like the music, though it can get annoying after 1h of playing. As others said, some more sound fx could be nice. Light/shadow effects could improve the atmosphere, but that's not essential to the game.
Congratiulation for this piece of code. Level design alone must have taken forever.
adds fun critters
adds fun mobs to your world, thanks to Tenplus1 "youre not alone anymore!" also, can you add a lizard mob? my friend is absolutely obsesed with them and he just graduated. and, i think it would make a great addition to your animal pack. sense from what i see you you do not have any reptiles, so far. thanks! your the man!
Sweet modpack!
Is it possible to make the AIs capable of using ranged weapons (from the Ranged Weapons modpack)? Also, could there be versions capable of executing various tactics and strategies as well as teaming up?
Love it; please expand though!
This is a pretty awesome mob creation tool; I just wish that you could set behaviors too. I've been on a search for hostile mobs that are a good match against me, as well as allies (especially when using the ranged weapons modpack) and it would be cool if the NPCs in this mod could use tools and weapons, as well as possibly wear armor and mine. Keep it up!