I'm using this mod on my server now, Its buggy with some items, like the sword, but for most items it works fine. I think the text could be displayed better but other than that its a useful mod.
It was also NOT written by AI and it shows. Its quicker and less cluttered. It does one thing and does it well. And I didn't write this review with AI either because I'm not a moron.
Looking at the code, I'm 99% sure this mod is ai generated. And this user has a history of making AI mods. If this mod was actually written by hand, let me know and I'll change this review. This mod doesn't disclose that it was made with AI.
It's a small and simple mod, but I have some criticisms:
It uses the old minetest namespace for a mod created after the name change. You should use core instead. core is backwards compatible with pre-name-change versions.
It uses a label formspec element instead of a textarea with no name. Since you don't need to send any information back to the server, you could've used a read-only textarea. With a no name textarea, it can still be copy-pasted, and the player can't modify the itemstring text. (Why would the player want that?)
It checks if the stack is empty twice. The full_itemstring function, which checks if the stack is empty, is called after checking if the stack is empty in the cmd_func function.
Sending messages to chat is unnecessary and cluttered, when we already have a formspec. It sends the itemstring in the chat, and "Shown." when the command is run. The chat itemstring can't be copy-pasted and we already have it in the formspec so what is the point?
Calling minetest.chat_send_player(name, "[itemstring] " .. istr) right before return true, "Shown." in a core.register_chatcommand function is redundant, because it already sends the string you wrote in the return statement to the player when the command is run. You could've wrote return true, "[itemstring] " .. istr .. "\n" .. "Shown." to output the same thing.
I'm sure there's more code issues, but I'm going to stop there. I'm sure if this mod was written by a human, there would be less issues like this. Or if this mod was actually written by a human, they should learn to not make code smells similar to generative AIs.
I like this mod as a modder. It works well with other mods like bonemeal, moreblocks, and farming redo, and to my knowledge it doesn't have any crazy bugs like some other biome mods (not naming names). The code is easy to read and understand, for me at least. And I like this mod as a player. I like the fruits in the biomes, it's fun exploring and gathering food trying to find a place to make a base. The textures don't look out of place, and are consistent. This mod has a lot of features too. I recommend this mod for your default worlds.
I dislike the wording and this mod feels unnessesary.
I don't like the wording of this mod. It implies that the original pride_flags mod is "offensive". You could've just titled it "Generic Flags". I feel like it should be more compatible with the original pride_flags mod this is based on. Is a separate mod really necessary? I feel like this mod should've been a feature request for pride_flags. You could try to make the pride_flags api more general use, and maybe have a flag api library and the pride flags separate.
I love the biomes for this mod! There is a lot of variety and a lot of content, maybe too much variety. One thing I don't like about this mod is the bloat. Everness has its own dirt, its own lava, its own glass, and a lot of other things that it maybe should leave to other mods. default has glass and lava and dirt. Why does everness need its own 32 slot chest with a locked varient when chests has the same thing but in a different texture? Why does it need its own wood group? I understand trying to be game agnostic, but it's a bad player experience having two different items that do the same thing, and end up disappointing players when they can't use the everness items the same way as the more conventional items from other mods. While I don't think every everness feature is bloat, like the mineral water, a lot of items don't need to exist. At least, make it so when a mod is enabled, use the mod items instead of the everness defined items. You could keep the everness items as a fallback perhaps?
Another smaller criticism I have is that some biome heat and humidity values are too close to eachother. Theres a program called Amidst for Minetest that lets you visualize a biome voronoi diagram, that you could use to see what I'm talking about. I have a script that generates an Amidst biome file from your ingame biomes, message me if interested. Some biomes are awkwardly close to each other and feel like they're "fighting" for the same spot, but for the most part this is fine. I noticed everness's biome heat and humidity points work surprisingly well with ethereal, for the most part. I'm not sure if the mod author intended this, but I appreciate it.
All said, I do recommend this mod. I would like to see some things improved, but overall this mod is worth having in your world. Thanks for reading.
This mod relies on minetest.item_place, which is very broken in this context. See: https://github.com/minetest/minetest_game/issues/3134 . Any nodes which have an overridden on_place can be duped (!), this includes *_grass_1, default:tree (!), saplings, and probably so much more. Was this mod even tested at all? I've spent so many hours trying to fix this mod. I can either get it to accidently delete nodes sometimes when you try to place it where a sapling is (best case) or dupe every node (worst case). I'm at a loss. If someone knows a magical fix for this mod that makes it work with every node, please fix it and you can make fun of my struggle. If you're looking for a mod that lets you move chests, try i_have_hands. It to my knowledge has no crazy dupe or delete glitches.
Very smooth movement and fits into the game perfectly
This mod is great! The flags are beautiful and there's a lot of them to choose from. We have this mod on our server validandloved.life so come check it out :)
Useful mod made without AI
I'm using this mod on my server now, Its buggy with some items, like the sword, but for most items it works fine. I think the text could be displayed better but other than that its a useful mod.
It was also NOT written by AI and it shows. Its quicker and less cluttered. It does one thing and does it well. And I didn't write this review with AI either because I'm not a moron.
This mod is likely AI generated
Looking at the code, I'm 99% sure this mod is ai generated. And this user has a history of making AI mods. If this mod was actually written by hand, let me know and I'll change this review. This mod doesn't disclose that it was made with AI.
It's a small and simple mod, but I have some criticisms:
minetestnamespace for a mod created after the name change. You should usecoreinstead.coreis backwards compatible with pre-name-change versions.labelformspec element instead of atextareawith no name. Since you don't need to send any information back to the server, you could've used a read-only textarea. With a no nametextarea, it can still be copy-pasted, and the player can't modify the itemstring text. (Why would the player want that?)full_itemstringfunction, which checks if the stack is empty, is called after checking if the stack is empty in thecmd_funcfunction.minetest.chat_send_player(name, "[itemstring] " .. istr)right beforereturn true, "Shown."in acore.register_chatcommandfunction is redundant, because it already sends the string you wrote in the return statement to the player when the command is run. You could've wrotereturn true, "[itemstring] " .. istr .. "\n" .. "Shown."to output the same thing.I'm sure there's more code issues, but I'm going to stop there. I'm sure if this mod was written by a human, there would be less issues like this. Or if this mod was actually written by a human, they should learn to not make code smells similar to generative AIs.
Works great with other mods, not buggy.
I like this mod as a modder. It works well with other mods like bonemeal, moreblocks, and farming redo, and to my knowledge it doesn't have any crazy bugs like some other biome mods (not naming names). The code is easy to read and understand, for me at least. And I like this mod as a player. I like the fruits in the biomes, it's fun exploring and gathering food trying to find a place to make a base. The textures don't look out of place, and are consistent. This mod has a lot of features too. I recommend this mod for your
defaultworlds.I dislike the wording and this mod feels unnessesary.
I don't like the wording of this mod. It implies that the original
pride_flagsmod is "offensive". You could've just titled it "Generic Flags". I feel like it should be more compatible with the originalpride_flagsmod this is based on. Is a separate mod really necessary? I feel like this mod should've been a feature request forpride_flags. You could try to make the pride_flags api more general use, and maybe have a flag api library and the pride flags separate.Great mod, but I do have some criticisms
I love the biomes for this mod! There is a lot of variety and a lot of content, maybe too much variety. One thing I don't like about this mod is the bloat. Everness has its own dirt, its own lava, its own glass, and a lot of other things that it maybe should leave to other mods.
defaulthas glass and lava and dirt. Why does everness need its own 32 slot chest with a locked varient whenchestshas the same thing but in a different texture? Why does it need its own wood group? I understand trying to be game agnostic, but it's a bad player experience having two different items that do the same thing, and end up disappointing players when they can't use the everness items the same way as the more conventional items from other mods. While I don't think every everness feature is bloat, like the mineral water, a lot of items don't need to exist. At least, make it so when a mod is enabled, use the mod items instead of the everness defined items. You could keep the everness items as a fallback perhaps?Another smaller criticism I have is that some biome heat and humidity values are too close to eachother. Theres a program called Amidst for Minetest that lets you visualize a biome voronoi diagram, that you could use to see what I'm talking about. I have a script that generates an Amidst biome file from your ingame biomes, message me if interested. Some biomes are awkwardly close to each other and feel like they're "fighting" for the same spot, but for the most part this is fine. I noticed everness's biome heat and humidity points work surprisingly well with ethereal, for the most part. I'm not sure if the mod author intended this, but I appreciate it.
All said, I do recommend this mod. I would like to see some things improved, but overall this mod is worth having in your world. Thanks for reading.
This mod cannot be debugged
This mod relies on
minetest.item_place, which is very broken in this context. See: https://github.com/minetest/minetest_game/issues/3134 . Any nodes which have an overriddenon_placecan be duped (!), this includes*_grass_1,default:tree(!), saplings, and probably so much more. Was this mod even tested at all? I've spent so many hours trying to fix this mod. I can either get it to accidently delete nodes sometimes when you try to place it where a sapling is (best case) or dupe every node (worst case). I'm at a loss. If someone knows a magical fix for this mod that makes it work with every node, please fix it and you can make fun of my struggle. If you're looking for a mod that lets you move chests, try i_have_hands. It to my knowledge has no crazy dupe or delete glitches.Very smooth movement and fits into the game perfectly
This mod is great! The flags are beautiful and there's a lot of them to choose from. We have this mod on our server validandloved.life so come check it out :)