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 love the color variety. The textures are pleasing. I love how there are craftable variants of each stone, like cobble, brick and blocks.
The wishlist
I get a bunch of WARNING messages in my console when starting minetest with too_many_stones. It's little things that are not correct that are getting set automatically by the engine. It would be great to not see these warnings. Here's an example--
2022-12-15 11:14:29: WARNING[Main]: Texture "tms_calcite.png" of too_many_stones:calcite_wall has transparency, assuming use_texture_alpha = "clip".
The conclusion
I really like the stones and the textures! I have created several buildings using various stones from too_many_stones and I love the striking features I can make. Thanks for the mod!
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.
Thank you for this nice mod! I got it installed and I surrounded a URL with brackets like in the README. In game, the link appears styled as a url (blue), but clicking the link doesn't bring up a website. Is there a way to do this?
I built some artificial hives, i've found some bees nests, but I don't see any bees. Sometimes when I'm by a bees nest, I hear bees and I take damage but I don't see any bees. Am I missing something?
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.
converted review into a thread
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 oneThings 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.
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.
The good
I love the color variety. The textures are pleasing. I love how there are craftable variants of each stone, like cobble, brick and blocks.
The wishlist
I get a bunch of WARNING messages in my console when starting minetest with too_many_stones. It's little things that are not correct that are getting set automatically by the engine. It would be great to not see these warnings. Here's an example--
The conclusion
I really like the stones and the textures! I have created several buildings using various stones from too_many_stones and I love the striking features I can make. Thanks for the mod!
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.
Great for rapid prototyping!
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.
Thank you!
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
Oh! I crafted one of those but I had no idea what it was for! Thanks again
Thank you. So far I have only found honey inside wild hives but I will keep looking
How do I get a queen?
I think I found the answer is here-- https://github.com/minetest/minetest/issues/12500
(proposed feature but not currently implemented)
Thank you for this nice mod! I got it installed and I surrounded a URL with brackets like in the README. In game, the link appears styled as a url (blue), but clicking the link doesn't bring up a website. Is there a way to do this?
I built some artificial hives, i've found some bees nests, but I don't see any bees. Sometimes when I'm by a bees nest, I hear bees and I take damage but I don't see any bees. Am I missing something?