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.
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 looking here. I would've made seperate issues for each thing I have to talk about, but I decided to bundle all I can find in one thread instead since I don't want a bunch of threads to appear out of nowhere, especially since it doesn't have a system similar to git issues, and I really didn't want to create a github account. Github is propietary software, controlled by microsoft themselves, a really disgusting company (so e.g. they use advertising and "social media" cookies and their privacy policy is very long). However, I've made an anonymous (by that I mean with a name different than mine) account recently on my phone through tor, so now I'll try submitting these as issues. Thank you for the "reminder".
I'm pretty sure wiki.minetest.net is documentation for minetest and minetest game, but not for every mod since every each one is supposed to make its documentation. Maybe wiki.minetest.net deleted the page for that reason. //Note: I don't remember the source of that info, so I can't provide a link.
However it's still very possible to provide a wiki on the git page (here it's github, which does provide that, and also allows to look at it with js disabled, luckily). I would also really like such wiki, since else digtron may be confusing for beginners and even for people that understand digtron but don't know what certain blocks do.
Currently, it is possible to get a slight amount of documentation through the description and doc pages. However it's still not that good, and a wiki documenting how to get started and what each block does would be wonderful.
This mod is really not only for 'kozy' environments, but in reality it adds a cool brush for lighting up the world.
It is pretty sophisticated, featuring customizable radius, brighness and strength with modes, such as 'darken', 'blend' or 'erase'. There are even a few commands, and short aliases for them.
It even incudes a random mod wheel! Just go to the mod's optional dependencies and scroll to a random location, because this mod optionally depends on basically everything!
However, if you wanna use something like this in survival, it's better to just place light emitting blocks, since at the time of writing this the brush is uncraftable, but even if you would get it it would be OP for dark nights and caves (9999RPM extra-light torch bomb minigun with infinite ammo is possible).
Overall, this provides a nice customizable light brush for lighting up buildings in creative mode, not only for 'cozy' environments as the name suggests (really, the only slightly 'kozy and funky cat face or whatever 2 upside-down Vs next to an underscore' is the purple color of info boxes in the brush menu). However in non creative this would be OP for dark places such as caves.
This mod alows you to accelerate to fast speeds while holding the Aux1 button, It is a pretty nice feature, especially becaus it is customizable, so you can change the cooldown, jump increase, etc..
However, I really wanted those cool blur effects from the thumbnail, while in reality, there's none, it feels like clickbait. It would also be nice if you could make it instantly speed you up instead of accelerating. Lastly, dashing seems to not work with the hold button setting disabled.
WARNING[Server]: Deprecated usage of statbar without size! (at /home/nnq/.minetest/mods/hud_timers/main.lua:50)
WARNING[Server]: Deprecated usage of statbar without size! (at /home/nnq/.minetest/mods/hud_timers/main.lua:62)
WARNING[Server]: Deprecated usage of statbar without size! (at /home/nnq/.minetest/mods/hud_timers/main.lua:50)
WARNING[Server]: Deprecated usage of statbar without size! (at /home/nnq/.minetest/mods/hud_timers/main.lua:62)
You can actually use the prospector from Technic/Plus, if you have that mod installed. If you right click a block you can see a menu where you can set it as the target and the dimensions of searching, and then left click to search.
You can check out Codeberg, since it is a free/libre git platform which is pretty common on ContentDB among the free git platforms people use (from my experience), while it also has a similar UI to mesehub. They even have some good documentation if you scroll to the bottom left of the site.
Edit: I was playing and I can tell you about another thing: I found a stone called 'picture_jasper' that has no brick, slab etc. variants. Can you fix its name and lack of use? If it's a WIP stone with early access to it or other reason for no stairs then just fix its name for now.
2nd Edit: I realised that there aren't any stairs and slabs versions of glowing stones, while stairs redo does say that it has glowing stair support. If the default stairs can't glow, then you could also consider adding stairs and slabs to glowing stones when stairs redo is enabled.
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.
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.
Hello, thank you for looking here. I would've made seperate issues for each thing I have to talk about, but I decided to bundle all I can find in one thread instead since I don't want a bunch of threads to appear out of nowhere, especially since it doesn't have a system similar to git issues, and I really didn't want to create a github account. Github is propietary software, controlled by microsoft themselves, a really disgusting company (so e.g. they use advertising and "social media" cookies and their privacy policy is very long). However, I've made an anonymous (by that I mean with a name different than mine) account recently on my phone through tor, so now I'll try submitting these as issues. Thank you for the "reminder".
I just tried it out, and realised that it
jumpscares humpskare youpops up a GUI with advice about using locked chests instead of normal chests.It seems pretty good for
giving heart attacksletting new players know about locked chests when in multiplayer.I'm pretty sure wiki.minetest.net is documentation for minetest and minetest game, but not for every mod since every each one is supposed to make its documentation. Maybe wiki.minetest.net deleted the page for that reason. //Note: I don't remember the source of that info, so I can't provide a link.
However it's still very possible to provide a wiki on the git page (here it's github, which does provide that, and also allows to look at it with js disabled, luckily). I would also really like such wiki, since else digtron may be confusing for beginners and even for people that understand digtron but don't know what certain blocks do.
Currently, it is possible to get a slight amount of documentation through the description and doc pages. However it's still not that good, and a wiki documenting how to get started and what each block does would be wonderful.
This mod is really not only for 'kozy' environments, but in reality it adds a cool brush for lighting up the world.
It is pretty sophisticated, featuring customizable radius, brighness and strength with modes, such as 'darken', 'blend' or 'erase'. There are even a few commands, and short aliases for them.
It even incudes a random mod wheel! Just go to the mod's optional dependencies and scroll to a random location, because this mod optionally depends on basically everything!
However, if you wanna use something like this in survival, it's better to just place light emitting blocks, since at the time of writing this the brush is uncraftable, but even if you would get it it would be OP for dark nights and caves (9999RPM extra-light torch bomb minigun with infinite ammo is possible).
Overall, this provides a nice customizable light brush for lighting up buildings in creative mode, not only for 'cozy' environments as the name suggests (really, the only slightly 'kozy and funky cat face or whatever 2 upside-down Vs next to an underscore' is the purple color of info boxes in the brush menu). However in non creative this would be OP for dark places such as caves.
Hello, when using this mod, something like this gets constantly printed to the terminal:
false true true
It does not get recorded in debug.txt.
Why is this, and can you fix it?
This mod alows you to accelerate to fast speeds while holding the Aux1 button, It is a pretty nice feature, especially becaus it is customizable, so you can change the cooldown, jump increase, etc..
However, I really wanted those cool blur effects from the thumbnail, while in reality, there's none, it feels like clickbait. It would also be nice if you could make it instantly speed you up instead of accelerating. Lastly, dashing seems to not work with the hold button setting disabled.
Always when dashing, these warnings get printed:
Can you fix this?
You can actually use the prospector from Technic/Plus, if you have that mod installed. If you right click a block you can see a menu where you can set it as the target and the dimensions of searching, and then left click to search.
You can check out Codeberg, since it is a free/libre git platform which is pretty common on ContentDB among the free git platforms people use (from my experience), while it also has a similar UI to mesehub. They even have some good documentation if you scroll to the bottom left of the site.
Edit: I was playing and I can tell you about another thing: I found a stone called 'picture_jasper' that has no brick, slab etc. variants. Can you fix its name and lack of use? If it's a WIP stone with early access to it or other reason for no stairs then just fix its name for now.
2nd Edit: I realised that there aren't any stairs and slabs versions of glowing stones, while stairs redo does say that it has glowing stair support. If the default stairs can't glow, then you could also consider adding stairs and slabs to glowing stones when stairs redo is enabled.