In singleplayer, this works great. In multiplayer, there's a lag between the time I press sneak and the time I visually see my character crouch. I didn't look at the code but it feels like the sneak request has to make a round trip between my computer and the server before my sneak takes effect. Not good.
I really enjoy what this mod brings to the table. It gives players the ability to enhance their characters with various armor pieces while also offering a wide range of cosmetic accessories-- everything from hats and sunglasses to horns and wings. The visual variety is excellent, and the aesthetic flexibility really lets players customize their look in fun ways. Personally, I’m a big fan of the horns!
That said, there are a few compatibility hiccups when using this mod alongside 3d_armor. Technically, the two work together, but since they both add layers to the player model in the same space, you can get some visual glitches during animation-- things like clipping or flickering as the layers compete. In practice, I think it's best to pick one or the other depending on whether you’re prioritizing defense or appearance.
The equippable_accessories system also has a bit of a learning curve. The sfinv tab displays a grid of silhouetted slots for different equipment types, but it’s not immediately obvious which item goes where. There's also no shift-clicking to auto-equip from the inventory, and right-clicking an accessory doesn’t equip it either. These small limitations add up to a bit of trial-and-error when managing your gear, which can be a bit frustrating at times.
Overall, I love the visual direction of equippable_accessories. Part of me wonders if it might shine even more by focusing purely on cosmetics, leaving armor to something like 3d_armor-- but that might just be personal preference. Either way, it's a creative and stylish addition to the game, and I’m looking forward to seeing how it develops!
This is a great mod with intuitive commands syntax. I love it! Solves the leaky password issue of the other mod, and gives players a nice coloured prefix when they're part of a faction. They also don't do team damage which is great for big battles with lots of chaos.
A few caveats to note for server operators. When this mod is installed, player messages no longer display in the server console. If you have other mods which are intercepting chat messages, there's a chance this mod will prevent those mods from working. I learned this the hard way after my server's chat was intermittently not making it to discord via yl_matterbridge. Turns out this mod conflicts with that mod.
My workaround was to write my own message intercepter, which then calls yl_matterbridge and factions_redo.
-- intercept chat messages-- we trigger the necessary functions so both yl_matterbridge and factions_redo play together nicely-- we return true so no other mod handles message interception.-- @see https://rubenwardy.com/minetest_modding_book/en/players/chat.html--minetest.register_on_chat_message(function(name,message)-- send message to yl_matterbridgeyl_matterbridge.send_to_bridge(name,message)-- display message with factions presetlocalprefix=factions.get_colored_faction_prefix(name)minetest.chat_send_all(prefix..name..": "..message)-- display message in server logcore.log("action","CHAT: <"..name.."> "..message)-- dont let other mods handle chat messagesreturntrueend)
I also had to comment out some lines in player_factions so it wouldn't intercept messages on it's own. There's probably a more elegant way to do this, but I'm not sure what that would look like.
This mod is kind of incredible. You can draw on anything, you can make custom signage. Unlimited creativity and decoration of your base! It seems really well coded because a bunch of players can be spray painting at the same time and the server handles it fine.
I want to like this but it feels so strange. As a player I walk up to a tree and break one log block then stop and and suddenly the entire tree starts disappearing and leaves fall. Trees other than the one I cut start disappearing too. I can walk around and the process of logs disappearing continues. I could go away from keyboard after hitting that first log block and still the tree disappears and I'd return minutes later with the log blocks automatically in my inventory.
I don't like the default game way of trees floating midair which have had their trunks completely removed. That behavior falls short of my expectation that big heavy trees fall when their support structure is missing. I don't like the behavior of choppy either, since I think it's doing too much work and taking away from the minigame of logging in Minetest.
I'd love to see a middleground. Trees falling when being cut is GREAT! I love that. Trees completely disappearing and immediately showing up in inventory is a complete opposite of floating upper trees and that's too much of a change for me. I think the middle ground is that trees fall once cut, and instead of flawlessly appearing in inventory, their log nodes get dropped for retrieval by the player.
I haven't tried working with it's api yet, but maybe there's a configurable sweet spot in this mod. Something that feels less like work than default, but enough of a challenge/reward to feel just right.
Has a good developer API for adding custom features. I used it to add a custom inventory screen for warps.
unified_inventory_plus, a separate mod which extends this one, is super useful mod that adds extra buttons to automatically arrange items in the crafting menu, and a button which automatically crafts copies of all possible items. Saves a lot of finger clicking. It's not on contentdb, it's only on github.
The trampolines are really fun. Love the cabinets and lanterns. Love the misc. items here and there which really make a home feel more like home.
The work bench is useful, but confusing. Thought it was broken at first. Took me several minutes to figure out that hammers are a fuel, not a tool. You just gotta set the item in the repair slot, a hammer in the hammer slot, then wait.
I absolutely love this mod. I think Emerald boots are a necessity because of how they increase speed and jumping power.
Unfortunately, the package has a minor bug that prevent sapphire pants from being craftable. The fix exists in the main branch of source control, but the content here on contentdb is not up-to-date and the bug persists.
The forum thread says to smash the potion to set a warp point. To me, smashing is placing it on the ground then punching it, or holding it in hand and throwing/dropping with Q key.
The actual way to set a warp point is to right click the potion after it's been placed on the ground. I don't think it's intuitive, and the mod does not indicate in any way that the warp point has actually been placed. Oddly, it does indicate when using a second potion to warp to the set warp point.
The UI is also broken in unified_inventory to where the background boxes don't match up with foreground inventory items.
TL;DR: I appreciate the concept but there are some broken things and I don't think this is easy enough for players.
High latency in multiplayer
In singleplayer, this works great. In multiplayer, there's a lag between the time I press sneak and the time I visually see my character crouch. I didn't look at the code but it feels like the sneak request has to make a round trip between my computer and the server before my sneak takes effect. Not good.
Stunning accessories!
I really enjoy what this mod brings to the table. It gives players the ability to enhance their characters with various armor pieces while also offering a wide range of cosmetic accessories-- everything from hats and sunglasses to horns and wings. The visual variety is excellent, and the aesthetic flexibility really lets players customize their look in fun ways. Personally, I’m a big fan of the horns!
That said, there are a few compatibility hiccups when using this mod alongside 3d_armor. Technically, the two work together, but since they both add layers to the player model in the same space, you can get some visual glitches during animation-- things like clipping or flickering as the layers compete. In practice, I think it's best to pick one or the other depending on whether you’re prioritizing defense or appearance.
The equippable_accessories system also has a bit of a learning curve. The sfinv tab displays a grid of silhouetted slots for different equipment types, but it’s not immediately obvious which item goes where. There's also no shift-clicking to auto-equip from the inventory, and right-clicking an accessory doesn’t equip it either. These small limitations add up to a bit of trial-and-error when managing your gear, which can be a bit frustrating at times.
Overall, I love the visual direction of equippable_accessories. Part of me wonders if it might shine even more by focusing purely on cosmetics, leaving armor to something like 3d_armor-- but that might just be personal preference. Either way, it's a creative and stylish addition to the game, and I’m looking forward to seeing how it develops!
Huge quality of life improvement
Great tool for admins! Lets me do
/giveme radar
and it automatically gives meminimap_radar:radar
It lets me do
/giveme pickaxe
and the mod gives me a list of similarly named items.1: tools_obsidian:pick_obsidian, 2: default:pick_wood, 3: default:pick_stone, 4: default:pick_bronze, 5: default:pick_diamond, 6: lavastuff:pick, 7: default:pick_steel, 8: moreores:pick_silver, 9: moreores:pick_mithril, 10: default:pick_mese'
then after that, Let's say I wanted the mithril pick, I would follow up with
/giveme 10
and there I have the mithril pick! Super helpful!Great mod, with caveats
This is a great mod with intuitive commands syntax. I love it! Solves the leaky password issue of the other mod, and gives players a nice coloured prefix when they're part of a faction. They also don't do team damage which is great for big battles with lots of chaos.
A few caveats to note for server operators. When this mod is installed, player messages no longer display in the server console. If you have other mods which are intercepting chat messages, there's a chance this mod will prevent those mods from working. I learned this the hard way after my server's chat was intermittently not making it to discord via yl_matterbridge. Turns out this mod conflicts with that mod.
My workaround was to write my own message intercepter, which then calls yl_matterbridge and factions_redo.
I also had to comment out some lines in player_factions so it wouldn't intercept messages on it's own. There's probably a more elegant way to do this, but I'm not sure what that would look like.
Paint everything!
This mod is kind of incredible. You can draw on anything, you can make custom signage. Unlimited creativity and decoration of your base! It seems really well coded because a bunch of players can be spray painting at the same time and the server handles it fine.
Incredible!
I didn't think this level of power was possible... But I was wrong! The speed of the multitool is like a minigun going Brrrrrt!
I think this is too powerful for my PvP server! Incredibly fun though, and highly recommended!
I couldn't get it to work
I installed the mod, verified it was loaded, and set
double_jump.max_jump = 3
in minetest.conf, yet I was only able to jump the normal 1 timefeels weird man
I want to like this but it feels so strange. As a player I walk up to a tree and break one log block then stop and and suddenly the entire tree starts disappearing and leaves fall. Trees other than the one I cut start disappearing too. I can walk around and the process of logs disappearing continues. I could go away from keyboard after hitting that first log block and still the tree disappears and I'd return minutes later with the log blocks automatically in my inventory.
I don't like the default game way of trees floating midair which have had their trunks completely removed. That behavior falls short of my expectation that big heavy trees fall when their support structure is missing. I don't like the behavior of choppy either, since I think it's doing too much work and taking away from the minigame of logging in Minetest.
I'd love to see a middleground. Trees falling when being cut is GREAT! I love that. Trees completely disappearing and immediately showing up in inventory is a complete opposite of floating upper trees and that's too much of a change for me. I think the middle ground is that trees fall once cut, and instead of flawlessly appearing in inventory, their log nodes get dropped for retrieval by the player.
I haven't tried working with it's api yet, but maybe there's a configurable sweet spot in this mod. Something that feels less like work than default, but enough of a challenge/reward to feel just right.
Needs some TLC
Things I like
doors
Things I don't like
xdecor
has the same Japanese door which means I have two Japanese doors if I run both that mod and this oneFeature rich
Things I Like
Has a good developer API for adding custom features. I used it to add a custom inventory screen for warps.
unified_inventory_plus, a separate mod which extends this one, is super useful mod that adds extra buttons to automatically arrange items in the crafting menu, and a button which automatically crafts copies of all possible items. Saves a lot of finger clicking. It's not on contentdb, it's only on github.
I like
The trampolines are really fun. Love the cabinets and lanterns. Love the misc. items here and there which really make a home feel more like home.
The work bench is useful, but confusing. Thought it was broken at first. Took me several minutes to figure out that hammers are a fuel, not a tool. You just gotta set the item in the repair slot, a hammer in the hammer slot, then wait.
Out of date package
I absolutely love this mod. I think Emerald boots are a necessity because of how they increase speed and jumping power.
Unfortunately, the package has a minor bug that prevent sapphire pants from being craftable. The fix exists in the main branch of source control, but the content here on contentdb is not up-to-date and the bug persists.
Wonderful development tool
Great for rapid prototyping!
Way too confusing
The forum thread says to smash the potion to set a warp point. To me, smashing is placing it on the ground then punching it, or holding it in hand and throwing/dropping with Q key.
The actual way to set a warp point is to right click the potion after it's been placed on the ground. I don't think it's intuitive, and the mod does not indicate in any way that the warp point has actually been placed. Oddly, it does indicate when using a second potion to warp to the set warp point.
The UI is also broken in unified_inventory to where the background boxes don't match up with foreground inventory items.
TL;DR: I appreciate the concept but there are some broken things and I don't think this is easy enough for players.
The OG
Thank you!
This is wonderful!
Really appreciate this mod. It's so easy to be lost and die, this really helps find where my bones are at.
LOVE the configs too. On my server I set
death_compass_automatic = true