This mods recipes shouldn't be dependant on other mods for its recipies since some players won't have those mods install and therefore makes it kind of useless for most items.
Many of the recipies for the food items have missing assets (i.e. Unknown Item node) even with all of the required and optional dependencies installed. The art is inconsistent between 32px and 64px and I have seen some of the artwork in other mods that have low quality art. Some of the assets conflict heavily with moretrees and plantlife mods. It does have some unique items for cooking utensils, but it would have been better to test against other plant/food mods. This mods recipes shouldn't be dependant on other mods for its recipies since some players won't have those mods install and therefore makes it kind of useless for most items.
When i walk around on the Mapgen paths made by another mod, what i'd normally see is mapgen scenery and the occasional Willhimes people's house. But with this mod, what i have is a population density similar to the UK. It's difficult to walk anywhere without finding lodging and a place to sleep for the night. Every so often you find the occassional village, making it all the better.
However, and this is why i'm neutral, the houses seem to displace the mapgen paths, meaning i'll need flight privaleges to keep walking. This is quite a bad thing.
Handy for bridging and pillars taller than 3 nodes
The condition for extended horizontal placement requires you to be with about the 45° mark in terms of deviation from the axis. It's pretty straightforward to use for bridging and nicer than holding sneak continuously. It's quite easy to build in a straight line, but taking a bend requires you to slow down a bit to get the angle around. Still, quite nice.
The vertical extension feature is a bit more finicky. It requires a pretty steep upward pitch to activate and so only really works for pillars that are already 3 nodes tall. You can add another 3 nodes of height easily and the 4th by jumping (reach according to Minetest Game creative mode). Given the narrow viewing conditions for vertical extension I'm not sure the sneak key should be necessary.
The meaning of the crosshair extensions is probably discoverable by a player who is playing on a server, by them just going and placing. The vertical extension is not as discoverable since it requires sneak (but perhaps shouldn't as I mentioned).
There is also a rate limit on placement of 0.3 seconds. This seems like a pretty sensible default but for very fast building of bridges could lead to a player falling off. I think a visual indication of when the extension is ready would help.
The other visual change I would make is that, at least in my 1080 display, the distance from the central cross to the arrows/brackets around the crosshair is slightly off-kilter, with a longer distance on the left than the right, around 1-2 pixels depending on exact window size.
The other other change I would make is to add the node's placement sound in when it's placing with the extended placement functionality. That would be much nicer since it's currently missing. If it were possible, animating the hand would be welcome - I'm not sure if it is.
Why are they uncraftable? (a non-developer viewpoint)
They are uncraftable to make them interesting, but as I used to say: "Don't let balancing mess with logic".
They're just chests made of stone. Why are they uncraftable? This is not meant to be a suggestion, just a note. I could make a mod for recipes for anyone who wants recipes for them.
I still recommend this mod for anyone that wants it, you may not get the mod that makes them craftable if you want them to be prized; I just wanted to drop my opinion on those chests being uncraftable.
This will definitely breathe more life into dungeon exploration. I like how it's uncraftable so if you have one at home, you can flex about your epic underground journey. LOL
Sandstone and desert stone chests sound really neat. It would provide a unique experience for each type of dungeon out there...
The mod includes, at the time of writing, 7 builds for spawning. Some of those that are mentioned in the ContentDB description, such as the Mall, are actually only referred to because the description seems to be a copy-and-paste job from the author's earlier mod "The Build Spawner" for Minetest Game. Go and read my review for a detailed explanation of why this mod and its original cousin are not much more helpful than just having the schematics in your world directory, and what a good mod would have.
I appreciate that the author wanted to provide support for more than one game. Care was taken to select the right equivalent nodes for Mineclone2, which is not always a straight 1:1 mapping. However, care should have been taken to port over all of the schematics from the original and keep the collection up to date - adding any new schematics for one to the other. The schematics for this game do look better, though that's in part because the base texture pack of Mineclone2 is a bit nicer than Minetest Game.
What I would like to see from the author in terms of functionality from the original mod - previews, rotation and so on - I mentioned in the earlier review. What I would like to see additionally now that multi-game support is considered, is a library mod from the author and an API. It would be relatively easy to make a core library that registers schematics, and has the functions for placement previews, player-made schematic saving, and so on. Then each pack mod would be as easy to add, with fewer lines of code, just a name, icon name, placement offset and so on.
I could definitely recommend the mod(s)/pack if at least some of these issues with useability and completeness were addressed. Making builds, placing them into a collection, sharing your builds, placing your builds again later should all be straightforward, and people will have all of that if the Build Spawner mods are improved.
Place some amateur builds, few redeeming qualities as a 'mod'
This mod includes WorldEdit format schematics for several builds, presumably the author's work. The builds are standard block game fare, nothing particularly exciting or realistic. People with a few hours' experience in any block game could put similar builds together. There is a decent selection of buildings that would be expected in a town: Towers and houses, shops, a hospital, a restaurant and so on.
The building spawner items are named in an orderly scheme but have random choice of capitalisation and use of underscores. The dimensions of the building are noted. The art for the spawner items is basic representative of the concept sometimes. However the same icons are reused many times, so you have no real idea what a spawner is just by looking at your hotbar.
The main issue I have with this project is that it's marketed as a helpful mod. However, the value proposition is the schematics themselves and having nifty items to hold them. The actual placing is just as hard as having your own copy of the schematics installed in your world directory and using worldedit's //load to place them yourself. The author's only tweak compared to doing that is to offset the placement position slightly.
This mod dissapoints me with what it could be. It could include previews and help when placing the schematic, so you don't place it over the top of something else accidentally. It could give you handy tools to rotate and flip the preview along axes. These are the sorts of tools we know are possible in Minetest with mods like Edit. It could give you an easy tool to save your own schematics, and probably even have custom images for them. Instead it's just a pack of builds and the most rudimentary tool conceivable to spawn them with.
This is easily my favorite mode of transportation in Minetest. The controls feel quite "helicoptery" Easy to fly, but sufficiently challenging to master.
A few problems:
When you die in the helicopter, you tend to get "stuck" in the helicopter. I die, I respawn in my bed, take a few steps, and whoops! I'm back in the helicopter, wherever it happens to be, or even worse, wherever I happened to be the last time I got sucked back into it. A particularly bad example happened today, where I got stuck in the helicopter, which was stuck in a wall, inside my house. Every time I did /killme and respawned, I was stuck in darkness, unable to dismount from the heli. Luckily, the part of my house it happened to get stuck in was unprotected, so I was able to go in as a different character, and chop away at the wall until my main character could get free. If only the helicopter had some sort of emergency eject or self destruct feature for cases like this.
Helicopters (at least on my server?) seem to be indestructable. It seems as if they are /supposed/ to be take damage, but despite my worst efforts, they don't. One problem I have is that players on my server have left a few helicopters in awkward and annoying places (there is one parked sideways on my neighbour's lawn right now) and they are apparently impossible to get rid of. Would be nice if those helicopters were somehow removeable, or able to be confiscated after a set period of disuse such as "player1's OLD helicopter".
The needle for the fuel guage is a bit hard to see , especially when it is at "E" or "F" . This really isn't a problem for me, as I simply altered the textures files "needle" and "panel" to make the fuel guage easier to read, and way more cool looking.
img files:
Needle: https://imgur.com/a/ukLVppo Panel: https://imgur.com/2NhqrAG
I'm working on my own Minetest game and I guess many devs know that feeling when you can code but can't draw. The lack of good textures with compatible license hits hard. I took a few from this texturepack so I only have to make small adjustments instead of drawing from scratch. Thank you so much for the texturepack
Both the best and worst thing to happen to my server
Worledit is amazing as a mod. Given enough resources, anything is possible; a city can be built from a single skyscraper, but given enough laziness, things go ugly quickly.
My server is full of cities and "infrastructure" just like this.
Worldedit is such a powerful tool it can quickly destroy the charm of a server in the wrong hands, and that's what makes it so dangerous.
But in the right hands great things happen, and far quicker.
I've set my server wallk speed to 8 m/s. As such, default carts are often not impressive. This mod not only gives me the ability to fly down the tracks at such speed switching becomes a high-intensity timing game (probably my fault as junctions are too close). it also gives me a whole array of tracks to play with. There is a little to be desired in the speed control department (personally, i think signs like "1/2 max speed" or "1/4 max speed" would be helpful).
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
Too many conflicts and missing assets
This mods recipes shouldn't be dependant on other mods for its recipies since some players won't have those mods install and therefore makes it kind of useless for most items.
Many of the recipies for the food items have missing assets (i.e. Unknown Item node) even with all of the required and optional dependencies installed. The art is inconsistent between 32px and 64px and I have seen some of the artwork in other mods that have low quality art. Some of the assets conflict heavily with moretrees and plantlife mods. It does have some unique items for cooking utensils, but it would have been better to test against other plant/food mods. This mods recipes shouldn't be dependant on other mods for its recipies since some players won't have those mods install and therefore makes it kind of useless for most items.
Breathes life into the server
When i walk around on the Mapgen paths made by another mod, what i'd normally see is mapgen scenery and the occasional Willhimes people's house. But with this mod, what i have is a population density similar to the UK. It's difficult to walk anywhere without finding lodging and a place to sleep for the night. Every so often you find the occassional village, making it all the better.
However, and this is why i'm neutral, the houses seem to displace the mapgen paths, meaning i'll need flight privaleges to keep walking. This is quite a bad thing.
Huge wings and Weapons.
Hopefully, it will provide a huge winged and weapon. It's visually stunning.
Very handy
This mod is really nice to add 3d wielding in quickly.
Finally character's movements are more realistic
Now character looks more human.
Handy for bridging and pillars taller than 3 nodes
The condition for extended horizontal placement requires you to be with about the 45° mark in terms of deviation from the axis. It's pretty straightforward to use for bridging and nicer than holding sneak continuously. It's quite easy to build in a straight line, but taking a bend requires you to slow down a bit to get the angle around. Still, quite nice.
The vertical extension feature is a bit more finicky. It requires a pretty steep upward pitch to activate and so only really works for pillars that are already 3 nodes tall. You can add another 3 nodes of height easily and the 4th by jumping (reach according to Minetest Game creative mode). Given the narrow viewing conditions for vertical extension I'm not sure the sneak key should be necessary.
The meaning of the crosshair extensions is probably discoverable by a player who is playing on a server, by them just going and placing. The vertical extension is not as discoverable since it requires sneak (but perhaps shouldn't as I mentioned).
There is also a rate limit on placement of 0.3 seconds. This seems like a pretty sensible default but for very fast building of bridges could lead to a player falling off. I think a visual indication of when the extension is ready would help.
The other visual change I would make is that, at least in my 1080 display, the distance from the central cross to the arrows/brackets around the crosshair is slightly off-kilter, with a longer distance on the left than the right, around 1-2 pixels depending on exact window size.
The other other change I would make is to add the node's placement sound in when it's placing with the extended placement functionality. That would be much nicer since it's currently missing. If it were possible, animating the hand would be welcome - I'm not sure if it is.
Why are they uncraftable? (a non-developer viewpoint)
They are uncraftable to make them interesting, but as I used to say: "Don't let balancing mess with logic". They're just chests made of stone. Why are they uncraftable? This is not meant to be a suggestion, just a note. I could make a mod for recipes for anyone who wants recipes for them.
I still recommend this mod for anyone that wants it, you may not get the mod that makes them craftable if you want them to be prized; I just wanted to drop my opinion on those chests being uncraftable.
Yo...
This is gonna make PvP a whole lot more interesting and action-packed!
Looks awesome!
I should check this out sometime!
This will definitely breathe more life into dungeon exploration. I like how it's uncraftable so if you have one at home, you can flex about your epic underground journey. LOL
Sandstone and desert stone chests sound really neat. It would provide a unique experience for each type of dungeon out there...
Incomplete port of the Minetest Game version
The mod includes, at the time of writing, 7 builds for spawning. Some of those that are mentioned in the ContentDB description, such as the Mall, are actually only referred to because the description seems to be a copy-and-paste job from the author's earlier mod "The Build Spawner" for Minetest Game. Go and read my review for a detailed explanation of why this mod and its original cousin are not much more helpful than just having the schematics in your world directory, and what a good mod would have.
I appreciate that the author wanted to provide support for more than one game. Care was taken to select the right equivalent nodes for Mineclone2, which is not always a straight 1:1 mapping. However, care should have been taken to port over all of the schematics from the original and keep the collection up to date - adding any new schematics for one to the other. The schematics for this game do look better, though that's in part because the base texture pack of Mineclone2 is a bit nicer than Minetest Game.
What I would like to see from the author in terms of functionality from the original mod - previews, rotation and so on - I mentioned in the earlier review. What I would like to see additionally now that multi-game support is considered, is a library mod from the author and an API. It would be relatively easy to make a core library that registers schematics, and has the functions for placement previews, player-made schematic saving, and so on. Then each pack mod would be as easy to add, with fewer lines of code, just a name, icon name, placement offset and so on.
I could definitely recommend the mod(s)/pack if at least some of these issues with useability and completeness were addressed. Making builds, placing them into a collection, sharing your builds, placing your builds again later should all be straightforward, and people will have all of that if the Build Spawner mods are improved.
Place some amateur builds, few redeeming qualities as a 'mod'
This mod includes WorldEdit format schematics for several builds, presumably the author's work. The builds are standard block game fare, nothing particularly exciting or realistic. People with a few hours' experience in any block game could put similar builds together. There is a decent selection of buildings that would be expected in a town: Towers and houses, shops, a hospital, a restaurant and so on.
The building spawner items are named in an orderly scheme but have random choice of capitalisation and use of underscores. The dimensions of the building are noted. The art for the spawner items is basic representative of the concept sometimes. However the same icons are reused many times, so you have no real idea what a spawner is just by looking at your hotbar.
The main issue I have with this project is that it's marketed as a helpful mod. However, the value proposition is the schematics themselves and having nifty items to hold them. The actual placing is just as hard as having your own copy of the schematics installed in your world directory and using worldedit's
//load
to place them yourself. The author's only tweak compared to doing that is to offset the placement position slightly.This mod dissapoints me with what it could be. It could include previews and help when placing the schematic, so you don't place it over the top of something else accidentally. It could give you handy tools to rotate and flip the preview along axes. These are the sorts of tools we know are possible in Minetest with mods like Edit. It could give you an easy tool to save your own schematics, and probably even have custom images for them. Instead it's just a pack of builds and the most rudimentary tool conceivable to spawn them with.
Review concludes in a comment
Fantastic Mod, a few bugs/issues
This is easily my favorite mode of transportation in Minetest. The controls feel quite "helicoptery" Easy to fly, but sufficiently challenging to master.
A few problems:
When you die in the helicopter, you tend to get "stuck" in the helicopter. I die, I respawn in my bed, take a few steps, and whoops! I'm back in the helicopter, wherever it happens to be, or even worse, wherever I happened to be the last time I got sucked back into it. A particularly bad example happened today, where I got stuck in the helicopter, which was stuck in a wall, inside my house. Every time I did /killme and respawned, I was stuck in darkness, unable to dismount from the heli. Luckily, the part of my house it happened to get stuck in was unprotected, so I was able to go in as a different character, and chop away at the wall until my main character could get free. If only the helicopter had some sort of emergency eject or self destruct feature for cases like this.
Helicopters (at least on my server?) seem to be indestructable. It seems as if they are /supposed/ to be take damage, but despite my worst efforts, they don't. One problem I have is that players on my server have left a few helicopters in awkward and annoying places (there is one parked sideways on my neighbour's lawn right now) and they are apparently impossible to get rid of. Would be nice if those helicopters were somehow removeable, or able to be confiscated after a set period of disuse such as "player1's OLD helicopter".
The needle for the fuel guage is a bit hard to see , especially when it is at "E" or "F" . This really isn't a problem for me, as I simply altered the textures files "needle" and "panel" to make the fuel guage easier to read, and way more cool looking. img files: Needle: https://imgur.com/a/ukLVppo Panel: https://imgur.com/2NhqrAG
Fun Platformer
This is one of my favorite Minetest games. It's got great story, it's fun to control, the music's great. Everything feels like it fits together.
For an extra hard challenge, run these commands on every game start and see how many electrons you can get.
I was able to get 195 electrons this way. I don't think it's possible to beat the game like this, but maybe someone will figure it out eventually.
I have noticed this game seems to have much fewer views than I'd expect based on the reviews, but maybe it's because Minetest 5.6 is required.
Cherry-picking some textures for my game
I'm working on my own Minetest game and I guess many devs know that feeling when you can code but can't draw. The lack of good textures with compatible license hits hard. I took a few from this texturepack so I only have to make small adjustments instead of drawing from scratch. Thank you so much for the texturepack
Both the best and worst thing to happen to my server
Worledit is amazing as a mod. Given enough resources, anything is possible; a city can be built from a single skyscraper, but given enough laziness, things go ugly quickly.
My server is full of cities and "infrastructure" just like this.
Worldedit is such a powerful tool it can quickly destroy the charm of a server in the wrong hands, and that's what makes it so dangerous.
But in the right hands great things happen, and far quicker.
Speeds up the whole network
I've set my server wallk speed to 8 m/s. As such, default carts are often not impressive. This mod not only gives me the ability to fly down the tracks at such speed switching becomes a high-intensity timing game (probably my fault as junctions are too close). it also gives me a whole array of tracks to play with. There is a little to be desired in the speed control department (personally, i think signs like "1/2 max speed" or "1/4 max speed" would be helpful).
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