Changes MTG in way similar games don't; the mods actually work together in a way that makes sense and add tons of new features to improve the player experience. An excellent game that refines Minetest Game with fun and unique mods!
I saw it someday at YourLand server and forgot to search it, but now it's here!
I like the idea to play chess with more people watching, so I bring it to my server too.
And, I made some personal improvements, because I need a way to reset it quickly without removing the board, so in my version if the player punches the first left node, from white side position, the board will be reseted. See it at my github.
The wings are really helpful, and also look awesome. I would like to point an issue though, between this mod and the 3D Armor Flyswim. The wings do not accommodate the position that the player model acquires when swimming or flying. It would be cool if that could be fixed.
The appearance of the doors fit MT well, and you covered all the bases with the types of wood available.
I ran into an issue though, it's small and an easy fix. On line 149 in the init.LUA, you accidentally placed a ")" in with the crafting recipe for the wooden door, causing one of the Apple Tree nodes in the recipe to turn into an UNKNOWN node.
I found that this mod is the reason for the crash client under Windows. Tested in singleplayer and on one Russian server (with admin help)!
I have tried several clients under different systems: win7/win10 x32\x64 ver 5.6.0 , 5.6.1 , 5.7.0
Maybe the reason is in the Minetest, I do not know.
Very useful for navigating over rough terrain lol. (If anyone is having trouble getting on their legboat, make sure you are in survival. it dies if you punch it in creative)
The backrooms is an large area where things that clip out of reality end up. It is so vast that is mostly empty, so far the game have deliver on that premise and I don't mean it in a cynical way. The levels feels disorienting and that coupled with the procedural feeling of the rooms give a strange sense of uncanny, uneasy familiarity which I believe was the original goal from the backrooms.
Now the bad, I see two problems so far. One is the lack of sound, ambience and noise are paramount in horror games to create the atmosphere, so far we get none from the backrooms game which I feel diminush the effect. The other problem is the scale, the room is too big which give the impression the player is a hobbit, I wrote a quick mod to change the player eye_height to '2.6' and the visual_size to '1.5' and I believe that gave a much more proper sense of scale. I would advise the developers to play around with that properties as I feel like the original Minetest values don't quite fit with this game.
Personaly I don't like the idea of taking pictures from the diferent places and would love if the devs expand on that idea some. Overall the experience matched my expectations for the backrooms.
Edit: Indeed there is sound, it was the humming of the fluorescent lights but it is a lot fainter than the player steps so it can be hard to notice without headphones.
The biome's darkening effect is pretty cool, and the biome itself looks like it has the potential to be horrifying.
It reminds me of a mod I tried out in MC called AbyssalCraft by Shinoow.
The ground is bare, but I imagine there being plants growing out of skulls, tombstones strewn about, with tall grass patches that emanate wisps and fog.
There are no projectile weapons for the MT Game.
This mod adds those, and more if you get the supplementary mod.
I can't see myself playing without it.
They fit in well enough, with tracks that sound mystical and grand, like from an RPG.
I do set the tracks to play at around 20 percent, to keep them from drowning out the rest of the sounds in the game.
Thanks for putting this together!
It's a walking boat, what more could you want! Although the leg models could do with some tweaking (along with the textures), the boat is very fun to ride on and sort of scary. The legs have a cool walking animation and I know Sam had fun!
Personally, I really liked the concept of this game, solving a sudoku within a 3D space, which each cell being a node you place a number into. It reminds me of those Minecraft adventure maps that manage to make something seemingly impossible within the confines of Minecraft command block logic.
However... The execution is not really that great. Technically, the game is one (actually, two) mod thrown on top of Minetest Game, which causes a number of oddities such as having access to the entire sfinv inventory, complete with grabbing items from the creative menu (yeah so about Minecraft adventure maps...). The nodes that make up the world are... new nodes, with existing but retextured textures, and the hotbar texture is the MTG 8-slot hotbar even though it's actually 9. Other than these things, the game doesn't make any use of MTG, and is just unnecessary bloat.
There is also a somewhat strange way of handling level completion. When you believe you have finished the sudoku, you need to punch the "Finisch" node and it will then verify to check if your sudoku is complete. Thing is... you can't make a wrong move, and you get all the necessary numbers in your hotbar, so a level completion check should be as easy as simple as checking that the player's inventory is empty, which could be done on every node placement at little cost.
I could go on about other things like how it spews messages into chat, there's no sound or any other kind of feedback when you make a wrong move or win a level, the levels are stored as tiny separate files in the sudoku mod, and that it uses the world folder's filesystem as a wacky key-value store (admittedly this game originally predates mod storage, but it's been updated since then...), but I'm afraid it might get petty.
I don't really like horror games, and haven't played many. Backrooms Test however... Is interesting. Despite there not being anything dangerous or any surprises whatsoever, it still manages to creep me out as I slowly wander and explore the backrooms, an empty car park, a hotel corridor, all empty and derelict...
Despite me knowing there aren't actually any entities in the game, I can't help but feel unease like there's something watching me from behind. It still makes me hesitate to look down a hallway or behind me out of fear I might get eye contact with something I would rather not meet.
The other levels are intriguing, they are procedually generated but don't feel cookie-cutter. There is enough variation in the generation for the levels to make me want to wander around for a while. It also makes good use of global textures to give walls and other nodes a little more... texture to them, I really like it.
This "game" includes a lot of tools that exercise all kinds of Minetest features. Very useful during mod development to test how your mod interacts with various types of nodes, items, entities...
Every item has a purpose, there are no decorative nodes (in fact the textures are quite ugly). There is one grass, one wood, one stone... on the other hand there are many variations of item/nodes with different properties, such as liquids with many different ranges and viscosities that you won't find in a regular game.
As others already wrote, this is not for playing. Well, except if you enjoy messing with the engine.
Really helpful, but would it be possible to remove the calls to minetest.log ?
Hi,
I realy like your mod (one of my own mods depends on it), but would it be possible to remove the calls to minetest.log you have in your code?
They cause everyone who plays with my mod (and by extension with yours since mine depends on it) to get lots of log statements in their chats whenever they join the world.
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.
Why couldn't this have been done before?
Thanks very much for this mod (; It will be useful
Ugh...
I am aware that this mod (hopefully) is some kind of joke, but... It's not a particularly good joke.
Dramatically changes Minetest Game
Changes MTG in way similar games don't; the mods actually work together in a way that makes sense and add tons of new features to improve the player experience. An excellent game that refines Minetest Game with fun and unique mods!
Great addition
I saw it someday at YourLand server and forgot to search it, but now it's here! I like the idea to play chess with more people watching, so I bring it to my server too. And, I made some personal improvements, because I need a way to reset it quickly without removing the board, so in my version if the player punches the first left node, from white side position, the board will be reseted. See it at my github.
Good mod
The wings are really helpful, and also look awesome. I would like to point an issue though, between this mod and the 3D Armor Flyswim. The wings do not accommodate the position that the player model acquires when swimming or flying. It would be cool if that could be fixed.
They fit in really well
The appearance of the doors fit MT well, and you covered all the bases with the types of wood available.
I ran into an issue though, it's small and an easy fix. On line 149 in the init.LUA, you accidentally placed a ")" in with the crafting recipe for the wooden door, causing one of the Apple Tree nodes in the recipe to turn into an UNKNOWN node.
!! WARNING !!
(Sorry for my English) :)
I found that this mod is the reason for the crash client under Windows. Tested in singleplayer and on one Russian server (with admin help)! I have tried several clients under different systems: win7/win10 x32\x64 ver 5.6.0 , 5.6.1 , 5.7.0 Maybe the reason is in the Minetest, I do not know.
Author, thank you, but ... need to fix it.
l e g b o a t
Very useful for navigating over rough terrain lol. (If anyone is having trouble getting on their legboat, make sure you are in survival. it dies if you punch it in creative)
Simple but effective
The backrooms is an large area where things that clip out of reality end up. It is so vast that is mostly empty, so far the game have deliver on that premise and I don't mean it in a cynical way. The levels feels disorienting and that coupled with the procedural feeling of the rooms give a strange sense of uncanny, uneasy familiarity which I believe was the original goal from the backrooms.
Now the bad, I see two problems so far. One is the lack of sound, ambience and noise are paramount in horror games to create the atmosphere, so far we get none from the backrooms game which I feel diminush the effect. The other problem is the scale, the room is too big which give the impression the player is a hobbit, I wrote a quick mod to change the player eye_height to '2.6' and the visual_size to '1.5' and I believe that gave a much more proper sense of scale. I would advise the developers to play around with that properties as I feel like the original Minetest values don't quite fit with this game.
Personaly I don't like the idea of taking pictures from the diferent places and would love if the devs expand on that idea some. Overall the experience matched my expectations for the backrooms.
Edit: Indeed there is sound, it was the humming of the fluorescent lights but it is a lot fainter than the player steps so it can be hard to notice without headphones.
uwu
UwU.................. owo
Minetest mod review
Missing and dependancy: Mobs and mobs redo does not seem to work
Awesome!
Great idea!
And well enough executed (but sadly won't work well on laggy servers I guess).
Mod could use some polishment though.
I'd like to see smoother leg movement animations, i.e. don't jump to the next position, but move them along a curve.
upside: it legs
downside: it doesn't boat
Perfect for wayfinding/signage/navigation design!
You take a spraycan and start painting on almost any surface. It doesn't produce anything weird or out of place, and doesn't take the space of a node.
downsides/limitations : (edit 13/07/24)
16 colorscan only erase one pixel at a time, which is very longgriefing risk?paint stays in the air when the supporting node gets destroyeduses entities (can cause lag, might disappear if entity per mapblock reached?)
idea : using it for cave paintings! edit: done! https://github.com/Lemente/cave_painting
I like spooky aesthetics
The biome's darkening effect is pretty cool, and the biome itself looks like it has the potential to be horrifying. It reminds me of a mod I tried out in MC called AbyssalCraft by Shinoow.
The ground is bare, but I imagine there being plants growing out of skulls, tombstones strewn about, with tall grass patches that emanate wisps and fog.
A must have for the game
There are no projectile weapons for the MT Game. This mod adds those, and more if you get the supplementary mod. I can't see myself playing without it.
The tracks are nice
They fit in well enough, with tracks that sound mystical and grand, like from an RPG. I do set the tracks to play at around 20 percent, to keep them from drowning out the rest of the sounds in the game. Thanks for putting this together!
Unique, and terrifying
Choo-choo-Charles mod/game when?
Bizzare and Fun!
It's a walking boat, what more could you want! Although the leg models could do with some tweaking (along with the textures), the boat is very fun to ride on and sort of scary. The legs have a cool walking animation and I know Sam had fun!
Sorry, but...
Personally, I really liked the concept of this game, solving a sudoku within a 3D space, which each cell being a node you place a number into. It reminds me of those Minecraft adventure maps that manage to make something seemingly impossible within the confines of Minecraft command block logic.
However... The execution is not really that great. Technically, the game is one (actually, two) mod thrown on top of Minetest Game, which causes a number of oddities such as having access to the entire sfinv inventory, complete with grabbing items from the creative menu (yeah so about Minecraft adventure maps...). The nodes that make up the world are... new nodes, with existing but retextured textures, and the hotbar texture is the MTG 8-slot hotbar even though it's actually 9. Other than these things, the game doesn't make any use of MTG, and is just unnecessary bloat.
There is also a somewhat strange way of handling level completion. When you believe you have finished the sudoku, you need to punch the "Finisch" node and it will then verify to check if your sudoku is complete. Thing is... you can't make a wrong move, and you get all the necessary numbers in your hotbar, so a level completion check should be as easy as simple as checking that the player's inventory is empty, which could be done on every node placement at little cost.
I could go on about other things like how it spews messages into chat, there's no sound or any other kind of feedback when you make a wrong move or win a level, the levels are stored as tiny separate files in the
sudoku
mod, and that it uses the world folder's filesystem as a wacky key-value store (admittedly this game originally predates mod storage, but it's been updated since then...), but I'm afraid it might get petty.[continues in comments...]
Brrr...
I don't really like horror games, and haven't played many. Backrooms Test however... Is interesting. Despite there not being anything dangerous or any surprises whatsoever, it still manages to creep me out as I slowly wander and explore the backrooms, an empty car park, a hotel corridor, all empty and derelict...
Despite me knowing there aren't actually any entities in the game, I can't help but feel unease like there's something watching me from behind. It still makes me hesitate to look down a hallway or behind me out of fear I might get eye contact with something I would rather not meet.
The other levels are intriguing, they are procedually generated but don't feel cookie-cutter. There is enough variation in the generation for the levels to make me want to wander around for a while. It also makes good use of global textures to give walls and other nodes a little more... texture to them, I really like it.
Very helpful for testing mods
This "game" includes a lot of tools that exercise all kinds of Minetest features. Very useful during mod development to test how your mod interacts with various types of nodes, items, entities...
Every item has a purpose, there are no decorative nodes (in fact the textures are quite ugly). There is one grass, one wood, one stone... on the other hand there are many variations of item/nodes with different properties, such as liquids with many different ranges and viscosities that you won't find in a regular game.
As others already wrote, this is not for playing. Well, except if you enjoy messing with the engine.
Really helpful, but would it be possible to remove the calls to minetest.log ?
Hi,
I realy like your mod (one of my own mods depends on it), but would it be possible to remove the calls to minetest.log you have in your code?
They cause everyone who plays with my mod (and by extension with yours since mine depends on it) to get lots of log statements in their chats whenever they join the world.
Thanks for providing this awesome mod :D
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.