It's got good realism but the stinker is the final piece needed to make honey: The extractor/centrifuge. Costs two mese crystals which might not be much on some servers but on others it is hard to come by. On those servers 2 mese crystals are not even close to being worth investing in some honey...
Dudes... honey is only food. Easier to grow wheat.
My suggestion is to change it to something reasonable like tin ingots or even just coal. Deep mining should not be a prerequisite for making honey. Or forget tin/coal, make it something like wood.
<rant on>
Centrifuge??? How did apiarists extract honey back in the year 4000 BC? Not with a piece of high tech machinery I'll tell you. The extractor might need to be totally overhauled or eliminated. Just a bad choice. I was expecting to take the filled frame and put it in my craft grid and get honey. When I learned I need a machine that costs 2 mese I was understandably irritated.
<rant off>
Yeah the monsters were fighting the animals and that's why they all showed up. Good to hear that it tried to hide them but there is that loophole of 3rd party fighting unfortunately.
I look forward to any improvements as I do think it's a good mod except for that flaw.
These are great but it seems they don't match up with the standard area that can be set of 64x128x64. The 64's are fine but the 128 can't be used with the markers because when you set two markers (say in 64 square) and then right click the marker it asks how high and low to set the area. That is fantastic because it doesn't force you to fly/dig to set the right height. But the problem is that when I try to set it to 63 below and 64 above the height of the markers (assuming they're at the same height) it gives an error about the max combined height has to be less than 100! As a greedy little land baron (kidding, the more you protect from vandals the better) I want those extra 29 nodes either up or down.
OK so it does use an armour slot, got it. I've been reconsidering i3 lately. It's great but it's not perfect. The backpack is hard to use and only 16 in size (plus you can't shift click stacks in and out of it quickly) and all the selections require one to scroll down from the crafting grid. The autocraft is very nice but it doesn't update the button to use it if you bring in the needed items, gotta go back and forth to get it to work. It has a useless feature of a 9x4 grid (which one basically needs to disable to work with default chests). I also have noticed that no server I've tried uses i3.
I'm thinking of switching to unified (I think that's the name) which is used on many servers and I've found to be quite good too. 4 bags of 24 is awesome (did I ever mention I'm a packrat? <grin>) and they're easier to access. And of course it has 6 slots for armour. It too has flaws (no sorting, no waypoints, useless categories bar at top) but hey.
Maybe I ought to learn more lua (learned a little as a Wesnoth addons creator) and make an inv mod myself... but right now I gotta play... : )
I accidentally hit her while trying to mine a tunnel out for us after we fell of a cliff into water and survived! I can still ride her (Black Beauty) but when I dismount she runs away. She's going nuts in her corrall.
I made one and tried to equip it in the armor slots. Is that the right way or does it just have to be in the inventory? Can it be in a bag?
I am pretty sure I also found out that i3 is incompatible with it. There are only 5 slots so when I tried putting it in the shield slot it bugged out and duplicated my shield and destroyed the charm. Looks like i3 has some downsides that I hadn't noticed before. The 5 armor slots also wouldn't work with the feather fall item I've used elsewhere.
The slimes add a zing to Asuna's serenity but I was wondering if there was a way to tune their frequency? It seems I'm practically guaranteed to run into those slimy suckers whereever I go. I did notice they seem to be more prevalent in certain landscapes. My world is set in a lush grassland on a pond near a Dorwinion Forest (it is a sight!) but the green slimes just seem endless in the grass and the pond generates blue ones too. A second world I made with Asuna using valleys plopped me into a quite different biome with some sort of Everness dry vegetation and I saw 0 slimes until I walked into another biome.
Anyways, the question is there a setting that affects slime spawn rates? I know mobs redo has one but I already set that to 1/10th default! Do I need to edit the custom Asuna conf file perhaps to lower slime spawn rates? IIRC slimes use mobs redo? I'd also only want to lower it to half or a third maybe.
Slimes aren't as pesky as those tenplus1 classic monsters (Land Guards - ack!). Well they do keep you on your toes a lot with their eq sucking ability. Not sure, but I think one digested a tool of mine in a second (not 5 minutes) but I'm not positive I found a bug so I've not reported it. I've had a lotta fun making fall pads for the rift near my base which is also the mine entrance.
Absolutely, that's basically what I was trying to say. The mods I tried were all ones that did not overlap the custom ones in Asuna but I'd say that it is better to stick with the carefully curated selection that Asuna is. The one I did in the end add is i3. Integrates quite well and for me is a must have as I tend to fuss with my inventory a lot. A LOT. ;- )
I had in fact started two MTG worlds for exactly that reason, to try my own brew of mods in and they are both quite nice too. One is a Ethereal/Animalia (plus all the rest of the "utility" mods) combo while the second was a Everness/Wilhemine's Animals (with the same extras).
Ah that's good to hear. My humourous tone may have obscured the fact that like Charles I'd really not like to see weeds in Asuna. Seaweed? Ah there I go again... ;- )
I started a game of base Asuna some weeks ago when I started playing MT/Luanti and after a while I found some mods I liked a lot so I added them to Asuna but the result was less than ideal. Wilhemine's Animals caused a pair of Tigers to appear in my peaceful (well aside from the slimes) pond home. They killed all the chickens in the coop and they killed my horse in its corrall (sp?) too! All that was left was the saddle... Being a RL tiger lover naturally I did not fight them although they twice left huge claw marks down my back as I fled.
I also found weeds starting to grow, but I think that's been added to Asuna base.
I've uninstalled the mods now (yeah got unknown nodes around for a while I guess until they wash out) and I think it is best to play Asuna as it was designed. It is pretty finely tuned I think with what it needs. I am only considering re-adding i3 as I'm not fond of sfinv. i3 is listed as an optional dep. and it supports the skins/awards that Asuna uses as a bonus.
I also had forgotten that the item pics (textures I think people call them) in Asuna were quite unique so I started a new Asuna world (with valleys mapgen though and got the warning - will play it a bit more and see if it works ok) and realized those were normal and not the result of my mod experiments, hehe. Found one of the newly added fallen stars by chance in that new world. Much better than a torch!
Anyways, do reply if you've got some interesting stories about mods you've added to Asuna.
Oh that must have been added in the latest version. Resuming a game I suddenly found them and assumed it was some of the extra mods I installed. I've deselected all the extra mods now to go back to a pure Asuna but I guess I haven't squashed the weeds after all, ROFL.
I know weeds from the Your Land server and they make cool looking blocks from 9 of them. It does encourage not letting fields lie fallow. Of course you can always farm weeds and build a skyscraper from them.
Oh gosh, no I was blaming the Stamina mod. That's why I uninstalled it and installed the compatible ones. I guess mentioning it here might have given the wrong impression. Still the fact remains that they don't play well together and that is relevant to this mod even if the fault lies with the other mod.
Problem with the default is that you're never sure if you have 10 hearts or just 9. I suppose if you play enough you see it, but I've only played a few weeks. This mod is a life saver. That 1 missing heart could be the one that kills you... ;- )
Unfortunately it does have a compatibility problem with the stamina mod. The breads from Stamina appear at the same place as the Saturation bar. Looks hideous and naturally is hard to read. My solution was to uninstall Stamina and install hbhunger and hbsprint to provide something sort of similar.
It sure helps, but I fear it helps way too much. I could spot monsters a hundred nodes away. Normally they are barely visible in the dark and often get the drop on me. Basically an easy mode.
Perhaps with some tinkering it could be improved though. A setting to choose how close a mob has to be before the bar appears might be an improvement. Best would be a setting that allows one to choose only having the bar appear after you've been attacked or have attacked a mob.
Or maybe the bars could be set to appear only when the mob is close enough to get the hover info on it. Lotsa possibilities.
I'm afraid I don't see the point of extra realism when the game has floating blocks of stone... True I sometimes smirk at being able to reach 5 metres across a chasm to mine some ore and retrieve it like magic but like I said, floating stone, so why not?
Oh it's not even Everness that controls it. : ) I should post it to Asuna (which is where the alias is defined) maybe. But in the big picture view I suspect I am too interested in practical uses for stuff in the game. A lot of the game is about decoration and I keep forgetting that. It's one of the best aspects of the game too. I blame 50 years of playing fixed goal games! Takes a bit of getting used to you know, free form goals.
Anyways, the TMS stones look great and I've been using them to make walls so far. Need more though, hehe. More mining! Still learning how to do it properly. Farming, exploring, crafting, lumbering, etc. no problem. Mining... tricky. RL fear of heights and somehow this game's VR enough to trigger it. Best method for me seems to be a straight shaft down with ladders. Open pits drive me nuts with those yawning chasms. Naturally I hit one of those gigantic caverealm caverns. 100+ nodes open space below. Luckily Asuna's x-farming mod has an extensible rope you can drop down (collected 1000 leaves to make it though).
Something about Pyrite made me curious to dig deeper and I found that both TMS & Everness have Pyrite! It explains why I did not gain the Award for mining Fool's Gold yet since I found a deposit of TMS Pyrite & the Award is for the other. It also explains the vine shears which are an Everness item and only coincidentally can be crafted from TMS Pyrite due to an alias allowing TMS Pyrite to be subbed in for Everness Pyrite to make the Everness Pyrite Ingots for the shears. Whew. : )
It does raise a possible rarity problem. It may be that Everness Pyrite was meant to be very rare to make the shears a special item but it seems that TMS allows huge deposits of its version (I did in fact find a cluster of ~150 TMS Pyrite) which may have unintentionally caused the item to be cheaper than it was meant to be.
Mind I'm assuming that Everness Pyrite is either much rarer or found in much smaller clusters. I don't know if that is so.
BTW if it is in fact something that was not meant to be the fix seems simple: Remove the alias making it required to get the right "variety" of Pyrite (hehe) in order to make the super shears. Boy are they fast.
In any case the confusion with two types will remain. It seems to happen with other mod interactions also I've seen. Everness seems to be the culprit mostly as it even has its own version of DIRT! :- D Ev's a beauty of a mod too though so, eh.
The villages look great but I found a couple of problems.
First it crashes (program shutsdown - can resume but...) when I right clicked a village bed to try sleep on it. Afterwards when I restarted my character was standing on the bed but the ceiling was so low that his head was inside a block and it was so narrow that he could not move away. Had to go creative mode to escape.
Second the village was carved brutally out of a mountain creating a giant cliff on one side. Unpleasant but plausible I guesss...
Third there was no way to buy a house apparent. Because:
Fourth there are no villagers (they are added by a mobf_trader mod but that I had to dig out of a forum thread) to buy a house from or to simply populate the village.
Fifth the chests are all unlocked and lootable which pretty much wrecked my game since I'd just managed to get bronze and suddenly there are free steel ingots in the chests. Bah.
Sixth when the mod is removed from the game it leaves behind a mess of no texture blocks (cottages was co-installed/removed).
Sadly I had to delete my world and start over thanks to this mod.
Thanks very much. I skipped the step of making a jar from the bottles. Guess I was too eager to catch a Bee as I'd already tried both nets and was getting frustrated.
It is rather amusing to me to think that as I sense the world it is created. You see I studied Philosophy at Uni and there was a school of thought that only so much of the world as one can sense at the present is actually proovable to exist! Of course in MT it does not cease to exist when one leaves. (Some objects aka animals/monsters apparently do get deleted when no player is near) Come to think it also resembles Quantum Theory in that until a particle is measured it can exist in several states and only the act of measurement nails it down to a specific one. As does the MT world... : )
Ah I see, I did hear references to "ungenerated" map parts on the server I play but now I think I mostly understand it. I suppose generating 62k^3 cubes at start would take insanely long so I suppose it actually gens the map as a player approaches it. Wow.
Heh, the server I play has a map of part of the world and it says "white areas are not yet generated". Now I wanna go and generate them! I'm pretty sure the server has added new mods over the couple of years it's run and I'd be finding the new stuff. I'm an explorer (which was in the Asuna description so that was a huge plus) so that appeals.
Another question if I may: If I were to add a mod like i3 to the game of Asuna I've started would that break it? Be ignored? Work? I suppose it ought to conflict with the already present inv mod, right?
Tried this in spite of the "chest thing" and I was blown away with how amazing it is. It just suits me to a T. Neat freaks and hyper-organized types will be in 7th heaven with all the tricks this can do.
It's not perfect of course (what is???) and the biggest flaw is the need to scroll down on some of the displays like armour and waypoints (which are great, almost feel like a cheat - but then I play with F5 (debug) info on so I guess not, just saves pencil, paper and eraser use heheh). As for the chest thing... haven't played with it long enough to build a chest yet, heh. IIRC some comment mentioned there was a solution to it.
One thing that could be improved is adding the ability to look up an inventory item by clicking (shift? use key?) on it instead of having to type its name in the search field.
Yes it adds spice to life for sure. I know this mod from a server I started on (all of 2 weeks ago!) and the dreaded Land Guards that kill you in two hits. What was that. Huh why am I at spawn? On the server it only seems to include Land Guards, I've never seen any of the weaker ones.
So I installed it on a local game with other mods and I've seen the others too. At first none but I think they spawn from terrain (yes I peeked) so it takes a few days. The Land Guard forced me to build a tree house (I know their weakness from the server) but I was amazed when a spider climbed up past me as I was placing the ladders and bit me and then stood on top of the tree. It was an easy target from below even with a wood sword though! Also saw a tree monster drown in water (while a Land Guard right next to it easily walked underwater (which I knew they could I studied the HELL out of them in order to survive them on the server)).
Looking forward to meeting the others. I've not peeked at their files unlike the Land Guard which I've more or less memorized out of sheer brutal neccesity.
P.S. Did I mention I hate Land Guards?
P.P.S. I don't mean they should be excluded, just they are so terrifyingly deadly that hate seems the right reaction to them!
P.P.P.S. Makes killing one all the sweeter...
N.B. The default spawn rate is ideal for a hack fest of killing monsters. However if you wanna do something else such as mine or craft or farm you had best set the mob span multiplier to about 6. That reduces the spawn rate of monsters to 1/6th and makes them appear once in a while to terrorize you but leaves you time to actually do something else.
Just today I started experimenting with mods and I was wondering if one can add a mod to an already created world? From what I tried it looks like yes and no. For mods that affect map gen (Ethereal/Everness) I suspect they do nothing if added later while I did see that adding a inventory mod appears to take effect! So I'd guess More Ores can't be added in since the ores have been generated but the inventory one can. Incidentally I've found that I like i3 Inv. Mod even better. Suits my style to a T! Very organization and neatness oriented just like I am!
I'll be keeping an eye out for the Asuna server, definitely something I need to visit.
Oh I noticed that they are real stones. I'm no geologist but I did recognize several.
I don't think I've seen the geodes yet. I just started a game of Asuna (and only been playing Luanti/MT since April!) and so far I've seen Slate, Travertine, Fluorite, Pyrite (one huge ball of it ~150, which inspite of it's common name of Fool's Gold I collected entirely ;- ) guess that's a semi-spoiler), Moonstone (wow it looks nice), Amethyst (make great purple tinted windows) and your version of Quartz (different from the one I know from a server where it is used for several crafted items and is not transparent). Forgot a few I'm sure.
LOVE it. The animals look great and they're always coming up to nuzzle me for food.
(Nota Bene: I've learned this is partly a feature but the tame vs wild still seems a problem)
The only thing that puzzles me is that when you point at one it doesn't show if they are tamed or not (like another animal mod does). There is almost no feedback about how the animals are aside from seeing their HP and the hearts that fly when you do tame one (which you can never find again). Chickens you raise also can't be told from wild ones.
Taming is also harder than the other mod which was too easy (mostly feed 'em grass, heh) which is an interesting challenge but I'm reluctant to invest better foods in if I have no way to distinguish the tamed from the untamed...
I chose this one over the two minecraft clones because I've never played MC. I did come to Luanti/MT thanks to the TV ads for the big hollywood flick (which I won't watch) but Asuna seemed more fitting as something more MTish.
It's a large mod I believe but that's because it seems to have been very inclusive (everything but the kitchen sink ;- ) so it includes a dizzying variety of mods. A bit overwhelming at times but that's generally a good thing.
I started playing ( a few weeks ago only) on a server with a different set of mods so it's a new experience. I miss some of the server's mods (mithril/silver were fun, and some mod that added 4 extra bags to the inventory are both missed) but other choices are far superior (slimes are better than dealing with another monster mod that has "land guards" that kill with 2 hits!, and animalia is STUNNING compared to mobs_redo (I think was the name)).
I've tried this as part of Asuna and I created a table, set the focus and just researched stone pickaxes. Got to level 10 and now I can make endless picks (until they become obsolete when I find metal).
The reason I give this a neutral is because in essence you can unlock infinite resources of something that you already have TONS of which seems rather pointless. If I have one rare item I'd love to be able to duplicate... well I can't since I've only got one or very few hard to come by items.
So you can dup stuff which you already have lots of. I don't see the point. If I've missed the point please let me know!
If I can suggest a makeover it would be to change it to a random chance to make a discovery (Eureka!) so that gamblers can always take a shot at winning the lottery by researching their only diamond or mese crystal. Sounds more fun than just plugging in whole string of some item until you reach the goal. It was rather a let down.
Great variety and it feels as if a geologist was behind this with the passion for stones that is evident. One caveat though is that it is mostly decorative (but that's a vital part of this game) but at least one of the stones (no spoilers I guess) I've found has a practical use (and highly useful). The problem being that with 88 varieties it is tedious to have to search each new stone found in the recipes and click through a dozen usages to see if it has a unique usage or not.
It's got good realism but the stinker is the final piece needed to make honey: The extractor/centrifuge. Costs two mese crystals which might not be much on some servers but on others it is hard to come by. On those servers 2 mese crystals are not even close to being worth investing in some honey...
Dudes... honey is only food. Easier to grow wheat.
My suggestion is to change it to something reasonable like tin ingots or even just coal. Deep mining should not be a prerequisite for making honey. Or forget tin/coal, make it something like wood.
<rant on> Centrifuge??? How did apiarists extract honey back in the year 4000 BC? Not with a piece of high tech machinery I'll tell you. The extractor might need to be totally overhauled or eliminated. Just a bad choice. I was expecting to take the filled frame and put it in my craft grid and get honey. When I learned I need a machine that costs 2 mese I was understandably irritated. <rant off>Yeah the monsters were fighting the animals and that's why they all showed up. Good to hear that it tried to hide them but there is that loophole of 3rd party fighting unfortunately.
I look forward to any improvements as I do think it's a good mod except for that flaw.
These are great but it seems they don't match up with the standard area that can be set of 64x128x64. The 64's are fine but the 128 can't be used with the markers because when you set two markers (say in 64 square) and then right click the marker it asks how high and low to set the area. That is fantastic because it doesn't force you to fly/dig to set the right height. But the problem is that when I try to set it to 63 below and 64 above the height of the markers (assuming they're at the same height) it gives an error about the max combined height has to be less than 100! As a greedy little land baron (kidding, the more you protect from vandals the better) I want those extra 29 nodes either up or down.
OK so it does use an armour slot, got it. I've been reconsidering i3 lately. It's great but it's not perfect. The backpack is hard to use and only 16 in size (plus you can't shift click stacks in and out of it quickly) and all the selections require one to scroll down from the crafting grid. The autocraft is very nice but it doesn't update the button to use it if you bring in the needed items, gotta go back and forth to get it to work. It has a useless feature of a 9x4 grid (which one basically needs to disable to work with default chests). I also have noticed that no server I've tried uses i3.
I'm thinking of switching to unified (I think that's the name) which is used on many servers and I've found to be quite good too. 4 bags of 24 is awesome (did I ever mention I'm a packrat? <grin>) and they're easier to access. And of course it has 6 slots for armour. It too has flaws (no sorting, no waypoints, useless categories bar at top) but hey.
Solution was to reload. All's fine now.
I accidentally hit her while trying to mine a tunnel out for us after we fell of a cliff into water and survived! I can still ride her (Black Beauty) but when I dismount she runs away. She's going nuts in her corrall.
What can be done?
I made one and tried to equip it in the armor slots. Is that the right way or does it just have to be in the inventory? Can it be in a bag?
I am pretty sure I also found out that i3 is incompatible with it. There are only 5 slots so when I tried putting it in the shield slot it bugged out and duplicated my shield and destroyed the charm. Looks like i3 has some downsides that I hadn't noticed before. The 5 armor slots also wouldn't work with the feather fall item I've used elsewhere.
The slimes add a zing to Asuna's serenity but I was wondering if there was a way to tune their frequency? It seems I'm practically guaranteed to run into those slimy suckers whereever I go. I did notice they seem to be more prevalent in certain landscapes. My world is set in a lush grassland on a pond near a Dorwinion Forest (it is a sight!) but the green slimes just seem endless in the grass and the pond generates blue ones too. A second world I made with Asuna using valleys plopped me into a quite different biome with some sort of Everness dry vegetation and I saw 0 slimes until I walked into another biome.
Anyways, the question is there a setting that affects slime spawn rates? I know mobs redo has one but I already set that to 1/10th default! Do I need to edit the custom Asuna conf file perhaps to lower slime spawn rates? IIRC slimes use mobs redo? I'd also only want to lower it to half or a third maybe.
Slimes aren't as pesky as those tenplus1 classic monsters (Land Guards - ack!). Well they do keep you on your toes a lot with their eq sucking ability. Not sure, but I think one digested a tool of mine in a second (not 5 minutes) but I'm not positive I found a bug so I've not reported it. I've had a lotta fun making fall pads for the rift near my base which is also the mine entrance.
Absolutely, that's basically what I was trying to say. The mods I tried were all ones that did not overlap the custom ones in Asuna but I'd say that it is better to stick with the carefully curated selection that Asuna is. The one I did in the end add is i3. Integrates quite well and for me is a must have as I tend to fuss with my inventory a lot. A LOT. ;- )
I had in fact started two MTG worlds for exactly that reason, to try my own brew of mods in and they are both quite nice too. One is a Ethereal/Animalia (plus all the rest of the "utility" mods) combo while the second was a Everness/Wilhemine's Animals (with the same extras).
Ah that's good to hear. My humourous tone may have obscured the fact that like Charles I'd really not like to see weeds in Asuna. Seaweed? Ah there I go again... ;- )
I started a game of base Asuna some weeks ago when I started playing MT/Luanti and after a while I found some mods I liked a lot so I added them to Asuna but the result was less than ideal. Wilhemine's Animals caused a pair of Tigers to appear in my peaceful (well aside from the slimes) pond home. They killed all the chickens in the coop and they killed my horse in its corrall (sp?) too! All that was left was the saddle... Being a RL tiger lover naturally I did not fight them although they twice left huge claw marks down my back as I fled.
I also found weeds starting to grow, but I think that's been added to Asuna base.
I've uninstalled the mods now (yeah got unknown nodes around for a while I guess until they wash out) and I think it is best to play Asuna as it was designed. It is pretty finely tuned I think with what it needs. I am only considering re-adding i3 as I'm not fond of sfinv. i3 is listed as an optional dep. and it supports the skins/awards that Asuna uses as a bonus.
I also had forgotten that the item pics (textures I think people call them) in Asuna were quite unique so I started a new Asuna world (with valleys mapgen though and got the warning - will play it a bit more and see if it works ok) and realized those were normal and not the result of my mod experiments, hehe. Found one of the newly added fallen stars by chance in that new world. Much better than a torch!
Anyways, do reply if you've got some interesting stories about mods you've added to Asuna.
Oh that must have been added in the latest version. Resuming a game I suddenly found them and assumed it was some of the extra mods I installed. I've deselected all the extra mods now to go back to a pure Asuna but I guess I haven't squashed the weeds after all, ROFL.
I know weeds from the Your Land server and they make cool looking blocks from 9 of them. It does encourage not letting fields lie fallow. Of course you can always farm weeds and build a skyscraper from them.
Oh gosh, no I was blaming the Stamina mod. That's why I uninstalled it and installed the compatible ones. I guess mentioning it here might have given the wrong impression. Still the fact remains that they don't play well together and that is relevant to this mod even if the fault lies with the other mod.
Problem with the default is that you're never sure if you have 10 hearts or just 9. I suppose if you play enough you see it, but I've only played a few weeks. This mod is a life saver. That 1 missing heart could be the one that kills you... ;- )
Unfortunately it does have a compatibility problem with the stamina mod. The breads from Stamina appear at the same place as the Saturation bar. Looks hideous and naturally is hard to read. My solution was to uninstall Stamina and install hbhunger and hbsprint to provide something sort of similar.
It sure helps, but I fear it helps way too much. I could spot monsters a hundred nodes away. Normally they are barely visible in the dark and often get the drop on me. Basically an easy mode.
Perhaps with some tinkering it could be improved though. A setting to choose how close a mob has to be before the bar appears might be an improvement. Best would be a setting that allows one to choose only having the bar appear after you've been attacked or have attacked a mob. Or maybe the bars could be set to appear only when the mob is close enough to get the hover info on it. Lotsa possibilities.
As is though it's too powerful.
I'm afraid I don't see the point of extra realism when the game has floating blocks of stone... True I sometimes smirk at being able to reach 5 metres across a chasm to mine some ore and retrieve it like magic but like I said, floating stone, so why not?
What is a "heat combo"?
Oh it's not even Everness that controls it. : ) I should post it to Asuna (which is where the alias is defined) maybe. But in the big picture view I suspect I am too interested in practical uses for stuff in the game. A lot of the game is about decoration and I keep forgetting that. It's one of the best aspects of the game too. I blame 50 years of playing fixed goal games! Takes a bit of getting used to you know, free form goals.
Anyways, the TMS stones look great and I've been using them to make walls so far. Need more though, hehe. More mining! Still learning how to do it properly. Farming, exploring, crafting, lumbering, etc. no problem. Mining... tricky. RL fear of heights and somehow this game's VR enough to trigger it. Best method for me seems to be a straight shaft down with ladders. Open pits drive me nuts with those yawning chasms. Naturally I hit one of those gigantic caverealm caverns. 100+ nodes open space below. Luckily Asuna's x-farming mod has an extensible rope you can drop down (collected 1000 leaves to make it though).
Something about Pyrite made me curious to dig deeper and I found that both TMS & Everness have Pyrite! It explains why I did not gain the Award for mining Fool's Gold yet since I found a deposit of TMS Pyrite & the Award is for the other. It also explains the vine shears which are an Everness item and only coincidentally can be crafted from TMS Pyrite due to an alias allowing TMS Pyrite to be subbed in for Everness Pyrite to make the Everness Pyrite Ingots for the shears. Whew. : )
It does raise a possible rarity problem. It may be that Everness Pyrite was meant to be very rare to make the shears a special item but it seems that TMS allows huge deposits of its version (I did in fact find a cluster of ~150 TMS Pyrite) which may have unintentionally caused the item to be cheaper than it was meant to be.
Mind I'm assuming that Everness Pyrite is either much rarer or found in much smaller clusters. I don't know if that is so.
BTW if it is in fact something that was not meant to be the fix seems simple: Remove the alias making it required to get the right "variety" of Pyrite (hehe) in order to make the super shears. Boy are they fast.
In any case the confusion with two types will remain. It seems to happen with other mod interactions also I've seen. Everness seems to be the culprit mostly as it even has its own version of DIRT! :- D Ev's a beauty of a mod too though so, eh.
The villages look great but I found a couple of problems.
First it crashes (program shutsdown - can resume but...) when I right clicked a village bed to try sleep on it. Afterwards when I restarted my character was standing on the bed but the ceiling was so low that his head was inside a block and it was so narrow that he could not move away. Had to go creative mode to escape.
Second the village was carved brutally out of a mountain creating a giant cliff on one side. Unpleasant but plausible I guesss...
Third there was no way to buy a house apparent. Because:
Fourth there are no villagers (they are added by a mobf_trader mod but that I had to dig out of a forum thread) to buy a house from or to simply populate the village.
Fifth the chests are all unlocked and lootable which pretty much wrecked my game since I'd just managed to get bronze and suddenly there are free steel ingots in the chests. Bah.
Sixth when the mod is removed from the game it leaves behind a mess of no texture blocks (cottages was co-installed/removed).
Sadly I had to delete my world and start over thanks to this mod.
Thanks very much. I skipped the step of making a jar from the bottles. Guess I was too eager to catch a Bee as I'd already tried both nets and was getting frustrated.
With a bottle in hand it doesn't work to catch them as claimed.
It is rather amusing to me to think that as I sense the world it is created. You see I studied Philosophy at Uni and there was a school of thought that only so much of the world as one can sense at the present is actually proovable to exist! Of course in MT it does not cease to exist when one leaves. (Some objects aka animals/monsters apparently do get deleted when no player is near) Come to think it also resembles Quantum Theory in that until a particle is measured it can exist in several states and only the act of measurement nails it down to a specific one. As does the MT world... : )
Ah I see, I did hear references to "ungenerated" map parts on the server I play but now I think I mostly understand it. I suppose generating 62k^3 cubes at start would take insanely long so I suppose it actually gens the map as a player approaches it. Wow.
Heh, the server I play has a map of part of the world and it says "white areas are not yet generated". Now I wanna go and generate them! I'm pretty sure the server has added new mods over the couple of years it's run and I'd be finding the new stuff. I'm an explorer (which was in the Asuna description so that was a huge plus) so that appeals.
Another question if I may: If I were to add a mod like i3 to the game of Asuna I've started would that break it? Be ignored? Work? I suppose it ought to conflict with the already present inv mod, right?
Tried this in spite of the "chest thing" and I was blown away with how amazing it is. It just suits me to a T. Neat freaks and hyper-organized types will be in 7th heaven with all the tricks this can do.
It's not perfect of course (what is???) and the biggest flaw is the need to scroll down on some of the displays like armour and waypoints (which are great, almost feel like a cheat - but then I play with F5 (debug) info on so I guess not, just saves pencil, paper and eraser use heheh). As for the chest thing... haven't played with it long enough to build a chest yet, heh. IIRC some comment mentioned there was a solution to it.
One thing that could be improved is adding the ability to look up an inventory item by clicking (shift? use key?) on it instead of having to type its name in the search field.
Yes it adds spice to life for sure. I know this mod from a server I started on (all of 2 weeks ago!) and the dreaded Land Guards that kill you in two hits. What was that. Huh why am I at spawn? On the server it only seems to include Land Guards, I've never seen any of the weaker ones.
So I installed it on a local game with other mods and I've seen the others too. At first none but I think they spawn from terrain (yes I peeked) so it takes a few days. The Land Guard forced me to build a tree house (I know their weakness from the server) but I was amazed when a spider climbed up past me as I was placing the ladders and bit me and then stood on top of the tree. It was an easy target from below even with a wood sword though! Also saw a tree monster drown in water (while a Land Guard right next to it easily walked underwater (which I knew they could I studied the HELL out of them in order to survive them on the server)).
Looking forward to meeting the others. I've not peeked at their files unlike the Land Guard which I've more or less memorized out of sheer brutal neccesity.
P.S. Did I mention I hate Land Guards?
P.P.S. I don't mean they should be excluded, just they are so terrifyingly deadly that hate seems the right reaction to them!
P.P.P.S. Makes killing one all the sweeter...
N.B. The default spawn rate is ideal for a hack fest of killing monsters. However if you wanna do something else such as mine or craft or farm you had best set the mob span multiplier to about 6. That reduces the spawn rate of monsters to 1/6th and makes them appear once in a while to terrorize you but leaves you time to actually do something else.
Just today I started experimenting with mods and I was wondering if one can add a mod to an already created world? From what I tried it looks like yes and no. For mods that affect map gen (Ethereal/Everness) I suspect they do nothing if added later while I did see that adding a inventory mod appears to take effect! So I'd guess More Ores can't be added in since the ores have been generated but the inventory one can. Incidentally I've found that I like i3 Inv. Mod even better. Suits my style to a T! Very organization and neatness oriented just like I am!
I'll be keeping an eye out for the Asuna server, definitely something I need to visit.
Oh I noticed that they are real stones. I'm no geologist but I did recognize several.
I don't think I've seen the geodes yet. I just started a game of Asuna (and only been playing Luanti/MT since April!) and so far I've seen Slate, Travertine, Fluorite, Pyrite (one huge ball of it ~150, which inspite of it's common name of Fool's Gold I collected entirely ;- ) guess that's a semi-spoiler), Moonstone (wow it looks nice), Amethyst (make great purple tinted windows) and your version of Quartz (different from the one I know from a server where it is used for several crafted items and is not transparent). Forgot a few I'm sure.
LOVE it. The animals look great and they're always coming up to nuzzle me for food.
(Nota Bene: I've learned this is partly a feature but the tame vs wild still seems a problem) The only thing that puzzles me is that when you point at one it doesn't show if they are tamed or not (like another animal mod does). There is almost no feedback about how the animals are aside from seeing their HP and the hearts that fly when you do tame one (which you can never find again). Chickens you raise also can't be told from wild ones.
Taming is also harder than the other mod which was too easy (mostly feed 'em grass, heh) which is an interesting challenge but I'm reluctant to invest better foods in if I have no way to distinguish the tamed from the untamed...
I chose this one over the two minecraft clones because I've never played MC. I did come to Luanti/MT thanks to the TV ads for the big hollywood flick (which I won't watch) but Asuna seemed more fitting as something more MTish.
It's a large mod I believe but that's because it seems to have been very inclusive (everything but the kitchen sink ;- ) so it includes a dizzying variety of mods. A bit overwhelming at times but that's generally a good thing.
I started playing ( a few weeks ago only) on a server with a different set of mods so it's a new experience. I miss some of the server's mods (mithril/silver were fun, and some mod that added 4 extra bags to the inventory are both missed) but other choices are far superior (slimes are better than dealing with another monster mod that has "land guards" that kill with 2 hits!, and animalia is STUNNING compared to mobs_redo (I think was the name)).
I've tried this as part of Asuna and I created a table, set the focus and just researched stone pickaxes. Got to level 10 and now I can make endless picks (until they become obsolete when I find metal). The reason I give this a neutral is because in essence you can unlock infinite resources of something that you already have TONS of which seems rather pointless. If I have one rare item I'd love to be able to duplicate... well I can't since I've only got one or very few hard to come by items. So you can dup stuff which you already have lots of. I don't see the point. If I've missed the point please let me know!
If I can suggest a makeover it would be to change it to a random chance to make a discovery (Eureka!) so that gamblers can always take a shot at winning the lottery by researching their only diamond or mese crystal. Sounds more fun than just plugging in whole string of some item until you reach the goal. It was rather a let down.
Great variety and it feels as if a geologist was behind this with the passion for stones that is evident. One caveat though is that it is mostly decorative (but that's a vital part of this game) but at least one of the stones (no spoilers I guess) I've found has a practical use (and highly useful). The problem being that with 88 varieties it is tedious to have to search each new stone found in the recipes and click through a dozen usages to see if it has a unique usage or not.