The idea, to make a own funktion, to make a new tool kind is very nice.
I only noticed one error:
It is impossible to craft deepslate stuff. That's because the crafting recipes already exists for stone stuff.
Just why do u need to make the progression like this?
I do truely believe that this game has a lot of potential, and it can probably be a lot of fun.
But i just don't get, why you want to make the game more complicated than it actaully is
As soon u know how to craft stuff, u will just do it. But getting the knowledge about how to craft the different stuff, is just by reading "guides" thats more like riddles.
But why does it has to be like this? If u really want people to play this way, which is not working for the majority of people, then make it into a gamemode.
Just look at minecraft, it started out with no recipe book, but later they added it. Why? because people used the wiki. But this game is too unpopular to have a community work on the wiki and niether does the developer.
Its such a shame man. I will probably continue playing this as a pursue that potential the game has. But it just saddens me that I have to struggle through the game.
The basic gameplay is still about as boring as vanilla Minetest Game … but world generation details, node textures, models, all the parts of Parity of the Minor Bearing [alpha] that seem actually finished just look incredible. The crafting interface still needs some work, but already offers the simplicity of Repixture. If this is what passes for ”unpolished and jank”, Sumianvoice (the author) has admirable standards. I like the explicit anti-grind stance in the README a lot!
Nevertheless … I can not recommend this game, simply because of the author's warning:
Expect […] game-breaking, world corrupting updates to happen indiscriminately and at random.
Other game and mod developers, take note: This is what being honest to users looks like.
@Sumianvoice I hope you finish this. When/if you do, I plan to adjust my review.
I love all of the features of this mod with one little caveat: Could it be a selective mod? The spiders make such a mess everywhere with their webs. I left my game running overnight and when I came back the next morning, I had to spend several hours cleaning up all of the webs. I'd like to turn off spiders. Thanks!
It is true that the game is a bit rough around the edges and can do better with a few more quality-of-life changes, but it is one of the best open source games I've played till date.
Hi,
Its UI is straight foward, simple. I enjoy it a lot.
I also installed skindb, it seems there is a conflict that silent Edit Skin : you can't change skin. The model doesn't show up on the right side, and and change made is nullified.
So i ended up removing skindb as Edit Skin fell more modular and give lot choices to players.
We can focus on nuturing its database as :
- black skin (or better : coffee's shade)
- eyes color
- gender neutral or even race (dwarf, elves, danarie (veloren), orc, undead...)
- clotche categorised by theme : SF, medieval...
There is lot thing we can do and i hope i can give a hand. :)
thank a lot
While i enjoy your mod and only suceed only once spawning a NPC, it would be great to add example. So i added some information in your readme.md file as i did for other mods.
I tried to find the correct command. Should i write :
/add_npc a pos:(100,100,100) igor le bossu
/add_npc 1 100, 100, 100 igor
etc
I'm not a magician :(
And after lot trial, here is an example that works :
/add_npc 1 120,5,170 Igor mobs_igor3.png
<ID> is a number to identify your NPC
<position> x,y,z where x,y,z are number without any space. Press F5 to get your coordinate.
<name> only write his/her first name. lenghty name as "Igor the buttler" aren't supported
<texture> the name of the texture found in mods/mobs_npc/textures
In my opinion this mod is much better than Pipeworks. It's faster, but it has more features. The on-demand item request system is brilliant, and makes automatic machines much easier to control. And as an added blessing, Logistica doesn't suffer from the documentation-was-an-afterthought disease that plagues many software projects; the wiki is useful and complete. And while the textures might not match the steam-punk vibe of a lot of the Minetest mods, it's well-drawn and consistent. I definitely recommend this mod!
If there's one thing that I find slightly annoying, it's the narrow cables that require a bit of aiming to successfully hit.
Drive across the landscape, rip mad skids and do doughies
This one is good in case you get that petrolhead itch and need to scratch it without leaving Minetest, or maybe you just don't have any decent racing games.
3rd-person camera is definitely recommend. The inside of the car isn't a good view of the road. The visuals of the game also change at night, with the edges of the road lit. Put your own music, podcast or whatever you want on as the game doesn't have any sound of its own.
This will fill the world with random curving roads and give you a car to do drifts and doughnuts in. You can go on quite a long trip along the roads, though sometimes you will find yourself going around in circles. The minimap helps find new roads if you're stuck in a loop.
At the intersections of roads, you'll often have a much wider area, and sometimes somthing approximately shaped like a roundabout. Challenge yourself to see if you do a doughnut and keep up a circle while drifting. You'll need to rapidly tap the A or D keys, or use a gamepad if that's an option for you. For extra swag, you can drive backwards as fast you can can forwards, but of course, the steering will be reversed too!
The game does have higher system requirements than you might expect in Minetest. The Lua code that runs the vehicle physics may not run fast enough on your CPU, especially ones with low base clocks like laptops and phones, and your system may also struggle with generating terrain and driving at the same time. It probably won't work very well in multiplayer, due to both network latency and Minetest running all the vehicles in a single Lua thread. But if you have an adequate system, it can be surprisingly fun.
This is also a much more interesting way to view the Minipeli landscape than just flying over it.
For a special trick, you can open upon the game's game.conf and enable more mapgens. Don't get too excited, it will mostly result in a lot of tunnels and road over water (sometimes water over road too). But it has the occasional nice view.
Thank for this useful mod, i hope i will succeed its installation. Here is some feedback :
I'm not sure if it's the right step as i just checked irc mod to understand where i should type the mentionned settings.
Anyway, i updated the readme.md file and the file example : settingtype.txt.
In the irc mod they wrote :
All settings are changed in minetest.conf. If any of these settings are not set, the default value is used.
* irc.server (string): The address of the IRC server to connect to.
So for installing the mod, you should write those line in minetest.conf and fill the required field :
## mod : matrix_chat
# Matrix username. May only contain characters A-Z, 0-9
# '{', '}', '[', ']', '|', '^', '-', or '_'.
# eg : @minetestbot:matrix.org
matrix.user =
# Server to connect to, include http(s)
# matrix.server : the Matrix server (string )
# eg : https://matrix.org
matrix.server =
# Channel the bot joins after connecting.
# matrix.room_id : the channel to join (string)
# eg : !abcde:matrix.org
matrix.room_id =
# Matrix user password. (string)
matrix.password =
And i haven't succeed to connect the chat with matrix. I guess the problem is that i lack knowledge to solve this issue. So i don't know if i missed a dependencies or if i should rewrite the path.
no file './net/url.lua'
Essential mod for server but it lacks multilanguage support
Hi,
I love this mod. Especially the two separate spawn point. Let's say admin can be creative : sending played to a lava pit or a void place. I haven't tried that. :D
Thank a lot for this mod :)
I have a request : can you add a multi-language support and markdown ?
On my server, i guess lot new players are young and connect to any server without reading its description and completly miss its main language. I run a french server and welcomed german, polish, japanese, brazillian players.
So i need a multi language support to explain them few thing about my little world.
And the markdown would increase its readibility for long text. But that's not the top priority compared to writting the rules in serveral language as agreerule mod. :)
Beautiful texture pack with a clean and consistent look!
This texture pack is one of my favourites. It contains clean and bright (but not too bright) textures with a consistent look that makes great use of straight lines. The textures mostly seem like they belong together – and some textures even look amazing on their own, like the active furnace.
The only improvement I can imagine right now would need bumpmapping support in Minetest to support this style more – especially the carpet, leaves and wood textures strongly imply a three-dimensional surface structure but can not actually present that look without engine support.
As the creator of the unicode_text mod that ucsigns uses I may be a bit biased, but this is exactly the kind of signs mod that I made unicode_text for.
As the description correctly states, with this mod you can have text on signs that Minetest can not even render in its interface using the fonts it comes with. As this includes the text input fields that players use to write on signs, this mod is best used with the standard font set to GNU Unifont and the fallback font set to GNU Unifont Upper. This font combination does not account for any CSUR glyphs, but it seems to be a limitation of Minetest that users can not stack an arbitrary amount of fallback fonts.
In the case that users find it difficult to input some Unicode characters, one can use ucsigns to create a mod that translates ASCII sequences into Unicode (or CSUR) characters. An example of this is cora's sitelen_pona_signs mod which uses a simple translation table to let users input ASCII syllables that are then transformed to sitelen pona CSUR codepoints, so that signs show sitelen pona glyphs instead.
Definetly using this for building underwater, i want it to rust so itll look like a shipwreck happend 1937987325 years ago... Anyways lol, very nice idea and i didnt even know that it was water that made metal rust... The acid is a bit scary but other than that i recommend it for buildings that need some rust :D
Mobs in Animalia are smoothly animated and fit the basic Minetest experience. In contrast to other complex mobs mods, none of them seem to be too weird – e.g. they are neither very big nor very small. The models and textures of Animalia follow a consistent style, and mobs interact with each other in ways that make sense, e.g. owls hunt rats.
I have noticed more occasional performance issues with Animalia than with some other mods that provide less sophisticated animal mobs. I rarely experienced more than an mild framerate drop from time to time when playing Minetest in singleplayer mode though. Therefore I suspect calculating nice mob behaviour is computationally expensive in some ways.
I suggest to install the Leads mod along Animalia to tether domesticated animals to fenceposts.
Upon spawning or occasionally afterwards, a mime mob disguises itself as a node or entity that is close to it. The disguise is almost perfect for nodes (as entities are not shaded exactly like nodes … players can still figure out which sand or dirt node is really a mime) and perfect for non-animated entities. When copying animated entities though, mimes do not mimic the idle animations – they stand perfectly still instead. That sheep statue over there? Yep, that's a mime in disguise.
When attacking, a mime mob shoots globs of glue that can disorient and immobilize (and possibly drown?) a player. Once a player got out of the glue, a mime may have changed its disguise again. Fortunately, mimes are easy to kill if a player can dodge their glue attacks.
Create rope structures and tether animals to players and fences!
The Leads mod allows players to create interesting rope structures: Using the lead on two different fence nodes creates a rope connection between them. To use the Leads mod with mobs you need a mod that adds mobs, like Animalia. Right click a mob with the lead to tether it to yourself and then right click a fence node to tether the mob to a fence. In both cases, you can click an existing lead to destroy it.
A mob tethered using a lead is slowly drawn towards the object it is tethered to, if it does not move against that direction fast enough. Additionally, leads seem to have a maximum length and can break if overextended. In gameplay terms this means that players can only tether slow animals permanently: While Animalia cows and sheep and even frogs are easy to tether permanently, owls eventually break free (e.g. when hunting) and foxes run away fast enough to break the lead almost immediately. Gameplay and lore match here in my opinion; obviously it is easier to tether slow-moving (domesticated) than fast-moving (predatory) animals.
Criticism:
The lead looks bad when connecting to rail-type fences. This seems like the only major flaw.
It does not work to click the fence first and then click the mob, only the other way around.
As long as a player is holding a lead, they can not destroy an existing tethered connection.
You can not tether mobs to other mobs. Then again, would that really be a useful feature?
This mod adds a lot of animal mobs, they can even fight which each other!
Many animal mobs in Wilhelmines Animal World are territorial – i.e. if they see an animal of a different type they attack them. Mobs can also attack players.
Mobs have multiple animations, e.g. for standing, walking, attacking. Usually the mobs move a bit slow (even when attacking), but that seems normal for Minetest mobs.
The mod also adds trophies that look like they are made out of hunted and killed animal mobs, e.g. a decorative bear head.
I noticed one bug: Some animal mobs seem to drop an item to spawn a new one when they die. Dropping spawn items destroys immersion; otherwise the mod is fine.
Obviously a work in progress as mentioned but seems like a decent functional port of Industrialcraft 2. I prefer the textures in this mod significantly over the original aesthetic of IC2 as well.
The RPG16 texture pack features a lovely and consistent style and not only delivers what was advertised, but exceeds my expectations (set by most other texture packs) in several ways.
Each texture looks purpose-made – for example, the icons for similar tools are not just recolorings.
Caveat: Textures look both brighter and a bit less saturated than in most other texture packs.
The brightness is why this texture pack is not my default texture pack; I find it too joyful.
awesome mod! It works great!
It would be cool if you got hurt from falling from say, a two block hight if you are small instead of falling like a feather though.
Other then that, this mod is the best resize mod I've found!
the weathers are really good, and the snow fits perfectly with the current season (where i live, it is actually snowing now!) and the textures look pretty and it gives something interesting to look up at the sky for. Nice work! :D
Good Mod
The idea, to make a own funktion, to make a new tool kind is very nice. I only noticed one error: It is impossible to craft deepslate stuff. That's because the crafting recipes already exists for stone stuff.
Much success for your first mod on ContentDB! :)
Just why do u need to make the progression like this?
I do truely believe that this game has a lot of potential, and it can probably be a lot of fun.
But i just don't get, why you want to make the game more complicated than it actaully is
As soon u know how to craft stuff, u will just do it. But getting the knowledge about how to craft the different stuff, is just by reading "guides" thats more like riddles. But why does it has to be like this? If u really want people to play this way, which is not working for the majority of people, then make it into a gamemode.
Just look at minecraft, it started out with no recipe book, but later they added it. Why? because people used the wiki. But this game is too unpopular to have a community work on the wiki and niether does the developer.
Its such a shame man. I will probably continue playing this as a pursue that potential the game has. But it just saddens me that I have to struggle through the game.
The color feel less toyish and it has the best unified inventory icon
I just pushed this texture color pack on my server as i enjoy a lots its toned down ambience. I hope it will be merged with
unified inventory theme
.For now, the theme dosen't fully support
unified inventory plus
. I'm trying to redo the huge arrow. If my change work, i will send it. :)And the lack of transparency provides better visibility.
Thank a lot :)
Beaches look better
Any sandy area looks immediately better with this mod. Hoping for a more accurate color scheme for the trees...
Unfinished, but beautiful.
The basic gameplay is still about as boring as vanilla
Minetest Game
… but world generation details, node textures, models, all the parts ofParity of the Minor Bearing [alpha]
that seem actually finished just look incredible. The crafting interface still needs some work, but already offers the simplicity ofRepixture
. If this is what passes for ”unpolished and jank”, Sumianvoice (the author) has admirable standards. I like the explicit anti-grind stance in the README a lot!Nevertheless … I can not recommend this game, simply because of the author's warning:
Other game and mod developers, take note: This is what being honest to users looks like.
@Sumianvoice I hope you finish this. When/if you do, I plan to adjust my review.
The item magnet tool picks up all items in range when used.
The
item_magnet
mod adds the item magnet, a tool craftable with 5 lumps of iron in a ”V” shape ifMinetest Game
is installed.Using the item magnet picks up all items inside the configured radius instantly and adds wear if anything was picked up.
When you want to blow up part of the world using TNT, the item magnet is useful to gather the remains.
This mod becomes much more useful in games in which dug nodes drop as items.
Great mod with one recommendation
I love all of the features of this mod with one little caveat: Could it be a selective mod? The spiders make such a mess everywhere with their webs. I left my game running overnight and when I came back the next morning, I had to spend several hours cleaning up all of the webs. I'd like to turn off spiders. Thanks!
Best open-source Minecraft experience yet
It is true that the game is a bit rough around the edges and can do better with a few more quality-of-life changes, but it is one of the best open source games I've played till date.
A good skin editor that give lot freedom
Hi, Its UI is straight foward, simple. I enjoy it a lot.
I also installed
skindb
, it seems there is a conflict that silentEdit Skin
: you can't change skin. The model doesn't show up on the right side, and and change made is nullified.So i ended up removing skindb as Edit Skin fell more modular and give lot choices to players.
We can focus on nuturing its database as : - black skin (or better : coffee's shade) - eyes color - gender neutral or even race (dwarf, elves, danarie (veloren), orc, undead...) - clotche categorised by theme : SF, medieval...
There is lot thing we can do and i hope i can give a hand. :) thank a lot
Great but still undocumented
Hi,
While i enjoy your mod and only suceed only once spawning a NPC, it would be great to add example. So i added some information in your readme.md file as i did for other mods.
I tried to find the correct command. Should i write :
I'm not a magician :(
And after lot trial, here is an example that works :
/add_npc 1 120,5,170 Igor mobs_igor3.png
<ID>
is a number to identify your NPC<position>
x,y,z where x,y,z are number without any space. Press F5 to get your coordinate.<name>
only write his/her first name. lenghty name as "Igor the buttler" aren't supported<texture>
the name of the texture found in mods/mobs_npc/texturesFast and effective!
In my opinion this mod is much better than Pipeworks. It's faster, but it has more features. The on-demand item request system is brilliant, and makes automatic machines much easier to control. And as an added blessing, Logistica doesn't suffer from the documentation-was-an-afterthought disease that plagues many software projects; the wiki is useful and complete. And while the textures might not match the steam-punk vibe of a lot of the Minetest mods, it's well-drawn and consistent. I definitely recommend this mod!
If there's one thing that I find slightly annoying, it's the narrow cables that require a bit of aiming to successfully hit.
Drive across the landscape, rip mad skids and do doughies
This one is good in case you get that petrolhead itch and need to scratch it without leaving Minetest, or maybe you just don't have any decent racing games.
3rd-person camera is definitely recommend. The inside of the car isn't a good view of the road. The visuals of the game also change at night, with the edges of the road lit. Put your own music, podcast or whatever you want on as the game doesn't have any sound of its own.
This will fill the world with random curving roads and give you a car to do drifts and doughnuts in. You can go on quite a long trip along the roads, though sometimes you will find yourself going around in circles. The minimap helps find new roads if you're stuck in a loop.
At the intersections of roads, you'll often have a much wider area, and sometimes somthing approximately shaped like a roundabout. Challenge yourself to see if you do a doughnut and keep up a circle while drifting. You'll need to rapidly tap the A or D keys, or use a gamepad if that's an option for you. For extra swag, you can drive backwards as fast you can can forwards, but of course, the steering will be reversed too!
The game does have higher system requirements than you might expect in Minetest. The Lua code that runs the vehicle physics may not run fast enough on your CPU, especially ones with low base clocks like laptops and phones, and your system may also struggle with generating terrain and driving at the same time. It probably won't work very well in multiplayer, due to both network latency and Minetest running all the vehicles in a single Lua thread. But if you have an adequate system, it can be surprisingly fun.
This is also a much more interesting way to view the Minipeli landscape than just flying over it.
For a special trick, you can open upon the game's game.conf and enable more mapgens. Don't get too excited, it will mostly result in a lot of tunnels and road over water (sometimes water over road too). But it has the occasional nice view.
How does they stack ?
Hi, I tried to understand how it works and finding out if there are peculiar asset that are able to stack or not.
I think the description should be updated and explain it better :
To stack two slabs, you need two blocks. a slab and a top slab.
example :
It should be noted that you can't rotate them with the screw. Only horizontal stackworks.
Best regards, Gobtous
Lacks crucial informations
Thank for this useful mod, i hope i will succeed its installation. Here is some feedback :
I'm not sure if it's the right step as i just checked irc mod to understand where i should type the mentionned settings.
Anyway, i updated the readme.md file and the file example : settingtype.txt.
In the irc mod they wrote :
So for installing the mod, you should write those line in minetest.conf and fill the required field :
And i haven't succeed to connect the chat with matrix. I guess the problem is that i lack knowledge to solve this issue. So i don't know if i missed a dependencies or if i should rewrite the path.
no file './net/url.lua'
Best regard, Gobtous
Essential mod for server but it lacks multilanguage support
Hi, I love this mod. Especially the two separate spawn point. Let's say admin can be creative : sending played to a lava pit or a void place. I haven't tried that. :D
Thank a lot for this mod :)
I have a request : can you add a multi-language support and markdown ?
On my server, i guess lot new players are young and connect to any server without reading its description and completly miss its main language. I run a french server and welcomed german, polish, japanese, brazillian players.
So i need a multi language support to explain them few thing about my little world.
And the markdown would increase its readibility for long text. But that's not the top priority compared to writting the rules in serveral language as agreerule mod. :)
Best regards, Gobtous
Beautiful texture pack with a clean and consistent look!
This texture pack is one of my favourites. It contains clean and bright (but not too bright) textures with a consistent look that makes great use of straight lines. The textures mostly seem like they belong together – and some textures even look amazing on their own, like the active furnace.
The only improvement I can imagine right now would need bumpmapping support in Minetest to support this style more – especially the carpet, leaves and wood textures strongly imply a three-dimensional surface structure but can not actually present that look without engine support.
A nice little decorative addition to Mineclon(e/ia)
It works just as promised! It's a cute way to make houses and other builds look a little more inviting :-)
It would be neat to see more shapes to make the tops of chimneys look a bit more interesting.
Works as advertised, but I do not recommend it!
This mod adds “ghost” nodes that look like normal dirt or glass but have no collision box.
While it seems to work perfectly on a technical level, I think that is just bad game design.
Yes, nodes like these make it possible to prank other players. No, I do not find that funny.
Probably the most advanced signs mod!
As the creator of the
unicode_text
mod thatucsigns
uses I may be a bit biased, but this is exactly the kind of signs mod that I madeunicode_text
for.As the description correctly states, with this mod you can have text on signs that Minetest can not even render in its interface using the fonts it comes with. As this includes the text input fields that players use to write on signs, this mod is best used with the standard font set to GNU Unifont and the fallback font set to GNU Unifont Upper. This font combination does not account for any CSUR glyphs, but it seems to be a limitation of Minetest that users can not stack an arbitrary amount of fallback fonts.
In the case that users find it difficult to input some Unicode characters, one can use
ucsigns
to create a mod that translates ASCII sequences into Unicode (or CSUR) characters. An example of this is cora'ssitelen_pona_signs
mod which uses a simple translation table to let users input ASCII syllables that are then transformed to sitelen pona CSUR codepoints, so that signs show sitelen pona glyphs instead.Awesome....
Definetly using this for building underwater, i want it to rust so itll look like a shipwreck happend 1937987325 years ago... Anyways lol, very nice idea and i didnt even know that it was water that made metal rust... The acid is a bit scary but other than that i recommend it for buildings that need some rust :D
High quality animal mod!
Mobs in
Animalia
are smoothly animated and fit the basic Minetest experience. In contrast to other complex mobs mods, none of them seem to be too weird – e.g. they are neither very big nor very small. The models and textures ofAnimalia
follow a consistent style, and mobs interact with each other in ways that make sense, e.g. owls hunt rats.I have noticed more occasional performance issues with
Animalia
than with some other mods that provide less sophisticated animal mobs. I rarely experienced more than an mild framerate drop from time to time when playing Minetest in singleplayer mode though. Therefore I suspect calculating nice mob behaviour is computationally expensive in some ways.I suggest to install the
Leads
mod alongAnimalia
to tether domesticated animals to fenceposts.Cool!
this will help me make some traps for my friends ;P
Nice mob!
Upon spawning or occasionally afterwards, a mime mob disguises itself as a node or entity that is close to it. The disguise is almost perfect for nodes (as entities are not shaded exactly like nodes … players can still figure out which sand or dirt node is really a mime) and perfect for non-animated entities. When copying animated entities though, mimes do not mimic the idle animations – they stand perfectly still instead. That sheep statue over there? Yep, that's a mime in disguise.
When attacking, a mime mob shoots globs of glue that can disorient and immobilize (and possibly drown?) a player. Once a player got out of the glue, a mime may have changed its disguise again. Fortunately, mimes are easy to kill if a player can dodge their glue attacks.
Create rope structures and tether animals to players and fences!
The
Leads
mod allows players to create interesting rope structures: Using the lead on two different fence nodes creates a rope connection between them. To use theLeads
mod with mobs you need a mod that adds mobs, likeAnimalia
. Right click a mob with the lead to tether it to yourself and then right click a fence node to tether the mob to a fence. In both cases, you can click an existing lead to destroy it.A mob tethered using a lead is slowly drawn towards the object it is tethered to, if it does not move against that direction fast enough. Additionally, leads seem to have a maximum length and can break if overextended. In gameplay terms this means that players can only tether slow animals permanently: While
Animalia
cows and sheep and even frogs are easy to tether permanently, owls eventually break free (e.g. when hunting) and foxes run away fast enough to break the lead almost immediately. Gameplay and lore match here in my opinion; obviously it is easier to tether slow-moving (domesticated) than fast-moving (predatory) animals.Criticism:
This mod adds a lot of animal mobs, they can even fight which each other!
Many animal mobs in
Wilhelmines Animal World
are territorial – i.e. if they see an animal of a different type they attack them. Mobs can also attack players.Mobs have multiple animations, e.g. for standing, walking, attacking. Usually the mobs move a bit slow (even when attacking), but that seems normal for Minetest mobs.
The mod also adds trophies that look like they are made out of hunted and killed animal mobs, e.g. a decorative bear head.
I noticed one bug: Some animal mobs seem to drop an item to spawn a new one when they die. Dropping spawn items destroys immersion; otherwise the mod is fine.
Easy creation of skins
This node is so useful to make a skin for Minetest
Cool node
This node adds a nostalgia nyan cat block with rainbow. It's cool for memes or etc
Just cool texture pack
This texture pack looks like cool, also cool textures for nyan cat blocks
It's bad node
I'm don't like this node
Good mod for medieval topics
This mod is good for medieval topics. I'm see this mod at Minetest Tutorial Game
Does not uncraft anything
I went through the entire inventory both creative and not and all I got was a message saying that the item can't be uncrafted, for EVERY item.
Good Port of IC2
Obviously a work in progress as mentioned but seems like a decent functional port of Industrialcraft 2. I prefer the textures in this mod significantly over the original aesthetic of IC2 as well.
Not my favourite, but really nice!
The
RPG16
texture pack features a lovely and consistent style and not only delivers what was advertised, but exceeds my expectations (set by most other texture packs) in several ways.Each texture looks purpose-made – for example, the icons for similar tools are not just recolorings.
Caveat: Textures look both brighter and a bit less saturated than in most other texture packs.
The brightness is why this texture pack is not my default texture pack; I find it too joyful.
Works exactly as advertised!
I used this mod to successfully have Animalia mobs spawn in the world of Backrooms Test.
Unfortunately, it did not fit mood-wise, since Animalia mobs are peaceful and also spawn in groups.
I appreciate the effort though; “glue mods” like this one are both needed and often under-appreciated.
Great Mod!
awesome mod! It works great! It would be cool if you got hurt from falling from say, a two block hight if you are small instead of falling like a feather though. Other then that, this mod is the best resize mod I've found!
Nom Nom Nom
it's best mod on food topic :)
Minecraft port of mod
So useful mod for big buildings, it's Minecraft port to minetest. So i'm want to say, this mod is Cool
Another nice weather mod
the weathers are really good, and the snow fits perfectly with the current season (where i live, it is actually snowing now!) and the textures look pretty and it gives something interesting to look up at the sky for. Nice work! :D
a nice addition
gives possibilities for more interesting builds and improves the gameplay experience.
Clever implementation, small visual bug, otherwise perfect!
Not only does this mod do what it says, it manages to put the carpet node and the stair node into the same space visually.
This means that players can remove the stairs after placing the carpet to create carpet-only stairways with this technique.
As a result of the trickery, placing a node directly above the carpet does not work; it gets placed one node-height higher.
I found a single rendering bug: The corner stair carpet partially overlaps the corner stairs; this overlap leads to z-fighting.