Unique concept that has decent levels. Maybe I ended up cheesing a lot of the levels, but a lot of the levels seemed to be basically the same thing and didn't seem that interesting. The reason why I say I think I didn't quite do what the game intended you to do is that the level that highlights that your velocity transfers across teleports is near the end and I had been using that the entire time. The worst part for me is that right when I thought the game has something good going, I realized that the level I was on was the final level.
Still though, I found the gameplay of figuring out the levels very fun and the concept is cool. Not having enough levels is one of the best complaints you can have!
The difficulty curve is wack. The first 4 levels are really easy. The Mid-term level that comes after is quite a bit harder than those levels. The real issue lies in all the levels that come after the mid-term one; they are frustaintly difficult out of nowhere and it feels like the player is not prepared for it at all. It doesn't help that what has parts have collision and which don't is arbritrary, which causes situations where you climbed all the way up, only to fall all the way back to the ground through part of the model that you had no real way of knowing had no collision. This causes lot of this difficulty feels really unfair.
Putting that aside, I love the music, the artstyle, and the visuals of the levels. Though I wish at least a bit more effort was put into making the levels feel like real places, for example, the area outside the fence being just the void limits the immersion. Even like a basic background scene would have helped. Also, I had visual issues with culling where really big objects would stop rendering a bit before they went off-screen, which thankfully did not happen enough to be super annoying.
Overall, I think it's worth to play to completion as is, as an interesting challenge because the game is fairly unique and decently fun. I wouldn't go much further then that though.
Good texture pack, but some textures look really odd
I like many of the textures it has, but the biggest problem i have with it is the flowers. The colours are strange and it's very odd to see a flower that's supposed to be yellow have a greenish tint to it. I would recomend tweaking these colours to be a bit more closer to the original colours
So far as I understand the history, Basic materials was thrown together by VanessaE as a library to hold intermediate crafting items for her various mods like homedecor. It's since been adopted as a de facto standard by various other mods to the point it feels like you need to try to avoid it if you don't want it, rather than wanting it and downloading it by choice. I suspect there are so few reviews for this mod precisely because so many people have it installed automatically as a dependency through ContentDB without asking specifically for it.
Basic Materials fits in an annoying spot in all kinds of mod soups, whereas I really feel like the only game it properly belongs is Dreambuilder. The mod soup problem only gets worse with the fact that this mod is getting ported to other games now, because what's the point of playing a different game if it's all just Basic Materials?
Things I like about Basic Materials:
There is only a limited number of very basic materials,
I love this mod , its addition of 3d plants makes the game sooo much nicer to look at and play. I will personally reconmend this mod to all players of mineclone , mineclone 2 or minecloine 5
This mod is essential to enjoy the real meaning of Minetest: having fun coding random things and banging them against each other! This mod is epic and I enjoy mocking around with it. :D
I'm seriously surprised I never came across this in the years I've been playing. Fantastic mod, incredible visuals.
The only problem I have is that it takes a really long time to close and save the map, with the modpack enabled.
Yes, granted. … the game is hard to get into. But not as hard as many others where there is no beginners' info or walkthrough provided. Besides MC has -sold- more than a million copies before a proper instruction for beginners was implemented.
That being said, there is nothing more to add in terms of criticism. This is by far the best and most concise work I have seen and played so far within Minetest as a single player.
Everything is planned out and integrated neatly with the goals of the survival gameplay in mind. The game is highly complex with the simulation of environment physics such as erosion and temperature affecting the character and their surroundings. It has its very own collection of unique items and blocks as well as modifying MT's features like stack size and inventory capacity effectively. It is challenging , even frustrating at times and still allows for a learning curve that provides enough progress to make the game highly addictive.
The look and feel reminds me of the non-voxel, commercial game "Force of Nature". But gameplay is a lot better than that, IMO.
A prime example of open-source gaming and a crystal-clear recommendation for all fans of survival games. Thanks to Minetest's and Exile's developers!
A fun mod to fiddle around with. Got some pretty cool results.
There seems to be a bug where sometimes you have to reload minetest for a newly downloaded palette to show up
Even if the last “real” change was a bugfix 3 years ago the mod simply works and does exactly what’s described. It’s a super useful feature to combine two chests into one larger chest to have twice the amount of items in one chest inventory.
It started as a craftguide but nowadays it’s by far the most modern and complex default inventroy replacement out there.
The mod is so feature-laden that it sometimes feels a bit too complex. Today it’s not just an inventory, it’s basically an interface to everything player-related, including the inventory.
While the mod works in genral and all the features are available as described, it’s just oooold.
You see that it was started 10 years ago. The look and feel is just clumsy. The default inventory was improved a lot since then and has a robust search and an own crafting guide. Also, the (now) common sfinv makes a lot of Uinified Inventory’s features redundant because mods added tabs to the default inventory for their functionality.
If you want to use a modern replacement for Unified Inventory maybe check out i3. Or simply stick with the default inventory that got improved since Unified Inventory was created.
A very well supported mod that adds a lot of stuff to work with to create logic systems. You get buttons, witches logic gates and even an FPGA you can freely program to do a lot of cool things. You can also have a ctroller that can run (mostly) arbitrary Lua code when triggered in a defined way and that can output signals that can be processed by other components.
It also interacts very well with Digilines and Technic and allows complex machinery with text output on displays.
This is one of the few mod’s I always enable when starting a new world or trying things in singleplayer.
In addition to being a great addition to any minetest world, the way the processes are described makes the experience very immersive.
̶(̶p̶s̶:̶ ̶g̶e̶t̶ ̶t̶h̶e̶ ̶g̶i̶t̶h̶u̶b̶ ̶v̶e̶r̶s̶i̶o̶n̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶t̶e̶x̶t̶u̶r̶e̶s̶)̶
Does this provide a satisfying gaming experience? No, not yet. But the gimmic of seeing the maze you are about to enter before you jump in, makes this maze game quite interesting.
Thumbs up for a good start to a game that could improve.
I did notice that everything that is not gameplay related has been removed, and some effort has been put in to making this an enjoyable experience. It is not a game yet, but it could be, and could be a pretty neat one.
Like all other APercy mod this is really cool, I like the model of the plane, it's so beautiful. The formspec instead of key combinaisons is very cool, it offers more possibility. Just a problem because I can't access to the plane stockage with Aux1 defined with a letter, but I can with Ctrl. But the lag is lesser than other planes, so a big improvement in this way, also the new panel is good, and I love the new features like flaps or lights.
I have tested this mod with Mineclonia and can not recommend it.
This mod limits you to the spawn chunk, to increase difficulty.
This seemed true at first glance. The movement blocking felt a bit too jerky though.
It also builds a nice obsidian marker around your 16-by-16 area of freedom (that you cannot mine).
When I entered a new world with this mod, I found no obsidian marker, but a bunch of server errors showed up during map generation.
The second time I entered that world, I did find an obsidian border. I assume that the placement code should wait until mapgen is done.
It works by constraining your position within the chunk, and disallowing any mining and building outside the chunk.
Mined nodes outside the spawn chunk are immediately restored, but since the nodes drop as items, this means that players have an infinite supply of everything that they can mine, which makes resource gathering absurdly easy. It is also trivial to move outside of the chunk with a boat, to explore the world and gather literally limitless resources; upon exiting the boat, the player is teleported back to the spawn chunk.
Useful to broadcast messages, and doesn't change the game entirely. Awsome for people who like mods that add useful features without entirely changing how minetest works. Good work!
Great for building complex contraptions with complex purpouses.
Mesecons can be used for a variety of reasons which is the main reason it is a consitently usefule mod. It adds tons of things, from self building bridges to a simple door that opens when your close, this mod has you covered. But because of its complexity, it may be hard to learn for beginners as there are barely any accessible tutorials shared on social media. Maybe an in-game guide book that teaches you some of the basic mechanics? Maybe if you shift+rightclick+jump it tells you more about how the block you're pointed at? Great mod, 8/10. A must have for survival/creative servers.
Trains are the best form of public transport, and bringing them to Minetest is brilliant. This mod offers realistic railways, with high-level automation APIs and cargo possibilities.
All the other transport mods have nothin on Advtrains, and can only offer little of what Advtrains offers.
I have used it to connect my server. I can sit and watch trains pass at high speed or board a train and get somewhere in style. Whilst teleportation is more convinient, it does not help with cargo transport, one thing that Advtrains handles amazingly.
Overall, this mod is very good for making good transport systems whilst keeping realisim high on the agenda.
This mod contributes heavily to the infrastructure of any Minetest server. It allows paths to cross across the server, perfect for walking. These can be integrated into infrastructure quite naturally, and offer good possibilities when looking for a place to settle, upkempt paths crossing unloaded mapblocks.
I have personally integrated them with my server's infrastructure and have protected them from harm.
This is one of the best mods I have ever come into. I'm gonna make a list of pros vs cons, cuz, well, why not:
---Pros :D
1. Graphics are AMAZING!
2. The dragons are easy to control when riding
3. Come in a variety of colors
4. Beautiful new building blocks
5. Fast transport xD
6. I love dragons so... Yeah :D
Summary:
Good graphics, nice speed and control when flying. Adds cool new blocks, many color varieties.
---Cons D:
1. The wings don't show up well on dragons, exept if they are silver or gold.
2. When I shift-rightclick my dragon, it gives a bunch of errors that tell me that this little model or diagram of my dragon can't show up.
3. How do you hatch the dragons? I've rummaged through everything I can, even Libri Draconis in game and haven't been able to figure it out.
Summary: Wings aren't showing up well, many errors on dragon info screen, can't find out how to hatch dragons.
A great mod that adds a great quality-of-life feature to Minetest. Makes choping trees easier, and more realistic whilst still keeping the blocky and imaginative Minetest style. Great for people who like minor and useful additions to the game!
Very bad as a standalone game, shouldn't be default game. But OK for creative building and modding
I have been a long-time vocal critic of MTG, and for a number of reasons. This post serves as a summary. Review for version: 5.5.0
The biggest problem, tho, is that MTG just "feels" incomplete. In essence, MTG is a Big Empty Sandbox that Jim-Stephanie Sterling talked about on the Jimquisition. Meaning, the world is large, but the number of different things you can do is very small. It thus feels "empty".
So what can you do? You can explore the world, but the biomes don't offer special items that advance the game (except food, maybe). You can go mining, but it's easy to get to the best ore, the diamond ore. You can farm blocks and build, and you can farm wheat and cotton. And this is ... mostly it, apart from some smaller features. Needless to say, a new player will have explored all the major features fast. Not being able to do various different things is the death for any sandbox.
Thus, you run out of new things to do in MTG fast. Once you get the best tools, farmed some resources, built some things, that's all the game offers, basically. MTG is fine if you really only care about raw creative building. The selection of blocks is fine, and people did build amazing things in MTG.
But IMHO, the standalone MTG is completely uninteresting as a game. It is, however, extensively used for servers, but in a heavily modded form. As a basis for servers to add mods on, MTG has done its job well. As a basis for modders, MTG does an OK job.
But most players want more than just a raw sandbox. MTG does not deserve its special status as a default game and should therefore lose it. That MTG is still the default game is the single-most damaging thing to the whole community, because it makes such a bad first impression.
Thankfully, development focus has mostly moved away, as MTG is currently in "maintenance/bugfix-only" phase.
Full disclosure: I did contribute some smaller features and bugfixes in the past and also a translation. But not the big stuff.
I like this mod. Now everybody can make a minigame. At my old server(which i never published) i wanted make a mesewars minigame, but without this libary that would be maybe impossile. Thankyou Zughy!
Edit:
Maybe you could add minigames type:
tempoary: minigames which use round system like block league
alwaysrunning: minigames which you can join every time you like and quit like skyblock.
Oh and please add that you can quit arenas which are singleplayer, thankyou.
I REALLY recommend this lib because it helps and give a boost about the creation of a minigame in Minetest. There is also a "sampleminigame" Mod that you can use to try the lib and it could be a usefull template to start to create your first minigame!
I also would like to tell that there is a huge and detailed documentation that helps and guide you while coding the mod (in my case, all my questions found the solutions inside there)
This mod is just impressive and I loved to try. The concept of moving inside the vehicle while riding it is really amazing. Plus the fact that you can recharge it from landing in water is cool. I never tried any steampunk vehicle hence the experience while flying it was just as awesome. This mod is highly reccomendable for travelling in MTG.
Very useful as a dev, for use with small games that don't (yet, or plan to) provide a creative inventory of their own. There are no search or filtering features, so it is not suited for large games or collections of mods.
Beats /giveme and /pulverize any day.
This mod basically works by overriding day/night ratio for the player who uses it. This means that the sun and moon do still move, it is just light or dark permanently.
The mod uses the /ptime command to do three things:
Enter the command repeately to cycle between the modes.
A possible improvement for this mod would be for the /ptime command to take a parameter, like /ptime day or /ptime night or /ptime disable. That way users would no longer have to guess what the command will do.
The stair pick idea is nice, However, I was not able to create corner stairs or upside down stairs. This means I actually do have to craft and place stairs, which I wanted to avoid.
There is a slight visual flicker when a node is turned into a stair. I think this happens because the node is being removed before it is placed. Since the code is old (2013), I assume that back then it might have been necessary, but nowadays I would use minetest.set_node()to get flicker-free stair picking.
Cool puzzle game
Unique concept that has decent levels. Maybe I ended up cheesing a lot of the levels, but a lot of the levels seemed to be basically the same thing and didn't seem that interesting. The reason why I say I think I didn't quite do what the game intended you to do is that the level that highlights that your velocity transfers across teleports is near the end and I had been using that the entire time. The worst part for me is that right when I thought the game has something good going, I realized that the level I was on was the final level.
Still though, I found the gameplay of figuring out the levels very fun and the concept is cool. Not having enough levels is one of the best complaints you can have!
Frustrating but interesting game
The difficulty curve is wack. The first 4 levels are really easy. The Mid-term level that comes after is quite a bit harder than those levels. The real issue lies in all the levels that come after the mid-term one; they are frustaintly difficult out of nowhere and it feels like the player is not prepared for it at all. It doesn't help that what has parts have collision and which don't is arbritrary, which causes situations where you climbed all the way up, only to fall all the way back to the ground through part of the model that you had no real way of knowing had no collision. This causes lot of this difficulty feels really unfair.
Putting that aside, I love the music, the artstyle, and the visuals of the levels. Though I wish at least a bit more effort was put into making the levels feel like real places, for example, the area outside the fence being just the void limits the immersion. Even like a basic background scene would have helped. Also, I had visual issues with culling where really big objects would stop rendering a bit before they went off-screen, which thankfully did not happen enough to be super annoying.
Overall, I think it's worth to play to completion as is, as an interesting challenge because the game is fairly unique and decently fun. I wouldn't go much further then that though.
There is no crafting recipe
can't get the item in survival through the crafting menu, no recipe found.
Good texture pack, but some textures look really odd
I like many of the textures it has, but the biggest problem i have with it is the flowers. The colours are strange and it's very odd to see a flower that's supposed to be yellow have a greenish tint to it. I would recomend tweaking these colours to be a bit more closer to the original colours
The systemd of Minetest mods
So far as I understand the history, Basic materials was thrown together by VanessaE as a library to hold intermediate crafting items for her various mods like homedecor. It's since been adopted as a de facto standard by various other mods to the point it feels like you need to try to avoid it if you don't want it, rather than wanting it and downloading it by choice. I suspect there are so few reviews for this mod precisely because so many people have it installed automatically as a dependency through ContentDB without asking specifically for it.
Basic Materials fits in an annoying spot in all kinds of mod soups, whereas I really feel like the only game it properly belongs is Dreambuilder. The mod soup problem only gets worse with the fact that this mod is getting ported to other games now, because what's the point of playing a different game if it's all just Basic Materials?
Things I like about Basic Materials:
Continues in a comment...
wonderful mod
I love this mod , its addition of 3d plants makes the game sooo much nicer to look at and play. I will personally reconmend this mod to all players of mineclone , mineclone 2 or minecloine 5
sky big lava
A feature to rule them all
This mod is essential to enjoy the real meaning of Minetest: having fun coding random things and banging them against each other! This mod is epic and I enjoy mocking around with it. :D
Beautiful modpack
I'm seriously surprised I never came across this in the years I've been playing. Fantastic mod, incredible visuals. The only problem I have is that it takes a really long time to close and save the map, with the modpack enabled.
Possibly the best planned-out MT game
Yes, granted. … the game is hard to get into. But not as hard as many others where there is no beginners' info or walkthrough provided. Besides MC has -sold- more than a million copies before a proper instruction for beginners was implemented.
That being said, there is nothing more to add in terms of criticism. This is by far the best and most concise work I have seen and played so far within Minetest as a single player. Everything is planned out and integrated neatly with the goals of the survival gameplay in mind. The game is highly complex with the simulation of environment physics such as erosion and temperature affecting the character and their surroundings. It has its very own collection of unique items and blocks as well as modifying MT's features like stack size and inventory capacity effectively. It is challenging , even frustrating at times and still allows for a learning curve that provides enough progress to make the game highly addictive.
The look and feel reminds me of the non-voxel, commercial game "Force of Nature". But gameplay is a lot better than that, IMO.
A prime example of open-source gaming and a crystal-clear recommendation for all fans of survival games. Thanks to Minetest's and Exile's developers!
Interesting and Fun
A fun mod to fiddle around with. Got some pretty cool results. There seems to be a bug where sometimes you have to reload minetest for a newly downloaded palette to show up
Oldie but goldie
Even if the last “real” change was a bugfix 3 years ago the mod simply works and does exactly what’s described. It’s a super useful feature to combine two chests into one larger chest to have twice the amount of items in one chest inventory.
Over-engineered but pretty much awesome
It started as a craftguide but nowadays it’s by far the most modern and complex default inventroy replacement out there.
The mod is so feature-laden that it sometimes feels a bit too complex. Today it’s not just an inventory, it’s basically an interface to everything player-related, including the inventory.
It’s very dated
While the mod works in genral and all the features are available as described, it’s just oooold.
You see that it was started 10 years ago. The look and feel is just clumsy. The default inventory was improved a lot since then and has a robust search and an own crafting guide. Also, the (now) common sfinv makes a lot of Uinified Inventory’s features redundant because mods added tabs to the default inventory for their functionality.
If you want to use a modern replacement for Unified Inventory maybe check out i3. Or simply stick with the default inventory that got improved since Unified Inventory was created.
Adds a lot of logic features
A very well supported mod that adds a lot of stuff to work with to create logic systems. You get buttons, witches logic gates and even an FPGA you can freely program to do a lot of cool things. You can also have a ctroller that can run (mostly) arbitrary Lua code when triggered in a defined way and that can output signals that can be processed by other components.
It also interacts very well with Digilines and Technic and allows complex machinery with text output on displays.
This is one of the few mod’s I always enable when starting a new world or trying things in singleplayer.
Marvelous
In addition to being a great addition to any minetest world, the way the processes are described makes the experience very immersive. ̶(̶p̶s̶:̶ ̶g̶e̶t̶ ̶t̶h̶e̶ ̶g̶i̶t̶h̶u̶b̶ ̶v̶e̶r̶s̶i̶o̶n̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶t̶e̶x̶t̶u̶r̶e̶s̶)̶
Nice Twist on the maze concept
Does this provide a satisfying gaming experience? No, not yet. But the gimmic of seeing the maze you are about to enter before you jump in, makes this maze game quite interesting.
Thumbs up for a good start to a game that could improve.
I did notice that everything that is not gameplay related has been removed, and some effort has been put in to making this an enjoyable experience. It is not a game yet, but it could be, and could be a pretty neat one.
Explore mod
Like all other APercy mod this is really cool, I like the model of the plane, it's so beautiful. The formspec instead of key combinaisons is very cool, it offers more possibility. Just a problem because I can't access to the plane stockage with Aux1 defined with a letter, but I can with Ctrl. But the lag is lesser than other planes, so a big improvement in this way, also the new panel is good, and I love the new features like flaps or lights.
So install this mod.
Very good mod
Very good mod but would it be possible to add a step where you have to take a screenshot? It would help me for the missions of my game
Mod is way too buggy
I have tested this mod with Mineclonia and can not recommend it.
This seemed true at first glance. The movement blocking felt a bit too jerky though.
When I entered a new world with this mod, I found no obsidian marker, but a bunch of server errors showed up during map generation.
The second time I entered that world, I did find an obsidian border. I assume that the placement code should wait until mapgen is done.
Mined nodes outside the spawn chunk are immediately restored, but since the nodes drop as items, this means that players have an infinite supply of everything that they can mine, which makes resource gathering absurdly easy. It is also trivial to move outside of the chunk with a boat, to explore the world and gather literally limitless resources; upon exiting the boat, the player is teleported back to the spawn chunk.
Awesome and useful!
Useful to broadcast messages, and doesn't change the game entirely. Awsome for people who like mods that add useful features without entirely changing how minetest works. Good work!
Great for building complex contraptions with complex purpouses.
Mesecons can be used for a variety of reasons which is the main reason it is a consitently usefule mod. It adds tons of things, from self building bridges to a simple door that opens when your close, this mod has you covered. But because of its complexity, it may be hard to learn for beginners as there are barely any accessible tutorials shared on social media. Maybe an in-game guide book that teaches you some of the basic mechanics? Maybe if you shift+rightclick+jump it tells you more about how the block you're pointed at? Great mod, 8/10. A must have for survival/creative servers.
Best train mod
Trains are the best form of public transport, and bringing them to Minetest is brilliant. This mod offers realistic railways, with high-level automation APIs and cargo possibilities.
All the other transport mods have nothin on Advtrains, and can only offer little of what Advtrains offers.
I have used it to connect my server. I can sit and watch trains pass at high speed or board a train and get somewhere in style. Whilst teleportation is more convinient, it does not help with cargo transport, one thing that Advtrains handles amazingly.
Overall, this mod is very good for making good transport systems whilst keeping realisim high on the agenda.
An amazing mod
This mod contributes heavily to the infrastructure of any Minetest server. It allows paths to cross across the server, perfect for walking. These can be integrated into infrastructure quite naturally, and offer good possibilities when looking for a place to settle, upkempt paths crossing unloaded mapblocks.
I have personally integrated them with my server's infrastructure and have protected them from harm.
Amazing!
This is one of the best mods I have ever come into. I'm gonna make a list of pros vs cons, cuz, well, why not: ---Pros :D 1. Graphics are AMAZING! 2. The dragons are easy to control when riding 3. Come in a variety of colors 4. Beautiful new building blocks 5. Fast transport xD 6. I love dragons so... Yeah :D Summary: Good graphics, nice speed and control when flying. Adds cool new blocks, many color varieties. ---Cons D: 1. The wings don't show up well on dragons, exept if they are silver or gold. 2. When I shift-rightclick my dragon, it gives a bunch of errors that tell me that this little model or diagram of my dragon can't show up. 3. How do you hatch the dragons? I've rummaged through everything I can, even Libri Draconis in game and haven't been able to figure it out. Summary: Wings aren't showing up well, many errors on dragon info screen, can't find out how to hatch dragons.
Good mod, thanks for reading!
AWSOME!
A great mod that adds a great quality-of-life feature to Minetest. Makes choping trees easier, and more realistic whilst still keeping the blocky and imaginative Minetest style. Great for people who like minor and useful additions to the game!
Very bad as a standalone game, shouldn't be default game. But OK for creative building and modding
I have been a long-time vocal critic of MTG, and for a number of reasons. This post serves as a summary. Review for version: 5.5.0
The biggest problem, tho, is that MTG just "feels" incomplete. In essence, MTG is a Big Empty Sandbox that Jim-Stephanie Sterling talked about on the Jimquisition. Meaning, the world is large, but the number of different things you can do is very small. It thus feels "empty".
So what can you do? You can explore the world, but the biomes don't offer special items that advance the game (except food, maybe). You can go mining, but it's easy to get to the best ore, the diamond ore. You can farm blocks and build, and you can farm wheat and cotton. And this is ... mostly it, apart from some smaller features. Needless to say, a new player will have explored all the major features fast. Not being able to do various different things is the death for any sandbox.
Thus, you run out of new things to do in MTG fast. Once you get the best tools, farmed some resources, built some things, that's all the game offers, basically. MTG is fine if you really only care about raw creative building. The selection of blocks is fine, and people did build amazing things in MTG.
But IMHO, the standalone MTG is completely uninteresting as a game. It is, however, extensively used for servers, but in a heavily modded form. As a basis for servers to add mods on, MTG has done its job well. As a basis for modders, MTG does an OK job.
But most players want more than just a raw sandbox. MTG does not deserve its special status as a default game and should therefore lose it. That MTG is still the default game is the single-most damaging thing to the whole community, because it makes such a bad first impression. Thankfully, development focus has mostly moved away, as MTG is currently in "maintenance/bugfix-only" phase.
Full disclosure: I did contribute some smaller features and bugfixes in the past and also a translation. But not the big stuff.
Great Mod!
I like this mod. Now everybody can make a minigame. At my old server(which i never published) i wanted make a mesewars minigame, but without this libary that would be maybe impossile. Thankyou Zughy! Edit: Maybe you could add minigames type: tempoary: minigames which use round system like block league alwaysrunning: minigames which you can join every time you like and quit like skyblock.
Oh and please add that you can quit arenas which are singleplayer, thankyou.
Great lib! Very helpful
I REALLY recommend this lib because it helps and give a boost about the creation of a minigame in Minetest. There is also a "sampleminigame" Mod that you can use to try the lib and it could be a usefull template to start to create your first minigame!
I also would like to tell that there is a huge and detailed documentation that helps and guide you while coding the mod (in my case, all my questions found the solutions inside there)
I really appreciated it 👍!
very innovative and fun
Very cool Great vehicle, very good control experience
HOLY MOLY
This mod is just impressive and I loved to try. The concept of moving inside the vehicle while riding it is really amazing. Plus the fact that you can recharge it from landing in water is cool. I never tried any steampunk vehicle hence the experience while flying it was just as awesome. This mod is highly reccomendable for travelling in MTG.
Nice idea, disappointing execution
I really like the concept; I thought this mod could provide some kind of “undo” for when I craft more than I need.
Then I crafted 4 tree into 16 wood, put it into the decrafting bench and got 2 wooden slabs.
Then I put 4 sandstone blocks in the decrafting bench and got 2 sandstone slabs.
Then 2 bronze blocks turned into 2 bronze slabs and saw the pattern.
Useful, barebones
Very useful as a dev, for use with small games that don't (yet, or plan to) provide a creative inventory of their own. There are no search or filtering features, so it is not suited for large games or collections of mods. Beats
/giveme
and/pulverize
any day.Misleading name: The chest does not contain everything!
The name is wrong: This mod only adds a chest with creative inventory items.
There exists a setting to make the chest contain everything. It is off by default.
I wasted several minutes of my life with this mod because of a useless default.
Works as advertised!
Note: This mod works well with MineClone2 / MineClone5 / Mineclonia.
It is not needed there though – the waterlily node has the same purpose.
Nice mod to play with algorithmically generated structures
It seems to me that the “Run your first program” instructions must be done after the “Write your first program” instructions to avoid a crash.
Note that several of the examples do not work if your world does not have the mods
vector3
andworldedit
.Why is this mod not available for Minetest 5.5+?
Very challenging, unusual and deep game mechanics
I have encountered no other Minetest game yet that felt so much like a survival challenge.
In Exile, simply not dying all the time means that a player is doing something right.
Building an actual house is a challenge – I managed to live in a tiny cave.
Survival tip: Stay warm and make sure you have drinking water.
Very weird usage, but overall okay
This mod basically works by overriding day/night ratio for the player who uses it. This means that the sun and moon do still move, it is just light or dark permanently.
The mod uses the
/ptime
command to do three things:Enter the command repeately to cycle between the modes.
A possible improvement for this mod would be for the
/ptime
command to take a parameter, like/ptime day
or/ptime night
or/ptime disable
. That way users would no longer have to guess what the command will do.Interesting gameplay change, crashes with fire and TNT
This changes how Minetest works in an interesting way. I suggest to try it out!
I found the following issues with Minetest Game that show that this mod needs work:
Cool idea, but not enough of a timesaver
The stair pick idea is nice, However, I was not able to create corner stairs or upside down stairs. This means I actually do have to craft and place stairs, which I wanted to avoid.
There is a slight visual flicker when a node is turned into a stair. I think this happens because the node is being removed before it is placed. Since the code is old (2013), I assume that back then it might have been necessary, but nowadays I would use
minetest.set_node()
to get flicker-free stair picking.