I like it. I always have some ambient sound mod installed and its weird to hear birds but not see any at all. This fixes that well enough.
I made a couple tweaks to reduce the spawn rate of swarms. Too often, my skies would get unrealistically crowded, and so many moving shadows on the ground was distracting. Also, doubled the despawn distance, so they just fade nicely into the fog, instead of harshly popping off screen. This also improved performance.
What I'd like to see, is more variation in spawn altitude, and the ability for them to change altitude & direction, so they can actually fly around. I just don't know LUA well enough to contribute that much yet.
Also, just noticed a bug where birds can spawn with 0 (or near 0) velocity. They seem to eventually despawn anyway, but it is odd.
It adds colored glass, stone bricks and apple wood. It's very nice for building, even if you won't use the stone or wood blocks, since the glass is nice and completely transparent, allowing for cool tints or just nice windows.
game crash not sure why it does it at random usually after about 10 minutes or so
AsyncErr: Lua: Runtime error from mod 'advtrains' in callback environment_Step(): ...ent evil worlds\bin..\mods\advtrains\advtrains/path.lua:373: 0.064522190551315
stack traceback:
[C]: in function 'assert'
...ent evil worlds\bin..\mods\advtrains\advtrains/path.lua:373: in function 'path_get_index_by_offset'
...il worlds\bin..\mods\advtrains\advtrains/trainlogic.lua:596: in function 'train_step_b'
...il worlds\bin..\mods\advtrains\advtrains/trainlogic.lua:109: in function 'mainloop_trainlogic'
...ent evil worlds\bin..\mods\advtrains\advtrains\init.lua:613: in function <...ent evil worlds\bin..\mods\advtrains\advtrains\init.lua:575>
...or resident evil worlds\bin..\builtin\game\register.lua:431: in function <...or resident evil worlds\bin..\builtin\game\register.lua:417>
If you're a builder (you probably are atleast in your singleplayer world since building is one of the cool things you do there) then this is a must have.
Not only the planks' looks are nice and consistent, but even finding these trees in the first place is cool...
and especially because there are >13< different trees!
Most of them are also big and provide new food, such as coconuts or pine cones.
This mod sometimes even changes up the game's mechanics (but you can set them not to if you wish), such as fruit or similar falling to the ground after breaking them instead of immiedately coming to your inventory.
In summary, this mod is great for both building and survival (they provide food), especially since there are 13 different trees. And remember, that's a ton on top of what the game or other mods already provide! Remember to always explore other mods too.
Bonus: If you want even more trees (actually 12 more) that are interesting and have different looks compared to each other (contrary to this mod), then check out Wilhelmines Natural Biomes, which provides biomes with those. However remember to check out the biomes too, since they may or may not be your taste.
Note: This mod's rubber tree is compatible with technic, even if it isn't so visible in the optional dependencies.
This game is quite basic. It's similar to other games. It does have a few unique elements such as not being able to punch trees or having to use crumbled stone for your first tools. The graphics are nice though.
Cool biomes, but I'm not so sure about the textures
This mod is great if you want a plethora of sophisticated biomes, with their own trees and food. Every wood even has different appearances compared to each other, on example birch is smooth and simple while jungle looks dirty and mossy.
However, I'm not sure if I like the textures. They're probably the signature of wilhelmines, but for me they look kind of blurry and funky.
I also encountered a bit of lag. On my "smart" phone the lag made it so blocks took a while to get into the inventory after breaking them. On my desktop computer I encountered that only 1 time while quickly testing out the mod.
So in summary, the mod adds a lot of nice biomes with their nice wood and food, but if you're thinking about getting this I suggest you thoroughly test it out in your world, since the textures have their own charm but may not be everyone's taste, and especially since removing a biome mod from a world is probably impossible, since else there will be lots of unknown nodes.
Finally a mod where Tenplus1 can't mess up the textures resolution! Ok anyways...
This mod is a must have, because it's awesome to hear natural sounds such as birds singing or water waving and really improves the gameplay experience. Without this, a world would feel more lifeless and not be as relaxing.
I recommend this for sure if you want to be more immersed in your world.
Permite o jogador colocar o bolo sobre uma superfície qualquer e comer fatias dele ao clicar, o que permite dinamicas interessantes tais como compartilhar o alimento e festas publicas em um servidor.
Even if you didn't try out the cool tools of technic, I highly recommend you check them out, since they include e.g. the drill which is basically an instaminer multitool with multi-block-dig modes! And the mining laser is perfect for griefing your friend's base very cool to use, you can just shoot forward and get blocks from afar, and dig deep!
So if you must check out those, this mod is also a must-have. It allows you to get powerbanks mk1, mk2 and mk3, which have 400kEU and 1 charging slot for tools * the mk number (e.g. mk3 has 1200kEU and 3 slots), similarly to upgrading technic tools which also have mks. Then, you can charge them and have them on your journey! On example the mk3 can fully charge the mk3 mining drill 4 times, which is way better than crafting 4 mk3 drills.
In summary, you gotta have this mod, since technic tools are super nice, and this allows you to use them longer away from your generator. Even the bottom of the Technic Plus Beta description recommends it https://content.minetest.net/packages/mt-mods/technic_plus_beta/, and speaking of technic plus beta, it works there!
I loved the ambience of the game! But i quickly got confused trying to find new recipes, also the game was very short but seeing its recent, i see it could be something very fun!
Very nice and simple mod to start learning about mods in MT.
It is a quite nice mod, it gives a bit of hostile life to your Minetest world and I also like its simplicity both in gameplay and in the programming part, since it is useful for people who like to review the code and who want to learn a little about the functioning of MT entities.
Ive always used unified inventory, ive tried alternatives such as i3, but i3 is too advanced and jst breaks some stuff. This is the inventory mod i always use
To be honest, i've been looking for a mod like this for a very long time, till i found it a few months ago. This makes storing stuff hundreds of times more simple, I can finally store huge amounts of items without wasting too much space, Technic chests are good, but they are just too inconvinient for storing huge amounts of items, would be nice if some more mod support was added, to increase storage space, anyways, my favourite storage mod.
I love this mod, i was surprised when i found a ProjectE inspired mod. I've been using it alot, but i'm kind of starting to hate it, I have it on my Server. Everybody's got a tonna energy collectors, getting everything they need effortlessly, Maybe Nerf the Energy Collectors, and remove red and black matter armour, I know its an engine glitch that makes the player invincible, but removing it till the glitch is fixed would be way better. It's a nice mod, but it just has some unbalanced stuff.
Beyond enhancing my gaming experience, the Air Sword mod fostered a sense of community and collaboration. Engaging with other players who shared a passion for this mod allowed me to form meaningful connections and develop teamwork skills. We collaborated on in-game projects, strategized in combat scenarios, and exchanged tips on optimizing the use of the air sword. This sense of camaraderie extended beyond the game, teaching me the value of teamwork and community in achieving common goals. The Air Sword mod, thus, not only transformed how I played Minetest but also had a lasting impact on my personal and professional growth.
Survival that throws wishful thinking out of the window
A long overdue positive review from me.
I was typing one before joining the dev team, but accidentally closed my browser tab lol.
The Good
Rich natural world with many biomes and plants
Plants are not just decorations, they're resources, food, medicines and toxins
Challenging survival - the game doesn't parrot cliché features of games like Minecraft. It takes some knowledge and work to merely survive.
Dynamic nature (this is more apparent on our beta v0.4.0 branch). Seasons change and with them nature and weather, water moves through the ground.
Realism - no punching trees, you need to make proper tools, eating raw meat comes with parasites, low temperature and restlessness lead to exhaustion and death.
Mobs - there are mobs by default and they're not just a punching bag in your fantasy story. They live their lives and do their best to survive.
The game encourages sustainability and cooperation over mindless looting and destruction. Depleting natural resources can quickly turn the once flourishing land into a desert. Players have to mind their choices and respect nature, or get crushed by it like a bug.
Hidden plot - there's something to explore under the surface.
The Ugly
UI/UX - we still need to improve user interface and controls. They tend to be inconsistent.
Many elements of the game are still underbaked and need improvement, mainly the undercity, mobs.
Discoverability issues - because of unique features of the game, inconsistent UI/UX players often find things confusing and hard to get right. The most common problems are related to building kilns and iron smelters (which is also related to our imperfect heat/temperature code). The v0.4.0 release is going to include a tutorial, hopefully fixing most of these problems.
The codebase is quite chaotic in certain places, we still lack good and stable APIs for modders.
Summary
A cool game with unique features and feel, but still needs improvements.
I will say that I haven't tested game much beyond playing in creative, so I will say my review isn't fully genuine and especially why I give a neutral here. There's more I need to do to truly express this game authentically ;p
I will say that I did enjoy the creative startup - especially with those sounds and text - that was personally interesting and shows me the personal care put into this project. I enjoyed fooling around with the materials and tools provided, it was interesting seeing the different materials and how they interact with one another ;o
Unfortunately, the lag makes the game almost fully unplayable - with lag of up to 5 to 10 seconds long - even unmodded and in singleplayer - it's pretty difficult doing anything to survive and persevere.
The mobs felt dull - especially feeling like reskins - though I heard Wuzzy plans to revamp them as a whole - so I won't talk much in this regard.
I think I'll rewrite a better review after I've genuinely played survival - whenever that may be
Exile tries and succeeds in differentiating itself from Minetest Game and other Mineclonia-like games - even other survival games as it aims for a separate and newfound extreme feel, with an intended underlying lore and reason for the world's shape, form, and environment. An educational aspect is considered in tandem.
There is quite a learning curve - that Mantar and others are in the process of trying to fix (including myself :D) - but one that can be overcome with persisted effort, trial and error, and if it's hard enough - just asking the devs themselves. Though the game is brutal and unforgiving - the aim to develop iron and seek a long range of abandoned settlements cultivates a fervorous intrigue to play and continue forth despite how hard the world tries to take you with it. Developers are active and willing to tackle down bugs with ease ;3
There are some aspects of NodeCore incorporated - with nodes that need to be cooked or combined physically (see lanterns).
Diseases will be unforgiving - so be sure to make the appropriate medicines - or don't partake in which causes it - as a lot of medicines won't work anyways!
Multiplayer is wholeheartedly recommended in my honest opinion - though don't expect war and conflict - one's too busy simply trying to live than rather squabble and fight senselessly. Multiplayer helps intervene against that learning curve, provides you with great examples of what you should do to survive, sometimes provides safe havens, and usually puts you in live contact with the devs who can give you a helping hand or word whenever available.
This mod isn't realistic, but instead, it simply slows you down to a stable fall rate while allowing you to move horizontally faster. Still very exciting though if you wanna go down from e.g. a mountain, from where you can nicely glide down and far! You can even use it in caves, especially when using something like minetest game, where meeting endless caves is so easy.
TIP: You can actually stand at the edge of a block by crouching, and then use the glider to wear it. Now, you can jump up like a spaceman, so not only allowing you to elegantly drop down mountains, but climb them too!
All aspects of this game seem to fit together well, and the texture-work is very nice. It gives a calming and laid-back feeling. It also breaks some of the tradition with similar games, and I think it is for the better in almost all cases. Crafting works differently, farming is a bit different. Smelting and cooking is different. I also really enjoy that items dropped on the ground will lay flat on the surface in different rotations. This makes picking up everything dropped when chopping down a tree a bit more interesting, and it looks better than floating/rotating items in my opinion. And while talking about trees, there are also a lot more realism to them here than I am used to. There are branches and leaves that makes these trees seem less blocky, and I think it works well.
The weather-features are also very nicely done. Seeking shelter while caught in the rain and thunder feels very cozy, and the sound-design adds to that feeling.
There are weapons that can be used for hunting, or for defending yourself against the mobs. Right now there are a few different variations of mobs, and I think none of them are the traditional ones we are used to seeing in these kinds of games.
There are also items to help with your travel/exploration. These also work well even if they are works in progess, and I feel that this is the right approach to encourage players to explore the surface areas and occasional ruins that you come across. There is also much to see below ground!
All in all, I think this is very high quality already, and it takes a reductionist approach to the whole exploration/crafting voxel game that I think is fresh, and gives me the same feeling as in the old days. Even if it is currently expected to break worlds on occasion during development, I would recommend spending a few hours with it, because the author is clearly going somewhere very nice with this.
This game is very enjoyable to me. You can stroll through various different iterations of the "backrooms"-theme (like the pool-rooms etc) and each area comes with some unique things. You go through special doors to reach other areas and try to find them all and put them in your "album". The environments are very well made, and I really enjoyed the little details like dust blowing in the wind in one area for example. You have a flashlight that can be used to illuminate dark areas as well. There are no mobs, and you are utterly alone. You can sometimes hear footsteps in the distance, but that is about as scary as this gets.
All in all, this is a game I sometimes come back to just to stroll through the different environments and fanazise about what kind of world they are a part of. A very good take on the liminal theme indeed.
Technic + addons with thought from a user's perspective
By that I mean that there are improvements here a user would normally think of when e.g. trying to cope with the fact that the original technic has no basic HV machines, such as furnaces. This mod adds those!
There are even digiline cables (they transport digiline signals and power), which would come into mind when trying to get info from a nuclear reactor, or anything in general without moving it (e.g. you may not wanna move a switching station from a good place to a luacontroller machine)
Speaking of digilines, there are improvements in what machines can tell you; not only switching stations can provide lag it generates, but you can interact with even nuclear reactors, converters, quarries, etc., and I can tell about that because this has actual digilines documentation! I don't think the original technic has that. If you're not familiar with digilines, then I highly recommend you learn using them and the luacontroller, you can make anything with them using an easy language!
The mod also tells about its performance upgrades. I don't know how much faster this is than technic, but anybody would appreciate a speed boost.
Awesome if you know what's up, but confusing for beginners
The mesecons lab is a great place when you want to see how to build something when you're not completely sure how. On exmple, I could learn what signals to send to technic devices to query information, or how to even create such a technic circuit in the first place.
However, right now the game can also be confusing. On example, it sometimes can say "This is (something)" without actually explaining what it does. On example, you can see a demonstration of using the IO expander from the digistuff mod, but it can't teach you what it is at all, since it just says that it is an IO expander. I'm not even sure what it does!
Really, it often expects you to look at and understand the actual build, including looking at the luacontroller if it's used, so really, it is made for people that already have experience in mesecons and luacontroller. I recommend focusing on expanding the exercises section, so it can also teach beginners the basics so they can also start learning from those builds.
Definitely adds some life to the world
I like it. I always have some ambient sound mod installed and its weird to hear birds but not see any at all. This fixes that well enough.
I made a couple tweaks to reduce the spawn rate of swarms. Too often, my skies would get unrealistically crowded, and so many moving shadows on the ground was distracting. Also, doubled the despawn distance, so they just fade nicely into the fog, instead of harshly popping off screen. This also improved performance.
What I'd like to see, is more variation in spawn altitude, and the ability for them to change altitude & direction, so they can actually fly around. I just don't know LUA well enough to contribute that much yet.
Also, just noticed a bug where birds can spawn with 0 (or near 0) velocity. They seem to eventually despawn anyway, but it is odd.
hell uwu
I do not know why the creator made such a nonsense, but it looks even cute
Love it but its way too easy to freeze a server, and also its archived and the interface is weird
The interface is weird, typing a thing using the on-formspec keyboard is just painful
And also its insecure, there are at least 50 different ways to freeze a server and completely ignore the limiter hook
But its still great, i love the idea of being able to pause the sandbox thats why i am giving it a neutral
Nice mod
It adds colored glass, stone bricks and apple wood. It's very nice for building, even if you won't use the stone or wood blocks, since the glass is nice and completely transparent, allowing for cool tints or just nice windows.
Отлично
выглядит зачётно)
Хорошая работа
хороший проработаный мод
Я нашёл его!
это то что я искал!
game crash not sure why it does it at random usually after about 10 minutes or so
AsyncErr: Lua: Runtime error from mod 'advtrains' in callback environment_Step(): ...ent evil worlds\bin..\mods\advtrains\advtrains/path.lua:373: 0.064522190551315 stack traceback: [C]: in function 'assert' ...ent evil worlds\bin..\mods\advtrains\advtrains/path.lua:373: in function 'path_get_index_by_offset' ...il worlds\bin..\mods\advtrains\advtrains/trainlogic.lua:596: in function 'train_step_b' ...il worlds\bin..\mods\advtrains\advtrains/trainlogic.lua:109: in function 'mainloop_trainlogic' ...ent evil worlds\bin..\mods\advtrains\advtrains\init.lua:613: in function <...ent evil worlds\bin..\mods\advtrains\advtrains\init.lua:575> ...or resident evil worlds\bin..\builtin\game\register.lua:431: in function <...or resident evil worlds\bin..\builtin\game\register.lua:417>
MOAR TREES YES
If you're a builder (you probably are atleast in your singleplayer world since building is one of the cool things you do there) then this is a must have.
Not only the planks' looks are nice and consistent, but even finding these trees in the first place is cool...
and especially because there are >13< different trees!
Most of them are also big and provide new food, such as coconuts or pine cones.
This mod sometimes even changes up the game's mechanics (but you can set them not to if you wish), such as fruit or similar falling to the ground after breaking them instead of immiedately coming to your inventory.
In summary, this mod is great for both building and survival (they provide food), especially since there are 13 different trees. And remember, that's a ton on top of what the game or other mods already provide! Remember to always explore other mods too.
Bonus: If you want even more trees (actually 12 more) that are interesting and have different looks compared to each other (contrary to this mod), then check out Wilhelmines Natural Biomes, which provides biomes with those. However remember to check out the biomes too, since they may or may not be your taste.
Note: This mod's rubber tree is compatible with technic, even if it isn't so visible in the optional dependencies.
Quite basic.
This game is quite basic. It's similar to other games. It does have a few unique elements such as not being able to punch trees or having to use crumbled stone for your first tools. The graphics are nice though.
Cool biomes, but I'm not so sure about the textures
This mod is great if you want a plethora of sophisticated biomes, with their own trees and food. Every wood even has different appearances compared to each other, on example birch is smooth and simple while jungle looks dirty and mossy.
However, I'm not sure if I like the textures. They're probably the signature of wilhelmines, but for me they look kind of blurry and funky.
I also encountered a bit of lag. On my "smart" phone the lag made it so blocks took a while to get into the inventory after breaking them. On my desktop computer I encountered that only 1 time while quickly testing out the mod.
So in summary, the mod adds a lot of nice biomes with their nice wood and food, but if you're thinking about getting this I suggest you thoroughly test it out in your world, since the textures have their own charm but may not be everyone's taste, and especially since removing a biome mod from a world is probably impossible, since else there will be lots of unknown nodes.
Класс
С этого я и начал знакомство с игрой и её комьюнити)
Это потряс!
Хорошая пародия , одна из лучших!
Необычный проект
Классная и своеобразная игра , больше всего понравился стиль игры)
How did this even got approved? :joy:
It's just an empty Minetest game. I get the joke, but it is not very original or funny.
Brilliant mod!
Very good mod! I was looking for this mod for about a year, and finally found it. It has a nostalgic feel, no curves what so ever.
One thing I noticed missing is the toilet, once it's added, it will be a must have for a lightweight server. Keep up the good work!
I looks very nice, gives a unique vibe
However might not work on all blocks. And some block might become hard to distinguish
Must have
Finally a mod where Tenplus1 can't mess up the textures resolution! Ok anyways...
This mod is a must have, because it's awesome to hear natural sounds such as birds singing or water waving and really improves the gameplay experience. Without this, a world would feel more lifeless and not be as relaxing.
I recommend this for sure if you want to be more immersed in your world.
Ideia criativa
Permite o jogador colocar o bolo sobre uma superfície qualquer e comer fatias dele ao clicar, o que permite dinamicas interessantes tais como compartilhar o alimento e festas publicas em um servidor.
Boa ideia
Mod que considero necessário por permitir um pouco mais de variedade na decoração básica de nossas construções.
Gotta have this if you're techy
Even if you didn't try out the cool tools of technic, I highly recommend you check them out, since they include e.g. the drill which is basically an instaminer multitool with multi-block-dig modes! And the mining laser is
perfect for griefing your friend's basevery cool to use, you can just shoot forward and get blocks from afar, and dig deep!So if you must check out those, this mod is also a must-have. It allows you to get powerbanks mk1, mk2 and mk3, which have 400kEU and 1 charging slot for tools * the mk number (e.g. mk3 has 1200kEU and 3 slots), similarly to upgrading technic tools which also have mks. Then, you can charge them and have them on your journey! On example the mk3 can fully charge the mk3 mining drill 4 times, which is way better than crafting 4 mk3 drills.
In summary, you gotta have this mod, since technic tools are super nice, and this allows you to use them longer away from your generator. Even the bottom of the Technic Plus Beta description recommends it https://content.minetest.net/packages/mt-mods/technic_plus_beta/, and speaking of technic plus beta, it works there!
Great potential!
I loved the ambience of the game! But i quickly got confused trying to find new recipes, also the game was very short but seeing its recent, i see it could be something very fun!
Very nice and simple mod to start learning about mods in MT.
It is a quite nice mod, it gives a bit of hostile life to your Minetest world and I also like its simplicity both in gameplay and in the programming part, since it is useful for people who like to review the code and who want to learn a little about the functioning of MT entities.
Mr. Wolf, stop eating my house!
Love the block textures, time to build my strawberry house :)
Best Inventory Mod
Ive always used unified inventory, ive tried alternatives such as i3, but i3 is too advanced and jst breaks some stuff. This is the inventory mod i always use
Very useful
Best Stamina Mod, its just so simple that its good, unlike some others.
Best Storage Mod
To be honest, i've been looking for a mod like this for a very long time, till i found it a few months ago. This makes storing stuff hundreds of times more simple, I can finally store huge amounts of items without wasting too much space, Technic chests are good, but they are just too inconvinient for storing huge amounts of items, would be nice if some more mod support was added, to increase storage space, anyways, my favourite storage mod.
Nice Mod
I love this mod, i was surprised when i found a ProjectE inspired mod. I've been using it alot, but i'm kind of starting to hate it, I have it on my Server. Everybody's got a tonna energy collectors, getting everything they need effortlessly, Maybe Nerf the Energy Collectors, and remove red and black matter armour, I know its an engine glitch that makes the player invincible, but removing it till the glitch is fixed would be way better. It's a nice mod, but it just has some unbalanced stuff.
The Air Sword changed my life
Beyond enhancing my gaming experience, the Air Sword mod fostered a sense of community and collaboration. Engaging with other players who shared a passion for this mod allowed me to form meaningful connections and develop teamwork skills. We collaborated on in-game projects, strategized in combat scenarios, and exchanged tips on optimizing the use of the air sword. This sense of camaraderie extended beyond the game, teaching me the value of teamwork and community in achieving common goals. The Air Sword mod, thus, not only transformed how I played Minetest but also had a lasting impact on my personal and professional growth.
Survival that throws wishful thinking out of the window
A long overdue positive review from me.
I was typing one before joining the dev team, but accidentally closed my browser tab lol.
The Good
Rich natural world with many biomes and plants
Plants are not just decorations, they're resources, food, medicines and toxins
Challenging survival - the game doesn't parrot cliché features of games like Minecraft. It takes some knowledge and work to merely survive.
Dynamic nature (this is more apparent on our beta v0.4.0 branch). Seasons change and with them nature and weather, water moves through the ground.
Realism - no punching trees, you need to make proper tools, eating raw meat comes with parasites, low temperature and restlessness lead to exhaustion and death.
Mobs - there are mobs by default and they're not just a punching bag in your fantasy story. They live their lives and do their best to survive.
The game encourages sustainability and cooperation over mindless looting and destruction. Depleting natural resources can quickly turn the once flourishing land into a desert. Players have to mind their choices and respect nature, or get crushed by it like a bug.
Hidden plot - there's something to explore under the surface.
The Ugly
UI/UX - we still need to improve user interface and controls. They tend to be inconsistent.
Many elements of the game are still underbaked and need improvement, mainly the undercity, mobs.
Discoverability issues - because of unique features of the game, inconsistent UI/UX players often find things confusing and hard to get right. The most common problems are related to building kilns and iron smelters (which is also related to our imperfect heat/temperature code). The v0.4.0 release is going to include a tutorial, hopefully fixing most of these problems.
The codebase is quite chaotic in certain places, we still lack good and stable APIs for modders.
Summary
A cool game with unique features and feel, but still needs improvements.
Atrociously Laggy but Unique in Concept
I will say that I haven't tested game much beyond playing in creative, so I will say my review isn't fully genuine and especially why I give a neutral here. There's more I need to do to truly express this game authentically ;p
I will say that I did enjoy the creative startup - especially with those sounds and text - that was personally interesting and shows me the personal care put into this project. I enjoyed fooling around with the materials and tools provided, it was interesting seeing the different materials and how they interact with one another ;o
Unfortunately, the lag makes the game almost fully unplayable - with lag of up to 5 to 10 seconds long - even unmodded and in singleplayer - it's pretty difficult doing anything to survive and persevere.
The mobs felt dull - especially feeling like reskins - though I heard Wuzzy plans to revamp them as a whole - so I won't talk much in this regard.
I think I'll rewrite a better review after I've genuinely played survival - whenever that may be
Uniquely Difficult Survival + Creative Approach
Exile tries and succeeds in differentiating itself from Minetest Game and other Mineclonia-like games - even other survival games as it aims for a separate and newfound extreme feel, with an intended underlying lore and reason for the world's shape, form, and environment. An educational aspect is considered in tandem.
There is quite a learning curve - that Mantar and others are in the process of trying to fix (including myself :D) - but one that can be overcome with persisted effort, trial and error, and if it's hard enough - just asking the devs themselves. Though the game is brutal and unforgiving - the aim to develop iron and seek a long range of abandoned settlements cultivates a fervorous intrigue to play and continue forth despite how hard the world tries to take you with it. Developers are active and willing to tackle down bugs with ease ;3
There are some aspects of NodeCore incorporated - with nodes that need to be cooked or combined physically (see lanterns).
Diseases will be unforgiving - so be sure to make the appropriate medicines - or don't partake in which causes it - as a lot of medicines won't work anyways!
Multiplayer is wholeheartedly recommended in my honest opinion - though don't expect war and conflict - one's too busy simply trying to live than rather squabble and fight senselessly. Multiplayer helps intervene against that learning curve, provides you with great examples of what you should do to survive, sometimes provides safe havens, and usually puts you in live contact with the devs who can give you a helping hand or word whenever available.
Essential to explore caves!
Simple and very useful.
Unrealistic, but cool
This mod isn't realistic, but instead, it simply slows you down to a stable fall rate while allowing you to move horizontally faster. Still very exciting though if you wanna go down from e.g. a mountain, from where you can nicely glide down and far! You can even use it in caves, especially when using something like minetest game, where meeting endless caves is so easy.
TIP: You can actually stand at the edge of a block by crouching, and then use the glider to wear it. Now, you can jump up like a spaceman, so not only allowing you to elegantly drop down mountains, but climb them too!
Very enjoyable game of exploration!
All aspects of this game seem to fit together well, and the texture-work is very nice. It gives a calming and laid-back feeling. It also breaks some of the tradition with similar games, and I think it is for the better in almost all cases. Crafting works differently, farming is a bit different. Smelting and cooking is different. I also really enjoy that items dropped on the ground will lay flat on the surface in different rotations. This makes picking up everything dropped when chopping down a tree a bit more interesting, and it looks better than floating/rotating items in my opinion. And while talking about trees, there are also a lot more realism to them here than I am used to. There are branches and leaves that makes these trees seem less blocky, and I think it works well.
The weather-features are also very nicely done. Seeking shelter while caught in the rain and thunder feels very cozy, and the sound-design adds to that feeling.
There are weapons that can be used for hunting, or for defending yourself against the mobs. Right now there are a few different variations of mobs, and I think none of them are the traditional ones we are used to seeing in these kinds of games.
There are also items to help with your travel/exploration. These also work well even if they are works in progess, and I feel that this is the right approach to encourage players to explore the surface areas and occasional ruins that you come across. There is also much to see below ground!
All in all, I think this is very high quality already, and it takes a reductionist approach to the whole exploration/crafting voxel game that I think is fresh, and gives me the same feeling as in the old days. Even if it is currently expected to break worlds on occasion during development, I would recommend spending a few hours with it, because the author is clearly going somewhere very nice with this.
Very interesting take on the liminal theme
This game is very enjoyable to me. You can stroll through various different iterations of the "backrooms"-theme (like the pool-rooms etc) and each area comes with some unique things. You go through special doors to reach other areas and try to find them all and put them in your "album". The environments are very well made, and I really enjoyed the little details like dust blowing in the wind in one area for example. You have a flashlight that can be used to illuminate dark areas as well. There are no mobs, and you are utterly alone. You can sometimes hear footsteps in the distance, but that is about as scary as this gets.
All in all, this is a game I sometimes come back to just to stroll through the different environments and fanazise about what kind of world they are a part of. A very good take on the liminal theme indeed.
Technic + addons with thought from a user's perspective
By that I mean that there are improvements here a user would normally think of when e.g. trying to cope with the fact that the original technic has no basic HV machines, such as furnaces. This mod adds those!
There are even digiline cables (they transport digiline signals and power), which would come into mind when trying to get info from a nuclear reactor, or anything in general without moving it (e.g. you may not wanna move a switching station from a good place to a luacontroller machine) Speaking of digilines, there are improvements in what machines can tell you; not only switching stations can provide lag it generates, but you can interact with even nuclear reactors, converters, quarries, etc., and I can tell about that because this has actual digilines documentation! I don't think the original technic has that. If you're not familiar with digilines, then I highly recommend you learn using them and the luacontroller, you can make anything with them using an easy language!
The mod also tells about its performance upgrades. I don't know how much faster this is than technic, but anybody would appreciate a speed boost.
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Very good game!
I like this game
Really cool!
I like physics mods! BTW I get a crash when a TNT explodes below a ball.
Awesome if you know what's up, but confusing for beginners
The mesecons lab is a great place when you want to see how to build something when you're not completely sure how. On exmple, I could learn what signals to send to technic devices to query information, or how to even create such a technic circuit in the first place.
However, right now the game can also be confusing. On example, it sometimes can say "This is (something)" without actually explaining what it does. On example, you can see a demonstration of using the IO expander from the digistuff mod, but it can't teach you what it is at all, since it just says that it is an IO expander. I'm not even sure what it does!
Really, it often expects you to look at and understand the actual build, including looking at the luacontroller if it's used, so really, it is made for people that already have experience in mesecons and luacontroller. I recommend focusing on expanding the exercises section, so it can also teach beginners the basics so they can also start learning from those builds.