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.
This mod adds a bunch of ores that have no unique uses, and the textures are inconsistent. While this may make caves more interesting, after a while nobody will care because the ores themselves don't serve any purpose!
I would recommend that the mod add more interesting uses for each of it's ores, that are unique not only to each ore, but differing from other ore-adding mods... there are a lot of them now which add very little new gameplay or incentive to gather the ores provided.
However, this mod is pretty good for testing Calinou's Law :-)
Too Many Ores works as a sort of base for editing ores, useful to someone that needs to edit tools and items because they already have the materials to alter them. I do disagree with finding ores basically everywhere.
The texture style doesn't fit at all with minetest, and the functionality is more-or-less useless- trees are already infinite in MTG and most games. If you need to cut wood faster in survival, choose a mod like Woodcutting.
This is a light mod that proves some pathfinding and lag advantages of mobkit - the code itself is very well optimized. However, this is just a demo- there's no spawning or player-mob functionality (other than attacking the player) like taming, etc. It adds two mobs: A wolf and a gazelle which interact with each other, pretty cool to see the predator-prey chases :)
I kind of like this texture pack. It is awesome, lightweight, stylish and truly vibrant. The light colours in the game truly amaze me. Everytime I see the world with your textures enabled, it feels really beautiful. If I conduct some really wierd lua mapgen experiments, your mods turn that experiment into a masterpiece. Hence strongly recommended if anyone plays mtg.
This is currently the dragon up the freeway when it comes to Minetest animal mods - a well polished work of art! Kudos to ElCeejo.
The Mobs
The animals themselves are well polished, have more behaviorial logic than any other mod not made by ElCeejo, and are really immersive!
The models stick to a consistent style which is asthetically pleasing and the textures go right along w/ the style to boot.
Sure, the mobs are going to end up being a bit robotic while walking around with nothing to do, but these are some of the least robotic mobs I've seen so far. Herding/Flocking behaviours stand out, as well as aerial predation (i.e. Owl)- I think they add a genius touch.
Lag
When you're dealing with all these behaviours, expect a bit of extra lag in return. This particular mod is pretty laggy for any public server, even with bird flocking nerfed :-)
However, it compares nicely with other mob mods like petz or mobs_animal per mob - These mods don't have even close to the amount of features animalia has, but don't optimize their code well enough to provide a significant lag differential, whereas animalia has pretty decent optimization. The (slight bit of) extra lag is worth it!
The trampolines are really fun. Love the cabinets and lanterns. Love the misc. items here and there which really make a home feel more like home.
The work bench is useful, but confusing. Thought it was broken at first. Took me several minutes to figure out that hammers are a fuel, not a tool. You just gotta set the item in the repair slot, a hammer in the hammer slot, then wait.
I love this mod, but I do wonder why the super glow glass slabs don't shine.
As I said, I do love this mod. I love how super glow glass can be super efficient torches, (changing 3 glass and 6 torches into 24 super glass microblocks). However, I am wondering why the super glow slabs (if you craft them from microblocks) no longer shine. Anyways, thank you for the mod.
Having a good path system does more for a new server than one might think- and this mod does it for you! Also, if you use vehicle mods, you can ride around (almost) endlessly on these roads :)
My suggestion for the mod would be to make what nodes the road is made out of configurable, currently it is hard-coded; you can do it by changing the content ID's in init.lua and/or changing the description/textures of the nodes in nodes.lua, but that's not as desirable as an easy setting!
Gliders can do all sorts of things with even minor lags. The bonus effects you can get are quite humorous (at least for me) and add a degree of irregularity.
If you get it right, you can get an upwards thrust which can make you shoot into the air (sometimes over 10 nodes!), helping you to climb stuff.
Maybe you jump off a cliff and try deploying your glider only to fall to your death because the glider didn't open in time, or it disabled itself somehow.
Or you can even deploy your glider while on the ground (which normally shouldn't work) and start jumping around while experiencing the awesome physics of the glider - eventually this won't work anymore, but it has lasted quite a while sometimes (upwards of 30 seconds!), with a moderate amount of lag!
Or maybe you rubberband(?) - falling down from a cliff slowly and surely, only to find yourself shooting into the sky and your glider suddenly disabled!
In general though, >80% of the time the glider works great for me, and I live in a really heavy game :-) Most users of this mod will likely never run into these issues. If you need to survive a fall down a cavern or just like gliding off of towers for the thrill, this mod is for you! Recommended.
This makes messaging offline players pretty simple, without all the extra bloat of a mail mod. If the bloat isn't a problem I would reccomend a mail mod and not this mod, as it is really useful to see your old messages and keep up with conversations better and answer messages when you want to!
Although this adds a good way to message offline players, it isn't practical: You're only going to see the message once, so you need to either reply quickly or copy the message down and reply later - not convienent. Plus, getting spammed by messages when you join the game is not often a lot of fun! And if the player is going to respond to them is a whole different matter. So, this isn't even close to the perfect solution, but it will do the job for some servers.
I'm only recommending this because the description says Sure, some servers have an email/mailbox system, but for many, such systems are overly complex. That's why I made tell. - but if you can spare the space for a mail mod, I wouldn't recommend this.
A well-designed parkour challenge with a compelling backstory.
Glitch is fun to play: there are skills to unlock, electrons to collect, and secrets to find. The story is not tacked on but integrated into the game. It is compelling, starting with a cutscene that eases the player into the narrative. The levels are well-designed, with easy-to-reach electrons and hidden ones that give you a dopamine rush when you discover them. Finally, the game does not expect one to collect every single electron; it is easy enough to collect all you need to enter the endgame without too much effort. Without giving spoilers, I will say that the endgame is a great addition to the story and is very satisfying. Its levels are slightly frustrating, but that can be expected on a final level-set.
Thank you for this game, it deserves the First prize!
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.
The ores are mostly useless
This mod adds a bunch of ores that have no unique uses, and the textures are inconsistent. While this may make caves more interesting, after a while nobody will care because the ores themselves don't serve any purpose!
I would recommend that the mod add more interesting uses for each of it's ores, that are unique not only to each ore, but differing from other ore-adding mods... there are a lot of them now which add very little new gameplay or incentive to gather the ores provided.
However, this mod is pretty good for testing Calinou's Law :-)
API?
Too Many Ores works as a sort of base for editing ores, useful to someone that needs to edit tools and items because they already have the materials to alter them. I do disagree with finding ores basically everywhere.
Pretty much useless
The texture style doesn't fit at all with minetest, and the functionality is more-or-less useless- trees are already infinite in MTG and most games. If you need to cut wood faster in survival, choose a mod like Woodcutting.
Nice demo of mobkit's functionality
This is a light mod that proves some pathfinding and lag advantages of mobkit - the code itself is very well optimized. However, this is just a demo- there's no spawning or player-mob functionality (other than attacking the player) like taming, etc. It adds two mobs: A wolf and a gazelle which interact with each other, pretty cool to see the predator-prey chases :)
Best texture pack
I kind of like this texture pack. It is awesome, lightweight, stylish and truly vibrant. The light colours in the game truly amaze me. Everytime I see the world with your textures enabled, it feels really beautiful. If I conduct some really wierd lua mapgen experiments, your mods turn that experiment into a masterpiece. Hence strongly recommended if anyone plays mtg.
Best animals mod currently
This is currently the dragon up the freeway when it comes to Minetest animal mods - a well polished work of art! Kudos to ElCeejo.
The Mobs
The animals themselves are well polished, have more behaviorial logic than any other mod not made by ElCeejo, and are really immersive!
The models stick to a consistent style which is asthetically pleasing and the textures go right along w/ the style to boot.
Sure, the mobs are going to end up being a bit robotic while walking around with nothing to do, but these are some of the least robotic mobs I've seen so far. Herding/Flocking behaviours stand out, as well as aerial predation (i.e. Owl)- I think they add a genius touch.
Lag
When you're dealing with all these behaviours, expect a bit of extra lag in return. This particular mod is pretty laggy for any public server, even with bird flocking nerfed :-)
However, it compares nicely with other mob mods like petz or mobs_animal per mob - These mods don't have even close to the amount of features animalia has, but don't optimize their code well enough to provide a significant lag differential, whereas animalia has pretty decent optimization. The (slight bit of) extra lag is worth it!
Easy to use and simple
Very good API, simple, and easy to use. I recommend it if you want to add multiple skins to your server.
this is great
The mod works well, as an alternative to the computer it is very suitable
Takes a bunch of namespaces only to add generic copy-pasted ores.
This mod takes the namespaces for many super generic metals and elements, and doesn't add anything notable.
Minetest game already has a ton of useless ores, we don't need any more.
It is like a worse version of the "stuff" mods (which at least try to be original).
This mod is still salvagable though, here is what I recommend:
I like
The trampolines are really fun. Love the cabinets and lanterns. Love the misc. items here and there which really make a home feel more like home.
The work bench is useful, but confusing. Thought it was broken at first. Took me several minutes to figure out that hammers are a fuel, not a tool. You just gotta set the item in the repair slot, a hammer in the hammer slot, then wait.
I love this mod, but I do wonder why the super glow glass slabs don't shine.
As I said, I do love this mod. I love how super glow glass can be super efficient torches, (changing 3 glass and 6 torches into 24 super glass microblocks). However, I am wondering why the super glow slabs (if you craft them from microblocks) no longer shine. Anyways, thank you for the mod.
Nice way to jumpstart a server
Having a good path system does more for a new server than one might think- and this mod does it for you! Also, if you use vehicle mods, you can ride around (almost) endlessly on these roads :)
My suggestion for the mod would be to make what nodes the road is made out of configurable, currently it is hard-coded; you can do it by changing the content ID's in
init.lua
and/or changing the description/textures of the nodes innodes.lua
, but that's not as desirable as an easy setting!Great mod ... if there is low lag
Gliders can do all sorts of things with even minor lags. The bonus effects you can get are quite humorous (at least for me) and add a degree of irregularity.
If you get it right, you can get an upwards thrust which can make you shoot into the air (sometimes over 10 nodes!), helping you to climb stuff.
Maybe you jump off a cliff and try deploying your glider only to fall to your death because the glider didn't open in time, or it disabled itself somehow.
Or you can even deploy your glider while on the ground (which normally shouldn't work) and start jumping around while experiencing the awesome physics of the glider - eventually this won't work anymore, but it has lasted quite a while sometimes (upwards of 30 seconds!), with a moderate amount of lag!
Or maybe you rubberband(?) - falling down from a cliff slowly and surely, only to find yourself shooting into the sky and your glider suddenly disabled!
In general though, >80% of the time the glider works great for me, and I live in a really heavy game :-) Most users of this mod will likely never run into these issues. If you need to survive a fall down a cavern or just like gliding off of towers for the thrill, this mod is for you! Recommended.
Impractical for most usecases
This makes messaging offline players pretty simple, without all the extra bloat of a mail mod. If the bloat isn't a problem I would reccomend a mail mod and not this mod, as it is really useful to see your old messages and keep up with conversations better and answer messages when you want to!
Although this adds a good way to message offline players, it isn't practical: You're only going to see the message once, so you need to either reply quickly or copy the message down and reply later - not convienent. Plus, getting spammed by messages when you join the game is not often a lot of fun! And if the player is going to respond to them is a whole different matter. So, this isn't even close to the perfect solution, but it will do the job for some servers.
I'm only recommending this because the description says
Sure, some servers have an email/mailbox system, but for many, such systems are overly complex. That's why I made tell.
- but if you can spare the space for a mail mod, I wouldn't recommend this.A well-designed parkour challenge with a compelling backstory.
Glitch is fun to play: there are skills to unlock, electrons to collect, and secrets to find. The story is not tacked on but integrated into the game. It is compelling, starting with a cutscene that eases the player into the narrative. The levels are well-designed, with easy-to-reach electrons and hidden ones that give you a dopamine rush when you discover them. Finally, the game does not expect one to collect every single electron; it is easy enough to collect all you need to enter the endgame without too much effort. Without giving spoilers, I will say that the endgame is a great addition to the story and is very satisfying. Its levels are slightly frustrating, but that can be expected on a final level-set.
Thank you for this game, it deserves the First prize!
Very good models and API
The models are very well done as well as the API. It is something considering adding to a survival server.