when i downloaded it some of the textures dont work they will be just plain white, and it's not just an issue with this wilhelmines mod, it's an issue with every wilhelmines mod that adds mobs, has anyone else had this issue? and if so please do fix. Also i just wanted to say this, the voice acting is hilarious.
This mod allow us to create new "dimensions", but i prefer to see they as "planets". Allows a big configuration, we can add "ores" in the ground, grass, dirt, sand, water or stone, only selecting the probabilities or other options. And with the min_heat and max_heat configs we can simulate "biomes".
My style of building makes heavy use of converting pregenerated structures into something that fits my needs. I rarely build something by hand. this mod helps out a ton by providing a base I can use to create my projects. (Also mossy cobble just creeps me out)
it is great, the items work great, but i do have a question is there any mod that i have to get? because i can't seem to find the minigun anywhere in the inventory pages, i even tried searching for it with all the "optional dependences" installed, thanks!
EDIT: i would also recomend adding some semi-automatic rifles EHEM (M1 Garand) EHEM
i like the things that it gives, great for multiplayer. But i have a suggestion, you should make the Flare Gun set entities on fire, cause in the estate that it's in it is well... kinda useless
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!
i have issues with it
when i downloaded it some of the textures dont work they will be just plain white, and it's not just an issue with this wilhelmines mod, it's an issue with every wilhelmines mod that adds mobs, has anyone else had this issue? and if so please do fix. Also i just wanted to say this, the voice acting is hilarious.
Mese Pulver
Ich finde die Idee echt super aber ich kann kein Mese Pulver herstellen. Woran kann das liegen?
works it
if you are looking for a simple random mining game it's good.
Great Game
This game provides very interesting gameplay mechanics that are quite enjoyable even though they may be tough at times.
haha, it's funny
it's a mod very funny, to play with friends that minetest game have coronavirus
Works perfectly
works to do minecraft mechanyms
It is much configurable
This mod allow us to create new "dimensions", but i prefer to see they as "planets". Allows a big configuration, we can add "ores" in the ground, grass, dirt, sand, water or stone, only selecting the probabilities or other options. And with the min_heat and max_heat configs we can simulate "biomes".
It's very good how it works.
Amazing mobs
Amazing mob collection but please use the updated release at https://notabug.org/TenPlus1/nssm
Compact, Portable, Humorous
I like this.
Really Nice
This mod is great! It is a nice way to add mobs to the Nether for those who want more challenge.
An amazing shooter mod
This mod is insane. There is so many guns and weapons!
Some sugestions:
Fantastic solution, simple to use.
This stair implementation is so clever. It really makes building so much easier. Must-have for Nodecorian builders.
Useful utility for making underground bases
My style of building makes heavy use of converting pregenerated structures into something that fits my needs. I rarely build something by hand. this mod helps out a ton by providing a base I can use to create my projects. (Also mossy cobble just creeps me out)
Great Mod!
This is a mod that i would highly recommend! It has great textures, and has great shapes <3
The best shooter mod.
it is great, the items work great, but i do have a question is there any mod that i have to get? because i can't seem to find the minigun anywhere in the inventory pages, i even tried searching for it with all the "optional dependences" installed, thanks!
EDIT: i would also recomend adding some semi-automatic rifles EHEM (M1 Garand) EHEM
It's good
i like the things that it gives, great for multiplayer. But i have a suggestion, you should make the Flare Gun set entities on fire, cause in the estate that it's in it is well... kinda useless
It's neat
It makes the game prettier to look at :>
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!