Lua2Mts is a welcome complement to the /mts2lua command provided by Schematic Editor. I found it particularly helpful when modifying trees to ensure that all the leaves have param2=0 for leaf decay compatibility. Tasks like this are not practical to do in-world and the /mts2lua command is otherwise a one-way operation.
I recommend this mod to other modders who want to transform their exported Lua schematics back into the more compact and more performant MTS format.
I took your suggestions into consideration for the latest version. Spawn rates are now reduced, settings now exist to modify spawn rates, and slimes are now much more audible. Thanks again for your feedback!
The crisp details, sunny highlights, warm tones, and vivid colors of this texture pack give Minetest a delightful radiance. I can't help but smile at how much more pleasant and inviting my worlds are with these textures applied.
Baunilha is a perfect middle ground between the more subdued default textures and the more heavily stylized textures featured in other texture packs. It lives up to its name of being vanilla while still adding "a new and refreshed look for the game", to use the author's own words.
I highly recommend this texture pack to anyone wanting to enjoy a vibrant new atmosphere in Minetest Game and its derivatives.
Thanks for the 👍! For the sound effects, I wanted them to be somewhat quiet so that players wouldn't hear loud squelching sounds all the time, but maybe it could use a little more volume. I've always tested the sounds with headphones where it's easier to hear quiet sounds, so I might have overlooked how quiet the sounds are in other situations.
As for the spawn rates, I think settings to control the spawn rates is a great idea. I'll add it in the next update and I might tweak the default spawn rates while I'm at it. Thanks for the suggestion!
Glad to hear it's working better now! As for the other things you noticed, I think it's all working as intended and I'll explain why.
For the gates that take you back to the surface, that is by design. All of the worldgates on the surface are linked to one another (and they try not to link back to a gate that is already linked to it), but the worldgates above and below ground are linked to the corresponding worldgate on the surface. This is to allow for fast travel back to the surface when exploring. Especially when deep underground in large caverns, it can be daunting to find the surface again, so finding a worldgate can be very helpful in these situations. But the further you venture from the surface, the more oomph you'll need to get back, so be mindful to keep some spare extenders for distant journeys.
As for gates that have broken extenders when worldgate.breakage = 0, I believe this is a consequence of the Gate Quality System™. When a native worldgate is generated, it is assigned a random quality value of either -1, 0, or 1 which corresponds to poor quality, average quality, and good quality, respectively. The quality value determines the quality of the gate's built-in extenders with higher quality yielding better extenders and vice-versa. For each level 1 extender on a poor quality worldgate, there is a 25% chance that it will instead generate as cobblestone regardless of the global breakage chance (which affects extenders of all qualities equally).
I hope that clears it up a bit. Thanks for your feedback and I'm glad you're enjoying the mod. 🙂
Hi there! I'm looking at your code for new_biomes and I see that you have the proper node groups that I would expect water to spawn in, so I decided to test it myself in-game and I was able to find some water pools and lava pools in your biomes. The pools are common but not abundant, and they can be hard to spot underground, but they do exist.
If you want pools specifically for your own biomes, you can always copy the file into new_biomes, change the abdecor_cave_pools name to a different name, and add a dependency for abdecor in your mod.conf.
Howdy! I wasn't able to reproduce the error, but I believe I know what happened and I just pushed out a bugfix that should hopefully get you working again. Unfortunately you'll have to manually fix any gates that were broken from the crash (the gates with missing textures) as the mod won't be able to repair them itself, but future gates should now generate correctly and properly replace those untextured extender markers with proper extenders.
Please update to v1.1.1 and try it again. Thanks for checking out Worldgate and for bringing this to my attention!
Thanks for the 👍! I'm glad you like the game's environment. The game is definitely still a work-in-progress and I'm sorry to hear that it's been too unstable for you to play. I'd be happy to hear of any bugs you've encountered, either here or in a GitHub issue.
As for Matrix vs. Discord, I'm sorry to say that I have no current plans for a Matrix lounge. I know that Discord isn't the best match for Minetest's free and open-source ethos, but it's a popular platform that I've had great experiences with, and it seems to work well enough for the small player/modder community surrounding Asuna. You'll certainly be welcome there if you ever choose to join in the future.
As advertised and as expected, this mod does a great job of keeping the time of day set to a specific time. The results of the /permatime command are instantaneous and will keep the world's time locked to the exact time specified. As of this writing, it doesn't accept integer times like the /time command and can crash if /permatime is used with improper formatting or missing values, but it works perfectly when used correctly.
Thanks for the 👍! I agree that the placement of the worldgates can sometimes be unfortunate, but it's a necessary compromise given how each worldgate has a pre-determined location in the world. It's sometimes the case that flat ground doesn't exist where a worldgate generates, such as on steep cliffs, in the ocean, or inside of solid ground. I make a best effort to use the heightmap and other methods of probing for suitable surfaces, but it doesn't always work out that it chooses an ideal location. The cobblestone platform that you see below each worldgate is an effort blend the structure into the terrain below in some sane fashion. I hope it's not too distracting from the overall look and feel of the mod.
Hi there! Initially I didn't think it was possible to convert an MTG world to Asuna, but I had and idea that I tested just now, and I actually think it's very possible. Note that this was only a quick test on my part and that you'll have some gnarly boundaries where your existing mapchunks meet the newly generated Asuna mapchunks, but it should hopefully work for you.
Install Asuna.
Close Minetest and/or stop your Minetest server. This process requires some surgery and it's best if Minetest isn't interfering with the world during the conversion.
Find your world folder. This is typically found in your installation location under the worlds/<worldname> folder.
Back up your worldname folder. For safety's sake, copy the entire worldname folder to a separate location from where you can copy it back if something goes wrong, such as your personal documents folder or desktop.
In your worldname directory, find the world.mt file and open it in a text editor. Change gameid = minetest to gameid = asuna and save the changes.
Also in your worldname directory, find the map_meta.txt file and delete it. Asuna will generate this file anew with its own settings when the world is restarted.
Start Minetest and/or your Minetest server.
After all of this, you should see your world listed under Asuna and not Minetest Game, and you should be able to enter the world and play it normally without error.
I've been considering a Discord server for some time. I've been apprehensive about it because I don't know how well I can manage a community, but I feel like it's becoming more necessary as time goes on. I might just bite the bullet this week, and if I do, I'll share the link here. Fair warning that it might be a little rough around the edges at first.
As for the weirdly rendered leaves you describe, I see the setting that you're referring to which is set to render Ethereal leaves as plantlike by default. I definitely prefer the cubic leaves and I'll open a PR to get that updated to always render cubic leaves. I have some old Ethereal settings in my client that are overriding them to be cubic, so I never saw the issue myself. Thanks so much for bringing that to my attention.
I'll take other suggestions under consideration for the future. I'm really glad you're enjoying Asuna so far. I definitely plan to continue updating it.
I'm happy to announce that the latest version of Asuna released yesterday includes Everness! It has really worked wonders for caves, and the surface biomes are a real treat to discover too. You'll also find some extras such as jungle temples, Japanese shrines, mese trees, and more that Everness provides. Lots of new nodes and some new ores too.
I know it's been a long time coming and I'm grateful for your patience. I hope my efforts to make Everness a true part of the Asuna experience has been worth the wait. Cheers!
Thanks for the 👍 and for all of your praise! I've worked hard to make the biome mods play nicely together and I'm always happy to see when it makes players happy.
In regards to your first suggestion, I've opened an issue for adding a minimum supported version which I think is a great idea. I'm not entirely sure what it should be just yet -- probably 5.5.0 if I had to guess -- but it may take some time and testing to figure out for sure. It's now on my radar in any case.
As for your second suggestion, I'd love to check out your biomes, but I'll be honest and say that it's unlikely that I'll add many more biomes at this point. I just updated Asuna to include Everness which added a whole bunch of new caves, and the mapgen is now very crowded. I feel like I'm near the limit of how many biomes a single world can reasonably support and I want to shift focus more toward gameplay in the future. But thanks so much for offering your biomes; I'll definitely let you know if I do decide to include them in the future.
This has long been my favorite Minetest Game texture pack. It enhances the overall look of the game while remaining faithful to the original textures. Although it is incomplete at the time of this review, it currently improves most of the ground/stone/biome textures which tend to stand out the most, and that alone is worth a lot.
I recommend this texture pack to anyone who wants a simple yet pronounced improvement upon the default Minetest Game aesthetic.
Thanks for the 👍, I'm glad you're enjoying the mod! A smoother flight mechanic would be awesome, and it might be possible by analyzing the player controls in some fancy way. I haven't made the time to revisit this mod in a while, but feature requests and pull requests on the mod source repository are always welcome. Thanks for the suggestion. 🙂
This mod is a great implementation of player hunger. One of its best qualities is that it Just Works™ right out of the box without requiring individual mods to support it. It handles all functions related to eating food without any extra setup or configuration required. It even adds some small particle and sound effects for a quality look and feel.
Its gameplay features are fairly standard and familiar to players who are familiar with hunger in Minecraft. Eating food keeps your hunger bar filled which allows you to sprint and heal over time. Allowing your hunger bar to deplete will result in losing health due to starvation. Poisonous foods (e.g., red mushrooms) will drain your health over time instead of causing immediate harm.
The default exhaustion values for each player action are a little steep, but they're all highly configurable via settings. The mod also includes settings for all kinds of other thresholds so that players can customize every aspect of how hunger affects them.
I definitely recommend this mod to any player looking to add hunger to their game.
Check the name, boss, it's me! Of course I'm very pleased with the update and I'll be updating Asuna very soon. I'm also going to update my review here to express my feelings on the current state of TMS because it's improved so much since I first downloaded it. Thanks again for working with me on the update. 🙂
It's hard to say no to a popular request for a popular mod! I like Everness too and I feel like it can probably fit with Asuna, so I just opened a GitHub issue for Everness integration. It will be another release or two before I tackle this one, but I'll give it some attention when I can.
Hey, thanks for the 👍! I'm so glad you're enjoying it!
To answer your questions, I would like to add monsters and I might like to add some of the Everness biomes. I've been holding out for ElCeejo's Monstrum mod for monsters, but as far as I know, it's still very much in development and there are no public releases available for it yet. The Everness biomes are very cool and I might like to adapt them to Asuna, but some of them might be a little too otherworldly to fit in thematically; I'm still evaluating them.
I've been working on mapgen for caves, and this shockingly simple tool has been very useful for seeing the full contours of my caves. With it, I can clearly and effortlessly see the size and shape of my caves without having to fly around blindly and spam torches. I recommend this mod to anyone doing similar mapgen work.
This stick recipe bug has been fixed! Thanks again for the bug report.
If you'd like to further discuss Too Many Stones, a thread separate from this review may be more appropriate. Feel free to spin up a new discussion either here or at Too Many Stones if you'd like to continue the conversation.
I'll consider it, but I'd like to see it integrated and working with Too Many Stones before I commit to anything. I ask that you get it working and tested on your end then open an issue on GitHub with the 'enhancement' tag to request it as an addition to Asuna. I can't make any hard promises though.
One thing I definitely would love to include are the new stones that you've been working on for Too Many Stones. Some more/improved granite nodes and the other additions currently labeled WIP would be fantabulous.
Thanks for the 👍! The game is still very much WIP and I appreciate you taking that into consideration and I also appreciate the bug report. I took a quick look at the bug you reported and it turns out it's caused by the Badland biome from the Biomes modpack overriding the stick recipe; see https://github.com/AtlanteFr/Biomes/blob/main/badland/crafting.lua#L9-L14. I'll PR a fix to Asuna tomorrow and I'll also raise an issue upstream.
Thanks for the 👍 and the kind words! Also thanks for the issue report; I just opened an issue for Flyswim compatibility on GitHub regarding this. I don't have the time to dedicate to it right now, but PR's are welcome.
These flowers are very beautiful flowers. There is great diversity in their size, shape, and color, and each flower has a unique name that gives them a little extra charm. And just like the basic Minetest Game flowers, these flowers also produce dye and can be potted.
There's not much else to say except that I highly recommend this mod.
This mod supplies any world with a vast rainbow of beautiful stones that add color and character to both builds and landscapes. Each stone texture is hand-crafted to match its true to life color and appearance. Included are useful variants of every stone: cobblestone, smooth blocks, bricks, and more with supported mods such as stairs, slabs, and walls.
Everything works perfectly and consistently not only with Minetest Game but practically any game that makes use of mapgen. Stones are distributed throughout the world according to available biome climate data to give each world a sense of nuance and natural balance. Also recommended is a supported geode mod for dazzling underground wonders.
The author's passion for this mod really shows in every detail. I would absolutely recommend Too Many Stones to anyone looking to liven up their worlds and their builds with a fantastic new selection of stones.
These biomes are some of the most colorful and creative biomes you'll find on ContentDB. The charm and character of each biome are a testament to the author's vision. Below is a brief description of these biomes' prominent qualities:
Dorwinion and Nightshade forests feature large trees with lighted leaves for enchanting nighttime exploration
Frost Land has a wonderful winter atmosphere with snow-covered trees and icy decor
Badland has all the key elements of a spooky autumn landscape
Prairie is incredibly vibrant with a lively spectrum of trees, flowers, and butterflies
Japanese Forest features beautifully colored trees and unique ground cover
Bamboo Forest is a superior jungle biome with the addition of bamboo and melons
Terracotta is a hot desert biome remniscent of the American southwest complete with shapely cactus
In addition to visual qualities, many of the biomes feature unique wood and/or stone for which there are often decorative variants of each node. These little extras add even more to building and exploration.
Screenshots alone don't do it justice. Download this mod and experience the wonders for yourself.
The music API is very easy to use, has a good set of parameters for creating the right atmosphere in different environmental conditions, and has good logic/rules for selecting music tracks. It works out of the box with the included music tracks and also works flawlessly with other music tracks. In-game music really doesn't get any easier than this.
Thanks for the 👍! I think enhanced models for bottles is outside the scope of this mod, but it's not a bad suggestion. My goal was to match the models/textures as closely as possible to the empty glass bottle in the MTG vessels mod. I welcome anyone to build upon this mod for new textures and/or models.
Lua2Mts is a welcome complement to the
/mts2lua
command provided by Schematic Editor. I found it particularly helpful when modifying trees to ensure that all the leaves haveparam2=0
for leaf decay compatibility. Tasks like this are not practical to do in-world and the/mts2lua
command is otherwise a one-way operation.I recommend this mod to other modders who want to transform their exported Lua schematics back into the more compact and more performant MTS format.
I took your suggestions into consideration for the latest version. Spawn rates are now reduced, settings now exist to modify spawn rates, and slimes are now much more audible. Thanks again for your feedback!
The crisp details, sunny highlights, warm tones, and vivid colors of this texture pack give Minetest a delightful radiance. I can't help but smile at how much more pleasant and inviting my worlds are with these textures applied.
Baunilha is a perfect middle ground between the more subdued default textures and the more heavily stylized textures featured in other texture packs. It lives up to its name of being vanilla while still adding "a new and refreshed look for the game", to use the author's own words.
I highly recommend this texture pack to anyone wanting to enjoy a vibrant new atmosphere in Minetest Game and its derivatives.
Thanks for the 👍! For the sound effects, I wanted them to be somewhat quiet so that players wouldn't hear loud squelching sounds all the time, but maybe it could use a little more volume. I've always tested the sounds with headphones where it's easier to hear quiet sounds, so I might have overlooked how quiet the sounds are in other situations.
As for the spawn rates, I think settings to control the spawn rates is a great idea. I'll add it in the next update and I might tweak the default spawn rates while I'm at it. Thanks for the suggestion!
Glad to hear it's working better now! As for the other things you noticed, I think it's all working as intended and I'll explain why.
For the gates that take you back to the surface, that is by design. All of the worldgates on the surface are linked to one another (and they try not to link back to a gate that is already linked to it), but the worldgates above and below ground are linked to the corresponding worldgate on the surface. This is to allow for fast travel back to the surface when exploring. Especially when deep underground in large caverns, it can be daunting to find the surface again, so finding a worldgate can be very helpful in these situations. But the further you venture from the surface, the more oomph you'll need to get back, so be mindful to keep some spare extenders for distant journeys.
As for gates that have broken extenders when
worldgate.breakage = 0
, I believe this is a consequence of the Gate Quality System™. When a native worldgate is generated, it is assigned a random quality value of either -1, 0, or 1 which corresponds to poor quality, average quality, and good quality, respectively. The quality value determines the quality of the gate's built-in extenders with higher quality yielding better extenders and vice-versa. For each level 1 extender on a poor quality worldgate, there is a 25% chance that it will instead generate as cobblestone regardless of the global breakage chance (which affects extenders of all qualities equally).I hope that clears it up a bit. Thanks for your feedback and I'm glad you're enjoying the mod. 🙂
Hi there! I'm looking at your code for new_biomes and I see that you have the proper node groups that I would expect water to spawn in, so I decided to test it myself in-game and I was able to find some water pools and lava pools in your biomes. The pools are common but not abundant, and they can be hard to spot underground, but they do exist.
If you want to edit your local copy for testing, check out the target settings for cave pools. Setting the
fill_ratio
to a larger number will spawn more pools. There's also settings for pool size and depth limits.If you want pools specifically for your own biomes, you can always copy the file into new_biomes, change the
abdecor_cave_pools
name to a different name, and add a dependency forabdecor
in your mod.conf.Howdy! I wasn't able to reproduce the error, but I believe I know what happened and I just pushed out a bugfix that should hopefully get you working again. Unfortunately you'll have to manually fix any gates that were broken from the crash (the gates with missing textures) as the mod won't be able to repair them itself, but future gates should now generate correctly and properly replace those untextured extender markers with proper extenders.
Please update to v1.1.1 and try it again. Thanks for checking out Worldgate and for bringing this to my attention!
Thanks for the 👍! I'm glad you like the game's environment. The game is definitely still a work-in-progress and I'm sorry to hear that it's been too unstable for you to play. I'd be happy to hear of any bugs you've encountered, either here or in a GitHub issue.
As for Matrix vs. Discord, I'm sorry to say that I have no current plans for a Matrix lounge. I know that Discord isn't the best match for Minetest's free and open-source ethos, but it's a popular platform that I've had great experiences with, and it seems to work well enough for the small player/modder community surrounding Asuna. You'll certainly be welcome there if you ever choose to join in the future.
As advertised and as expected, this mod does a great job of keeping the time of day set to a specific time. The results of the
/permatime
command are instantaneous and will keep the world's time locked to the exact time specified. As of this writing, it doesn't accept integer times like the/time
command and can crash if/permatime
is used with improper formatting or missing values, but it works perfectly when used correctly.Thanks for the 👍! I agree that the placement of the worldgates can sometimes be unfortunate, but it's a necessary compromise given how each worldgate has a pre-determined location in the world. It's sometimes the case that flat ground doesn't exist where a worldgate generates, such as on steep cliffs, in the ocean, or inside of solid ground. I make a best effort to use the heightmap and other methods of probing for suitable surfaces, but it doesn't always work out that it chooses an ideal location. The cobblestone platform that you see below each worldgate is an effort blend the structure into the terrain below in some sane fashion. I hope it's not too distracting from the overall look and feel of the mod.
Hi there! Initially I didn't think it was possible to convert an MTG world to Asuna, but I had and idea that I tested just now, and I actually think it's very possible. Note that this was only a quick test on my part and that you'll have some gnarly boundaries where your existing mapchunks meet the newly generated Asuna mapchunks, but it should hopefully work for you.
worlds/<worldname>
folder.world.mt
file and open it in a text editor. Changegameid = minetest
togameid = asuna
and save the changes.map_meta.txt
file and delete it. Asuna will generate this file anew with its own settings when the world is restarted.After all of this, you should see your world listed under Asuna and not Minetest Game, and you should be able to enter the world and play it normally without error.
I hope this works for you!
The Discord server has been created! https://discord.gg/DqtD9kuk2R
I've been considering a Discord server for some time. I've been apprehensive about it because I don't know how well I can manage a community, but I feel like it's becoming more necessary as time goes on. I might just bite the bullet this week, and if I do, I'll share the link here. Fair warning that it might be a little rough around the edges at first.
As for the weirdly rendered leaves you describe, I see the setting that you're referring to which is set to render Ethereal leaves as
plantlike
by default. I definitely prefer the cubic leaves and I'll open a PR to get that updated to always render cubic leaves. I have some old Ethereal settings in my client that are overriding them to be cubic, so I never saw the issue myself. Thanks so much for bringing that to my attention.I'll take other suggestions under consideration for the future. I'm really glad you're enjoying Asuna so far. I definitely plan to continue updating it.
I'm happy to announce that the latest version of Asuna released yesterday includes Everness! It has really worked wonders for caves, and the surface biomes are a real treat to discover too. You'll also find some extras such as jungle temples, Japanese shrines, mese trees, and more that Everness provides. Lots of new nodes and some new ores too.
I know it's been a long time coming and I'm grateful for your patience. I hope my efforts to make Everness a true part of the Asuna experience has been worth the wait. Cheers!
Thanks for the 👍 and for all of your praise! I've worked hard to make the biome mods play nicely together and I'm always happy to see when it makes players happy.
In regards to your first suggestion, I've opened an issue for adding a minimum supported version which I think is a great idea. I'm not entirely sure what it should be just yet -- probably 5.5.0 if I had to guess -- but it may take some time and testing to figure out for sure. It's now on my radar in any case.
As for your second suggestion, I'd love to check out your biomes, but I'll be honest and say that it's unlikely that I'll add many more biomes at this point. I just updated Asuna to include Everness which added a whole bunch of new caves, and the mapgen is now very crowded. I feel like I'm near the limit of how many biomes a single world can reasonably support and I want to shift focus more toward gameplay in the future. But thanks so much for offering your biomes; I'll definitely let you know if I do decide to include them in the future.
This has long been my favorite Minetest Game texture pack. It enhances the overall look of the game while remaining faithful to the original textures. Although it is incomplete at the time of this review, it currently improves most of the ground/stone/biome textures which tend to stand out the most, and that alone is worth a lot.
I recommend this texture pack to anyone who wants a simple yet pronounced improvement upon the default Minetest Game aesthetic.
Thanks for the 👍, I'm glad you're enjoying the mod! A smoother flight mechanic would be awesome, and it might be possible by analyzing the player controls in some fancy way. I haven't made the time to revisit this mod in a while, but feature requests and pull requests on the mod source repository are always welcome. Thanks for the suggestion. 🙂
This mod is a great implementation of player hunger. One of its best qualities is that it Just Works™ right out of the box without requiring individual mods to support it. It handles all functions related to eating food without any extra setup or configuration required. It even adds some small particle and sound effects for a quality look and feel.
Its gameplay features are fairly standard and familiar to players who are familiar with hunger in Minecraft. Eating food keeps your hunger bar filled which allows you to sprint and heal over time. Allowing your hunger bar to deplete will result in losing health due to starvation. Poisonous foods (e.g., red mushrooms) will drain your health over time instead of causing immediate harm.
The default exhaustion values for each player action are a little steep, but they're all highly configurable via settings. The mod also includes settings for all kinds of other thresholds so that players can customize every aspect of how hunger affects them.
I definitely recommend this mod to any player looking to add hunger to their game.
Thanks so much for the 👍! I'm glad you're enjoying the game. I'll be sure to check out your modpack when I'm able to. 🙂
Check the name, boss, it's me! Of course I'm very pleased with the update and I'll be updating Asuna very soon. I'm also going to update my review here to express my feelings on the current state of TMS because it's improved so much since I first downloaded it. Thanks again for working with me on the update. 🙂
It's hard to say no to a popular request for a popular mod! I like Everness too and I feel like it can probably fit with Asuna, so I just opened a GitHub issue for Everness integration. It will be another release or two before I tackle this one, but I'll give it some attention when I can.
Hey, thanks for the 👍! I'm so glad you're enjoying it!
To answer your questions, I would like to add monsters and I might like to add some of the Everness biomes. I've been holding out for ElCeejo's Monstrum mod for monsters, but as far as I know, it's still very much in development and there are no public releases available for it yet. The Everness biomes are very cool and I might like to adapt them to Asuna, but some of them might be a little too otherworldly to fit in thematically; I'm still evaluating them.
I've been working on mapgen for caves, and this shockingly simple tool has been very useful for seeing the full contours of my caves. With it, I can clearly and effortlessly see the size and shape of my caves without having to fly around blindly and spam torches. I recommend this mod to anyone doing similar mapgen work.
This stick recipe bug has been fixed! Thanks again for the bug report.
If you'd like to further discuss Too Many Stones, a thread separate from this review may be more appropriate. Feel free to spin up a new discussion either here or at Too Many Stones if you'd like to continue the conversation.
I'll consider it, but I'd like to see it integrated and working with Too Many Stones before I commit to anything. I ask that you get it working and tested on your end then open an issue on GitHub with the 'enhancement' tag to request it as an addition to Asuna. I can't make any hard promises though.
One thing I definitely would love to include are the new stones that you've been working on for Too Many Stones. Some more/improved granite nodes and the other additions currently labeled WIP would be fantabulous.
Thanks for the 👍! The game is still very much WIP and I appreciate you taking that into consideration and I also appreciate the bug report. I took a quick look at the bug you reported and it turns out it's caused by the Badland biome from the Biomes modpack overriding the stick recipe; see https://github.com/AtlanteFr/Biomes/blob/main/badland/crafting.lua#L9-L14. I'll PR a fix to Asuna tomorrow and I'll also raise an issue upstream.
Thanks for the 👍 and the kind words! Also thanks for the issue report; I just opened an issue for Flyswim compatibility on GitHub regarding this. I don't have the time to dedicate to it right now, but PR's are welcome.
These flowers are very beautiful flowers. There is great diversity in their size, shape, and color, and each flower has a unique name that gives them a little extra charm. And just like the basic Minetest Game flowers, these flowers also produce dye and can be potted.
There's not much else to say except that I highly recommend this mod.
This mod supplies any world with a vast rainbow of beautiful stones that add color and character to both builds and landscapes. Each stone texture is hand-crafted to match its true to life color and appearance. Included are useful variants of every stone: cobblestone, smooth blocks, bricks, and more with supported mods such as stairs, slabs, and walls.
Everything works perfectly and consistently not only with Minetest Game but practically any game that makes use of mapgen. Stones are distributed throughout the world according to available biome climate data to give each world a sense of nuance and natural balance. Also recommended is a supported geode mod for dazzling underground wonders.
The author's passion for this mod really shows in every detail. I would absolutely recommend Too Many Stones to anyone looking to liven up their worlds and their builds with a fantastic new selection of stones.
EDITED 2023-03-26 v0.3.4
These biomes are some of the most colorful and creative biomes you'll find on ContentDB. The charm and character of each biome are a testament to the author's vision. Below is a brief description of these biomes' prominent qualities:
In addition to visual qualities, many of the biomes feature unique wood and/or stone for which there are often decorative variants of each node. These little extras add even more to building and exploration.
Screenshots alone don't do it justice. Download this mod and experience the wonders for yourself.
The music API is very easy to use, has a good set of parameters for creating the right atmosphere in different environmental conditions, and has good logic/rules for selecting music tracks. It works out of the box with the included music tracks and also works flawlessly with other music tracks. In-game music really doesn't get any easier than this.
Thanks for the 👍! I think enhanced models for bottles is outside the scope of this mod, but it's not a bad suggestion. My goal was to match the models/textures as closely as possible to the empty glass bottle in the MTG vessels mod. I welcome anyone to build upon this mod for new textures and/or models.