It is like most games based on default, but higher quality than most. You get the usual, default, Mesecons, mobs_redo. And it works. I imagine it is far better for servers because that is what it is tuned for. You can absolutely play this and have fun. And, I have to say, it is better than Mineclone2 at taking advantage of the sheer power of the Minetest engine. Why does my review sound lackluster then? Because I'd rather have my own soup if I am having soup. I'd just mod MTG to include everything I like from here, and remove the rest. But, if you don't know what you want yet, just try this first. It has most of the really good mods.
Annoying to try to mess with in creative or to mod, but great for survival worlds. Interesting mechanics. I can't say much because you really have to just play it. The skybox is cool.
I don't normally use that kind of language, but I believe if you use a word for the correct meaning instead of as a curse it isn't too bad. Anyway, on to the actual review.
Most Minetest games are based on default, and that is great, but default is noticeably old, and we need some competition and freshness around here. Seriously, I think the last actual MTG feature was over 5 years ago now. This takes the normal excessively easy survival loop and defenestrates it with all the power it can muster. Defenestrate means to throw through a window. Yes, there is a word for that. Anyway, try this game out, and don't touch the lava, it is still hot. And thank you Wuzzy, for trying to make alternative games to MTG. Everyone seems to focus a lot on a certain other project of yours almost too much.
Oh, and Too Many Stones will be compatible very soon. It required major rebasing, but it seems stable. I have to do more testing to be safe though.
It is good, I have looked through the files, and it can even grow these trees in mgv6. Name another mod that does that that came out recently. Now, the textures blend well with vanilla MTG. But, I never really liked the complete lack of a palette and the harsh contrast on wood planks. If you like vanilla MTG, but want bigger and more trees, this is your mod. If you want anything else, this might not be what you are after.
If I could make the player twice the size, it would be perfect. I wouldn't mind seeing a game that just makes you a giant in this world to make the scale fit. If you like large pixels, get it now. What are you waiting on? If you like HD packs though, you might not be happy.
I looks good, but it also looks off. If Minecraft is Coca-Cola, this is Pepsi. But not normal Pepsi, maybe like cherry or sugar free. It is noticeably weird. It colors some things funky. Like dirt being kind-of green. But, it tends to have nice palette sizes for stuff, and supports a large number of big mods.
For community mods being added, there should be a yearly to monthly competition for new mods for the game. The mod with the best content that fits the game gets added. So this way the game is fresh, has new content, and Modders have a little more hope that their work will be noticed. If you have any way to make this better or more fair, please state how. I don't want to be the final voice on this subject.
It is actually really fun for the first few minutes, maybe even hours. You get to diamonds and build your first house, then what? That's it. By that point you have explored all of the meaningful content. The biomes are beautiful, but there is no reason to visit them. I recommend that the best lightweight community mods get included. There should be restrictions, obviously, but there is no reason not to add new content unless you just hate getting new and recurring players. Don't go overboard, but look at Minecraft, back at Minetest, then back at Minecraft again. Does it almost feel like something is missing? Sure, this is a community project, and will never get the polish or budget of Minecraft. But it does not have to stagnate. We could do better. And we should. Why settle for as good as the competition? Minetest as an engine can do things Minecraft could only dream of. Why let them have the game with more features? Sorry for the rant, but maybe we can make a change if there are enough voices.
Fair enough, it isn't much different, and what is different is mostly just breakages and removals. But, it looks like a really clean base that could be really useful in the right scenario.
I like it, it is a good basis for modding, but it just breaks mods that require default for no reason other than the author wants a different experience. But, the code is really neat, clean, and modular, and I want to support this game in future with my mod(s). It will require me to completely rewrite huge chunks of code, but the good news is that will get me way closer to Mineclone2 and Nodecore compatibility. I'll continue to play it, and update this review as I find other quirks/features.
I ran out of trees in my long-term survival world, and I desperately needed more wood. All I had were useless saplings, then I thought, "surely someone made wood renewable." Then I found this. You saved my world bro. 100/10 can't recommend more.
Not much content that I can see. I never saw another biome besides the trees changing the space between them. I also got a crash while trying to craft anything past the sharp stick on Android due to this game being made for 5.6+. The Android port is stuck at 5.5.1 for at least a while yet from the last time I read anything about it. The textures are very noisy, though you get used to it after a bit. The crafting system only works if the items you want to use are in your hotbar. Probably borrowed from or heavily inspired by Nodecore. The gameplay may be fun for other people, but it is too empty, and the current gameplay loop is too boring to draw me in. And, the bottom log of a tree can never be broken (at least not with stone tier tools which appear to be the only tools right now). Good luck prettying up in a long-term world. Also, forests can get a little laggy, not alarmingly so on my PC though. I'd like to think it is just the large number of vertices, but the forest floor starts filling with sticks and saplings at a somewhat alarming rate. And the grass starts to become dirt if it is dark enough. So it could be a lot of ABMs ticking. My first review was pretty harsh, and being honest, this one is too. I probably won't be playing this game again unless it has some major changes, but check it out, maybe the minimalism is just the thing you'd love.
I wouldn't mind being able to manually edit .mts files, but at least I can create them now. I will definitely be using this newfound power, but for what is still to be decided.
It isn't a perfect clone, but it's better than Minecraft with its chat reporting feature. I do hope that it switches to a more modern mob API in the near future though.
There was a similar mod on the forums, but it was last updated in like 2017 or something. I know because I had looked for a colorful bed mod for Minetest Game a while back. This is a good mod for those of us who came from Minecraft and miss some of its little features.
I'd agree there. The quality is nice. As far as making it more modular, it couldn't hurt I guess, but I don't particularly see anything that needs to be removed either. Whatever floats your boat.
I thought minimum and maximum were already options in the API. I just didn't touch them. You can make it have something other than air inside now? That is cool. Thank you for continuing to update though!
If you felt like vanilla biomes and ethereal were too happy and uplifting, you have come to the right place. It features high quality textures and spooky landscape. Some places look dead, others look like whatever alive things are there are not friendly. It also blends nicely with vanilla somehow. Even if you don't like the vibe, at least try it for the cool block selection. It honestly feels more like a Minecraft terrain mod than a Minetest one.
I thought about adding that, but no, each geode is unique. They all have Calcite, and several share the outer layer, but they each have a unique inner layer. I'll get you the code tomorrow.
There was Amazonite, Amber, Amethyst, Citrine, Crocoite, Eudialite, Kyanite, Opal, Rose Quartz, Smokey Quartz, and Vivianite. I might have forgot one, but those were the block types the middle was composed of.
I played around with amethyst_new, and I found that a rarity of 100 does not spawn geodes at all, but 80 is fine. 10 makes the world entirely geodes. I'll try more things tomorrow, including commenting out different numbers of geodes and seeing what the issue is. I'll also double check all of the names on everything are spelled right.
Basically this but for 8+ geodes. I don't have access to the code at the moment, I had to recreate a chunk here. Also, there was the standard code to make it so this only runs if geodes_lib is installed. I cam send the whole WIP mod tomorrow, but not right now unfortunately.
I'd rank these geodes above Minecraft's any day of the week. And the nodes this brings are really nice. The geodes are so many sizes it's hard to believe as well, though that is more of a feature of the geodes_lib mod.
You don't have to. If you did it would be better in every way than Minecraft, but it's still better in every other way. That's a 9/10 from me. Really an accomplishment. You should be proud, not many people could have done such a thing.
Great mod, 9/10 from me. I love the robust feature set. Also, it works in Hades Revisited if you register geodes for it. You get geodes of all sizes, and you can set as many layers as you want. They are always spherical, but that is not too bad of an issue. You can set the secondary node to the same as primary and just have spherical geodes. Or, you can set up budding nodes with an ABM and put them as the secondary nodes. I tried this mod in multiple Minetest versions and over 12 registered geodes. The frequency is maybe a bit high at that point, but I bet I can think of a workaround. I like this API a little more because it doesn't have any geodes by default, and you can make your own geodes that are your own style instead of having very unmatched geodes in the world. But the other API is a little lighter. But, this one has no default dependency.
Do you like current node placement in mapgen? Or would you prefer to see it favor common stones in real life? I don't have the mapgen figured out yet. I still have a lot of textures to make as well.
I love it, and once some of the bugs are fixed I may switch from MTG. It has quite the selection of mods. I'll do a more in-depth review once it is more stable.
I incorporated it into my mod, and it works perfect to generate geodes of many sizes from roughly Minecraft's geode size to much bigger or even smaller ones too. As a mod the textures are good, but maybe could be improved? They appear to be palette swaps or hue shifts of the same texture. But, as an API, the code is excellent. The developer replied quickly when I found a bug, and it wasn't even thier fault. If I had to ask for a new feature, it would be to have varied layer thickness like Minecraft. And something I'd like to try one day is to make my own budding nodes randomly appear in geodes.
Ooh, I might look into settings. That actually hadn't occurred to me. I am still working on a major update, and everything is done except some textures and stone spawn locations.
Ok, I'd love to fix Calcite and Rose Quartz walls, stairs, and slabs so they have transparency. I don't know how to add that as they are being registered by walls mod and stairs mod. While these are included in MTG, they function slightly differently. Do you know a mod that adds transparent stairs, slabs, and walls? I'd love to see how it is done.
I think, and I could be wrong, but I think it's the AntVenom video. It takes a couple months depending on the size, quality, and number of maintainers/creators to create a mod. The Minetest community realised that a bigger community was arriving, amd would want more Minecraft. New Modders arrived. I think AntVenom in some small (or large) way reshaped the Minetest world. I knew about Minetest before the video, but had forgot about it.
It is like most games based on default, but higher quality than most. You get the usual, default, Mesecons, mobs_redo. And it works. I imagine it is far better for servers because that is what it is tuned for. You can absolutely play this and have fun. And, I have to say, it is better than Mineclone2 at taking advantage of the sheer power of the Minetest engine. Why does my review sound lackluster then? Because I'd rather have my own soup if I am having soup. I'd just mod MTG to include everything I like from here, and remove the rest. But, if you don't know what you want yet, just try this first. It has most of the really good mods.
Annoying to try to mess with in creative or to mod, but great for survival worlds. Interesting mechanics. I can't say much because you really have to just play it. The skybox is cool.
I don't normally use that kind of language, but I believe if you use a word for the correct meaning instead of as a curse it isn't too bad. Anyway, on to the actual review.
Most Minetest games are based on default, and that is great, but default is noticeably old, and we need some competition and freshness around here. Seriously, I think the last actual MTG feature was over 5 years ago now. This takes the normal excessively easy survival loop and defenestrates it with all the power it can muster. Defenestrate means to throw through a window. Yes, there is a word for that. Anyway, try this game out, and don't touch the lava, it is still hot. And thank you Wuzzy, for trying to make alternative games to MTG. Everyone seems to focus a lot on a certain other project of yours almost too much.
Oh, and Too Many Stones will be compatible very soon. It required major rebasing, but it seems stable. I have to do more testing to be safe though.
It is good, I have looked through the files, and it can even grow these trees in mgv6. Name another mod that does that that came out recently. Now, the textures blend well with vanilla MTG. But, I never really liked the complete lack of a palette and the harsh contrast on wood planks. If you like vanilla MTG, but want bigger and more trees, this is your mod. If you want anything else, this might not be what you are after.
If I could make the player twice the size, it would be perfect. I wouldn't mind seeing a game that just makes you a giant in this world to make the scale fit. If you like large pixels, get it now. What are you waiting on? If you like HD packs though, you might not be happy.
I looks good, but it also looks off. If Minecraft is Coca-Cola, this is Pepsi. But not normal Pepsi, maybe like cherry or sugar free. It is noticeably weird. It colors some things funky. Like dirt being kind-of green. But, it tends to have nice palette sizes for stuff, and supports a large number of big mods.
For community mods being added, there should be a yearly to monthly competition for new mods for the game. The mod with the best content that fits the game gets added. So this way the game is fresh, has new content, and Modders have a little more hope that their work will be noticed. If you have any way to make this better or more fair, please state how. I don't want to be the final voice on this subject.
It is actually really fun for the first few minutes, maybe even hours. You get to diamonds and build your first house, then what? That's it. By that point you have explored all of the meaningful content. The biomes are beautiful, but there is no reason to visit them. I recommend that the best lightweight community mods get included. There should be restrictions, obviously, but there is no reason not to add new content unless you just hate getting new and recurring players. Don't go overboard, but look at Minecraft, back at Minetest, then back at Minecraft again. Does it almost feel like something is missing? Sure, this is a community project, and will never get the polish or budget of Minecraft. But it does not have to stagnate. We could do better. And we should. Why settle for as good as the competition? Minetest as an engine can do things Minecraft could only dream of. Why let them have the game with more features? Sorry for the rant, but maybe we can make a change if there are enough voices.
More in comments.
Fair enough, it isn't much different, and what is different is mostly just breakages and removals. But, it looks like a really clean base that could be really useful in the right scenario.
I like it, it is a good basis for modding, but it just breaks mods that require default for no reason other than the author wants a different experience. But, the code is really neat, clean, and modular, and I want to support this game in future with my mod(s). It will require me to completely rewrite huge chunks of code, but the good news is that will get me way closer to Mineclone2 and Nodecore compatibility. I'll continue to play it, and update this review as I find other quirks/features.
Glad to hear! I hope you don't have too many bugs to work on.
I ran out of trees in my long-term survival world, and I desperately needed more wood. All I had were useless saplings, then I thought, "surely someone made wood renewable." Then I found this. You saved my world bro. 100/10 can't recommend more.
I also vote for everness.
Yeah, I had the same issue. But, that does give me an idea: maybe I should add glowing geodes to Too Many Stones.
I'll try it on PC, and see if that changes my review.
Not much content that I can see. I never saw another biome besides the trees changing the space between them. I also got a crash while trying to craft anything past the sharp stick on Android due to this game being made for 5.6+. The Android port is stuck at 5.5.1 for at least a while yet from the last time I read anything about it. The textures are very noisy, though you get used to it after a bit. The crafting system only works if the items you want to use are in your hotbar. Probably borrowed from or heavily inspired by Nodecore. The gameplay may be fun for other people, but it is too empty, and the current gameplay loop is too boring to draw me in. And, the bottom log of a tree can never be broken (at least not with stone tier tools which appear to be the only tools right now). Good luck prettying up in a long-term world. Also, forests can get a little laggy, not alarmingly so on my PC though. I'd like to think it is just the large number of vertices, but the forest floor starts filling with sticks and saplings at a somewhat alarming rate. And the grass starts to become dirt if it is dark enough. So it could be a lot of ABMs ticking. My first review was pretty harsh, and being honest, this one is too. I probably won't be playing this game again unless it has some major changes, but check it out, maybe the minimalism is just the thing you'd love.
I wouldn't mind being able to manually edit .mts files, but at least I can create them now. I will definitely be using this newfound power, but for what is still to be decided.
That's basically it. It is a good game if you like liminal spaces like empty schools or warehouses.
It isn't a perfect clone, but it's better than Minecraft with its chat reporting feature. I do hope that it switches to a more modern mob API in the near future though.
There was a similar mod on the forums, but it was last updated in like 2017 or something. I know because I had looked for a colorful bed mod for Minetest Game a while back. This is a good mod for those of us who came from Minecraft and miss some of its little features.
I'd agree there. The quality is nice. As far as making it more modular, it couldn't hurt I guess, but I don't particularly see anything that needs to be removed either. Whatever floats your boat.
I thought minimum and maximum were already options in the API. I just didn't touch them. You can make it have something other than air inside now? That is cool. Thank you for continuing to update though!
If you felt like vanilla biomes and ethereal were too happy and uplifting, you have come to the right place. It features high quality textures and spooky landscape. Some places look dead, others look like whatever alive things are there are not friendly. It also blends nicely with vanilla somehow. Even if you don't like the vibe, at least try it for the cool block selection. It honestly feels more like a Minecraft terrain mod than a Minetest one.
tell me if you like the new placement or if it is still too much. I take user experience seriously.
Thank you for trying man, I should have waited to ask for help until I was sure I did everything right.
I thought about adding that, but no, each geode is unique. They all have Calcite, and several share the outer layer, but they each have a unique inner layer. I'll get you the code tomorrow. There was Amazonite, Amber, Amethyst, Citrine, Crocoite, Eudialite, Kyanite, Opal, Rose Quartz, Smokey Quartz, and Vivianite. I might have forgot one, but those were the block types the middle was composed of.
I played around with amethyst_new, and I found that a rarity of 100 does not spawn geodes at all, but 80 is fine. 10 makes the world entirely geodes. I'll try more things tomorrow, including commenting out different numbers of geodes and seeing what the issue is. I'll also double check all of the names on everything are spelled right.
Basically this but for 8+ geodes. I don't have access to the code at the moment, I had to recreate a chunk here. Also, there was the standard code to make it so this only runs if geodes_lib is installed. I cam send the whole WIP mod tomorrow, but not right now unfortunately.
geodes_lib:register_geode({ wherein = "default:stone", y_min = -31000, y_max = -128, scarcity = 50, core = "too_many_stones:amethyst", core_alt = "too_many_stones:amethyst", core_alt_chance = 200, shell = {"too_many_stones:gabbro", "too_many_stones:calcite"}, radius_min = 2, radius_max = 10, })
geodes_lib:register_geode({ wherein = "default:stone", y_min = -31000, y_max = -128, scarcity = 50, core = "too_many_stones:crocoite", core_alt = "too_many_stones:crocoite", core_alt_chance = 200, shell = {"too_many_stones:travertine", "too_many_stones:calcite"}, radius_min = 2, radius_max = 10, })
I'd rank these geodes above Minecraft's any day of the week. And the nodes this brings are really nice. The geodes are so many sizes it's hard to believe as well, though that is more of a feature of the geodes_lib mod.
You don't have to. If you did it would be better in every way than Minecraft, but it's still better in every other way. That's a 9/10 from me. Really an accomplishment. You should be proud, not many people could have done such a thing.
Great mod, 9/10 from me. I love the robust feature set. Also, it works in Hades Revisited if you register geodes for it. You get geodes of all sizes, and you can set as many layers as you want. They are always spherical, but that is not too bad of an issue. You can set the secondary node to the same as primary and just have spherical geodes. Or, you can set up budding nodes with an ABM and put them as the secondary nodes. I tried this mod in multiple Minetest versions and over 12 registered geodes. The frequency is maybe a bit high at that point, but I bet I can think of a workaround. I like this API a little more because it doesn't have any geodes by default, and you can make your own geodes that are your own style instead of having very unmatched geodes in the world. But the other API is a little lighter. But, this one has no default dependency.
It works great, thank you. My mod uses your geodes now. I also changed my review to reflect my experience.
Do you like current node placement in mapgen? Or would you prefer to see it favor common stones in real life? I don't have the mapgen figured out yet. I still have a lot of textures to make as well.
Would you consider adding the geodes mod? I want to add geodes to Too Many Stones, but it requires the geodes mod to do so.
I love it, and once some of the bugs are fixed I may switch from MTG. It has quite the selection of mods. I'll do a more in-depth review once it is more stable.
In my review I was saying I made 8 geode cores to fix the layer scrambling. I guess I'll have to try adjusting that (clust_scarcity) then.
I incorporated it into my mod, and it works perfect to generate geodes of many sizes from roughly Minecraft's geode size to much bigger or even smaller ones too. As a mod the textures are good, but maybe could be improved? They appear to be palette swaps or hue shifts of the same texture. But, as an API, the code is excellent. The developer replied quickly when I found a bug, and it wasn't even thier fault. If I had to ask for a new feature, it would be to have varied layer thickness like Minecraft. And something I'd like to try one day is to make my own budding nodes randomly appear in geodes.
Ooh, I might look into settings. That actually hadn't occurred to me. I am still working on a major update, and everything is done except some textures and stone spawn locations.
Ok, I'd love to fix Calcite and Rose Quartz walls, stairs, and slabs so they have transparency. I don't know how to add that as they are being registered by walls mod and stairs mod. While these are included in MTG, they function slightly differently. Do you know a mod that adds transparent stairs, slabs, and walls? I'd love to see how it is done.
I think, and I could be wrong, but I think it's the AntVenom video. It takes a couple months depending on the size, quality, and number of maintainers/creators to create a mod. The Minetest community realised that a bigger community was arriving, amd would want more Minecraft. New Modders arrived. I think AntVenom in some small (or large) way reshaped the Minetest world. I knew about Minetest before the video, but had forgot about it.