Thank you for the reply. It's good to hear that it's the long-term plan. For me, that's the only thing left to add and necessary for Minetest in terms of content. Besides that, I guess some retextures of the "Not So Simple Mobs", "Dmobs", and "Water Mobs" by TenPlus1, and general improvements in the game engine, which are being done. Minetest is getting closer and closer to a point in which any player can come and play and have a really good experience, comparable or even better than Minecraft, without having to run into bugs or having a bad day trying to figure out what mods to add. Mobs_redo API is also getting really polished and smooth. However, good work man.
this has nothing to do with this specific mod, but is it possible to make mobs_npc compatible with your villages mod, in a way that NPCs automatically spawn in the village? that way new Minetest players would have a villages mod that is actually fun. if you, Sokomine, and TenPlus1 make your Villages mod, mobs_npc, and this new mod compatible it would be a win for everyone.
The only thing I could suggest is that at some point, it would be nice if the settings of the mod (that you can adjust in config.lua) were accessible from inside Minetest options. That way it would be easier for players to setup their world the way they want with this mod enabled. The other thing is that I don't see any NPC spawning, and I have mobs_npc enabled. A village without villagers makes no sense.
Nice mod. Now we only need zombies, the ghost redo mod that was abandoned, and wolves :D. Btw, do you think you could work with DuckGo to help him improve his mobs mods? Forgotten Mobs and zombies have a lot of potential
However, the implementation of Hunger and sprint in Asuna is good, so I would like it to have it's own Physics options, so it can be separated from MTG options. Another thing would be adding HUD bards mod to Asuna, at least to have the black behind the hearts or bread, so you can now what is your max health, and thst way the players will have the possibility of even using the bars which are cool.
I think that's it. Good work. If you have a Discord server in which we can make suggestions, give ideas and talk more freely about this amazing game, please let me know. Eventually i believe you would need a server, because i really think this game will favorite for many people soon.
I already tried it a little bit, and it looks amazing. The implementation of biomes is just spectacular. In regular MTG you activate biomes mods and they generate irregularly, too much, or they simply almost override vanilla Minetest biomes. In Asuna it doesn't happen that way. Biomes generate in a regular way. They are well combined and there's not too much of one over the other, and even the trees generate in a regular, uniform way. The mobs are implemented in every zone, they just spawn as they should.
The only advices or things I could notice are not even errors at the moment, they are just suggestions. First, I noticed that some tree leaves aren't cubic, they are in an X form if you look at them from above or below. Some of the leaves that generate like that are: Aspen tree leaves, Bamboo leaves, Sakura leaves, and Apple tree leaves. I think it's an issue with Ethereal biomes, which has activated the leaves like that as default. What i would recommend is to set them to be cubic (Ethereal has the option), and you could even add the option in Asuna's settings, but leaving cubic leaves as default.
The other think that would be cool in the future is physics settings specifically in Asuna. I say this primarily because i isually have high movement speed in MTG as default (like 6 if i remember well), and i don't use hunger or sprint's mods.
it adds biomes that fit perfect into a Minetest world. It makes it more enjoyable, with new environments and landscapes to explore, without losing the vanilla feel of not-too-complicated biomes. I only have one question about it: Does it support Animalia mod by ElCeejo?
It definitely makes the game much more interesting. A thing I would like to change is the monsters sounds. Could you make them less noisy? First their sounds are very loud, and second, the sounds are very repetitive. Maybe you could decrease their volume, and also make them reproduce sounds not so often
It can actually help a lot, but the main purpose I wanted this mod was to use a torch in the left hand together with the Illumination mod, but it seems like the mods aren't compatible. If this feature could be implemented, it would be an ideal tool for mining. It would also be nice if the item that is hold in the left hand could be seem in the left side of the screen while you are in First Person perspective. However, I think the mod is awesome, and with what I just said, it would be even more amazing.
if you don't have a monsters mod in your game then it's boring. This mod provides you what you need to feel danger. However, I would like to make some suggestions, like a separated option for "spawn chance" for each monster, or at least for the whole mod as a whole. Why do I say this? This mod depends on the settings of mobs_redo, however, having the spawn chance low (which actually makes the mobs to spawn more often) applies very well to animals, but not to these hostile mobs. Creating a separated spawn chance option for monsters would be ideal to give the player the option of balancing the spawns. Please TenPlus let me know if this is possible and if you will consider it.
Ok, it makes sense! I'm also following ElCeejo's Monstrum development, hope it is released at least this year. However, good luck with Asuna's development
I love the way biomes' generations are very balanced. The music during game is also super relaxing and engaging. It also contains the biomes from Ethereal, but deactivates the damage that torches cause when you activate the Ethereal mod in a regular MTG world, which is awesome, I always hated that aspect from Ethereal. I also liked that you chose Animalia instead of mobs_redo, but do you plan to add any monsters? There's a new biomes mod that, to be honest, I've liked more than any other that I've tried before, and I think that you should add those biomes to this game also. The mod is called Everness. Please take a look at it and consider adding it to the game. Let me know if you plan to add hostile mobs.
Well, if you create a discord channel for your mods let us know on a Youtube video. I'm on the discord channel of ElCeejo, and I remember that we were kidding about creating a perfect game using Minetest Engine, which is something that I would like to do when I learn Lua, and create the game together with ElCeejo and other people. ElCeejo said that when I learn I should learn how to use his API, he said it was easy. I don't know, but maybe you can find out if you ask him, he is a nice and hilarious guy. Maybe he teach you to use his API. However, all this is if you want, I'm not pushing you, but letting you know that he might even help you if you happen to want to learn how to use his API.
oh, that's ok. I said the thing about the spawn because I think they spawn too too much, so if you could add a separately option for that it would be awesome. However, you could also check the Creatura API from ElCeejo, I think that with that API you can add separate options for that. Also, that API has a better pathfinding than Mobs_redo to be honest, much better. Regarding the dependency of the weapons mod, I think it is ok because the zombies are really strong and how I said, they spawn too much. But you could also make that dependency optional. Another suggestion would be an option for spawning of zombies in daylight (making the players able to choose whether to activate or deactivate that). I'm sorry if it's much information hahahha, but I'm just trying to support the mod and help to improve it with the time. By the way, don't you have a discord in which things like these about your mods could be talked more openly?
The mod is just amazing. Minetest is not boring anymore, and I think this modpack was the only thing left that my game needed. The zombies are just super well made, their skins and even the items. The only thing that I could recommend is to make an option to adjust the chances for the zombies to spawn (separated from the mobs_redo options), because in my world they spawn just so much. I think it is like that because I have a high spawn chance set in mobs_redo cuz I think animals should spawn often. However, this also affects all the other mods dependent on mobs_redo, so it would be great to adjust the spawn chance for zombies separately. Congrats DuckGo, keep making amazing mods!
Do the NPC spawn on their own? If so, where? Because i've playing for a while and I don't see them spawning. I also tried installing Sokomines' Villages mod, and NPC don't spawn there either. I think it would be perfect to have the experience of Villages with NPCs once and for all in Minetest.
You actually can destroy village areas. There's an option that is not accesible from the game, but if you go to the .cfg archive inside the mod folder, you can change an option that controls whether you can or can't destroy the villages and buildings.
Some plants don't move with the shaders activated, and there isn't a sound for when you are rowing in the boat. Maybe those things are gonna be fixed/added, but anyways, I said it. however, the game is almost perfect.
this mod brings so much fun and entertainment to your world. The only complaints I have about it are: 1- Some animals make horrible sounds, like too loud or with extremely high echo, for example, the wolves. 2-When some animals kill each other they drop the icon that represents the item with which you spawn them. That's unrealistic and looks not good
I think it needs an update to fix some messages it shows on screen from the second time you enter the world you're using this mod on. The messages reads:
I already found a dungeon... IT WAS AMAAAAZING!!!!!!! I couldn't stop going through the corridors in the dark with torch in hand, and I don't know if it was because of the Ambience and Whilmines Sounds mods that I had activated, but the sounds of the environment made it a good experience. The only thing that I can suggest is to add monsters spawns in some corridors, and rarely maybe a peaceful trader. That would make it even more enjoyable!
hey bro, i could notice that the sheeps have new model. Are you using a new mobs mod? Or you replaced the textures of the mobs_redo. If you did so, could you make a "re-texture" mod of mobs_redo? I think it will be something that everyone will appreciate, cuz almost nobody likes the primitive textures of some mobs of mobs_redo. And by the way, great job with the latest updates
there are only three things to complain about: 1- Some models are primitive.
2- the sheeps models since the latest updates are darker, and they don't look good that way. 3- Please, if it's possible, make new animations for the mobs when they die or are killed. Thank God the blood particles can be deactivated because they don't look good (for me), but the animations should be improved, not just the animals going around in circles when they die
The wings are really helpful, and also look awesome. I would like to point an issue though, between this mod and the 3D Armor Flyswim. The wings do not accommodate the position that the player model acquires when swimming or flying. It would be cool if that could be fixed.
hello again, I haven't found any dungeon yet of your mod, because I haven't really explored much, I've been just testing and making my selection of mods to play. For now I just have two errors to report:
1- When you start a game the game shows messages like: image, image, image, code, image. I realized that it was this mod because I deactivated it and those messages were gone.
2- It's not compatible with the "Nether" mod by Hybrid Dog. Somehow when you enter to the nether with Randungeon activated the game crashes, and the error says something like:
AsyncErr: Lua: Runtime error from mod 'nether' in callback environment_OnGenerated(): /home/kerrs/.minetest/mods/nether/nether/init.lua:441: attempt to index a nil value
stack traceback:
/home/kerrs/.minetest/mods/nether/nether/init.lua:441: in function </home/kerrs/.minetest/mods/nether/nether/init.lua:341>
/app/share/minetest/builtin/game/register.lua:431: in function </app/share/minetest/builtin/game/register.lua:417>
The error message varies sometimes. Again, I know it's this mod the one of the problem because deactivating it everything works properly.
Oh, so you will be adding things to the biomes and animals yourself. Nice!!! I think it's a better idea than mine. It's been a while since I don't play Minetest in general, maybe a month, and maybe 4 months since I don't play Survivetest. The last time I tried it I did it just to test it, and I didn't want to add the mods that I like because I didn't know if they were going to be compatible with the GUI of the inventory you made for the game. I will try Survivetest again soon. Any ideas that will come to my mind when I'll play it again I will let you know.
Oh, I understand dude. Do you think you will add the other "Wilhelmines" mods (not the one of the caves) in the future? Like the ones of animals, dinosaurs, and biomes?
It's basic but consistent. If you add the "Wilhelmines..." mods, I think this game would be perfect. This game for me it's gonna be in the near future the definitive "Minetest based game" or however you wanna call it, I mean that it will be the perfect game with the right mods and compatibility between them, that aims to be the perfect gameplay conserving the Minetest flavour.
The only thing that I can say against the mod is that the mobs movement is bad. I don't know if that's a problem with the API, but when you punch a mob and you run, sometimes they get stuck going back and forth in the same place, like trying to find a direct path to go to you. I'll appreciate if somebody tells me if that's a problem of the API. Besides that, I think it's a good addition to your Minetest world
Thank you for the reply. It's good to hear that it's the long-term plan. For me, that's the only thing left to add and necessary for Minetest in terms of content. Besides that, I guess some retextures of the "Not So Simple Mobs", "Dmobs", and "Water Mobs" by TenPlus1, and general improvements in the game engine, which are being done. Minetest is getting closer and closer to a point in which any player can come and play and have a really good experience, comparable or even better than Minecraft, without having to run into bugs or having a bad day trying to figure out what mods to add. Mobs_redo API is also getting really polished and smooth. However, good work man.
this has nothing to do with this specific mod, but is it possible to make mobs_npc compatible with your villages mod, in a way that NPCs automatically spawn in the village? that way new Minetest players would have a villages mod that is actually fun. if you, Sokomine, and TenPlus1 make your Villages mod, mobs_npc, and this new mod compatible it would be a win for everyone.
The only thing I could suggest is that at some point, it would be nice if the settings of the mod (that you can adjust in config.lua) were accessible from inside Minetest options. That way it would be easier for players to setup their world the way they want with this mod enabled. The other thing is that I don't see any NPC spawning, and I have mobs_npc enabled. A village without villagers makes no sense.
Nice mod. Now we only need zombies, the ghost redo mod that was abandoned, and wolves :D. Btw, do you think you could work with DuckGo to help him improve his mobs mods? Forgotten Mobs and zombies have a lot of potential
However, the implementation of Hunger and sprint in Asuna is good, so I would like it to have it's own Physics options, so it can be separated from MTG options. Another thing would be adding HUD bards mod to Asuna, at least to have the black behind the hearts or bread, so you can now what is your max health, and thst way the players will have the possibility of even using the bars which are cool. I think that's it. Good work. If you have a Discord server in which we can make suggestions, give ideas and talk more freely about this amazing game, please let me know. Eventually i believe you would need a server, because i really think this game will favorite for many people soon.
I already tried it a little bit, and it looks amazing. The implementation of biomes is just spectacular. In regular MTG you activate biomes mods and they generate irregularly, too much, or they simply almost override vanilla Minetest biomes. In Asuna it doesn't happen that way. Biomes generate in a regular way. They are well combined and there's not too much of one over the other, and even the trees generate in a regular, uniform way. The mobs are implemented in every zone, they just spawn as they should. The only advices or things I could notice are not even errors at the moment, they are just suggestions. First, I noticed that some tree leaves aren't cubic, they are in an X form if you look at them from above or below. Some of the leaves that generate like that are: Aspen tree leaves, Bamboo leaves, Sakura leaves, and Apple tree leaves. I think it's an issue with Ethereal biomes, which has activated the leaves like that as default. What i would recommend is to set them to be cubic (Ethereal has the option), and you could even add the option in Asuna's settings, but leaving cubic leaves as default. The other think that would be cool in the future is physics settings specifically in Asuna. I say this primarily because i isually have high movement speed in MTG as default (like 6 if i remember well), and i don't use hunger or sprint's mods.
I'll check the new update as soon as I can. Thank you for your hard work, I'm sure the new update is incredible!
I already tried it, and yes, sounds much better
I will try the patch and I'll be back to reply. Thank you for your attention DuckGo :)
it adds biomes that fit perfect into a Minetest world. It makes it more enjoyable, with new environments and landscapes to explore, without losing the vanilla feel of not-too-complicated biomes. I only have one question about it: Does it support Animalia mod by ElCeejo?
It definitely makes the game much more interesting. A thing I would like to change is the monsters sounds. Could you make them less noisy? First their sounds are very loud, and second, the sounds are very repetitive. Maybe you could decrease their volume, and also make them reproduce sounds not so often
It can actually help a lot, but the main purpose I wanted this mod was to use a torch in the left hand together with the Illumination mod, but it seems like the mods aren't compatible. If this feature could be implemented, it would be an ideal tool for mining. It would also be nice if the item that is hold in the left hand could be seem in the left side of the screen while you are in First Person perspective. However, I think the mod is awesome, and with what I just said, it would be even more amazing.
if you don't have a monsters mod in your game then it's boring. This mod provides you what you need to feel danger. However, I would like to make some suggestions, like a separated option for "spawn chance" for each monster, or at least for the whole mod as a whole. Why do I say this? This mod depends on the settings of mobs_redo, however, having the spawn chance low (which actually makes the mobs to spawn more often) applies very well to animals, but not to these hostile mobs. Creating a separated spawn chance option for monsters would be ideal to give the player the option of balancing the spawns. Please TenPlus let me know if this is possible and if you will consider it.
Ok, it makes sense! I'm also following ElCeejo's Monstrum development, hope it is released at least this year. However, good luck with Asuna's development
I love the way biomes' generations are very balanced. The music during game is also super relaxing and engaging. It also contains the biomes from Ethereal, but deactivates the damage that torches cause when you activate the Ethereal mod in a regular MTG world, which is awesome, I always hated that aspect from Ethereal. I also liked that you chose Animalia instead of mobs_redo, but do you plan to add any monsters? There's a new biomes mod that, to be honest, I've liked more than any other that I've tried before, and I think that you should add those biomes to this game also. The mod is called Everness. Please take a look at it and consider adding it to the game. Let me know if you plan to add hostile mobs.
Well, if you create a discord channel for your mods let us know on a Youtube video. I'm on the discord channel of ElCeejo, and I remember that we were kidding about creating a perfect game using Minetest Engine, which is something that I would like to do when I learn Lua, and create the game together with ElCeejo and other people. ElCeejo said that when I learn I should learn how to use his API, he said it was easy. I don't know, but maybe you can find out if you ask him, he is a nice and hilarious guy. Maybe he teach you to use his API. However, all this is if you want, I'm not pushing you, but letting you know that he might even help you if you happen to want to learn how to use his API.
oh, that's ok. I said the thing about the spawn because I think they spawn too too much, so if you could add a separately option for that it would be awesome. However, you could also check the Creatura API from ElCeejo, I think that with that API you can add separate options for that. Also, that API has a better pathfinding than Mobs_redo to be honest, much better. Regarding the dependency of the weapons mod, I think it is ok because the zombies are really strong and how I said, they spawn too much. But you could also make that dependency optional. Another suggestion would be an option for spawning of zombies in daylight (making the players able to choose whether to activate or deactivate that). I'm sorry if it's much information hahahha, but I'm just trying to support the mod and help to improve it with the time. By the way, don't you have a discord in which things like these about your mods could be talked more openly?
The mod is just amazing. Minetest is not boring anymore, and I think this modpack was the only thing left that my game needed. The zombies are just super well made, their skins and even the items. The only thing that I could recommend is to make an option to adjust the chances for the zombies to spawn (separated from the mobs_redo options), because in my world they spawn just so much. I think it is like that because I have a high spawn chance set in mobs_redo cuz I think animals should spawn often. However, this also affects all the other mods dependent on mobs_redo, so it would be great to adjust the spawn chance for zombies separately. Congrats DuckGo, keep making amazing mods!
Do the NPC spawn on their own? If so, where? Because i've playing for a while and I don't see them spawning. I also tried installing Sokomines' Villages mod, and NPC don't spawn there either. I think it would be perfect to have the experience of Villages with NPCs once and for all in Minetest.
You actually can destroy village areas. There's an option that is not accesible from the game, but if you go to the .cfg archive inside the mod folder, you can change an option that controls whether you can or can't destroy the villages and buildings.
Some plants don't move with the shaders activated, and there isn't a sound for when you are rowing in the boat. Maybe those things are gonna be fixed/added, but anyways, I said it. however, the game is almost perfect.
the sounds the people make are just hilarious and annoying, repetitive
this mod brings so much fun and entertainment to your world. The only complaints I have about it are: 1- Some animals make horrible sounds, like too loud or with extremely high echo, for example, the wolves. 2-When some animals kill each other they drop the icon that represents the item with which you spawn them. That's unrealistic and looks not good
I think it needs an update to fix some messages it shows on screen from the second time you enter the world you're using this mod on. The messages reads:
[main]: [playereffects] playereffetcs.mt successfully read. [main]: [playereffects] inactive effects ={ } [main]: [playereffects] last_effect_id = 0 [main]: [playereffects] mana.mt successfully read.
Please fix this.
I already found a dungeon... IT WAS AMAAAAZING!!!!!!! I couldn't stop going through the corridors in the dark with torch in hand, and I don't know if it was because of the Ambience and Whilmines Sounds mods that I had activated, but the sounds of the environment made it a good experience. The only thing that I can suggest is to add monsters spawns in some corridors, and rarely maybe a peaceful trader. That would make it even more enjoyable!
I don't know how to do that bro. my bad
It's not working anymore. But before when it was working it was a good feature. Please fix it.
hey bro, i could notice that the sheeps have new model. Are you using a new mobs mod? Or you replaced the textures of the mobs_redo. If you did so, could you make a "re-texture" mod of mobs_redo? I think it will be something that everyone will appreciate, cuz almost nobody likes the primitive textures of some mobs of mobs_redo. And by the way, great job with the latest updates
there are only three things to complain about: 1- Some models are primitive. 2- the sheeps models since the latest updates are darker, and they don't look good that way. 3- Please, if it's possible, make new animations for the mobs when they die or are killed. Thank God the blood particles can be deactivated because they don't look good (for me), but the animations should be improved, not just the animals going around in circles when they die
The wings are really helpful, and also look awesome. I would like to point an issue though, between this mod and the 3D Armor Flyswim. The wings do not accommodate the position that the player model acquires when swimming or flying. It would be cool if that could be fixed.
It's alreadt fixed. THANKS!!! :D
hello again, I haven't found any dungeon yet of your mod, because I haven't really explored much, I've been just testing and making my selection of mods to play. For now I just have two errors to report: 1- When you start a game the game shows messages like: image, image, image, code, image. I realized that it was this mod because I deactivated it and those messages were gone. 2- It's not compatible with the "Nether" mod by Hybrid Dog. Somehow when you enter to the nether with Randungeon activated the game crashes, and the error says something like:
AsyncErr: Lua: Runtime error from mod 'nether' in callback environment_OnGenerated(): /home/kerrs/.minetest/mods/nether/nether/init.lua:441: attempt to index a nil value stack traceback: /home/kerrs/.minetest/mods/nether/nether/init.lua:441: in function </home/kerrs/.minetest/mods/nether/nether/init.lua:341> /app/share/minetest/builtin/game/register.lua:431: in function </app/share/minetest/builtin/game/register.lua:417>
Oh, so you will be adding things to the biomes and animals yourself. Nice!!! I think it's a better idea than mine. It's been a while since I don't play Minetest in general, maybe a month, and maybe 4 months since I don't play Survivetest. The last time I tried it I did it just to test it, and I didn't want to add the mods that I like because I didn't know if they were going to be compatible with the GUI of the inventory you made for the game. I will try Survivetest again soon. Any ideas that will come to my mind when I'll play it again I will let you know.
Oh, I understand dude. Do you think you will add the other "Wilhelmines" mods (not the one of the caves) in the future? Like the ones of animals, dinosaurs, and biomes?
It's basic but consistent. If you add the "Wilhelmines..." mods, I think this game would be perfect. This game for me it's gonna be in the near future the definitive "Minetest based game" or however you wanna call it, I mean that it will be the perfect game with the right mods and compatibility between them, that aims to be the perfect gameplay conserving the Minetest flavour.
Thanks for the answer bro. And also good luck with all your mods and the Survivetest game, you're doing a pretty good job.
The only thing that I can say against the mod is that the mobs movement is bad. I don't know if that's a problem with the API, but when you punch a mob and you run, sometimes they get stuck going back and forth in the same place, like trying to find a direct path to go to you. I'll appreciate if somebody tells me if that's a problem of the API. Besides that, I think it's a good addition to your Minetest world
a good mod that compliments the playability of the
finally a mod that adds new structures to the Minetest Game, thanks. Now what's left is making a villages mod that works correctly