Atlante's server news is easy to format, and editing in-game is great.
We've been using the mod for six months and have no plans to switch.
(DE)-Die Server-News von Atlante lassen sich einfach formatieren und die Bearbeitung im Spiel ist sehr praktisch.
Wir verwenden die Mod seit sechs Monaten und haben nicht vor, zu wechseln.
There already is a feature to limit the number of live item entities in the engine: item_entity_ttl - time in seconds for dropped items to live. The default is 900 - 15 minutes. Hence there is no need for a mod to implement this. This mod allows a bit more control, but honestly I don't think that control and complexity is necessary here. I am also not fond of the interval approach of this mod: It will annoy players when they have to scramble to collect items before they are cleared, and when their items are deleted if they missed the announcement in chat. A TTL avoids this; it simply works much better as a game mechanic.
The name ("clear lag") and description ("lag reduction") of this mod are also promising too much. I was quite curious to see which general solutions to reducing lag a mod might attempt, and was a bit disappointed when I found out it just reimplements a very particular engine feature.
Lag arises for a variety of reasons, and this mod at most addresses a singular one, which is already dealt with via item_entity_ttl.
I think a more specific name, say clear_dropped_items, would have been more suitable (unless of course you intend to add further measures later).
p.s. Your description feels as if it has been edited and bloated by AI. The purpose of this mod could be conveyed in essentially a single sentence: "Periodically clear dropped items to reduce lag."
The tree schematics are really poorly done for a construction oriented mod. In addition, too many blocks are added directly to the inventory, which makes it confusing to use, (all tree item have the same texture) it would be better to integrate a command or a formspec to simplify access. Also, there is almost no variety in the trees, they all look the same, same size, same shape, which severely limits creativity.
Mcl Mushrooms 3D replaces the flat, cross-style mushrooms in MineClone2-based games with proper 3D models. It’s a subtle but effective visual upgrade that makes forests, caves, and swamps feel more alive without affecting gameplay or performance.
The models are lightweight, well-integrated, and match the game aesthetic.
It would be great to see this 3D style extended to flowers as well, which still use the old cross-style look. A consistent approach to vegetation would elevate the natural feel of the game even further.
If you care about visual polish and natural detail, this is a small mod that makes a noticeable difference.
It adds depth where it counts, and leaves you wishing flowers got the same treatment.
I really like knots falling out and the 2-legged mech resembles a mech from my favorite video game. There is only one problem. When I dismount from the mech the tetxure in the view does not go away.
Thank you for making this beautiful game. Am very new to Luanti, and having mods integrated, and so beautifully, was the best introduction I could have had. Great that things are straightforward and not obstructive at all: helps a lot when learning things, and also when trying mods ... I noticed today that 25 pages of mods are runnable with Asuna, which is incredible. And I always learn something positive when seeing responses to people's questions. Very glad to continue with Asuna, and thank you again.
A big thank you for this mod; makes doing repairs really easy, and like that it's really straightforward and can see the red bar turn green as repair item.
Very nice range of earthy colours, no issues displaying a rune block via creative mode, and really good to be able to do this in the game. Have hit an issue when playing with creative mode off though, and, sorry, but prefer to not use github, so I hope it's okay to briefly report issue here. (Also never know if mod is being maintained, so other eyes can see the issue if it's here.)
Linux/Luanti 5.11/Asuna. Burin worked fine at mine entrance. Jealous miner fight. Used unified inventory plus waypoint to go down to around 2500 chunks deep. Hitting diamond/stone area and game crashed. Continued to crash each time tried to use burin.
AsyncErr: Lua: Runtime error from mod '??' in callback node_on_punch(): "Invalid vector coordinate x (expected number got nil)."
stack traceback:
[C]: in function 'get_objects_inside_radius'
/home/*username/.minetest/mods/mobs/api.lua:4520: in function 'sound_play'
/home/*username/.minetest/mods/ancientrunes/init.lua:139: in function 'callback'
/usr/share/luanti/builtin/game/item.lua:459: in function </usr/share/luanti/builtin/game/item.lua:452>
I have tested this mod extensively and I am really impressed. As described, the balance is really there, it's not unnatural or intrusive, it's more in the background but noticeable. The only thing I don't like is that it's just constant, so I can't build avenues anymore because the ale trees spread unhindered in all directions, slow but annoying. :/ But I think that's acceptable (I mean in real life it's the same...) How to work together with Mineclonia would be nice so that it doesn't just cover the normal Minetest game. One more point before I forget, it has the simple advantage that you don't need a wood farm anymore, but always take individual trees from forests, practical.
This mod solves the problem of having too much unused junk in storage. Copper armor? Never gonna get used, so just smelt it into copper! Mithril axe? No thanks, I use obsidian axes-- Smelt that Mithril down! Love it love it love it!
Really good, I tried it out and have been using it in all my mcl worlds ever since. It's not only very handy, but also follows the game idea (imo better than just a mod that increases the inventory) of mcl. I don't understand the funny names of the backpacks, because none of the backpacks are made of what's in the name :? but okey.
Please add the option to settings configuration of the mod to disable flewing objects of blocks on explode because it cause lag.
And make overlay show only in 1st person
I have tested this mod on two devices and both were missing textures. So unfortunately I can't draw any real conclusions. Hopefully the problem will be fixed soon so that I can write a proper review.That's why this mod is relatively new, I think it's also acceptable that textures are missing.
The original mod was interesting, but it didn't seem to have much upkeep. So this fork of it looks very promising, and the villagers are nice to have around.
An issue I run into a lot, is that they seem to change beds when more villagers are brought in. And, this can lead to their previous chest contents needing to be relocated to their new chest. If it's possible, can they maybe source resources from any chest in the vicinity of the village? I imagine this could be useful if the player just wants to stock a bunch of the building materials in a location, and leave them to it.
One more thing is that the starting buildings seems to just be open fences. I don't know if this is intended, and is meant as a template for the player to then replace and build an appropriate house after the groundwork is laid out. When the mayor started building, I was thinking he'd be making a small town hall building.
But overall, the mod is very cool. I like seeing the villagers go do their jobs, and watch their routines change throughout the day. The dialogue is also a nice touch, it gives them some personality. Just like their unique designs, I adore how stubby the builder is. Villagers also gather quite a variety of nodes when clearing spaces out to build, it starts to clutter up their inventories. But, I do like running through their chests for stuff they collect. With the goal of making the world feel like it's lived in, it does feel like it with this mod.
Block Exchange does what ContentDB does but for schematics. You can tell the time put by the author is significant, considering there is a whole website Block Exchange communicates with. Building is way easier with this mod, as people don't have to understand how schematics and world directories really work, enjoying the pleasure of easy copy-pasting. I've been using it for a year now, both in my free time and for work. Definitely recommended!
I saw this game recomended on the forum for people that didn't want to just play a MC clone. This game succeeds, but not in a good way.
This game does not hold your hand at all. There's no documentation, the guide is just a rearanged recipe browser, and the main way to find out stuff to do is by happening upon a lore book. While I'm content with making up my own goal, an explaination to some core mechanics would be massively helpful as the workarounds are rather obtuse.
Prime example: Lighting and smoke. As others mentioned torches go out after a day or two and most sources of flames produce smoke. The first few nights involved a brisk strut (no sprinting) to place torches outside my windows, then in the morning I'd have to take them down again. Most permenant light sources require either extended mining trips or rare materials like beeswax (not parapham). After much trial and error I settled on digging 2 blocks into a wall, placing a torch, then placing glass to keep smoke contained. I still need to break the glass to replace the torches, so this isn't ideal.
Later I'd discover a village where a coal block was permanantly on fire. This inspired replacing torches in mineshafts with coal blocks, which works wonderfully until it's time to strip mine. The same village had all the torches burnt out and mising textures (unless its suppossed to look like 2 grey planes stuck to a stick), but they had a bucket of lava in a chest. Now my base has a glass floor with lava beneath as a permenant solution. Thankfully the radiant damage didn't seem to take effect, though thanks to magma converting adjecent blocks I had to abandon my cozy wood cabin asthetic. Of course I can't use this on explorations.
It's just so tedious. That's not mentioning the other painful mechanics like slab and panel placement. I hope the whole game isn't like this.
Good storage mod. Useful if you get a lot of a single item, for example stone.
There's a small issue: the textures are directly stolen from the Storage Drawers Minecraft mod, which has the same concept.
great textures, fun levels, love the one with the mirrow floor, very immersive.
it needs monsters. if you cant add the creatures for legal reasons, you gotta come up with some of your own horrors, the game is screaming for something to run from. anyway, best wishes!
This mod is very well put together, no longer are dungeons a half baked idea, you'll find the remnents of a lost civilization, with plenty of goodies to loot and plunder.
Thanks for making this mod. Really well made, great textures and sounds. Good clear notes that are easy to understand are very helpful. Cybermen and daleks fighting is very cool. Walking into the Tardis for the 1st time was incredible, with it being so big and so many rooms available. Findbiome gui and waypoints in the Tardis is very good, and pulling the lever for the first travel was very cool; just the right sound and effects. The giant 240-slot chests have meant I can reduce the size of overbig storage area. Sonic screwdriver is a gift e.g. being able to change sand to silver sand helps a lot, with silver sand being challenging to find. If I had one little request it would be to ask if shift-click items into the chests is planned, and the hold-shift/run mouse over lots of items to put them in inventory. 100% recommend this mod; adds a lot of fun, and thank you very much again for making it.
Exile is pretty difficult, but it drives the entire survival genre of Luanti forward. I absolutely recommend it.
You start with absolutely nothing, in an unforgiving world. Of course, knowing nothing, death is almost certainly inevitable.
But, over time, you'll start to gain knowledge of how to do things, and the ways in which the various mechanics interact with eachother.
Eventually, you'll stop being desperate, and start planning long-term, constructing structures, making iron tools, sculpting out the land..
And then everything collapses due to one small mistake. Such is the life of an Exile.
The version featured here on this ContentDB page is actually v3 - which is outdated, and difficult to understand.
I heavily recommend getting v4 on this page: https://codeberg.org/Mantar/Exile/releases
"Si cambias la forma en que miras las cosas, las cosas que miras cambian".
Esto se adapta perfectamente al juego en si, a lo largo de mi tiempo que he jugado en Luanti he visto variedades de Skywars, sin embargo, ninguno comparado a tal magnitud de este, aca sientes la originalidad plasmada en algo que es común, el hecho de volver algo monótono en algo llamativo, desde kits, armaduras, lugares de spawn preestablecidos, hasta tener arcos.
Lo único a mencionar sería el hecho de que solo tienes accesibilidad a 3 kits por predeterminado, sería es bueno ver cosas como: kits que se puedan desbloquear por medio de 'xyz' elemento o acción.
¡Si quieres algo fácil de aprender, este es tu lugar!
Algo que he logrado captar desde que juego esto es que no requieres de una "inicialización" en la misma, sino simplemente puedes ver que hace cada clase y a partir de ahí dominar a lo que mejor se te adapte, por lo que, lo hace muy factible en terminos de la jugabilidad sin necesidad de estar pasando tiempo en averiguar que hace cada elemento.
Todo los tienes, es algo que encontré excelente una vez empecé a jugarlo, el hecho de que debes ser muy precavido con cada movimiento que haces o situación que sucede, lo único que desearia es el hecho de jugar en mapas más grandes ya que a diferencia de los pequeños el espacio de vuelve cerrado para buscar lugares estratégicos, pero de resto excelente.
great for editing news
Atlante's server news is easy to format, and editing in-game is great. We've been using the mod for six months and have no plans to switch.
(DE)-Die Server-News von Atlante lassen sich einfach formatieren und die Bearbeitung im Spiel ist sehr praktisch. Wir verwenden die Mod seit sechs Monaten und haben nicht vor, zu wechseln.
Redundant, misleading name
There already is a feature to limit the number of live item entities in the engine:
item_entity_ttl- time in seconds for dropped items to live. The default is 900 - 15 minutes. Hence there is no need for a mod to implement this. This mod allows a bit more control, but honestly I don't think that control and complexity is necessary here. I am also not fond of the interval approach of this mod: It will annoy players when they have to scramble to collect items before they are cleared, and when their items are deleted if they missed the announcement in chat. A TTL avoids this; it simply works much better as a game mechanic.The name ("clear lag") and description ("lag reduction") of this mod are also promising too much. I was quite curious to see which general solutions to reducing lag a mod might attempt, and was a bit disappointed when I found out it just reimplements a very particular engine feature. Lag arises for a variety of reasons, and this mod at most addresses a singular one, which is already dealt with via
item_entity_ttl. I think a more specific name, sayclear_dropped_items, would have been more suitable (unless of course you intend to add further measures later).p.s. Your description feels as if it has been edited and bloated by AI. The purpose of this mod could be conveyed in essentially a single sentence: "Periodically clear dropped items to reduce lag."
Very useful
very useful but needs an option to only show creative inventory items
Pine Generator
The tree schematics are really poorly done for a construction oriented mod. In addition, too many blocks are added directly to the inventory, which makes it confusing to use, (all tree item have the same texture) it would be better to integrate a command or a formspec to simplify access. Also, there is almost no variety in the trees, they all look the same, same size, same shape, which severely limits creativity.
Nice addition
Very nice! Adds more sorely needed interest to the dungeons. I also like having a "naturally occurring" source for bookshelves.
If there is one thing I would like to see, it's that some of the dungeons would be left blank or at least more sparsely decorated and dimly lit.
Tiny Mushrooms, Big Impact
Mcl Mushrooms 3D replaces the flat, cross-style mushrooms in MineClone2-based games with proper 3D models. It’s a subtle but effective visual upgrade that makes forests, caves, and swamps feel more alive without affecting gameplay or performance. The models are lightweight, well-integrated, and match the game aesthetic. It would be great to see this 3D style extended to flowers as well, which still use the old cross-style look. A consistent approach to vegetation would elevate the natural feel of the game even further. If you care about visual polish and natural detail, this is a small mod that makes a noticeable difference. It adds depth where it counts, and leaves you wishing flowers got the same treatment.
Highly recommend it
A much better fit for the default game look.
One of the best mods of mechs.
I really like knots falling out and the 2-legged mech resembles a mech from my favorite video game. There is only one problem. When I dismount from the mech the tetxure in the view does not go away.
Thank you for making this beautiful game
Thank you for making this beautiful game. Am very new to Luanti, and having mods integrated, and so beautifully, was the best introduction I could have had. Great that things are straightforward and not obstructive at all: helps a lot when learning things, and also when trying mods ... I noticed today that 25 pages of mods are runnable with Asuna, which is incredible. And I always learn something positive when seeing responses to people's questions. Very glad to continue with Asuna, and thank you again.
Makes repair so easy
A big thank you for this mod; makes doing repairs really easy, and like that it's really straightforward and can see the red bar turn green as repair item.
Great little mod used in creative mode
Very nice range of earthy colours, no issues displaying a rune block via creative mode, and really good to be able to do this in the game. Have hit an issue when playing with creative mode off though, and, sorry, but prefer to not use github, so I hope it's okay to briefly report issue here. (Also never know if mod is being maintained, so other eyes can see the issue if it's here.)
Linux/Luanti 5.11/Asuna. Burin worked fine at mine entrance. Jealous miner fight. Used unified inventory plus waypoint to go down to around 2500 chunks deep. Hitting diamond/stone area and game crashed. Continued to crash each time tried to use burin.
AsyncErr: Lua: Runtime error from mod '??' in callback node_on_punch(): "Invalid vector coordinate x (expected number got nil)." stack traceback: [C]: in function 'get_objects_inside_radius' /home/*username/.minetest/mods/mobs/api.lua:4520: in function 'sound_play' /home/*username/.minetest/mods/ancientrunes/init.lua:139: in function 'callback' /usr/share/luanti/builtin/game/item.lua:459: in function </usr/share/luanti/builtin/game/item.lua:452>
Thanks again for releasing this great little mod.
funny
Funny! It's just a shame that it doesn't work on bends.
Good balance, present but not intrusive.
I have tested this mod extensively and I am really impressed. As described, the balance is really there, it's not unnatural or intrusive, it's more in the background but noticeable. The only thing I don't like is that it's just constant, so I can't build avenues anymore because the ale trees spread unhindered in all directions, slow but annoying. :/ But I think that's acceptable (I mean in real life it's the same...) How to work together with Mineclonia would be nice so that it doesn't just cover the normal Minetest game. One more point before I forget, it has the simple advantage that you don't need a wood farm anymore, but always take individual trees from forests, practical.
Lag machine, lots of lag
This mapgen cause very big FPS drop and big server latency. That mapgen are absolute lag machine!
Exactly what Minetest needs!
This mod solves the problem of having too much unused junk in storage. Copper armor? Never gonna get used, so just smelt it into copper! Mithril axe? No thanks, I use obsidian axes-- Smelt that Mithril down! Love it love it love it!
good mod!
Really good, I tried it out and have been using it in all my mcl worlds ever since. It's not only very handy, but also follows the game idea (imo better than just a mod that increases the inventory) of mcl. I don't understand the funny names of the backpacks, because none of the backpacks are made of what's in the name :? but okey.
Suggestion
Please add the option to settings configuration of the mod to disable flewing objects of blocks on explode because it cause lag. And make overlay show only in 1st person
Absolutely extraordinary!
This texture pack is unbelievably beautiful. Thank you for making it and sharing it. Love it!
Good idea but doesn't work (for me).
I have tested this mod on two devices and both were missing textures. So unfortunately I can't draw any real conclusions. Hopefully the problem will be fixed soon so that I can write a proper review.That's why this mod is relatively new, I think it's also acceptable that textures are missing.
I have a question.
How would you make a mod that adds more slots to 3d_armor ?
i love it
falling is the ladder to the top
It has potential
The original mod was interesting, but it didn't seem to have much upkeep. So this fork of it looks very promising, and the villagers are nice to have around.
An issue I run into a lot, is that they seem to change beds when more villagers are brought in. And, this can lead to their previous chest contents needing to be relocated to their new chest. If it's possible, can they maybe source resources from any chest in the vicinity of the village? I imagine this could be useful if the player just wants to stock a bunch of the building materials in a location, and leave them to it.
One more thing is that the starting buildings seems to just be open fences. I don't know if this is intended, and is meant as a template for the player to then replace and build an appropriate house after the groundwork is laid out. When the mayor started building, I was thinking he'd be making a small town hall building.
But overall, the mod is very cool. I like seeing the villagers go do their jobs, and watch their routines change throughout the day. The dialogue is also a nice touch, it gives them some personality. Just like their unique designs, I adore how stubby the builder is. Villagers also gather quite a variety of nodes when clearing spaces out to build, it starts to clutter up their inventories. But, I do like running through their chests for stuff they collect. With the goal of making the world feel like it's lived in, it does feel like it with this mod.
found something funny in the desc
how are you turning 1 bag into 5 bags
It should become official
Block Exchange does what ContentDB does but for schematics. You can tell the time put by the author is significant, considering there is a whole website Block Exchange communicates with. Building is way easier with this mod, as people don't have to understand how schematics and world directories really work, enjoying the pleasure of easy copy-pasting. I've been using it for a year now, both in my free time and for work. Definitely recommended!
Blind Smoke and Light
I saw this game recomended on the forum for people that didn't want to just play a MC clone. This game succeeds, but not in a good way.
This game does not hold your hand at all. There's no documentation, the guide is just a rearanged recipe browser, and the main way to find out stuff to do is by happening upon a lore book. While I'm content with making up my own goal, an explaination to some core mechanics would be massively helpful as the workarounds are rather obtuse.
Prime example: Lighting and smoke. As others mentioned torches go out after a day or two and most sources of flames produce smoke. The first few nights involved a brisk strut (no sprinting) to place torches outside my windows, then in the morning I'd have to take them down again. Most permenant light sources require either extended mining trips or rare materials like beeswax (not parapham). After much trial and error I settled on digging 2 blocks into a wall, placing a torch, then placing glass to keep smoke contained. I still need to break the glass to replace the torches, so this isn't ideal.
Later I'd discover a village where a coal block was permanantly on fire. This inspired replacing torches in mineshafts with coal blocks, which works wonderfully until it's time to strip mine. The same village had all the torches burnt out and mising textures (unless its suppossed to look like 2 grey planes stuck to a stick), but they had a bucket of lava in a chest. Now my base has a glass floor with lava beneath as a permenant solution. Thankfully the radiant damage didn't seem to take effect, though thanks to magma converting adjecent blocks I had to abandon my cozy wood cabin asthetic. Of course I can't use this on explorations.
It's just so tedious. That's not mentioning the other painful mechanics like slab and panel placement. I hope the whole game isn't like this.
Good.
Nice food mod, but the textures kinda suck.
Drawerssssss!
Good storage mod. Useful if you get a lot of a single item, for example stone. There's a small issue: the textures are directly stolen from the Storage Drawers Minecraft mod, which has the same concept.
sajkfjsf
THIS DOESN'T EVEN WORK. PLEASE FIX THIS.
cool game!
great textures, fun levels, love the one with the mirrow floor, very immersive.
it needs monsters. if you cant add the creatures for legal reasons, you gotta come up with some of your own horrors, the game is screaming for something to run from. anyway, best wishes!
Оценочка твоего мода
вау, отличный мод!
он мне понравился, самый лучший мод (я майникс с ютуба)
Who says dungeons have to be boring
This mod is very well put together, no longer are dungeons a half baked idea, you'll find the remnents of a lost civilization, with plenty of goodies to loot and plunder.
:/
Really good, unfortunately it dosen't work with other blocks except chests. Really bad.
Yes
I would recommend this, but customize it so it wouldnt be like on the official AES server.
Very helpful
i used it in my map!! :)
Nice!
Great texturepack. Maybe a bit to bright, still is perfect for AES server. Reminds on MCCIsland idk.
fun and useful
Thanks for making this mod. Really well made, great textures and sounds. Good clear notes that are easy to understand are very helpful. Cybermen and daleks fighting is very cool. Walking into the Tardis for the 1st time was incredible, with it being so big and so many rooms available. Findbiome gui and waypoints in the Tardis is very good, and pulling the lever for the first travel was very cool; just the right sound and effects. The giant 240-slot chests have meant I can reduce the size of overbig storage area. Sonic screwdriver is a gift e.g. being able to change sand to silver sand helps a lot, with silver sand being challenging to find. If I had one little request it would be to ask if shift-click items into the chests is planned, and the hold-shift/run mouse over lots of items to put them in inventory. 100% recommend this mod; adds a lot of fun, and thank you very much again for making it.
One of the best games on Luanti
Exile is pretty difficult, but it drives the entire survival genre of Luanti forward. I absolutely recommend it.
You start with absolutely nothing, in an unforgiving world. Of course, knowing nothing, death is almost certainly inevitable. But, over time, you'll start to gain knowledge of how to do things, and the ways in which the various mechanics interact with eachother.
Eventually, you'll stop being desperate, and start planning long-term, constructing structures, making iron tools, sculpting out the land.. And then everything collapses due to one small mistake. Such is the life of an Exile.
The version featured here on this ContentDB page is actually v3 - which is outdated, and difficult to understand. I heavily recommend getting v4 on this page: https://codeberg.org/Mantar/Exile/releases
De algo común a extravagancia
Esto se adapta perfectamente al juego en si, a lo largo de mi tiempo que he jugado en Luanti he visto variedades de Skywars, sin embargo, ninguno comparado a tal magnitud de este, aca sientes la originalidad plasmada en algo que es común, el hecho de volver algo monótono en algo llamativo, desde kits, armaduras, lugares de spawn preestablecidos, hasta tener arcos.
Lo único a mencionar sería el hecho de que solo tienes accesibilidad a 3 kits por predeterminado, sería es bueno ver cosas como: kits que se puedan desbloquear por medio de 'xyz' elemento o acción.
¡Si quieres algo fácil de aprender, este es tu lugar!
Algo que he logrado captar desde que juego esto es que no requieres de una "inicialización" en la misma, sino simplemente puedes ver que hace cada clase y a partir de ahí dominar a lo que mejor se te adapte, por lo que, lo hace muy factible en terminos de la jugabilidad sin necesidad de estar pasando tiempo en averiguar que hace cada elemento.
Misterio?
¿Estrategia? ¿Habilidades? 🔗
Todo los tienes, es algo que encontré excelente una vez empecé a jugarlo, el hecho de que debes ser muy precavido con cada movimiento que haces o situación que sucede, lo único que desearia es el hecho de jugar en mapas más grandes ya que a diferencia de los pequeños el espacio de vuelve cerrado para buscar lugares estratégicos, pero de resto excelente.