Hello, when I trying to place or move a chest from a place with a tube from pipeworks, the tube stays at the same state as earlier. Placing the chest next to it makes the tube still not connected. Moving the chest from a connected tube makes that tube still look connected, but then end.
I think placing the chest should happen like if it was placed by just doing so like with blocks, because I don't think it's pipeworks specific. I don't know how it works, but I think that then the nodes around get updated. That should happen when placing the chest by hand (I Have Hands).
Can you fix it? Game was Minetest Game played in Minetest 5.8.0 on GNU-Linux
This is a great mod, not only is it really cool to pick up those chests, (they even visibly appear in front of you) but also it is really functional.
I even realised that you can move e.g. chests with ores from your ore storage to an automatic ore smelter! (If the image doesn't load then right click
the text below and click on 'show image in new tab' or something like that if you're on desktop)
TIP: If you try to search for this mod in minetest and see 1 billion pages, then search up the technical name i_have_hands instead.
Note: The image here is a link to a propietary website. It claims it doesn't collect anything about you when you don't sign up, but it's still nonfree.Do you know about a free/libre image hosting website (similar to e.g. imgur or this one, postimages)?
Hello, I was upgrading my machine network to MV and then was thinking about HV, but found out that it doesn't even have any mandatory consumers like furnaces, grinders, etc.. It makes sense to not have generators such as the watermill (it's not gonna be powerful enough), but why not add any consumers except the quarry and forcefield emitter? Because else HV is gonna have little use. Maintained mods that add those machines are nonexistent too. Can you add those HV consumers?
Also, because I already made a thread, can I ask 1 more question (not HV specific): where is the windmill from the manual? I can't find it in the inventory at all.
Another piece of advice: Avoid the technic plus mod, because it is really technic minus today, since it seems unmaintained. It was last updated in 2021 at the time of writing this.
Edit: They're planning to release another version of technic plus, but you can still try out technic plus beta, which won't actually be that buggy, even though they say 'beta', according to the thread in the 1st link in this sentence. I actually use it today, and I recommend it for its awesome feaatures, such as basic HV machines (grinder, furnace and compressor)!
So, in conclusion, the technic mod is great all around, except the documentation, which really could've been improved, especially because of how complex this mod can be.
This modpack is awesome, because it allows you to take your manual tasks like smelting to a whole other level. Not only it allows you to create actual energy factories like in real life (this mod generally is based off of real life btw) using generators from fuel-fired furnaces, geothermal things to even nuclear reactors, to power awesome machines, such as not only better furnaces, but even cool things like e.g. grinders, which allow you to basically double it and give it to the next person ore lumps by turning them into 2x dust that's smeltable to ingots! You can also connect those using pipeworks to make actual automatic machines that can do whatever you can imagine.
The long process of going through the materials, machines and generally exploring the mod is also really fun, but not as fun as it could be. Why? Because let me introduce an issue of this mod:
It lacks good documentation
The manual doesn't guide you step by step at all, and makes you feel like it just talks about random unordered things. E.g. after introducing metal processing techniques (which really should be after telling you how to even create such machines in the first place), it already jumps into stuff about uranium enrichment, which is basically about the endgame freaking nuclear reactor. It doesn't even have anything about starting to build machines, really. Atleast while the manual is bad, you can still look at guides from other sources, such as games like the mesecons lab, which can show you some example technic builds and how it works. I heard you can also check out servers, because some offer technic tutorials. Really, the documentation still has some decent information about e.g. ores, but can't teach a beginner fluently at all.
Hello, I was looking at the screenshot of this mod, but realised that it doesn't have e.g. the rotation button, which is in the mod. The image is probably outdated.
It adds buttons for faster crafting, such as some on top of the crafting area to distribute items in common patterns, one to clean up the grid by putting leftover items into your inventory, or everything else that you can see in the screenshot of this mod. Basically very welcome addons to make your crafting faster and easier.
Hello, I tried out this game on my phone, and I think it's a really interesting concept. While doing so though, I also realised that there's an issue:
When I tried placing the purple energy generator block on a simple matter generator, the game took that as placing it, even though I didn't actually place the block, but instead, opened the simple matter generator's inventory. In result, it added more global energy to the total, making it an infinite energy glitch.
I tested it on Minetest 5.8.0 on Spydro I mean Android. You should consider fixing this.
Bonus: If you want to start hosting your code on a git website, then please don't choose propietary platforms like github, which is even controlled by microsoft, who loves inserting malfeatures in its software (like spyware). Good replacements are e.g. Codeberg or Nongnu Savannah.
Very simple, does what it said, and works very good. Very useful when you wanna e.g. explore a cave or when night happens. It even emits light from dropped items when using the item_physics mod (which also could be called an essential btw)
The only caveat is that it creates 'air' when you're in water but you can't breathe in it and it's annoying. Luckily though I reported it in a thread under here and it should get fixed.
But why do you even make them inconsistent in terms of resolution in the first place? Becuase I thought making them inconsistent intentionally is weird.
About the wood rotating, I know that it is possible to work with it, but I just though it is annoying when you need to always look at the same direction or else it's gonna be screwed up, especially when wood such as default apple doesn't do that.
I thought pine nuts have no use because you can only eat them for a minimal health/hunger boost, but not even craft anything with them or place them. I thought they would just be an annoyance when having a good source of food,
Lastly, I see now how it can be cool to have trees only grow on their biomes' grass, but I think it can be confusing and unintuitive, especially when it requires the use of an endgame shovel and there's no real documentation yet.
Updated issue list:
Placement of ethereal wood can be misaligned unlike default wood like apple wood, which is atrocious to building
Inconsistent names for tree trunks for 'Healing Tree Trunk' (other trunks only have the word 'trunk' appended) and 'Mushroom' (should be 'mushroom trunk', even its slabs and stairs have 'trunk')
Mushroom's red tops look very ugly (not only according to me, but also others in reviews). That's probably because of the color of the red and probably also because of the size of the white circles. You can take example from e.g. Minecrap I mean craft or Mineclonia mushroom biomes for better tops.
Optionally make pine nuts placeable, they could make an interesting decoration item for e.g. cave builds
On some like the Olive or Willow tree and wood, the textures are high resolution, which is infuriating because it makes the block basically useless for building, since it won't fit with the lower resolution textures of other blocks, like other types of wood. Really, you should fix such texture inconsistensies on every mod, like farming redo, but starting with blocks first would be best.
When placing Ethereal's wood blocks (e.g. Olive or Healing), you may notice something annoying when doing this (I don't exactly know how to explain it, so here are instructions on how to reproduce the effect): Build 2 lines of blocks with a length dividable by 2 with a space in between them, place Olive planks (or others) from 1 side, filling the 1st half, and similarly for the 2nd half from the other side, and you'll see what I mean. They're rotated slightly differently and don't align. This does not happen with default planks like apple wood.
Inconsistent names for tree trunks for 'Healing Tree Trunk' (other trunks only have the word 'trunk' appended) and 'Mushroom' (should be 'mushroom trunk', even its slabs and stairs have 'trunk')
Speaking of Mushroom, its trees' red tops look very ugly. That's probably because of the color of the red and probably also because of the size of the white circles. You can take example from e.g. Minecrap I mean craft or Mineclonia mushroom biomes for better tops.
Make Pine Nuts placeable, else they really have no use
Make ethereal trees like lemon grow on ordinary grass (I couldn't grow them on it at all)
Hopefully you can fix these, as doing so would really polish up the game a bit. Thank you in advance.
And you'll also probably realise how realistic and advanced (that's in the name) this mod is. On example, there's a reason why it implements its own tracks instead of using the minecart ones, it's because they can make big, realistic turns (they can even go halfway to 45 degrees!). The trains accelerate slower when being attached to wagons. You can open and close its doors... And even get run over! Tip: Speaking of getting run over, by default it drops your inventory, even when you're playing mtg with bones enabled. You can go to Advanced Trains Core settings and change the overrun mode to 'normal' if you still want bones.
But nothing can be perfect, and there are some problems, but only a few. There's no fuel system, which sucks if you wanna get more realistic. When stopping the train, it then still slowly moves forward and then suddenly moves back to where it's supposed to stop, or something like that (Edit: that's the rubberband bug, which is minetest's fault), and sometimes it can get buggy. On example, I accidently broke a piece of track under my train, but for some reason the train then got disabled. The logs told to put a track back under it and restart the server, so I did and guess what? The train appeared on the end of the track, facing it while floating! But luckily, I believe this mod will be stable when normally driving the trains.
In conclusion, this mod is fantastic, offering great manuals and even a wiki. It supports customizability, allowing you e.g. to get trains seperately, like from mods. It has a lot of interesting things, such as different track types and even nice platforms and signals (this mod has an interlocking system). It's even possible to craft its items and trains from popular train extensions in non-creative mode, allowing you to always adore this mod. Oh, and even an interlocking system if you're planning to have this on a server! Basically the go-to if you wanna start training.
If you wanna start train-ing, this is it for sure.
First off, it has detailed documentation, such as fantastic manuals. The general one goes step-by-step through the basics of the mod. There's even one for the interlocking system, which is also probably sophisticated (I didn't even read it yet, just glanced over it). There's also a wiki, with information about things like additional mods, like the one described in the next line.
Then, there's the trains. The mod comes with none, which means you can pick the ones you want seperately. It may seem complicated at first when the description tells you to take a look at the train gallery, but in reality you can scroll down on this ContentDB page and look at the mods that use the advtrains mod. Then, you can see ones that add trains, such as DlxTrains, which is the one I use, since it offers nice features such as dynamic smoke (smoke appearing only when you're driving) and selectable liveries.
You probably want a place to drive the train around then, and this mod offers not just ordinary tracks, but also their variants, like the ones that are able to go up a slope, some that detect trains and activate mesecons, or whatever the loading, unloading, diamond crossing and others even are! Not only that though, you can also have sandstone and stone brick platforms, signal thingies, and a doctor who sonic screwdriver! (look at general manual after the first track images)
This mod's things (such as tracks) and vehicles in mods such as DlxTrains also have crafting recipes, which allows you to admire training even while you're in your non-creative singleplayer world. Then, you can drive around and have fun while also having a practical way of getting around!
Hello, I was fascinated by the refreshed look this texture pack gives, but also realised that there are some things that could get fixed.
First off, the coal ore block looks like a black mess got splattered over it. That's probably because the dark lines next to the coal pieces look like parts of coal.
The copper block looks like a brick, it should instead be a polished metal block.
The water has its 'lines' very visible all on it, it should be smoother. Cotton looks like bubbles, it needs to be whiter.
Lastly, the HUD using the stamina mod has a line above the hearts with lit up cells. It looks like a battery percentage thing instead of something that is supposed to fit in.
The item bar selection icon also looks bad, it is light and poppy, with a contrasting dark background. It should be calmer.
Bonus: if you're planning to set up a git website to host your texture pack on there, so people can easily look at it and report problems, I recommend you stay away from propietary platforms like github, which is maintained by a generic big tech company, microsoft, which likes to insert malfeatures in its software (like spyware). There are free as in freedom/open source replacements such as codeberg, or probably nongnu savannah too.
This is a pretty good texture pack, I like how it changes the textures to a refreshed look replacing the old fashioned minetest textures.
I think stuff like the ores look good, having their own styles instead of being the same but with different colors. The stone also looks great, similar to minetest's default, but smoother.
The grass and dirt also make you thank this texture pack for making it look way better than before. The sand looks 'grainy' and lets you feel like you really can feel it under your feet.
Though, it also comes with some drawbacks.
On example, the coal ore looks like the the black rock just got splattered on it. The copper block is, for some reason, a brick block, instead of how it's supposed to look like: a polished metal. The water should look a bit smoother, because its 'lines' are very visible everywhere on it.
The HUD got some questionable changes too, especially when you have the stamina mod. Why is the hunger bar turned into a line with lit up cells? Is that supposed to mark battery percentage or something? Imo it doesn't fit at all.
The item bar's selection box looks yellow and poppy, which also doesn't look that great here.
So overall, it's a pretty good mod, which can refresh the look of the game a bit, but you will mind the drawbacks (one of them is always on the screen)
Hopefully the mistakes get fixed.
Hello, when using this mod I realised that when you go into water with a glowing item, it actually replaces the water block with a seemingly empty one, which is weird. It's like air following you in water, but you can't breathe in it, and it's annoying.
I bet this is because this mod creates an invisible block on the player to emit light with it. However, it replaces water. This is why I suggest creating a water (and other liquids, like river water) equivalent.
Oh, I see, so the thing with the scythe was intentional. I thought it wasn't because imo it's weird to have the same chore as replanting the seeds (picking up the harvest from the ground) but get 1 seed more generated out of thin air. Maybe there's even a reason why the scythe can be only made from mithril.... Is it magical?
And what do you mean that there aren't any higher tier hoes because of needing to keep up with minetest_game changes? I'm pretty sure even mese was created at the start of the game, but there's no mese hoe.
So this divides the issues to only the 3rd one, or if possible today, the 1st one too. I'm sorry I didn't know about things like the sword breaking crops faster, but there's little documentation.
This is awesome, not only you get craftable ice cream, which is a cool process, including putting cone shaped dough in the furnace, not just crafting, but you can also create and explore many types of it, including grape ice cream? is that even possible? and garlic ice cream, which is seriously just garlic.
But also these guys can fill up to 6 hearts/buns (buns in stamina mod), which is huge! Or maybe even higher? Because that amount is given by vanilla/chocolate and cookies ice cream, but I didn't even check out the others yet.
Also, I looked at your profile, Can202, and you've not updated your mods since 2022. Where did you go?
Edit: Can202 is alive! He's just at college and forgot about the game, but he plans to program a bit again. Look at 1st comment under this review.
But doing this would still be great, because what if there are some everness bamboo biomes generated, or you already got some everness bamboo, before getting ethereal? It also would allow to create the everness bamboo items without needing specific everness bamboo and similarly for ethereal. If required, then everness could also replace others of its items with ethereal equivalents, and I think this would be great, because most people probably want the most out of both worlds.
It's like with gnu emacs and vim, you know those text editors? Computer persons sometimes fight over which one's the best, but in reality most would just use the 'evil' (that's its name, stands for Extensible Vi Layer) plugin or something similar for vim keybindings in emacs.
I feel like you're just trying to play with me or something. It seems like you are just coming up with weird messages like this without even minding what I actually meant: looking at the issues.
Can you actually consider fixing these then? I think that would actually polish up the game a bit to the player's expectations, that's why I even mentioned them in the first place.
Summary of suggestions:
Make it so you can craft diamond, mese and bronze hoes.
Let the player break crops with the hoe, which should be faster than by hand.
Enable holding left click to automatically hoe blocks, because the same is already implemented with placing blocks and holding right click.
When harvesting crops with the scythe, remove 1 seed/plantable item from the harvest, because the scythe can't just generate seeds out of thin air to replant.
Don't let the crops drop on the ground when harvesting with the scythe, put them in the inventory instead.
I just tried out the scythe, and think that you should apply some changes to it too;
it uses seeds that it creates out of thin air to replant the plants.
On example, when I harvested a bit of oats with it, I got about 30 seeds, but while harvesting the same amount manually, I got the same amount, but then, after replanting, I had 10 at the end. Similarly when I tested out cucumber, which has no additional seed item.
I think the drop of the seeds should be lowered by 1 when harvesting with the scythe.
And 1 more thing: when using the scythe, it drops the items on the ground, which may basically create the chore of manually collecting the items, which is already comparable to planting the seeds when not using the tool. Those items may even block the way when they're in the air while trying to harvest another crop in front.
The items should just go to the inventory.
But why did you even make them unobtainable normally in the first place? A person would normally expect to be able to create e.g. a diamond hoe. Oh, and I can't even find them in the inventory (search feature, you would find it on the right in i3 or unified inventory on example) when searching for 'hoe', only the 3 basic ones appear.
You should make these hoes available for crafting, but can you also take the other improvements I told about in mind?
This is pretty cool, it adds 2 more ores: mithril and silver, which may go away in the dust when you get diamond tools, but in reaity, it is often used by mods such as ranged weapons or farming redo, adding more variety to crafting items, or even adding new ones.
Speaking of farming redo,I'm not a ring (Lord of the Rings) enthusiast, so I'm not triggered by the mithril being worse than diamond, but atleast mithril can actually be still used as one of the best tools for farming in that mod; the mithril scythe, really convenient for harvesting crops.
Edit: I'm actually now TRIGGERED by mithril not being better than diamond, because it is way rarer (I got several stacks of diamonds but just a few mithril) and should be better because of that. Atleast it can be used as the best and biggest chest when using technic (at the time of writing this I just started using it, and I think you should check it out too, it's awesome).
In conclusion, this mod adds more variety, especially when you have mods using it for including it in crafting recipes.
Though, if you don't have mods using it, it's still a cool step before you get diamonds and mese. Oh, and also you can craft interesting blocks from them.
Hello, I was a bit dissapointed about hoes. They, right now, come only in wooden, stone and steel variants, and can't even break crops.
My suggestions to improve them:
Add more hoe variants (mese, diamond...)
Make it so they can break crops faster than by hand (right now, they can't even break them at all)
Why can't I hold left click to automatically hoe dirt like when I'm doing so to place blocks??
optionally make it so you can craft a scythe out of something else than mithril, which is in another mod which not everybody may have
This mod adds so many guns, you can even craft them so you can shoot up monsters in your survival world.
You can even see the stats of each, like how much accuracy the gun has.
There are even things slightly different than guns, like a freaking spear (javelin) or shurikens.
But if you're planning to create a power gun, then note that you'll need a purple orb power thing which has no recipes, so I don't know how you can get it.
My only complaint about this mod is that it calls magazines 'clips' IT'S A MAGAZINEEEEE NOT A CLIP!!!
If you want to add monsters to your game, this mod is it. The mobs are really cool, with different death animations and different attack styles. On example, the mese dragon shoots at you and drops on the ground when killed, while the spider is small, fast and annoying, which is tricky to kill until you realise that you can just stand in one position and hit him easily since he just jumps on your head, and then see how he just 'pops' on death.
These mobs are also really important because Stone monster = renewable stone, coal and iron! Oerki = renewable obsidian and gold! Golem guy is renewable mese and diamonds!
Overall, must-have if you want monsters... or renewable ores ig. You can even disable some annoying ones in the settings.
Tip: You can check out each monster's description in the git repository of this mod.
Hello, when starting/stopping running, it is slightly delayed. On example, when pressing the Aux1 key, after about 0.5 seconds, the character starts running. Why is it delayed, and is there a fix? I'm confused because it normally works instantly in game like Mineclonia.
Tested on minetest version 5.8.0 on GNU-Linux and Android
This is a great mod, it adds hunger mechanics and allows you to run! It also doesn't even need any setup or anything, it just works alright after enabling it in your world.
My only complaints are about the running exhaustion being set too high by default, though easily fixable in the settings, and starting/stopping running being a bit delayed.
Though this is still an excellent mod!
You can edit the loss of stamina in the settings for specific things, like running. I even did it myself, I also thought the default run value was too high.
I don't think they would implement a bot to fight with, because I don't think that is a thing in their goals, but you could talk about most of these additions by, on example, creating a thread here, because I don't think developers look through the reviews for bug fix and enhancement requests.
When you drop 2 of the same items next to each other, one of them merges into the other, but that one then starts standing up instead of still lying on the ground like earlier.
Can you fix this?
Game: minetest game in minetest version 5.8.0
It really is a nice touch. Makes your items drop on the ground in a really cool way compared to the default.
This should've been a built-in feature in minetest!
Read this Tip: If you try to search up this mod in Minetest and unexpectedly see something like 30 pages of mods, try searching its technical name item_physics instead, and you'll get it.
Hello, when I trying to place or move a chest from a place with a tube from pipeworks, the tube stays at the same state as earlier. Placing the chest next to it makes the tube still not connected. Moving the chest from a connected tube makes that tube still look connected, but then end.
I think placing the chest should happen like if it was placed by just doing so like with blocks, because I don't think it's pipeworks specific. I don't know how it works, but I think that then the nodes around get updated. That should happen when placing the chest by hand (I Have Hands).
Can you fix it? Game was Minetest Game played in Minetest 5.8.0 on GNU-Linux
This is a great mod, not only is it really cool to pick up those chests, (they even visibly appear in front of you) but also it is really functional.
I even realised that you can move e.g. chests with ores from your ore storage to an automatic ore smelter! (If the image doesn't load then right click the text below and click on 'show image in new tab' or something like that if you're on desktop)
TIP: If you try to search for this mod in minetest and see 1 billion pages, then search up the technical name
i_have_hands
instead.Note: The image here is a link to a propietary website. It claims it doesn't collect anything about you when you don't sign up, but it's still nonfree. Do you know about a free/libre image hosting website (similar to e.g. imgur or this one, postimages)?
Imagine destroying someone's base by taking each of their ultra-powerful and impossible to break Whatever Block
Or mining by hand in the mines and going out with the mese block in your hands
Hello, I was upgrading my machine network to MV and then was thinking about HV, but found out that it doesn't even have any mandatory consumers like furnaces, grinders, etc.. It makes sense to not have generators such as the watermill (it's not gonna be powerful enough), but why not add any consumers except the quarry and forcefield emitter? Because else HV is gonna have little use. Maintained mods that add those machines are nonexistent too. Can you add those HV consumers?
Also, because I already made a thread, can I ask 1 more question (not HV specific): where is the windmill from the manual? I can't find it in the inventory at all.
Another piece of advice: Avoid the technic plus mod, because it is really technic minus today, since it seems unmaintained. It was last updated in 2021 at the time of writing this.
Edit: They're planning to release another version of technic plus, but you can still try out technic plus beta, which won't actually be that buggy, even though they say 'beta', according to the thread in the 1st link in this sentence. I actually use it today, and I recommend it for its awesome feaatures, such as basic HV machines (grinder, furnace and compressor)!
So, in conclusion, the technic mod is great all around, except the documentation, which really could've been improved, especially because of how complex this mod can be.
This modpack is awesome, because it allows you to take your manual tasks like smelting to a whole other level. Not only it allows you to create actual energy factories like in real life (this mod generally is based off of real life btw) using generators from fuel-fired furnaces, geothermal things to even nuclear reactors, to power awesome machines, such as not only better furnaces, but even cool things like e.g. grinders, which allow you to basically double
it and give it to the next personore lumps by turning them into 2x dust that's smeltable to ingots! You can also connect those using pipeworks to make actual automatic machines that can do whatever you can imagine.The long process of going through the materials, machines and generally exploring the mod is also really fun, but not as fun as it could be. Why? Because let me introduce an issue of this mod:
It lacks good documentation
The manual doesn't guide you step by step at all, and makes you feel like it just talks about random unordered things. E.g. after introducing metal processing techniques (which really should be after telling you how to even create such machines in the first place), it already jumps into stuff about uranium enrichment, which is basically about the endgame freaking nuclear reactor. It doesn't even have anything about starting to build machines, really. Atleast while the manual is bad, you can still look at guides from other sources, such as games like the mesecons lab, which can show you some example technic builds and how it works. I heard you can also check out servers, because some offer technic tutorials. Really, the documentation still has some decent information about e.g. ores, but can't teach a beginner fluently at all.
More in comment
Thank you!
Hello, I was looking at the screenshot of this mod, but realised that it doesn't have e.g. the rotation button, which is in the mod. The image is probably outdated.
If you use Unified Inventory, this is a must have
It adds buttons for faster crafting, such as some on top of the crafting area to distribute items in common patterns, one to clean up the grid by putting leftover items into your inventory, or everything else that you can see in the screenshot of this mod. Basically very welcome addons to make your crafting faster and easier.
Thank you!
Hello, I tried out this game on my phone, and I think it's a really interesting concept. While doing so though, I also realised that there's an issue:
When I tried placing the purple energy generator block on a simple matter generator, the game took that as placing it, even though I didn't actually place the block, but instead, opened the simple matter generator's inventory. In result, it added more global energy to the total, making it an infinite energy glitch.
I tested it on Minetest 5.8.0 on Spydro I mean Android. You should consider fixing this.
Bonus: If you want to start hosting your code on a git website, then please don't choose propietary platforms like github, which is even controlled by microsoft, who loves inserting malfeatures in its software (like spyware). Good replacements are e.g. Codeberg or Nongnu Savannah.
Very simple, does what it said, and works very good. Very useful when you wanna e.g. explore a cave or when night happens. It even emits light from dropped items when using the item_physics mod (which also could be called an essential btw)
The only caveat is that it creates 'air' when you're in water but you can't breathe in it and it's annoying. Luckily though I reported it in a thread under here and it should get fixed.
But why do you even make them inconsistent in terms of resolution in the first place? Becuase I thought making them inconsistent intentionally is weird.
About the wood rotating, I know that it is possible to work with it, but I just though it is annoying when you need to always look at the same direction or else it's gonna be screwed up, especially when wood such as default apple doesn't do that.
I thought pine nuts have no use because you can only eat them for a minimal health/hunger boost, but not even craft anything with them or place them. I thought they would just be an annoyance when having a good source of food,
Lastly, I see now how it can be cool to have trees only grow on their biomes' grass, but I think it can be confusing and unintuitive, especially when it requires the use of an endgame shovel and there's no real documentation yet.
Updated issue list:
Placement of ethereal wood can be misaligned unlike default wood like apple wood, which is atrocious to building
Inconsistent names for tree trunks for 'Healing Tree Trunk' (other trunks only have the word 'trunk' appended) and 'Mushroom' (should be 'mushroom trunk', even its slabs and stairs have 'trunk')
Mushroom's red tops look very ugly (not only according to me, but also others in reviews). That's probably because of the color of the red and probably also because of the size of the white circles. You can take example from e.g. Minecrap I mean craft or Mineclonia mushroom biomes for better tops.
Optionally make pine nuts placeable, they could make an interesting decoration item for e.g. cave builds
Hello, there are some issues with the trees/wood:
On some like the Olive or Willow tree and wood, the textures are high resolution, which is infuriating because it makes the block basically useless for building, since it won't fit with the lower resolution textures of other blocks, like other types of wood. Really, you should fix such texture inconsistensies on every mod, like farming redo, but starting with blocks first would be best.
When placing Ethereal's wood blocks (e.g. Olive or Healing), you may notice something annoying when doing this (I don't exactly know how to explain it, so here are instructions on how to reproduce the effect): Build 2 lines of blocks with a length dividable by 2 with a space in between them, place Olive planks (or others) from 1 side, filling the 1st half, and similarly for the 2nd half from the other side, and you'll see what I mean. They're rotated slightly differently and don't align. This does not happen with default planks like apple wood.
Inconsistent names for tree trunks for 'Healing Tree Trunk' (other trunks only have the word 'trunk' appended) and 'Mushroom' (should be 'mushroom trunk', even its slabs and stairs have 'trunk')
Speaking of Mushroom, its trees' red tops look very ugly. That's probably because of the color of the red and probably also because of the size of the white circles. You can take example from e.g. Minecrap I mean craft or Mineclonia mushroom biomes for better tops.
Make Pine Nuts placeable, else they really have no use
Make ethereal trees like lemon grow on ordinary grass (I couldn't grow them on it at all)
Hopefully you can fix these, as doing so would really polish up the game a bit. Thank you in advance.
But you can probably map 'zoom' to the R key because the mod checks for the 'zoom' key, not specifically Z.
And you'll also probably realise how realistic and advanced (that's in the name) this mod is. On example, there's a reason why it implements its own tracks instead of using the minecart ones, it's because they can make big, realistic turns (they can even go halfway to 45 degrees!). The trains accelerate slower when being attached to wagons. You can open and close its doors... And even get run over! Tip: Speaking of getting run over, by default it drops your inventory, even when you're playing mtg with bones enabled. You can go to Advanced Trains Core settings and change the overrun mode to 'normal' if you still want bones.
But nothing can be perfect, and there are some problems, but only a few. There's no fuel system, which sucks if you wanna get more realistic. When stopping the train, it then still slowly moves forward and then suddenly moves back to where it's supposed to stop, or something like that (Edit: that's the rubberband bug, which is minetest's fault), and sometimes it can get buggy. On example, I accidently broke a piece of track under my train, but for some reason the train then got disabled. The logs told to put a track back under it and restart the server, so I did and guess what? The train appeared on the end of the track, facing it while floating! But luckily, I believe this mod will be stable when normally driving the trains.
In conclusion, this mod is fantastic, offering great manuals and even a wiki. It supports customizability, allowing you e.g. to get trains seperately, like from mods. It has a lot of interesting things, such as different track types and even nice platforms and signals (this mod has an interlocking system). It's even possible to craft its items and trains from popular train extensions in non-creative mode, allowing you to always adore this mod. Oh, and even an interlocking system if you're planning to have this on a server! Basically the go-to if you wanna start training.
Happy training!
If you wanna start train-ing, this is it for sure.
First off, it has detailed documentation, such as fantastic manuals. The general one goes step-by-step through the basics of the mod. There's even one for the interlocking system, which is also probably sophisticated (I didn't even read it yet, just glanced over it). There's also a wiki, with information about things like additional mods, like the one described in the next line.
Then, there's the trains. The mod comes with none, which means you can pick the ones you want seperately. It may seem complicated at first when the description tells you to take a look at the train gallery, but in reality you can scroll down on this ContentDB page and look at the mods that use the advtrains mod. Then, you can see ones that add trains, such as DlxTrains, which is the one I use, since it offers nice features such as dynamic smoke (smoke appearing only when you're driving) and selectable liveries.
You probably want a place to drive the train around then, and this mod offers not just ordinary tracks, but also their variants, like the ones that are able to go up a slope, some that detect trains and activate mesecons, or whatever the loading, unloading, diamond crossing and others even are! Not only that though, you can also have sandstone and stone brick platforms, signal thingies, and a doctor who sonic screwdriver! (look at general manual after the first track images)
This mod's things (such as tracks) and vehicles in mods such as DlxTrains also have crafting recipes, which allows you to admire training even while you're in your non-creative singleplayer world. Then, you can drive around and have fun while also having a practical way of getting around!
--- review continues in comment ---
Hello, I was fascinated by the refreshed look this texture pack gives, but also realised that there are some things that could get fixed.
First off, the coal ore block looks like a black mess got splattered over it. That's probably because the dark lines next to the coal pieces look like parts of coal.
The copper block looks like a brick, it should instead be a polished metal block.
The water has its 'lines' very visible all on it, it should be smoother. Cotton looks like bubbles, it needs to be whiter.
Lastly, the HUD using the stamina mod has a line above the hearts with lit up cells. It looks like a battery percentage thing instead of something that is supposed to fit in. The item bar selection icon also looks bad, it is light and poppy, with a contrasting dark background. It should be calmer.
Bonus: if you're planning to set up a git website to host your texture pack on there, so people can easily look at it and report problems, I recommend you stay away from propietary platforms like github, which is maintained by a generic big tech company, microsoft, which likes to insert malfeatures in its software (like spyware). There are free as in freedom/open source replacements such as codeberg, or probably nongnu savannah too.
Can you fix these? Thank you!
This is a pretty good texture pack, I like how it changes the textures to a refreshed look replacing the old fashioned minetest textures.
I think stuff like the ores look good, having their own styles instead of being the same but with different colors. The stone also looks great, similar to minetest's default, but smoother.
The grass and dirt also make you thank this texture pack for making it look way better than before. The sand looks 'grainy' and lets you feel like you really can feel it under your feet.
Though, it also comes with some drawbacks.
On example, the coal ore looks like the the black rock just got splattered on it. The copper block is, for some reason, a brick block, instead of how it's supposed to look like: a polished metal. The water should look a bit smoother, because its 'lines' are very visible everywhere on it.
The HUD got some questionable changes too, especially when you have the stamina mod. Why is the hunger bar turned into a line with lit up cells? Is that supposed to mark battery percentage or something? Imo it doesn't fit at all. The item bar's selection box looks yellow and poppy, which also doesn't look that great here.
So overall, it's a pretty good mod, which can refresh the look of the game a bit, but you will mind the drawbacks (one of them is always on the screen) Hopefully the mistakes get fixed.
Thank you!
Hello, when using this mod I realised that when you go into water with a glowing item, it actually replaces the water block with a seemingly empty one, which is weird. It's like air following you in water, but you can't breathe in it, and it's annoying.
I bet this is because this mod creates an invisible block on the player to emit light with it. However, it replaces water. This is why I suggest creating a water (and other liquids, like river water) equivalent.
Can you do so?
And thank you for replying!
Oh, I see, so the thing with the scythe was intentional. I thought it wasn't because imo it's weird to have the same chore as replanting the seeds (picking up the harvest from the ground) but get 1 seed more generated out of thin air. Maybe there's even a reason why the scythe can be only made from mithril.... Is it magical?
And what do you mean that there aren't any higher tier hoes because of needing to keep up with minetest_game changes? I'm pretty sure even mese was created at the start of the game, but there's no mese hoe.
So this divides the issues to only the 3rd one, or if possible today, the 1st one too. I'm sorry I didn't know about things like the sword breaking crops faster, but there's little documentation.
This is awesome, not only you get craftable ice cream, which is a cool process, including putting cone shaped dough in the furnace, not just crafting, but you can also create and explore many types of it, including grape ice cream? is that even possible? and garlic ice cream, which is seriously just garlic.
But also these guys can fill up to 6 hearts/buns (buns in stamina mod), which is huge! Or maybe even higher? Because that amount is given by vanilla/chocolate and cookies ice cream, but I didn't even check out the others yet.
Also, I looked at your profile, Can202, and you've not updated your mods since 2022. Where did you go?
Edit: Can202 is alive! He's just at college and forgot about the game, but he plans to program a bit again. Look at 1st comment under this review.
But doing this would still be great, because what if there are some everness bamboo biomes generated, or you already got some everness bamboo, before getting ethereal? It also would allow to create the everness bamboo items without needing specific everness bamboo and similarly for ethereal. If required, then everness could also replace others of its items with ethereal equivalents, and I think this would be great, because most people probably want the most out of both worlds.
It's like with gnu emacs and vim, you know those text editors? Computer persons sometimes fight over which one's the best, but in reality most would just use the 'evil' (that's its name, stands for Extensible Vi Layer) plugin or something similar for vim keybindings in emacs.
I feel like you're just trying to play with me or something. It seems like you are just coming up with weird messages like this without even minding what I actually meant: looking at the issues.
Can you actually consider fixing these then? I think that would actually polish up the game a bit to the player's expectations, that's why I even mentioned them in the first place.
Summary of suggestions:
Make it so you can craft diamond, mese and bronze hoes.
Let the player break crops with the hoe, which should be faster than by hand.
Enable holding left click to automatically hoe blocks, because the same is already implemented with placing blocks and holding right click.
When harvesting crops with the scythe, remove 1 seed/plantable item from the harvest, because the scythe can't just generate seeds out of thin air to replant.
Don't let the crops drop on the ground when harvesting with the scythe, put them in the inventory instead.
I just tried out the scythe, and think that you should apply some changes to it too; it uses seeds that it creates out of thin air to replant the plants.
On example, when I harvested a bit of oats with it, I got about 30 seeds, but while harvesting the same amount manually, I got the same amount, but then, after replanting, I had 10 at the end. Similarly when I tested out cucumber, which has no additional seed item. I think the drop of the seeds should be lowered by 1 when harvesting with the scythe.
And 1 more thing: when using the scythe, it drops the items on the ground, which may basically create the chore of manually collecting the items, which is already comparable to planting the seeds when not using the tool. Those items may even block the way when they're in the air while trying to harvest another crop in front. The items should just go to the inventory.
Can you consider fixing these too?
But why did you even make them unobtainable normally in the first place? A person would normally expect to be able to create e.g. a diamond hoe. Oh, and I can't even find them in the inventory (search feature, you would find it on the right in i3 or unified inventory on example) when searching for 'hoe', only the 3 basic ones appear.
You should make these hoes available for crafting, but can you also take the other improvements I told about in mind?
This is pretty cool, it adds 2 more ores: mithril and silver, which may go away in the dust when you get diamond tools, but in reaity, it is often used by mods such as ranged weapons or farming redo, adding more variety to crafting items, or even adding new ones.
Speaking of farming redo,
I'm not a ring (Lord of the Rings) enthusiast, so I'm not triggered by the mithril being worse than diamond, but atleastmithril can actually bestillused as one of the best tools for farming in that mod; the mithril scythe, really convenient for harvesting crops.Edit: I'm actually now TRIGGERED by mithril not being better than diamond, because it is way rarer (I got several stacks of diamonds but just a few mithril) and should be better because of that. Atleast it can be used as the best and biggest chest when using technic (at the time of writing this I just started using it, and I think you should check it out too, it's awesome).
In conclusion, this mod adds more variety, especially when you have mods using it for including it in crafting recipes. Though, if you don't have mods using it, it's still a cool step before you get diamonds and mese. Oh, and also you can craft interesting blocks from them.
Hello, I was a bit dissapointed about hoes. They, right now, come only in wooden, stone and steel variants, and can't even break crops. My suggestions to improve them:
Add more hoe variants (mese, diamond...)
Make it so they can break crops faster than by hand (right now, they can't even break them at all)
Why can't I hold left click to automatically hoe dirt like when I'm doing so to place blocks??
optionally make it so you can craft a scythe out of something else than mithril, which is in another mod which not everybody may have
This mod adds so many guns, you can even craft them so you can shoot up monsters in your survival world. You can even see the stats of each, like how much accuracy the gun has. There are even things slightly different than guns, like a freaking spear (javelin) or shurikens. But if you're planning to create a power gun, then note that you'll need a purple orb power thing which has no recipes, so I don't know how you can get it.
My only complaint about this mod is that it calls magazines 'clips' IT'S A MAGAZINEEEEE NOT A CLIP!!!
IT'S A MAGAZINEEEE NOT A CLIP!
If you want to add monsters to your game, this mod is it. The mobs are really cool, with different death animations and different attack styles. On example, the mese dragon shoots at you and drops on the ground when killed, while the spider is small, fast and annoying, which is tricky to kill until you realise that you can just stand in one position and hit him easily since he just jumps on your head, and then see how he just 'pops' on death.
These mobs are also really important because Stone monster = renewable stone, coal and iron! Oerki = renewable obsidian and gold! Golem guy is renewable mese and diamonds!
Overall, must-have if you want monsters... or renewable ores ig. You can even disable some annoying ones in the settings.
Tip: You can check out each monster's description in the git repository of this mod.
// Note: old crazy review in comment.
Hello, when starting/stopping running, it is slightly delayed. On example, when pressing the Aux1 key, after about 0.5 seconds, the character starts running. Why is it delayed, and is there a fix? I'm confused because it normally works instantly in game like Mineclonia. Tested on minetest version 5.8.0 on GNU-Linux and Android
This is a great mod, it adds hunger mechanics and allows you to run! It also doesn't even need any setup or anything, it just works alright after enabling it in your world.
My only complaints are about the running exhaustion being set too high by default, though easily fixable in the settings, and starting/stopping running being a bit delayed. Though this is still an excellent mod!
You can edit the loss of stamina in the settings for specific things, like running. I even did it myself, I also thought the default run value was too high.
Yea it's fixed thank you
I don't think they would implement a bot to fight with, because I don't think that is a thing in their goals, but you could talk about most of these additions by, on example, creating a thread here, because I don't think developers look through the reviews for bug fix and enhancement requests.
When you drop 2 of the same items next to each other, one of them merges into the other, but that one then starts standing up instead of still lying on the ground like earlier. Can you fix this? Game: minetest game in minetest version 5.8.0
It really is a nice touch. Makes your items drop on the ground in a really cool way compared to the default. This should've been a built-in feature in minetest!
Read this Tip: If you try to search up this mod in Minetest and unexpectedly see something like 30 pages of mods, try searching its technical name item_physics instead, and you'll get it.
The mod told to remove bobbing for best experience. That may be the source of the annoying movement you experienced.