I haven't played around with many gun mods, but I doubt they could get much better than this. From the limited time I have had trying it out, it seems to be very well made. Lots of different guns to choose from. I love how each gun is unique & how reloading works. It is very fun to use. Wish I could say it was a balrog destroyer, but even with the rocket & grenade launchers, that thing is still a beast to kill. Gameplay is fairly smooth, with the exception that sometimes guns don't reload on the first attempt. But maybe that a cooldown by design.
Great mod. I've built one of these on every server where it exists because they are so much fun. They really open up the underwater realm. Oh and I now paint them all pink in honour of an old film/tv series called Operation Petticoat I watched back in the day.
Visibility is somewhat low from inside due to the portholes but you can always use an external view (as is the case with many vehicles actually). The cost to make them is not exorbitant. Some mese does mean you won't be crafting these on your 1st day on a server but it's only a small amount. For some reason I don't quite understand the hulls (which are a separate craft from the engines) come in several varieties. I have no clue what difference it makes if the hull is steel or wood or mithril.
Gostei do game, achei legal a ideia de tela de atualizações ao criar mundo, gostei das particulas, mecanismo de menu e muito mais. Não posso avaliar os sons pois uso para os testes um pc sem altofalante mas notei que o game tem uma mecanica muito boa de sobrevivencia e de muitas outras coisas. Testei mecanicas de dano é tambem são boas.
It is useful when certain items can't be crafted backwards (Some ore mods don't support reverse crafting, so when you make blocks of certain materials, you can't normally reverse it), because this mod looks at the crafting recipe. Some problems can occur, especially when a block is made from multiple recipes, making it extremely difficult to get the items back.
The ban list is a bit extreme, should only be exclusive to servers, and not individual mods. Singleplayer exists you know, and cheeky players could just simply find the code that bans the mod from the recycle bin and thus allows it again. How can that be implemented?
I can't see a reason why mod or game creators cannot use the built-in singlenode mapgen option. Note that games can set the default mapgen and disable any other mapgens via game.conf, while mods can also hijack the options in map_meta.txt or reject to run if the values does not match.
Im not the best Minecraft/Luanti player, this is why i love this game, in my opinion, Mineclonia's problem is that there hostile mobs, and even with damage disabled, they push you, but Minetest dont have hostile mobs.
This mod isn't standing well against other mods, as somebody else pointed out, there's tons of duplicate blocks & items, bees are in a different mod, Kiwis (Which were once exclusive to this) have also been implemented into Farming Redo, it's no wonder this mod is going to eventually get absorbed into Farming Redo and cease to exist. Quite a shame actually, but I can be assured that much of this mod will be implemented into Farming Redo for future endeavors.
You definitely need this, especially if you have a bunch of mods, it can be very cumbersome not knowing what nodes & items can do. Could be expanded upon with food information regarding hunger and healing benefits if certain mods are installed, but works for what it's worth!
This bundled mod is incredible! It has biomes, farming elements, additional decorations, and even QoL improvements! Though, I think the ores portion could be heavily expanded upon, like adding ores from numerous mods, though that should be a separate mod. Very good nevertheless!
As a mod I am contiunally asked to reset our lucky blocks areanas. People absoluty love lucky blocks! We have turned it into a game with aseveral differnet areas and its constantly being used. The potential for these blocks can be unlimited with a little creativity.
The protect tool is a wonderful asset for those needing to protect a larger area. It simplifies the process to where anyone can do it without having to count out the area or wasting lots of protects and over lapping your protects. I used to dread protecting my builds since they are large areas but with this its an absolute no brainer.
Seriously, I remember before bonemeal came to existance and it was torture. Standing there waiting for things to grow , going afk waiting for things to grow... UGH ! Bonemeal alone is a whole game changer for those who terraform or enjoy creating different foods and recipies. I build massive underground biomes and cities. This has made the experience so much more enjoyable by being able to plant and replant in a difficult terrain quickly. What used to take me weeks to do has now been streamlined into a few days.i am very grateful for this mod!
This mod brings a whole new level when it comes to building. The biomes as well as the different resources it birngs expands building expotentinally. I switched from MC to MT years ago simply for the expanded building ability and stayed for this Mod.
I was expecting this to be probably a bit crummy but it is surprisingly enjoyable and challenging. I was having a grand time just blasting through the levels until level 10. Now I understand the true purpose of the black blocks and I hate them so much. Using a gotcha as the blacksmith was a great idea. I got an orange pickaxe and it makes me curious what the highest rarity is. This has to be the under-rated game of the century but it's no wonder why. The cover image and description is just not attractive. I am really feeling the pressure at level 11 and skeptical that it can continue going on like it is all the way to #100!
Some things that would be nice to have in this - storage, breathable air reliance with air pipes + pumps + oxygen machine, bucket for collecting lava, dropped items to be destroyed in lava or any way to destroy unwanted items, another use for pebbles, a use for extra pickaxes like maybe recycling into ores or just absorbed like another type of ore (as long as I can keep the one or two I want), A WAY TO HEAL
Fuzzy, Funky & Unreal ~ Yet quite real since it's still the world you once knew.
And there are still some things that look familiar to You ~ sticking out of this Sea of the Missing T's.
Great for a Different Experience ~ to Challange Yourself ~ for Development & Debugging (Rendering) ~ or to Prank Your Friends & Fiends :'D
As I mentioned in the title: this mode has a lot of potential, thanks and congratulations for your work! Would you mind if I used it as a basis to try creating a fork on my end?
Thank you for making this. This is a great game. It is the first thing I played in luanti and has inspired me to learn more about the luanti-based modding and game creation process. You've captured many of the best things about skyblock and dressed it up with an immersive sci-fi feel. And it is clearly still packed with untapped potential, there's so much more you can bring into this.
Some room for improvement that stood out to me-
It needs some survival mechanics. Like dependence on food/water/air and random monster appearances to fend off.
There's not really a big ultimate objective or challenge to play toward. Once you've built all the things, it feels like So why did I do all this?. As if there needs to be a final point to it to put the hardyness of your epic infrastructure to the test.
It needs a way to automate harvesting charged particles and emittrium. Even if it must be achieved at a much higher cost than the matter extractors, it would still be a nice option to have.
Personally I wish it was a little more challenging on how close the emitters are. Once you start building beyond the begining-scale, you can ocassionally trample emitters on accident by building out to them before you realized they were even there. It can be a nice surprise but it can also feel like they ones you have already exploited are suddenly cheapened.
If you're still working on SBZ then I hope I will get to see your future updates. This is the kind of game I'll probably play off and on the rest of my life.
Whoa!
I haven't played around with many gun mods, but I doubt they could get much better than this. From the limited time I have had trying it out, it seems to be very well made. Lots of different guns to choose from. I love how each gun is unique & how reloading works. It is very fun to use. Wish I could say it was a balrog destroyer, but even with the rocket & grenade launchers, that thing is still a beast to kill. Gameplay is fairly smooth, with the exception that sometimes guns don't reload on the first attempt. But maybe that a cooldown by design.
Pink Submarine
Great mod. I've built one of these on every server where it exists because they are so much fun. They really open up the underwater realm. Oh and I now paint them all pink in honour of an old film/tv series called Operation Petticoat I watched back in the day.
Visibility is somewhat low from inside due to the portholes but you can always use an external view (as is the case with many vehicles actually). The cost to make them is not exorbitant. Some mese does mean you won't be crafting these on your 1st day on a server but it's only a small amount. For some reason I don't quite understand the hulls (which are a separate craft from the engines) come in several varieties. I have no clue what difference it makes if the hull is steel or wood or mithril.
Bloody great mod!
This mod is really good. The creepers have green blood, and it also makes punching entities feel much heavier.
Minha opinião
Achei muito legal, adiciona novos biomas, arvores, particulas e uma junção de biomas muito boa. Mas não tem animação de nado. nota: 8.5
O que eu gostei
Gostei do game, achei legal a ideia de tela de atualizações ao criar mundo, gostei das particulas, mecanismo de menu e muito mais. Não posso avaliar os sons pois uso para os testes um pc sem altofalante mas notei que o game tem uma mecanica muito boa de sobrevivencia e de muitas outras coisas. Testei mecanicas de dano é tambem são boas.
cool but glitchy
so if we accidentally carry eachother we fly up until infinity
looks amazing
More futuristic inventory that has it all, wish the default sfinventory had some of the features here.
You're not alone
Brings a lot of life to the world.
Is ok
Like the dragons they look very good but are also very buggy.
Avoid grizzly
Adds a ton of animals to liven up my world, and hunt :)
Bright biomes.
Tried on my new world and the game slowd to a crawl when generating new chunks, like the springs tho.
Flying lizards
Look good but buggy dragons, they removed my bones too.
Sticks n stones
My sisters use this mod and have snomen all over the place :)
looks good tho
Hold up, doesnt ethereal already have falling leaves for all the trees?
Not the snake
They look so cutesy.
Blub blub!
Am gonna use this in my world, love player animations.
amazing feature
Cant wait to put this in my world and throw my sisters off a cliff :)))
horrible events
A tregedy yes but is a game played by kids the place for it really ?
doesnt move
It doesnt work on 5.16 at all, my head doesnt move.
good but bad but good but bad :']
pretty good for what it is but also pretty glitchy and if you disable it (because it causes lag) the world is full of unknown nodes
A bit tricky to use...
It is useful when certain items can't be crafted backwards (Some ore mods don't support reverse crafting, so when you make blocks of certain materials, you can't normally reverse it), because this mod looks at the crafting recipe. Some problems can occur, especially when a block is made from multiple recipes, making it extremely difficult to get the items back.
The ban list is a bit extreme, should only be exclusive to servers, and not individual mods. Singleplayer exists you know, and cheeky players could just simply find the code that bans the mod from the recycle bin and thus allows it again. How can that be implemented?
"singlenode"?
I can't see a reason why mod or game creators cannot use the built-in
singlenodemapgen option. Note that games can set the default mapgen and disable any other mapgens viagame.conf, while mods can also hijack the options inmap_meta.txtor reject to run if the values does not match.Rather neat!
This is great for single item storage, since each drawer can hold only a single item, this is more efficient than Chest2 in that regard.
Want to store tons of a particular material? Shove it into a drawer.
Want to store tons of a particular fuel? Shove in into a drawer.
Want to store tons of a particular common block? Shove it into a drawer.
The list can go on. Though Chest2's capacity far exceeds what Drawers can ever hold, it is still critical to have options.
Nice and basic
Im not the best Minecraft/Luanti player, this is why i love this game, in my opinion, Mineclonia's problem is that there hostile mobs, and even with damage disabled, they push you, but Minetest dont have hostile mobs.
Getting absorbed into Farming Redo.
This mod isn't standing well against other mods, as somebody else pointed out, there's tons of duplicate blocks & items, bees are in a different mod, Kiwis (Which were once exclusive to this) have also been implemented into Farming Redo, it's no wonder this mod is going to eventually get absorbed into Farming Redo and cease to exist. Quite a shame actually, but I can be assured that much of this mod will be implemented into Farming Redo for future endeavors.
Essential!
You definitely need this, especially if you have a bunch of mods, it can be very cumbersome not knowing what nodes & items can do. Could be expanded upon with food information regarding hunger and healing benefits if certain mods are installed, but works for what it's worth!
Can't really go wrong with this!
This bundled mod is incredible! It has biomes, farming elements, additional decorations, and even QoL improvements! Though, I think the ores portion could be heavily expanded upon, like adding ores from numerous mods, though that should be a separate mod. Very good nevertheless!
Avoids Softlocks!
I can't fathom the usefulness of this mod, it's an old one, but it sure remains viable today! Must have to avoid those pesky softlocks!
Nice cave game remake
I can place grass and stone in any layer! at the original game you can only place grass in one layer and stone at the other layers.
Most requested on our server.
As a mod I am contiunally asked to reset our lucky blocks areanas. People absoluty love lucky blocks! We have turned it into a game with aseveral differnet areas and its constantly being used. The potential for these blocks can be unlimited with a little creativity.
Protect tool
The protect tool is a wonderful asset for those needing to protect a larger area. It simplifies the process to where anyone can do it without having to count out the area or wasting lots of protects and over lapping your protects. I used to dread protecting my builds since they are large areas but with this its an absolute no brainer.
How did we make due without this mod!
Seriously, I remember before bonemeal came to existance and it was torture. Standing there waiting for things to grow , going afk waiting for things to grow... UGH ! Bonemeal alone is a whole game changer for those who terraform or enjoy creating different foods and recipies. I build massive underground biomes and cities. This has made the experience so much more enjoyable by being able to plant and replant in a difficult terrain quickly. What used to take me weeks to do has now been streamlined into a few days.i am very grateful for this mod!
This has to be one of my fav mods.
This mod brings a whole new level when it comes to building. The biomes as well as the different resources it birngs expands building expotentinally. I switched from MC to MT years ago simply for the expanded building ability and stayed for this Mod.
WOW what a delightful find.
I was expecting this to be probably a bit crummy but it is surprisingly enjoyable and challenging. I was having a grand time just blasting through the levels until level 10. Now I understand the true purpose of the black blocks and I hate them so much. Using a gotcha as the blacksmith was a great idea. I got an orange pickaxe and it makes me curious what the highest rarity is. This has to be the under-rated game of the century but it's no wonder why. The cover image and description is just not attractive. I am really feeling the pressure at level 11 and skeptical that it can continue going on like it is all the way to #100!
Some things that would be nice to have in this - storage, breathable air reliance with air pipes + pumps + oxygen machine, bucket for collecting lava, dropped items to be destroyed in lava or any way to destroy unwanted items, another use for pebbles, a use for extra pickaxes like maybe recycling into ores or just absorbed like another type of ore (as long as I can keep the one or two I want), A WAY TO HEAL
nice addition to mineclonia
thanks for the mod!
A World You've Never Seen Before
Fuzzy, Funky & Unreal ~ Yet quite real since it's still the world you once knew. And there are still some things that look familiar to You ~ sticking out of this Sea of the Missing T's.
Great for a Different Experience ~ to Challange Yourself ~ for Development & Debugging (Rendering) ~ or to Prank Your Friends & Fiends :'D
This mode holds great potential !
As I mentioned in the title: this mode has a lot of potential, thanks and congratulations for your work! Would you mind if I used it as a basis to try creating a fork on my end?
Great mod for decorating your game!
I have put flags near my house to celebrate pride, and I love every detail of it!! It's so cool to represent what I am, and I feel happy!!
I like this mod
The mod works, faster than skinsdb, easier too.
Endless fun to explore and experient in.
Thank you for making this. This is a great game. It is the first thing I played in luanti and has inspired me to learn more about the luanti-based modding and game creation process. You've captured many of the best things about skyblock and dressed it up with an immersive sci-fi feel. And it is clearly still packed with untapped potential, there's so much more you can bring into this.
Some room for improvement that stood out to me- It needs some survival mechanics. Like dependence on food/water/air and random monster appearances to fend off. There's not really a big ultimate objective or challenge to play toward. Once you've built all the things, it feels like So why did I do all this?. As if there needs to be a final point to it to put the hardyness of your epic infrastructure to the test. It needs a way to automate harvesting charged particles and emittrium. Even if it must be achieved at a much higher cost than the matter extractors, it would still be a nice option to have. Personally I wish it was a little more challenging on how close the emitters are. Once you start building beyond the begining-scale, you can ocassionally trample emitters on accident by building out to them before you realized they were even there. It can be a nice surprise but it can also feel like they ones you have already exploited are suddenly cheapened.
If you're still working on SBZ then I hope I will get to see your future updates. This is the kind of game I'll probably play off and on the rest of my life.