A total game changer of a mod, literally ... this brings the amazing lighting of Mineclonia in, including a very easy way to adapt settings. I've been able to transform Minetest Game to something I never imagined it could look like before. Not tech so just tried out some random numbers, and immediately much bigger reach of godrays, and the vibrant colours of grass/sky/overall make it look like a ghibli setting! Much brighter world. Thank you very much for making this mod.
Thanks @michi16bit :-) Your plans sound really great, including adding images! I don't know if enabling Mystic Stones to run in Minetest Game would ever be on the cards too, as have needed to go to that after some issues with Mineclonia, but, if at all possible, that would be wonderful. Whether that's possible or not, thanks again for making such a great mod. Have a great week.
[Reviewing the version pre-today's release.] Only takes a few seconds to boot and runs really well. Amazing lighting, beautiful scenery and interesting things to find eg fortresses, shipwrecks, portals, guardian temples, etc. Villages and trading are great, including being able to magic a village up anywhere via /spawnstruct village. Baby villagers look like little grown-ups, lol, but the baby zombies and animals are entirely adorable. Love the jumping dolphins and wolf companions especially. Never played Minecraft, and am very new to Mineclonia, but so far really also like e.g. being able to throw snowballs, bee mod, that corners auto-shape when building, and fast-growing crops. Also, documentation in-game, and the lookup tool, are excellent.
Closed Codeberg account along with others wasn't using, but I hope it's okay to reference a few issues here. (Sorry, thought had to convert review to a thread, but now seeing should have posted as new thread.)
Had to turn off the new features in Settings, as it overworked cpu/gpu of 2023 pc bought for art ie decent gpu/cpu/ram.
Can't use unified inventory thus quickstack not possible too, causing many more clicks (accessibility?). Don't know if there's a way to auto-stack otherwise? No unified inventory = no waypoints. Thankfully travelnet works, and using simple waypoints mod to get 'home' [lots of text fills the sky if more than 1-2 waypoints]. Might it be possible to bring in waypoints and quickstacking?
Leaf decay is so slow I thought it was broken. Has taken enjoyment out of chopping trees! Any other mod I've tried seems to get overidden, as there's no change. Have to reference too many clicks again/accessibility.
Overall, very enjoyable and nice environment to be in. Thank you to everyone involved; really appreciate, but taking a break at this point, sadly, as Mineclonia has some very uniquely nice features, but helpful inventory features are critical for a storage-based game.
Thanks @DarkXwolf17 for your response, and interesting to understand more about the blue boxy bubble thingy! Will always enjoy the lit up underwater stuff, for sure, thanks to your awesome mod, so I hope others notice also, and get to see the corals, fish, kelp (and zoonami/water mobs critters I've added too) all lit up and colourful.
Only just installed this a couple of days ago, and can already tell there's so much enthusiasm and content. Really well done. Love the yellow dirt biome/lightning trees and trapdoors/doors etc. The ships in the IcePlains are wonderful. The extra Guardian structures are great too. Again, have hardly scratched the surface, but wanted to say a big thank you for making this very fun mod, and recommend it wholeheartedly.
Don't know if adding this is useful but most recent install pre-elepower from mods listed above was mystic stones, and recalled lava reference about that. Have used the one command I know to do, lol (grep -r), and it says this, when run in the mystic stones folder:
$ grep -r lava_source
crafting/infernal_crafting.lua: output = "mcl_core:lava_source 2",
enchant/enchantments.lua: local target_blocks = {"mcl_core:lava_source", "mcl_nether:nether_lava_source"}
enchant/init.lua: minetest.set_node(pos, { name = "mcl_core:lava_source" })
Really don't want to remove mystic stones, as it's a great addition/really fun, so fingers crossed it's something straightforward about elepower/logistica. When I turned off Logistica, to test if Elepower then runs without error, Mystic Stones was still installed when game successfully booted up with Elepower.
Hello and thank you for such a quick response! I've just downloaded Elepower today, and have just updated fluid_lib now, but same error. Mods am running are ... automatic doors, awards, basic materials/items, bell, bulletin boards, displaypack, dreambuilder hotbar expander, drying rack, edit, emerald bank, mobs ethereal bosses, findbiome, rotten flesh to leather, framed glass, good torch, homedecor, I have hands, k recycle bin, logistica, mystic stones, maid companions, all things chocolate, mcl_fish traps/sleeping bags/wieldlight, mobs redo api, water mobs, prestibags, replacer (flux), simple waypoints, trash can, travelnet, unicode signs/text, unified dyes, what is this uwu (fork), x-farming, xcompat, zoonami/3d.
Thank you very much for making this mod. Just started playing Mineclonia, and, before knew about offhand/torch, was struggling with the dark, but your mod has fixed things wonderfully. Love how strong the light is (much stronger than using offhand), and the distance. There's the issue of the blue block (air?) showing in water where are pointing at; pointing as far away as possible when swimming underwater means you can enjoy the ocean/creatures lit up while keeping the square bubble out of the way, which is really cool. The offhand feature in Mineclonia is great, but once Good Torch has been experienced, there's no going back, lol. Am glad don't get strained eyes or a headache from all the darkness, lol, so can highly recommend this mod.
Hello again :-) Trying out Elepower again, especially as have just started playing Mineclonia and can see you're kindly adding support for that. Just to report that there's a clash if running Logistica [doesn't happen if turn off Logistica] ...
2025-11-27 19:32:30: ERROR[Main]: ModError: Failed to load and run script from /home/*******/.minetest/mods/elepower/elepower_machines/init.lua:
2025-11-27 19:32:30: ERROR[Main]: "Invalid crafting recipe (output="elepower_machines:lava_cooler")"
2025-11-27 19:32:30: ERROR[Main]: stack traceback:
2025-11-27 19:32:30: ERROR[Main]: [C]: in function 'register_craft'
2025-11-27 19:32:30: ERROR[Main]: *******/.minetest/mods/elepower/elepower_machines/crafting.lua:719: in main chunk
2025-11-27 19:32:30: ERROR[Main]: [C]: in function 'dofile'
2025-11-27 19:32:30: ERROR[Main]: *******/.minetest/mods/elepower/elepower_machines/init.lua:23: in main chunk
Hello again :-) After playing for a bit longer, may I ask if it's possible to have something in Settings, particularly for the grave clouds/5 items (rose,tree,club,amanita,grass) as world is getting too many of the items, and ground clouds too frequent and hard to see through, and it's all spawning in main biomes such as grassland/savanna/rainforest/desert and seems to not be stopping, lol. Would tickboxes be possible in Settings, to choose which biomes things can spawn in? or something in settings to restrict the items to less main biomes? Thanks again for your great work on this lovely mod.
Running Luanti 5.12. Can't recommend at all. Chose valleys mapgen, ethereal, everness ... beautiful ... but then this mod carves gigantic ugly holes in the landscape, or bits of trees/ rocks/leaves/very tall clusters of pillars hang up in the sky, or there's a huge overhang of rock/dirt etc so the village beneath is in darkness unless you spent forever manually removing the overhang, after turning off protection in the config file. A real shame, as the buildings themselves are well done, but just too disheartening to travel about and find ugly holes/floating things/overhangs wherever go. Upset that it's very likely will have to start a new world.
Love this mod. Bright coloured ores, well-balanced spawning, find at 5k and 15k (so no clashes with anything else), and can make very useful tools ... very high-powered too e.g. can thwack 3-4 rows of stone superfast, which is perfect if have a big area to clear. Great that it's included in the description that no innate ores etc are altered; much appreciated that, as sometimes mods make changes that can have an adverse effect on other mods ... not this one! Thanks for making this. A+++++
Thank you for making this absolutely lovely mod. After an issue with Techage/Everness, switched to MG and not running Everness for a while, but just had to install Everness again, as it makes the world so extra beautiful and interesting. Hoped running MG and Everness would mean maybe Techage issue fixed, but unfortunately not. Issue is that Techage can't drill down to oil ... stops 3 chunks down/doesn't register normal stone etc under the drill bit. I asked on github, and they kindly recommended that if Everness was able to implement using register_on_dignode() to add its custom dig functionality instead of editing all node definitions that would fix the issue. I don't know if that's a large or small change, but just passing on the information incase it's possible for something to be done. Not too keen on bitbucket, so hoping it's okay to communicate here. Unsure what else may be affected in later parts of Techage that haven't got to yet (it's taking a very long time, lol) so if the fix that's been suggested would take care of any eventuality, fingers crossed things work out.
The textures are great, and really enjoy finding the crops/flowers: mix really well with the crops/flowers already there too, as well as easy to see. Haven't started cooking yet, so will go and try out the garlic bread, lol!
Good clean base on which to install some mods, and I've found that mods that in previous game didn't run (paleotest), or had errors (coloured lamps) are running 100% fine in MG. Thanks for MG; really appreciate it.
People new to minetest may not register about compatabilities at first, plus sometimes there are adaptations/fixes. Runs great in MG: very well made mod ... can be challenging to learn, but great to have useful quests people can take as much time as need with.
Hello spixi and sorry I didn't see notifications until today. Thank you very much indeed for responses, and glad it seems to not be a mod conflict [if you still need a list of mods installed, I can add that]. Thanks for explaining what's been happening, and thank you in advance for the update. Much appreciate.
Hello again. I removed the Cloudcraft folder (removing the other 3 folders caused an enormous amount of errors, lol, so they got put back!). Crash, with message saying asuna_awards is missing: cloudcraft. Removed asuna awards from asuna/mods/asuna, and turned off anything cloudcraft/asuna awards in main settings, and everything's fine now ... running updated Asuna, and Techpack is producing ores and coal.
Hello Emptystar and thank you very much for kindly testing techpack. Really appreciate, and great to know exactly what the issue is. I'll update Asuna and remove cloudcraft. On looking at the cloudcraft page, I can see some dependencies to remove ... abdecor, armor_monoid, player_monoids ... so will be sure to remove them, after checking if anything else needs them. Was really enjoying the Asuna update, including Astralcraft, so it'll be great to play it, and thank you again for such a lovely game.
Thanks for making this mod. It's been working brilliantly on 5.11, Asuna v1.0.7. I'd not upgraded anything as didn't want to risk techpack or petz affected, but just thought would try out the latest Asuna, v1.1.5, and unfortunately gravel sieve won't output anything but gravel or sieved gravel. Briefly tried the 5.12 appimage, but only reverting Asuna to v1.0.7 fixed things.
Thank you very much for such a quick response in fixing the issue; no problems when place the powered furnace now.
Used creative mode to try out some other things ... just the simple machines, as I'm really not good at anything more complex in the game, lol. The harvester/planter is amazing! Very easy to understand and use. If that was released as an early standalone mod version, 100% win, for sure, and an insta-install!
I had a few issues with various ('ignoring escape sequence'), but understand fully that the mod is overall in early development, as is the tome, and that people are busy. No pressure at all, and look forward to installing Elepower if the tome/machines are completed at some point. Thank you again for your positive response.
Thanks for quick response. Prefer not to use github tbh, and not sure what cdb thread is referring to, but just leaving the feedback incase it's useful.
Had noticed the forum thread, and, because lots of illustrations and clear explanations, had thought may manage the mod. Was doing okay until placed the powered furnace, inbetween the generator underneath and a normal furnace above; unfortunately the game crashed, and unable to reload, requiring backup copied over so restore game.
This is what showed on first crashing:
AsyncErr: Lua: Runtime error from mod '??' in callback item_OnPlace(): "Runtime error from mod '??' in callback node_on_construct(): ...ds/elepower/elepower_machines/machines/bases/crafter.lua:44: attempt to index a nil value
stack traceback:
...ds/elepower/elepower_machines/machines/bases/crafter.lua:44: in function 'get_crafter_tooltips'
...ds/elepower/elepower_machines/machines/bases/crafter.lua:139: in function 'get_formspec'
...ds/elepower/elepower_machines/machines/bases/crafter.lua:316: in function 'original_on_construct'
...ership/.minetest/mods/elepower/elepower_papi/machine.lua:276: in function <...ership/.minetest/mods/elepower/elepower_papi/machine.lua:268>
[C]: in function 'add_node'
/usr/share/luanti/builtin/game/item.lua:286: in function </usr/share/luanti/builtin/game/item.lua:144>"
stack traceback:
[C]: in function 'add_node'
/usr/share/luanti/builtin/game/item.lua:286: in function </usr/share/luanti/builtin/game/item.lua:144>
On trying to get back in:
AsyncErr: Lua: Runtime error from mod '??' in callback node_on_timer(): ...ds/elepower/elepower_machines/machines/bases/crafter.lua:44: attempt to index a nil value
stack traceback:
...ds/elepower/elepower_machines/machines/bases/crafter.lua:44: in function 'get_crafter_tooltips'
...ds/elepower/elepower_machines/machines/bases/crafter.lua:139: in function 'get_formspec'
...ds/elepower/elepower_machines/machines/bases/crafter.lua:277: in function <...ds/elepower/elepower_machines/machines/bases/crafter.lua:155>
Am not technical, so best I can do is provide feedback and hope it's helpful. [Linux, Luanti 5.11, Asuna]
Thank you for making this beautiful game. Am very new to Luanti, and having mods integrated, and so beautifully, was the best introduction I could have had. Great that things are straightforward and not obstructive at all: helps a lot when learning things, and also when trying mods ... I noticed today that 25 pages of mods are runnable with Asuna, which is incredible. And I always learn something positive when seeing responses to people's questions. Very glad to continue with Asuna, and thank you again.
A big thank you for this mod; makes doing repairs really easy, and like that it's really straightforward and can see the red bar turn green as repair item.
Very nice range of earthy colours, no issues displaying a rune block via creative mode, and really good to be able to do this in the game. Have hit an issue when playing with creative mode off though, and, sorry, but prefer to not use github, so I hope it's okay to briefly report issue here. (Also never know if mod is being maintained, so other eyes can see the issue if it's here.)
Linux/Luanti 5.11/Asuna. Burin worked fine at mine entrance. Jealous miner fight. Used unified inventory plus waypoint to go down to around 2500 chunks deep. Hitting diamond/stone area and game crashed. Continued to crash each time tried to use burin.
AsyncErr: Lua: Runtime error from mod '??' in callback node_on_punch(): "Invalid vector coordinate x (expected number got nil)."
stack traceback:
[C]: in function 'get_objects_inside_radius'
/home/*username/.minetest/mods/mobs/api.lua:4520: in function 'sound_play'
/home/*username/.minetest/mods/ancientrunes/init.lua:139: in function 'callback'
/usr/share/luanti/builtin/game/item.lua:459: in function </usr/share/luanti/builtin/game/item.lua:452>
Thanks for making this mod. Really well made, great textures and sounds. Good clear notes that are easy to understand are very helpful. Cybermen and daleks fighting is very cool. Walking into the Tardis for the 1st time was incredible, with it being so big and so many rooms available. Findbiome gui and waypoints in the Tardis is very good, and pulling the lever for the first travel was very cool; just the right sound and effects. The giant 240-slot chests have meant I can reduce the size of overbig storage area. Sonic screwdriver is a gift e.g. being able to change sand to silver sand helps a lot, with silver sand being challenging to find. If I had one little request it would be to ask if shift-click items into the chests is planned, and the hold-shift/run mouse over lots of items to put them in inventory. 100% recommend this mod; adds a lot of fun, and thank you very much again for making it.
Thank you for making this mod. Really easy to use, useful, and being able to name the basket is awesome.
A total game changer of a mod, literally ... this brings the amazing lighting of Mineclonia in, including a very easy way to adapt settings. I've been able to transform Minetest Game to something I never imagined it could look like before. Not tech so just tried out some random numbers, and immediately much bigger reach of godrays, and the vibrant colours of grass/sky/overall make it look like a ghibli setting! Much brighter world. Thank you very much for making this mod.
Thanks @michi16bit :-) Your plans sound really great, including adding images! I don't know if enabling Mystic Stones to run in Minetest Game would ever be on the cards too, as have needed to go to that after some issues with Mineclonia, but, if at all possible, that would be wonderful. Whether that's possible or not, thanks again for making such a great mod. Have a great week.
This makes me laugh like a 5 year old, lol, every time: putting it as the doorstep in and out of the storage house is a lot of fun!
[Reviewing the version pre-today's release.] Only takes a few seconds to boot and runs really well. Amazing lighting, beautiful scenery and interesting things to find eg fortresses, shipwrecks, portals, guardian temples, etc. Villages and trading are great, including being able to magic a village up anywhere via /spawnstruct village. Baby villagers look like little grown-ups, lol, but the baby zombies and animals are entirely adorable. Love the jumping dolphins and wolf companions especially. Never played Minecraft, and am very new to Mineclonia, but so far really also like e.g. being able to throw snowballs, bee mod, that corners auto-shape when building, and fast-growing crops. Also, documentation in-game, and the lookup tool, are excellent.
Closed Codeberg account along with others wasn't using, but I hope it's okay to reference a few issues here. (Sorry, thought had to convert review to a thread, but now seeing should have posted as new thread.) Had to turn off the new features in Settings, as it overworked cpu/gpu of 2023 pc bought for art ie decent gpu/cpu/ram. Can't use unified inventory thus quickstack not possible too, causing many more clicks (accessibility?). Don't know if there's a way to auto-stack otherwise? No unified inventory = no waypoints. Thankfully travelnet works, and using simple waypoints mod to get 'home' [lots of text fills the sky if more than 1-2 waypoints]. Might it be possible to bring in waypoints and quickstacking? Leaf decay is so slow I thought it was broken. Has taken enjoyment out of chopping trees! Any other mod I've tried seems to get overidden, as there's no change. Have to reference too many clicks again/accessibility.
Overall, very enjoyable and nice environment to be in. Thank you to everyone involved; really appreciate, but taking a break at this point, sadly, as Mineclonia has some very uniquely nice features, but helpful inventory features are critical for a storage-based game.
Thanks @DarkXwolf17 for your response, and interesting to understand more about the blue boxy bubble thingy! Will always enjoy the lit up underwater stuff, for sure, thanks to your awesome mod, so I hope others notice also, and get to see the corals, fish, kelp (and zoonami/water mobs critters I've added too) all lit up and colourful.
Only just installed this a couple of days ago, and can already tell there's so much enthusiasm and content. Really well done. Love the yellow dirt biome/lightning trees and trapdoors/doors etc. The ships in the IcePlains are wonderful. The extra Guardian structures are great too. Again, have hardly scratched the surface, but wanted to say a big thank you for making this very fun mod, and recommend it wholeheartedly.
Don't know if adding this is useful but most recent install pre-elepower from mods listed above was mystic stones, and recalled lava reference about that. Have used the one command I know to do, lol (grep -r), and it says this, when run in the mystic stones folder: $ grep -r lava_source crafting/infernal_crafting.lua: output = "mcl_core:lava_source 2", enchant/enchantments.lua: local target_blocks = {"mcl_core:lava_source", "mcl_nether:nether_lava_source"} enchant/init.lua: minetest.set_node(pos, { name = "mcl_core:lava_source" })
Really don't want to remove mystic stones, as it's a great addition/really fun, so fingers crossed it's something straightforward about elepower/logistica. When I turned off Logistica, to test if Elepower then runs without error, Mystic Stones was still installed when game successfully booted up with Elepower.
Hello and thank you for such a quick response! I've just downloaded Elepower today, and have just updated fluid_lib now, but same error. Mods am running are ... automatic doors, awards, basic materials/items, bell, bulletin boards, displaypack, dreambuilder hotbar expander, drying rack, edit, emerald bank, mobs ethereal bosses, findbiome, rotten flesh to leather, framed glass, good torch, homedecor, I have hands, k recycle bin, logistica, mystic stones, maid companions, all things chocolate, mcl_fish traps/sleeping bags/wieldlight, mobs redo api, water mobs, prestibags, replacer (flux), simple waypoints, trash can, travelnet, unicode signs/text, unified dyes, what is this uwu (fork), x-farming, xcompat, zoonami/3d.
Thank you very much for making this mod. Just started playing Mineclonia, and, before knew about offhand/torch, was struggling with the dark, but your mod has fixed things wonderfully. Love how strong the light is (much stronger than using offhand), and the distance. There's the issue of the blue block (air?) showing in water where are pointing at; pointing as far away as possible when swimming underwater means you can enjoy the ocean/creatures lit up while keeping the square bubble out of the way, which is really cool. The offhand feature in Mineclonia is great, but once Good Torch has been experienced, there's no going back, lol. Am glad don't get strained eyes or a headache from all the darkness, lol, so can highly recommend this mod.
Hello again :-) Trying out Elepower again, especially as have just started playing Mineclonia and can see you're kindly adding support for that. Just to report that there's a clash if running Logistica [doesn't happen if turn off Logistica] ... 2025-11-27 19:32:30: ERROR[Main]: ModError: Failed to load and run script from /home/*******/.minetest/mods/elepower/elepower_machines/init.lua: 2025-11-27 19:32:30: ERROR[Main]: "Invalid crafting recipe (output="elepower_machines:lava_cooler")" 2025-11-27 19:32:30: ERROR[Main]: stack traceback: 2025-11-27 19:32:30: ERROR[Main]: [C]: in function 'register_craft' 2025-11-27 19:32:30: ERROR[Main]: *******/.minetest/mods/elepower/elepower_machines/crafting.lua:719: in main chunk 2025-11-27 19:32:30: ERROR[Main]: [C]: in function 'dofile' 2025-11-27 19:32:30: ERROR[Main]: *******/.minetest/mods/elepower/elepower_machines/init.lua:23: in main chunk
Hello again :-) After playing for a bit longer, may I ask if it's possible to have something in Settings, particularly for the grave clouds/5 items (rose,tree,club,amanita,grass) as world is getting too many of the items, and ground clouds too frequent and hard to see through, and it's all spawning in main biomes such as grassland/savanna/rainforest/desert and seems to not be stopping, lol. Would tickboxes be possible in Settings, to choose which biomes things can spawn in? or something in settings to restrict the items to less main biomes? Thanks again for your great work on this lovely mod.
Running Luanti 5.12. Can't recommend at all. Chose valleys mapgen, ethereal, everness ... beautiful ... but then this mod carves gigantic ugly holes in the landscape, or bits of trees/ rocks/leaves/very tall clusters of pillars hang up in the sky, or there's a huge overhang of rock/dirt etc so the village beneath is in darkness unless you spent forever manually removing the overhang, after turning off protection in the config file. A real shame, as the buildings themselves are well done, but just too disheartening to travel about and find ugly holes/floating things/overhangs wherever go. Upset that it's very likely will have to start a new world.
Love this mod. Bright coloured ores, well-balanced spawning, find at 5k and 15k (so no clashes with anything else), and can make very useful tools ... very high-powered too e.g. can thwack 3-4 rows of stone superfast, which is perfect if have a big area to clear. Great that it's included in the description that no innate ores etc are altered; much appreciated that, as sometimes mods make changes that can have an adverse effect on other mods ... not this one! Thanks for making this. A+++++
Thank you for making this absolutely lovely mod. After an issue with Techage/Everness, switched to MG and not running Everness for a while, but just had to install Everness again, as it makes the world so extra beautiful and interesting. Hoped running MG and Everness would mean maybe Techage issue fixed, but unfortunately not. Issue is that Techage can't drill down to oil ... stops 3 chunks down/doesn't register normal stone etc under the drill bit. I asked on github, and they kindly recommended that if Everness was able to implement using register_on_dignode() to add its custom dig functionality instead of editing all node definitions that would fix the issue. I don't know if that's a large or small change, but just passing on the information incase it's possible for something to be done. Not too keen on bitbucket, so hoping it's okay to communicate here. Unsure what else may be affected in later parts of Techage that haven't got to yet (it's taking a very long time, lol) so if the fix that's been suggested would take care of any eventuality, fingers crossed things work out.
Thanks for making this mod. Works great. Would never find everywhere otherwise, and being able to adventure anywhere is cool. A+++
The textures are great, and really enjoy finding the crops/flowers: mix really well with the crops/flowers already there too, as well as easy to see. Haven't started cooking yet, so will go and try out the garlic bread, lol!
Thanks for making this mod. Really handy and easy to use. A++++
Great to not worry about tools breaking for such a long time, and just top up on repair when like. Thanks for making this mod. A+++
Thank you for making this mod. Great range of flowers/crops, and balanced spawning. A+++
Good clean base on which to install some mods, and I've found that mods that in previous game didn't run (paleotest), or had errors (coloured lamps) are running 100% fine in MG. Thanks for MG; really appreciate it.
Thanks for making this! Works perfectly (am in MG) and it's great to have food slots freed up and no walk/fly speed changes.
People new to minetest may not register about compatabilities at first, plus sometimes there are adaptations/fixes. Runs great in MG: very well made mod ... can be challenging to learn, but great to have useful quests people can take as much time as need with.
Hello spixi and sorry I didn't see notifications until today. Thank you very much indeed for responses, and glad it seems to not be a mod conflict [if you still need a list of mods installed, I can add that]. Thanks for explaining what's been happening, and thank you in advance for the update. Much appreciate.
Hello again. I removed the Cloudcraft folder (removing the other 3 folders caused an enormous amount of errors, lol, so they got put back!). Crash, with message saying asuna_awards is missing: cloudcraft. Removed asuna awards from asuna/mods/asuna, and turned off anything cloudcraft/asuna awards in main settings, and everything's fine now ... running updated Asuna, and Techpack is producing ores and coal.
Thank you for this very useful little mod. Saves a lot of time moving storage, and even works with Connected Chests, which is awesome.
Hello Emptystar and thank you very much for kindly testing techpack. Really appreciate, and great to know exactly what the issue is. I'll update Asuna and remove cloudcraft. On looking at the cloudcraft page, I can see some dependencies to remove ... abdecor, armor_monoid, player_monoids ... so will be sure to remove them, after checking if anything else needs them. Was really enjoying the Asuna update, including Astralcraft, so it'll be great to play it, and thank you again for such a lovely game.
Thanks for making this mod. It's been working brilliantly on 5.11, Asuna v1.0.7. I'd not upgraded anything as didn't want to risk techpack or petz affected, but just thought would try out the latest Asuna, v1.1.5, and unfortunately gravel sieve won't output anything but gravel or sieved gravel. Briefly tried the 5.12 appimage, but only reverting Asuna to v1.0.7 fixed things.
Thank you very much! :-)
Thank you very much for such a quick response in fixing the issue; no problems when place the powered furnace now.
Used creative mode to try out some other things ... just the simple machines, as I'm really not good at anything more complex in the game, lol. The harvester/planter is amazing! Very easy to understand and use. If that was released as an early standalone mod version, 100% win, for sure, and an insta-install!
I had a few issues with various ('ignoring escape sequence'), but understand fully that the mod is overall in early development, as is the tome, and that people are busy. No pressure at all, and look forward to installing Elepower if the tome/machines are completed at some point. Thank you again for your positive response.
Thanks for quick response. Prefer not to use github tbh, and not sure what cdb thread is referring to, but just leaving the feedback incase it's useful.
Had noticed the forum thread, and, because lots of illustrations and clear explanations, had thought may manage the mod. Was doing okay until placed the powered furnace, inbetween the generator underneath and a normal furnace above; unfortunately the game crashed, and unable to reload, requiring backup copied over so restore game.
This is what showed on first crashing:
AsyncErr: Lua: Runtime error from mod '??' in callback item_OnPlace(): "Runtime error from mod '??' in callback node_on_construct(): ...ds/elepower/elepower_machines/machines/bases/crafter.lua:44: attempt to index a nil value stack traceback: ...ds/elepower/elepower_machines/machines/bases/crafter.lua:44: in function 'get_crafter_tooltips' ...ds/elepower/elepower_machines/machines/bases/crafter.lua:139: in function 'get_formspec' ...ds/elepower/elepower_machines/machines/bases/crafter.lua:316: in function 'original_on_construct' ...ership/.minetest/mods/elepower/elepower_papi/machine.lua:276: in function <...ership/.minetest/mods/elepower/elepower_papi/machine.lua:268> [C]: in function 'add_node' /usr/share/luanti/builtin/game/item.lua:286: in function </usr/share/luanti/builtin/game/item.lua:144>" stack traceback: [C]: in function 'add_node' /usr/share/luanti/builtin/game/item.lua:286: in function </usr/share/luanti/builtin/game/item.lua:144>
On trying to get back in:
stack traceback: ...ds/elepower/elepower_machines/machines/bases/crafter.lua:44: in function 'get_crafter_tooltips' ...ds/elepower/elepower_machines/machines/bases/crafter.lua:139: in function 'get_formspec' ...ds/elepower/elepower_machines/machines/bases/crafter.lua:277: in function <...ds/elepower/elepower_machines/machines/bases/crafter.lua:155>
Am not technical, so best I can do is provide feedback and hope it's helpful. [Linux, Luanti 5.11, Asuna]
Thank you for making this beautiful game. Am very new to Luanti, and having mods integrated, and so beautifully, was the best introduction I could have had. Great that things are straightforward and not obstructive at all: helps a lot when learning things, and also when trying mods ... I noticed today that 25 pages of mods are runnable with Asuna, which is incredible. And I always learn something positive when seeing responses to people's questions. Very glad to continue with Asuna, and thank you again.
A big thank you for this mod; makes doing repairs really easy, and like that it's really straightforward and can see the red bar turn green as repair item.
Very nice range of earthy colours, no issues displaying a rune block via creative mode, and really good to be able to do this in the game. Have hit an issue when playing with creative mode off though, and, sorry, but prefer to not use github, so I hope it's okay to briefly report issue here. (Also never know if mod is being maintained, so other eyes can see the issue if it's here.)
Linux/Luanti 5.11/Asuna. Burin worked fine at mine entrance. Jealous miner fight. Used unified inventory plus waypoint to go down to around 2500 chunks deep. Hitting diamond/stone area and game crashed. Continued to crash each time tried to use burin.
AsyncErr: Lua: Runtime error from mod '??' in callback node_on_punch(): "Invalid vector coordinate x (expected number got nil)." stack traceback: [C]: in function 'get_objects_inside_radius' /home/*username/.minetest/mods/mobs/api.lua:4520: in function 'sound_play' /home/*username/.minetest/mods/ancientrunes/init.lua:139: in function 'callback' /usr/share/luanti/builtin/game/item.lua:459: in function </usr/share/luanti/builtin/game/item.lua:452>
Thanks again for releasing this great little mod.
You're welcome! And thanks about possibly looking into the chest settings. Yes, the standard chest does the shift-click and the shift/mouse-over.
Thanks for making this mod. Really well made, great textures and sounds. Good clear notes that are easy to understand are very helpful. Cybermen and daleks fighting is very cool. Walking into the Tardis for the 1st time was incredible, with it being so big and so many rooms available. Findbiome gui and waypoints in the Tardis is very good, and pulling the lever for the first travel was very cool; just the right sound and effects. The giant 240-slot chests have meant I can reduce the size of overbig storage area. Sonic screwdriver is a gift e.g. being able to change sand to silver sand helps a lot, with silver sand being challenging to find. If I had one little request it would be to ask if shift-click items into the chests is planned, and the hold-shift/run mouse over lots of items to put them in inventory. 100% recommend this mod; adds a lot of fun, and thank you very much again for making it.