Only players with the infchest priv can configure the chest, thus only admins and select people can place them down and make specific items be duplicated
Yeah that's why it has no crafting recipe! the intended use is for server admins to set them up for starting areas with starting items, maybe apples, wooden tools, etc. I kind of see the use for survival worlds, maybe stuff that's easily obtainable, but you don't want to spend lots of time farming
The main menu has the old textures as expected, from the get go the tone was set, created a new world, and as spawned in a desert, the sand was ocher, walked a bit and found a forest, filled with apples, walked a bit more and found a thick jungle, a cave followed soon after, and then the deep orange color of iron ore, crafted some torches, I feel like I remember them being animated. At least the ceiling lantern is still there. Didn't stumble into a lot of rats or fireflies in the wild sadly.
The sneak glitch is there, but of course not the real one, no sneak elevators that launch you to the sky, no fast climbing or cheating death when falling on a ledge.
Darkness is way darker in this engine version, so the caves don't feel exactly right.
Feels very nostalgic, while of course stuff like lighting, mobs, etc, aren't exactly the same since the engine has changed, it's still got the whole aesthetic of classic Minetest down.
Would be cool to see some classic mods added or posted to the CDB as separate packages, it feels good playing old Minetest, while I don't think it's really possible to emulate the exact feeling of 0.3 in 0.5, there's still some improvement that could be made to get a more authentic feeling.
Hey, @Eris, as of now, the package author has corrected the issues you've mentioned, we encourage you to turn the review to a thread, or change the rating to neutral, as it no longer reflects the current state of the package
Of course, you are free to ignore this message and maintain your review, current policy is to turn outdated bug reports to threads, so this review kinda falls in a gray area (since it's wasn't really a "bug")
On a more presonal level, I also want to add that I generally agree with the methodology of copy-pasting static code from one project to the next, but if you know you will be using a helper function in 100 different projects, it may just be better to save yourself the copy pasting and make a library out of it, put it up, and just use that instead
Also 75 lines is beyond my practical copy-pasting limits for reusing code
Hell, if you are using the same 75-liner function over multiple packages, it's probably because it's useful, and it's okay to post it up as a standalone package so other people can benefit from it too, without the need to copy-paste code that is not theirs, and without the need to deal with the licensing that comes afterwards (one thing is copying 5 lines from stack overflow, the other is copying a script closer to a hundred lines)
@j-r, this API is used by 12 mods, your suggestion to include the 75 lines of code this mod provides in those 12 mods, and any subsequent mods that use it, would mean an increase in 10 times the amount of repeated lines of code, and also would create a complicated landscape when it comes to maintaining such mods and this API
The way it is now, if you wish, you can install all the mods under the section "Required By" of page https://content.minetest.net/modnames/logging/, plus this API (which will be installed automatically given you use the MT client), and have all those mods work perfectly fine with each other, because they all depend on the same version and code from this API package, which is a given when you depend on a package; if it were like you suggest, and each were to provide their own logging API, it would probably cause conflicts with eachother, or not, but there would be no way to know for sure unless you keep all your packages perfectly updated and in sync with each other
The concept of libraries and APIs being distributed and used as dependencies is common within most landscapes developers traverse, BUT, I do agree that they don't serve immediate value to the end-user, and I believe that's where your comments come from, that's why I've filed issue #544 on the ContentDB's Github page
@LMD we won't turn this thread back to a review. This is because we feel it's not directly connected to the package itself, and more to the general landscape of the ContentDB, and thus is not a valid review of this package's contents, plus it not being fair to the author of the package to receive a negative review on something unrelated to the content itself
API's are an essential part to developing and creating packages and content, without these public APIs in the CDB, you wouldn't be able to install or play the mods that depend on them
This is not a valid review of the package, that's why it's getting converted to a thread, it does pose valid criticism on what a non developer sees when they interact with so many APIs and apparently "useless" packages in the CDB, as @LMD explained already, they are an essential part of the user experience :)
Please note that reviews are meant to comment on the package contents themselves, not on CDB policy or bug/issue reporting!
Formaly warning for clarification or else I'll petition to turn this to a thread as it does not appear to be a valid reviewing of the package contents themselves, just random gibberish
Nevermind! It was caused by my testing of your mods, the player_info one doesn't seem to be compatible with your game haha
2024-06-04 18:30:39: WARNING[Main]: Mod name conflict detected: "player_info"
2024-06-04 18:30:39: WARNING[Main]: Will not load: M:\Minetest\minetest-5.8.0-win64\bin\..\games\pmb_core\mods\pmb_player\player_info
2024-06-04 18:30:39: WARNING[Main]: Overridden by: M:\Minetest\minetest-5.8.0-win64\bin\..\mods\player_info
2024-06-04 18:30:44: ACTION[Main]: World at [M:\Minetest\minetest-5.8.0-win64\bin\..\worlds\11]
2024-06-04 18:30:44: ACTION[Main]: Server for gameid="pmb_core" listening on 127.0.0.1:63973.
2024-06-04 18:30:46: ACTION[Server]: singleplayer [127.0.0.1] joins game. List of players: singleplayer
2024-06-04 18:30:46: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'player_model' in callback environment_Step(): ...netest-5.8.0-win64\bin\..\mods\player_info\positions.lua:44: attempt to call local 'condition' (a nil value)
2024-06-04 18:30:46: ERROR[Main]: stack traceback:
2024-06-04 18:30:46: ERROR[Main]: ...netest-5.8.0-win64\bin\..\mods\player_info\positions.lua:44: in function 'get_first_from_raycast'
2024-06-04 18:30:46: ERROR[Main]: ...\..\games\pmb_core\mods\pmb_player\player_model\init.lua:272: in function 'can_stop_sneaking'
2024-06-04 18:30:46: ERROR[Main]: ...\..\games\pmb_core\mods\pmb_player\player_model\init.lua:299: in function 'do_move_checks'
2024-06-04 18:30:46: ERROR[Main]: ...\..\games\pmb_core\mods\pmb_player\player_model\init.lua:395: in function <...\..\games\pmb_core\mods\pmb_player\player_model\init.lua:393>
2024-06-04 18:30:46: ERROR[Main]: ...\minetest-5.8.0-win64\bin\..\builtin\common\register.lua:26: in function <...\minetest-5.8.0-win64\bin\..\builtin\common\register.lua:12>
2024-06-04 18:30:46: ACTION[Server]: singleplayer leaves game. List of players:
2024-06-04 18:30:47: ACTION[Main]: Server: Shutting down
It has a very cohesive world with very well executed models and textures, it's still very fresh and lacks depth and game mechanics, it will eventually get to a point where the gameplay loop feels more compelling, but, even in the current state is worth testing out.
The mobs feel good as well, and I believe that's sign of a promising game and a capable developer, so with time I think this game has potential to become one of the best.
Enjoyable and pretty.
Editing to add: Add the "Item Physics" mor for extra enhancement
WTFPL is a non-retractable license, though, which means that the WTFPL license would still apply to (the original version of) character.b3d
The relicense happened in the early birth of the model, back in 2011 IIRC, for compatibility with Minetest Game, I only included it as a fun fact, since for all practical purposes character.b3d is licensed under CC BY-SA 3.0 and pretty much always has been
I also believe WTFPL gives the original author agency to just relicense their own work and Do What the Fuck They Want
You're correct in saying that derivates of CC BY-SA 3.0 licensed work have to be licensed under CC BY-SA 3.0 as well. But to my understanding...
Yes this you must relicense derivative work of stuff licensed under CC BY-SA 3.0 under the same license, and actively license it that way, that's what the license means by Share Alike and BY (Attribution), if you were to not include a license, or a disclaimer with attribution in case of distribution, you would be at fault and not compliant with the original license
Glad I was of help, some of it was from memory since and some of it was from the actual sources, this was like +10 years ago so I may have missed some stuff
Yeah I noticed how odd the glasses of water thing was, but never came around to thinking a better way to do it, didn't want to do the "place next to water" thing because I felt it made it way too easy
The small annoyance is the price to pay for crafting clay haha
If it's CC BY-SA 3.0, then it's ShareAlike and thus all subsequent iterations of character.b3d have to be licensed under that license.
It would be worth it to ask MirceaKitsune and Jordach anyways
About your last sentence, Jordach did share a lot of renders and 3d stuff way way back, but in regards to the player model, I believe the original was by MirceaKitsune under WTFPL and later on relicensed to CC BY-SA 3.0 for compatibility with MTG, and the textures (plaid green shirt) were made by Jordach and later reased as "the same as Minetest Game"
Hello, @Monniasza, I personally discourage negative reviews that are not related to the package contents, but now that the issue has been fixed, I encourage you to please consider converting the review to a thread
I believe the mod is not meant to represent real people/cultures. Instead it feels like it's fantasy storytelling, the same kind children think of. Doesn't feel offensive to me, just fun, some mods are just not meant to be educative ¯_(ツ)_/¯
Review is still valid, no need to convert the review into a thread or issue, you can however move the conversation there and submit a commit to the repository.
Anyhow, like MisterE said, this can be fixed by just comenting out line 121 of init.lua: "selection_box = node_box"
Only need to delete/comment that line and the problem is fixed.
Of course doing this has a couple side effects: you can no longer select the studs, thus you can no longer dig a node by pointing at those, and obviously studs won't be highlited either. Basically, you turn the mod into something 100% aesthetic.
Just jumping in to say that Hughes is spot on on the timing problem, playing repixture feels tedious and slow because of the long dig times. This coming from someone who saw the birth and knew the author of the original game, this is not the direction it should've gone iirc.
Hello, mod concept is great, I'd like clarification on the following line:
"If the player disconnects while still within the limit the counter for that player is paused and resumed when the player reconnects."
Here's the setup, a player has a time limit of 2 hours of playime. The refresh is 8 hours.
Our players joins, plays 1 hour and 50 minutes, leaves. Then he comes back after six hours of general unrelated activity to play some Minetest, logs in, and is limited to 10 minutes of playtime, and then has to wait for another 8 hours for their playtime to reset.
Is this correct? I think this may be unwanted behaviour, just a thought.
Please refrain from posting bug/crash reports as reviews.
You are NOT supposed to install mods inside the mods folder of games. This is why it's crashing.
Install mods in the general mods directory (/home/minetest/mods) and enable/disable them in a per-world basis.
OR use the Content Browser to install them, since this is the content DB...
Podrías detallar el error?
Evite utilizar las reviews para reportar bugs, para eso use el issue tracker o cree un thread. Si usa reviews, que sean detalladas (y no le des a "unhelpful" a todo el resto de reviews)
Only players with the infchest priv can configure the chest, thus only admins and select people can place them down and make specific items be duplicated
Thanks for the review :)
Yeah that's why it has no crafting recipe! the intended use is for server admins to set them up for starting areas with starting items, maybe apples, wooden tools, etc. I kind of see the use for survival worlds, maybe stuff that's easily obtainable, but you don't want to spend lots of time farming
Glad you are enjoying the mod!
The main menu has the old textures as expected, from the get go the tone was set, created a new world, and as spawned in a desert, the sand was ocher, walked a bit and found a forest, filled with apples, walked a bit more and found a thick jungle, a cave followed soon after, and then the deep orange color of iron ore, crafted some torches, I feel like I remember them being animated. At least the ceiling lantern is still there. Didn't stumble into a lot of rats or fireflies in the wild sadly.
The sneak glitch is there, but of course not the real one, no sneak elevators that launch you to the sky, no fast climbing or cheating death when falling on a ledge.
Darkness is way darker in this engine version, so the caves don't feel exactly right.
Feels very nostalgic, while of course stuff like lighting, mobs, etc, aren't exactly the same since the engine has changed, it's still got the whole aesthetic of classic Minetest down.
Would be cool to see some classic mods added or posted to the CDB as separate packages, it feels good playing old Minetest, while I don't think it's really possible to emulate the exact feeling of 0.3 in 0.5, there's still some improvement that could be made to get a more authentic feeling.
You were right to shine a light on the issue :)
We have cleared up there was no malicious intent so we hope this won't happen again
Hey, @Eris, as of now, the package author has corrected the issues you've mentioned, we encourage you to turn the review to a thread, or change the rating to neutral, as it no longer reflects the current state of the package
Of course, you are free to ignore this message and maintain your review, current policy is to turn outdated bug reports to threads, so this review kinda falls in a gray area (since it's wasn't really a "bug")
Haha yeah it's good, you didn't need to change it but I appreciate you doing it anyways, it looks better now :)
I'm more concerned about the general aesthetic, or lack thereof of not using any capital letters anywhere
Can you elaborate
On a more presonal level, I also want to add that I generally agree with the methodology of copy-pasting static code from one project to the next, but if you know you will be using a helper function in 100 different projects, it may just be better to save yourself the copy pasting and make a library out of it, put it up, and just use that instead
Also 75 lines is beyond my practical copy-pasting limits for reusing code
Hell, if you are using the same 75-liner function over multiple packages, it's probably because it's useful, and it's okay to post it up as a standalone package so other people can benefit from it too, without the need to copy-paste code that is not theirs, and without the need to deal with the licensing that comes afterwards (one thing is copying 5 lines from stack overflow, the other is copying a script closer to a hundred lines)
@j-r, this API is used by 12 mods, your suggestion to include the 75 lines of code this mod provides in those 12 mods, and any subsequent mods that use it, would mean an increase in 10 times the amount of repeated lines of code, and also would create a complicated landscape when it comes to maintaining such mods and this API
The way it is now, if you wish, you can install all the mods under the section "Required By" of page https://content.minetest.net/modnames/logging/, plus this API (which will be installed automatically given you use the MT client), and have all those mods work perfectly fine with each other, because they all depend on the same version and code from this API package, which is a given when you depend on a package; if it were like you suggest, and each were to provide their own logging API, it would probably cause conflicts with eachother, or not, but there would be no way to know for sure unless you keep all your packages perfectly updated and in sync with each other
The concept of libraries and APIs being distributed and used as dependencies is common within most landscapes developers traverse, BUT, I do agree that they don't serve immediate value to the end-user, and I believe that's where your comments come from, that's why I've filed issue #544 on the ContentDB's Github page
@LMD we won't turn this thread back to a review. This is because we feel it's not directly connected to the package itself, and more to the general landscape of the ContentDB, and thus is not a valid review of this package's contents, plus it not being fair to the author of the package to receive a negative review on something unrelated to the content itself
It's an API so you are more than welcome to use Luwua to write out a chat-uwufyer mod
Uwu
API's are an essential part to developing and creating packages and content, without these public APIs in the CDB, you wouldn't be able to install or play the mods that depend on them
This is not a valid review of the package, that's why it's getting converted to a thread, it does pose valid criticism on what a non developer sees when they interact with so many APIs and apparently "useless" packages in the CDB, as @LMD explained already, they are an essential part of the user experience :)
Please note that reviews are meant to comment on the package contents themselves, not on CDB policy or bug/issue reporting!
Formaly warning for clarification or else I'll petition to turn this to a thread as it does not appear to be a valid reviewing of the package contents themselves, just random gibberish
Ah those are very nice as well :) I hope they get more visibility as well
Real nice, about time someone made something like "Hey Here's What You're Looking At" for Minetest :) Woork good
Nevermind! It was caused by my testing of your mods, the player_info one doesn't seem to be compatible with your game haha
Thanks, I went with a different approach that I think may satisfy you as well :)
During my testing my game crashed twice, once because I placed a block on my head, and once becasue I tried to sneak past a 2 block tall hole.
Both times the log made reference to a raytracing error, IIRC, if you need more info I'll provide it.
Too lazy to submit a formal issue in Git ATM haha
It has a very cohesive world with very well executed models and textures, it's still very fresh and lacks depth and game mechanics, it will eventually get to a point where the gameplay loop feels more compelling, but, even in the current state is worth testing out.
The mobs feel good as well, and I believe that's sign of a promising game and a capable developer, so with time I think this game has potential to become one of the best.
Enjoyable and pretty.
Editing to add: Add the "Item Physics" mor for extra enhancement
Feels good, performs good, and looks good
The relicense happened in the early birth of the model, back in 2011 IIRC, for compatibility with Minetest Game, I only included it as a fun fact, since for all practical purposes
character.b3d
is licensed under CC BY-SA 3.0 and pretty much always has been I also believe WTFPL gives the original author agency to just relicense their own work and Do What the Fuck They WantYes this you must relicense derivative work of stuff licensed under CC BY-SA 3.0 under the same license, and actively license it that way, that's what the license means by Share Alike and BY (Attribution), if you were to not include a license, or a disclaimer with attribution in case of distribution, you would be at fault and not compliant with the original license
Glad I was of help, some of it was from memory since and some of it was from the actual sources, this was like +10 years ago so I may have missed some stuff
Yeah I noticed how odd the glasses of water thing was, but never came around to thinking a better way to do it, didn't want to do the "place next to water" thing because I felt it made it way too easy
The small annoyance is the price to pay for crafting clay haha
Thanks for the review!
Hold the "use" key
If it's CC BY-SA 3.0, then it's ShareAlike and thus all subsequent iterations of character.b3d have to be licensed under that license. It would be worth it to ask MirceaKitsune and Jordach anyways
About your last sentence, Jordach did share a lot of renders and 3d stuff way way back, but in regards to the player model, I believe the original was by MirceaKitsune under WTFPL and later on relicensed to CC BY-SA 3.0 for compatibility with MTG, and the textures (plaid green shirt) were made by Jordach and later reased as "the same as Minetest Game"
Now for actual sources: MTG's player_api LICENSE file: Licenses of media (textures, models and sounds)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2011 celeron55, Perttu Ahola celeron55@gmail.com
Copyright (C) 2012 MirceaKitsune
Copyright (C) 2012 Jordach
(and many others)
MTG's player_api README file: Authors of media (textures, models and sounds)
Original model by MirceaKitsune (CC BY-SA 3.0).
Various alterations and fixes by kilbith, sofar, xunto, Rogier-5, TeTpaAka, Desour, stujones11, An0n3m0us (CC BY-SA 3.0):
character.b3d
character.blend
Jordach (CC BY-SA 3.0): character.png
celeron55, Perttu Ahola (CC BY-SA 3.0): player.png player_back.png
Hello, @Monniasza, I personally discourage negative reviews that are not related to the package contents, but now that the issue has been fixed, I encourage you to please consider converting the review to a thread
Great changes Wuzzy, I'll test out when I get some free time!
Request to move this to a thread as its more an ill-willed suggestion/issue report, than a review with valid criticism of the package
I believe the mod is not meant to represent real people/cultures. Instead it feels like it's fantasy storytelling, the same kind children think of. Doesn't feel offensive to me, just fun, some mods are just not meant to be educative ¯_(ツ)_/¯
Review is still valid, no need to convert the review into a thread or issue, you can however move the conversation there and submit a commit to the repository. Anyhow, like MisterE said, this can be fixed by just comenting out line 121 of
init.lua
: "selection_box = node_box
" Only need to delete/comment that line and the problem is fixed.Of course doing this has a couple side effects: you can no longer select the studs, thus you can no longer dig a node by pointing at those, and obviously studs won't be highlited either. Basically, you turn the mod into something 100% aesthetic.
Just jumping in to say that Hughes is spot on on the timing problem, playing repixture feels tedious and slow because of the long dig times. This coming from someone who saw the birth and knew the author of the original game, this is not the direction it should've gone iirc.
Ah I see! That's nice, thanks for solving my question Linuxdirk
Keep it up
Hello, mod concept is great, I'd like clarification on the following line: "If the player disconnects while still within the limit the counter for that player is paused and resumed when the player reconnects."
Here's the setup, a player has a time limit of 2 hours of playime. The refresh is 8 hours. Our players joins, plays 1 hour and 50 minutes, leaves. Then he comes back after six hours of general unrelated activity to play some Minetest, logs in, and is limited to 10 minutes of playtime, and then has to wait for another 8 hours for their playtime to reset.
Is this correct? I think this may be unwanted behaviour, just a thought.
Great mod, I find it cool in concept.
That said, I can't make it work either. I'll contact the author.
They also have bitwise installed in their minetest_game mods directory. That said I can't make it work either even using both dependecies.
You are not supposed to "check" the mods folder of games.
Create a world and use the "select mods" button to select those mods you wish to install. There you should select cipher and the bitwise mod.
Please refrain from posting bug/crash reports as reviews.
You are NOT supposed to install mods inside the mods folder of games. This is why it's crashing. Install mods in the general mods directory (
/home/minetest/mods
) and enable/disable them in a per-world basis. OR use the Content Browser to install them, since this is the content DB...Removed the requirement since it works fine in the latest minetest version, probably an error on package creation.
Podrías detallar el error? Evite utilizar las reviews para reportar bugs, para eso use el issue tracker o cree un thread. Si usa reviews, que sean detalladas (y no le des a "unhelpful" a todo el resto de reviews)
Por favor detalle el problema
Probaste generando un mundo nuevo?