Not all mods are balanced between size and features and focus on one thing. This mod attempts very little, and does so well. The textures could be prettier, but the only ones I have any issues with are ones that I already thought were ugly in MTG. Is it for everyone? No. But, you may find it handy.
Do you think the glow stones disrupt game balance? I could make them a toggle if it seems too unfair. I just figured you had already dug over 1,000 blocks down, so you might appreciate some occasional glowing rocks.
What do you mean by porting the geode mods?
I don't know how to make a seperate inventory tab. I think I looked at the code for that before, and it was not something I felt was worth the time.
I would love to add Shale, I just don't know what sets it apart visually from Slate. Maybe I could make it greener? but there are already many green stones.
Every chunk You can see, and several you can't have already been generated. Minetest uses cubic chunks. No new blocks are placed in old chunks in a Minetest world unless you modify or delete the block data. So, you have to travel farther than your render distance in any direction, and you get access to all new stones. Each has biome specific spawning.
As far as removing it later, you technically can, and the world will still be playable, but you will get warnings in the logs that 77-500ish blocks are no longer defined. Should I make a mod that is just for removing this one?
I had actually hoped people could and would adapt my textures eventually. And, well, someone did! Also, interesting use of the glass batch texture. It is a simple mod, very basic, but it works. My only request is maybe bring back the cracked brick?
A lot of effort went in, and there are inclusions that similar mods would never have as well. But, this has no reason to exist unless you desperately want a new ore. It does what it says well though, so I can't fault it there. If you want a new tier of tools, armor, and weapons, this does that well.
the only possible gripe I could give is that all raw ores use the same texture in this mod rather than having unique textures like Minecraft which it is obviously copied off of. But the colors match nicely, and it gives you a way to store stuff until you have enough spare coal or wood or charcoal to smelt. In a pinch, they could also be decorative depending on your tastes.
Apparently I was not the only one who disliked holes being added to existing nodes. In my opinion, you should either add new nodes, or just make do with what already exists, not modify existing content. Sure, sometimes the default content may be ugly, but make a texture pack or separate mod. Anyway, really good mod here. It fixes this small gripe I have.
I see both sides here. Perhaps the game should have gender neutral clothing as well, and the option to choose I prefer not to say/other. Games should not push any political message left or right in my opinion. No one on either side wants to be preached to when they simply want to enjoy a game.
That said, it sticks to the default look almost too well. If you find default bad for any reason other than too large of palettes or some slightly wonky color choices, this doesn't do much. It's very reminiscent of those compromise packs for Minecraft that attempt to combine the new and old looks of the game. I have to give it credit in a few specific places though. It works wonders on Jungle trees, cobblestone, and the palette for each of the sands.
Even if it is being pixelized, I won't include any nudity. That is my biggest policy. Things like The Last Supper, or Monet's Lillies one or Starry Night are all possibilities. It would be a seperate collection. This one is for AI art that roughly matches the theme of Minecraft's paintings. If you have any specific suggestions, just leave a comment, or an issue so I can keep track of it better.
It has barebones functionality, so will never be for actual gameplay. It also lacks default which can help for making universal mods. And, it has example nodes of most types you could want to make. It has example liquids, and examples of all pre-existing drawtypes. It really is a great modding tool overall.
You can come across a lot of nothing. That's not to say it's empty, but in-between the lava lakes can be rather expansive. Much more so than in Minecraft. It gives you a much more terrifying and expansive place though. I don't want to spoil the experience though, so that's all I'll say. Try it out, by default it will spawn pretty high up in your world, so maybe try in a test world first to see if you like that depth, then configure it if you don't.
What more can you ask? You get hundreds, possibly thousands of unique items. Unfortunately, they all are just hue and/or value shifts of the same few default items. It's feels a little like the Minecraft 21wInfinite snapshot, but maybe less chaotic.
If you want a mod that feels like a seamless addition, this is about as seamless as it gets. Now, it does sacrifice size and features, but who needs more ores if they do nothing? These ones have reason to exist. Any additional ones not as much. I'll have to see how well or badly it plays with the nether mod.
One small question? Why does this still have tin? Tin is part of default.
It works well, and has some nice features to boot. If you are used to MTG's inventory, this could be confusing. If you like modded Minecraft, then this is basically perfect.
It is still painfully obvious that this is a blend of mods. But the developer actually blended them and cooked them down into something great. The only thing that really gives it away at this point are the very mix-matched textures. But gameplay is perfect. If you like Minecraft with some biome mods like biomes o'plenty or oh the biomes you'll go, this is a must play. You get new items, cool mapgen, and too many stones. I have personally talked with the Dev, and she has huge plans for this game. Why are you still in the reviews section? Play Asuna instead. Go.
This is not Minecraft. And yet this mod just works. I wish that there were an enchantment glint, but that is it, this mod is perfect. I will be playing with it in survival a lot more. And, yes, I understand the enchantment glint is not the dev's fault.
The worlds it makes are amazing. I just wish I could figure out how to break blocks. Unless you aren't supposed to? I've tried everything I can think of, but I can't progress.
I like the biomes, and most fit in with vanilla so well I have a hard time telling. But, every now and again you run into something with 32x texture resolution and it immediately ruins the immersion. I can only knock it so much though as it adds a lot of good stuff. My only other gripe is how it automatically overwrites leaves, but only it's own leaves and default. I always have to go and turn off the weird leaf settings.
The patterns are nice, but it was obviously done with an overlay, and the monochrome shading looks amateur. The block selection is good as well. The recipe for the chisel has to change though as it overrides the screwdriver included in default which this mod depends on.
No offense is meant. I am just trying to be honest about what my experience was. And I think the tree problem was just like how jungles in default can be laggy due to the extreme quantity of leaves.
Man, I wish more people based their mods on this rather than default. I had to nearly completely relearn how to mod using this after the fact. This is a great resource, and I will definitely be borrowing some code in the future.
It is unique I guess. It is 100% moddable, but the inventory does not agree with mods at all. It will randomly select some nodes from the installed mod(s) and the first two are always the normal grass and stone blocks. The rest will be whatever it felt like grabbing on launch. It is definitely playable, but so simple I doubt I'll do much with it.
If Devtest was too complicated for you, and you felt lost in the details, just play this instead. None of those ugly textures or block choices. I guess it's basically the same as Cave Game in many respects.
Ok, now for the serious part. I have started trying to mod without default. It actually isn't too bad. And this is an excellent tool to help. If your mod requires default, this will break it. Which could help you figure out why your mod doesn't work with some other game.
more the wood block. besides, many textures do have artefacts at a distance.
Not all mods are balanced between size and features and focus on one thing. This mod attempts very little, and does so well. The textures could be prettier, but the only ones I have any issues with are ones that I already thought were ugly in MTG. Is it for everyone? No. But, you may find it handy.
Do you think the glow stones disrupt game balance? I could make them a toggle if it seems too unfair. I just figured you had already dug over 1,000 blocks down, so you might appreciate some occasional glowing rocks.
What do you mean by porting the geode mods? I don't know how to make a seperate inventory tab. I think I looked at the code for that before, and it was not something I felt was worth the time.
I would love to add Shale, I just don't know what sets it apart visually from Slate. Maybe I could make it greener? but there are already many green stones.
I am open to suggestions
If you want any stone types or colors not already covered, just speak up.
What features do you want to see in future? I am at a standstill until I find a stone I want to add badly enough.
Every chunk You can see, and several you can't have already been generated. Minetest uses cubic chunks. No new blocks are placed in old chunks in a Minetest world unless you modify or delete the block data. So, you have to travel farther than your render distance in any direction, and you get access to all new stones. Each has biome specific spawning.
As far as removing it later, you technically can, and the world will still be playable, but you will get warnings in the logs that 77-500ish blocks are no longer defined. Should I make a mod that is just for removing this one?
Thank you for the kind review.
I had actually hoped people could and would adapt my textures eventually. And, well, someone did! Also, interesting use of the glass batch texture. It is a simple mod, very basic, but it works. My only request is maybe bring back the cracked brick?
A lot of effort went in, and there are inclusions that similar mods would never have as well. But, this has no reason to exist unless you desperately want a new ore. It does what it says well though, so I can't fault it there. If you want a new tier of tools, armor, and weapons, this does that well.
the only possible gripe I could give is that all raw ores use the same texture in this mod rather than having unique textures like Minecraft which it is obviously copied off of. But the colors match nicely, and it gives you a way to store stuff until you have enough spare coal or wood or charcoal to smelt. In a pinch, they could also be decorative depending on your tastes.
Apparently I was not the only one who disliked holes being added to existing nodes. In my opinion, you should either add new nodes, or just make do with what already exists, not modify existing content. Sure, sometimes the default content may be ugly, but make a texture pack or separate mod. Anyway, really good mod here. It fixes this small gripe I have.
hope your package gets approved soon
I see both sides here. Perhaps the game should have gender neutral clothing as well, and the option to choose I prefer not to say/other. Games should not push any political message left or right in my opinion. No one on either side wants to be preached to when they simply want to enjoy a game.
That said, it sticks to the default look almost too well. If you find default bad for any reason other than too large of palettes or some slightly wonky color choices, this doesn't do much. It's very reminiscent of those compromise packs for Minecraft that attempt to combine the new and old looks of the game. I have to give it credit in a few specific places though. It works wonders on Jungle trees, cobblestone, and the palette for each of the sands.
Even if it is being pixelized, I won't include any nudity. That is my biggest policy. Things like The Last Supper, or Monet's Lillies one or Starry Night are all possibilities. It would be a seperate collection. This one is for AI art that roughly matches the theme of Minecraft's paintings. If you have any specific suggestions, just leave a comment, or an issue so I can keep track of it better.
Like some classic paintings? I might try that, but those tend to scale very pooly.
And even better still, you can add your own or several of your own using the API. It's got good documentation. And, it's stable.
It has barebones functionality, so will never be for actual gameplay. It also lacks default which can help for making universal mods. And, it has example nodes of most types you could want to make. It has example liquids, and examples of all pre-existing drawtypes. It really is a great modding tool overall.
converted review into a thread
I'll have to try it again then.
You can come across a lot of nothing. That's not to say it's empty, but in-between the lava lakes can be rather expansive. Much more so than in Minecraft. It gives you a much more terrifying and expansive place though. I don't want to spoil the experience though, so that's all I'll say. Try it out, by default it will spawn pretty high up in your world, so maybe try in a test world first to see if you like that depth, then configure it if you don't.
What more can you ask? You get hundreds, possibly thousands of unique items. Unfortunately, they all are just hue and/or value shifts of the same few default items. It's feels a little like the Minecraft 21wInfinite snapshot, but maybe less chaotic.
Axolotls are cute
If you want a mod that feels like a seamless addition, this is about as seamless as it gets. Now, it does sacrifice size and features, but who needs more ores if they do nothing? These ones have reason to exist. Any additional ones not as much. I'll have to see how well or badly it plays with the nether mod.
One small question? Why does this still have tin? Tin is part of default.
Is the issue fixed? Too Many Stones is mostly unrecognizable from when you made the review. Or I hope so at least.
It works well, and has some nice features to boot. If you are used to MTG's inventory, this could be confusing. If you like modded Minecraft, then this is basically perfect.
It is still painfully obvious that this is a blend of mods. But the developer actually blended them and cooked them down into something great. The only thing that really gives it away at this point are the very mix-matched textures. But gameplay is perfect. If you like Minecraft with some biome mods like biomes o'plenty or oh the biomes you'll go, this is a must play. You get new items, cool mapgen, and too many stones. I have personally talked with the Dev, and she has huge plans for this game. Why are you still in the reviews section? Play Asuna instead. Go.
converted review into a thread
It is my mod, so of course I would work on it. Thank you for helping. And I was joking, I recognized the name a while back.
the creator of Asuna helped me fix those issues. do you want to see what we have done?
This is not Minecraft. And yet this mod just works. I wish that there were an enchantment glint, but that is it, this mod is perfect. I will be playing with it in survival a lot more. And, yes, I understand the enchantment glint is not the dev's fault.
The worlds it makes are amazing. I just wish I could figure out how to break blocks. Unless you aren't supposed to? I've tried everything I can think of, but I can't progress.
Well, maybe add some blue to the dark part if you want to keep the overlay. But, nothing looks as good as hand painting each one.
I like the biomes, and most fit in with vanilla so well I have a hard time telling. But, every now and again you run into something with 32x texture resolution and it immediately ruins the immersion. I can only knock it so much though as it adds a lot of good stuff. My only other gripe is how it automatically overwrites leaves, but only it's own leaves and default. I always have to go and turn off the weird leaf settings.
The patterns are nice, but it was obviously done with an overlay, and the monochrome shading looks amateur. The block selection is good as well. The recipe for the chisel has to change though as it overrides the screwdriver included in default which this mod depends on.
I try to be fair and honest with my reviews. Sorry if it comes off harsh. And thanks for making more choices for the community.
No offense is meant. I am just trying to be honest about what my experience was. And I think the tree problem was just like how jungles in default can be laggy due to the extreme quantity of leaves.
Man, I wish more people based their mods on this rather than default. I had to nearly completely relearn how to mod using this after the fact. This is a great resource, and I will definitely be borrowing some code in the future.
It is unique I guess. It is 100% moddable, but the inventory does not agree with mods at all. It will randomly select some nodes from the installed mod(s) and the first two are always the normal grass and stone blocks. The rest will be whatever it felt like grabbing on launch. It is definitely playable, but so simple I doubt I'll do much with it.
If Devtest was too complicated for you, and you felt lost in the details, just play this instead. None of those ugly textures or block choices. I guess it's basically the same as Cave Game in many respects.
Ok, now for the serious part. I have started trying to mod without default. It actually isn't too bad. And this is an excellent tool to help. If your mod requires default, this will break it. Which could help you figure out why your mod doesn't work with some other game.