An excellent set of simple & expandable features and gameplay
I would love it if there were machines which can cryogenically treat most metals to massively improve their stats, like which exist in real life to reduce tool and active part wear by ~5x. Default recipes can be added and modified and capability supporting mods can add their own, like cryotreating the center ingot of a steel pickaxe similarly to how a Traditional Katana is laminated.
See Thoughtco's "An Introduction to Cryogenic Hardening of Metal" at https://www.thoughtco.com/cryogenic-hardening-2340006
"Besides steel, cryogenic hardening is also used to treat cast iron, copper alloys, aluminum, and magnesium. The process can improve the wear life of these types of metal parts by factors of two to six."
P.S. If you find that this mod, Pipeworks, Mesecons, Digilines, or others lag your machine and the server by lacking optimization, there are projects to fix some of these mods like technic-plus, even though some of the measures impact gameplay due to the limitations of the LuaJIT addon subsystem.
I like the mod, but its not balanced, or as useful as the titanium from Xtraores.
Considering that modern super-alloys like gamma-titanium-aluminum are within a stone's throw of modern super-composites like acrylo-nitrile carbon fiber layups/prepregs/tows, this mod really doesn't do the material justice. After using it for a long time on servers and testing on singleplayer, I can say that its durability and effectiveness are far from what they could be considering Titanium's toughness when compared to commonly found crystal gems that form in the ground, and still its hardness and strength to weight ratio is nearly on par with many common low-grade ceramics used in commercial goods, like amorphous sintered alumina powder, quartz, and many others including some Sialons. I think this mod material's capabilities should be multiplied several times, allowed to be alloyed into a perovskite or titanium-aluminum-oxygen/carbide/nitride/boride crystal that beats the strength of many other mods including the gemstones like Ruby and the Crystal mod. It should be harder to get and craft if enhanced also.
Thanks for reading and I hope something comes of this.
Since bags require 128 cotton and 3 or 4 steps, including growing the cotton and harvesting, I like the idea of having some alternative recipes available which eases the burdon on some non-hardcore servers that use lots of extremely rare leather.
Please make your source code available for us to look at and we will be more comfortable using your mods!
Using mob_core as a functionality provider lets you use more advanced features for mobs like following, which is expanded upon in Animalia and other mods! 😉
Decoration mods aren't my thing usually, but this mod has some really high quality assets. I like the machinery and the floors. You could make a sick garden with this.
The background images for the formspecs are too dark. You can fix this by editing the images in gimp.
It would be better if the walls were xpanes (see: SDwalls)
Helps break down language barriers between global communities
This concept is highly anticipated, but members have had concerns about getting it up and running. Primarily, there are two issues pointed out frequently:
Administrators that see mods needing secure.http_mods or secure.trusted_mods access causes a lot of worry that it will be a failure point for stability and safety, even if it uses an API client from the LibreTranslate service instead of Micros($)oft or Alphabet's Google. If you could explain how it might be possible to have a completely offline version of this or another translator service, or explain in more detail how http calls to localhost:5000/languages works in the mod description, and running podman, more servers would surely gain confidence in using this mod to allow non-native players to naturally communicate with each other. Additionally, a way to permanently save and cache all queries and responses to drastically reduce the http calls needed over a period of time would help bridge the gap to allowing a semi or fully-offline translation service.
Everyone that has used translators has eventually come across some major shortcomings in how the translator perceives meaning, where it cannot successfully get the point across, or it just doesn't understand an advanced word or concept in one language to be able to explain that in another. It would be a very good idea to allow the user to see the original message paired with the LibreTranslate message at the same time configurably, or on demand in order for the player to take mistranslated phrases and questions and try them on another service, as well as the possibility of considering a reviewing and feedback system for each query. It would also be good to incorporate a system which, if the translator has failed or is inaccurate, each individual word is translated and shown to the user as a | delimited | message | so the user may still be able to piece together what was meant, as well as learn the language much more easily.
This mod is very nice but could you add more inventory slots in some bags. But I wanted to ask wether you can add the 3d_armor dependency so that you can wield bags.
Words can't explain about this mod this is just so OP and a lot beatifully done. Anyone who tries this will fall in love with it. I played the mod whole day tring outfits and dyes.
Just one request to add more masks like money heist mask,squid game masks . And a mask from v for vendetta. I would really appreciate it
To be honest, there are a number of things that can be improved upon:
There is no expel ability to prevent unwanted guests' access to your home, no way to toggle PvP damage within your rooms, and no way to remove the /sethome and Unified Inventory teleports that a player killer might abuse against you. Additionally;
Area boundaries should act as barriers to flowing liquids, damaging spread, or deadly radiant sources from realism mods. One example - if the owner of a grief does not have rights in your area, then there is no reason the lava should have flown down into your house. Once unauthorized liquids reach the edge of an area, they should stop updating to prevent you getting entombed. This mechanic also can prevent liquids and sources from escaping outside of personal areas, enabling players to freely place moats and farms and whatever they want inside their own base.
Low network latency allows clients to abuse and take advantage of block rollback lag, where the client has no idea it wasn't supposed to be able to break through someone's wall before the server snaps them back into place. Running a validation check on the client before ever allowing the action would prevent nearly all wall-phasing and base-stalking on all servers. Along with the boundaries enhancements, this would be a major step forward for the whole Minetest community.
Finally, and honestly, since both this mod and the Areas mod are used ubiquitously, contributors should consider reduxed versions of both be implemented into the base game, where it doesn't have to rely on slower LuaJIT addon systems for such a critical component of the gameplay and player experience.
But, it could still use a few feature additions, additing powerful new capabilities and fixing pervasive issues with its design. For example:
There are no area commands available that both allow full interaction of objects, while at the same time preventing all block placement and breakage in the open area. This non-uniformity breaks the functionality of many shared workshops.
Area boundaries should act as barriers to flowing liquids, damaging spread, or deadly radiant sources from realism mods. One obvious example is - if the owner of a lava grief does not have privileges in your area, then there is no reason the lava should have flown down into your protected area. Once unauthorized liquids reach the edge of the area, they should stop updating to prevent you getting entombed in your otherwise peaceful home. This mechanic also can prevent liquids and sources from escaping outside of personal areas, enabling players to freely place moats and farms and whatever they want inside their own base, since many servers have disallowed bucket usage.
Medium network latency allows client players to abuse and take advantage of block rollback lag, where the client has no idea it wasn't supposed to be able to break through someone's wall before the server snaps them back into place. Running a validation check on the client before ever allowing the action would prevent nearly all wall-phasing and base-stalking on all servers. Along with the boundaries enhancements, this would be a major step forward for the whole community.
Finally, and honestly, since both this mod and the protection mods are used ubiquitously, contributors should consider remastered versions of both be implemented into the base game engine, where it doesn't have to rely on slower LuaJIT addon subsystems for such a critical component of the gameplay and overall player experience.
Using entities would make this mod much easier to be worked with. Armors are quite an important thing and I don't feel like to encourage a mod with legacy code.
I like the fact that the animals textures are simple and don't fit with mt textures style ('cause the latter is just bad and noisy, with a very boring use of colors; clearly not made by a pixel artist), but as everybody else said the content is quite questionable...
Autocrafters cannot accept item groups in their crafting grid, for example leaves, tree, wood, and many other groups which work naturally with crafting guides and user interfaces. (Listed on GitHub)
Injectors and tubes are not smart, and do not provide any versions that are smart which don't require extensive digilines detectors and Lua, which can know to stop pushing items if the next-in-line storage or tubeline are inoperable or full. It can even be lazy and deactivate the line on single spillage.
Injectors erroneously push items into the wrong containers, possibly skipping or losing instructions.
Tube routing is not intelligent, causing backups, spills, breakages, empty machines, and other problems. There should be automatic load-balancing with a toggle to select the old random switching or splitting/ round-robin.
Vacuum and other tube segments cannot properly interact with source liquids and flowing blocks, or falling blocks.
Large or complex constructs using pipeworks are known to have a major impact on server performance, and which some objects become out of sync or break when flooded. Abstracting the systems out of physical gamespace, and generalizing, network/ route mapping, scheduling, balancing, backgrounding, and offloading may have a positive impact on any server that runs this. Additional ways to allow servers the freedom to use pipeworks may include removing or reducing active objects and activities, reducing the thrashing of registered entities, simplifying and optimizing looping scripts, and scheduling all calculations while accurately tracking simulation speed and correcting for hiccups.
There are probably other common-use-case issues as well that are intuitively and reasonably desired which other players have discovered.
This mod offers the option of a single-use teleport potion or an infinite-use pad. 4 diamonds (+some other materials) are used to craft teleport potions and 4 of those + some other materials makes the pad. Honestly haven't used single teleport potions before; you could contrive such a scenario though: perhaps you're making a minigame and want to require a diamond target to reach before entering another area? The destination coordinates can be set freely. The cost of 2 teleport pads for two-way travel isn't cheap enough to be available in the early game but you will eventually unlock pretty much free travel.
Recommended for teleport hubs on servers at spawn locations to create a hub-and-spoke teleport network. Also recommended if you want to play survival and unlock teleportation eventually, while also keeping a cost to convenience of keeping multiple pads in your network at once.
Not recommended if using multiple dimensions/planets as that might make it too easy to bypass the proper methods for travelling to other locations. If you think teleportation should always have a cost, you could also remove the pads and have only teleport potions in the mod.
I've never liked travelnet. It's way overpowered and the recipe is way too easy for the utility it provides. Despite this, it is widely used on 'survival' servers. It really only belongs on creative mode or 'survival-lite' type servers i.e. where while resources are technically limited, they become abundant very quickly. This mod fork is associated strongly with the Pandorabox server, which falls into the survival-lite category because of the amount of public teleports and the ease of setting up a teleporting quarry ship and mining dense ore veins on the moon. If that kind of context doesn't appeal to you then I don't believe this mod falls in line with your true survival philosophy either.
The texture is awful, even in a variety of colours. You may have nostalgia for it, but I don't. There are better options in the pack fancy_travelnet.
This fork prevents an old bug where you can fall if there's nothing below the travelnet.
The setup of a public travelnet is easy - there's still some confusion though. The setup formspec will tell you 'don't change the network name if you don't know what it does', then never proceed to explain it to anyone. How do you set up a private one? It's done by prefixing the name of the station with a (P). This is not explained. I only know it because I asked other players. The README should tell you. The README's incomplete and the only other doc is the API spec. Clearly the devs care more about other devs than end users.
This mod is ancient (2013) and we deserve better. For survival I would much rather recommend teleport potion, which is somewhat more expensive and is only one-way single-destination. For running a server, I would rather recommend warps or funnily enough, another mod used on Pandorabox, telemosaic.
Used by nearly all servers for establishing functional economies
I only have several issues currently:
The barter table can get locked up between two players that click to start the trade and then walk away forever. Each side of the table should time out and return any items after a short period, and release the table to be used by other players without having to break it and re-place it. There can be a shorter timer that allows anyone to click cancel on any delayed trades before the non-interactive timer expires and cancels automatically.
Minegeld bundles should either be restricted to being crafted with low-denomination notes, or retain data on what notes were combined together in order to make them, so that they may be taken back apart to recover the money. Some players use this mistakenly to store many large-denomination notes, so it is important that the data not be deleted on server crashes, and care should be taken so that players cannot send messages to duplicate huge amounts of money.
After doing expirements on whether or not players understand the bill denominations, the results show that they do not understand the value of each note when compared to each other and are far more likely to pick the notes which are granted to them on server activity as their base and lowest valued form of currency, even if they are red or blue $10 or $5 notes. I don't really know what can be done about this right now besides somehow making it more obvious, or creating a sort of tutorial island mapgen that has progressive areas which demonstrate each of the ubiquitously installed mods' workings.
When players join a server, the items from this mod set the standard for how the game feels
I only desire that the enchanting table be able to put multiple enchantments on each tool, including effects like reduced fall damage, repairing when not in use, weapons that lower armor's deflection chance, renaming tools and armor, or binding a tool to an account so its not dropped on death, where the enchanting number is based off of and utilizing the number of bookshelves around it, from 0 to 32/48/64 in steps of 8 bookshelves for 4 levels in the case of 32, or every 4 bookshleves for 8 levels, etc. It doesn't feel right that any player can simply enchant their tool to max level with a lone enchanting table, and additional functionality to this heavily used feature would balance it out and allow smoother and more complete progression.
This mod doesn't overcomplicate the repair process, and is excellent on most servers.
I wish it had the ability to rename tools and items, or having a toggle that allows the Anvil to be shared among other players without allowing them to destroy it.
A unique type of game that makes Minetest not be a copy of you-know-what-sandbox-game
In this game you don't build on craft tables etc. but you assemble everything in front of you on the ground. This feels very natural. I love the minimum set of nodes where game complexity emerges purely from combination of the few things you have. This is very different from, e.g., MT Game, where you have so many different ores and jewelery, most of which are more or less useless, or just for decoration. In Nodecore, the blocks themselves have only basic functionality, there are no sophisticated furnaces, doors, electronics, but only flammable materials, hinged blocks (nice idea) and other stuff I still need to discover.
The list of challenges usually gives you enough guidance to reduce the number of things you need to try. At least for me, that is. I got to metallurgy, hinged panels etc. without external help. Let's see if I can invent automats. The game has many ways to build machines from a handful of basic elements. Ways I still have to discover :)
But beware: the game is a time sink. I only got this far because I have played it for ~30h and more. In classic MT, this is enough time to gather tons of many different materials, build super-armor, weapons and a cool castle. Something that is not the goal in Nodecore. Already building a simple house from beautiful materials is tedious. You will know what I mean when you see that you need to mix materials with ash, put water on them, let them dry, shape them to your favourite look and finally cook them, and this for every single block of your house's walls.
On the other hand, in multiplayer, having a nice little house is something to be proud of in Nodecore :)
Excuse me, need to go now and find some of that darn "Lux" ore...
Ever since I flew the Super Duck, I wanted a non-seaplane version and this is perfect! However I've discovered an issue with the crafting. The plane parts for this use the same recipes and are essentially the same parts as the Super Duck, but with different names. This means you craft one of them but can't craft the other. Then the Super Duck parts can build the Super Cub without the floaters which is weird. I think a good solution to this would be to combine the two mods and have them use the same parts(plus floaters for the Super Duck). This would also have a bonus of having 2 planes in a mod instead of two separate mods with 1 each, then you don't have to maintain the same code twice. Win-win! :D
Anyways these are the best plane mods I've played with and I honestly recommend them to anyone! These would fit perfectly in an airport. A future vehicles modpack with Apercy's mods would make any world more fun! I seriously love the work Apercy has done with these vehicles!
This game is just insane to be downloaded but, good for playing.But why broken??
Then listen when you download it on your device and play it if it is not high functioning. The game will load only once and and soon the loading page will turn black and if you play the default minetest the time will be always set to day.Then it also affects the background and gameplay of other games,
I love the variety of food and plants this mod offers. Even though you'll never need so many different foods, it's great to have them. It makes farming much more interesting and I'm sure everybody will find a food that suits their taste.
So thanks for the great work!
This mod contains nice and useful animals. Textures are nice, but the animations/movements of the animals could be smoother...
For example, sometimes you can still see the walking animation of an animal even though it stopped walking. It also sometimes takes them a while to change direction or walk/jump up a block when they walk into a block. Also, the animals seem to run sideways when they turn around while walking.
So movement of animals could definitely be improved, but overall very good mod!
This inventory looks very good and also contains the most important features like the crafting guide, armor slots and skinsdb support. Everything works fine, great work!
An option to disable bags and the bag slot would be cool if you want to use other bag mods like inventorybags or so instead of i3's bags.
I really like the textures of the animals and the smooth animations/movements. They are nice and match each other pretty well.
But the animals don't seem to be very active... They are mostly just standing around and turning directions and then they move mabye one block in a minute or walk in cicles. This makes the animals unforunately very boring. They definetely have to be more active and walk around more and not stay in one place all the time. Otherwise it doesn't feel very natural.
I hope that this can be improved, because I really like the rest of the mod!
This mod is just amazing and far better than minecraft animals. These animals have much better models and varied sizes of sheep and cows and babies with smaller heads and bigger bodies make it amzing. Only the aspect of the wolf to attack sheep even after it is tamed is kind of annoying and then we need to barricade the sheep, but there is also another bug that the horse always kicks me out even when it is tamed and I cannot ride it.
This is an interesting mod, I enjoyed making a sculpture. The only things I would do is add more blocks that can be used to make scuptures and remove the message that says ''Be patient. This work takes some time'' and disallows you from making your sculpture finished faster. If you could rate with stars, I would give 4.5 out of 5 stars.
El mod funciona bien, la menas dan un item al picarlas en vez de el bloque de mena.
Aunque a mi me gusta mas que de el bloque, sobre gustos no hay nada escrito.
An excellent set of simple & expandable features and gameplay
I would love it if there were machines which can cryogenically treat most metals to massively improve their stats, like which exist in real life to reduce tool and active part wear by ~5x. Default recipes can be added and modified and capability supporting mods can add their own, like cryotreating the center ingot of a steel pickaxe similarly to how a Traditional Katana is laminated.
See Thoughtco's "An Introduction to Cryogenic Hardening of Metal" at https://www.thoughtco.com/cryogenic-hardening-2340006 "Besides steel, cryogenic hardening is also used to treat cast iron, copper alloys, aluminum, and magnesium. The process can improve the wear life of these types of metal parts by factors of two to six."
P.S. If you find that this mod, Pipeworks, Mesecons, Digilines, or others lag your machine and the server by lacking optimization, there are projects to fix some of these mods like technic-plus, even though some of the measures impact gameplay due to the limitations of the LuaJIT addon subsystem.
I like the mod, but its not balanced, or as useful as the titanium from Xtraores.
Considering that modern super-alloys like gamma-titanium-aluminum are within a stone's throw of modern super-composites like acrylo-nitrile carbon fiber layups/prepregs/tows, this mod really doesn't do the material justice. After using it for a long time on servers and testing on singleplayer, I can say that its durability and effectiveness are far from what they could be considering Titanium's toughness when compared to commonly found crystal gems that form in the ground, and still its hardness and strength to weight ratio is nearly on par with many common low-grade ceramics used in commercial goods, like amorphous sintered alumina powder, quartz, and many others including some Sialons. I think this mod material's capabilities should be multiplied several times, allowed to be alloyed into a perovskite or titanium-aluminum-oxygen/carbide/nitride/boride crystal that beats the strength of many other mods including the gemstones like Ruby and the Crystal mod. It should be harder to get and craft if enhanced also.
Thanks for reading and I hope something comes of this.
I like the idea of easy alternative recipes
Since bags require 128 cotton and 3 or 4 steps, including growing the cotton and harvesting, I like the idea of having some alternative recipes available which eases the burdon on some non-hardcore servers that use lots of extremely rare leather.
Please make your source code available for us to look at and we will be more comfortable using your mods!
If you want some inspiration, then turn to
Using mob_core as a functionality provider lets you use more advanced features for mobs like following, which is expanded upon in Animalia and other mods! 😉
Also, please provide source code for your mods!
A hilarious mod
Decoration mods aren't my thing usually, but this mod has some really high quality assets. I like the machinery and the floors. You could make a sick garden with this.
Helps break down language barriers between global communities
This concept is highly anticipated, but members have had concerns about getting it up and running. Primarily, there are two issues pointed out frequently:
Administrators that see mods needing secure.http_mods or secure.trusted_mods access causes a lot of worry that it will be a failure point for stability and safety, even if it uses an API client from the LibreTranslate service instead of Micros($)oft or Alphabet's Google. If you could explain how it might be possible to have a completely offline version of this or another translator service, or explain in more detail how http calls to localhost:5000/languages works in the mod description, and running podman, more servers would surely gain confidence in using this mod to allow non-native players to naturally communicate with each other. Additionally, a way to permanently save and cache all queries and responses to drastically reduce the http calls needed over a period of time would help bridge the gap to allowing a semi or fully-offline translation service.
Everyone that has used translators has eventually come across some major shortcomings in how the translator perceives meaning, where it cannot successfully get the point across, or it just doesn't understand an advanced word or concept in one language to be able to explain that in another. It would be a very good idea to allow the user to see the original message paired with the LibreTranslate message at the same time configurably, or on demand in order for the player to take mistranslated phrases and questions and try them on another service, as well as the possibility of considering a reviewing and feedback system for each query. It would also be good to incorporate a system which, if the translator has failed or is inaccurate, each individual word is translated and shown to the user as a | delimited | message | so the user may still be able to piece together what was meant, as well as learn the language much more easily.
Thank you for your time.
Mod is good
This mod is very nice but could you add more inventory slots in some bags. But I wanted to ask wether you can add the 3d_armor dependency so that you can wield bags.
This mod is so cool
Words can't explain about this mod this is just so OP and a lot beatifully done. Anyone who tries this will fall in love with it. I played the mod whole day tring outfits and dyes.
Just one request to add more masks like money heist mask,squid game masks . And a mask from v for vendetta. I would really appreciate it
Fun game
Getting started can take a little while if you have no idea what you are doing, but once you figure out the game mechanics it's quite fun.
Bring forth the Valkerie...
Nicely done :) love having the ability to add things like wings and hats to players.
To be honest, there are a number of things that can be improved upon:
There is no expel ability to prevent unwanted guests' access to your home, no way to toggle PvP damage within your rooms, and no way to remove the /sethome and Unified Inventory teleports that a player killer might abuse against you. Additionally;
Area boundaries should act as barriers to flowing liquids, damaging spread, or deadly radiant sources from realism mods. One example - if the owner of a grief does not have rights in your area, then there is no reason the lava should have flown down into your house. Once unauthorized liquids reach the edge of an area, they should stop updating to prevent you getting entombed. This mechanic also can prevent liquids and sources from escaping outside of personal areas, enabling players to freely place moats and farms and whatever they want inside their own base.
Low network latency allows clients to abuse and take advantage of block rollback lag, where the client has no idea it wasn't supposed to be able to break through someone's wall before the server snaps them back into place. Running a validation check on the client before ever allowing the action would prevent nearly all wall-phasing and base-stalking on all servers. Along with the boundaries enhancements, this would be a major step forward for the whole Minetest community.
Finally, and honestly, since both this mod and the Areas mod are used ubiquitously, contributors should consider reduxed versions of both be implemented into the base game, where it doesn't have to rely on slower LuaJIT addon systems for such a critical component of the gameplay and player experience.
Thank you for reading.
Among the must-have mods for almost any server...
But, it could still use a few feature additions, additing powerful new capabilities and fixing pervasive issues with its design. For example:
There are no area commands available that both allow full interaction of objects, while at the same time preventing all block placement and breakage in the open area. This non-uniformity breaks the functionality of many shared workshops.
Area boundaries should act as barriers to flowing liquids, damaging spread, or deadly radiant sources from realism mods. One obvious example is - if the owner of a lava grief does not have privileges in your area, then there is no reason the lava should have flown down into your protected area. Once unauthorized liquids reach the edge of the area, they should stop updating to prevent you getting entombed in your otherwise peaceful home. This mechanic also can prevent liquids and sources from escaping outside of personal areas, enabling players to freely place moats and farms and whatever they want inside their own base, since many servers have disallowed bucket usage.
Medium network latency allows client players to abuse and take advantage of block rollback lag, where the client has no idea it wasn't supposed to be able to break through someone's wall before the server snaps them back into place. Running a validation check on the client before ever allowing the action would prevent nearly all wall-phasing and base-stalking on all servers. Along with the boundaries enhancements, this would be a major step forward for the whole community.
Finally, and honestly, since both this mod and the protection mods are used ubiquitously, contributors should consider remastered versions of both be implemented into the base game engine, where it doesn't have to rely on slower LuaJIT addon subsystems for such a critical component of the gameplay and overall player experience.
Thank you for reading.
Not using entities
Using entities would make this mod much easier to be worked with. Armors are quite an important thing and I don't feel like to encourage a mod with legacy code.
I mean... not for kids
I like the fact that the animals textures are simple and don't fit with mt textures style ('cause the latter is just bad and noisy, with a very boring use of colors; clearly not made by a pixel artist), but as everybody else said the content is quite questionable...
Good but hasn't been updated in awhile
Works fine sometimes but then shuts down the game if I add or remove an item from the vending machine.
Highly useful and widely used, however....
Autocrafters cannot accept item groups in their crafting grid, for example leaves, tree, wood, and many other groups which work naturally with crafting guides and user interfaces. (Listed on GitHub)
Injectors and tubes are not smart, and do not provide any versions that are smart which don't require extensive digilines detectors and Lua, which can know to stop pushing items if the next-in-line storage or tubeline are inoperable or full. It can even be lazy and deactivate the line on single spillage.
Injectors erroneously push items into the wrong containers, possibly skipping or losing instructions.
Tube routing is not intelligent, causing backups, spills, breakages, empty machines, and other problems. There should be automatic load-balancing with a toggle to select the old random switching or splitting/ round-robin.
Vacuum and other tube segments cannot properly interact with source liquids and flowing blocks, or falling blocks.
Large or complex constructs using pipeworks are known to have a major impact on server performance, and which some objects become out of sync or break when flooded. Abstracting the systems out of physical gamespace, and generalizing, network/ route mapping, scheduling, balancing, backgrounding, and offloading may have a positive impact on any server that runs this. Additional ways to allow servers the freedom to use pipeworks may include removing or reducing active objects and activities, reducing the thrashing of registered entities, simplifying and optimizing looping scripts, and scheduling all calculations while accurately tracking simulation speed and correcting for hiccups.
There are probably other common-use-case issues as well that are intuitively and reasonably desired which other players have discovered.
Straightforward and attempts to be balanced
This mod offers the option of a single-use teleport potion or an infinite-use pad. 4 diamonds (+some other materials) are used to craft teleport potions and 4 of those + some other materials makes the pad. Honestly haven't used single teleport potions before; you could contrive such a scenario though: perhaps you're making a minigame and want to require a diamond target to reach before entering another area? The destination coordinates can be set freely. The cost of 2 teleport pads for two-way travel isn't cheap enough to be available in the early game but you will eventually unlock pretty much free travel.
Recommended for teleport hubs on servers at spawn locations to create a hub-and-spoke teleport network. Also recommended if you want to play survival and unlock teleportation eventually, while also keeping a cost to convenience of keeping multiple pads in your network at once.
Not recommended if using multiple dimensions/planets as that might make it too easy to bypass the proper methods for travelling to other locations. If you think teleportation should always have a cost, you could also remove the pads and have only teleport potions in the mod.
Ugly and not appopriate to survival mode
I've never liked travelnet. It's way overpowered and the recipe is way too easy for the utility it provides. Despite this, it is widely used on 'survival' servers. It really only belongs on creative mode or 'survival-lite' type servers i.e. where while resources are technically limited, they become abundant very quickly. This mod fork is associated strongly with the Pandorabox server, which falls into the survival-lite category because of the amount of public teleports and the ease of setting up a teleporting quarry ship and mining dense ore veins on the moon. If that kind of context doesn't appeal to you then I don't believe this mod falls in line with your true survival philosophy either.
The texture is awful, even in a variety of colours. You may have nostalgia for it, but I don't. There are better options in the pack fancy_travelnet.
This fork prevents an old bug where you can fall if there's nothing below the travelnet.
The setup of a public travelnet is easy - there's still some confusion though. The setup formspec will tell you 'don't change the network name if you don't know what it does', then never proceed to explain it to anyone. How do you set up a private one? It's done by prefixing the name of the station with a (P). This is not explained. I only know it because I asked other players. The README should tell you. The README's incomplete and the only other doc is the API spec. Clearly the devs care more about other devs than end users.
This mod is ancient (2013) and we deserve better. For survival I would much rather recommend teleport potion, which is somewhat more expensive and is only one-way single-destination. For running a server, I would rather recommend warps or funnily enough, another mod used on Pandorabox, telemosaic.
Used by nearly all servers for establishing functional economies
I only have several issues currently:
The barter table can get locked up between two players that click to start the trade and then walk away forever. Each side of the table should time out and return any items after a short period, and release the table to be used by other players without having to break it and re-place it. There can be a shorter timer that allows anyone to click cancel on any delayed trades before the non-interactive timer expires and cancels automatically.
Minegeld bundles should either be restricted to being crafted with low-denomination notes, or retain data on what notes were combined together in order to make them, so that they may be taken back apart to recover the money. Some players use this mistakenly to store many large-denomination notes, so it is important that the data not be deleted on server crashes, and care should be taken so that players cannot send messages to duplicate huge amounts of money.
After doing expirements on whether or not players understand the bill denominations, the results show that they do not understand the value of each note when compared to each other and are far more likely to pick the notes which are granted to them on server activity as their base and lowest valued form of currency, even if they are red or blue $10 or $5 notes. I don't really know what can be done about this right now besides somehow making it more obvious, or creating a sort of tutorial island mapgen that has progressive areas which demonstrate each of the ubiquitously installed mods' workings.
When players join a server, the items from this mod set the standard for how the game feels
I only desire that the enchanting table be able to put multiple enchantments on each tool, including effects like reduced fall damage, repairing when not in use, weapons that lower armor's deflection chance, renaming tools and armor, or binding a tool to an account so its not dropped on death, where the enchanting number is based off of and utilizing the number of bookshelves around it, from 0 to 32/48/64 in steps of 8 bookshelves for 4 levels in the case of 32, or every 4 bookshleves for 8 levels, etc. It doesn't feel right that any player can simply enchant their tool to max level with a lone enchanting table, and additional functionality to this heavily used feature would balance it out and allow smoother and more complete progression.
This mod doesn't overcomplicate the repair process, and is excellent on most servers.
I wish it had the ability to rename tools and items, or having a toggle that allows the Anvil to be shared among other players without allowing them to destroy it.
A unique type of game that makes Minetest not be a copy of you-know-what-sandbox-game
In this game you don't build on craft tables etc. but you assemble everything in front of you on the ground. This feels very natural. I love the minimum set of nodes where game complexity emerges purely from combination of the few things you have. This is very different from, e.g., MT Game, where you have so many different ores and jewelery, most of which are more or less useless, or just for decoration. In Nodecore, the blocks themselves have only basic functionality, there are no sophisticated furnaces, doors, electronics, but only flammable materials, hinged blocks (nice idea) and other stuff I still need to discover. The list of challenges usually gives you enough guidance to reduce the number of things you need to try. At least for me, that is. I got to metallurgy, hinged panels etc. without external help. Let's see if I can invent automats. The game has many ways to build machines from a handful of basic elements. Ways I still have to discover :) But beware: the game is a time sink. I only got this far because I have played it for ~30h and more. In classic MT, this is enough time to gather tons of many different materials, build super-armor, weapons and a cool castle. Something that is not the goal in Nodecore. Already building a simple house from beautiful materials is tedious. You will know what I mean when you see that you need to mix materials with ash, put water on them, let them dry, shape them to your favourite look and finally cook them, and this for every single block of your house's walls. On the other hand, in multiplayer, having a nice little house is something to be proud of in Nodecore :)
Excuse me, need to go now and find some of that darn "Lux" ore...
Cool mod!
Ever since I flew the Super Duck, I wanted a non-seaplane version and this is perfect! However I've discovered an issue with the crafting. The plane parts for this use the same recipes and are essentially the same parts as the Super Duck, but with different names. This means you craft one of them but can't craft the other. Then the Super Duck parts can build the Super Cub without the floaters which is weird. I think a good solution to this would be to combine the two mods and have them use the same parts(plus floaters for the Super Duck). This would also have a bonus of having 2 planes in a mod instead of two separate mods with 1 each, then you don't have to maintain the same code twice. Win-win! :D
Anyways these are the best plane mods I've played with and I honestly recommend them to anyone! These would fit perfectly in an airport. A future vehicles modpack with Apercy's mods would make any world more fun! I seriously love the work Apercy has done with these vehicles!
Nice mod
this is lovely mod to be used and played
Incompatible and broken
This game is just insane to be downloaded but, good for playing.But why broken?? Then listen when you download it on your device and play it if it is not high functioning. The game will load only once and and soon the loading page will turn black and if you play the default minetest the time will be always set to day.Then it also affects the background and gameplay of other games,
Great variety of food and plants
I love the variety of food and plants this mod offers. Even though you'll never need so many different foods, it's great to have them. It makes farming much more interesting and I'm sure everybody will find a food that suits their taste. So thanks for the great work!
Nice and useful animals
This mod contains nice and useful animals. Textures are nice, but the animations/movements of the animals could be smoother...
For example, sometimes you can still see the walking animation of an animal even though it stopped walking. It also sometimes takes them a while to change direction or walk/jump up a block when they walk into a block. Also, the animals seem to run sideways when they turn around while walking.
So movement of animals could definitely be improved, but overall very good mod!
More Colour Less Poop
It's so nice to have a cow leave flowers behind instead of the alternative :P
Muy inestable aun
El juego y la idea es buena, pero como el propio autor dice, es una version inacabada
bonito pero aburrido
La generacion es buena pero me aburro jugando
Functional and good looking inventory
This inventory looks very good and also contains the most important features like the crafting guide, armor slots and skinsdb support. Everything works fine, great work! An option to disable bags and the bag slot would be cool if you want to use other bag mods like inventorybags or so instead of i3's bags.
Nice and matching textures, but boring animals
I really like the textures of the animals and the smooth animations/movements. They are nice and match each other pretty well. But the animals don't seem to be very active... They are mostly just standing around and turning directions and then they move mabye one block in a minute or walk in cicles. This makes the animals unforunately very boring. They definetely have to be more active and walk around more and not stay in one place all the time. Otherwise it doesn't feel very natural.
I hope that this can be improved, because I really like the rest of the mod!
WOW!!
This texture pack is jusk 4K I would say love it and it is very beautiful.
I really like it
This mod is just amazing and far better than minecraft animals. These animals have much better models and varied sizes of sheep and cows and babies with smaller heads and bigger bodies make it amzing. Only the aspect of the wolf to attack sheep even after it is tamed is kind of annoying and then we need to barricade the sheep, but there is also another bug that the horse always kicks me out even when it is tamed and I cannot ride it.
Cool mod
This is an interesting mod, I enjoyed making a sculpture. The only things I would do is add more blocks that can be used to make scuptures and remove the message that says ''Be patient. This work takes some time'' and disallows you from making your sculpture finished faster. If you could rate with stars, I would give 4.5 out of 5 stars.
Looks like backrooms
The game is like the creepypasta the backroms.But could you make a game called the minetest backrooms which has nearly ecvverything like the backrooms
Divertido
Añade esto a MineClone para tener un nuevo juego muy divertido
Util
Multi herramientas para MineClone, un clasico
Bonito
El mod funciona bien, la menas dan un item al picarlas en vez de el bloque de mena. Aunque a mi me gusta mas que de el bloque, sobre gustos no hay nada escrito.
Genial
Aunque no funciona del todo bien en todas las versiones de MineClone, es perfecto para tener cosas de MC