Thanks, and there's a max node limit? how many nodes can there be? I'm wondering because I have a lot of mods installed, and combined they add hundreds, if not, nearly a thousand nodes.
I'm glad to hear! Some of the trees can grow larger, it's just up to RNG whether they get that large or not. In this latest update, the one that indroduced the DT Jungle Sapling, I changed some of the values in the ABMs to hopefully give the trees some time before they stop growing. Before they had about a 1/35 chance to stop growing, now it should be around 1/100. The trees do have hard caps on how tall they can grow, with the Apple Tree and Dry Tree stopping at 8 nodes, while the Jungle Tree has a cap at 88 nodes. The rest fall somewhere in between.
The zombies spawn during the day in low amounts, which keeps you on your toes when gathering wood and stone. But, it gets worse once night comes. Spitter Zombies hurl projectiles, and Crawlers sneak up on you. They can very easily spot you from a far enough distance away, and swarm you within seconds. There is no shortage of excitement with this mod. Spelunking is especially dangerous, zombies can come out of the darkness and corner you when you least expect it.
The dungeons are large and make for a fun pastime when you want to go exploring. They may generate any number of trees and resources, mostly spheres of lava and trees/plants. I can see people repurposing dungeons as bases once they've sorted out their loot.
A small downside is that the dungeons seem to take about 1-3 minutes to generate. While this is going on, the mod stops the rest of the game's processes like chunk loading. The first few times I tried this mod, I believed it to be broken when I encountered chunks not loading or failing to find any dungeons. When in reality, they just take a long while to generate. I would like to see some workaround where segments are generated a few steps at a time, to allow you to play and not have to wait around for any given dungeon to load all at once.
A lot of the architecture put into the levels is nicely detailed, and each level felt like a replica of what they're supposed to recreate. The level generation in this game is astounding, with every corner turned bringing into view a new layout that you could easily get lost in. Even without survival mechanics or monsters, I still felt a bit uneasy when faced with dark corridors and steep drops. I can't wait to see what else may be in store down the line.
Those are some of the same reasons for my motivation behind making this mod. When I first jumped into MineTest, I was a little surprised there weren't as many customizable features when it came to beds, doors, etc. So, I'm glad this mod adds customization to people's games that they might be missing from MineCraft.
Without doing so, of course. There are biomes that blend into and fit the regular MT Game biomes, then you have the scary biome with cursed mud that you sink into while surrounded by dead things. When exploring, theres a good amount of surprises and resources, stumbling upon structures in any biome is always exciting. A lot of work was put into every detail of the mod, and it shows.
The ability to add new tracks is quick and straightforward, and specifying the time/elevation the tracks play never crossed my mind until I started using the mod. There are tracks in other bgm mods that I like, but played them on shuffle. When used with this mod however, they can be added and set to play only at night, maybe 1000 blocks up or -1000 blocks below ground. This mod is great.
I like discovering caves and traversing the depths a lot more when I have this mod installed, the goblins add risk and reward when mining. Avoiding traps, remembering to keep weapons out of your hands, and trading with them to hopefully get something great in return. The animations are very good, as are the behaviors they exhibit.
I haven't been on many servers in MineTest. But if they're like MineCraft servers, resources like ore tend to run out pretty fast. The inspiration for the mod was both Stardew Valley and RuneScape, the replenishing ores in SV and RuneScape ensure that there is continuous progression. I'm glad to hear the mod could be of use in servers, and in the making of farms/quarries.
The biomes have a few unique resources and structures that feel like they hold secrets, and may be the basis for something more further down the line.
When I look for new biomes or other features to add to my world, they stray more into the horror or fantasy genre. Among the mods I've tried, this one has a good bit of work put in it and I can't wait to see what's in store as it's developed.
Yes, that's one of the features of the mod and not a bug. There is a way to control the bounce, the top pillow area of the bed will decrease your bounce by 5%, while the bottom half of the bed will increase the bounce by 5%.
The appearance of the doors fit MT well, and you covered all the bases with the types of wood available.
I ran into an issue though, it's small and an easy fix. On line 149 in the init.LUA, you accidentally placed a ")" in with the crafting recipe for the wooden door, causing one of the Apple Tree nodes in the recipe to turn into an UNKNOWN node.
The biome's darkening effect is pretty cool, and the biome itself looks like it has the potential to be horrifying.
It reminds me of a mod I tried out in MC called AbyssalCraft by Shinoow.
The ground is bare, but I imagine there being plants growing out of skulls, tombstones strewn about, with tall grass patches that emanate wisps and fog.
There are no projectile weapons for the MT Game.
This mod adds those, and more if you get the supplementary mod.
I can't see myself playing without it.
They fit in well enough, with tracks that sound mystical and grand, like from an RPG.
I do set the tracks to play at around 20 percent, to keep them from drowning out the rest of the sounds in the game.
Thanks for putting this together!
The game is simple, and it resembles an earlier version of the game it's inspired by. By itself, you may get bored if you like having npcs/entities around, or a gameplay mechanic like sprinting. However, the ease of installing mods to implement these features (and more) on top of Minetest Game is easy to do. The selection of mods available is sizeable enough where your gameplay experience can be as simple or curated as you want. And, you can make mods for the game to expand on existing features, or add something completely new.
The closest I've seen to that in MTG is having the Villages mod by sokomine, this mod requires their other mod Cottages to be installed to have the Villages mod work in the latest version of MTG. The next mod was made to work with this one, and it populates the structures and villages.
For NPCs, I use the Advanced NPC mod by zorman2000 which can be found on their GitHub page. However, I should warn you it spams debug info into the server's chat. Which is understandable as it was still in development until the project went cold seemingly around 2018 based on the change/update history. I have no doubt it would have been the go-to villager/NPC mod if it had been worked on further.
The various objects added by this mod are neat, you can sit on benches and use the mill to turn wheat into flour.
And there are quite a few objects that can be used to make new builds or further customize existing ones.
I use this along with zorman2000's "Advanced NPC" mod to populate the villages.
Finding it and the various mods needed to get it working was worth searching for it.
A combination of these two is something extraordinary.
When you get past some of the bugs, the behaviors and pathing(sometimes they need help reaching the roof to build). The presence of these mobs makes a world feel like things are happening elsewhere. Something I like very much.
Like having a builder go and build the fancy hut once you've stocked them up with the necessary supplies to build the structure.
Or, having one individual go off and collect grass in the area. These are the highlights of the mod.
As for the bugs. One crash I'm running into is that the woodcutters will be doing something, and then the server closes.
This issue occurs usually after or during the woodcutter chopping a tree.
They look much better, with new textures and models.
I expected to see the mobs displayed above. Instead, I see the usual enemy mobs to some of the more terrifying creatures you encounter deep in the caves.
I like the Mese Monster most of all, it's one of the few hostile flying mobs to grace the game. What makes it better is that it also shoots
projectiles at you. Of all the mobs in any mod, this one can both reach you and fire at you within it's firing range.
If you like danger, this mod gives it to you.
Edit: The cover image has been updated showing the latest look of the monsters that are seen in the game.
I wouldn't put it on either mod. Expecting any two people to preemtively code compatibilities for something as benign as giant arrows on mobs is asking too much.
I've tried the X Bows mod before this one, and ran into a problem where the arrows in that mod wouldn't fire.
It just consumed the ammo.
However, seeing this mod is a fork off of that one I had to see if this one worked.
And it does work! Now I can fire arrows off at enemies and monsters within caves or at night.
I'm definitely keeping this one in my mod list, thanks so much!
One mod conflict I have come across is that mobs from the Animalia mod, when shot, have absolutely MASSIVE arrows jutting out of them.
I've tested other mobs from other mods that I'm using and the arrows are all normal sized. My guess is that the Animalia mobs have something that scales them or their dimensions up causing this visual issue. Nothing to do with this mod.
I'm sorry to hear that, but I am unable to recreate the issue mentioned here. Could it be you have another mod that changes beds somehow?
Thanks, and there's a max node limit? how many nodes can there be? I'm wondering because I have a lot of mods installed, and combined they add hundreds, if not, nearly a thousand nodes.
I'm glad to hear! Some of the trees can grow larger, it's just up to RNG whether they get that large or not. In this latest update, the one that indroduced the DT Jungle Sapling, I changed some of the values in the ABMs to hopefully give the trees some time before they stop growing. Before they had about a 1/35 chance to stop growing, now it should be around 1/100. The trees do have hard caps on how tall they can grow, with the Apple Tree and Dry Tree stopping at 8 nodes, while the Jungle Tree has a cap at 88 nodes. The rest fall somewhere in between.
The zombies spawn during the day in low amounts, which keeps you on your toes when gathering wood and stone. But, it gets worse once night comes. Spitter Zombies hurl projectiles, and Crawlers sneak up on you. They can very easily spot you from a far enough distance away, and swarm you within seconds. There is no shortage of excitement with this mod. Spelunking is especially dangerous, zombies can come out of the darkness and corner you when you least expect it.
The dungeons are large and make for a fun pastime when you want to go exploring. They may generate any number of trees and resources, mostly spheres of lava and trees/plants. I can see people repurposing dungeons as bases once they've sorted out their loot.
A small downside is that the dungeons seem to take about 1-3 minutes to generate. While this is going on, the mod stops the rest of the game's processes like chunk loading. The first few times I tried this mod, I believed it to be broken when I encountered chunks not loading or failing to find any dungeons. When in reality, they just take a long while to generate. I would like to see some workaround where segments are generated a few steps at a time, to allow you to play and not have to wait around for any given dungeon to load all at once.
A lot of the architecture put into the levels is nicely detailed, and each level felt like a replica of what they're supposed to recreate. The level generation in this game is astounding, with every corner turned bringing into view a new layout that you could easily get lost in. Even without survival mechanics or monsters, I still felt a bit uneasy when faced with dark corridors and steep drops. I can't wait to see what else may be in store down the line.
Those are some of the same reasons for my motivation behind making this mod. When I first jumped into MineTest, I was a little surprised there weren't as many customizable features when it came to beds, doors, etc. So, I'm glad this mod adds customization to people's games that they might be missing from MineCraft.
Without doing so, of course. There are biomes that blend into and fit the regular MT Game biomes, then you have the scary biome with cursed mud that you sink into while surrounded by dead things. When exploring, theres a good amount of surprises and resources, stumbling upon structures in any biome is always exciting. A lot of work was put into every detail of the mod, and it shows.
The ability to add new tracks is quick and straightforward, and specifying the time/elevation the tracks play never crossed my mind until I started using the mod. There are tracks in other bgm mods that I like, but played them on shuffle. When used with this mod however, they can be added and set to play only at night, maybe 1000 blocks up or -1000 blocks below ground. This mod is great.
I like discovering caves and traversing the depths a lot more when I have this mod installed, the goblins add risk and reward when mining. Avoiding traps, remembering to keep weapons out of your hands, and trading with them to hopefully get something great in return. The animations are very good, as are the behaviors they exhibit.
I haven't been on many servers in MineTest. But if they're like MineCraft servers, resources like ore tend to run out pretty fast. The inspiration for the mod was both Stardew Valley and RuneScape, the replenishing ores in SV and RuneScape ensure that there is continuous progression. I'm glad to hear the mod could be of use in servers, and in the making of farms/quarries.
The biomes have a few unique resources and structures that feel like they hold secrets, and may be the basis for something more further down the line. When I look for new biomes or other features to add to my world, they stray more into the horror or fantasy genre. Among the mods I've tried, this one has a good bit of work put in it and I can't wait to see what's in store as it's developed.
Yes, that's one of the features of the mod and not a bug. There is a way to control the bounce, the top pillow area of the bed will decrease your bounce by 5%, while the bottom half of the bed will increase the bounce by 5%.
I'm glad to hear that, they were added to make use of the stores of wool not being used and to give a larger selection to anyone building.
The appearance of the doors fit MT well, and you covered all the bases with the types of wood available.
I ran into an issue though, it's small and an easy fix. On line 149 in the init.LUA, you accidentally placed a ")" in with the crafting recipe for the wooden door, causing one of the Apple Tree nodes in the recipe to turn into an UNKNOWN node.
The biome's darkening effect is pretty cool, and the biome itself looks like it has the potential to be horrifying. It reminds me of a mod I tried out in MC called AbyssalCraft by Shinoow.
The ground is bare, but I imagine there being plants growing out of skulls, tombstones strewn about, with tall grass patches that emanate wisps and fog.
There are no projectile weapons for the MT Game. This mod adds those, and more if you get the supplementary mod. I can't see myself playing without it.
They fit in well enough, with tracks that sound mystical and grand, like from an RPG. I do set the tracks to play at around 20 percent, to keep them from drowning out the rest of the sounds in the game. Thanks for putting this together!
The game is simple, and it resembles an earlier version of the game it's inspired by. By itself, you may get bored if you like having npcs/entities around, or a gameplay mechanic like sprinting. However, the ease of installing mods to implement these features (and more) on top of Minetest Game is easy to do. The selection of mods available is sizeable enough where your gameplay experience can be as simple or curated as you want. And, you can make mods for the game to expand on existing features, or add something completely new.
The closest I've seen to that in MTG is having the Villages mod by sokomine, this mod requires their other mod Cottages to be installed to have the Villages mod work in the latest version of MTG. The next mod was made to work with this one, and it populates the structures and villages.
For NPCs, I use the Advanced NPC mod by zorman2000 which can be found on their GitHub page. However, I should warn you it spams debug info into the server's chat. Which is understandable as it was still in development until the project went cold seemingly around 2018 based on the change/update history. I have no doubt it would have been the go-to villager/NPC mod if it had been worked on further.
The various objects added by this mod are neat, you can sit on benches and use the mill to turn wheat into flour. And there are quite a few objects that can be used to make new builds or further customize existing ones.
I use this along with zorman2000's "Advanced NPC" mod to populate the villages. Finding it and the various mods needed to get it working was worth searching for it. A combination of these two is something extraordinary.
When you get past some of the bugs, the behaviors and pathing(sometimes they need help reaching the roof to build). The presence of these mobs makes a world feel like things are happening elsewhere. Something I like very much.
Like having a builder go and build the fancy hut once you've stocked them up with the necessary supplies to build the structure. Or, having one individual go off and collect grass in the area. These are the highlights of the mod.
As for the bugs. One crash I'm running into is that the woodcutters will be doing something, and then the server closes. This issue occurs usually after or during the woodcutter chopping a tree.
They look much better, with new textures and models. I expected to see the mobs displayed above. Instead, I see the usual enemy mobs to some of the more terrifying creatures you encounter deep in the caves.
I like the Mese Monster most of all, it's one of the few hostile flying mobs to grace the game. What makes it better is that it also shoots projectiles at you. Of all the mobs in any mod, this one can both reach you and fire at you within it's firing range.
If you like danger, this mod gives it to you.
Edit: The cover image has been updated showing the latest look of the monsters that are seen in the game.
I wouldn't put it on either mod. Expecting any two people to preemtively code compatibilities for something as benign as giant arrows on mobs is asking too much.
I've tried the X Bows mod before this one, and ran into a problem where the arrows in that mod wouldn't fire. It just consumed the ammo.
However, seeing this mod is a fork off of that one I had to see if this one worked. And it does work! Now I can fire arrows off at enemies and monsters within caves or at night. I'm definitely keeping this one in my mod list, thanks so much!
One mod conflict I have come across is that mobs from the Animalia mod, when shot, have absolutely MASSIVE arrows jutting out of them. I've tested other mobs from other mods that I'm using and the arrows are all normal sized. My guess is that the Animalia mobs have something that scales them or their dimensions up causing this visual issue. Nothing to do with this mod.