I only play luanti with my family. We are always looking for something new to add to the game that is not too deadly in the beginning. This mod is layered well. You do not encounter any dinosaurs until you make them! They can even be kept docile by feeding them. It also gives another reason for digging down deep; always keeping a lookout for more dinosaur bones to extract dna from.
Beautiful mod but no explanation of how the ritual is built
I think the mod is quite good, but unfortunately it is not explained how the scream is built we without explanation you don't know how man builds it you can see it in the picture but an explanation would be still beautiful
This will make the zinc mod more usable as a dependency for other mods to make use of zinc, without needing to pull unnecessary dependencies like "basic_materials", for mods which only want the zinc. Also while at it, it is possible to make the mod compatible with Mineclonia / VoxeLibre, as the only times "default" occurs in this mod is in "wherein default:stone" as well as "default:copper_ingot" for the recipe for brass, both of which could be checked against the presence of the Mineclonia / VoxeLibre mods which include those two items, copper, and stone. Thus making this mod compatible with Mineclonia / VoxeLibre also. Otherwise the mod is good, it does as advertised.
This mod could create nice models from nodes so simple. You need only place canvas, place nodes into saving zone (for higher speed with WorldEdit or similar tool), set type and name, save object and restart the server.
It sure helps, but I fear it helps way too much. I could spot monsters a hundred nodes away. Normally they are barely visible in the dark and often get the drop on me. Basically an easy mode.
Perhaps with some tinkering it could be improved though. A setting to choose how close a mob has to be before the bar appears might be an improvement. Best would be a setting that allows one to choose only having the bar appear after you've been attacked or have attacked a mob.
Or maybe the bars could be set to appear only when the mob is close enough to get the hover info on it. Lotsa possibilities.
I'm afraid I don't see the point of extra realism when the game has floating blocks of stone... True I sometimes smirk at being able to reach 5 metres across a chasm to mine some ore and retrieve it like magic but like I said, floating stone, so why not?
Very nice and extremely useful. However, it would be nice to have a server-side setting to remove the "player left the game" in case cloaking is used for other things other than moderation like camera angles which I use it for. It's not a huge deal. Definitely would recommend as the go-to invisibility and shadowing mod.
...unfortunately it somehow messes up with tin generation on mapgen. I've cross-tested it along with hundreds of mods to understand why there was absolutely no tin on whichever world I created, until I pinpointed the problem to this mod. I have no clue on why it messes with default:stone_with_tin, but only after removing the mod I was able to fix the issue.
What puzzles me is why, and where in the code, it is causing the worldgen to wipe out tin generation.
Bella mod, soprattutto il casco che. ti appare in testa quando vai in bici ottima anche la scelta di poter cambiare il colore alla bici.
Consiglio di mettere la telecamera in terza persona.
It's basically Minetest Game with some procedural dungeons (nothing incredible, stacked empty tight mazes with no rewards or anything interesting until you get to the last floor), and added mobs and weapons. Art style of the added content is programmer-level, and sound design of things tends to be poor (bad quality of SFXs, weird sounds max hear distances, and so on...).
(Luanti 5.11) I don't know whether it's normal or not, but shooting at mobs with fireguns, crossbows, or everything that relies on entities collisions doesn't work: they take no damage. So the epic fights are not epic at all for me, and that should be the mod's priority according to the title :\ (also, as a sidenote, Minecraft has a mod with the same name, and the screenshot suggested that it also had the same function, but I got very disappointed in learning that it was not the case - idk if the author is aware of that).
So from what I experienced, this should have been a modpack at best, thumbs down
The villages look great but I found a couple of problems.
First it crashes (program shutsdown - can resume but...) when I right clicked a village bed to try sleep on it. Afterwards when I restarted my character was standing on the bed but the ceiling was so low that his head was inside a block and it was so narrow that he could not move away. Had to go creative mode to escape.
Second the village was carved brutally out of a mountain creating a giant cliff on one side. Unpleasant but plausible I guesss...
Third there was no way to buy a house apparent. Because:
Fourth there are no villagers (they are added by a mobf_trader mod but that I had to dig out of a forum thread) to buy a house from or to simply populate the village.
Fifth the chests are all unlocked and lootable which pretty much wrecked my game since I'd just managed to get bronze and suddenly there are free steel ingots in the chests. Bah.
Sixth when the mod is removed from the game it leaves behind a mess of no texture blocks (cottages was co-installed/removed).
Sadly I had to delete my world and start over thanks to this mod.
Great job! As a roguelike fan, I loved how fast this game drops you into the action. The upgrade items are super cool, and the tight spaces honestly gave me anxiety — I kept thinking enemies were going to jump me at any second (in a fun way!).
It’s brutal — I died fast — but that just made each run more fun.
You cannot collect wood like that anymore. Its a good alternative to better trees if all tht you want is to not be able to punch wood and dont want trees dropping sticks all under them or logs falling.
Tried this in spite of the "chest thing" and I was blown away with how amazing it is. It just suits me to a T. Neat freaks and hyper-organized types will be in 7th heaven with all the tricks this can do.
It's not perfect of course (what is???) and the biggest flaw is the need to scroll down on some of the displays like armour and waypoints (which are great, almost feel like a cheat - but then I play with F5 (debug) info on so I guess not, just saves pencil, paper and eraser use heheh). As for the chest thing... haven't played with it long enough to build a chest yet, heh. IIRC some comment mentioned there was a solution to it.
One thing that could be improved is adding the ability to look up an inventory item by clicking (shift? use key?) on it instead of having to type its name in the search field.
Yes it adds spice to life for sure. I know this mod from a server I started on (all of 2 weeks ago!) and the dreaded Land Guards that kill you in two hits. What was that. Huh why am I at spawn? On the server it only seems to include Land Guards, I've never seen any of the weaker ones.
So I installed it on a local game with other mods and I've seen the others too. At first none but I think they spawn from terrain (yes I peeked) so it takes a few days. The Land Guard forced me to build a tree house (I know their weakness from the server) but I was amazed when a spider climbed up past me as I was placing the ladders and bit me and then stood on top of the tree. It was an easy target from below even with a wood sword though! Also saw a tree monster drown in water (while a Land Guard right next to it easily walked underwater (which I knew they could I studied the HELL out of them in order to survive them on the server)).
Looking forward to meeting the others. I've not peeked at their files unlike the Land Guard which I've more or less memorized out of sheer brutal neccesity.
P.S. Did I mention I hate Land Guards?
P.P.S. I don't mean they should be excluded, just they are so terrifyingly deadly that hate seems the right reaction to them!
P.P.P.S. Makes killing one all the sweeter...
N.B. The default spawn rate is ideal for a hack fest of killing monsters. However if you wanna do something else such as mine or craft or farm you had best set the mob span multiplier to about 6. That reduces the spawn rate of monsters to 1/6th and makes them appear once in a while to terrorize you but leaves you time to actually do something else.
LOVE it. The animals look great and they're always coming up to nuzzle me for food.
(Nota Bene: I've learned this is partly a feature but the tame vs wild still seems a problem)
The only thing that puzzles me is that when you point at one it doesn't show if they are tamed or not (like another animal mod does). There is almost no feedback about how the animals are aside from seeing their HP and the hearts that fly when you do tame one (which you can never find again). Chickens you raise also can't be told from wild ones.
Taming is also harder than the other mod which was too easy (mostly feed 'em grass, heh) which is an interesting challenge but I'm reluctant to invest better foods in if I have no way to distinguish the tamed from the untamed...
I chose this one over the two minecraft clones because I've never played MC. I did come to Luanti/MT thanks to the TV ads for the big hollywood flick (which I won't watch) but Asuna seemed more fitting as something more MTish.
It's a large mod I believe but that's because it seems to have been very inclusive (everything but the kitchen sink ;- ) so it includes a dizzying variety of mods. A bit overwhelming at times but that's generally a good thing.
I started playing ( a few weeks ago only) on a server with a different set of mods so it's a new experience. I miss some of the server's mods (mithril/silver were fun, and some mod that added 4 extra bags to the inventory are both missed) but other choices are far superior (slimes are better than dealing with another monster mod that has "land guards" that kill with 2 hits!, and animalia is STUNNING compared to mobs_redo (I think was the name)).
I've tried this as part of Asuna and I created a table, set the focus and just researched stone pickaxes. Got to level 10 and now I can make endless picks (until they become obsolete when I find metal).
The reason I give this a neutral is because in essence you can unlock infinite resources of something that you already have TONS of which seems rather pointless. If I have one rare item I'd love to be able to duplicate... well I can't since I've only got one or very few hard to come by items.
So you can dup stuff which you already have lots of. I don't see the point. If I've missed the point please let me know!
If I can suggest a makeover it would be to change it to a random chance to make a discovery (Eureka!) so that gamblers can always take a shot at winning the lottery by researching their only diamond or mese crystal. Sounds more fun than just plugging in whole string of some item until you reach the goal. It was rather a let down.
Great variety and it feels as if a geologist was behind this with the passion for stones that is evident. One caveat though is that it is mostly decorative (but that's a vital part of this game) but at least one of the stones (no spoilers I guess) I've found has a practical use (and highly useful). The problem being that with 88 varieties it is tedious to have to search each new stone found in the recipes and click through a dozen usages to see if it has a unique usage or not.
This is one of the most spectacular games with Minetest/Luanti. Backrooms Test is not a game that I would sit down and play for hours on end. Much more than that and I'd wander off and do something on my model railroad or whatever. However, for filling time, waiting for a download, or the like, it is perfect. I can spend one minute or twenty minutes seeing how many levels I can get through.
I've never had it crash, I've never been soft-locked (except once due to my own clumsiness which was easily fixed with the "Use When Stuck" item), and I've only teleported into a wall twice. Given how much I wind up playing it, that's a pretty good record!
I like the overall design of the levels, each has a distinct feel to it. They can all be navigated fairly easily (hard enough to make some of them slightly challenging, easy enough that they are practical), and as time goes on you learn that portal doors are more likely to pop up in certain places than others. Some parts of the levels are quite unnerving, especially the dark spots in Level 0.
The textures are very well done, are quite consistent, and certainly fit the part. I would have maybe had slightly more yellow tones in the Level 0 wallpaper, but that's just a minor nitpicky thing. I'd love to see some real content for this game, perhaps some mods or something, but as a standalone it's just fine.
The flashlight is incredibly advanced, and, rather than simply creating a light source around the player, it actually projects light like a real flashlight would. The "Use When Stuck" tool is quite a good inclusion, although I tend to call it the "noclip" tool because mentally that's what I imagine my character doing. It's able to get you out of a soft-lock, but it's not cheaty. Perfect!
I look forwards to future updates and improvements eagerly.
I have casually played some Nethack, DCSS and Brogue. Mogue does feel like a roguelike. They succeeded in transposing the turn-based, 2D world of original roguelikes into the realtime, 3D world of Luanti. From Brogue specifically, it retained the "coffee-break rogulike" aspect, one can do a quick, casual run just like one would with Extra Ordinance in a different genre.
The text in the description really should be in-game (maybe shorten it and put in a "help" tab?) to make it more accessible for players not familiar to the genre and its terminology.
Ottima mod.
Mi è piaciuta molto la grande imterazione che gli animali hanno con te.
Molto bella la cosa che se picchi un animale lui si mette a scappare.
Ottimo lavoro
This is so good!
It makes the inventory more cleaner, well done!
Although it doesn't really look like Minecraft's actual textures, it is still a good texture pack!
very good, I recommend it!
Very good texture pack port 👌
I love this pack, it makes my game look a little bit more Medieval and old. Good job 👏!
Fun, Well Thought Out Mod
I only play luanti with my family. We are always looking for something new to add to the game that is not too deadly in the beginning. This mod is layered well. You do not encounter any dinosaurs until you make them! They can even be kept docile by feeding them. It also gives another reason for digging down deep; always keeping a lookout for more dinosaur bones to extract dna from.
Beautiful mod but no explanation of how the ritual is built
I think the mod is quite good, but unfortunately it is not explained how the scream is built we without explanation you don't know how man builds it you can see it in the picture but an explanation would be still beautiful
I would like one improvement, or two
Please patch the mod to include:
This will make the zinc mod more usable as a dependency for other mods to make use of zinc, without needing to pull unnecessary dependencies like "basic_materials", for mods which only want the zinc. Also while at it, it is possible to make the mod compatible with Mineclonia / VoxeLibre, as the only times "default" occurs in this mod is in "wherein default:stone" as well as "default:copper_ingot" for the recipe for brass, both of which could be checked against the presence of the Mineclonia / VoxeLibre mods which include those two items, copper, and stone. Thus making this mod compatible with Mineclonia / VoxeLibre also. Otherwise the mod is good, it does as advertised.
Nice, simple and useful!
This mod could create nice models from nodes so simple. You need only place canvas, place nodes into saving zone (for higher speed with WorldEdit or similar tool), set type and name, save object and restart the server.
I couldn't get it to work
I installed the mod, verified it was loaded, and set
double_jump.max_jump = 3
in minetest.conf, yet I was only able to jump the normal 1 timeSeemed nice at first
It sure helps, but I fear it helps way too much. I could spot monsters a hundred nodes away. Normally they are barely visible in the dark and often get the drop on me. Basically an easy mode.
Perhaps with some tinkering it could be improved though. A setting to choose how close a mob has to be before the bar appears might be an improvement. Best would be a setting that allows one to choose only having the bar appear after you've been attacked or have attacked a mob. Or maybe the bars could be set to appear only when the mob is close enough to get the hover info on it. Lotsa possibilities.
As is though it's too powerful.
Unwanted realism adds work
I'm afraid I don't see the point of extra realism when the game has floating blocks of stone... True I sometimes smirk at being able to reach 5 metres across a chasm to mine some ore and retrieve it like magic but like I said, floating stone, so why not?
Incredible
Very nice and extremely useful. However, it would be nice to have a server-side setting to remove the "player left the game" in case cloaking is used for other things other than moderation like camera angles which I use it for. It's not a huge deal. Definitely would recommend as the go-to invisibility and shadowing mod.
Doesn't turn the world upside down.
Shocking, isn't it?
A good, beautiful mod full of biomes, but...
...unfortunately it somehow messes up with tin generation on mapgen. I've cross-tested it along with hundreds of mods to understand why there was absolutely no tin on whichever world I created, until I pinpointed the problem to this mod. I have no clue on why it messes with default:stone_with_tin, but only after removing the mod I was able to fix the issue.
What puzzles me is why, and where in the code, it is causing the worldgen to wipe out tin generation.
Nice flags
A good spotlight for our human diversity 🫶
Cosa ne penso
Bella mod, soprattutto il casco che. ti appare in testa quando vai in bici ottima anche la scelta di poter cambiare il colore alla bici. Consiglio di mettere la telecamera in terza persona.
Nice mod!
Pretty easy to use when you can make a discord server. its real nice
A collection of non-synergizing mods
It's basically Minetest Game with some procedural dungeons (nothing incredible, stacked empty tight mazes with no rewards or anything interesting until you get to the last floor), and added mobs and weapons. Art style of the added content is programmer-level, and sound design of things tends to be poor (bad quality of SFXs, weird sounds max hear distances, and so on...).
(Luanti 5.11) I don't know whether it's normal or not, but shooting at mobs with fireguns, crossbows, or everything that relies on entities collisions doesn't work: they take no damage. So the epic fights are not epic at all for me, and that should be the mod's priority according to the title :\ (also, as a sidenote, Minecraft has a mod with the same name, and the screenshot suggested that it also had the same function, but I got very disappointed in learning that it was not the case - idk if the author is aware of that).
So from what I experienced, this should have been a modpack at best, thumbs down
Looks good but has problems
The villages look great but I found a couple of problems.
First it crashes (program shutsdown - can resume but...) when I right clicked a village bed to try sleep on it. Afterwards when I restarted my character was standing on the bed but the ceiling was so low that his head was inside a block and it was so narrow that he could not move away. Had to go creative mode to escape.
Second the village was carved brutally out of a mountain creating a giant cliff on one side. Unpleasant but plausible I guesss...
Third there was no way to buy a house apparent. Because:
Fourth there are no villagers (they are added by a mobf_trader mod but that I had to dig out of a forum thread) to buy a house from or to simply populate the village.
Fifth the chests are all unlocked and lootable which pretty much wrecked my game since I'd just managed to get bronze and suddenly there are free steel ingots in the chests. Bah.
Sixth when the mod is removed from the game it leaves behind a mess of no texture blocks (cottages was co-installed/removed).
Sadly I had to delete my world and start over thanks to this mod.
the best game ever
yes its awesome i like how you are some kind of blob but its cool and when hop you make a color
Looks and feels good to play.
Maybe not worht the investment for its speed.
Tense, Fast, Easy to start, Difficult to master
Great job! As a roguelike fan, I loved how fast this game drops you into the action. The upgrade items are super cool, and the tight spaces honestly gave me anxiety — I kept thinking enemies were going to jump me at any second (in a fun way!).
It’s brutal — I died fast — but that just made each run more fun.
Dont punch a tree
You cannot collect wood like that anymore. Its a good alternative to better trees if all tht you want is to not be able to punch wood and dont want trees dropping sticks all under them or logs falling.
Nice system but overpowered tools (for minetest)
A stone pickaxe with a stone handle is as fast and durable as a vanilla diamond pickaxe.
Fantastic
Tried this in spite of the "chest thing" and I was blown away with how amazing it is. It just suits me to a T. Neat freaks and hyper-organized types will be in 7th heaven with all the tricks this can do.
It's not perfect of course (what is???) and the biggest flaw is the need to scroll down on some of the displays like armour and waypoints (which are great, almost feel like a cheat - but then I play with F5 (debug) info on so I guess not, just saves pencil, paper and eraser use heheh). As for the chest thing... haven't played with it long enough to build a chest yet, heh. IIRC some comment mentioned there was a solution to it.
One thing that could be improved is adding the ability to look up an inventory item by clicking (shift? use key?) on it instead of having to type its name in the search field.
Oh the Horror!
Yes it adds spice to life for sure. I know this mod from a server I started on (all of 2 weeks ago!) and the dreaded Land Guards that kill you in two hits. What was that. Huh why am I at spawn? On the server it only seems to include Land Guards, I've never seen any of the weaker ones.
So I installed it on a local game with other mods and I've seen the others too. At first none but I think they spawn from terrain (yes I peeked) so it takes a few days. The Land Guard forced me to build a tree house (I know their weakness from the server) but I was amazed when a spider climbed up past me as I was placing the ladders and bit me and then stood on top of the tree. It was an easy target from below even with a wood sword though! Also saw a tree monster drown in water (while a Land Guard right next to it easily walked underwater (which I knew they could I studied the HELL out of them in order to survive them on the server)).
Looking forward to meeting the others. I've not peeked at their files unlike the Land Guard which I've more or less memorized out of sheer brutal neccesity.
P.S. Did I mention I hate Land Guards?
P.P.S. I don't mean they should be excluded, just they are so terrifyingly deadly that hate seems the right reaction to them!
P.P.P.S. Makes killing one all the sweeter...
N.B. The default spawn rate is ideal for a hack fest of killing monsters. However if you wanna do something else such as mine or craft or farm you had best set the mob span multiplier to about 6. That reduces the spawn rate of monsters to 1/6th and makes them appear once in a while to terrorize you but leaves you time to actually do something else.
love the style!
great textures, nice armor and tools, and makes the player bones so much more visually apealing, great mod!
Gorgeous and cute as hell!
LOVE it. The animals look great and they're always coming up to nuzzle me for food.
(Nota Bene: I've learned this is partly a feature but the tame vs wild still seems a problem) The only thing that puzzles me is that when you point at one it doesn't show if they are tamed or not (like another animal mod does). There is almost no feedback about how the animals are aside from seeing their HP and the hearts that fly when you do tame one (which you can never find again). Chickens you raise also can't be told from wild ones.
Taming is also harder than the other mod which was too easy (mostly feed 'em grass, heh) which is an interesting challenge but I'm reluctant to invest better foods in if I have no way to distinguish the tamed from the untamed...
Beautiful
I chose this one over the two minecraft clones because I've never played MC. I did come to Luanti/MT thanks to the TV ads for the big hollywood flick (which I won't watch) but Asuna seemed more fitting as something more MTish.
It's a large mod I believe but that's because it seems to have been very inclusive (everything but the kitchen sink ;- ) so it includes a dizzying variety of mods. A bit overwhelming at times but that's generally a good thing.
I started playing ( a few weeks ago only) on a server with a different set of mods so it's a new experience. I miss some of the server's mods (mithril/silver were fun, and some mod that added 4 extra bags to the inventory are both missed) but other choices are far superior (slimes are better than dealing with another monster mod that has "land guards" that kill with 2 hits!, and animalia is STUNNING compared to mobs_redo (I think was the name)).
Return on investment?
I've tried this as part of Asuna and I created a table, set the focus and just researched stone pickaxes. Got to level 10 and now I can make endless picks (until they become obsolete when I find metal). The reason I give this a neutral is because in essence you can unlock infinite resources of something that you already have TONS of which seems rather pointless. If I have one rare item I'd love to be able to duplicate... well I can't since I've only got one or very few hard to come by items. So you can dup stuff which you already have lots of. I don't see the point. If I've missed the point please let me know!
If I can suggest a makeover it would be to change it to a random chance to make a discovery (Eureka!) so that gamblers can always take a shot at winning the lottery by researching their only diamond or mese crystal. Sounds more fun than just plugging in whole string of some item until you reach the goal. It was rather a let down.
Variety
Great variety and it feels as if a geologist was behind this with the passion for stones that is evident. One caveat though is that it is mostly decorative (but that's a vital part of this game) but at least one of the stones (no spoilers I guess) I've found has a practical use (and highly useful). The problem being that with 88 varieties it is tedious to have to search each new stone found in the recipes and click through a dozen usages to see if it has a unique usage or not.
Wow!
This is one of the most spectacular games with Minetest/Luanti. Backrooms Test is not a game that I would sit down and play for hours on end. Much more than that and I'd wander off and do something on my model railroad or whatever. However, for filling time, waiting for a download, or the like, it is perfect. I can spend one minute or twenty minutes seeing how many levels I can get through. I've never had it crash, I've never been soft-locked (except once due to my own clumsiness which was easily fixed with the "Use When Stuck" item), and I've only teleported into a wall twice. Given how much I wind up playing it, that's a pretty good record! I like the overall design of the levels, each has a distinct feel to it. They can all be navigated fairly easily (hard enough to make some of them slightly challenging, easy enough that they are practical), and as time goes on you learn that portal doors are more likely to pop up in certain places than others. Some parts of the levels are quite unnerving, especially the dark spots in Level 0. The textures are very well done, are quite consistent, and certainly fit the part. I would have maybe had slightly more yellow tones in the Level 0 wallpaper, but that's just a minor nitpicky thing. I'd love to see some real content for this game, perhaps some mods or something, but as a standalone it's just fine. The flashlight is incredibly advanced, and, rather than simply creating a light source around the player, it actually projects light like a real flashlight would. The "Use When Stuck" tool is quite a good inclusion, although I tend to call it the "noclip" tool because mentally that's what I imagine my character doing. It's able to get you out of a soft-lock, but it's not cheaty. Perfect! I look forwards to future updates and improvements eagerly.
Feels like a roguelike
I have casually played some Nethack, DCSS and Brogue. Mogue does feel like a roguelike. They succeeded in transposing the turn-based, 2D world of original roguelikes into the realtime, 3D world of Luanti. From Brogue specifically, it retained the "coffee-break rogulike" aspect, one can do a quick, casual run just like one would with Extra Ordinance in a different genre.
The text in the description really should be in-game (maybe shorten it and put in a "help" tab?) to make it more accessible for players not familiar to the genre and its terminology.
Great!
This mod is great!
Cosa ne penso
Ottima mod. Mi è piaciuta molto la grande imterazione che gli animali hanno con te. Molto bella la cosa che se picchi un animale lui si mette a scappare. Ottimo lavoro
Good game!
Good game, but the music is little annoying.
Incroyable
Ce mod ajoute de très bons Monstres et boss , ainsi que des objets utiles ! Je le recommande fortement.
interesting concept
I would've just made a recipe for taking the lava out of the bucket (and optionally putting it into a nodespace), but this is interesting
maybe make it replace some of the lava stone with cobble, doesn't really make sense that the non-molten parts just disappear
hmm
interesting mod
try
mapgen_
aliases for a bit more game agnosticityvery top
Your work is very good, another excellent item to expand our adventures \o/
Thumbs Up
One of the must have mod :) Goog job! THX