Really great mod. Staffs are so nice. Simple & fast use, good coded and really easy to add another staff for the game.
It has nice mod compatibility too.
I think the mod is compatible for minetest5.xx too
Btw: This mod is even better on Tunnelers' Abyss :)
This mod is actually better than the minecraft bike mod due to the posture of the player but could you make remove only the outer layer of the head and let the rest of the body's outer layer as it is
This mod is more realistic than teleporters, but currently comes with... a few drawbacks.
For one, when the server or client become desynchronized, the player's client can continue the linear motion through any object, like getting willy wonka launched out the roof of your base and falling to your death, or being pushed many floors below your base only to wonder what happened while sitting in an undiscovered cave, as well as the inbetween option of being dropped from the top of your elevator shaft down the tube, possibly ending in death and your items being spewed out in the bottom of the shaft if the mod cannot find a place to put your bones box (often in odd places).
To fix this, I think it would be beneficial to have a federated sort of player movement validation, as in, when you click a floor number, the elevator code moves your client-authoritative position linearly as usual, and it knows to stop at the desired floor, whereas handing all the control to the server causes desynchronization and sometimes death, especially over laggy networks or a very mildly stressed server.
Other than it randomly killing me, or trying to, I enjoy the movement up and down in my base as I can see all the floors as they whiz by. It helps in determining how many floors a tree grew up through, like the douglas fir, and countless other situations besides someone phasing through the walls of my base and using the elevator, causing me to fall a couple floors, or to my death (elevator can't be used by multiple people at once without issue).
The style of RPG16 is completely unique. Nothing looks the same as with the plain old MTG textures; worlds get an entirely different feeling to them. RPG16 manages to work with, not against the engine, unlike certain high-res texture packs. It also provides great visuals for mod screenshots.
Yes, I'm aware this is basically a Super Mario clone that needs polishing, but hey, I've had fun. I've appreciated the hidden areas and the general cure for the artistic side (sound when jumping, BGMs, a texture pack that fits with the genre), and too bad the player can't be shifted when standing on a moving platform - but I'd say that's an engine limitation.
At this state of development, my only critique is that a good level design can completely change the game: money can be used to guide the player, to give them some challenge, and not randomly spreading them through the map Spyro-style makes the act of collecting feel rewarding; also, I'd shrink some places here and there. In general, I hope to see something more curated in the future on this aspect (no matter what level of difficulty the author is aiming for).
I'm definitely going to keep this one installed to see what comes next: maybe time has come to have nice platforms on Minetest too. Go for it :D
It is a game that can entertain you for a long time, despite being short the number of times I died made the game lengthen. I am sure that with each update the game will be more fun.
While I may not like that it isn't a pixelized texture pack, it isn't really an issue, as it (currently) has a whopping 2213 different textures, all in the same style. No other texture pack comes close to that quantity.
It also keeps things in the same spirit as the original, so if they missed a texture (unlikely) then it won't clash, stylistically.
My only complaint is that the player's default skin looks a bit dorky.
This mod is helping me and another player create a 99x99 four-quadrant sequential algorithm maze.
We went through a large list of potential algorithms to find what we thought were the best candidates for difficulty, reaching the objective estimate of 1) Kruskal's. 2) Prim's Modified (lowest weight branch approach). 3) Recursive Backtracking. and 4) Wilson's algorithm. Since this mod generates using Wilson's algorithm, we are successfully able to translate that into our project, after having difficulty finding any functioning block-based maze generators.
I would also enjoy if your mod were able to generate using other algorithms, and put various types of bounding walls around the edges, and have an option that ensures it is a perfect maze with only one solution. Using 2/16 obsidian slab walls (moreblocks saw table) and other slab options to better fit commonplace maze generators would be a good option aswell.
I really enjoyed your club and other maps -- there is a lot of creativity and atmosphere in this mod. Excellent work.
These powerful items make sky exploration much more interesting. It's a reason to also go up and not only dig down to gather ores. Definitely an asset for the game!
I love this biome, because it is full of trees, plants and mushrooms. The sounds make it feel more realistic as well and the textures are great. I think they match the textures of mtg very well too. I also like that you can find trees from other biomes under the big jungletrees of a swamp. This causes it to feel extra realistic. All in all, just an impressive biome!
I like this mod because it is simple and it works.
I think it would be even better if the only tier of air tank was steel, and the copper/bronze tiers were removed. The copper/bronze tiers just don't add much to the mod. Players typically don't spend much time on the copper/bronze tier of tools before getting to steel.
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...
Great mod
Really great mod. Staffs are so nice. Simple & fast use, good coded and really easy to add another staff for the game. It has nice mod compatibility too. I think the mod is compatible for minetest5.xx too
Btw: This mod is even better on Tunnelers' Abyss :)
Incredible mod
Really really nice mod, it brings the game more realistic.
Compatible mod with technic ! You can remove the nettles with lawn trimmer from the technic mod.
This mod is used on Tunnelers' Abyss server and it works really well. I recommend.
Great mod
Great mod. But breaking apples makes it so they drop so players have to pick them up as items again. Other than that it is a great mod.
Best bike mod ever
This mod is actually better than the minecraft bike mod due to the posture of the player but could you make remove only the outer layer of the head and let the rest of the body's outer layer as it is
Great mod.
Great mod. Simple and great for servers or just singleplayer.
It is possible to punch wielded item.
It is possible to punch wielded item. Punch item or block that is being held by player. The items being held won't show after being punched.
This mod is more realistic than teleporters, but currently comes with... a few drawbacks.
For one, when the server or client become desynchronized, the player's client can continue the linear motion through any object, like getting willy wonka launched out the roof of your base and falling to your death, or being pushed many floors below your base only to wonder what happened while sitting in an undiscovered cave, as well as the inbetween option of being dropped from the top of your elevator shaft down the tube, possibly ending in death and your items being spewed out in the bottom of the shaft if the mod cannot find a place to put your bones box (often in odd places).
To fix this, I think it would be beneficial to have a federated sort of player movement validation, as in, when you click a floor number, the elevator code moves your client-authoritative position linearly as usual, and it knows to stop at the desired floor, whereas handing all the control to the server causes desynchronization and sometimes death, especially over laggy networks or a very mildly stressed server.
Other than it randomly killing me, or trying to, I enjoy the movement up and down in my base as I can see all the floors as they whiz by. It helps in determining how many floors a tree grew up through, like the douglas fir, and countless other situations besides someone phasing through the walls of my base and using the elevator, causing me to fall a couple floors, or to my death (elevator can't be used by multiple people at once without issue).
Consistent style, good mod support
The style of RPG16 is completely unique. Nothing looks the same as with the plain old MTG textures; worlds get an entirely different feeling to them. RPG16 manages to work with, not against the engine, unlike certain high-res texture packs. It also provides great visuals for mod screenshots.
Potential for a great platform
Yes, I'm aware this is basically a Super Mario clone that needs polishing, but hey, I've had fun. I've appreciated the hidden areas and the general cure for the artistic side (sound when jumping, BGMs, a texture pack that fits with the genre), and too bad the player can't be shifted when standing on a moving platform - but I'd say that's an engine limitation.
At this state of development, my only critique is that a good level design can completely change the game: money can be used to guide the player, to give them some challenge, and not randomly spreading them through the map Spyro-style makes the act of collecting feel rewarding; also, I'd shrink some places here and there. In general, I hope to see something more curated in the future on this aspect (no matter what level of difficulty the author is aiming for).
I'm definitely going to keep this one installed to see what comes next: maybe time has come to have nice platforms on Minetest too. Go for it :D
very fun 😁
this game is a lot of fun, I hope the project continues and has more stages... Good luck and success :)
A game with great potential
It is a game that can entertain you for a long time, despite being short the number of times I died made the game lengthen. I am sure that with each update the game will be more fun.
The best texture pack I've used so far.
While I may not like that it isn't a pixelized texture pack, it isn't really an issue, as it (currently) has a whopping 2213 different textures, all in the same style. No other texture pack comes close to that quantity.
It also keeps things in the same spirit as the original, so if they missed a texture (unlikely) then it won't clash, stylistically.
My only complaint is that the player's default skin looks a bit dorky.
This mod is helping me and another player create a 99x99 four-quadrant sequential algorithm maze.
We went through a large list of potential algorithms to find what we thought were the best candidates for difficulty, reaching the objective estimate of 1) Kruskal's. 2) Prim's Modified (lowest weight branch approach). 3) Recursive Backtracking. and 4) Wilson's algorithm. Since this mod generates using Wilson's algorithm, we are successfully able to translate that into our project, after having difficulty finding any functioning block-based maze generators.
I would also enjoy if your mod were able to generate using other algorithms, and put various types of bounding walls around the edges, and have an option that ensures it is a perfect maze with only one solution. Using 2/16 obsidian slab walls (moreblocks saw table) and other slab options to better fit commonplace maze generators would be a good option aswell.
I really enjoyed your club and other maps -- there is a lot of creativity and atmosphere in this mod. Excellent work.
Adds some variety to the game
These powerful items make sky exploration much more interesting. It's a reason to also go up and not only dig down to gather ores. Definitely an asset for the game!
Impressive biome
I love this biome, because it is full of trees, plants and mushrooms. The sounds make it feel more realistic as well and the textures are great. I think they match the textures of mtg very well too. I also like that you can find trees from other biomes under the big jungletrees of a swamp. This causes it to feel extra realistic. All in all, just an impressive biome!
An interesting proof of concept
This mod radically changes the way worlds are generated. It's a cool experiment, but not refined enough for survival worlds.
A solid mod
I like this mod because it is simple and it works.
I think it would be even better if the only tier of air tank was steel, and the copper/bronze tiers were removed. The copper/bronze tiers just don't add much to the mod. Players typically don't spend much time on the copper/bronze tier of tools before getting to steel.
Expanded upon, this would be a great feature.
The concept is natural and calming, I wish this was a game setting, and it was made just a little bit smarter so it doesn't cause issues.
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...