I think you'd be surprised, I thought that people might never use some of the library mods I created, and people wound up using them for things I never imagined to use them for. Think of it this way, layered architecture is everywhere in my day job. That means we have backend libraries that do the logic, and front end modules that do the UI stuff (that's visible to the user). Splitting 1 mod into 2 won't be considered as spamming CDB at all if it makes better sense from an architectural perspective. While chalk and mortar and pestle and all the other new in game items are great, they are not needed by even the first UI based mod you created (Always Greener). Always Greener provides beautiful new models for plants & leaves etc. It has no need for any of the new items. If every other mod you create does need them then I would have a Base Library mod that is a dependency for the new items/gameplay mod that is a dependency for the new mods. Base Library > Items Mod> Mods that need items. Minetest is a bit different from Minecraft in that Minecraft you pretty much get a complete game that you're just tacking a few customizations onto. Minetest Game is more like a lego set which is composed of a blank slate plus lots of tiny modules that the player combines in ways that the developer never imagined. Most of the mods are very simple and just do 1 thing, but they do it really well (think Weilded Light mod, or my Node Touch Action library). Mods that are a conglomeration of a bunch of unrelated things just aren't as useful.
It appears that this mod is used to do 2 unrelated things. One is to act as a library for creating basic boilerplate code for other mods, and one that adds all sorts of interesting new items and gameplay. It does both things well, however when other mods use it, you are forced to take all of these new items and gameplay changes with you. The author has created another wonderful mod (Always Greener) that transforms existing biomes to look much more natural and beautiful. It depends on this mod. However now if I want to use Always Greener, I'm forced to take these other items and gameplay changes. As a player I'd prefer to have the choice of whether or not I want them (sometimes for performance reasons). As a mod developer, I'd be leery of creating mods based on this library, because again, I probably want more control, and want to add my stuff while taking advantage of the code the library gives me, without always being forced to include these new unrelated items. For this library to be widely adopted by other modders, it needs to be split into a mod boilerplate library mod, and the new items & gameplay mod. Yes there are settings to disable the new items, but it creates unnecessary bloat. And it defaults to having both turned on, something that as a modder I might not want to have the player to mess with settings to get this extra stuff removed.
The new models in this mod add a beautiful realism to Minetest. Their design is near perfection. The trees and bushes are like the bushy leaves mod, but done much better. The blueberries on the bushes look plump and inviting. The water lillies are stunning. These improvements show an artist's eye, and an artist's restraint. About the only concern I have is that when I add other biome mods they still have the cube leaf models and plain plant models which kind of clash with these new much improved models. At some point, I woul love to see support added for all of Wilhelmines biome mods nodes. There was one biome mod that works perfectly with this mod out of the box: Better Biomes by Atlante mod ( https://content.minetest.net/packages/Neuromancer/terraria/ ) because it uses for the most part all of the existing nodes in Minetest Game, but makes them more interesting. If you want more depth & variety in your worlds, I suggest adding that mod as well.
I like the mud, but the sounds could be better. I'd recommend taking the sounds from smamp mod and using those instead.
If they added your mesh options to the plantlike draw type in the engine would it improve performance? (Or added "leaflike" drawytype with different mesh options?)
Awesome. You might want to actually convert the colors of the leaf textures at some point rather than using colorize. I thought mapgen was slower once I made the change, but it could have been my imagination. I do know that lots of mobs can cause performance issues. I had to create a mob limiter mod and changed the mobs redo setting remove_far_mobs from false to true and that greatly improved myserver performance. You should be proud of AOM. It's very impressive.
You can tell that the creator of this game has an artist's eye. This is the only game that really interests me other than Minetest Game.
Pros:
Attention to detail is off the charts
Everything is designed from the ground up to create a cohesive feel.
not as grindy as Exile or Node Core
Trees look beautiful
Mobs have very natural movement compared to other mob mods.
Weather done really well
Everything fits together very well
Ruins look really nice
Cons:
Some of the sounds are really good, but there are some really bad ones that break immersion (e.g. walking through grass).
Not a fan of the texture style (more cartoony texture pack) but that's just my personal preference. That said everything works together well to give a consistent look and feel. If you'd like to see textures I favor look at those in Vintage Story (https://www.youtube.com/watch?v=gpQGRtEg05g)
I would like more variety in leaf colors
Needs more gameplay
Needs modders to help make more content
Summary, I hope a team of developers and artists help Sumanian Voice complete this game. Let Sumanian Voice be the visionary who makes all the decisions, but this will take a lot of work, and it truly deserves a team effort because it is so promising. I prefer it to Voxel Libre & Mineclonia, and the other games, many of which have large teams of devs working on them.
Thanks for bringing this bit of minetest nostalgia back to life. You have no idea how excited we were over a decade ago to get a toilet in Minetest. It made it seem like anything was possible in this game. Good times.
I've added expanding walls & slime nodes, so now I've implemented almost all of the functionality of BoulderDash. Commented items still need to be added. Inbox is handled in the levels table so the functionality already exists.
Updated nodes table for schematics folder files:
If you want to help and have questions contact me here. I just added a pseudo bdcff (ascii art) format capability. Lvl 8 is an example of this. 3 tables need to be updated in the init.lua to create a level in this way. Butterflies have to be placed using place_node otherwise they don't move. Not sure why. Everything needed to create level 8 is shown below:
In the mod's schematics folder you'll find a file called bomb_butterfly to see an example of how to create the layout of the level. It looks like this:
As someone who created a mod to convert lua schematics to mts, this mod makes my mod a whole lot less useful. I guess mine would be good if you wanted to do a search and replace for random percentages of node being generated. But I really appreciate that this mod has been created. It gives us a whole new way of dealing with schematics. The more useful tools here the better.
To convert an .mts file to an ascii art schematic lua:
Made sure that mod that contained .mts file was enabled in world.
I used this mod's library in my boulder_dig mod. In order to use ascii art schematic library:
Boulder_dig:
Init.lua
-- Ensure modname is defined
local modname = minetest.get_current_modname()
-- Get the schematic path
local modpath = minetest.get_modpath(modname)
if not modpath then
error("Mod path for " .. modname .. " not found")
end
local schematic_path1 = modpath .. "\\schematics\\bomb_butterfly.lua"
\schematics\bomb_butterfly.lua
Scripted_world_editor:
mod.config
depends = default, aaschemlib
Init.lua
Added:
function build_ascii_schematic(StartPosition, path)
local ascii = dofile(path)
local schematic = aaschemlib.asciiart_to_schematic(ascii)
if schematic then
flags_rotate = 0
flags_force_placement = true
success = minetest.place_schematic(StartPosition, schematic, flags_rotate, nil, flags_force_placement)
end
end
Makes the water interesting. Really well done creatures as usual by Liil. They fit well into Minetest. For me this is a must have mod, and I'm surprised that it didn't get more recognition from the Minetest community.
Thanks, that does help me track things down a little. I thought it was due to my mob_biome_mapper mod that made it spawn more elephants, hippos, and crocodiles, but it turns out that mob_biome_mapper mod only has 6000 chance and only adds elephants. Animal world has a 2000 chance for all these mobs which makes them 3 times more likely. I think it's a combination of mobs spawning more frequently on a server than in single player, and the fact that my server has more limited resources. I wish there was a way to use a parameter on the mod to incrase the chance parameter which decreases the chance that mobs will spawn. Not sure why server multi player makes so many more mobs spawn also. Maybe it multiplies the chance of spawning by the number of players online?
I keep getting server crashes and the following error:
2024-05-03 21:36:06: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'animalworld' in callback luaentity_GetStaticdata(): ...arthmann/minetest580/bin/../builtin/common/serialize.lua:33: unsupported type: userdata
2024-05-03 21:36:06: ERROR[Main]: stack traceback:
2024-05-03 21:36:06: ERROR[Main]: [C]: in function 'error'
2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:33: in function 'count_values'
2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:29: in function 'count_values'
2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:29: in function 'count_values'
2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:36: in function 'count_objects'
2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:69: in function 'serialize'
2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:195: in function <...arthmann/minetest580/bin/../builtin/common/serialize.lua:193>
As ContentDb grows It's incredibly useful to have these metadata mods that allow us to manage all the complexity. For example, I've been able to create a new version of my mob_biome_mapper mod that allows mobs to spawn in biomes that their authors never even considered. I can see many uses in mods for this, for example allowing users to customize and improve biome mods as well. I'm sure there will be all kinds of uses for BiomeDb going forward. Thanks you EmptyStar for creating this!
Thanks for the suggestion. I've changed it so dungeon masters will now only spawn below -500 in caves and lowered the light back down.
mob_spawn({
name = "mobs_monster:dungeon_master",
nodes = {"group:cave_floor"},
max_light = 5, --5
chance = 9000/monster_spawn_chance_multiplier,
active_object_count = 1,
max_height = -500,
})
However they will still spawn in volcanic and backroom biomes at any height with a max_light of 7.
I made a similar fix for mese monsters. Let me know if you want me to adjust the height or light value in caves more.
Note, all this mod does is change where mobs spawn, it does not change their behavior or the damage they take. Before, skeletons would not spawn as often in caves underground, so now you're noticing that they take damage from torch light. You need to go back to the creator of the skeleton mod to get them to change that.
Certain falling nodes should cause damage to the player. This mod adds that important functionality. Though it only adds for certain nodes. I ask that it be allowed to be used for adding fall damage to any node other modders would like to add.
Edit: Based on TenPlus1's comment adding the following code to your mod will allow you to add fall damage to any node:
local function add_fall_damage(node, damage)
local function add_fall_damage(node, damage)
if minetest.registered_nodes[node] then
local group = minetest.registered_nodes[node].groups
group.falling_node_damage = damage
minetest.override_item(node, {groups = group})
else
print (node .. " not found to add falling_node_damage to")
end
end
add_fall_damage("my_mod:my_node", 3)
Thanks for adjusting your review. You're right that I will be tweaking this in the future, but it's going to be a while, because I'm working on mine level generation code, and that is going to take a while because there's a lot to do. I like breaking my games into modules because it lets people use the individual components in ways I couldn't even imagine. I'm going to create a generic mine digging api for this next phase that people will be able to use in many different ways, but I'll use it to create levels for the H.E.R.O. game.
Did you read the Mod description or the README file? The first line in the description says: hero_jetpack is a fork of sum_jetpack mod by Sumi (info@sumianvoice.com). (This credit is also at the top of the README file.) It explains that the point is that the flight mechanic is changed to make it challenging. It is to mimic the gameplay of the game H.E.R.O., and will be part of a bunch of other mods that will recreate the game H.E.R.O. The reason to download this is that the flight mechanic is much more fun, and if you want to play the game H.E.R.O. as pieces get added to it. Play around with this mod vs. the original mod, and try to land on different objects using both mods. It's a completely different experience. Then play the free hero game here https://www.retrogames.cz/play_228-Atari2600.php?language=EN to see where I'm going with this.
It's better to think of Minetest Mods as a set of legos. They allow the players to combine them in any ways they want. So to have a game that is fun for the player, they pick the biome mods they want, and then they pick the mob mods that they want too see in those biomes. And then by enabling my mob_biome_mapper mod, the mobs just work in those biomes. If you see any that I haven't coded for yet, just ask me and I add them. If SaKeL were to add mobs to his Everness Biomes mod, then it would be like super-gluing your legos together, meaning everyone is stuck with those same mobs in those biomes. It's better when we give players choice of what they want to see. Plus that allows modders to specialize in what they are good at. Some excel in creating biomes, others in creating mobs.
Minetest feels a bit empty and dead. This makes your world feel more real and alive by adding villagers and their dwellings. The attention to detail in the buildings and the villagers themselves is very good here. Nice artistic touches. Fits seamlessly into Minetest. There is a good variety of dwelling & villager types to go into a wide variety of biomes. Though one problem is that there are new biome mods being created all the time, and this only spawns villages in some of them.
The sheer number of mobs allows you to have a nice set of creatures to inhabit any biome. Most of the models and animations are very good with a few exceptions like the rat which could have a better texture and model. The interations between mobs are also fun and add an interesting dynamic to the game. For the most part the animal sounds are done well, my only complaint would be that a few of the sounds are too loud (Viper & wolf being examples). Makes playing Minetest so much more interesting. There are lots of new biome mods coming out every day so if you want to use this mod with them, then check out the mob_biome_mapper mod https://content.minetest.net/packages/Neuromancer/mob_biome_mapper/ that I wrote. I tend to make this Animal World mod a priority when making it work with new biomes because I like it so much.
I love this mod. So much attention to detail and wide variety of biomes & trees. The variety of fruits is cool too. My only complaint is the harshness of the orange textures.
Try these changes to nodes.lua and let me know what you think: Make it a softer dustier orange.
minetest.register_node("australia:red_dirt", {
description = "Red Dirt",
--tiles = {"aus_red_dirt.png"},
tiles = {"default_dirt.png^[colorize:sienna:175^[colorize:red:40"},
groups = {crumbly=3,soil=1},
sounds = default.node_sound_dirt_defaults(),
})
If you use the mob_biome_mapper mod + the animal_world mod you should get some animals. Though if you can give me the name of the animal plus the name of the node it should spawn on I could alter my mob_biome_mapper mod to add more animals from animal world.
This is the single most important mod to have. Being able to see without having to clutter the landscape with torches is essential to fun gameplay. A million thanks for making my favorite most useful mod.
Adds a more beautiful desert biome. Canyons look so much more compelling.
Would you be willing to make the following changes:
node_stone = "default:desert_stone",
& ore = "default:stone_with_gold",
wherein = "default:desert_stone",
?
It would then work out of the box with my petroglyphs mod, and also mob_biome_mapper/animal world mods. Those mob mods would allow caves to be filled with bats, spiders, scorpions, rats, lizards, snakes.
You could leave the stone_with_gold ore as is, or create a new node desert_stone_with_gold that could drop gold.
The magma conduits mod needs to use the following settings:
Minimum volcano peak elevation = 20
Region mapblocks =8
Probability of active volcano in region = 0.7
I'll continue to tweak and create mods to make this Tropical Island Paradise even better.
I tried to get this to work with the island mods, but even when I changed the fill_ratio to 0.1 for minetest.register_decoration where decoration = "magma:volcano", I still didn't see any volcanos.
I thought Piranesi was a popular video game so I went on YouTube searching for gameplay, but came up empty. This is because the inspiration for this video game came from a Minetest Game Jam video game. But in my searching I discovered that Piranesi is a fantasy book written by Susanna Clarke which definitely sounds like it's worth a read. Piranesi is also an italian artist who seems to be a combination of MC Escher and Edgar Allen Poe. Oh and the game is worth a try as well, but I haven't made much progress in it. This game, the book, and the artist are all related in some way. I'll leave it to you to figure out how.
Цель этого мода — попытаться добавить немного утонченной красоты природы. Если вы хотите смелого разнообразия, я бы посоветовал объединить этот мод с модом Variety от Atlante. https://content.minetest.net/packages/Atlante/variety/
I think you'd be surprised, I thought that people might never use some of the library mods I created, and people wound up using them for things I never imagined to use them for. Think of it this way, layered architecture is everywhere in my day job. That means we have backend libraries that do the logic, and front end modules that do the UI stuff (that's visible to the user). Splitting 1 mod into 2 won't be considered as spamming CDB at all if it makes better sense from an architectural perspective. While chalk and mortar and pestle and all the other new in game items are great, they are not needed by even the first UI based mod you created (Always Greener). Always Greener provides beautiful new models for plants & leaves etc. It has no need for any of the new items. If every other mod you create does need them then I would have a Base Library mod that is a dependency for the new items/gameplay mod that is a dependency for the new mods. Base Library > Items Mod> Mods that need items. Minetest is a bit different from Minecraft in that Minecraft you pretty much get a complete game that you're just tacking a few customizations onto. Minetest Game is more like a lego set which is composed of a blank slate plus lots of tiny modules that the player combines in ways that the developer never imagined. Most of the mods are very simple and just do 1 thing, but they do it really well (think Weilded Light mod, or my Node Touch Action library). Mods that are a conglomeration of a bunch of unrelated things just aren't as useful.
converted review into a thread
It appears that this mod is used to do 2 unrelated things. One is to act as a library for creating basic boilerplate code for other mods, and one that adds all sorts of interesting new items and gameplay. It does both things well, however when other mods use it, you are forced to take all of these new items and gameplay changes with you. The author has created another wonderful mod (Always Greener) that transforms existing biomes to look much more natural and beautiful. It depends on this mod. However now if I want to use Always Greener, I'm forced to take these other items and gameplay changes. As a player I'd prefer to have the choice of whether or not I want them (sometimes for performance reasons). As a mod developer, I'd be leery of creating mods based on this library, because again, I probably want more control, and want to add my stuff while taking advantage of the code the library gives me, without always being forced to include these new unrelated items. For this library to be widely adopted by other modders, it needs to be split into a mod boilerplate library mod, and the new items & gameplay mod. Yes there are settings to disable the new items, but it creates unnecessary bloat. And it defaults to having both turned on, something that as a modder I might not want to have the player to mess with settings to get this extra stuff removed.
The new models in this mod add a beautiful realism to Minetest. Their design is near perfection. The trees and bushes are like the bushy leaves mod, but done much better. The blueberries on the bushes look plump and inviting. The water lillies are stunning. These improvements show an artist's eye, and an artist's restraint. About the only concern I have is that when I add other biome mods they still have the cube leaf models and plain plant models which kind of clash with these new much improved models. At some point, I woul love to see support added for all of Wilhelmines biome mods nodes. There was one biome mod that works perfectly with this mod out of the box: Better Biomes by Atlante mod ( https://content.minetest.net/packages/Neuromancer/terraria/ ) because it uses for the most part all of the existing nodes in Minetest Game, but makes them more interesting. If you want more depth & variety in your worlds, I suggest adding that mod as well.
I like the mud, but the sounds could be better. I'd recommend taking the sounds from smamp mod and using those instead.
If they added your mesh options to the plantlike draw type in the engine would it improve performance? (Or added "leaflike" drawytype with different mesh options?)
I think right now the options are as follows: Summary of param2 Values:
Awesome. You might want to actually convert the colors of the leaf textures at some point rather than using colorize. I thought mapgen was slower once I made the change, but it could have been my imagination. I do know that lots of mobs can cause performance issues. I had to create a mob limiter mod and changed the mobs redo setting remove_far_mobs from false to true and that greatly improved myserver performance. You should be proud of AOM. It's very impressive.
Here's what I would do with the leaf textures:
https://content.minetest.net/uploads/4f03378861.png
https://content.minetest.net/uploads/370a39402a.png
To achieve this I modified E:\games\minetest-5.8.0-win64\games\pmb_core\mods\pmb_nodes\pmb_wood\init.lua
You can tell that the creator of this game has an artist's eye. This is the only game that really interests me other than Minetest Game.
Pros:
Cons:
Summary, I hope a team of developers and artists help Sumanian Voice complete this game. Let Sumanian Voice be the visionary who makes all the decisions, but this will take a lot of work, and it truly deserves a team effort because it is so promising. I prefer it to Voxel Libre & Mineclonia, and the other games, many of which have large teams of devs working on them.
Here's what I would do with the leaf textures:
https://content.minetest.net/uploads/4f03378861.png
https://content.minetest.net/uploads/370a39402a.png
To get these colors I modified E:\games\minetest-5.8.0-win64\games\pmb_core\mods\pmb_nodes\pmb_wood\init.lua
Thanks for bringing this bit of minetest nostalgia back to life. You have no idea how excited we were over a decade ago to get a toilet in Minetest. It made it seem like anything was possible in this game. Good times.
Waterworks idea is silly, but adding the ability to clog and overflow the toilet would be epic.
I've added expanding walls & slime nodes, so now I've implemented almost all of the functionality of BoulderDash. Commented items still need to be added. Inbox is handled in the levels table so the functionality already exists. Updated nodes table for schematics folder files:
If you want to help and have questions contact me here. I just added a pseudo bdcff (ascii art) format capability. Lvl 8 is an example of this. 3 tables need to be updated in the init.lua to create a level in this way. Butterflies have to be placed using place_node otherwise they don't move. Not sure why. Everything needed to create level 8 is shown below:
In the mod's schematics folder you'll find a file called bomb_butterfly to see an example of how to create the layout of the level. It looks like this:
As someone who created a mod to convert lua schematics to mts, this mod makes my mod a whole lot less useful. I guess mine would be good if you wanted to do a search and replace for random percentages of node being generated. But I really appreciate that this mod has been created. It gives us a whole new way of dealing with schematics. The more useful tools here the better.
To convert an .mts file to an ascii art schematic lua:
/mts2aa terraria:schematics\beech_bush_1.mts beech_bush_1.lua
I used this mod's library in my boulder_dig mod. In order to use ascii art schematic library:
Boulder_dig:
Scripted_world_editor:
mod.config
depends = default, aaschemlib
Init.lua
Makes the water interesting. Really well done creatures as usual by Liil. They fit well into Minetest. For me this is a must have mod, and I'm surprised that it didn't get more recognition from the Minetest community.
Please explain the differences between this mod and TenPlus1's Proctector Redo mod.
Thanks, that does help me track things down a little. I thought it was due to my mob_biome_mapper mod that made it spawn more elephants, hippos, and crocodiles, but it turns out that mob_biome_mapper mod only has 6000 chance and only adds elephants. Animal world has a 2000 chance for all these mobs which makes them 3 times more likely. I think it's a combination of mobs spawning more frequently on a server than in single player, and the fact that my server has more limited resources. I wish there was a way to use a parameter on the mod to incrase the chance parameter which decreases the chance that mobs will spawn. Not sure why server multi player makes so many more mobs spawn also. Maybe it multiplies the chance of spawning by the number of players online?
I keep getting server crashes and the following error: 2024-05-03 21:36:06: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'animalworld' in callback luaentity_GetStaticdata(): ...arthmann/minetest580/bin/../builtin/common/serialize.lua:33: unsupported type: userdata 2024-05-03 21:36:06: ERROR[Main]: stack traceback: 2024-05-03 21:36:06: ERROR[Main]: [C]: in function 'error' 2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:33: in function 'count_values' 2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:29: in function 'count_values' 2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:29: in function 'count_values' 2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:36: in function 'count_objects' 2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:69: in function 'serialize' 2024-05-03 21:36:06: ERROR[Main]: ...arthmann/minetest580/bin/../builtin/common/serialize.lua:195: in function <...arthmann/minetest580/bin/../builtin/common/serialize.lua:193>
As ContentDb grows It's incredibly useful to have these metadata mods that allow us to manage all the complexity. For example, I've been able to create a new version of my mob_biome_mapper mod that allows mobs to spawn in biomes that their authors never even considered. I can see many uses in mods for this, for example allowing users to customize and improve biome mods as well. I'm sure there will be all kinds of uses for BiomeDb going forward. Thanks you EmptyStar for creating this!
Thanks for the suggestion. I've changed it so dungeon masters will now only spawn below -500 in caves and lowered the light back down. mob_spawn({ name = "mobs_monster:dungeon_master", nodes = {"group:cave_floor"}, max_light = 5, --5 chance = 9000/monster_spawn_chance_multiplier, active_object_count = 1, max_height = -500, }) However they will still spawn in volcanic and backroom biomes at any height with a max_light of 7.
I made a similar fix for mese monsters. Let me know if you want me to adjust the height or light value in caves more.
Note, all this mod does is change where mobs spawn, it does not change their behavior or the damage they take. Before, skeletons would not spawn as often in caves underground, so now you're noticing that they take damage from torch light. You need to go back to the creator of the skeleton mod to get them to change that.
I decided to make it more generic so that it could eventually work for all biome mods and all mob mods. If you want specific mobs added to specific biomes let me know which ones: https://content.minetest.net/packages/Neuromancer/mob_biome_mapper/
Thanks! Updated my comment.
Edit: not needed. See comments in my review.
Certain falling nodes should cause damage to the player. This mod adds that important functionality. Though it only adds for certain nodes. I ask that it be allowed to be used for adding fall damage to any node other modders would like to add.
Edit: Based on TenPlus1's comment adding the following code to your mod will allow you to add fall damage to any node: local function add_fall_damage(node, damage)
Glad you liked it. Always interesting to hear what people are using my mods for. I removed the depends on default.
Thanks for adjusting your review. You're right that I will be tweaking this in the future, but it's going to be a while, because I'm working on mine level generation code, and that is going to take a while because there's a lot to do. I like breaking my games into modules because it lets people use the individual components in ways I couldn't even imagine. I'm going to create a generic mine digging api for this next phase that people will be able to use in many different ways, but I'll use it to create levels for the H.E.R.O. game.
Did you read the Mod description or the README file? The first line in the description says: hero_jetpack is a fork of sum_jetpack mod by Sumi (info@sumianvoice.com). (This credit is also at the top of the README file.) It explains that the point is that the flight mechanic is changed to make it challenging. It is to mimic the gameplay of the game H.E.R.O., and will be part of a bunch of other mods that will recreate the game H.E.R.O. The reason to download this is that the flight mechanic is much more fun, and if you want to play the game H.E.R.O. as pieces get added to it. Play around with this mod vs. the original mod, and try to land on different objects using both mods. It's a completely different experience. Then play the free hero game here https://www.retrogames.cz/play_228-Atari2600.php?language=EN to see where I'm going with this.
It's better to think of Minetest Mods as a set of legos. They allow the players to combine them in any ways they want. So to have a game that is fun for the player, they pick the biome mods they want, and then they pick the mob mods that they want too see in those biomes. And then by enabling my mob_biome_mapper mod, the mobs just work in those biomes. If you see any that I haven't coded for yet, just ask me and I add them. If SaKeL were to add mobs to his Everness Biomes mod, then it would be like super-gluing your legos together, meaning everyone is stuck with those same mobs in those biomes. It's better when we give players choice of what they want to see. Plus that allows modders to specialize in what they are good at. Some excel in creating biomes, others in creating mobs.
Minetest feels a bit empty and dead. This makes your world feel more real and alive by adding villagers and their dwellings. The attention to detail in the buildings and the villagers themselves is very good here. Nice artistic touches. Fits seamlessly into Minetest. There is a good variety of dwelling & villager types to go into a wide variety of biomes. Though one problem is that there are new biome mods being created all the time, and this only spawns villages in some of them.
The sheer number of mobs allows you to have a nice set of creatures to inhabit any biome. Most of the models and animations are very good with a few exceptions like the rat which could have a better texture and model. The interations between mobs are also fun and add an interesting dynamic to the game. For the most part the animal sounds are done well, my only complaint would be that a few of the sounds are too loud (Viper & wolf being examples). Makes playing Minetest so much more interesting. There are lots of new biome mods coming out every day so if you want to use this mod with them, then check out the mob_biome_mapper mod https://content.minetest.net/packages/Neuromancer/mob_biome_mapper/ that I wrote. I tend to make this Animal World mod a priority when making it work with new biomes because I like it so much.
If you want mobs added to any biome just use mob_biome_mapper mod, and whatever mob mod you want. If it hasn't been added yet, let me know which mobs you want added. https://content.minetest.net/packages/Neuromancer/mob_biome_mapper/
I love this mod. So much attention to detail and wide variety of biomes & trees. The variety of fruits is cool too. My only complaint is the harshness of the orange textures.
Try these changes to nodes.lua and let me know what you think: Make it a softer dustier orange. minetest.register_node("australia:red_dirt", { description = "Red Dirt", --tiles = {"aus_red_dirt.png"}, tiles = {"default_dirt.png^[colorize:sienna:175^[colorize:red:40"}, groups = {crumbly=3,soil=1}, sounds = default.node_sound_dirt_defaults(), })
minetest.register_node("australia:red_sand", { description = "Red Sand", --tiles = {"aus_red_sand.png"}, tiles = {"default_sand.png^[colorize:sienna:175^[colorize:red:40"}, groups = {crumbly=3, falling_node=1, sand=1}, sounds = default.node_sound_sand_defaults(), })
minetest.register_node("australia:red_gravel", { description = "Red Gravel", --tiles = {"aus_red_gravel.png"}, tiles = {"default_gravel.png^[colorize:sienna:175^[colorize:red:40"}, --tiles = {"aus_red_gravel.png^[colorize:sienna:75^[colorize:red:30"}, groups = {crumbly=2, falling_node=1}, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_gravel_footstep", gain=0.5}, dug = {name="default_gravel_footstep", gain=1.0}, }), })
If you use the mob_biome_mapper mod + the animal_world mod you should get some animals. Though if you can give me the name of the animal plus the name of the node it should spawn on I could alter my mob_biome_mapper mod to add more animals from animal world.
This is the single most important mod to have. Being able to see without having to clutter the landscape with torches is essential to fun gameplay. A million thanks for making my favorite most useful mod.
Adds a more beautiful desert biome. Canyons look so much more compelling.
Would you be willing to make the following changes: node_stone = "default:desert_stone", & ore = "default:stone_with_gold", wherein = "default:desert_stone", ? It would then work out of the box with my petroglyphs mod, and also mob_biome_mapper/animal world mods. Those mob mods would allow caves to be filled with bats, spiders, scorpions, rats, lizards, snakes.
You could leave the stone_with_gold ore as is, or create a new node desert_stone_with_gold that could drop gold.
I loved the vibe of this Islands mod. I turned it into an exciting adventure by adding the following mods in this collection: https://content.minetest.net/collections/Neuromancer/tropical_islands/ But there still were a few gaps, so I created a mod to add coconut trees with edible coconuts, and it allows you to craft thatch blocks for building from the leaves. Also I created a pineapple mod for variety in food. https://content.minetest.net/packages/Neuromancer/coconut_tree/ https://content.minetest.net/packages/Neuromancer/pineapple/
The magma conduits mod needs to use the following settings: Minimum volcano peak elevation = 20 Region mapblocks =8 Probability of active volcano in region = 0.7
I'll continue to tweak and create mods to make this Tropical Island Paradise even better.
Nice Mod. Thanks for the quick response. Hoping the conflict will be resolved.
You can eat the coconuts in the "cool trees" mod. Can you make these edible also? Like if you hit them with a sword they break into coconut chunks?
I tried to get this to work with the island mods, but even when I changed the fill_ratio to 0.1 for minetest.register_decoration where decoration = "magma:volcano", I still didn't see any volcanos.
I thought Piranesi was a popular video game so I went on YouTube searching for gameplay, but came up empty. This is because the inspiration for this video game came from a Minetest Game Jam video game. But in my searching I discovered that Piranesi is a fantasy book written by Susanna Clarke which definitely sounds like it's worth a read. Piranesi is also an italian artist who seems to be a combination of MC Escher and Edgar Allen Poe. Oh and the game is worth a try as well, but I haven't made much progress in it. This game, the book, and the artist are all related in some way. I'll leave it to you to figure out how.
Цель этого мода — попытаться добавить немного утонченной красоты природы. Если вы хотите смелого разнообразия, я бы посоветовал объединить этот мод с модом Variety от Atlante. https://content.minetest.net/packages/Atlante/variety/