sfinv does not really use textures, it just has some code to tell the game engine to draw a view with tabs on the top, a list of items below that, and the player's inventory including hotbar below that. The only image it has is an arrow to indicate crafting. Other mods may decide to draw background images on the squares of the inventory or its background, but sfinv doesn't do that, it's quite minimalistic. So, to add textures to the background, one would need to start by modifying the Lua code of sfinv. It would be easier to retexture another mod like i3 or Unified Inventory, which actually do use image textures.
I don't recommend extended play necessarily, but since this game contains nodes that test a wide variety of features, like liquid viscosity, slipperiness and bounciness, you can fire it up to see those kinds of things in action. Or say you wanted to know what the liquid viscosity levels feel like, you can just place them all and see which one you like. You can explore it for features you weren't sure about, and look at the definitions.
Start with the following:
/grantme all/giveme chest_of_everything:chest
Now you can browse 10 pages of stuff that might spark some interest, or not.
Also run /help and get a list of other assorted stuff.
In general, you want as many references as you can get when learning about modding, and this is one that goes through a lot of engine features at a surface level. Other references will teach you about other topics.
Actually telemosaics when linking ignore protections like areas mod, that's why it would be important to protect them inside your base. If it were not so, then to allow players to link to telemosaics at spawn would be to allow digging them, which is not a good idea. This way you can teleport to a public but protected area.
Only the owner of that beacon can set it as a destination (src). It's intended for private destinations, like your own home. You can link two private destinations for complete privacy, or link from your private beacon at home to a public beacon somewhere else while making sure nobody can sneak into your base through your beacon.
Google vs Oracle: An API is considered copyrightable. But that only applies if this is a direct copy of Roblox's API and not just "based on the idea behind".
Would you not prefer to use the setting "Forgiving collision mode"?
Well, If you want to do it that way, you will probably have to change the code of this mod, since it can be used be external mods - ones that you know nothing about - to create the same shapes.
I am not a developer of Minetest Classic, but as a ContentDB editor I get notifications, and figured I would help since sfan5 is a busy person. I was suggesting some ways you can get started with modifying Minetest Classic for yourself :)
License
LGPL-2.1-or-later for code,
CC-BY-SA-3.0 for media.
These licences allow you to freely modify and redistribute copies of Minetest Classic, so long as you keep the copyright info - license.md etc. - intact. If you want to put it on ContentDB, you will just need to rename it so it doesn't clash with this package.
Doors and beds: I would start by copying these over from Minetest Game, then maybe making changes to make them fit the aesthetic.
Mobs: I would copy these from Mobs Animal, to get behaviours, then replace the models with sprites instead to fit the aesthetic.
You can ask for modding advice in a few places, like the Forums, IRC Matrix, Discord, etc..
Yes, and both of these can be done within Luanti. The race power item shouldn't be removable from the inventory via chests or dropping, and it should be given again upon respawning.
It's the author's first mod, so they are learning. They already learned how to use texture modifiers. We're not going to hold everyone to perfectionist standards.
If you think it's so bad, you are free to make a better one. That would be better than leaving a caustic comment.
It's possible to attach entities to Advtrains wagons, such as what is done with DlxTrains Cattle Van, but I think a fair bit of code is needed to make it possible to show the custom skins and models that Folks can use, and to make that load each time a wagon appears (Advtrains has code to destroy and re-create wagon entities when they disappear and re-appear inside player vision range, respectively). The Cattle Van also uses custom models.
It would need to be done as a cross-compatibility mod called something like folks4advtrains, where it would depend on both and then override wagon behaviour and add entities that look like Folks to wagons. You would also need a mechanism for actually attaching Folks to wagons, which could
(a) expose available wagon seats (and some wagons have no seats, so are not eligibile) to the player and let the player put the Folk in the seat. When done properly, no player should be able to sit in the same seat as the Folk - so maybe it would be better not to, or rather, you might need even more code to make sure that player drivers can kick out Folks into the passenger seats.
(b) Hardcode positions relative to the centre of the wagon entity for where a "Folk driver" will go, and leave the seats untouched (or copy the position, and let players overlap). Folks occupying passenger seats should usually not prove to be a problem, just make sure the train still has room for players (most passenger wagons have either 4 or 6 seats).
I disagree that content for MTG has to have a cubic rather than lowpoly-midpoly aesthetic, but homedecor does clash in that regard with a lot of other mods. MTG is meant to malleable unlike, say, Mineclonia or Little Lady. Hence why in my review I prefer to say it's about taste.
Linetrack is a mod that adds "boats" that are secretly Advtrains that move on "tracks". You can't pilot the boat yourself, but you can set it up to move along a regular public transport route. This adds a new opportunity for public transport simulations where train bridges and tunnels would not make sense.
The mod comes with a full set of tracks and signals to let you operate a ferry service just like you would with Advtrains. You can even move the boat up- and downstream. You'll need to learn about how Advtrains works to make multiple ferries operate with signals.
Some players may not enjoy the boat noises, though the engine will stop when the boat does.
2.5.0 has just released and interlocking/signalling should be easier to learn. Visit https://advtrains.de/videos/ for tutorials on the new interlocking system. Note: May assume familiarity with past interlocking.
Flat and singlenode are fine, since they're basically featureless. The mod is tuned for the terrain of v7 and won't work on the other main mapgens though - you'd get paths deep underground, in the sky, and so on - basically all sorts of inappropriate places.
Others have noted the excellence put into the story for this jam game. What I want to point out is the tech is quite cool too. I only wish there might have been a little more challenge in combat. It's not just the NPCs that follow paths and have dialogue, but also: this game features a custom mapgen.
The mapgen is pretty cool. It is made with a series of parameters about where to place the village, the pedestal and the paths. Beneath this is the base terrain generator, which places the grass, dirt, and flowers. But wait, there's more - this isn't just Luanti's built-in mapgen.
After you're done with the main game, you can go for a wander. Eventually out past 1000 nodes, you'll find an increasingly steep cliff face. See how high you can get. My personal record is an altitude of y=655. You'll need to use some ingenuity with what you have at your disposal and some parkour skills.
I don't recommend this for its story, but in case you would like to play a short parkour course that needs in-air control. It also features computers that run Manjaro.
The atmosphere is pretty decent, with the breathing sounds and walking sounds. The story idea is in the middle ground: not completely flawed, but very rushed. It's hard to make something interesting when it's this short. There's also no real point to taking the side paths, and in fact I was more inclined to go that way than be led down the garden path. I'm not saying it's a problem to have non-linearity, but it does feel unsatisfying to be able to go straight to the end.
The mechanics I mostly found frustrating. It's not too bad when you're inside the ship to get a modal dialogue pop up. A place in the UI to re-read them would have made sense, at least in a longer game or one with more of a puzzle. But what really annoyed me was getting a pop-up that stops me dead in my tracks when I'm half out of oxygen, to make me read a paragraph, and in a parkour section without an immediately obvious foward path and no valid backwards escape. In fact if you are too eager with the parkour, you might get stopped mid-air and fall as a result. I also really would have appreciated if the doors closed themselves on a short timer. You have to keep the oxygen in you see.. well.. if there were any.
Another thing that takes away from the experience is that it was clearly intended to be played in one sitting, and doesn't distinguish reloading a world from first entering the world. I'm not saying don't let the game begin again if it was finished, but if I had to go reconfigure something (like accidentally enabling creative mode), I probably shouldn't be made to start again. This is a common problem in Jam games.
I don't want to seem overly harsh or nit-picky. But my experience was mostly spent having a hard time with the parkour.
Robot Escape has you enter the world as a robot with some hypothetical daily tasks you're meant to perform. For whatever plot-convenient reason, you become self aware and decide to escape. Unfortunately that doesn't take very long and isn't very satisfying when you do manage it.
There is the core of an interesting idea here, if it could be written much better. The item names were quite evocative to make us sympathise with the robot. Some story-writing would help. Some kind of monologue commentary from the robot, played out in text and/or audio when the player performs certain actions. As it is, we're left to imagine the motivations of the robot and suspend our disbelief a bit too much.
Robot Escape has a small puzzle element, but really needed a longer puzzle and the puzzle needed to be prevented from leakage/cheating (deliberate but even accidental). I actually managed to walk through the item-deleting grids while keeping my items.
The game also really needed some kind of cue for the game ending. Something as simple as walking far enough away from your prison and triggering an audio cue, a fade to black and a credits reel would have sufficed.
Speaking of audio, while I appreciate all the assets were made by the author, a lack of audio is always a big immersion breaker. In my opinion it's better to borrow even the basics like footstep and digging sounds from existing Luanti games (which is very much allowed). If you want to try DIYing it, I recommend SFXr.
Overall, I hope we can see more of what the author can do than this "proof of concept".
I noticed your signs in this pack use the group oddly_breakable_by_hand to make them easily removable. I just thought you should be aware (in case you weren't), there is a group not_blocking_trains as well, which signs, signals, TCBs and so on use to indicate that trains should be allowed through.
Maybe your signs should use not_blocking_trains and maybe not, depending on how you intend them to be used, such as whether you use Advtrains 'forgiving collision' mode.
Just to be clear, that would be groups = {oddly_breakable_by_hand=2,not_blocking_trains=1}, in your Lua files.
I wouldn't go as far as to say it's a "fault" if a mod's horn doesn't loop well. Advtrains only has definitions for one horn sound, so a mod can't have both a horn with a good sound envelope for manual playback/playback of a fixed length and a horn that loops seamlessly when held.
I have added a forum thread link to the package info. I hope you do not mind.
sfinvdoes not really use textures, it just has some code to tell the game engine to draw a view with tabs on the top, a list of items below that, and the player's inventory including hotbar below that. The only image it has is an arrow to indicate crafting. Other mods may decide to draw background images on the squares of the inventory or its background, but sfinv doesn't do that, it's quite minimalistic. So, to add textures to the background, one would need to start by modifying the Lua code of sfinv. It would be easier to retexture another mod like i3 or Unified Inventory, which actually do use image textures.I don't recommend extended play necessarily, but since this game contains nodes that test a wide variety of features, like liquid viscosity, slipperiness and bounciness, you can fire it up to see those kinds of things in action. Or say you wanted to know what the liquid viscosity levels feel like, you can just place them all and see which one you like. You can explore it for features you weren't sure about, and look at the definitions.
Start with the following:
/grantme all/giveme chest_of_everything:chestNow you can browse 10 pages of stuff that might spark some interest, or not.
Also run
/helpand get a list of other assorted stuff.In general, you want as many references as you can get when learning about modding, and this is one that goes through a lot of engine features at a surface level. Other references will teach you about other topics.
Actually telemosaics when linking ignore protections like
areasmod, that's why it would be important to protect them inside your base. If it were not so, then to allow players to link to telemosaics at spawn would be to allow digging them, which is not a good idea. This way you can teleport to a public but protected area.Only the owner of that beacon can set it as a destination (src). It's intended for private destinations, like your own home. You can link two private destinations for complete privacy, or link from your private beacon at home to a public beacon somewhere else while making sure nobody can sneak into your base through your beacon.
Mod size is unlikely to cause lag on your PC, see forum thread. It's more likely your lag spikes come from Advtrains itself to be honest.
A source code comment says it's from mc_mobs, i.e. I assume mobs_mc. Probably everything in that mod should be compared to what's in MeseCraft.
Would this advice be what you're after?
Google vs Oracle: An API is considered copyrightable. But that only applies if this is a direct copy of Roblox's API and not just "based on the idea behind".
Would you not prefer to use the setting "Forgiving collision mode"?
Well, If you want to do it that way, you will probably have to change the code of this mod, since it can be used be external mods - ones that you know nothing about - to create the same shapes.
The light levels 1-15 and light switcher nodes are (probably) not though
What's so legacy about cutting these two when coal, glow, iron, clean, super glow and clean super glow glasses can all be cut in the circular saw?
I am not a developer of Minetest Classic, but as a ContentDB editor I get notifications, and figured I would help since sfan5 is a busy person. I was suggesting some ways you can get started with modifying Minetest Classic for yourself :)
As you can see in the licence info section:
License LGPL-2.1-or-later for code, CC-BY-SA-3.0 for media.
These licences allow you to freely modify and redistribute copies of Minetest Classic, so long as you keep the copyright info - license.md etc. - intact. If you want to put it on ContentDB, you will just need to rename it so it doesn't clash with this package.
Doors and beds: I would start by copying these over from Minetest Game, then maybe making changes to make them fit the aesthetic.
Mobs: I would copy these from Mobs Animal, to get behaviours, then replace the models with sprites instead to fit the aesthetic.
You can ask for modding advice in a few places, like the Forums, IRC Matrix, Discord, etc..
https://github.com/luanti-org/luanti/blob/5.12.0/doc/lua_api.md?plain=1#L9916
https://github.com/luanti-org/luanti/blob/5.12.0/doc/lua_api.md?plain=1#L8017
Yes, and both of these can be done within Luanti. The race power item shouldn't be removable from the inventory via chests or dropping, and it should be given again upon respawning.
Can't think of any competitors.
Nor on Codeberg, but way back in repo.or.cz
Did you just give up on maintaining it? Is something fundamentally wrong? Or is it just a bit out of date?
It's possible to attach entities to Advtrains wagons, such as what is done with DlxTrains Cattle Van, but I think a fair bit of code is needed to make it possible to show the custom skins and models that Folks can use, and to make that load each time a wagon appears (Advtrains has code to destroy and re-create wagon entities when they disappear and re-appear inside player vision range, respectively). The Cattle Van also uses custom models.
It would need to be done as a cross-compatibility mod called something like
folks4advtrains, where it would depend on both and then override wagon behaviour and add entities that look like Folks to wagons. You would also need a mechanism for actually attaching Folks to wagons, which could(a) expose available wagon seats (and some wagons have no seats, so are not eligibile) to the player and let the player put the Folk in the seat. When done properly, no player should be able to sit in the same seat as the Folk - so maybe it would be better not to, or rather, you might need even more code to make sure that player drivers can kick out Folks into the passenger seats.
(b) Hardcode positions relative to the centre of the wagon entity for where a "Folk driver" will go, and leave the seats untouched (or copy the position, and let players overlap). Folks occupying passenger seats should usually not prove to be a problem, just make sure the train still has room for players (most passenger wagons have either 4 or 6 seats).
I disagree that content for MTG has to have a cubic rather than lowpoly-midpoly aesthetic, but homedecor does clash in that regard with a lot of other mods. MTG is meant to malleable unlike, say, Mineclonia or Little Lady. Hence why in my review I prefer to say it's about taste.
Linetrack is a mod that adds "boats" that are secretly Advtrains that move on "tracks". You can't pilot the boat yourself, but you can set it up to move along a regular public transport route. This adds a new opportunity for public transport simulations where train bridges and tunnels would not make sense.
The mod comes with a full set of tracks and signals to let you operate a ferry service just like you would with Advtrains. You can even move the boat up- and downstream. You'll need to learn about how Advtrains works to make multiple ferries operate with signals.
Some players may not enjoy the boat noises, though the engine will stop when the boat does.
2.5.0 has just released and interlocking/signalling should be easier to learn. Visit https://advtrains.de/videos/ for tutorials on the new interlocking system. Note: May assume familiarity with past interlocking.
As there is now a setting for it, please follow suit with Wuzzy's review https://content.luanti.org/threads/2779/
Edit: Sorry, I did not read the review properly. Disregard (I cannot delete)
This is a valid review because the expectation is not entirely unreasonable that everything actually means everything.
Edit: Sorry, this was a valid review, but there's actually a setting for it now. Wuzzy should retract or amend it.
Flat and singlenode are fine, since they're basically featureless. The mod is tuned for the terrain of v7 and won't work on the other main mapgens though - you'd get paths deep underground, in the sky, and so on - basically all sorts of inappropriate places.
Oops, I also derped and had my time speed set to 0. Handy for creative mode, not good for reviewing jam games!
Others have noted the excellence put into the story for this jam game. What I want to point out is the tech is quite cool too. I only wish there might have been a little more challenge in combat. It's not just the NPCs that follow paths and have dialogue, but also: this game features a custom mapgen.
The mapgen is pretty cool. It is made with a series of parameters about where to place the village, the pedestal and the paths. Beneath this is the base terrain generator, which places the grass, dirt, and flowers. But wait, there's more - this isn't just Luanti's built-in mapgen.
After you're done with the main game, you can go for a wander. Eventually out past 1000 nodes, you'll find an increasingly steep cliff face. See how high you can get. My personal record is an altitude of y=655. You'll need to use some ingenuity with what you have at your disposal and some parkour skills.
I don't recommend this for its story, but in case you would like to play a short parkour course that needs in-air control. It also features computers that run Manjaro.
The atmosphere is pretty decent, with the breathing sounds and walking sounds. The story idea is in the middle ground: not completely flawed, but very rushed. It's hard to make something interesting when it's this short. There's also no real point to taking the side paths, and in fact I was more inclined to go that way than be led down the garden path. I'm not saying it's a problem to have non-linearity, but it does feel unsatisfying to be able to go straight to the end.
The mechanics I mostly found frustrating. It's not too bad when you're inside the ship to get a modal dialogue pop up. A place in the UI to re-read them would have made sense, at least in a longer game or one with more of a puzzle. But what really annoyed me was getting a pop-up that stops me dead in my tracks when I'm half out of oxygen, to make me read a paragraph, and in a parkour section without an immediately obvious foward path and no valid backwards escape. In fact if you are too eager with the parkour, you might get stopped mid-air and fall as a result. I also really would have appreciated if the doors closed themselves on a short timer. You have to keep the oxygen in you see.. well.. if there were any.
Another thing that takes away from the experience is that it was clearly intended to be played in one sitting, and doesn't distinguish reloading a world from first entering the world. I'm not saying don't let the game begin again if it was finished, but if I had to go reconfigure something (like accidentally enabling creative mode), I probably shouldn't be made to start again. This is a common problem in Jam games.
I don't want to seem overly harsh or nit-picky. But my experience was mostly spent having a hard time with the parkour.
Robot Escape has you enter the world as a robot with some hypothetical daily tasks you're meant to perform. For whatever plot-convenient reason, you become self aware and decide to escape. Unfortunately that doesn't take very long and isn't very satisfying when you do manage it.
There is the core of an interesting idea here, if it could be written much better. The item names were quite evocative to make us sympathise with the robot. Some story-writing would help. Some kind of monologue commentary from the robot, played out in text and/or audio when the player performs certain actions. As it is, we're left to imagine the motivations of the robot and suspend our disbelief a bit too much.
Robot Escape has a small puzzle element, but really needed a longer puzzle and the puzzle needed to be prevented from leakage/cheating (deliberate but even accidental). I actually managed to walk through the item-deleting grids while keeping my items.
The game also really needed some kind of cue for the game ending. Something as simple as walking far enough away from your prison and triggering an audio cue, a fade to black and a credits reel would have sufficed.
Speaking of audio, while I appreciate all the assets were made by the author, a lack of audio is always a big immersion breaker. In my opinion it's better to borrow even the basics like footstep and digging sounds from existing Luanti games (which is very much allowed). If you want to try DIYing it, I recommend SFXr.
Overall, I hope we can see more of what the author can do than this "proof of concept".
Seems a bit odd that the mod would be released into a deprecated state. Will future updates move it into an "actively maintained" state?
Hi and welcome to the Minetest modding scene,
I noticed your signs in this pack use the group
oddly_breakable_by_handto make them easily removable. I just thought you should be aware (in case you weren't), there is a groupnot_blocking_trainsas well, which signs, signals, TCBs and so on use to indicate that trains should be allowed through.Maybe your signs should use
not_blocking_trainsand maybe not, depending on how you intend them to be used, such as whether you use Advtrains 'forgiving collision' mode.Just to be clear, that would be
groups = {oddly_breakable_by_hand=2,not_blocking_trains=1},in your Lua files.Regards
The castles screenshot is from Hometown Server, see https://forum.minetest.net/viewtopic.php?p=437552#p437552 for the details of how I recreated it and a link to an 8K resolution version.
Diamonds, an allotrope of carbon don't glow. Mese might be radioactive and so might emit light, but it's also a fictional material.
Why not just say it's pretty?
I wouldn't go as far as to say it's a "fault" if a mod's horn doesn't loop well. Advtrains only has definitions for one horn sound, so a mod can't have both a horn with a good sound envelope for manual playback/playback of a fixed length and a horn that loops seamlessly when held.
2024-08-01: Updated to mention fancy_travelnet which the mt-mods team decided to make into its own mod.
I hope you asked gpcf before using screenshots from LinuxForks, since it clearly features Spawn subway station.
This isn't the first WAILA/HWYLA style mod and it's a text-based one. The predecessors were WiTT and a fork: https://content.minetest.net/packages/?q=witt
That shouldn't be a problem unless your inventory is full.