You might be wondering which of the two Nether mods you should use. This one is more for hacking/customization.
It has the portals API that does the main part of the job, and the map/cave generator. It doesn't add much else and this is great because that's less things you have to remove in order to fit it into your game.
From this perspective, it may still add some things you don't want, and it may don't add enough stuff for straightforward use. But if you are looking for some way to use the vast space under the surface, this Nether mod is a good pick if you are used to modding.
Nice and simple but effective. Regrow is a very useful mod if you like more fruit than just apples.
I highly recommend this mod.
Bothered by vanishing fruits around your favourite place after picking some oranges or other non-apple fruit for food?
Just install this mod and forget about it. Any fruit picked from a tree will regrow after some time. Simple as that and a great effect. Keeps your avatar healthy and your world colourful.
Certainly server admins will like the streamlined design of the code.
Apart from a few minor bugs and UX complaints I had, I think this game is already in a healthy state and the promise of it being fully playable to the end is true. All the major bugs of Piranesi appear to be fixed.
The game stays mostly faithful to the original, especially, although some UX changes/improvements were made. The game allows you to pick up clues (paper, book) but it restricts where you can place items now. Which is fine, I guess? The compass now works smoothly and is part of the HUD, although the arrows are not labelled (where is North?). Additionally, background music plays from time to time and several sound effects were added. This game clearly has seen major polishing, which is exactly what Piranesi neede.
Although it seems the project is not finished yet and still has many minor bugs, it's in a OK state already IMHO.
As for the gameplay, the puzzles are as difficult as in the original. My opinion on them is the same as for Piranesi (see the review there).
Unlike the original, this game still relies on color for some on its puzzles but it will now display the color of some blocks if you point to it for a few seconds. However, this still isn't perfect as some colored nodes in some rooms are too far away to be pointable. So for colorblind people this game is still not fully accessible. Hopefully this will get fixed later.
Overall, I give a recommedation, except when you're colorblind.
Avoiding this mod has become like a challenge now. A lot of mods require this one now but i don't understand why since it's not a so great mod tho... Bad textures and some blocks/items are already in other mods
This mod is the best mod in the transportation category, having a fully automated train network that can carry lot of players in your world is extremely satisfying. Great community and lots of add-ons. I wonder why it's not in the "Featured" category of contentDB
This redo completely destroyed the philosophy of the original mod by removing all the types of ATM and by retexturizing it with super high quality textures that do not fit minetest environment. For some reason makes the world lag when trying to open and close the formspecs; quite strange since the original one from gpcf didn't.
You made an undoubtedly greater parkour game than what I made
Late review. I made a parkour game for last year's game jam, but it was lacking of features and documentations (c55 stuck on the ground as he cannot find the /restart command!), and lack of creativities. This game, may or may not be inspired by my game, did a way better job than I.
The textures are all simple, which matches its theme of a sci-fi game. My parkour game also uses simple textures (because I am not good at art at that time), leading me to think whether this game was inspired by my game or not.
The plots are brilliant; The idea of letting the player (the One) travelling though the network interfaces are really innovative. Apart from the mainlines, there are also Easter eggs (e.g. the Powerslide Playground which was my only discovered Easter egg) which allows the player to pick up more electrons.
At the end of the story, in which I've entered the Core and is pending to be deleted, I was stuck. It was “designed” to stuck players inside, and it turns the parkour game into a puzzle game. This combination was something I've never thought of, and is definitely bringing more fun (and more “pain” as you will be exhausted) to the game.
By inspecting into the source codes, I know that there do have an ending (and is a happy ending), but I still can't reach it. I will not reach it today, but probably within this week.
Has a good developer API for adding custom features. I used it to add a custom inventory screen for warps.
unified_inventory_plus, a separate mod which extends this one, is super useful mod that adds extra buttons to automatically arrange items in the crafting menu, and a button which automatically crafts copies of all possible items. Saves a lot of finger clicking. It's not on contentdb, it's only on github.
Eat a brownie out of captain celeron55's filing cabinet
A lot of the time spent on this game, SSS for short, definitely went on the development of original assets. Those are good and at times you somewhat forget you are playing a block game. The game's story is a solid middle score, not bad, not great. Its puzzles are not satisfying and the game leans too heavily into its randomisation features. Nathan (game's author) probably also should have cut some content rather than leaving it in the submission, because a half-baked feature is often worse than not having it.
The game has persistence issues. In SSS, the items you find around the ship are decided randomly and also do not persist permanently. The ship's power status can also be reset by logging in. This leads to a very poor sense of direction and guidance, as if you are never quite sure how to follow a chain of logic to complete the game. It is also possible to accidentally skip loads of content, such as speedrunning the route to the end after (game event that is a spoiler) instead of waiting; or by getting lucky and collecting many ID cards at once, then proceeding to an area with a 2-3 security level gap from your last important door.
The game leans too heavily into randomisation. The loot randomisation has many nonsense results, such as finding officer ID cards in the Cadets' quarters or my personal favourite, a brownie in one of the captain's filing cabinets. I know the game development had limited time, but I think statically placing the objects would have worked better in the Jam Time; that way they could be placed logically.
Another awesome biome, keep them coming! This particular jungle feels a lot like Malaysia to me, I can imagine some tapirs/sumatran rhinoceroses roaming near the Rafflesias :)
This looks the best in combination with Liil's texture pack.
A wonderfully beautiful mod. I personally identify the most with the classic rainbow flag but I appreciate the sheer amount of different pride flags that are available for those who feel like they identify closer with another one. The flag itself is also nice and even flutters in the wind! :D
Switching the flags by repeatedly right clicking is a bit cumbersome though (gives the same frustration as trying to get the right painting in Minecraft... oh I just clicked past the one I wanted, oops), some kind of GUI to select them and also see the name of each flag would be nice.
Gameplay consists of mostly using sprint to get away from the guards (they have decent pathfinding, so you can't just turn a corner and wait), and trying to collect items while you run. This can get rather boring and grind-ish, unless you understand how the game works.
Each map is different- every time you restart the game, you find yourself in a new map. Sometimes, you're unlucky and a guard is right next to you where you spawn ... that's annoying and probably a bug. Sometimes, you end up in a maze where you will meet 3 or 4 guards before you ever see an item chest, which will basically lead you to sprinting wildly and hoping for some breakthrough, which usually never comes. Sometimes, you find yourself in a maze where you gather 10+/20+ items before seeing a single guard, which makes the game too easy!
Stealth is not incorporated into this game, sadly. You can't try to sneak around the guards or anything, because they are programmed to 'see' players within a radius, so they can just see through walls. If the guards acted more human - i.e., they only remember where they saw you go, and they don't know where you are currently, it would add a dynamic of stealth to the game and make the game much more interesting. (example: turning three corners very quickly in an attempt to 'shake' off the guards)
In some maps, the best strategy is just to make a wild run for the exit without taking any items at all. In others, you're not going to find the exit quickly, and you need to find items and play it safe.
Remarkable texture pack- I've enjoyed this one for a long time because of it's consistency, beauty, and its support for so many mods, including ethereal, moretrees, and moreblocks, mods that I often come in contact with. Every single texture fits right into the style and makes a wonderful atmosphere.
Fantastic biomes that fit right into minetest_game
I am surprised how good these biomes look w/ minetest_game, well done! This opens up numerous opportunities for adding new mobs to fit every biome (like crocodiles in the bogs, pandas in bamboo forests, etc), a lot of new exploring potential, and a lot of new crops/foods!
A few textures don't fit into MTG too well: namely bamboo and downy birch (and maybe cranberries should have a texture more like blackcurrants, it's hard to tell whether the texture looks like berries or not). This is really just my opinion though, everything looks quite good already.
Highly recommended, this is one of the best biome-adding mods for MTG I've seen so far!
Nice mod to add parkour elements, but lacky execution
I used this for a parkour, but there are some things which are unpleasent. The checkpoints are useful, but I don't understand why the default setting for the respawnpoint is at 0, 1, -52. I get teleported into the stone as I died. There is maybe an option to save the position when a player joins and use it later for this. Too, the checkpoints are global, every player is teleported to the checkpoint which was used at least. I try to code a mod like this too for a server with my friends, but I despair while I try to save metadata for each player. And, at last, it would be nicer if you use on_walk_over(), because someone is maybe confused if you must hit it.
But, I hope you can use something from this, and maybe develope the mod further.
X17
P.S.: A full english translation would be nice too!
Started using world edit ages ago and it was powerful then.... but today its not bad at all :) still the powerful commands as before with many improvements. Appreciate that its still well and alive!
This offers very great tools and nodes that can be useful when building. If you want unbreakable nodes, invisible lights/blocks, etc., you should definitely use this mod.
Super sympa, mais pas assez d'interaction, de vie.
Super plaisant pour les débutants comme moi.
Quelques difficultés à comprendre certaines recettes car non présente dans le livre.
Par contre, mon jeu bug sur l'apparition des "Mummy" dans une pyramides de lave dans un radius de plus de 100 blocks ... HELP Please !
AsyncErr: Lua: Runtime error from mod 'tsm_pyramids' in callback luaentity_Step(): Invalid vector (expected table got nil).
stack traceback:
[C]: in function 'get_objects_inside_radius'
.....\games\survivetest\mods\MAPGEN\tsm_pyramids/mummy.lua:287: in function <.....\games\survivetest\mods\MAPGEN\tsm_pyramids/mummy.lua:190>
It just works. My only gripe is that the top half of the texture is used for the slab in all cases but when you make a full block out of slabs. It could look wierd on some blocks.
No new functionality, other mods do the same job better
This mod adds no uses for the silver provided other than tools and armor - also, the textures are inconsistent, with the tools actually having the exact same textures as the iron tools in minetest_game/default.
If you're looking for a mod that adds silver, try Moreores by Calinou, or if you want a mod that adds a similarly looking block/ore, try Quartz by Evergreen. These mods have been around a long time and are used by a lot of other mods, creating actual uses for them.
This used to be a negative review, because of various concerns about what and how things are done. By the looks of the changelog, those issues have been fixed. I did not try the mod, though, but I cannot delete my review, so I'll give a thumb up for at least the responsiveness of the author.
This was something I was looking for, but was using my own ugly implementation - this is much cleaner! Highly recommended - for an example of how to use this, check out examples.lua in the source.
My only complaint is that declaring a function name SimpleChart / CustomChart could cause potential conflicts, why not try something like polygraph.simplechart / polygraph.customchart?
This is quite a compelling mapgen - with a little fine-tuning you can get islands that look reminiscent of Hawaiian landmasses!
This mod adds its own trees and flora - so it is not compatible with mods that add flora or new biomes yet. You can enable them - they just won't show up in the mapgen with this mod enabled. Support for customized flora/biomes on these islands would be great!
Additionally, rivers are not a thing in this mapgen, sadly. There are 'inlets' of water and reservoirs which spawn inside islands - sometimes this can result in a huge chasm in the island all the way down to a muddy puddle! (which seems to not be intended)
So, there is a bit more work to do here, but this has the beginnings of a masterpiece! Kudos to Termos.
The Nether mod for modders
You might be wondering which of the two Nether mods you should use. This one is more for hacking/customization.
It has the portals API that does the main part of the job, and the map/cave generator. It doesn't add much else and this is great because that's less things you have to remove in order to fit it into your game.
From this perspective, it may still add some things you don't want, and it may don't add enough stuff for straightforward use. But if you are looking for some way to use the vast space under the surface, this Nether mod is a good pick if you are used to modding.
Good mod
but some related troubles
Polished and simple
The controls are very good. I have no idea how to gather resources tho
Nice and simple but effective. Regrow is a very useful mod if you like more fruit than just apples.
I highly recommend this mod.
Bothered by vanishing fruits around your favourite place after picking some oranges or other non-apple fruit for food? Just install this mod and forget about it. Any fruit picked from a tree will regrow after some time. Simple as that and a great effect. Keeps your avatar healthy and your world colourful.
Certainly server admins will like the streamlined design of the code.
NB: MT apple trees regrow apples by default.
Good remake
Apart from a few minor bugs and UX complaints I had, I think this game is already in a healthy state and the promise of it being fully playable to the end is true. All the major bugs of Piranesi appear to be fixed.
The game stays mostly faithful to the original, especially, although some UX changes/improvements were made. The game allows you to pick up clues (paper, book) but it restricts where you can place items now. Which is fine, I guess? The compass now works smoothly and is part of the HUD, although the arrows are not labelled (where is North?). Additionally, background music plays from time to time and several sound effects were added. This game clearly has seen major polishing, which is exactly what Piranesi neede.
Although it seems the project is not finished yet and still has many minor bugs, it's in a OK state already IMHO.
As for the gameplay, the puzzles are as difficult as in the original. My opinion on them is the same as for Piranesi (see the review there).
Unlike the original, this game still relies on color for some on its puzzles but it will now display the color of some blocks if you point to it for a few seconds. However, this still isn't perfect as some colored nodes in some rooms are too far away to be pointable. So for colorblind people this game is still not fully accessible. Hopefully this will get fixed later.
Overall, I give a recommedation, except when you're colorblind.
Best Mobs Mod
These are very high quality. I'm pretty sure there hasn't been any mobs this high quality before in Minetest. I highly recommend this.
Avoiding it is impossible
Avoiding this mod has become like a challenge now. A lot of mods require this one now but i don't understand why since it's not a so great mod tho... Bad textures and some blocks/items are already in other mods
But tricky to use but very rewarding
This mod is the best mod in the transportation category, having a fully automated train network that can carry lot of players in your world is extremely satisfying. Great community and lots of add-ons. I wonder why it's not in the "Featured" category of contentDB
Does not reflect the spirit of ATM mod
This redo completely destroyed the philosophy of the original mod by removing all the types of ATM and by retexturizing it with super high quality textures that do not fit minetest environment. For some reason makes the world lag when trying to open and close the formspecs; quite strange since the original one from gpcf didn't.
Mod çok güzel.
Modu çok sevdim fakat bar tezgahını bir türlü ayarlayamadım. Kullanışlı
I think it will be good
The mod is working and there is no need to talk about usefulness
Needs some TLC
Things I like
doors
Things I don't like
xdecor
has the same Japanese door which means I have two Japanese doors if I run both that mod and this oneYou made an undoubtedly greater parkour game than what I made
Late review. I made a parkour game for last year's game jam, but it was lacking of features and documentations (c55 stuck on the ground as he cannot find the
/restart
command!), and lack of creativities. This game, may or may not be inspired by my game, did a way better job than I.The textures are all simple, which matches its theme of a sci-fi game. My parkour game also uses simple textures (because I am not good at art at that time), leading me to think whether this game was inspired by my game or not.
The plots are brilliant; The idea of letting the player (the One) travelling though the network interfaces are really innovative. Apart from the mainlines, there are also Easter eggs (e.g. the Powerslide Playground which was my only discovered Easter egg) which allows the player to pick up more electrons.
At the end of the story, in which I've entered the Core and is pending to be deleted, I was stuck. It was “designed” to stuck players inside, and it turns the parkour game into a puzzle game. This combination was something I've never thought of, and is definitely bringing more fun (and more “pain” as you will be exhausted) to the game.
By inspecting into the source codes, I know that there do have an ending (and is a happy ending), but I still can't reach it. I will not reach it today, but probably within this week.
Feature rich
Things I Like
Has a good developer API for adding custom features. I used it to add a custom inventory screen for warps.
unified_inventory_plus, a separate mod which extends this one, is super useful mod that adds extra buttons to automatically arrange items in the crafting menu, and a button which automatically crafts copies of all possible items. Saves a lot of finger clicking. It's not on contentdb, it's only on github.
Add function
You should probably ad functionality to waterworks i.e. shower and tap cause it does not look great, but lamp working is impressive
A very beautifull and cute Texture pack
Who said that the simplicity is not good? :D This texture pack is VERY nice and cute and most important, also a potato can run it :D
Very beautifull! A "must have" inside the installed mods on my machine!
Eat a brownie out of captain celeron55's filing cabinet
A lot of the time spent on this game, SSS for short, definitely went on the development of original assets. Those are good and at times you somewhat forget you are playing a block game. The game's story is a solid middle score, not bad, not great. Its puzzles are not satisfying and the game leans too heavily into its randomisation features. Nathan (game's author) probably also should have cut some content rather than leaving it in the submission, because a half-baked feature is often worse than not having it.
The game has persistence issues. In SSS, the items you find around the ship are decided randomly and also do not persist permanently. The ship's power status can also be reset by logging in. This leads to a very poor sense of direction and guidance, as if you are never quite sure how to follow a chain of logic to complete the game. It is also possible to accidentally skip loads of content, such as speedrunning the route to the end after (game event that is a spoiler) instead of waiting; or by getting lucky and collecting many ID cards at once, then proceeding to an area with a 2-3 security level gap from your last important door.
The game leans too heavily into randomisation. The loot randomisation has many nonsense results, such as finding officer ID cards in the Cadets' quarters or my personal favourite, a brownie in one of the captain's filing cabinets. I know the game development had limited time, but I think statically placing the objects would have worked better in the Jam Time; that way they could be placed logically.
(continued in comment)
Great improvement of jungles
Another awesome biome, keep them coming! This particular jungle feels a lot like Malaysia to me, I can imagine some tapirs/sumatran rhinoceroses roaming near the Rafflesias :)
This looks the best in combination with Liil's texture pack.
Blown away
Frightening amount of mod releases these last few months.
And they're good.
Pride ^.^
A wonderfully beautiful mod. I personally identify the most with the classic rainbow flag but I appreciate the sheer amount of different pride flags that are available for those who feel like they identify closer with another one. The flag itself is also nice and even flutters in the wind! :D
Switching the flags by repeatedly right clicking is a bit cumbersome though (gives the same frustration as trying to get the right painting in Minecraft... oh I just clicked past the one I wanted, oops), some kind of GUI to select them and also see the name of each flag would be nice.
MTG Improved!
Goes extremely well with Nextgen Fungi! Cool plant models, cool textures overall! Also goes well with Mineclone.
Dope view
Hope lianas are usable
Neat maze game, but still in the rough
Gameplay consists of mostly using sprint to get away from the guards (they have decent pathfinding, so you can't just turn a corner and wait), and trying to collect items while you run. This can get rather boring and grind-ish, unless you understand how the game works.
Each map is different- every time you restart the game, you find yourself in a new map. Sometimes, you're unlucky and a guard is right next to you where you spawn ... that's annoying and probably a bug. Sometimes, you end up in a maze where you will meet 3 or 4 guards before you ever see an item chest, which will basically lead you to sprinting wildly and hoping for some breakthrough, which usually never comes. Sometimes, you find yourself in a maze where you gather 10+/20+ items before seeing a single guard, which makes the game too easy!
Stealth is not incorporated into this game, sadly. You can't try to sneak around the guards or anything, because they are programmed to 'see' players within a radius, so they can just see through walls. If the guards acted more human - i.e., they only remember where they saw you go, and they don't know where you are currently, it would add a dynamic of stealth to the game and make the game much more interesting. (example: turning three corners very quickly in an attempt to 'shake' off the guards)
In some maps, the best strategy is just to make a wild run for the exit without taking any items at all. In others, you're not going to find the exit quickly, and you need to find items and play it safe.
More in the comments ->
Nailed the RPG feel
Remarkable texture pack- I've enjoyed this one for a long time because of it's consistency, beauty, and its support for so many mods, including ethereal, moretrees, and moreblocks, mods that I often come in contact with. Every single texture fits right into the style and makes a wonderful atmosphere.
Selling things has never been easier
A great mod for all economy-related servers! Starting a shop is simple & straight-forward with this mod.
For a well optimized fork with more features, check out flux's fork of smartshop.
Fantastic biomes that fit right into minetest_game
I am surprised how good these biomes look w/ minetest_game, well done! This opens up numerous opportunities for adding new mobs to fit every biome (like crocodiles in the bogs, pandas in bamboo forests, etc), a lot of new exploring potential, and a lot of new crops/foods!
A few textures don't fit into MTG too well: namely bamboo and downy birch (and maybe cranberries should have a texture more like blackcurrants, it's hard to tell whether the texture looks like berries or not). This is really just my opinion though, everything looks quite good already.
Highly recommended, this is one of the best biome-adding mods for MTG I've seen so far!
Nice mod to add parkour elements, but lacky execution
I used this for a parkour, but there are some things which are unpleasent. The checkpoints are useful, but I don't understand why the default setting for the respawnpoint is at 0, 1, -52. I get teleported into the stone as I died. There is maybe an option to save the position when a player joins and use it later for this. Too, the checkpoints are global, every player is teleported to the checkpoint which was used at least. I try to code a mod like this too for a server with my friends, but I despair while I try to save metadata for each player. And, at last, it would be nicer if you use on_walk_over(), because someone is maybe confused if you must hit it.
But, I hope you can use something from this, and maybe develope the mod further. X17
P.S.: A full english translation would be nice too!
world edit for the win
Started using world edit ages ago and it was powerful then.... but today its not bad at all :) still the powerful commands as before with many improvements. Appreciate that its still well and alive!
nice troll
But not a real useful mod
Amazing for experienced builders
This offers very great tools and nodes that can be useful when building. If you want unbreakable nodes, invisible lights/blocks, etc., you should definitely use this mod.
Amusing
Enjoy the tool/armor textures, they're hilarious. I guess this mod is mostly for the memes, not meant to be a serious mod, but it's pretty fun anyway!
Super sympa, mais pas assez d'interaction, de vie.
Super plaisant pour les débutants comme moi. Quelques difficultés à comprendre certaines recettes car non présente dans le livre.
Par contre, mon jeu bug sur l'apparition des "Mummy" dans une pyramides de lave dans un radius de plus de 100 blocks ... HELP Please ! AsyncErr: Lua: Runtime error from mod 'tsm_pyramids' in callback luaentity_Step(): Invalid vector (expected table got nil). stack traceback: [C]: in function 'get_objects_inside_radius' .....\games\survivetest\mods\MAPGEN\tsm_pyramids/mummy.lua:287: in function <.....\games\survivetest\mods\MAPGEN\tsm_pyramids/mummy.lua:190>
Works with my stone mod
It just works. My only gripe is that the top half of the texture is used for the slab in all cases but when you make a full block out of slabs. It could look wierd on some blocks.
No new functionality, other mods do the same job better
This mod adds no uses for the silver provided other than tools and armor - also, the textures are inconsistent, with the tools actually having the exact same textures as the iron tools in minetest_game/default.
If you're looking for a mod that adds silver, try Moreores by Calinou, or if you want a mod that adds a similarly looking block/ore, try Quartz by Evergreen. These mods have been around a long time and are used by a lot of other mods, creating actual uses for them.
Consistent font
Always felt like a font or two was missing from the display modpack! This one looks consistent and polished. +1
Keep in mind, this will only be usable for certain signs from the display modpack, it won't change the font on formspecs or your game.
Much better than writing slices in text files
Much better than writing slices in text files and converting them to mts files. Saves a lot of time and headache. Thanks!
Save time testing biomes
Nice mod for developing biomes and saves a lot of time. Thanks!
Concerns addressed.
This used to be a negative review, because of various concerns about what and how things are done. By the looks of the changelog, those issues have been fixed. I did not try the mod, though, but I cannot delete my review, so I'll give a thumb up for at least the responsiveness of the author.
Awesome API for data graphing in formspecs!
This was something I was looking for, but was using my own ugly implementation - this is much cleaner! Highly recommended - for an example of how to use this, check out
examples.lua
in the source.My only complaint is that declaring a function name
SimpleChart
/CustomChart
could cause potential conflicts, why not try something likepolygraph.simplechart
/polygraph.customchart
?Realistic island-like map generation
This is quite a compelling mapgen - with a little fine-tuning you can get islands that look reminiscent of Hawaiian landmasses!
This mod adds its own trees and flora - so it is not compatible with mods that add flora or new biomes yet. You can enable them - they just won't show up in the mapgen with this mod enabled. Support for customized flora/biomes on these islands would be great!
Additionally, rivers are not a thing in this mapgen, sadly. There are 'inlets' of water and reservoirs which spawn inside islands - sometimes this can result in a huge chasm in the island all the way down to a muddy puddle! (which seems to not be intended)
So, there is a bit more work to do here, but this has the beginnings of a masterpiece! Kudos to Termos.