It is good, I have looked through the files, and it can even grow these trees in mgv6. Name another mod that does that that came out recently. Now, the textures blend well with vanilla MTG. But, I never really liked the complete lack of a palette and the harsh contrast on wood planks. If you like vanilla MTG, but want bigger and more trees, this is your mod. If you want anything else, this might not be what you are after.
If I could make the player twice the size, it would be perfect. I wouldn't mind seeing a game that just makes you a giant in this world to make the scale fit. If you like large pixels, get it now. What are you waiting on? If you like HD packs though, you might not be happy.
I looks good, but it also looks off. If Minecraft is Coca-Cola, this is Pepsi. But not normal Pepsi, maybe like cherry or sugar free. It is noticeably weird. It colors some things funky. Like dirt being kind-of green. But, it tends to have nice palette sizes for stuff, and supports a large number of big mods.
I like the aesthetics that this texturepack went for. Scattered grass texture, smooth and polished materials, wool shading and plants - all look pleasing.
It is actually really fun for the first few minutes, maybe even hours. You get to diamonds and build your first house, then what? That's it. By that point you have explored all of the meaningful content. The biomes are beautiful, but there is no reason to visit them. I recommend that the best lightweight community mods get included. There should be restrictions, obviously, but there is no reason not to add new content unless you just hate getting new and recurring players. Don't go overboard, but look at Minecraft, back at Minetest, then back at Minecraft again. Does it almost feel like something is missing? Sure, this is a community project, and will never get the polish or budget of Minecraft. But it does not have to stagnate. We could do better. And we should. Why settle for as good as the competition? Minetest as an engine can do things Minecraft could only dream of. Why let them have the game with more features? Sorry for the rant, but maybe we can make a change if there are enough voices.
I like it, it is a good basis for modding, but it just breaks mods that require default for no reason other than the author wants a different experience. But, the code is really neat, clean, and modular, and I want to support this game in future with my mod(s). It will require me to completely rewrite huge chunks of code, but the good news is that will get me way closer to Mineclone2 and Nodecore compatibility. I'll continue to play it, and update this review as I find other quirks/features.
I ran out of trees in my long-term survival world, and I desperately needed more wood. All I had were useless saplings, then I thought, "surely someone made wood renewable." Then I found this. You saved my world bro. 100/10 can't recommend more.
Minetest only gives us a single unbound key to use for mods (the aux1 key, usually E). Most sprint mods will use this key to activate sprinting, leaving no remaining key to use for other mods. The promise of a sprint mod not requiring a dedicated hotkey intrigued me.
After testing this, I gotta say that the mod feels just great. Holding down A and D feels very natural and is even easier to do than using a hotkey because your fingers already rest there, anyways. The color shift on the hudbar is a very nice touch to tell you when sprinting is active.
The default settings definitely require some tweaking, though, as they are way too extreme.
I reduced the "sprint run speed boost" to 140% (was almost 400) and increased stamina costs and stamina regeneration.
Here are my personal settings with this mod:
The models and textures are just lovely. The animals are incredibly pretty and super cute.
There's a good variety of them, so they will definitely spice up your game.
They are, however, mostly ambient and don't really do all that much. Most of the time they just walk in small circles until they get stuck somewhere. It'd be great if they'd travel around a bit more so that the animals travel around rather than just stay in one area.
This goes onto every single world I play on. The normal character looks so boring and lifeless without it.
I highly recommend to give this a go. From all the animation mods I've tested, this seems to be the one with the most features.
On the bright side, this mods adds a lot of functionality by expanding the amount of different crops drastically.
It makes farming a lot more interesting that way.
On the other side, it also does a lot of stuff I don't really want it to do. For example, it removes all of the different soil types from the normal farming mod and replaces them with just one. It also handles growth states differently and has different API functionality despite using the exact same name as the original farming mod. That's a compatibility nightmare because now I never know whether a mod expects the original mod or the redo or is okay with either one.
Basically, my recommendation is to try it out and see for yourself whether you like it or not.
Not only is this mod able to treat dropped items as light sources (unlike all the other mods I tested) but it also offers an easy way of registering additional inventories, resulting in much better compatibility with other mods.
I strongly recommend this mod over others like it. While you're at it, you might also want to grab the 3d_armor_light extension as well.
The mod does a good job at what it is advertising to do. It is however lacking any hooks for other mods to tweak the behaviour without remaking the entire mod.
Instead I recommend using wielded_light in combination with 3d_armor_light. It does the same thing but also supports light from dropped items and offers an API for other mods to utilize. As such, it is much more likely to be compatible with other mods.
It can actually help a lot, but the main purpose I wanted this mod was to use a torch in the left hand together with the Illumination mod, but it seems like the mods aren't compatible. If this feature could be implemented, it would be an ideal tool for mining. It would also be nice if the item that is hold in the left hand could be seem in the left side of the screen while you are in First Person perspective. However, I think the mod is awesome, and with what I just said, it would be even more amazing.
if you don't have a monsters mod in your game then it's boring. This mod provides you what you need to feel danger. However, I would like to make some suggestions, like a separated option for "spawn chance" for each monster, or at least for the whole mod as a whole. Why do I say this? This mod depends on the settings of mobs_redo, however, having the spawn chance low (which actually makes the mobs to spawn more often) applies very well to animals, but not to these hostile mobs. Creating a separated spawn chance option for monsters would be ideal to give the player the option of balancing the spawns. Please TenPlus let me know if this is possible and if you will consider it.
It has the potential to become the new Minetest base game, with all we could want
I love the way biomes' generations are very balanced. The music during game is also super relaxing and engaging. It also contains the biomes from Ethereal, but deactivates the damage that torches cause when you activate the Ethereal mod in a regular MTG world, which is awesome, I always hated that aspect from Ethereal. I also liked that you chose Animalia instead of mobs_redo, but do you plan to add any monsters? There's a new biomes mod that, to be honest, I've liked more than any other that I've tried before, and I think that you should add those biomes to this game also. The mod is called Everness. Please take a look at it and consider adding it to the game. Let me know if you plan to add hostile mobs.
If you need to make a minigame this is the library for you
I' ve used this library since the earliest versions and it has only improved since then. To date it is in my opinion the best way to create minigames on minetests, fast, easy to use, well documented, and constantly evolving.
Not much content that I can see. I never saw another biome besides the trees changing the space between them. I also got a crash while trying to craft anything past the sharp stick on Android due to this game being made for 5.6+. The Android port is stuck at 5.5.1 for at least a while yet from the last time I read anything about it. The textures are very noisy, though you get used to it after a bit. The crafting system only works if the items you want to use are in your hotbar. Probably borrowed from or heavily inspired by Nodecore. The gameplay may be fun for other people, but it is too empty, and the current gameplay loop is too boring to draw me in. And, the bottom log of a tree can never be broken (at least not with stone tier tools which appear to be the only tools right now). Good luck prettying up in a long-term world. Also, forests can get a little laggy, not alarmingly so on my PC though. I'd like to think it is just the large number of vertices, but the forest floor starts filling with sticks and saplings at a somewhat alarming rate. And the grass starts to become dirt if it is dark enough. So it could be a lot of ABMs ticking. My first review was pretty harsh, and being honest, this one is too. I probably won't be playing this game again unless it has some major changes, but check it out, maybe the minimalism is just the thing you'd love.
Random Cool is exactly what I have been waiting for for a long time! An efficient system to get ores and stone in a singlenode survival setting.
However, it would be very nice if you could make it a little less random. If one could change how rare each ore is, such as 1/10000 freezes, that would be perfect.
100% recommended for any survival setting that doesn't have enough metal!
I wouldn't mind being able to manually edit .mts files, but at least I can create them now. I will definitely be using this newfound power, but for what is still to be decided.
Wahou, the Nether has become a real place to have a walk ... I installed it 3 years ago and I was so disappointed, but now ... It's really different !
I really love the red geodes, the pull request has been a really good idea.
More biomes could be such a good idea, moreover ;)
I really like the MC geodes and I wanted sooooo having the same in my Minetest server.
Now, it's the case ! I'm happy !!!
Juste a little improvement to do : they deserve more light, these geodes are too dark, for me.
These little helpers are soo handy if you need to grow crops. They are also almost unstandable cute. One problem: In Creative, punching them, even while holding things such as gold or mese, damages them. Is there a way that could be changed?
100% recommended for quick, productive farming. It would be interesting, though, if you could give them swords or Ranged Weapons and make them little warriors to protect houses or areas and kill other players. :-)
Can't believe I haven't tried this one sooner. Spent like an hour just looking at my game, not even doing anything. hahaha.
This texture pack, a nice spot in some pine forest, some ambient mobs, and some music - that's all I need to feel at ease.
Quite useful to figure out what mod something comes from. The added overlay also looks really cute.
On some nodes it doesn't show up, though. Maybe those nodes don't have a proper name? Not sure but it only happens rarely.
I've been working on mapgen for caves, and this shockingly simple tool has been very useful for seeing the full contours of my caves. With it, I can clearly and effortlessly see the size and shape of my caves without having to fly around blindly and spam torches. I recommend this mod to anyone doing similar mapgen work.
The mod is just amazing. Minetest is not boring anymore, and I think this modpack was the only thing left that my game needed. The zombies are just super well made, their skins and even the items. The only thing that I could recommend is to make an option to adjust the chances for the zombies to spawn (separated from the mobs_redo options), because in my world they spawn just so much. I think it is like that because I have a high spawn chance set in mobs_redo cuz I think animals should spawn often. However, this also affects all the other mods dependent on mobs_redo, so it would be great to adjust the spawn chance for zombies separately. Congrats DuckGo, keep making amazing mods!
Do the NPC spawn on their own? If so, where? Because i've playing for a while and I don't see them spawning. I also tried installing Sokomines' Villages mod, and NPC don't spawn there either. I think it would be perfect to have the experience of Villages with NPCs once and for all in Minetest.
With this mod I still have plenty of fun. It has a very different feeling from each boime what feels like you stept in to a different world. Sounds, sky and many different blocks depend on the biome are great resource and provides lot of creative builds also in survival. Structures with loot are almost in every biome and look great. Textures are blending with the MT default biome textures even when the biomes are so distinct from regular MT style. Lot of details were considered in this mod and so far it paid of. It has a frequent updates (at the writign of this review) and can't wait what else will this mod bring next.
I really like the idea of this mod!
It seamlessly adds more natural variety into the landscape and adds a sense of time progression that just isn't there otherwise.
I would love to see some taller trees as well.
Still my favourite texture pack of all time.
I can recommend this to anyone looking for a more realism-focused HD texture pack.
Also check out the forum post as the author has posted it there in different resolutions as well.
I love it. Many new and fine made biomes. They have a smooth look. Going well with the vanilla biomes. I like that. I spend hours only running around to look.
Now comes the work. Filling all the new terrain nodes into the monsters spawn definition. But its worth the little amount of work to get some life into these fine biomes.
Hope you also enjoy your creation. Good job man carry on.
The zombies spawn during the day in low amounts, which keeps you on your toes when gathering wood and stone. But, it gets worse once night comes. Spitter Zombies hurl projectiles, and Crawlers sneak up on you. They can very easily spot you from a far enough distance away, and swarm you within seconds. There is no shortage of excitement with this mod. Spelunking is especially dangerous, zombies can come out of the darkness and corner you when you least expect it.
This mod provides the most features so far in an airplane mod. The altimeter and compass are very helpful additions especially, really help with long flights. Learning to fly this plane is quite hard, so it is best to start with one of APercy's other amazing airplane mods, but once you learn the basic features you can start doing some cool things with this one.
Something that would help in piloting though is a keybind for starting the engine and some other things in the formspec, so you don't have to right-click every time.
Interesting
It is good, I have looked through the files, and it can even grow these trees in mgv6. Name another mod that does that that came out recently. Now, the textures blend well with vanilla MTG. But, I never really liked the complete lack of a palette and the harsh contrast on wood planks. If you like vanilla MTG, but want bigger and more trees, this is your mod. If you want anything else, this might not be what you are after.
It looks good
If I could make the player twice the size, it would be perfect. I wouldn't mind seeing a game that just makes you a giant in this world to make the scale fit. If you like large pixels, get it now. What are you waiting on? If you like HD packs though, you might not be happy.
Mixed feelings
I looks good, but it also looks off. If Minecraft is Coca-Cola, this is Pepsi. But not normal Pepsi, maybe like cherry or sugar free. It is noticeably weird. It colors some things funky. Like dirt being kind-of green. But, it tends to have nice palette sizes for stuff, and supports a large number of big mods.
It is pretty!
I like the aesthetics that this texturepack went for. Scattered grass texture, smooth and polished materials, wool shading and plants - all look pleasing.
Good base, not great standalone
It is actually really fun for the first few minutes, maybe even hours. You get to diamonds and build your first house, then what? That's it. By that point you have explored all of the meaningful content. The biomes are beautiful, but there is no reason to visit them. I recommend that the best lightweight community mods get included. There should be restrictions, obviously, but there is no reason not to add new content unless you just hate getting new and recurring players. Don't go overboard, but look at Minecraft, back at Minetest, then back at Minecraft again. Does it almost feel like something is missing? Sure, this is a community project, and will never get the polish or budget of Minecraft. But it does not have to stagnate. We could do better. And we should. Why settle for as good as the competition? Minetest as an engine can do things Minecraft could only dream of. Why let them have the game with more features? Sorry for the rant, but maybe we can make a change if there are enough voices.
More in comments.
Could be great, but breaks most mods
I like it, it is a good basis for modding, but it just breaks mods that require default for no reason other than the author wants a different experience. But, the code is really neat, clean, and modular, and I want to support this game in future with my mod(s). It will require me to completely rewrite huge chunks of code, but the good news is that will get me way closer to Mineclone2 and Nodecore compatibility. I'll continue to play it, and update this review as I find other quirks/features.
Thank goodness, we finally have renewable wood
I ran out of trees in my long-term survival world, and I desperately needed more wood. All I had were useless saplings, then I thought, "surely someone made wood renewable." Then I found this. You saved my world bro. 100/10 can't recommend more.
Great sprint mod that doesn't use the aux1 key
Minetest only gives us a single unbound key to use for mods (the aux1 key, usually E). Most sprint mods will use this key to activate sprinting, leaving no remaining key to use for other mods. The promise of a sprint mod not requiring a dedicated hotkey intrigued me.
After testing this, I gotta say that the mod feels just great. Holding down A and D feels very natural and is even easier to do than using a hotkey because your fingers already rest there, anyways. The color shift on the hudbar is a very nice touch to tell you when sprinting is active.
The default settings definitely require some tweaking, though, as they are way too extreme. I reduced the "sprint run speed boost" to 140% (was almost 400) and increased stamina costs and stamina regeneration. Here are my personal settings with this mod:
Good mod
It's very useful, especially when combined with Wielded Light, it makes exploring caves less "hurting to the eyes".
100% recommended
this mod is extremely useful, now i can explore deep ocean and deep underground lake with ease
Super cute
The models and textures are just lovely. The animals are incredibly pretty and super cute. There's a good variety of them, so they will definitely spice up your game.
They are, however, mostly ambient and don't really do all that much. Most of the time they just walk in small circles until they get stuck somewhere. It'd be great if they'd travel around a bit more so that the animals travel around rather than just stay in one area.
So much better
It adds more realism to the game and a fun new mechanic that can be used for automation. There is no reason not to get this one.
Must have
This goes onto every single world I play on. The normal character looks so boring and lifeless without it. I highly recommend to give this a go. From all the animation mods I've tested, this seems to be the one with the most features.
Conflicting feelings
I'd give this a neutral rating if I could.
On the bright side, this mods adds a lot of functionality by expanding the amount of different crops drastically. It makes farming a lot more interesting that way.
On the other side, it also does a lot of stuff I don't really want it to do. For example, it removes all of the different soil types from the normal farming mod and replaces them with just one. It also handles growth states differently and has different API functionality despite using the exact same name as the original farming mod. That's a compatibility nightmare because now I never know whether a mod expects the original mod or the redo or is okay with either one.
Basically, my recommendation is to try it out and see for yourself whether you like it or not.
The best light overhaul
Not only is this mod able to treat dropped items as light sources (unlike all the other mods I tested) but it also offers an easy way of registering additional inventories, resulting in much better compatibility with other mods.
I strongly recommend this mod over others like it. While you're at it, you might also want to grab the 3d_armor_light extension as well.
Works okay but not extensible
The mod does a good job at what it is advertising to do. It is however lacking any hooks for other mods to tweak the behaviour without remaking the entire mod. Instead I recommend using wielded_light in combination with 3d_armor_light. It does the same thing but also supports light from dropped items and offers an API for other mods to utilize. As such, it is much more likely to be compatible with other mods.
Great mod
It can actually help a lot, but the main purpose I wanted this mod was to use a torch in the left hand together with the Illumination mod, but it seems like the mods aren't compatible. If this feature could be implemented, it would be an ideal tool for mining. It would also be nice if the item that is hold in the left hand could be seem in the left side of the screen while you are in First Person perspective. However, I think the mod is awesome, and with what I just said, it would be even more amazing.
Good, it's need for the game to feel fun
if you don't have a monsters mod in your game then it's boring. This mod provides you what you need to feel danger. However, I would like to make some suggestions, like a separated option for "spawn chance" for each monster, or at least for the whole mod as a whole. Why do I say this? This mod depends on the settings of mobs_redo, however, having the spawn chance low (which actually makes the mobs to spawn more often) applies very well to animals, but not to these hostile mobs. Creating a separated spawn chance option for monsters would be ideal to give the player the option of balancing the spawns. Please TenPlus let me know if this is possible and if you will consider it.
It's quite beautiful
Thank you AwesomeDragon97.
It has the potential to become the new Minetest base game, with all we could want
I love the way biomes' generations are very balanced. The music during game is also super relaxing and engaging. It also contains the biomes from Ethereal, but deactivates the damage that torches cause when you activate the Ethereal mod in a regular MTG world, which is awesome, I always hated that aspect from Ethereal. I also liked that you chose Animalia instead of mobs_redo, but do you plan to add any monsters? There's a new biomes mod that, to be honest, I've liked more than any other that I've tried before, and I think that you should add those biomes to this game also. The mod is called Everness. Please take a look at it and consider adding it to the game. Let me know if you plan to add hostile mobs.
Thumbs up from a noob
Registered here just to say this looks and plays great.
If you need to make a minigame this is the library for you
I' ve used this library since the earliest versions and it has only improved since then. To date it is in my opinion the best way to create minigames on minetests, fast, easy to use, well documented, and constantly evolving.
Minimalistic, only for 5.6+
Not much content that I can see. I never saw another biome besides the trees changing the space between them. I also got a crash while trying to craft anything past the sharp stick on Android due to this game being made for 5.6+. The Android port is stuck at 5.5.1 for at least a while yet from the last time I read anything about it. The textures are very noisy, though you get used to it after a bit. The crafting system only works if the items you want to use are in your hotbar. Probably borrowed from or heavily inspired by Nodecore. The gameplay may be fun for other people, but it is too empty, and the current gameplay loop is too boring to draw me in. And, the bottom log of a tree can never be broken (at least not with stone tier tools which appear to be the only tools right now). Good luck prettying up in a long-term world. Also, forests can get a little laggy, not alarmingly so on my PC though. I'd like to think it is just the large number of vertices, but the forest floor starts filling with sticks and saplings at a somewhat alarming rate. And the grass starts to become dirt if it is dark enough. So it could be a lot of ABMs ticking. My first review was pretty harsh, and being honest, this one is too. I probably won't be playing this game again unless it has some major changes, but check it out, maybe the minimalism is just the thing you'd love.
Very cool ;) but over productive
Random Cool is exactly what I have been waiting for for a long time! An efficient system to get ores and stone in a singlenode survival setting. However, it would be very nice if you could make it a little less random. If one could change how rare each ore is, such as 1/10000 freezes, that would be perfect.
100% recommended for any survival setting that doesn't have enough metal!
It just works Ladies and Gentlemen
I wouldn't mind being able to manually edit .mts files, but at least I can create them now. I will definitely be using this newfound power, but for what is still to be decided.
Love the red geodes !
Wahou, the Nether has become a real place to have a walk ... I installed it 3 years ago and I was so disappointed, but now ... It's really different ! I really love the red geodes, the pull request has been a really good idea. More biomes could be such a good idea, moreover ;)
My dream came true !
I really like the MC geodes and I wanted sooooo having the same in my Minetest server. Now, it's the case ! I'm happy !!! Juste a little improvement to do : they deserve more light, these geodes are too dark, for me.
Awww!
These little helpers are soo handy if you need to grow crops. They are also almost unstandable cute. One problem: In Creative, punching them, even while holding things such as gold or mese, damages them. Is there a way that could be changed?
100% recommended for quick, productive farming. It would be interesting, though, if you could give them swords or Ranged Weapons and make them little warriors to protect houses or areas and kill other players. :-)
Easy to understand, hard to learn
Once you get into the community, though, they can give you tips and tricks on how to play, making it a very enjoyable experience.
Soothing indeed
Can't believe I haven't tried this one sooner. Spent like an hour just looking at my game, not even doing anything. hahaha. This texture pack, a nice spot in some pine forest, some ambient mobs, and some music - that's all I need to feel at ease.
Very useful
Quite useful to figure out what mod something comes from. The added overlay also looks really cute. On some nodes it doesn't show up, though. Maybe those nodes don't have a proper name? Not sure but it only happens rarely.
Useful for testing cave mapgen
I've been working on mapgen for caves, and this shockingly simple tool has been very useful for seeing the full contours of my caves. With it, I can clearly and effortlessly see the size and shape of my caves without having to fly around blindly and spam torches. I recommend this mod to anyone doing similar mapgen work.
Bro, you keep impressing me
The mod is just amazing. Minetest is not boring anymore, and I think this modpack was the only thing left that my game needed. The zombies are just super well made, their skins and even the items. The only thing that I could recommend is to make an option to adjust the chances for the zombies to spawn (separated from the mobs_redo options), because in my world they spawn just so much. I think it is like that because I have a high spawn chance set in mobs_redo cuz I think animals should spawn often. However, this also affects all the other mods dependent on mobs_redo, so it would be great to adjust the spawn chance for zombies separately. Congrats DuckGo, keep making amazing mods!
It's a good mod, but I have a doubt...
Do the NPC spawn on their own? If so, where? Because i've playing for a while and I don't see them spawning. I also tried installing Sokomines' Villages mod, and NPC don't spawn there either. I think it would be perfect to have the experience of Villages with NPCs once and for all in Minetest.
Astonishing biomes and never ending discovery
With this mod I still have plenty of fun. It has a very different feeling from each boime what feels like you stept in to a different world. Sounds, sky and many different blocks depend on the biome are great resource and provides lot of creative builds also in survival. Structures with loot are almost in every biome and look great. Textures are blending with the MT default biome textures even when the biomes are so distinct from regular MT style. Lot of details were considered in this mod and so far it paid of. It has a frequent updates (at the writign of this review) and can't wait what else will this mod bring next.
Neat concept
I really like the idea of this mod! It seamlessly adds more natural variety into the landscape and adds a sense of time progression that just isn't there otherwise. I would love to see some taller trees as well.
Smooth and realistic
Still my favourite texture pack of all time. I can recommend this to anyone looking for a more realism-focused HD texture pack. Also check out the forum post as the author has posted it there in different resolutions as well.
Very fine work!
I love it. Many new and fine made biomes. They have a smooth look. Going well with the vanilla biomes. I like that. I spend hours only running around to look. Now comes the work. Filling all the new terrain nodes into the monsters spawn definition. But its worth the little amount of work to get some life into these fine biomes.
Hope you also enjoy your creation. Good job man carry on.
Greetings Gorm
Constantly being hunted by undead
The zombies spawn during the day in low amounts, which keeps you on your toes when gathering wood and stone. But, it gets worse once night comes. Spitter Zombies hurl projectiles, and Crawlers sneak up on you. They can very easily spot you from a far enough distance away, and swarm you within seconds. There is no shortage of excitement with this mod. Spelunking is especially dangerous, zombies can come out of the darkness and corner you when you least expect it.
Well-featured airplane mod
This mod provides the most features so far in an airplane mod. The altimeter and compass are very helpful additions especially, really help with long flights. Learning to fly this plane is quite hard, so it is best to start with one of APercy's other amazing airplane mods, but once you learn the basic features you can start doing some cool things with this one.
Something that would help in piloting though is a keybind for starting the engine and some other things in the formspec, so you don't have to right-click every time.