Conceptually sound but too rough to consider except as a WIP
First a list of things I quite appreciate:
The standard ballast texture, if it could be made to tile better
The idea of grades of ballast and the stained ballast node
An attempt at modular overhead line equipment
The mast truss
The idea of cable troughs
However I find the art a bit inconsistent and there are a few assets for signs that may have been copywronged from railsigns.uk, despite being attributed (the author should recall that in the absence of a licence statement, copyright remains all rights reserved). I also think the author missed a big opportunity to use display_modpack for the plethora of 'Stop \<color> of \<x> cars' signs - simply allow writing two numbers in a formspec attached to the sign. Then only one sign node definition is needed per colour. A consistent font or small set of fonts and texture resolutions should also be used instead of a mix of pixel and smooth fonts. Some signs also have a very tiny size in the world, which makes them illegible from more than about half a metre away, yet they still have the same size selection box. Others have a very high resolution which causes a big framerate drop whenever they are wielded in-hand; a separate in-inventory image can address this.
The overhead line equipment, or as it's referred to in-game "OLE" without explanation: I like the idea of modularity in height and flexibility of track spacing. However, the lack of any wire at 30 and 45 degrees to match the track is a bit dissapointing, even if it would take a lot more to implement. Also, this is not actually the first attempt at OLE for Advtrains - MBB actually made a more basic system back in 2017. Although the britsignals OLE is more complicated and a bit thinner on the wires (which is usaully more desirable), the MBB mod actually manages to get a better colour contrast including darker cables and has a separate messenger/return wire .
Recommended for people with experience in digital logic, but not beginners
While still obviously a work in progress, this game suffices as a demonstration of how to apply digital logic principles with mesecons and a demonstration of several digistuff components. It does not introduce digital logic principles to someone without that background, but is good as a kind of recipe book for people with some experience already. Perhaps in future it can also introduce the basics.
The text is sparse, or sometimes missing, and you will only get out as much as you put into interacting with each exhibit. I was able to understand the interface to some of the latches, for example, without understanding their internals, but further study and interaction would lead to a better understanding.
Better care should be taken to guide the flow and mark prerequisites in some places. I did not understand the I/O expander when I visited the magnetic swipe card exhibit, so marking a prerequisite of I/O expanders for the swipe card, or removing the use of I/O expanders from the swipe card exhibit would be more helpful.
In terms of performance, the exhibits are mostly tolerant to quick switch flipping and the use of clocks that are off by default helps performance too. I was able to get the I/O expander direct connect exhibit stuck with one pin on though.
I was a bit confused to see the use of 1's complement representation in the display decoders. Perhaps it is easier to build than 2's complement for a display decoder, but 2's complement is vastly superior for arithmetic. Also the sign bit would usually go on the left of all the place value bits in my mind.
The exercises are still also definitely a work in progress, with the second one having several 'wrong' ways to solve it. A good series of exercises can be hard to put together but a well-put-together one would certainly add a lot of value.
Hi, great mod, but could you add ,privileges to use it? Or there is already a system to avoid its use in areas not allowed, for example I would like to create a special space in my server where to use weapons but I would not want them to be used everywhere "especially grenades"
I like this inventory as it is a swiss army knife inventory that has everything you would need, with a broad mod support.
I would, however, allow some sections to be accessed separatedly, as well as allow for a better experience in mobile phones, i.e., be more wide than tall, and potentially use less vertical space parhaps. Text for bags, and the bottom icons are very small on my phone screen.
I use this as the default inventory on my server, as it has the best support overall.
This mod adds amazing new challenges for your survival gameplay. Dragons are a next-level challenge, and you can progress into a Dragon master who breeds your own dragons, wearing the most powerful armor in game.
3 or 4 days ago i found out about you natural slopes mod - and thought this is what i always wanted - being a bit tired from the totally squared look
- nice idea and great work @ karamel!
but soon ended a bit disappointed, cause the mathematical strait slopes an the stairs both seemed not that natural to me.
(and that the mod's support only vanilla (and a bit +) and Hades rev. Minetest.)
But i wondered about a solution, if a simple modifying of your strait objects with some more vertices, and different normals could lead to an improved overall impression,
even if with part optical illusion.
At first i tried several 3d-, node- and mesh-editors all with different kind of struggle to import, subdivide and export in functional .obj s and got a bit disappointed again by this waste of time!
So i dived into the specs of alias wavefront .obj and used some plane sheet of paper and a text editor instead (i was faster to the point as with the best working of those editors mentioned).
And now here it is: A set of new object free for everyone to copy to ..\mods\naturalslopeslib\models
and of cause for you to make it public availble as additional sub set/ setting perhaps call it "Dan's" "bumpy" or "approx" smooth...
maybe i find a way to add some screenshots, or to post the created .obj s
Mantar and other contributers are doing an awesome job of fixing up and expanding my original version. A huge amount of coding work has been done under the hood. Most of that is invisible to players but trust me, it's there. This project is moving well beyond proof of concept and is gaining a solid foundation. More and more that will start being noticeable to your average player. Watch this space!
I had tons of fun playing this mod. Personally, I like getting blown by the wind. I was challenged by this mod, everything is amazing, I just have a problem with world gen. where there is never water sources in lakes, and if I do carpathian I spawn waaaaaaaaaay underground at world limit. It's really weird. Anyway, there are some things I'd change:
· Add some more blocks that can't be blown by the wind
· Maybe some ruins that can spawn around the map with loot?
· Some junkyards
· Some... Remainders of animals, that died from litter or something.
Thanks for the great mod!
Annoying glitchy camera makes the gameplay unbearable
I stumbled upon this mod by accident and I was very curious to see what the author had managed to do.
The first try was on an already created world with no other mods enabled but this, and after a short while the fans of my PC started spinning like crazy and the system started to struggle, at least till my character was teleported at ~Y 4000 for no apparent reason. I run /kill but it wasn't long till I got teleported back.
I then decided to run another test on a brand new world, and this time the problem didn't show up. However, the half stuck camera and the fact that it teleports back almost at every movement of the mouse, makes the experience very frustrating.
I also tried to give myself a few privileges (fly, noclip), but they didn't work. I had to read the description in here to learn that I need to kill myself first, however such instructions shouldn't be on a separate file, they should be in game.
In general, I appreciate the creativity of the author, but as for now it only seems the emptier version of Terraria with a very annoying camera
I have used this mod and am fast approaching my 1e5 th click. It is very effective to make tunnels quickly, but i am not a fan of torches being used for lighting. To make this realistic, i put them under the guise of "Station Heating" and "Air Circulation".
Your mod is really cool and also kinda different.Like sometimes its easy and sometimes hard. But best of all it looks much like that random world mod for minecraft. Like gettting diamond ore from surface dirt from underground wood from dungeons. I loved it
I always wanted to have a boss battle with not too many mobs like nssm. And it is here now a powerful creature who has greate damageable powers and who does not want it. But I wanted to make a request to you to make another mob like flame wolf who you can tame and has some powers and a high health pool and a inventory
Your game is I think in its early stages if I am not wrong. It is so much WIP that I cannot say. It is wierd, unplayable, and many times annoying. I deleyted this game just after the day I installed it. But still there is one thing I like about your game that is that your game has a Egyptian god like model. But still there are no weapons not even a stick, a bow is far, powerful camoflaging monsters who if you go near you will get damage, player does not have physics, monster models are weird, no armour, too much foilage, you cannot break any node or even craft, no food, just void. But despiyte these drawbacks your game is still plyable and this is confusing
As mentioned in the mod description, Mesecons is basically the equivalent of Redstone. But it is easier to use, without Redstone's dumb restrictions. Wires don't need to be placed on a solid surface, and can instantaneously carry a signal as far as you need. Mesecons also has features that Redstone has not, including insulated wires, compact logic gates, FPGAs, and controllers programmable with Lua.
In addition, it's easy to write mods that integrate with Mesecons. You can add your own inputs and outputs and even your own wires. That said, documentation of the API is somewhat lacking.
There are some bugs, especially with regards to pushing Mesecons components using pistons. You probably won't encounter them during normal gameplay, but hopefully they will be fixed eventually.
You mod is nice and useful in games for experimentation of implementing skins. Plus the fact that I love it is that it directly puts the skin on without any other mod required.
But I have one request for could you please add cape edit option to this mod
Nice, but I feel like the algorithm could be improved.
It would be even more incredible if we could pick between Kruskal's, Prim's Modified, Recursive Backtracking, and Hunt-and-Kill algorithms, as well as it being able to place 1/16 cut block slabs as walls!
This mod is just a weird useless and totally off from the title mod. It has nothing which could make it worth playable rather it has things to make players go away from your mod.
Firstly your mod has many undefined textures of many blocks.
Obtaining blocks is completely useless because obtaining it is just a waste of time and energy.
Crafting blocks is also useless as your mod has no work assigned to the objects except for wrench which works but is just like the screwdriver, the gearboxes have no use just a stationary useless block.
Lastly I would say your mod has just used my space up due to its uselessness and gives error after error
Either fix it or remove your mod due to the above reasons
I really like that a mod brings colour contours to a world plus it looks like minecraft and that is lovely. But just one request to make it support carpanthian and v6 also.
This is a great mod, and a great port of a minecraft mod called Ice and Fire which does exactly the same things to a T. It would be better if that was mentioned in the description, as while this mod doesn't reuse any assets or code it's clear where all of the ideas and mechanics came from.
Disregarding that: good mod, visually pleasing, and deserves recognition for that.
Kind of rough, kind of laggy, kind of buggy, and not always intuitive, but we love what it can do
Advtrains is the kind of mod that has twofold appeal: From the perspective of people who will never learn its ins-and-outs, and from those who will learn all about the mod and enjoy its richness. It's the definitive method of public transport for Minetest - even the boats and buses of linetrack are based on this core, and teleports can't compare. The way all trains are always operating, even through unloaded areas, is just the beginning of its rich features.
The track system is first class among railway mods for block games, with 30 degree increments, slopes, 45 degree slopes, diamond crossings. No limitations on placement. It's still not 'realistic' but it leaves minecart tracks looking janky.
The signalling and interlocking system has profound depth, though at cost of complexity and being notoriously hard to learn. If you're a lover of signals, this goes beyond OpenTTD or Factorio. Save yourself some trouble and ask other players for help learning.
The trains can also carry your cargo. Moving stuff by train is great fun, better than any other way I can think of. Challenge yourself to build a realistic freight railway, and then sit back and enjoy automatic operation.
Don't like driving? Need to run a timetable? Want something even more elaborate? Start with basic ATC tracks and station/stop rails, and later discover how automation and full control is always available through Advtrains' Lua environment "LuaATC" for anything the train can do.
I have to admit Advtrains' faults: It's hard to learn, it can lag your server badly (the more trains the merrier.. er.. laggier) and one misstep with LuaATC can crash the server. The selection of trains is growing but still not that broad across people/goods, city/country, nationality. It's not super survival friendly. Waiting around at a station for a train to come is probably even less fun in a video game than real life. But I just can't name anything that gives you this much control of computer game trains!
Cool
Could you add the lethal Indian flexible blade sword
Exactly what I needed
Thank you for this mod. This is exactly what I needed, it allowed me to quickly build large customizeable roads.
Conceptually sound but too rough to consider except as a WIP
First a list of things I quite appreciate:
However I find the art a bit inconsistent and there are a few assets for signs that may have been copywronged from railsigns.uk, despite being attributed (the author should recall that in the absence of a licence statement, copyright remains all rights reserved). I also think the author missed a big opportunity to use display_modpack for the plethora of 'Stop \<color> of \<x> cars' signs - simply allow writing two numbers in a formspec attached to the sign. Then only one sign node definition is needed per colour. A consistent font or small set of fonts and texture resolutions should also be used instead of a mix of pixel and smooth fonts. Some signs also have a very tiny size in the world, which makes them illegible from more than about half a metre away, yet they still have the same size selection box. Others have a very high resolution which causes a big framerate drop whenever they are wielded in-hand; a separate in-inventory image can address this.
The overhead line equipment, or as it's referred to in-game "OLE" without explanation: I like the idea of modularity in height and flexibility of track spacing. However, the lack of any wire at 30 and 45 degrees to match the track is a bit dissapointing, even if it would take a lot more to implement. Also, this is not actually the first attempt at OLE for Advtrains - MBB actually made a more basic system back in 2017. Although the britsignals OLE is more complicated and a bit thinner on the wires (which is usaully more desirable), the MBB mod actually manages to get a better colour contrast including darker cables and has a separate messenger/return wire .
Continues in a comment
Recommended for people with experience in digital logic, but not beginners
While still obviously a work in progress, this game suffices as a demonstration of how to apply digital logic principles with mesecons and a demonstration of several digistuff components. It does not introduce digital logic principles to someone without that background, but is good as a kind of recipe book for people with some experience already. Perhaps in future it can also introduce the basics.
The text is sparse, or sometimes missing, and you will only get out as much as you put into interacting with each exhibit. I was able to understand the interface to some of the latches, for example, without understanding their internals, but further study and interaction would lead to a better understanding.
Better care should be taken to guide the flow and mark prerequisites in some places. I did not understand the I/O expander when I visited the magnetic swipe card exhibit, so marking a prerequisite of I/O expanders for the swipe card, or removing the use of I/O expanders from the swipe card exhibit would be more helpful.
In terms of performance, the exhibits are mostly tolerant to quick switch flipping and the use of clocks that are off by default helps performance too. I was able to get the I/O expander direct connect exhibit stuck with one pin on though.
I was a bit confused to see the use of 1's complement representation in the display decoders. Perhaps it is easier to build than 2's complement for a display decoder, but 2's complement is vastly superior for arithmetic. Also the sign bit would usually go on the left of all the place value bits in my mind.
The exercises are still also definitely a work in progress, with the second one having several 'wrong' ways to solve it. A good series of exercises can be hard to put together but a well-put-together one would certainly add a lot of value.
nice but...
Nice mod but you have error in /sappire/init.lua line 207 change ruby with sapphire
Nice but...
Hi, great mod, but could you add ,privileges to use it? Or there is already a system to avoid its use in areas not allowed, for example I would like to create a special space in my server where to use weapons but I would not want them to be used everywhere "especially grenades"
My go-to inventory in Minetest
I like this inventory as it is a swiss army knife inventory that has everything you would need, with a broad mod support.
I would, however, allow some sections to be accessed separatedly, as well as allow for a better experience in mobile phones, i.e., be more wide than tall, and potentially use less vertical space parhaps. Text for bags, and the bottom icons are very small on my phone screen.
I use this as the default inventory on my server, as it has the best support overall.
Amazing mobs, immersive gameplay
This mod adds amazing new challenges for your survival gameplay. Dragons are a next-level challenge, and you can progress into a Dragon master who breeds your own dragons, wearing the most powerful armor in game.
Makes the server very diverse in terms of biomes
The added nodes, biomes and ores are a great enhancement, specially for MTG. I use at the Mercurio server and it is just great!
Loved the idea!
Super easy way to create formspecs.
Suggestions:
additional .obj s ...
3 or 4 days ago i found out about you natural slopes mod - and thought this is what i always wanted - being a bit tired from the totally squared look - nice idea and great work @ karamel! but soon ended a bit disappointed, cause the mathematical strait slopes an the stairs both seemed not that natural to me. (and that the mod's support only vanilla (and a bit +) and Hades rev. Minetest.) But i wondered about a solution, if a simple modifying of your strait objects with some more vertices, and different normals could lead to an improved overall impression, even if with part optical illusion. At first i tried several 3d-, node- and mesh-editors all with different kind of struggle to import, subdivide and export in functional .obj s and got a bit disappointed again by this waste of time! So i dived into the specs of alias wavefront .obj and used some plane sheet of paper and a text editor instead (i was faster to the point as with the best working of those editors mentioned). And now here it is: A set of new object free for everyone to copy to ..\mods\naturalslopeslib\models and of cause for you to make it public availble as additional sub set/ setting perhaps call it "Dan's" "bumpy" or "approx" smooth...
maybe i find a way to add some screenshots, or to post the created .obj s
Character rotations are incorrect for some reason.
Character rotations seem to be incorrect when i punch or punch while walking.
A new thing
A good addition to minetest but just some requests to firstly add rbg theme and please acould you add it for i3
This has my approval ;-)
Mantar and other contributers are doing an awesome job of fixing up and expanding my original version. A huge amount of coding work has been done under the hood. Most of that is invisible to players but trust me, it's there. This project is moving well beyond proof of concept and is gaining a solid foundation. More and more that will start being noticeable to your average player. Watch this space!
Nice game
This game is nice. If you don't want to buy Minecraft license you can play this game it is like minecraft 1.12.
Fun
I had tons of fun playing this mod. Personally, I like getting blown by the wind. I was challenged by this mod, everything is amazing, I just have a problem with world gen. where there is never water sources in lakes, and if I do carpathian I spawn waaaaaaaaaay underground at world limit. It's really weird. Anyway, there are some things I'd change: · Add some more blocks that can't be blown by the wind · Maybe some ruins that can spawn around the map with loot? · Some junkyards · Some... Remainders of animals, that died from litter or something. Thanks for the great mod!
Absolutely Amazing!
Is very intuitive and handy for making 3d renders of your real world in Minetest, or just exploring it in a more free form.
Useful
It's useful for maintenance.
The Best inventory Mod
Works good Looks Amazing and has meny features just Amazing
Great Bow Mod
Works Great and is very high quality just needs more special arrows
Annoying glitchy camera makes the gameplay unbearable
I stumbled upon this mod by accident and I was very curious to see what the author had managed to do.
The first try was on an already created world with no other mods enabled but this, and after a short while the fans of my PC started spinning like crazy and the system started to struggle, at least till my character was teleported at ~Y 4000 for no apparent reason. I run
/kill
but it wasn't long till I got teleported back.I then decided to run another test on a brand new world, and this time the problem didn't show up. However, the half stuck camera and the fact that it teleports back almost at every movement of the mouse, makes the experience very frustrating.
I also tried to give myself a few privileges (
fly
,noclip
), but they didn't work. I had to read the description in here to learn that I need to kill myself first, however such instructions shouldn't be on a separate file, they should be in game.In general, I appreciate the creativity of the author, but as for now it only seems the emptier version of Terraria with a very annoying camera
Works well
I have used this mod and am fast approaching my 1e5 th click. It is very effective to make tunnels quickly, but i am not a fan of torches being used for lighting. To make this realistic, i put them under the guise of "Station Heating" and "Air Circulation".
Not to be missed
A complete mod that is very well documented. It is hence quite easy to create lightweight dependant mods with nice functionalities.
Its compatible to mineclone?
Its compatible to mineclone?
Cool
Your mod is really cool and also kinda different.Like sometimes its easy and sometimes hard. But best of all it looks much like that random world mod for minecraft. Like gettting diamond ore from surface dirt from underground wood from dungeons. I loved it
At least beauty
Hey your mod is nice and the weather is also good. But I just wanted to request that could you make your mod run with commands
Hey finally something to an adventurer
I always wanted to have a boss battle with not too many mobs like nssm. And it is here now a powerful creature who has greate damageable powers and who does not want it. But I wanted to make a request to you to make another mob like flame wolf who you can tame and has some powers and a high health pool and a inventory
So unplayable
Your game is I think in its early stages if I am not wrong. It is so much WIP that I cannot say. It is wierd, unplayable, and many times annoying. I deleyted this game just after the day I installed it. But still there is one thing I like about your game that is that your game has a Egyptian god like model. But still there are no weapons not even a stick, a bow is far, powerful camoflaging monsters who if you go near you will get damage, player does not have physics, monster models are weird, no armour, too much foilage, you cannot break any node or even craft, no food, just void. But despiyte these drawbacks your game is still plyable and this is confusing
genal
muy util para crear mis propios mapas para el juego BlockBomber
Realy like this mod
A few days ago i also had thought of making a mod that adds rings like in LOTR and LOTT. I think this mod is waaaay better tho
Better than Redstone
As mentioned in the mod description, Mesecons is basically the equivalent of Redstone. But it is easier to use, without Redstone's dumb restrictions. Wires don't need to be placed on a solid surface, and can instantaneously carry a signal as far as you need. Mesecons also has features that Redstone has not, including insulated wires, compact logic gates, FPGAs, and controllers programmable with Lua.
In addition, it's easy to write mods that integrate with Mesecons. You can add your own inputs and outputs and even your own wires. That said, documentation of the API is somewhat lacking.
There are some bugs, especially with regards to pushing Mesecons components using pistons. You probably won't encounter them during normal gameplay, but hopefully they will be fixed eventually.
Hey wow
Your nether mod is really worth to be played but I wanted to ask wether it is configurable
Mod is really different
I think your mod is a good start but may I request you to add cave generation settings
A nice mod
You mod is nice and useful in games for experimentation of implementing skins. Plus the fact that I love it is that it directly puts the skin on without any other mod required. But I have one request for could you please add cape edit option to this mod
Nice, but I feel like the algorithm could be improved.
It would be even more incredible if we could pick between Kruskal's, Prim's Modified, Recursive Backtracking, and Hunt-and-Kill algorithms, as well as it being able to place 1/16 cut block slabs as walls!
Oh your game is nostalgic
Your game is lot much like subway surfers. But will you add power ups
You should either improve or remove this mod
This mod is just a weird useless and totally off from the title mod. It has nothing which could make it worth playable rather it has things to make players go away from your mod. Firstly your mod has many undefined textures of many blocks. Obtaining blocks is completely useless because obtaining it is just a waste of time and energy. Crafting blocks is also useless as your mod has no work assigned to the objects except for wrench which works but is just like the screwdriver, the gearboxes have no use just a stationary useless block. Lastly I would say your mod has just used my space up due to its uselessness and gives error after error Either fix it or remove your mod due to the above reasons
Vibrant
I really like that a mod brings colour contours to a world plus it looks like minecraft and that is lovely. But just one request to make it support carpanthian and v6 also.
Well made but maybe a little dishonest.
This is a great mod, and a great port of a minecraft mod called Ice and Fire which does exactly the same things to a T. It would be better if that was mentioned in the description, as while this mod doesn't reuse any assets or code it's clear where all of the ideas and mechanics came from.
Disregarding that: good mod, visually pleasing, and deserves recognition for that.
Kind of rough, kind of laggy, kind of buggy, and not always intuitive, but we love what it can do
Advtrains is the kind of mod that has twofold appeal: From the perspective of people who will never learn its ins-and-outs, and from those who will learn all about the mod and enjoy its richness. It's the definitive method of public transport for Minetest - even the boats and buses of linetrack are based on this core, and teleports can't compare. The way all trains are always operating, even through unloaded areas, is just the beginning of its rich features.
The track system is first class among railway mods for block games, with 30 degree increments, slopes, 45 degree slopes, diamond crossings. No limitations on placement. It's still not 'realistic' but it leaves minecart tracks looking janky.
The signalling and interlocking system has profound depth, though at cost of complexity and being notoriously hard to learn. If you're a lover of signals, this goes beyond OpenTTD or Factorio. Save yourself some trouble and ask other players for help learning.
The trains can also carry your cargo. Moving stuff by train is great fun, better than any other way I can think of. Challenge yourself to build a realistic freight railway, and then sit back and enjoy automatic operation.
Don't like driving? Need to run a timetable? Want something even more elaborate? Start with basic ATC tracks and station/stop rails, and later discover how automation and full control is always available through Advtrains' Lua environment "LuaATC" for anything the train can do.
I have to admit Advtrains' faults: It's hard to learn, it can lag your server badly (the more trains the merrier.. er.. laggier) and one misstep with LuaATC can crash the server. The selection of trains is growing but still not that broad across people/goods, city/country, nationality. It's not super survival friendly. Waiting around at a station for a train to come is probably even less fun in a video game than real life. But I just can't name anything that gives you this much control of computer game trains!