Awesome! I see your review has been edited, so I'm assuming everything is running ok now. If you encounter any other issues while using the mod, just let me know. Thank you for the review!
The mod spawns many monsters (entities) as that is the entire purpose of the mod. The focus is monster catching and training. It needs to have monsters fill the world so that players have something to battle and train against. It's similar to the Pixelmon mod for Minecraft. Zoonami is not a generic animal mod. It doesn't add it cows, sheep, chickens, etc. If you just want animals, there are other mods for that.
If you like the mod but want less monsters, the mod has options to change that. The "spawning interval" option controls how often the mod will attempt to spawn a monster around players. The default is 8 seconds. Increase this value to decrease monsters spawning.
The "max nearby mobs" option controls how many monsters can be nearby when attempting to spawn a monster. For example, if a few monsters are already nearby, no more monsters will spawn there. The default value is 2 monsters. You can lower this to 1 or 0. I would recommend changing the spawning interval first and if that doesn't seem to lower the spawns enough, then try changing this option as well.
"Zoonami inefficiently adds too many entities and inevitably results in server or for the matter even single player game freeze, it's not an if, it's a when."
Have you actually had the game freeze or are you just concerned that it might? The entities in Zoonami have been optimized to use as little CPU usage as possible. In my own single player world, the Zoonami mod on average uses around 100 microseconds per server step. This is using the mod profiler that is built into Minetest. Minetest generally allows for around 50,000 microseconds per server step. 100 microseconds is very small amount considering all of the things the mod is doing. Even if you have an older slower computer, the mod should run fine. If you really are having freezing issues due to my mod, I'd need to know more details about your computer specs.
Thank you for testing that for me! I figured out what the issue is. There's a small bug in the villages mod. It's adding an extra value when a player interacts with a GUI. Most mods will ignore this, but mine has a strict filter to ensure only one value is processed each time. I will reach out to the developer of the villages mod and hopefully it will be fixed.
What operating system are you using? What game are you using Zoonami on (MineTest Game, MineClone 2, etc)?
My only thought at the moment is to try running Zoonami on a new world, maybe on a different game as well, and see what happens. Perhaps a mod is interfering with it. Could also try and older version of Minetest if possible. I haven't been able to replicate the issue.
but for some reason i cant actually use it so far like you cant press right on the manual buttons and cant go back to the main menu of it and when i try to pick a start nothing happends.
Hmm can you share what version of Minetest you are using? I've mostly tested it on 5.4.0 and 5.7.0 and haven't encountered anything like this.
Changed the gold block, copper block, bronze block, tin block, and steel block. They look a little more like metal. They also have a beveled outline so they look better when placed next to each other.
There are a few different mods that allow chopping down entire trees. However, this one gives configuration options for chopping the leaves and automatically putting them in the inventory. Paired with the bonemeal mod that can use the wood and leaves to create mulch to grow more trees, this is perfect for early game tree harvesting. It also changes the speed based on the tool used meaning better tools still have a purpose. Simple and effective! :D
In inventory.lua on line 154 to 163 there is formspec code that adds hotbar item background images. These do not line up though with the hotbar when viewing the crafting guide page. If I remove them and have formspec = {} an empty table, the crafting guide page looks normal. Is there any purpose to those?
Someone pointed out that the texture pack had some odd color choices, such as the gold being green. That was not intentional and caused by color blindness. I usually use the color picker tool to verify the color I see is what I want it to be, but a few slipped through. They also pointed out a few other changes that I agreed with.
Changed the Gold Block, Gold Ingot, Gold Ore, and Gold Lump to not be green
Changed the Pine Wood to be a darker brown
Changed the Jungle Tree Top to be closer to the Jungle Wood color
Mese Block is now a tilable brick and lowered the saturation slightly
Mossy Cobble has more subtle moss/vines
Padlock on Locked Chest changed to be slightly smaller
Awesome! I see your review has been edited, so I'm assuming everything is running ok now. If you encounter any other issues while using the mod, just let me know. Thank you for the review!
Thank you for checking out the mod!
The mod spawns many monsters (entities) as that is the entire purpose of the mod. The focus is monster catching and training. It needs to have monsters fill the world so that players have something to battle and train against. It's similar to the Pixelmon mod for Minecraft. Zoonami is not a generic animal mod. It doesn't add it cows, sheep, chickens, etc. If you just want animals, there are other mods for that.
If you like the mod but want less monsters, the mod has options to change that. The "spawning interval" option controls how often the mod will attempt to spawn a monster around players. The default is 8 seconds. Increase this value to decrease monsters spawning.
The "max nearby mobs" option controls how many monsters can be nearby when attempting to spawn a monster. For example, if a few monsters are already nearby, no more monsters will spawn there. The default value is 2 monsters. You can lower this to 1 or 0. I would recommend changing the spawning interval first and if that doesn't seem to lower the spawns enough, then try changing this option as well.
Have you actually had the game freeze or are you just concerned that it might? The entities in Zoonami have been optimized to use as little CPU usage as possible. In my own single player world, the Zoonami mod on average uses around 100 microseconds per server step. This is using the mod profiler that is built into Minetest. Minetest generally allows for around 50,000 microseconds per server step. 100 microseconds is very small amount considering all of the things the mod is doing. Even if you have an older slower computer, the mod should run fine. If you really are having freezing issues due to my mod, I'd need to know more details about your computer specs.
Thank you for testing that for me! I figured out what the issue is. There's a small bug in the villages mod. It's adding an extra value when a player interacts with a GUI. Most mods will ignore this, but mine has a strict filter to ensure only one value is processed each time. I will reach out to the developer of the villages mod and hopefully it will be fixed.
If possible, I would be interested in knowing what mods you had running. I will try to figure out what mod caused the problem and why.
What operating system are you using? What game are you using Zoonami on (MineTest Game, MineClone 2, etc)?
My only thought at the moment is to try running Zoonami on a new world, maybe on a different game as well, and see what happens. Perhaps a mod is interfering with it. Could also try and older version of Minetest if possible. I haven't been able to replicate the issue.
Hmm can you share what version of Minetest you are using? I've mostly tested it on 5.4.0 and 5.7.0 and haven't encountered anything like this.
This mod is an essential for skyblock games where waiting for trees and other plants to grow is not ideal, but it's not overpowered.
There are a few different mods that allow chopping down entire trees. However, this one gives configuration options for chopping the leaves and automatically putting them in the inventory. Paired with the bonemeal mod that can use the wood and leaves to create mulch to grow more trees, this is perfect for early game tree harvesting. It also changes the speed based on the tool used meaning better tools still have a purpose. Simple and effective! :D
In inventory.lua on line 154 to 163 there is formspec code that adds hotbar item background images. These do not line up though with the hotbar when viewing the crafting guide page. If I remove them and have formspec = {} an empty table, the crafting guide page looks normal. Is there any purpose to those?
Someone pointed out that the texture pack had some odd color choices, such as the gold being green. That was not intentional and caused by color blindness. I usually use the color picker tool to verify the color I see is what I want it to be, but a few slipped through. They also pointed out a few other changes that I agreed with.
Changed the Gold Block, Gold Ingot, Gold Ore, and Gold Lump to not be green
Changed the Pine Wood to be a darker brown
Changed the Jungle Tree Top to be closer to the Jungle Wood color
Mese Block is now a tilable brick and lowered the saturation slightly
Mossy Cobble has more subtle moss/vines
Padlock on Locked Chest changed to be slightly smaller