That's not the fault of the mod. It's an API that allows other mods to register nodes that can have footprints. That's neccessary because you wouldn't want to leave an imprint on solid stone for example. The mod itself comes with a patch for Minetest Game but not for Mineclonia. Someone would need to make that.
Nope, there is no mithril tool in this mod.
Sickles can be made from bronze, iron or gold.
Scythes can be made from bronze or iron.
I didn't feel like better materials would add anything to the tools, so I didn't include them.
Hello! When you say conflict, do you only refer to the hotkey?
The engine simply does not allow to register custom key strokes at all, so it's not something I have influence over. If I could change it, I would.
The only keys that mods have access to are your movement keys, the left and right mouse buttons, the zoom key (usually Z), and your action key (usually E).
Since all of the other keys already have a purpose in vanilla, I have chosen the action key. You can, however, change it to any of the others in the mod configuration. The zoom key makes for a good hotkey if you aren't using it.
If your conflict happens to be with a mod for sprinting then you can always replace that mod with one that doesn't use the action key. I recommend minetest_wadsprint. You can also find my suggested config for that mod on their page's comments.
The values are only for debug purposes and taken directly from the game engine's world generator. They're not representing real heat / humidity units even if it's presented like that in the console.
Name and description of this mod are very technical. So here's the tl;dr for whoever might read this.
What is player_monoids?
player_monoids offers a compatibility layer so that multiple mods can change physics related aspects like your character's walking speed or jump height.
What does this mod do?
Usually, effects of different mods get multiplied. So if you have a sprint mod that doubles your walking speed and also have boots equipped that make you walk twice as fast then now your speed is 4x the original speed. This mod changes the calculations so that the effect gets incrementally smaller the more you add to it.
Should I install this?
Yes. If you have at least one mod that uses player_monoids as an (optional) dependency then I recommend that you install this as well.
Humble advertisement: If you have any mods installed that don't use player_monoids but instead use playerphysics then get the "Playerphysics API with Monoid Support" mod as well. The effects of this mod will then also apply to those mods.
Personal Opinion
A very good tweak to the physics calculation, especially when using many mods.
About the key: The engine only gives us a single key that isn't already assigned to something. It's not like I have a choice which one to use.
You can, however, swap the stamina mod for minetest_wadsprint plus hbhunger as they offer a sprinting solution that doesn't require said key.
You can also go to your settings to change the hotkey of offhand to something else but it'd likely conflict with something else. See the forum discussion for more information.
I never experienced the texture bug before. If you send me a report either on the issue tracker or on the forum thread with your debug.txt then I'll be happy to resolve that.
Minetest only gives us a single unbound key to use for mods (the aux1 key, usually E). Most sprint mods will use this key to activate sprinting, leaving no remaining key to use for other mods. The promise of a sprint mod not requiring a dedicated hotkey intrigued me.
After testing this, I gotta say that the mod feels just great. Holding down A and D feels very natural and is even easier to do than using a hotkey because your fingers already rest there, anyways. The color shift on the hudbar is a very nice touch to tell you when sprinting is active.
The default settings definitely require some tweaking, though, as they are way too extreme.
I reduced the "sprint run speed boost" to 140% (was almost 400) and increased stamina costs and stamina regeneration.
Here are my personal settings with this mod:
The models and textures are just lovely. The animals are incredibly pretty and super cute.
There's a good variety of them, so they will definitely spice up your game.
They are, however, mostly ambient and don't really do all that much. Most of the time they just walk in small circles until they get stuck somewhere. It'd be great if they'd travel around a bit more so that the animals travel around rather than just stay in one area.
This goes onto every single world I play on. The normal character looks so boring and lifeless without it.
I highly recommend to give this a go. From all the animation mods I've tested, this seems to be the one with the most features.
On the bright side, this mods adds a lot of functionality by expanding the amount of different crops drastically.
It makes farming a lot more interesting that way.
On the other side, it also does a lot of stuff I don't really want it to do. For example, it removes all of the different soil types from the normal farming mod and replaces them with just one. It also handles growth states differently and has different API functionality despite using the exact same name as the original farming mod. That's a compatibility nightmare because now I never know whether a mod expects the original mod or the redo or is okay with either one.
Basically, my recommendation is to try it out and see for yourself whether you like it or not.
Not only is this mod able to treat dropped items as light sources (unlike all the other mods I tested) but it also offers an easy way of registering additional inventories, resulting in much better compatibility with other mods.
I strongly recommend this mod over others like it. While you're at it, you might also want to grab the 3d_armor_light extension as well.
The mod does a good job at what it is advertising to do. It is however lacking any hooks for other mods to tweak the behaviour without remaking the entire mod.
Instead I recommend using wielded_light in combination with 3d_armor_light. It does the same thing but also supports light from dropped items and offers an API for other mods to utilize. As such, it is much more likely to be compatible with other mods.
Thank you for the review! It is still in development, so not quite feature-complete yet.
I didn't even know about the illumination mod, I will definitely check it out and see what I can do. In the mean time, you could swap it out for the wielded_light mod which does the same thing and is in fact supported.
Regarding the first person mode, the only way I can think of doing that would be a HUD overlay. However, that would also show in third person mode and would look rather strange. I was planning on adding that as an optional setting but keep it off by default.
Edit: I had a look at illumination and it doesn't look like that mod offers any way at all to inject additional behaviour without redoing the entire mod. My recommendation is to stick with wielded_light (+ 3d_armor_light if you want armor support) instead. It does everything that illumation does but is easily expandable and also supports dropped items as light sources.
Can't believe I haven't tried this one sooner. Spent like an hour just looking at my game, not even doing anything. hahaha.
This texture pack, a nice spot in some pine forest, some ambient mobs, and some music - that's all I need to feel at ease.
Quite useful to figure out what mod something comes from. The added overlay also looks really cute.
On some nodes it doesn't show up, though. Maybe those nodes don't have a proper name? Not sure but it only happens rarely.
I really like the idea of this mod!
It seamlessly adds more natural variety into the landscape and adds a sense of time progression that just isn't there otherwise.
I would love to see some taller trees as well.
Still my favourite texture pack of all time.
I can recommend this to anyone looking for a more realism-focused HD texture pack.
Also check out the forum post as the author has posted it there in different resolutions as well.
I only discovered it a couple days ago and it's already one of my favourite texture packs!
Especially when looking for a more performance-friendly texture pack with 16px textures, I can give this an outstanding recommendation.
That's not the fault of the mod. It's an API that allows other mods to register nodes that can have footprints. That's neccessary because you wouldn't want to leave an imprint on solid stone for example. The mod itself comes with a patch for Minetest Game but not for Mineclonia. Someone would need to make that.
Nope, there is no mithril tool in this mod. Sickles can be made from bronze, iron or gold. Scythes can be made from bronze or iron. I didn't feel like better materials would add anything to the tools, so I didn't include them.
Hello! When you say conflict, do you only refer to the hotkey? The engine simply does not allow to register custom key strokes at all, so it's not something I have influence over. If I could change it, I would. The only keys that mods have access to are your movement keys, the left and right mouse buttons, the zoom key (usually Z), and your action key (usually E). Since all of the other keys already have a purpose in vanilla, I have chosen the action key. You can, however, change it to any of the others in the mod configuration. The zoom key makes for a good hotkey if you aren't using it.
If your conflict happens to be with a mod for sprinting then you can always replace that mod with one that doesn't use the action key. I recommend minetest_wadsprint. You can also find my suggested config for that mod on their page's comments.
The values are only for debug purposes and taken directly from the game engine's world generator. They're not representing real heat / humidity units even if it's presented like that in the console.
which game did you use this with? The mod isn't compatible with any of the Mineclone subgames.
Thank you! :)
Name and description of this mod are very technical. So here's the tl;dr for whoever might read this.
What is player_monoids? player_monoids offers a compatibility layer so that multiple mods can change physics related aspects like your character's walking speed or jump height.
What does this mod do? Usually, effects of different mods get multiplied. So if you have a sprint mod that doubles your walking speed and also have boots equipped that make you walk twice as fast then now your speed is 4x the original speed. This mod changes the calculations so that the effect gets incrementally smaller the more you add to it.
Should I install this? Yes. If you have at least one mod that uses player_monoids as an (optional) dependency then I recommend that you install this as well. Humble advertisement: If you have any mods installed that don't use player_monoids but instead use playerphysics then get the "Playerphysics API with Monoid Support" mod as well. The effects of this mod will then also apply to those mods.
Personal Opinion A very good tweak to the physics calculation, especially when using many mods.
The newest version should hopefully resolve that issue (even with default settings).
I fixed the bug with the source block now. Thank you.
About the key: The engine only gives us a single key that isn't already assigned to something. It's not like I have a choice which one to use. You can, however, swap the stamina mod for minetest_wadsprint plus hbhunger as they offer a sprinting solution that doesn't require said key. You can also go to your settings to change the hotkey of offhand to something else but it'd likely conflict with something else. See the forum discussion for more information.
I never experienced the texture bug before. If you send me a report either on the issue tracker or on the forum thread with your debug.txt then I'll be happy to resolve that.
Minetest only gives us a single unbound key to use for mods (the aux1 key, usually E). Most sprint mods will use this key to activate sprinting, leaving no remaining key to use for other mods. The promise of a sprint mod not requiring a dedicated hotkey intrigued me.
After testing this, I gotta say that the mod feels just great. Holding down A and D feels very natural and is even easier to do than using a hotkey because your fingers already rest there, anyways. The color shift on the hudbar is a very nice touch to tell you when sprinting is active.
The default settings definitely require some tweaking, though, as they are way too extreme. I reduced the "sprint run speed boost" to 140% (was almost 400) and increased stamina costs and stamina regeneration. Here are my personal settings with this mod:
The models and textures are just lovely. The animals are incredibly pretty and super cute. There's a good variety of them, so they will definitely spice up your game.
They are, however, mostly ambient and don't really do all that much. Most of the time they just walk in small circles until they get stuck somewhere. It'd be great if they'd travel around a bit more so that the animals travel around rather than just stay in one area.
It adds more realism to the game and a fun new mechanic that can be used for automation. There is no reason not to get this one.
Interesting. I never had any such issues with thos mod under Windows 10.
This goes onto every single world I play on. The normal character looks so boring and lifeless without it. I highly recommend to give this a go. From all the animation mods I've tested, this seems to be the one with the most features.
I'd give this a neutral rating if I could.
On the bright side, this mods adds a lot of functionality by expanding the amount of different crops drastically. It makes farming a lot more interesting that way.
On the other side, it also does a lot of stuff I don't really want it to do. For example, it removes all of the different soil types from the normal farming mod and replaces them with just one. It also handles growth states differently and has different API functionality despite using the exact same name as the original farming mod. That's a compatibility nightmare because now I never know whether a mod expects the original mod or the redo or is okay with either one.
Basically, my recommendation is to try it out and see for yourself whether you like it or not.
Not only is this mod able to treat dropped items as light sources (unlike all the other mods I tested) but it also offers an easy way of registering additional inventories, resulting in much better compatibility with other mods.
I strongly recommend this mod over others like it. While you're at it, you might also want to grab the 3d_armor_light extension as well.
The mod does a good job at what it is advertising to do. It is however lacking any hooks for other mods to tweak the behaviour without remaking the entire mod. Instead I recommend using wielded_light in combination with 3d_armor_light. It does the same thing but also supports light from dropped items and offers an API for other mods to utilize. As such, it is much more likely to be compatible with other mods.
Thank you for the review! It is still in development, so not quite feature-complete yet. I didn't even know about the illumination mod, I will definitely check it out and see what I can do. In the mean time, you could swap it out for the wielded_light mod which does the same thing and is in fact supported.
Regarding the first person mode, the only way I can think of doing that would be a HUD overlay. However, that would also show in third person mode and would look rather strange. I was planning on adding that as an optional setting but keep it off by default.
Edit: I had a look at illumination and it doesn't look like that mod offers any way at all to inject additional behaviour without redoing the entire mod. My recommendation is to stick with wielded_light (+ 3d_armor_light if you want armor support) instead. It does everything that illumation does but is easily expandable and also supports dropped items as light sources.
Can't believe I haven't tried this one sooner. Spent like an hour just looking at my game, not even doing anything. hahaha. This texture pack, a nice spot in some pine forest, some ambient mobs, and some music - that's all I need to feel at ease.
Quite useful to figure out what mod something comes from. The added overlay also looks really cute. On some nodes it doesn't show up, though. Maybe those nodes don't have a proper name? Not sure but it only happens rarely.
I really like the idea of this mod! It seamlessly adds more natural variety into the landscape and adds a sense of time progression that just isn't there otherwise. I would love to see some taller trees as well.
Still my favourite texture pack of all time. I can recommend this to anyone looking for a more realism-focused HD texture pack. Also check out the forum post as the author has posted it there in different resolutions as well.
Go to your settings and disable the weather mod that comes with Minetest Game. Instructions above in the troubleshooting section.
I only discovered it a couple days ago and it's already one of my favourite texture packs! Especially when looking for a more performance-friendly texture pack with 16px textures, I can give this an outstanding recommendation.