This game starts out boring, but it gets better. It would be nice if there were a way to boost resource gathering, like working in the mine.
Appearance and gameplay wise, I'm closer to neutral than actually liking this entry. It does a terrible job at communicating with the player, walking speed feels a bit slow (perhaps it would be cool to have a stable with horses you an ride around?), the builds are unappealing, way too much is uselessly oddly breakable by hand, and "chapter 1" gets its own point off for being expensive and having very unclear rules. But I cannot downvote because I recognize the effort that must have gone into the back end.
I'd like to see what a few builders, a historian, and a couple texture/sound artists could do with this concept.
I'm trying to move a build over using a pair of jumpdrives. I'm unable to get the fleet controller to recognize both drives at the same time. The most I can do is to place it right next to one of the jumpdrives, and then it only recognizes that one. Am I missing something obvious?
Edit: I found the reference to the rather expensive-for-now looking backbone. Somehow, I figured a "fleet" would imply the ability to coordinate jumpdrives in nearby ships traveling together in a fleet, each with its own jumpdrive.
I've never really built a sky factory before, but so far this game has effectively communicated that if I'm getting tired of doing something one way, it's probably time to look for another method of grinding resources.
I do have one major complaint thought: what's with the lack of a crafting grid? The crafting system as-is may be more user-friendly for beginners, but I hate having to go hunting through four pages for an icon that's blending in with all its buddies or else keep switching my hand between mouse and keyboard. When I get there, I'm doing extra clicks than feel nescessary. When I think about it critically, I realize this is an improvement over the Minetest default crafting behavior. Perhaps I am again hearing the call of the game telling me I'm doing it wrong, and should invest in my actual sky factory.
I'm on the diamond hunt, and I suspect one has gone missing from the map. I've given myself all permissions and I still can't find it after around a cumulative hour of no-clipping around for diamond #12. There is, however, an area that feels like it should have one, but doesn't. Has anyone else gotten a perfect score with the "egg hunt?"
I totally agree: this subgame should ship with the launcher, or possibly be integrated into MTG proper as the default map generated. Have an experience that all new Minetest players are likely to share and build upon.
I like the crafting grid, and miss it when games opt for something that has an easier learning curve, but gums up with pages crafts when your inventory is full of basic supplies.
I'm stuck on 11/12 diamonds. Some are unreachable without actually building -- a nice reminder that the only rules in singleplayer are the ones you set yourself.
It does not run on mircosofts server. https://git.minetest.land/MineClone2/MineClone2
To clarify, the forced account migration was what killed Minecraft for me. Mineclone has a while still to go before it's a good enoug Minecraft stand-in for some of my family members, but it's the best I have access to at this time. I was well aware of the self-hosted gitea environment, as I've been working on implimenting the stonecutter GUI this week for my mother. I'm working with zero prior Minetest-specific coding experience, but the background I do have got me dabbling with formspec arrangements by copying/examining code from around Mineclone source including the crafting table, beacon, enchanting table, furnace, and crafting guide -- perhaps more. My main snag is referencing the item being placed in the input. Otherwise, I have a scroll container dynamically generating rows based off a hard-coded integer number of items.
Hi, @Shadow_8472. There is indeed a problem with emails not going through. Try logging in anyway, even without confirming your e-mail address. If that doesn't work, and you have a Github account, you can use that to login.
When I try logging in, it's locked down pretty hard. All I get is the page about activating my account and checking my e-mail within three hours.
I do have a Github, but I make a strong policy of not linking my online accounts. I believe the way one does something can sometimes be more important than if it gets done. Thank you for offering the alternative, though. Is there any other way to possibly share my work once I have it working and dialed in?
I really am looking to get onto the git repository by the way. If someone could send it manually, that would be awesome. Thanks.
I do not agree to Microsoft's terms of service for an Xbox account, and that's separated me from my family in terms of a game that's been with me for a long time. It's got a long way to go, but thank you.
I had fun with this one. The story was simple, but built on realistic principles. The end game could use a climbing puzzle, and a launch eased off on, but overall, it's good.
Your homeland dosen't care what you did, just that you're gone. It may be an execution in all but name, but if you can find shelter for your first night, water for your first season, and food for your first year, you'll soon find the badlands can be a half-decent place to live. Now, if only there was a little more color.
This game starts out with turning lava into water. Once you've grown yourself some algae/moss, made dirt, gotten wood, grass, and crops, you're well on the way to terraforming the surface. Ignore most of the cooking recipes, as the result isn't as filling as stuffing your face with an apple when you're hungry.
Now for some better tools!
...
Don't waste your time hunting iron on the surface. The midgame is all about farming cotton and watching grass grow when you're not digging your borehole to -1000 by hand (I'm to -300 and still no gold) and without an elevator back up. Want decent torches? Cotton. Want that extra inventory you'll need for actulally digging? Cotton, cotton, cotton! While writing this review, I decided I had enough metal to play around with, and I managed to kill off some of my hard-earned grass nodes when I learned how manipulate water with a pump, pipes, and a faucit. I would find it more useful though if I could figure out the tanks so I could have a relatively portable safe-drop.
I suppose this game struggles with communication. My character is dropped off on this planet, and I expect he's supposed to know a thing or two about macheniery, yet the only lead I have is the far-off goal of marble and obsidian. In-game tooltips on what elevations to find different raw materials, like emerald, would go a long way towards making this more playable.
Perhaps mining could be fixed by adding some sort of drill you can craft with materials from a strip mine just below the surface lava.
This game starts out boring, but it gets better. It would be nice if there were a way to boost resource gathering, like working in the mine.
Appearance and gameplay wise, I'm closer to neutral than actually liking this entry. It does a terrible job at communicating with the player, walking speed feels a bit slow (perhaps it would be cool to have a stable with horses you an ride around?), the builds are unappealing, way too much is uselessly oddly breakable by hand, and "chapter 1" gets its own point off for being expensive and having very unclear rules. But I cannot downvote because I recognize the effort that must have gone into the back end.
I'd like to see what a few builders, a historian, and a couple texture/sound artists could do with this concept.
I'm trying to move a build over using a pair of jumpdrives. I'm unable to get the fleet controller to recognize both drives at the same time. The most I can do is to place it right next to one of the jumpdrives, and then it only recognizes that one. Am I missing something obvious?
Edit: I found the reference to the rather expensive-for-now looking backbone. Somehow, I figured a "fleet" would imply the ability to coordinate jumpdrives in nearby ships traveling together in a fleet, each with its own jumpdrive.
I've never really built a sky factory before, but so far this game has effectively communicated that if I'm getting tired of doing something one way, it's probably time to look for another method of grinding resources.
I do have one major complaint thought: what's with the lack of a crafting grid? The crafting system as-is may be more user-friendly for beginners, but I hate having to go hunting through four pages for an icon that's blending in with all its buddies or else keep switching my hand between mouse and keyboard. When I get there, I'm doing extra clicks than feel nescessary. When I think about it critically, I realize this is an improvement over the Minetest default crafting behavior. Perhaps I am again hearing the call of the game telling me I'm doing it wrong, and should invest in my actual sky factory.
I'm on the diamond hunt, and I suspect one has gone missing from the map. I've given myself all permissions and I still can't find it after around a cumulative hour of no-clipping around for diamond #12. There is, however, an area that feels like it should have one, but doesn't. Has anyone else gotten a perfect score with the "egg hunt?"
I totally agree: this subgame should ship with the launcher, or possibly be integrated into MTG proper as the default map generated. Have an experience that all new Minetest players are likely to share and build upon.
I like the crafting grid, and miss it when games opt for something that has an easier learning curve, but gums up with pages crafts when your inventory is full of basic supplies.
I'm stuck on 11/12 diamonds. Some are unreachable without actually building -- a nice reminder that the only rules in singleplayer are the ones you set yourself.
To clarify, the forced account migration was what killed Minecraft for me. Mineclone has a while still to go before it's a good enoug Minecraft stand-in for some of my family members, but it's the best I have access to at this time. I was well aware of the self-hosted gitea environment, as I've been working on implimenting the stonecutter GUI this week for my mother. I'm working with zero prior Minetest-specific coding experience, but the background I do have got me dabbling with formspec arrangements by copying/examining code from around Mineclone source including the crafting table, beacon, enchanting table, furnace, and crafting guide -- perhaps more. My main snag is referencing the item being placed in the input. Otherwise, I have a scroll container dynamically generating rows based off a hard-coded integer number of items.
When I try logging in, it's locked down pretty hard. All I get is the page about activating my account and checking my e-mail within three hours.
I do have a Github, but I make a strong policy of not linking my online accounts. I believe the way one does something can sometimes be more important than if it gets done. Thank you for offering the alternative, though. Is there any other way to possibly share my work once I have it working and dialed in?
I really am looking to get onto the git repository by the way. If someone could send it manually, that would be awesome. Thanks.
I do not agree to Microsoft's terms of service for an Xbox account, and that's separated me from my family in terms of a game that's been with me for a long time. It's got a long way to go, but thank you.
I had fun with this one. The story was simple, but built on realistic principles. The end game could use a climbing puzzle, and a launch eased off on, but overall, it's good.
You are alone, in a single-biome world in eternal night, with little-to-no danger. What are you going to do? Fill out your tech tree, of course!
Your homeland dosen't care what you did, just that you're gone. It may be an execution in all but name, but if you can find shelter for your first night, water for your first season, and food for your first year, you'll soon find the badlands can be a half-decent place to live. Now, if only there was a little more color.
This game starts out with turning lava into water. Once you've grown yourself some algae/moss, made dirt, gotten wood, grass, and crops, you're well on the way to terraforming the surface. Ignore most of the cooking recipes, as the result isn't as filling as stuffing your face with an apple when you're hungry.
Now for some better tools!
...
Don't waste your time hunting iron on the surface. The midgame is all about farming cotton and watching grass grow when you're not digging your borehole to -1000 by hand (I'm to -300 and still no gold) and without an elevator back up. Want decent torches? Cotton. Want that extra inventory you'll need for actulally digging? Cotton, cotton, cotton! While writing this review, I decided I had enough metal to play around with, and I managed to kill off some of my hard-earned grass nodes when I learned how manipulate water with a pump, pipes, and a faucit. I would find it more useful though if I could figure out the tanks so I could have a relatively portable safe-drop.
I suppose this game struggles with communication. My character is dropped off on this planet, and I expect he's supposed to know a thing or two about macheniery, yet the only lead I have is the far-off goal of marble and obsidian. In-game tooltips on what elevations to find different raw materials, like emerald, would go a long way towards making this more playable.