Abandoned project that is several versions behind its source material
if you plan to open Minetest server (or to play and spend your time creating worlds in general) and expect to experience something close to Minecraft - please, please DO NOT USE Mineclone5 instead of Mineclone2.
At some point some folks made a fork of mcl2 and added their fixes/improvements, it was called "Mineclone5", and for a few months the game really had more close features to the latest Minecraft: Java Edition version compared to the Mineclone2. For example, inner skin editor (in mineclone2 you only could change gender at the time).
As of right now, that's not relevant anymore. The project seems abandoned (of course, I could be wrong, but...), mineclone2 has more commits, newer items (for example, Lightning Rod, which mcl5 lacks). Mineclone5 now has a pretty buggy world generation, when it comes to the nether. You will have a hard time finding nether fortress (if you even can), in fact, you will have a hard time finding any life whatsoever, the place feels empty, which is not the case in mcl2.
I had to rebuild a lot of stuff cause of me trusting a bigger number and their game description in order to move from mcl5 to mcl2 on my private server for friends. Do not repeat my mistake.
Your mod is very good, for those who like to build and need more varieties of doors and trapdoors, I highly recommend it, the textures are very beautiful, great work, Thank you ...😁👍
If someone would write a mod which needs all of these ores, it would be okay. But for now, this mod has no clear usage and the items fill your inventory very quickly. Too, there are (due to, probably, copy-pasting of the code) some mistakes, for example, the beryllium ore is named " Ore", or in front of all items, ores and blocks is "-- Lapis ...".
Here I wrote a short and simplyfied version of the mod "toomanymetals":
materials = {"alu","beryllium","bismuth","boron"}
for i = 1, #materials do
material = materials[i]
minetest.register_node("tmm:"..material.."_ore", {
description = (material.." Ore"),
tiles = {"default_stone.png^"..material.."_mineral_"..material..".png"},
drop = { --the drops code },
sounds = default.node_sound_stone_defaults(),
})
minetest.register_craftitem("tmm:"..material, {
description = (material),
inventory_image = material..".png",
})
-- and so on
end
With this variant, you would use, round about, 100-200 lines of code instead of 3159. Or, you make it as a function, where you just need "tmm.register_metal("titan","Titanium")" to make a new ore.
So, as summary, this mod could have a future as an useful mixture of minerals and metals, if they would have a use else than filling chests. If that happens, I can change my mind and this comment into a thread.
No gripes, it makes geodes, and it does so well. Not compatible with 5.3 if that bothers you.
I incorporated it into my mod, and it works perfect to generate geodes of many sizes from roughly Minecraft's geode size to much bigger or even smaller ones too. As a mod the textures are good, but maybe could be improved? They appear to be palette swaps or hue shifts of the same texture. But, as an API, the code is excellent. The developer replied quickly when I found a bug, and it wasn't even thier fault. If I had to ask for a new feature, it would be to have varied layer thickness like Minecraft. And something I'd like to try one day is to make my own budding nodes randomly appear in geodes.
Security by proper means, though could be more expansive
It can be hard to discern when to grant certain advtrains-related privileges, especially given the lack of protection checks for privileged users, who can then go on to abuse them. The interlocking privilege by default will let players modify TCB information in any area of the world, even ones they can't build in. This, for example, could let the wrong people remove interlocking from a section and cause a denial of service or crash.
This mod will restrict TCBs and some signals (compatibility not guaranteed) to make it only possible to modify them if the user has permission to modify the area. This does mean you may need to operate your server in a different way than you currently do. It may not be suitable in 100% of cases either. For instance, say you have a public railway network and deputies, helpers and so on who are meant to be able to help troubleshoot issues like stuck trains. Those deputies need to be given protected area access to key parts ofthe railway infrastructure so they can do their duties.
Don't worry about locking admins or high-level railway staff out of signals either. The mod at time of review also does not obey the protection_bypass privilege (this is not something the engine does by default, kind of annoyingly), however it does grant access to anyone with the train_admin privilege (which also grants access to place, destroy and drive all trains as defined in the core modpack of AdvTrains.)
Lastly, this mod should hopefully be made obsolete, but the author is quite right in his current comment that it is just not timely to get changes into AdvTrains at the time of writing.
Get extensive info on trains without leaving the game
While the presentation is kind of a wall of text, in-game presents the best place that this information could be provided. While the AdvTrains train catalogue tries to do its best at providing information on all train content that is available, it is subject to becoming out of date as well. With this mod installed, the information is generated from the actual data of the train as it was registered with AdvTrains, making it impossible for it to be out of date.
A great feature that is included is a 3D preview of what each wagon looks like that can be orbited with the mouse/touch controls. Finally, you can find out what the bottom of every train looks like. I know you want to.
This is billed as still a Work in Progress, but there are only some minor improvements I would make: some headings, since variation of the text size helps navigability, and maybe some kind of split between more basic and more advanced information sections. Also the use of proper item names instead of itemstrings and give the speeds in the internally-used m/s (this is the unit technically already used without being named; technically a node per second is only a m/s by convention, but anyway..) as well as km/h and maybe mi/h (mph) if we want to be generous.
I've thought about making something like this before.
For the water level at mapgen time you might want to look at the on_generated in my climate change mod as it does more or less the same (except just in 1 direction hehe).
The Backrooms are an Internet meme at this point, it's a classic, and I love that has arrived to Minetest. As soon as I saw this entry, I instantly downloaded it.
It does not disappoint:
The "classic" backrooms level captures the spirit of the Internet meme well. It's how I would have expected it: A yellow infinite chaotic mess of walls. The ceiling lamps hum terrifyingly. The game does not seem to care too much about "conforming" to SCP lore.
It is not just the backrooms, but there are several levels that look very different, some with some really complex design like the infinte bath (?) and overall it's just fun exploring. There is not really much else you can do nor is there a challenge but that's the point. It's also good if you're listening to a podcast.
Exploring the levels for the first time is fun. For the future, I would suggest to add more variety to each level so that you don't figure out the level's pattern completely after a few minutes.
Graphically, it is also well done. The low-res textures look nice and I like this game actually makes use or scaled textures that span over multiple nodes (a feature which many games do not use yet). This is great to make the tiles not look too repetitive. There are still a few graphical bugs (see issue tracker on Codeberg), but it's OK. The teleport effect is a bit too instant for my taste.
The sound ambience is pretty good but could be improved, especially the footstep. Some areas have no ambience which is a little disappointing, but I hope future versions will improve.
Gave me a lot of goosebumps. Played alone first, then entered the last level with reflective sky blue ground. I found "Riders on the storm" a rather fitting theme for this very level. Then I played with my two friends. This was something extraordinary. Especially the pool level - I oddly loved it... It was so beautiful. I want to come back and remain. My childhood dream of being small and hiding in tiny holes and passages came true. We found finding new paths together very fascinating.
This mod is very well documented. I could just follow the plan and enjoy building my factory. it also proofed to be quite nice for creative projects, because with ta buttons and mesecons converters I could put the switches anywhere, and the door controller is a great trap.
but here strange tings startet happening. I had a very big net for my lights and it behaved strange. The lamps sometimes didnt react to switching the power on and off. They just stayed on. The only fix was to rightclick them twice. I also tried TNT on ta blocks. The TA3 boiler just leaves its top in place, whitch cant be removed like chests with items in them. I could only remove them by disabling techage, remove the unknown nodes and reenabe it.
These flowers are very beautiful flowers. There is great diversity in their size, shape, and color, and each flower has a unique name that gives them a little extra charm. And just like the basic Minetest Game flowers, these flowers also produce dye and can be potted.
There's not much else to say except that I highly recommend this mod.
This mod supplies any world with a vast rainbow of beautiful stones that add color and character to both builds and landscapes. Each stone texture is hand-crafted to match its true to life color and appearance. Included are useful variants of every stone: cobblestone, smooth blocks, bricks, and more with supported mods such as stairs, slabs, and walls.
Everything works perfectly and consistently not only with Minetest Game but practically any game that makes use of mapgen. Stones are distributed throughout the world according to available biome climate data to give each world a sense of nuance and natural balance. Also recommended is a supported geode mod for dazzling underground wonders.
The author's passion for this mod really shows in every detail. I would absolutely recommend Too Many Stones to anyone looking to liven up their worlds and their builds with a fantastic new selection of stones.
This mod reminds me of a game I played in 2016 -- Spooky's House of Jump Scares. I always dreamed of having such structures in minetest. The built-in dungeons are, of course, creepy, but not enough, and they often lack in size. Now, me and my friends (and others' friends also) can finally play hide and seek in a programmatically generated deep, dark dungeon. With their deep, dark fantasies. The only insignificant issue I have detected: upon generating a new world (or entering, I don't know yet), log messages are printed in the chat.
hello again, I haven't found any dungeon yet of your mod, because I haven't really explored much, I've been just testing and making my selection of mods to play. For now I just have two errors to report:
1- When you start a game the game shows messages like: image, image, image, code, image. I realized that it was this mod because I deactivated it and those messages were gone.
2- It's not compatible with the "Nether" mod by Hybrid Dog. Somehow when you enter to the nether with Randungeon activated the game crashes, and the error says something like:
AsyncErr: Lua: Runtime error from mod 'nether' in callback environment_OnGenerated(): /home/kerrs/.minetest/mods/nether/nether/init.lua:441: attempt to index a nil value
stack traceback:
/home/kerrs/.minetest/mods/nether/nether/init.lua:441: in function </home/kerrs/.minetest/mods/nether/nether/init.lua:341>
/app/share/minetest/builtin/game/register.lua:431: in function </app/share/minetest/builtin/game/register.lua:417>
The error message varies sometimes. Again, I know it's this mod the one of the problem because deactivating it everything works properly.
Development Test is perfect for anyone who has the intention of not playing. It is extremely useful in alot of circumstances, really flexible and, most importanly, minimal on resource usage and features; Perfect for things that need to be tested without inteference with other APIs. The only thing I would like to be changed is add a setting for 'default' mods, to allow for modders to test things for performance simultaneously with gameplay. Otherwise 10/10 for performance and functionality.
The game has different 'levels' with different types of liminal spaces that you walk around in and explore, with a few nice touches. You also have a flashlight for dark areas. Many of the levels are extremely interesting to explore and have different types of areas within them. Interested to see where this project will go
These biomes are some of the most colorful and creative biomes you'll find on ContentDB. The charm and character of each biome are a testament to the author's vision. Below is a brief description of these biomes' prominent qualities:
Dorwinion and Nightshade forests feature large trees with lighted leaves for enchanting nighttime exploration
Frost Land has a wonderful winter atmosphere with snow-covered trees and icy decor
Badland has all the key elements of a spooky autumn landscape
Prairie is incredibly vibrant with a lively spectrum of trees, flowers, and butterflies
Japanese Forest features beautifully colored trees and unique ground cover
Bamboo Forest is a superior jungle biome with the addition of bamboo and melons
Terracotta is a hot desert biome remniscent of the American southwest complete with shapely cactus
In addition to visual qualities, many of the biomes feature unique wood and/or stone for which there are often decorative variants of each node. These little extras add even more to building and exploration.
Screenshots alone don't do it justice. Download this mod and experience the wonders for yourself.
The music API is very easy to use, has a good set of parameters for creating the right atmosphere in different environmental conditions, and has good logic/rules for selecting music tracks. It works out of the box with the included music tracks and also works flawlessly with other music tracks. In-game music really doesn't get any easier than this.
Usually the best testbed for engine development or if you want to quickly play around with an engine feature.
Also very useful in mod development due to its minimalism,
which allows for a very fast loading time and also helps ensure that
your mod works even in a minimalist environment without bloaty mods such as default.
Devtest also provides a few introspective facilities (e.g. node editing tools etc.) and example content (nodes, entities etc.) that aid in engine and mod testing.
That said, when you're developing a new game for players, you should under no circumstances base it on devtest (except if your game is intended to serve as a replacement testbed or perhaps a more specific mod testbed).
Apparently it's a character from some VTuber show that I haven't watched but putting that aside, they're sooo cuuute o.o they go wah and they change facial expressions while they float around aaaa so cute
Finally I can troll players better than just killing them. With a bit of mesecons and comandblocks you can create insane chaos, especially if the victim doesn't know about this mod.
I haven't tried it for long, but I really enjoyed it. The soundtracks seem to blend into each other well when changing times and elevation. It definitely adds a new element. Well done!
the spaces remind you of dreams you had as a kid of endless hallways and locker rooms that went on and on. there is already enough variety to keep you entertained for a while.
I would say this is a very impressive game for its current state of development. The aesthetic is dead on, it feels like a walking simulator, and it's interesting to simply explore the environment to find new levels. I would say the most important things to add to make it an actual game are definitely more sound cues/ambiance and some sort of threat to keep players on their toes (and thank you for no cringe).
Probably an issue with having to write to the map file and bogging down the frame rate but expect using the flashlight to be a minor performance impact. I'll be excited to update this review as more comes out!
The game is simple, and it resembles an earlier version of the game it's inspired by. By itself, you may get bored if you like having npcs/entities around, or a gameplay mechanic like sprinting. However, the ease of installing mods to implement these features (and more) on top of Minetest Game is easy to do. The selection of mods available is sizeable enough where your gameplay experience can be as simple or curated as you want. And, you can make mods for the game to expand on existing features, or add something completely new.
tiny decorations like this are all way a nice addition
The idea and textures are nice.
How about making them eat crops like cotton plants? It would also be nice if they could get replaced by nodes like fireflies because they can be annoying when building.
only issue I have and I think there may be a fix but I get this error whenever I hit an animal in this mod:
AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_Punch(): ...\bin..\games\mineclone2\mods\HUD\mcl_inventory\init.lua:201: bad argument #1 to 'get_player_by_name' (string expected, got userdata)
stack traceback:
[C]: in function 'get_player_by_name'
...\bin..\games\mineclone2\mods\HUD\mcl_inventory\init.lua:201: in function 'is_creative_enabled'
...neTest\minetest-5.6.1-win64\bin..\mods\creatura/api.lua:448: in function 'basic_punch_func'
...st\minetest-5.6.1-win64\bin..\mods\animalia/api/api.lua:569: in function <...st\minetest-5.6.1-win64\bin..\mods\animalia/api/api.lua:568>
It's basic but consistent. If you add the "Wilhelmines..." mods, I think this game would be perfect. This game for me it's gonna be in the near future the definitive "Minetest based game" or however you wanna call it, I mean that it will be the perfect game with the right mods and compatibility between them, that aims to be the perfect gameplay conserving the Minetest flavour.
A very nice touch to your Minetest world, excellent for players that like small things that don't overhaul the gameplay entirely. Very nice models and textures, and cool mechanic.
beauty and scary
cute and scary mobs
do you know dfcaverns mod? is a nice mod but dont have creatures
Abandoned project that is several versions behind its source material
if you plan to open Minetest server (or to play and spend your time creating worlds in general) and expect to experience something close to Minecraft - please, please DO NOT USE Mineclone5 instead of Mineclone2.
At some point some folks made a fork of mcl2 and added their fixes/improvements, it was called "Mineclone5", and for a few months the game really had more close features to the latest Minecraft: Java Edition version compared to the Mineclone2. For example, inner skin editor (in mineclone2 you only could change gender at the time).
As of right now, that's not relevant anymore. The project seems abandoned (of course, I could be wrong, but...), mineclone2 has more commits, newer items (for example, Lightning Rod, which mcl5 lacks). Mineclone5 now has a pretty buggy world generation, when it comes to the nether. You will have a hard time finding nether fortress (if you even can), in fact, you will have a hard time finding any life whatsoever, the place feels empty, which is not the case in mcl2.
I had to rebuild a lot of stuff cause of me trusting a bigger number and their game description in order to move from mcl5 to mcl2 on my private server for friends. Do not repeat my mistake.
Great for sitting in things
We all have made a cool throne or chair and want to sit in it but have to crouch in it.
A good mod for those who like to build ...
Your mod is very good, for those who like to build and need more varieties of doors and trapdoors, I highly recommend it, the textures are very beautiful, great work, Thank you ...😁👍
Good template for a technology mod
If someone would write a mod which needs all of these ores, it would be okay. But for now, this mod has no clear usage and the items fill your inventory very quickly. Too, there are (due to, probably, copy-pasting of the code) some mistakes, for example, the beryllium ore is named " Ore", or in front of all items, ores and blocks is "-- Lapis ...". Here I wrote a short and simplyfied version of the mod "toomanymetals":
With this variant, you would use, round about, 100-200 lines of code instead of 3159. Or, you make it as a function, where you just need "tmm.register_metal("titan","Titanium")" to make a new ore.
So, as summary, this mod could have a future as an useful mixture of minerals and metals, if they would have a use else than filling chests. If that happens, I can change my mind and this comment into a thread.
Nice refreshing look
glad to see some proper texturing what looks and fits to MT very good and does not redo the whole doors API/logic.
No gripes, it makes geodes, and it does so well. Not compatible with 5.3 if that bothers you.
I incorporated it into my mod, and it works perfect to generate geodes of many sizes from roughly Minecraft's geode size to much bigger or even smaller ones too. As a mod the textures are good, but maybe could be improved? They appear to be palette swaps or hue shifts of the same texture. But, as an API, the code is excellent. The developer replied quickly when I found a bug, and it wasn't even thier fault. If I had to ask for a new feature, it would be to have varied layer thickness like Minecraft. And something I'd like to try one day is to make my own budding nodes randomly appear in geodes.
Security by proper means, though could be more expansive
It can be hard to discern when to grant certain advtrains-related privileges, especially given the lack of protection checks for privileged users, who can then go on to abuse them. The interlocking privilege by default will let players modify TCB information in any area of the world, even ones they can't build in. This, for example, could let the wrong people remove interlocking from a section and cause a denial of service or crash.
This mod will restrict TCBs and some signals (compatibility not guaranteed) to make it only possible to modify them if the user has permission to modify the area. This does mean you may need to operate your server in a different way than you currently do. It may not be suitable in 100% of cases either. For instance, say you have a public railway network and deputies, helpers and so on who are meant to be able to help troubleshoot issues like stuck trains. Those deputies need to be given protected area access to key parts ofthe railway infrastructure so they can do their duties.
Don't worry about locking admins or high-level railway staff out of signals either. The mod at time of review also does not obey the protection_bypass privilege (this is not something the engine does by default, kind of annoyingly), however it does grant access to anyone with the train_admin privilege (which also grants access to place, destroy and drive all trains as defined in the core modpack of AdvTrains.)
Lastly, this mod should hopefully be made obsolete, but the author is quite right in his current comment that it is just not timely to get changes into AdvTrains at the time of writing.
great
very useful to make an adventure mod
wonderful
the best cave mod ever
so great
so usefull to set names to NPCs or Bosses
Get extensive info on trains without leaving the game
While the presentation is kind of a wall of text, in-game presents the best place that this information could be provided. While the AdvTrains train catalogue tries to do its best at providing information on all train content that is available, it is subject to becoming out of date as well. With this mod installed, the information is generated from the actual data of the train as it was registered with AdvTrains, making it impossible for it to be out of date.
A great feature that is included is a 3D preview of what each wagon looks like that can be orbited with the mouse/touch controls. Finally, you can find out what the bottom of every train looks like. I know you want to.
This is billed as still a Work in Progress, but there are only some minor improvements I would make: some headings, since variation of the text size helps navigability, and maybe some kind of split between more basic and more advanced information sections. Also the use of proper item names instead of itemstrings and give the speeds in the internally-used m/s (this is the unit technically already used without being named; technically a node per second is only a m/s by convention, but anyway..) as well as km/h and maybe mi/h (mph) if we want to be generous.
Very nice
I've thought about making something like this before.
For the water level at mapgen time you might want to look at the on_generated in my climate change mod as it does more or less the same (except just in 1 direction hehe).
https://git.minetest.land/cora/climate_change/src/branch/master/init.lua#L207
I cant acess the git repo
Cool mod, but I can't access the git repo.
Kept me busy for a few hours
The Backrooms are an Internet meme at this point, it's a classic, and I love that has arrived to Minetest. As soon as I saw this entry, I instantly downloaded it.
It does not disappoint:
The "classic" backrooms level captures the spirit of the Internet meme well. It's how I would have expected it: A yellow infinite chaotic mess of walls. The ceiling lamps hum terrifyingly. The game does not seem to care too much about "conforming" to SCP lore.
It is not just the backrooms, but there are several levels that look very different, some with some really complex design like the infinte bath (?) and overall it's just fun exploring. There is not really much else you can do nor is there a challenge but that's the point. It's also good if you're listening to a podcast.
Exploring the levels for the first time is fun. For the future, I would suggest to add more variety to each level so that you don't figure out the level's pattern completely after a few minutes.
Graphically, it is also well done. The low-res textures look nice and I like this game actually makes use or scaled textures that span over multiple nodes (a feature which many games do not use yet). This is great to make the tiles not look too repetitive. There are still a few graphical bugs (see issue tracker on Codeberg), but it's OK. The teleport effect is a bit too instant for my taste.
The sound ambience is pretty good but could be improved, especially the footstep. Some areas have no ambience which is a little disappointing, but I hope future versions will improve.
Sucked me in for 4 hours straight.
Gave me a lot of goosebumps. Played alone first, then entered the last level with reflective sky blue ground. I found "Riders on the storm" a rather fitting theme for this very level. Then I played with my two friends. This was something extraordinary. Especially the pool level - I oddly loved it... It was so beautiful. I want to come back and remain. My childhood dream of being small and hiding in tiny holes and passages came true. We found finding new paths together very fascinating.
nicely documented
This mod is very well documented. I could just follow the plan and enjoy building my factory. it also proofed to be quite nice for creative projects, because with ta buttons and mesecons converters I could put the switches anywhere, and the door controller is a great trap. but here strange tings startet happening. I had a very big net for my lights and it behaved strange. The lamps sometimes didnt react to switching the power on and off. They just stayed on. The only fix was to rightclick them twice. I also tried TNT on ta blocks. The TA3 boiler just leaves its top in place, whitch cant be removed like chests with items in them. I could only remove them by disabling techage, remove the unknown nodes and reenabe it.
The name says it all
These flowers are very beautiful flowers. There is great diversity in their size, shape, and color, and each flower has a unique name that gives them a little extra charm. And just like the basic Minetest Game flowers, these flowers also produce dye and can be potted.
There's not much else to say except that I highly recommend this mod.
A nice selection of decorative stones
This mod supplies any world with a vast rainbow of beautiful stones that add color and character to both builds and landscapes. Each stone texture is hand-crafted to match its true to life color and appearance. Included are useful variants of every stone: cobblestone, smooth blocks, bricks, and more with supported mods such as stairs, slabs, and walls.
Everything works perfectly and consistently not only with Minetest Game but practically any game that makes use of mapgen. Stones are distributed throughout the world according to available biome climate data to give each world a sense of nuance and natural balance. Also recommended is a supported geode mod for dazzling underground wonders.
The author's passion for this mod really shows in every detail. I would absolutely recommend Too Many Stones to anyone looking to liven up their worlds and their builds with a fantastic new selection of stones.
EDITED 2023-03-26 v0.3.4
The dungeons and endless corridors...
This mod reminds me of a game I played in 2016 -- Spooky's House of Jump Scares. I always dreamed of having such structures in minetest. The built-in dungeons are, of course, creepy, but not enough, and they often lack in size. Now, me and my friends (and others' friends also) can finally play hide and seek in a programmatically generated deep, dark dungeon. With their deep, dark fantasies. The only insignificant issue I have detected: upon generating a new world (or entering, I don't know yet), log messages are printed in the chat.
Officially one of my favorite mods.
Too Hard
how can i make the sign show hi
I'm back
hello again, I haven't found any dungeon yet of your mod, because I haven't really explored much, I've been just testing and making my selection of mods to play. For now I just have two errors to report: 1- When you start a game the game shows messages like: image, image, image, code, image. I realized that it was this mod because I deactivated it and those messages were gone. 2- It's not compatible with the "Nether" mod by Hybrid Dog. Somehow when you enter to the nether with Randungeon activated the game crashes, and the error says something like:
AsyncErr: Lua: Runtime error from mod 'nether' in callback environment_OnGenerated(): /home/kerrs/.minetest/mods/nether/nether/init.lua:441: attempt to index a nil value stack traceback: /home/kerrs/.minetest/mods/nether/nether/init.lua:441: in function </home/kerrs/.minetest/mods/nether/nether/init.lua:341> /app/share/minetest/builtin/game/register.lua:431: in function </app/share/minetest/builtin/game/register.lua:417>
The real base for modding
Development Test is perfect for anyone who has the intention of not playing. It is extremely useful in alot of circumstances, really flexible and, most importanly, minimal on resource usage and features; Perfect for things that need to be tested without inteference with other APIs. The only thing I would like to be changed is add a setting for 'default' mods, to allow for modders to test things for performance simultaneously with gameplay. Otherwise 10/10 for performance and functionality.
fun liminal spaces walking simulator
The game has different 'levels' with different types of liminal spaces that you walk around in and explore, with a few nice touches. You also have a flashlight for dark areas. Many of the levels are extremely interesting to explore and have different types of areas within them. Interested to see where this project will go
Gorgeous biomes!
These biomes are some of the most colorful and creative biomes you'll find on ContentDB. The charm and character of each biome are a testament to the author's vision. Below is a brief description of these biomes' prominent qualities:
In addition to visual qualities, many of the biomes feature unique wood and/or stone for which there are often decorative variants of each node. These little extras add even more to building and exploration.
Screenshots alone don't do it justice. Download this mod and experience the wonders for yourself.
Nice mod that works well for ambiance
The music API is very easy to use, has a good set of parameters for creating the right atmosphere in different environmental conditions, and has good logic/rules for selecting music tracks. It works out of the box with the included music tracks and also works flawlessly with other music tracks. In-game music really doesn't get any easier than this.
Good engine and mod testbed; not for players
Usually the best testbed for engine development or if you want to quickly play around with an engine feature.
Also very useful in mod development due to its minimalism, which allows for a very fast loading time and also helps ensure that your mod works even in a minimalist environment without bloaty mods such as
default
.Devtest also provides a few introspective facilities (e.g. node editing tools etc.) and example content (nodes, entities etc.) that aid in engine and mod testing.
That said, when you're developing a new game for players, you should under no circumstances base it on
devtest
(except if your game is intended to serve as a replacement testbed or perhaps a more specific mod testbed).Soooo cuuute o.o
Apparently it's a character from some VTuber show that I haven't watched but putting that aside, they're sooo cuuute o.o they go wah and they change facial expressions while they float around aaaa so cute
Very cool trolls
Finally I can troll players better than just killing them. With a bit of mesecons and comandblocks you can create insane chaos, especially if the victim doesn't know about this mod.
Adds some excellent ambiance
I haven't tried it for long, but I really enjoyed it. The soundtracks seem to blend into each other well when changing times and elevation. It definitely adds a new element. Well done!
Great variety
Great variety of powerful and fun weapons.
Fun mod
Always fun to use, thank you!
issuse
there shoud be buzzing from the lights in level 0.
wonderful liminal experience
the spaces remind you of dreams you had as a kid of endless hallways and locker rooms that went on and on. there is already enough variety to keep you entertained for a while.
Wonderful aesthetic with updates to come
I would say this is a very impressive game for its current state of development. The aesthetic is dead on, it feels like a walking simulator, and it's interesting to simply explore the environment to find new levels. I would say the most important things to add to make it an actual game are definitely more sound cues/ambiance and some sort of threat to keep players on their toes (and thank you for no cringe).
Probably an issue with having to write to the map file and bogging down the frame rate but expect using the flashlight to be a minor performance impact. I'll be excited to update this review as more comes out!
A fresh slate for building upon
The game is simple, and it resembles an earlier version of the game it's inspired by. By itself, you may get bored if you like having npcs/entities around, or a gameplay mechanic like sprinting. However, the ease of installing mods to implement these features (and more) on top of Minetest Game is easy to do. The selection of mods available is sizeable enough where your gameplay experience can be as simple or curated as you want. And, you can make mods for the game to expand on existing features, or add something completely new.
tiny decorations like this are all way a nice addition
The idea and textures are nice. How about making them eat crops like cotton plants? It would also be nice if they could get replaced by nodes like fireflies because they can be annoying when building.
I recomend for (mineclone 2)
only issue I have and I think there may be a fix but I get this error whenever I hit an animal in this mod: AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_Punch(): ...\bin..\games\mineclone2\mods\HUD\mcl_inventory\init.lua:201: bad argument #1 to 'get_player_by_name' (string expected, got userdata) stack traceback: [C]: in function 'get_player_by_name' ...\bin..\games\mineclone2\mods\HUD\mcl_inventory\init.lua:201: in function 'is_creative_enabled' ...neTest\minetest-5.6.1-win64\bin..\mods\creatura/api.lua:448: in function 'basic_punch_func' ...st\minetest-5.6.1-win64\bin..\mods\animalia/api/api.lua:569: in function <...st\minetest-5.6.1-win64\bin..\mods\animalia/api/api.lua:568>
Good game
It's basic but consistent. If you add the "Wilhelmines..." mods, I think this game would be perfect. This game for me it's gonna be in the near future the definitive "Minetest based game" or however you wanna call it, I mean that it will be the perfect game with the right mods and compatibility between them, that aims to be the perfect gameplay conserving the Minetest flavour.
Nice touch to your MT world
A very nice touch to your Minetest world, excellent for players that like small things that don't overhaul the gameplay entirely. Very nice models and textures, and cool mechanic.