I've been making a cart network for my base. It's mainly used for passenger transport, but funnels towards my storage system for when i deliver cargo.
It never works; items fall off, items dissapear, items just find their place in the afterlife. That's until i discovered the minecart mod. Whilst it may not follow the drainage pattern of my cart system, it certainly provides a far safer method of transport (and if used for passengers, possibly less confusing as every buffer goes to only one city.
The speed signs provide a much better way of controlling speed then the boost cart brake rails, and the cargo-first approach makes it far easier to make a cargo system. No longer do i need to make dedicated tracks; i can just use the base's pre-installed system to transport cargo.
I am building a modular industrial estate, and this mod makes spaghetti a lot easier to avoid. No longer are there these pipelines running to the storage centre, but instead cart lines between farmers and manufacturers, storage centres and shops, paths and railways, and far more.
What's so much better is the fact that this mod is fully backwards compatable with the network i've already got down.
the monoid mechanic allows various mods to modify the same player attributes without stepping on the toes of other mods trying to do the same thing. it's very effective. i wish more mods made use of it. i've made a whole lot of mods based on this one.
Very helpful timesaver, with only minor complaints
The streetbuilder mod lets you set up a number of points designated as a road, configure the parameters like what nodes and dimensions to use, and goes and builds it for you. That chat command interface is quite workable for anyone used to using advanced commands like, say, WorldEdit. Keeping the README file handy is handy.
The street will build out in one fell swoop when you are ready for it to. It can cut through terrain, which is handy but potentially dangerous at the same time (and irreversible). It can also place bridge piers underneath it. The mod applies a spline curve easing between the points of the road, which is quite helpful and much better than a simple straight line. It will also emerge (load) any unloaded areas on the road while it is building, so you can trust it with making long distance roads and highways. Doing those longer roads may cause the server to lag for some time as it's not done as a background job or spaced out over time in chunks.
My main complaints with the mod are mostly with pushing the limits. It generally behaves quite well.
I can't seem to build a path without a border node, only one with air cut out of the sides. This is particularly bad for 1-node-wide lanes.
The pier nodes always seem to be placed at least 3 nodes under the street, even when it's above solid ground. This is debatable, but should probably be configurable.
The setting for the pier node uses the word "piersnode". I'll forgive the author for being not a native speaker (as best I know).
Setting a new pier node and re-building the road will only replace the old piers up to 3 nodes deep. Of course, this could cause problems with e.g. stone piers, but that is an adversarial case. In general you want to replace the old pier node.
This mod is an update of the old basic_machines mod with bugfixes and texture changes. If you want a simple yet powerful automation mod instead of techpack or technic+pipeworks this works well for that.
the new update is incredible, but dont have lights, or inventory, or storage, or any way to heal, which make pretty difficult for exploration, but it's going in a fantastic way already
Don't use this mod if you want an easy working portal/teleportaton system. There is no documentation on how to actuall make it work. There are better like TeleporterPad and Travelnet that work right away and you don't need any documentation to make it work.
I use techpack much more than this and I would love to see these machines (like the water mill and steam engine as an example) in the techpack mod. It would be nice to see an all-in-one mod. The only issue is that it doesn't work with several other tech-type mods like micupack. Also it would be nice to see a compressor similar to the one from technic so that you can make dyes. Using technic with this and techpack often crash each other.
I recommend it to everyone because it's the best airplane mod for MT so far. The hydroplane is perfect for long expeditions into the unknown because it can land both on land and on water. It is maneuverable, and consume far less fuel than nss helicopter on the same route. Autopilot at a high altitude (above 220) is also a great thing, and of course two phase painting. Great respect.
I love this mod and use it in my Youtube playtrough of Minetest. It suffers from two issues though, one you (the mod author, really hate that English doesn't have a separate word for singular and plural "you" like Polish does) can't really do anything about and one you apparently can.
The issue #1, one you can't do much about, is lack of texture pack support for the mod.
The issue #2, the one you apparently can, is add a support for moreblocks' circular saw. This is something I've thought needs to be done on the moreblocks part, but apparently the mod author needs to register any blocks that can be cut using the circular saw with moreblocks. So I would like this mod to support moreblocks' circular saw so that I can cut all the new wood and stone types into neat shapes and build my house with them.
The Ethereal mod is a must-have for Minetest as it improves the terrain generation so much. It also introduces many new cool blocks that would benefit from better textures (none 128x+ packs I have seen seem to support it).
I saw your mod and found it cool. I am looking for a developper that could tell me how he opened music files with lua. I would make a mod myself with music, but I don't success. If you see this comment one day, can you answer me please? I therefore thanks you, and have a nice day.
Migrating smaller structures from one world to another was a breeze with this tool!
The one thing I found frustrating was that I needed to dig away the same amount of blocks that I wanted the schematic to be submerged into the ground, before being able to paste it.
why do you have 8 unknown nodes in you rinventory
Also cool little mod, reminds me of the backpacks from Unified Inventory but more or less realistic and just (as in justice), because those backpacks do not drop upon death, basically comprising a permanent inventory.
As far as I can tell, everything about the player that can be resized is resized as expected, and it doesn't seem to cause any of the issues I have seen in similar mods.
Some things that are not resized:
- the hand/tool reach/range distance (not sure if possible to change at runtime)
- the camera distance in third view (hardcoded engine limitation)
- initial drop in liquids is always half a node (engine bug https://github.com/minetest/minetest/issues/12684)
Some things start behaving weirdly at extreme sizes (as expected)
- when very big (more than 10x or 20x) the step height doesn't seem to work properly, and the player easily gets stuck
- when very tiny, the camera clips through the ground and walls
Very useful, saved me tons of clicks and keypress - and to and fro movement from player inventory. It's a must on every server by default whether singular or multiplayer
Walking through this swamp feels exactly like being in a real swamp. You have to be careful where and how you walk because you will get (temporarily) stuck and slowed down if you don't. The sound effects add to the effect, and the look of the mangrove trees really reflects the natural beauty of a swamp. My only complaint is that the trees should be spaced a little further apart so that it's easier to traverse the swamp, and see any swamp creatures that might be lurking about if you add mods.
ver nice. I like how you implemented this as a separate tab, and ensured you have to empty the bags to be able to drop or swap the bags around. will this work with quick crafting / gridless crafting mods? like rubenwardy's [crafting] mod? for example, will his mod know the presense of items stored in your extra bags in order to give players ability to quick craft an item?
The controls can be a little confusing, as you're not told you need to hold Sneak to get off the bike, and might try punching the bike. Lag doesn't help with this, as the server has to acknowledge your keypress. Jump will cause you to wheelie. There is also a feature where a long fall (approx >6 m) will cause you to "stack" the bike and fall off it.
The bike can't travel up a full metre of height difference at once, and it travels faster on paved surfaces. Thus, it encourages the building of sloped and paved roads, and corners that aren't too sharp, but not overbuilding on roads for the sake of roads at the same time. I find it creates a much nicer built environment than making roads for car mods.
The physics model is decent at best. Turning sharp corners can be difficult, so you need to slow. The bike's brakes are not very good, except for dismounting which apparently instantly stops it. Wheelie-ing will improve the turning radius which doesn't make much sense but is helpful for turning street corners. Also you can wheelie when stopped..
The bike is best used on a nearby server in your region or singleplayer. You can really suffer in multiplayer if there is a high ping to the server, e.g. Australia to Germany. Also if the server struggles to load the blocks fast enough - though it's a pretty poor server in that cae. In case of lag, it can actually work out slower than walking. This is basically a limitation of Minetest as it stands.
The artwork works fine within the limitations of usual Minetest, i.e. no knees. It is skinsdb compatible. The recolouring feature is nice. Some people may find the helmet a bit unnecessary, depending on their bike culture.
The bike can also be stolen easily. Put it back in your inventory when done riding! Maybe I'll make a bike lock mod one day...
I'm not a programmer so trying to use this is really confusing and the tutorials are in German which I don't speak and Google's translate function leaves much to be desired as it started making nonsense translations.. And the written instructions aren't very useful.
As a typical layman, this is unusable and not fit for the average user. This is more of a niche mod for those with more knowledge than I.
I suppose these glue type mods aren't the most enjoyable to write but they are great for interweaving mods from different authors so that one does not get stuck in, say, the TenPlus Land or the FaceDeer Realm of mod clusters. Thank you!
It's good, it adds a reality to Minetest, and the rain doesn't make the game because it doesn't create particles. Nice. I like the rain for the first time of my life in a game.
The flowers are so hard to farm because each time you have to find a new spot where they grow... Thanks you and great mod! I wouldn't have haven this idea, good!
It's quite unstable, I always see character and world appearing and disappearing for a millisecond on lanes switches, mese appearing suddently at random some blocks away from the character and sometimes I lose after sliding under high barriers despite I was still clearly on sliding moment 🤷️. It's also possible to hold spacebar to jump through anything except high barriers, you must be fast on avoiding them. So you can pause the run, hybernate and resume the run again the next time, potentially an endless run 😉️.
I love the textures and the way the wings flap! And FINALLY, a mod that adds equippable things without depending on 3d_armor. (It's the first that doesn't depend on it, afaik) Can't wait to see more equippable things! :D
Amazing improvement over default carts
I've been making a cart network for my base. It's mainly used for passenger transport, but funnels towards my storage system for when i deliver cargo.
It never works; items fall off, items dissapear, items just find their place in the afterlife. That's until i discovered the
minecart
mod. Whilst it may not follow the drainage pattern of my cart system, it certainly provides a far safer method of transport (and if used for passengers, possibly less confusing as every buffer goes to only one city.The speed signs provide a much better way of controlling speed then the boost cart brake rails, and the cargo-first approach makes it far easier to make a cargo system. No longer do i need to make dedicated tracks; i can just use the base's pre-installed system to transport cargo.
I am building a modular industrial estate, and this mod makes spaghetti a lot easier to avoid. No longer are there these pipelines running to the storage centre, but instead cart lines between farmers and manufacturers, storage centres and shops, paths and railways, and far more.
What's so much better is the fact that this mod is fully backwards compatable with the network i've already got down.
fantastically useful
the monoid mechanic allows various mods to modify the same player attributes without stepping on the toes of other mods trying to do the same thing. it's very effective. i wish more mods made use of it. i've made a whole lot of mods based on this one.
Players Upsidedown
I love the skins, but everytime I enable the mod, the players are upside down. Sometimes they're invisible in camera view.
Very good
very high quality and i really like the textures
Very helpful timesaver, with only minor complaints
The streetbuilder mod lets you set up a number of points designated as a road, configure the parameters like what nodes and dimensions to use, and goes and builds it for you. That chat command interface is quite workable for anyone used to using advanced commands like, say, WorldEdit. Keeping the README file handy is handy.
The street will build out in one fell swoop when you are ready for it to. It can cut through terrain, which is handy but potentially dangerous at the same time (and irreversible). It can also place bridge piers underneath it. The mod applies a spline curve easing between the points of the road, which is quite helpful and much better than a simple straight line. It will also emerge (load) any unloaded areas on the road while it is building, so you can trust it with making long distance roads and highways. Doing those longer roads may cause the server to lag for some time as it's not done as a background job or spaced out over time in chunks.
My main complaints with the mod are mostly with pushing the limits. It generally behaves quite well.
nice automation mod
This mod is an update of the old basic_machines mod with bugfixes and texture changes. If you want a simple yet powerful automation mod instead of techpack or technic+pipeworks this works well for that.
Very good
the new update is incredible, but dont have lights, or inventory, or storage, or any way to heal, which make pretty difficult for exploration, but it's going in a fantastic way already
No documentation on how to get these to work.
Don't use this mod if you want an easy working portal/teleportaton system. There is no documentation on how to actuall make it work. There are better like TeleporterPad and Travelnet that work right away and you don't need any documentation to make it work.
Wish I could get these machines in techpack.
I use techpack much more than this and I would love to see these machines (like the water mill and steam engine as an example) in the techpack mod. It would be nice to see an all-in-one mod. The only issue is that it doesn't work with several other tech-type mods like micupack. Also it would be nice to see a compressor similar to the one from technic so that you can make dyes. Using technic with this and techpack often crash each other.
Super
I recommend it to everyone because it's the best airplane mod for MT so far. The hydroplane is perfect for long expeditions into the unknown because it can land both on land and on water. It is maneuverable, and consume far less fuel than nss helicopter on the same route. Autopilot at a high altitude (above 220) is also a great thing, and of course two phase painting. Great respect.
Interesting game
It would be a great introduction to Minetest for any sensible parent.
Amazing mod
I love this mod and use it in my Youtube playtrough of Minetest. It suffers from two issues though, one you (the mod author, really hate that English doesn't have a separate word for singular and plural "you" like Polish does) can't really do anything about and one you apparently can.
The issue #1, one you can't do much about, is lack of texture pack support for the mod. The issue #2, the one you apparently can, is add a support for moreblocks' circular saw. This is something I've thought needs to be done on the moreblocks part, but apparently the mod author needs to register any blocks that can be cut using the circular saw with moreblocks. So I would like this mod to support moreblocks' circular saw so that I can cut all the new wood and stone types into neat shapes and build my house with them.
Amazing texture pack
I would really like if a support for Everness would be added as it adds many cool new blocks and biomes. It would be nice if it had a consistent look.
Please add Ethereal mod support
The Ethereal mod is a must-have for Minetest as it improves the terrain generation so much. It also introduces many new cool blocks that would benefit from better textures (none 128x+ packs I have seen seem to support it).
//edit: Also, Everness
Really nice pack, but lacks crucial mod support
Ethereal is a must-have mod for Minetest. Unfortunately this pack doesn't support it, leaving it pixelated.
Hi, I need some advices
I saw your mod and found it cool. I am looking for a developper that could tell me how he opened music files with lua. I would make a mod myself with music, but I don't success. If you see this comment one day, can you answer me please? I therefore thanks you, and have a nice day.
Simple, useful, intuitive
Migrating smaller structures from one world to another was a breeze with this tool!
The one thing I found frustrating was that I needed to dig away the same amount of blocks that I wanted the schematic to be submerged into the ground, before being able to paste it.
Got dinged for copyright on Youtube (ContentID). Do not install if you plan to make Minetest videos.
Claims seems to be legit as well. The mod author needs to replace the tracks with some that don't cause such issue.
unknown nodes
why do you have 8 unknown nodes in you rinventory Also cool little mod, reminds me of the backpacks from Unified Inventory but more or less realistic and just (as in justice), because those backpacks do not drop upon death, basically comprising a permanent inventory.
Very great
Very nice biome addition, I really like the mangrove wood. I agree on it being a bit dense, but besides that is great!
-StarNinjas
Simple, great
Adds thrillingly steep and narrow depths to the underground. These intersect the otherwise more softly meandering cave passages.
It works!
As far as I can tell, everything about the player that can be resized is resized as expected, and it doesn't seem to cause any of the issues I have seen in similar mods.
Some things that are not resized: - the hand/tool reach/range distance (not sure if possible to change at runtime) - the camera distance in third view (hardcoded engine limitation) - initial drop in liquids is always half a node (engine bug https://github.com/minetest/minetest/issues/12684)
Some things start behaving weirdly at extreme sizes (as expected) - when very big (more than 10x or 20x) the step height doesn't seem to work properly, and the player easily gets stuck - when very tiny, the camera clips through the ground and walls
Epic mod, feels like riding a spaceship
Extremetly fun, great way to explore space and anywhere in the world, add mining machines intoit makes a powerful mining spaceship
Absolutely need
Very useful, saved me tons of clicks and keypress - and to and fro movement from player inventory. It's a must on every server by default whether singular or multiplayer
Really feels like a swamp
Walking through this swamp feels exactly like being in a real swamp. You have to be careful where and how you walk because you will get (temporarily) stuck and slowed down if you don't. The sound effects add to the effect, and the look of the mangrove trees really reflects the natural beauty of a swamp. My only complaint is that the trees should be spaced a little further apart so that it's easier to traverse the swamp, and see any swamp creatures that might be lurking about if you add mods.
compatible with quick crafting mods?
ver nice. I like how you implemented this as a separate tab, and ensured you have to empty the bags to be able to drop or swap the bags around. will this work with quick crafting / gridless crafting mods? like rubenwardy's [crafting] mod? for example, will his mod know the presense of items stored in your extra bags in order to give players ability to quick craft an item?
Decent option for transport
The controls can be a little confusing, as you're not told you need to hold Sneak to get off the bike, and might try punching the bike. Lag doesn't help with this, as the server has to acknowledge your keypress. Jump will cause you to wheelie. There is also a feature where a long fall (approx >6 m) will cause you to "stack" the bike and fall off it.
The bike can't travel up a full metre of height difference at once, and it travels faster on paved surfaces. Thus, it encourages the building of sloped and paved roads, and corners that aren't too sharp, but not overbuilding on roads for the sake of roads at the same time. I find it creates a much nicer built environment than making roads for car mods.
The physics model is decent at best. Turning sharp corners can be difficult, so you need to slow. The bike's brakes are not very good, except for dismounting which apparently instantly stops it. Wheelie-ing will improve the turning radius which doesn't make much sense but is helpful for turning street corners. Also you can wheelie when stopped..
The bike is best used on a nearby server in your region or singleplayer. You can really suffer in multiplayer if there is a high ping to the server, e.g. Australia to Germany. Also if the server struggles to load the blocks fast enough - though it's a pretty poor server in that cae. In case of lag, it can actually work out slower than walking. This is basically a limitation of Minetest as it stands.
The artwork works fine within the limitations of usual Minetest, i.e. no knees. It is skinsdb compatible. The recolouring feature is nice. Some people may find the helmet a bit unnecessary, depending on their bike culture.
The bike can also be stolen easily. Put it back in your inventory when done riding! Maybe I'll make a bike lock mod one day...
Too confusing to use.
I'm not a programmer so trying to use this is really confusing and the tutorials are in German which I don't speak and Google's translate function leaves much to be desired as it started making nonsense translations.. And the written instructions aren't very useful.
As a typical layman, this is unusable and not fit for the average user. This is more of a niche mod for those with more knowledge than I.
Great idea!
I suppose these glue type mods aren't the most enjoyable to write but they are great for interweaving mods from different authors so that one does not get stuck in, say, the TenPlus Land or the FaceDeer Realm of mod clusters. Thank you!
Nice skies
I don't have anything to tell you, it's really nice.
Nice
It's good, it adds a reality to Minetest, and the rain doesn't make the game because it doesn't create particles. Nice. I like the rain for the first time of my life in a game.
It works well
Yeah, better than putting a Mesecon's piston actived, but the green bar chairs are a bit weird... Good
Good
I used it to proove I'm good at parkour and PvP. Nice.
Good for flowers
The flowers are so hard to farm because each time you have to find a new spot where they grow... Thanks you and great mod! I wouldn't have haven this idea, good!
Minetest 5.7.0
Can we use it on Minetest 5.7.0?
So beatiful!!!
I already like you minded to add something to the sky and you even added something beautiful to it. I love it. Bravo, continue as this.
Must have
Time ago when played such games it was necessary
Funny but has some weird behavior 😜
It's quite unstable, I always see character and world appearing and disappearing for a millisecond on lanes switches, mese appearing suddently at random some blocks away from the character and sometimes I lose after sliding under high barriers despite I was still clearly on sliding moment 🤷️. It's also possible to hold spacebar to jump through anything except high barriers, you must be fast on avoiding them. So you can pause the run, hybernate and resume the run again the next time, potentially an endless run 😉️.
2 ez
bruh make the game harder i can beat it in 52 seconds
Love them!!
I love the textures and the way the wings flap! And FINALLY, a mod that adds equippable things without depending on 3d_armor. (It's the first that doesn't depend on it, afaik) Can't wait to see more equippable things! :D