Thank you for taking my suggestions. It was indeed a while (almost 6 months?), in which I even changed my favourite sandbox game from MTG to NodeCore, so I'm not sure how can I keep using this texture pack now, but I still appreciate you changed it (I've now also tested this texture pack in MTG again). I've changed my review a bit to highlight this.
As for water, now imo it kind of looks like stone, but I understand you also have an opinion and I didn't expect all of my proposed changes here to be taken anyway.
Oh, I'm sorry I didn't know what you meant earlier. I think you meant how your git repository works instead of ContentDB, right? But I recommend when you have time to find out how to make patches to cloned software automatically like that, because the error could make your Game Jam rating lower.
Do you know how to fix the main crash error though?
I just found out how to fix wielded light. I searched the word 'water' in the init.lua file using my text editor and found out about these lines (636-643, right at the end):
if minetest.get_modpath("default") then
wielded_light.register_lightable_node("default:water_source", nil, "water_")
wielded_light.register_lightable_node("default:river_water_source", nil, "river_water_")
elseif minetest.get_modpath("hades_core") then
wielded_light.register_lightable_node("hades_core:water_source", nil, "water_")
else
error_log("Not running in a supported game, lightable water disabled")
end
All you need to do is comment out the 2nd to last line, starting with error_log (you can also comment out the else). I think you could also just remove this whole line chunk, as it is dedicated only to default and hades_core water, which is useless in your game.
If you want to talk without making this review a spot for spoilers, I wouldn't trust discord. It is propietary/nonfree software, which doesn't allow you to control it so it can insert its anti-features. I recommend you try matrix or IRC (e.g. libera.chat, where the #nodecore irc server is hosted) instead.
However, I don't use matrix right now; I recommend you submit a bug on the bug tracker instead, either anonymously or with an account (you can also inform here you did and it's you). Note that I generally want to know how can I implement the concrete instead, and make sure the recipe at the end makes sense (e.g. you wouldn't normally be able to mix a lode block with ash, except if you find a reason it makes sense), because I could accept almost any new color. You can look again at the concretesolution file, as I just updated it.
I can't open your image. The server returns something that looks like a segfault (???)
I don't have much idea why the screenshot doesn't work, but it basically showed an island of the weird mapgen thing and a piece of water in the distance. In the left upper corner were visible the weird debug logs. Let's try again: https://0.vern.cc/9e.png
Without any more context (unavailable due to reason above), have you made sure to use the singlenode mapgen
I just tried it and it expectedly seems to have fixed the 2 mapgen issues. You could potentially mention it in the description and/or make a warning on first world start if the world is non-singlenode.
Hello, I wanted to try this game out but find it impossible due to this:
After about 3 seconds, it errors out like so:
ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'reentry_systems' in callback environment_Step(): /.minetest/games/reentry/mods/reentry_systems/init.lua:91: attempt to call method 'get_flags' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: /.minetest/games/reentry/mods/reentry_systems/init.lua:91: in function </.minetest/games/reentry/mods/reentry_systems/init.lua:73>
ERROR[Main]: /usr/share/minetest/builtin/common/register.lua:26: in function </usr/share/minetest/builtin/common/register.lua:12>
Before that, a different error message is visible in the chat from wielded light that talks about no supported water in the game. I recommend you modify the mod's code so it doesn't react like that and make the gameplay less immersive.
Info:
My minetest version: 5.9.1
Your game version: I just installed it as of writing
I cheated a bit to discover the recipes for making the concretes, one seemed a bit more obvious by look than the other, but I should have realized sooner. As far as I tested, it seemed to work about the same as the other concretes and I would believe all forms were available.
I wonder about some effects which differ from the vanilla forms, particularly the purple cement. Without giving out any spoilers here, lets just say that the wandering result left something different than what a similar vanilla recipe caused which I would have expected. There may be some logic or reasoning behind this but it is not what I had expected since it is unique to the mod. I do agree with how this same form of concrete requires something else to create it, that makes sense to me (and I like it). I also tested for washout result which for one was expected and again the other not so much.
did not test how panels work (I assume they exist) so I do not know if there is a difference such as exists among the other brick panels.
Thank you for adding to the NodeCore environment.
Hello, thank you for making my 1st ever review! If by 'purple cement' you mean the new dark 3rd concrete, the way of getting it is actually very similar to making another concrete, which is a default in the game (black concrete). To get the default black concrete, it is also required to add the ingredient to a specific mix. Here is a spoiler on what I mean.
As for brick panels, they shouldn't have changed compared to default ones, as they're made using 1 API function call for registering bricks just like every other one.
Do you have any suggestions on improving the concretes/textures or adding new ones? Look in the 'concretesolution' file in the git repo to see what I was thinking about adding more concretes (note I can change my opinion about some items in there).
Hello, I recently tried out your Skyhell mod and I think it is a fun challenge! Thank you for releasing it as free software. However, I have found some bugs, which hopefully you are able to fix.
I was having trouble until I found a weird piece of land right on the space where items dissapear/death depth (y=106?), under the island I spawned on.
I realised it may be a part of land that would normally spawn without the mod. Far under the death depth I also found pools of water.
On world startup, weird debug messages also appear. The below screenshot shows all of these bugs.
Such islands can make the gameplay too easy, while the debug messages and water pools under the death depth just seem weird.
My info:
Minetest/Luanti version: 5.9.1.
NodeCore version: 03118785-a98b2169 (latest stable version as of writing)
In NodeCore, I was always daunted by this huge obstacle, which always stood in front of me while trying to have fun in this inspiring game: I would only be able to live shortly until I would die out of starvation. No matter how hard I tried getting some food (I even tried looking through all the NC items using an inventory mod), I couldn't find a way out of this eternal loop.
I was looking for people's opinions about this in the #nodecore IRC channel on liberachat, but they simply responded with things like "What were you thinking of while asking that question? This games is made to shape you into a real nodecorian!" (nodecorelife737), or "We need your support for the poor frogs building the next burj califah in Amerika! Donate now!" (worldwarr1024). I found no-one that shared my viewpoint of this disturbing situation.
Somehow, to my astonishment, I've finally found a way out of thisrabbit hole: This mod, The NodeCore Rabbits by LandarVargan. When I enabled it, I became able to capture rabbits exactly how it is described in the description. Even with the weird color of the rabbit trap and the frustrating time I was having, I still felt very satisfied not only at the feel ofliberationfrom that endless cycle, but also at the taste of my food (seriously I'm waiting for a NodeCore mustard mod to dip my delicious rabbit legs in).
If you wanna play NodeCore, I simply find this as a must have for every world. Totelly. (Totelly and not Totally because its a hint hidden in the message: you can store more cooked rabbits in a tote!).
I've updated the mod, and it works without any errors! However, the local nc = nodecore line still is required for it to work.
If it doesn't error out/hurt for your setup, I recommend adding such a line to the start of init.lua (or potentially do similarly with other globals). This way, it will work for (probably) everybody.
EDIT:: I just sent this message, but I didn't refresh and realise you sent another message. This one replies to your 1st comment.
I have the latest stable version, 03118785-a98b2169, and Minetest/Luanti isn't showing any updates for NodeCore. Are you using NodeCore Alpha or NodeCore straight from their git repo?
Every mod I saw defines locals as globals similarly to how I showed earlier as in the 1st issue fix. It also appears in nodecore mods, e.g. like this:
Hello, thank you for making zenrake a mod. I also think having more rake patterns is a must have when making zen gardens, or any other things, with a rake.
However, I have found some serious bugs with your mod that make it unusable:
The mod is impossible to load, erroring out by saying that nc is a nil value. To fix this, you can simply append local nc = nodecore to the start of init.lua, so the local nc becomes the global table nodecore, which has the NC API functions.
After applying the fix above, the world greets me with these errors repeated 4 times in the chat in the same second:
ERROR[Main]: generateImagePart(): Could not load image "zenrake_raking_linear_zen.png" while building texture; Creating a dummy image
ERROR[Main]: generateImagePart(): Could not load image "zenrake_raking_side_zen.png" while building texture; Creating a dummy image
ERROR[Main]: generateImagePart(): Could not load image "zenrake_raking_nexus_zen.png" while building texture; Creating a dummy image`
A similar thing happens when raking a pattern in the same position as earlier, which should make the pattern simply dissapear.
However, instead it makes weird colorful dots (the dummy images) appear on the block's corners, which spams the previous errors when mining it.
It is https://content.minetest.net/packages/joe7575/techage_modpack/ but you can also do technic when you have time, as imo it's a great minetest mod (but note it has different ore "placements" in the stone compared to default ores, so you may need to create new models. I also am not familiar with techage)
When I enabled this texture pack, the game felt so much more immersive and beatiful.
I was amazed by how detailed the textures are and could only put my finger on a few of them (e.g. leaves or light blue).
This really completely changes the world.
When I disabled it, everything became so ugly! I really recommend you try this texture pack out.
A rust-must have!
Why rust? Because this mod renames generic stones, e.g. 'stone' to 'mica' or 'stone' to 'phylite', or even stained stones to 'rusty (stone)', so trying to stare into your screen at every angle to make sure the stone is slightly red to find lode is no longer a thing!
Not only that, but the generic deep stones are also retextured so they're not just the boring old gray but darker. An example is the mica stone, the first deep stone, obtaining a nice, bluish color.
And of course, the best of all, the mod says it in the name - it spawns strata in the terrain, e.g. of concrete materials, such as cloudstone or tarstone (which are also renamed). This way, the ordinary cliffs and caves don't become so ordinary anymore, as they get a more diverse range of colors than just 'gray'. However, they're also practically useful, as obtaining e.g. crude glass or sandstone bricks becomes easier (but may not be good if you want the game to keep being hard in this aspect). Don't worry though, as there are also several more types of strata, such as softer stone layers in very deep and hard caves.
You can view them all in the settings too, which of course also allows you to disable certain options. On example, if you prefer only the renaming and retexturing of materials or only the strata generation of the mod, you can have that. Unfortunetly though, there are some issues with it, such as not being able to toggle specific materials or have the renaming but no retexturing.
Still, I recommend this mod for every world.
In conclusion, I recommend this mod, as it makes generic stone and terrain way more interesting by renaming and retexturing generic stones, and making strata, such as building materials like sandstone, appear in terrain.
This mod is supposed to remove s? Why is the Wooden spe called 'wooden spe' in the screenshooting, and the 'about' tab is still viisble then? Was there a glitch going on?
I thought this mod was supposed to remove vertisements... Wait a second...
This mod is supposed to remove ads? Why is the Wooden spade called 'wooden spe' in the screenshooting, and the 'about' tab is still viisble then? Was there a glitch going on?
I thought this mod was supposed to remove advertisements... Wait a second...
I think stairs and slabs visible in other voxel sandbox games such as MTG are great for making decorations and paths. I thought this would be a great feature to have in NodeCore too, but it turns out this mod is not it.
What this mod actually does is compress specific block formations, like a 2x2 wooden floor, into 1 item. It may be useful if one is looking to optimize their inventory space, but it's not even possible to place the thing in a different rotation, and there's already a solution to handle large amounts (spoiler) of items built into the game.
In conclusion, this is a decent mod for optimizing inventory space and faster placing/destroying by compressing block formations into single items but doesn't actually add stairs/slabs.
You should do it now then, especially because it should be quite simple (register account, create repo and git push) and so it won't take another more than a month. Please however, don't pick propietary platforms such as github, which not only spies on you using 'social media' and tracking poisonous cookies, but also allows snooposoft to ingest your code for their propietary "copilot AI" bullcrap generator and you would promote their dis-service. Other propietary platforms could likely have similar anti-features (e.g. gitlab or bitbucket). Opt for free/libre git hosters instead such as Codeberg or Nongnu Savannah.
This mod's biomes are great for replacing the default ones in minetest game, featuring great variety and looks. At the time of writing this, there are about 30, which include the nice banana grove biome, interesting fiery one, or the blue frost with blue trees and grass.
It even adds some more food and items, like japanese food, a fishing rod, and even crystal tools, which are slightly better than diamond.
However, it has some big issues. On example, I recommend you to disable the sakura and mushroom biomes, since they appear too often and the mushroom one looks disgusting.
It also sometimes has inconsistently high-res textures on some blocks, which the author doesn't want to fix (I think I heard him saying that he's really proud of those textures, so doesn't want to remove them, but don't know the source)! This is an issue that many of 11's I mean TenPlus1's mods share, and it is infuriating. I'm planning to make a texture pack fixing this one day though.
Well, but guess what? Tenplus1 actually invited me to replace the ultra realistic 4K HD textures of the mod! I was very excited, so I decided to help, and not only I got more comfortable with GIMP, but also finally fixed not only most of the ultra realistic textures, but also some others such as frost/healing trees and tested the new biome layout TenPlus1 decided to make in order to fix mushroom and sakura appearing too often. Enjoy!
The conclusion is: this is a great mod for adding many more biomes and features, such as new tools, food and blocks, and doesn't have issues such as constant inconsistent textures or sakura and mushroom biomes everywhere.
This mod is great for getting 3d ores into your game. Some even glow when next to light (so it isn't like every rare mod is already revealed like the glowing mese block), which is really cool! And it is also about supporting more mods, so you may also be having e.g 3d glowinguranium and rainbow ore in the future (which may have been already implemented, at the time of writing this it isn't).
Note though that this mod will not override all ore blocks, but instead will change them into its 3d ores when you're nearby, because else it would lag while overriding so many nodes, so when you're lagging or looking far, you may see the block turning 3d.
However, I still think this is great, as those 3d ores look nice and interesting.
It's probably even a must have, as this is a great little addition to the minetest gameplay.
No problem, so overriding the nodes itself lags, I didn't know about that earlier at all. Now, I just tested placing a huge amount of apples using worldedit in mobile minetest, and when activating 3d apples, it lagged only when looking at them or a block covering them. Once again, if it's just a thought or similar about the lag, then you could test out the 3d apples method.
If you are absolutely sure however that it will lag, then my last idea is that you could provide a setting to change the range so e.g. people exploring big caves with enough resources can benefit. You could also consider my remaining suggestions (2,3).
They can cause lag? I didn't think that would be possible if they're supposed to not be rendered and behind stone...
If you didn't do the 3d apples method just because of a thought, then you should check if you were right by trying it out anyway.
If it is then laggy, then you could also try lowering the amount of voxels the meshes have to the lowest amount possible if you accidently made it unnecessarily huge.
2 I don't think the 'pure' and 'ocd' blocks should be included, as that's not the goal of the mod, and only loads extra nodes and textures that are never gonna be used. Consider removing them.
3 As I said earlier under a review, you should create a git repository, so users can report issues and look at the code easily. Avoid malware such as Github, Gitlab, Bitbucket and other propietary/nonfree platforms (e.g. Github more like Gitspy serves you advertising and 'social media' cookies, and every piece of code is being ingested by snooposoft's "copilot AI" bullcrap generator at this moment with little care about its license) and opt for free as in freedom platforms such as Codeberg or Nongnu Savannah instead.
Hello, I've wanted to talk about some potential improvements to the mod:
When I was testing this out on my snoop phone, which runs minetest blazingly slow, I realised that I could still see the original ore block for a second before it becomes 3d. It turns out that this mod actually tries to detect them and then turn them into its 3d blocks when they're nearby. I don't think this is a good approach, since it probably requires something running in the background, is affected by lag, makes code longer, defines extra blocks and turns the ores into unknown nodes upon mod removal. I recommend you take the approach of the 3d apples mod instead, which overrides the block. Its init.lua script is here.
If the reason you did this is because of the ores would be visible through xray, then consider adding a setting to toggle this 2d to 3d ore 'deamon' and also improving it by making it use raycasting or something similiar to detect which ores are actually around the player if you haven't already and if it's possible, because else they may still use xray glitches (placing a block so you appear in its corner) to find closer ores inside blocks, and ones farther away (e.g. in a mountain) might look silly.
I'm pretty sure you can check out mod ideas here. I also suggest you could enhance this mod by e.g. adding settings or making it compatible with more mods and games (e.g. Voxelibre/Mineclone2 or Everness).
Lastly, if you're looking fo a git hosting site where people can look at the code and contribute, I recommend staying away from github, gitlab or other propietary platforms (e.g. github is controlled by one of the most unethical companies, and already it's obvious that e.g. they spy on you using advertising and "social media" cookies). There are replacements that actually care about freedom such as codeberg.
But can I get a hint about getting to the royal blob now, and how to destroy him? I'm sorry, but this game is just so confusing sometimes, and especially here.
Edit: There are 4 green blocks under the transparent blue of the blob.
Hello!
Thank you for taking my suggestions. It was indeed a while (almost 6 months?), in which I even changed my favourite sandbox game from MTG to NodeCore, so I'm not sure how can I keep using this texture pack now, but I still appreciate you changed it (I've now also tested this texture pack in MTG again). I've changed my review a bit to highlight this.
As for water, now imo it kind of looks like stone, but I understand you also have an opinion and I didn't expect all of my proposed changes here to be taken anyway.
Thank you!
Oh, I'm sorry I didn't know what you meant earlier. I think you meant how your git repository works instead of ContentDB, right? But I recommend when you have time to find out how to make patches to cloned software automatically like that, because the error could make your Game Jam rating lower.
Do you know how to fix the main crash error though?
I just found out how to fix wielded light. I searched the word 'water' in the init.lua file using my text editor and found out about these lines (636-643, right at the end):
All you need to do is comment out the 2nd to last line, starting with
error_log
(you can also comment out theelse
). I think you could also just remove this whole line chunk, as it is dedicated only todefault
andhades_core
water, which is useless in your game.If you want to talk without making this review a spot for spoilers, I wouldn't trust discord. It is propietary/nonfree software, which doesn't allow you to control it so it can insert its anti-features. I recommend you try matrix or IRC (e.g. libera.chat, where the #nodecore irc server is hosted) instead.
However, I don't use matrix right now; I recommend you submit a bug on the bug tracker instead, either anonymously or with an account (you can also inform here you did and it's you). Note that I generally want to know how can I implement the concrete instead, and make sure the recipe at the end makes sense (e.g. you wouldn't normally be able to mix a lode block with ash, except if you find a reason it makes sense), because I could accept almost any new color. You can look again at the concretesolution file, as I just updated it.
Thank you!
I don't have much idea why the screenshot doesn't work, but it basically showed an island of the weird mapgen thing and a piece of water in the distance. In the left upper corner were visible the weird debug logs. Let's try again: https://0.vern.cc/9e.png
I just tried it and it expectedly seems to have fixed the 2 mapgen issues. You could potentially mention it in the description and/or make a warning on first world start if the world is non-singlenode.
Invidious version of this link (https://rubenwardy.com/store/) that redirects to youtube/spytube (click switch invidious instance if it doesn't work): https://invidious.nerdvpn.de/watch?v=dQw4w9WgXcQ
I guess it's a video about how to get ContentDB+
Hello, I wanted to try this game out but find it impossible due to this:
After about 3 seconds, it errors out like so:
Before that, a different error message is visible in the chat from wielded light that talks about no supported water in the game. I recommend you modify the mod's code so it doesn't react like that and make the gameplay less immersive.
Info:
Are you able to fix this? Thank you!
Hello, thank you for making my 1st ever review! If by 'purple cement' you mean the new dark 3rd concrete, the way of getting it is actually very similar to making another concrete, which is a default in the game (black concrete). To get the default black concrete, it is also required to add the ingredient to a specific mix. Here is a spoiler on what I mean.
As for brick panels, they shouldn't have changed compared to default ones, as they're made using 1 API function call for registering bricks just like every other one.
Do you have any suggestions on improving the concretes/textures or adding new ones? Look in the 'concretesolution' file in the git repo to see what I was thinking about adding more concretes (note I can change my opinion about some items in there).
Hello, I recently tried out your Skyhell mod and I think it is a fun challenge! Thank you for releasing it as free software. However, I have found some bugs, which hopefully you are able to fix.
I was having trouble until I found a weird piece of land right on the space where items dissapear/death depth (y=106?), under the island I spawned on. I realised it may be a part of land that would normally spawn without the mod. Far under the death depth I also found pools of water. On world startup, weird debug messages also appear. The below screenshot shows all of these bugs.
Such islands can make the gameplay too easy, while the debug messages and water pools under the death depth just seem weird.
My info:
Can you please fix this? Thank you!
In NodeCore, I was always daunted by this huge obstacle, which always stood in front of me while trying to have fun in this inspiring game: I would only be able to live shortly until I would die out of starvation. No matter how hard I tried getting some food (I even tried looking through all the NC items using an inventory mod), I couldn't find a way out of this eternal loop.
I was looking for people's opinions about this in the #nodecore IRC channel on liberachat, but they simply responded with things like "What were you thinking of while asking that question? This games is made to shape you into a real nodecorian!" (nodecorelife737), or "We need your support for the poor frogs building the next burj califah in Amerika! Donate now!" (worldwarr1024). I found no-one that shared my viewpoint of this disturbing situation.
Somehow, to my astonishment, I've finally found a way out of this rabbit hole: This mod, The NodeCore Rabbits by LandarVargan. When I enabled it, I became able to capture rabbits exactly how it is described in the description. Even with the weird color of the rabbit trap and the frustrating time I was having, I still felt very satisfied not only at the feel of liberation from that endless cycle, but also at the taste of my food (seriously I'm waiting for a NodeCore mustard mod to dip my delicious rabbit legs in).
If you wanna play NodeCore, I simply find this as a must have for every world. Totelly. (Totelly and not Totally because its a hint hidden in the message: you can store more cooked rabbits in a tote!).
Ok, thank you!
I've updated the mod, and it works without any errors! However, the
local nc = nodecore
line still is required for it to work.If it doesn't error out/hurt for your setup, I recommend adding such a line to the start of init.lua (or potentially do similarly with other globals). This way, it will work for (probably) everybody.
EDIT:: I just sent this message, but I didn't refresh and realise you sent another message. This one replies to your 1st comment.
I have the latest stable version,
03118785-a98b2169
, and Minetest/Luanti isn't showing any updates for NodeCore. Are you using NodeCore Alpha or NodeCore straight from their git repo?Every mod I saw defines locals as globals similarly to how I showed earlier as in the 1st issue fix. It also appears in nodecore mods, e.g. like this:
I'm not sure about
nc
though, I only know that it didn't work for me when I triedlocal nc = nc
, which returned an error sayingnc
is nil.Maybe I could provide more information so you can compare it to your:
OS: GNU/Linux
Engine setting changes: I think none
NodeCore setting changes: None
Mods enabled alongside zenrake: None
Lua interpreter: LuaJIT 2.1
Hello, thank you for making zenrake a mod. I also think having more rake patterns is a must have when making zen gardens, or any other things, with a rake.
However, I have found some serious bugs with your mod that make it unusable:
The mod is impossible to load, erroring out by saying that
nc
is a nil value. To fix this, you can simply appendlocal nc = nodecore
to the start ofinit.lua
, so the localnc
becomes the global tablenodecore
, which has the NC API functions.After applying the fix above, the world greets me with these errors repeated 4 times in the chat in the same second:
A similar thing happens when raking a pattern in the same position as earlier, which should make the pattern simply dissapear. However, instead it makes weird colorful dots (the dummy images) appear on the block's corners, which spams the previous errors when mining it.
My minetest/Luanti version is 5.9.1.
Can you fix this? Thank you!
It is https://content.minetest.net/packages/joe7575/techage_modpack/ but you can also do technic when you have time, as imo it's a great minetest mod (but note it has different ore "placements" in the stone compared to default ores, so you may need to create new models. I also am not familiar with techage)
When I enabled this texture pack, the game felt so much more immersive and beatiful. I was amazed by how detailed the textures are and could only put my finger on a few of them (e.g. leaves or light blue). This really completely changes the world.
When I disabled it, everything became so ugly! I really recommend you try this texture pack out.
A rust-must have! Why rust? Because this mod renames generic stones, e.g. 'stone' to 'mica' or 'stone' to 'phylite', or even stained stones to 'rusty (stone)', so trying to stare into your screen at every angle to make sure the stone is slightly red to find lode is no longer a thing!
Not only that, but the generic deep stones are also retextured so they're not just the boring old gray but darker. An example is the mica stone, the first deep stone, obtaining a nice, bluish color.
And of course, the best of all, the mod says it in the name - it spawns strata in the terrain, e.g. of concrete materials, such as cloudstone or tarstone (which are also renamed). This way, the ordinary cliffs and caves don't become so ordinary anymore, as they get a more diverse range of colors than just 'gray'. However, they're also practically useful, as obtaining e.g. crude glass or sandstone bricks becomes easier (but may not be good if you want the game to keep being hard in this aspect). Don't worry though, as there are also several more types of strata, such as softer stone layers in very deep and hard caves.
You can view them all in the settings too, which of course also allows you to disable certain options. On example, if you prefer only the renaming and retexturing of materials or only the strata generation of the mod, you can have that. Unfortunetly though, there are some issues with it, such as not being able to toggle specific materials or have the renaming but no retexturing.
Still, I recommend this mod for every world.
In conclusion, I recommend this mod, as it makes generic stone and terrain way more interesting by renaming and retexturing generic stones, and making strata, such as building materials like sandstone, appear in terrain.
I don't understand
This mod is supposed to remove s? Why is the Wooden spe called 'wooden spe' in the screenshooting, and the 'about' tab is still viisble then? Was there a glitch going on?
I thought this mod was supposed to remove
vertisements... Wait a second...This mod is supposed to remove ads? Why is the Wooden spade called 'wooden spe' in the screenshooting, and the 'about' tab is still viisble then? Was there a glitch going on?
I thought this mod was supposed to remove ad
vertisements... Wait a second...Review without ads in comment
I think stairs and slabs visible in other voxel sandbox games such as MTG are great for making decorations and paths. I thought this would be a great feature to have in NodeCore too, but it turns out this mod is not it.
What this mod actually does is compress specific block formations, like a 2x2 wooden floor, into 1 item. It may be useful if one is looking to optimize their inventory space, but it's not even possible to place the thing in a different rotation, and there's already a solution to handle large amounts (spoiler) of items built into the game.
In conclusion, this is a decent mod for optimizing inventory space and faster placing/destroying by compressing block formations into single items but doesn't actually add stairs/slabs.
Yes, they updated. You are welcome to test the new biome layout and share your experience on the forums.
(file now updated in git)
You should do it now then, especially because it should be quite simple (register account, create repo and git push) and so it won't take another more than a month. Please however, don't pick propietary platforms such as github, which not only spies on you using 'social media' and tracking poisonous cookies, but also allows snooposoft to ingest your code for their propietary "copilot AI" bullcrap generator and you would promote their dis-service. Other propietary platforms could likely have similar anti-features (e.g. gitlab or bitbucket). Opt for free/libre git hosters instead such as Codeberg or Nongnu Savannah.
It has been 1 month, and you're still on mesehub. When will it shut down?
Edit: https://codeberg.org/tenplus1/ethereal/issues/20
That's great! I wouldn't even believe earlier that a mod made by you with custom textures can have no inconsistencies...
I decided to first identify the high-res textures and made a file similar to the following (char limit), you can view it:
This mod's biomes are great for replacing the default ones in minetest game, featuring great variety and looks. At the time of writing this, there are about 30, which include the nice banana grove biome, interesting fiery one, or the blue frost with blue trees and grass.
It even adds some more food and items, like japanese food, a fishing rod, and even crystal tools, which are slightly better than diamond.
However, it has some big issues. On example, I recommend you to disable the sakura and mushroom biomes, since they appear too often and the mushroom one looks disgusting.It also sometimes has inconsistently high-res textures on some blocks, which the author doesn't want to fix (I think I heard him saying that he's really proud of those textures, so doesn't want to remove them, but don't know the source)! This is an issue that many of 11's I mean TenPlus1's mods share, and it is infuriating. I'm planning to make a texture pack fixing this one day though.Well, but guess what? Tenplus1 actually invited me to replace the ultra realistic 4K HD textures of the mod! I was very excited, so I decided to help, and not only I got more comfortable with GIMP, but also finally fixed not only most of the ultra realistic textures, but also some others such as frost/healing trees and tested the new biome layout TenPlus1 decided to make in order to fix mushroom and sakura appearing too often. Enjoy!
The conclusion is: this is a great mod for adding many more biomes and features, such as new tools, food and blocks, and doesn't have issues such as constant inconsistent textures or sakura and mushroom biomes everywhere.
Thank you!
This mod is great for getting 3d ores into your game. Some even glow when next to light (so it isn't like every rare mod is already revealed like the glowing mese block), which is really cool! And it is also about supporting more mods, so you may also be having e.g 3d glowing uranium and rainbow ore in the future (which may have been already implemented, at the time of writing this it isn't).
Note though that this mod will not override all ore blocks, but instead will change them into its 3d ores when you're nearby, because else it would lag while overriding so many nodes, so when you're lagging or looking far, you may see the block turning 3d.
However, I still think this is great, as those 3d ores look nice and interesting. It's probably even a must have, as this is a great little addition to the minetest gameplay.
No problem, so overriding the nodes itself lags, I didn't know about that earlier at all. Now, I just tested placing a huge amount of apples using worldedit in mobile minetest, and when activating 3d apples, it lagged only when looking at them or a block covering them. Once again, if it's just a thought or similar about the lag, then you could test out the 3d apples method.
If you are absolutely sure however that it will lag, then my last idea is that you could provide a setting to change the range so e.g. people exploring big caves with enough resources can benefit. You could also consider my remaining suggestions (2,3).
They can cause lag? I didn't think that would be possible if they're supposed to not be rendered and behind stone...
If you didn't do the 3d apples method just because of a thought, then you should check if you were right by trying it out anyway.
If it is then laggy, then you could also try lowering the amount of voxels the meshes have to the lowest amount possible if you accidently made it unnecessarily huge.
It has been 2 months. What happened to the maintainer? Why is he not responding?
2 I don't think the 'pure' and 'ocd' blocks should be included, as that's not the goal of the mod, and only loads extra nodes and textures that are never gonna be used. Consider removing them.
3 As I said earlier under a review, you should create a git repository, so users can report issues and look at the code easily. Avoid malware such as Github, Gitlab, Bitbucket and other propietary/nonfree platforms (e.g. Github more like Gitspy serves you advertising and 'social media' cookies, and every piece of code is being ingested by snooposoft's "copilot AI" bullcrap generator at this moment with little care about its license) and opt for free as in freedom platforms such as Codeberg or Nongnu Savannah instead.
Thank you!
Hello, I've wanted to talk about some potential improvements to the mod:
When I was testing this out on my snoop phone, which runs minetest blazingly slow, I realised that I could still see the original ore block for a second before it becomes 3d. It turns out that this mod actually tries to detect them and then turn them into its 3d blocks when they're nearby. I don't think this is a good approach, since it probably requires something running in the background, is affected by lag, makes code longer, defines extra blocks and turns the ores into unknown nodes upon mod removal. I recommend you take the approach of the 3d apples mod instead, which overrides the block. Its init.lua script is here.
If the reason you did this is because of the ores would be visible through xray, then consider adding a setting to toggle this 2d to 3d ore 'deamon' and also improving it by making it use raycasting or something similiar to detect which ores are actually around the player if you haven't already and if it's possible, because else they may still use xray glitches (placing a block so you appear in its corner) to find closer ores inside blocks, and ones farther away (e.g. in a mountain) might look silly.
"Warning: This mod is not compatible with other mods that modify the player like 3d armor, because of this using both together can give problems."
After enabling this in my world, I have never been so amazed.
Not only does this add fantastic shaders and graphics effects absent in the minetest engine, but even can give you xray powers!
And it's all free as in freedoom!
I'm pretty sure you can check out mod ideas here. I also suggest you could enhance this mod by e.g. adding settings or making it compatible with more mods and games (e.g. Voxelibre/Mineclone2 or Everness).
Lastly, if you're looking fo a git hosting site where people can look at the code and contribute, I recommend staying away from github, gitlab or other propietary platforms (e.g. github is controlled by one of the most unethical companies, and already it's obvious that e.g. they spy on you using advertising and "social media" cookies). There are replacements that actually care about freedom such as codeberg.
But can I get a hint about getting to the royal blob now, and how to destroy him? I'm sorry, but this game is just so confusing sometimes, and especially here.
Edit: There are 4 green blocks under the transparent blue of the blob.
Wait, I just realised! Look at 2nd screenshot!
I cannot find any clue in the world about making the weapon to destroy him! Can anybody give a hint?
I'm not sure how to replicate it, but I think I right clicked a nandu or something and it printed on the screen what it eats.