Actually, it should be called Generic Offensive Flags. You have a black flag in the mod. Some Ku Klux Klan members would find that offensive according to religion (White supremacy).
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.
Its strange that you say this mod is polished and consistent, when I outline its code flaws and inconsistencies in my review. The code is inefficient actually. It checks things twice and uses unnecesary function calls.
I do admit it's a good idea, but there's another mod written by hand that does the same thing and more.
You talk about like the creator like she actually wrote the mod! She put a lot of effort into the prompt I guess. That must've been really hard, typing some words with her hands.
What about the using a field instead of a textarea? You can modify the string in the formspec. What if I accidentally press the keyboard? I have to run the command again. Not very well thought out.
Did you seriously AI generate this review? Are you really that lazy you can't even defend an AI generated mod without using AI? Do you realize how stupid that makes your review look? You can't even give an honest review.
I know for a fact that this mod is AI generated, because the creator showed me her generating it. And looking at the code, it seems ai generated too. You should really mention if a mod is AI generated. The code only covers a few farming redo crops, it doesn't have any optional dependencies when it uses features from other mods. And it creates its own plant stages table instead of using the farming.plant_stages table in farming redo that is available to outside mods.
I don't want to keep writing negative reviews for this person. I'm not trying to harass her. I just think people deserve to know if a mod they're using was 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:
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.
You have to press the aux1 button, usually E or the run in fast mode button. Press aux1 and left click at the same time. Then you have to type the receiver ID into the field.
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.
Yes, I removed the graphical interface because I thought you could do the same thing without it. And now you can't assign 4 inputs to a receiver on the same remote, but you could make 4 remotes and assign 4 different receivers that way. Thank you :)
Edit: and you could assign as many receivers as you want to a single remote. You'd toggle them all at once though.
Why is this inappropriate for kids compared to other mods? There are mods that imply animal breeding? Luanti is encouraging hitting animals with swords!! I can't believe this game is encouraging kids to punch things with their hands!1!!
How are you going to debug a mod you didn't write and know nothing about? What if someone using your mod makes an issue? Why should anyone bother reporting bugs if you don't know how and don't want to learn how to fix them? You don't need to be "qualified" to develop or make textures here. It's not that hard to learn how to write in Lua (one of the easier languages) and do simple pixel art.
This mod uses AI for its textures and I'm not sure if it uses it for its code. The way AI is trained is immoral, and is it really that hard to make pixel textures? You could've made the textures in GIMP or another program for free. It would give your mod more charm.
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.
I wasn't trying to accuse you of malice. Sorry if it sounded like that. I don't know why you would maliciously target other biome mods lol. I was just trying to tell you that it's careless to know that a feature is broken and to leave it on by default. I do like your mod, we have it on our server. The biomes are very fitting with default, nothing looks out of place. But, criticism will never feel good. I've been criticized for my code before and it sucks, but it's necessary to improve. You might get some frustrated critics, like me, but you should still listen if the concerns are valid. I'm only frustrated because I have to figure out how to fix the broken biomes on our server now. I'll try to be less harsh next time. Thank you for developing this mod and for fixing the issue :)
PS:
Could you let me reply and make issues/merge requests on the repo? I found a few bugs and fixed some.
Modding is a consumer experience! Not everyone is a hardcore programmer. Some people just want to play the game with mods they think are cool. I don't understand why you're deciding to die on this hill? Its such a simple and insignificant change to the mod that makes it work so much better with other mods. Are you being paid by Big Blueberry? Reading this mod's comments, a lot of people are having issues with the rereg_mtg_decors setting. I honestly think most people would prefer compatibility over blueberries not spawning in a certain place.
If you want to tweak things, sure, go ahead. But if you just want to play the game how the mod author intented (default settings) then just play the game. There's a difference between being incompatible with mods, and outright destroying all other mods features. That's what your mod does by default. This isn't a simple "oh, this mod has an item that's also in this mod", its "oh, this mod completely breaks other mods and the only way to fix it is to find it in the obscure settings page and untoggle something on by default. Time to delete my world now that its fixed! But at least the blueberries were spawning in another biome :)"
Imagine you're a programmer for a server. It's frustrating having biomes that generate completely barren in a server and you having to spend hours debugging and figuring out why its doing that. Then you find out that it's not a bug, it's a feature that the ebiomes has on by default. Now all of those biome mapblocks are permanently broken because someone decided to leave a broken "feature" on by default. Maybe thats why I'm frustrated with your mod.
Having other biomes have nothing at all in them is also a huge immersion breaker, even more so than noticing that blueberries don't spawn somewhere.
Or, you could keep the fix for it, but have it off by default. So if someone really cares enough about the blueberry spawning for some reason they can turn it on if they wish, and have their other biomes intact.
Its a bad design priniciple. Mods are supposed to be modular. They should work by themselves and not affect any other mods. And deciding not to fix something because its going to be fixed in a future version is also a bad design principle. Fix it now and then you can make a better fix in the new version. Also, a lot of your settings could be made automatic, like the bamboo toggle.
You shouldn't have to go through a mods readme or full description to stop it from breaking your whole experience. The minetest client is not even designed for you to read the whole description! The ebiomes mod in the content tab makes no mention of this very broken setting. Imagine the average person installing a lot of biome mods, then they load their world and the mapblocks are permanently broken!? Then they somehow figure out that ebiomes is broken and has a broken setting on by default for seemingly no reason?? This is a horrible user experience. This is what I mean when I say the mod should be more user friendly.
Again, you did a poor job of handling our issues, especially mine. Anything that loads terrain permanently should be very careful because the loaded terrain can never be fixed. The easiest fix for this is disabling the feature by default, but you could also check if the user has another biome mod installed, which is the second best solution.
This mod has a setting called "Reregister MTG Decorations" (technical name "rereg_mtg_decors") enabled by default that makes biomes from other biome mods not spawn trees, grass, or bushes! The only reason the mod has this enabled by default is so it can make 1 node spawn in default biomes, instead of spawning in ebiomes biomes only. Is this really worth the incompatibility!? Terrain only generates once!
I made an issue on the mod author's github repository ( https://github.com/CowboyLva/ebiomes/issues/7 ). And the mod author maturely handled the issue. They said they would not fix it, called someone else who noticed the issue my "accomplice", and stopped me from replying. If you know that a setting you have by default causes your mod to be incompatible with other mods, but decide to leave it on by default anyway, you are purposefully making your mod incompatible with other mods. Imagine if you had to read a manual for every mod just to make them compatible with any other unrelated mod. That would be a nightmare! Mods should work out of the box. This mod should be more user friendly by having the setting off by default.
I forked the ebiomes mod for use on our server. But if you don't want to do that, here is how you make it work with other biome mods:
Main Menu Screen -> Settings (gear icon on minetest 5.8.0+) -> Content: Mods - > Extra Biomes
Uncheck the "Reregister MTG Decorations" box.
(Only if you want to reload your world's terrain) Go to your world directory, delete the map.sqlite file that stores all the map data (will delete every node).
Restart minetest
Join your world, reload all the terrain again.
If you want to use this mod with other biome mods, you'll have to do the steps above first before you load any terrain. If you feel that this is too much effort, there are other biome mods that are compatible with each other BY DEFAULT.
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.
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 :)
I can't seem to find a server that uses this mod, except for ours. Come check it out at validandloved.life port 30000 :) We're still in the development process but the server is functional.
Actually, it should be called Generic Offensive Flags. You have a black flag in the mod. Some Ku Klux Klan members would find that offensive according to religion (White supremacy).
I can code. And you can actually reply to me without using an AI. Was that so hard?
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.
Its strange that you say this mod is polished and consistent, when I outline its code flaws and inconsistencies in my review. The code is inefficient actually. It checks things twice and uses unnecesary function calls.
I do admit it's a good idea, but there's another mod written by hand that does the same thing and more.
You talk about like the creator like she actually wrote the mod! She put a lot of effort into the prompt I guess. That must've been really hard, typing some words with her hands.
What about the using a field instead of a textarea? You can modify the string in the formspec. What if I accidentally press the keyboard? I have to run the command again. Not very well thought out.
Did you seriously AI generate this review? Are you really that lazy you can't even defend an AI generated mod without using AI? Do you realize how stupid that makes your review look? You can't even give an honest review.
I know for a fact that this mod is AI generated, because the creator showed me her generating it. And looking at the code, it seems ai generated too. You should really mention if a mod is AI generated. The code only covers a few farming redo crops, it doesn't have any optional dependencies when it uses features from other mods. And it creates its own plant stages table instead of using the
farming.plant_stagestable in farming redo that is available to outside mods.I don't want to keep writing negative reviews for this person. I'm not trying to harass her. I just think people deserve to know if a mod they're using was AI generated.
You really should mention that the mod is AI generated. Not mentioning that is dishonest as it implies you wrote everything.
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.
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.You have to press the aux1 button, usually E or the run in fast mode button. Press aux1 and left click at the same time. Then you have to type the receiver ID into the field.
I can't agree more.
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.Yes, I removed the graphical interface because I thought you could do the same thing without it. And now you can't assign 4 inputs to a receiver on the same remote, but you could make 4 remotes and assign 4 different receivers that way. Thank you :) Edit: and you could assign as many receivers as you want to a single remote. You'd toggle them all at once though.
Challenge accepted: https://content.luanti.org/packages/livphi/mesecons_remote/
Why is this inappropriate for kids compared to other mods? There are mods that imply animal breeding? Luanti is encouraging hitting animals with swords!! I can't believe this game is encouraging kids to punch things with their hands!1!!
How are you going to debug a mod you didn't write and know nothing about? What if someone using your mod makes an issue? Why should anyone bother reporting bugs if you don't know how and don't want to learn how to fix them? You don't need to be "qualified" to develop or make textures here. It's not that hard to learn how to write in Lua (one of the easier languages) and do simple pixel art.
This mod uses AI for its textures and I'm not sure if it uses it for its code. The way AI is trained is immoral, and is it really that hard to make pixel textures? You could've made the textures in GIMP or another program for free. It would give your mod more charm.
Edit: Check out my reimplementation of this mod, made with no AI. https://content.luanti.org/packages/livphi/mesecons_remote/
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.
comment deleted by livphi
converted review into a thread
I wasn't trying to accuse you of malice. Sorry if it sounded like that. I don't know why you would maliciously target other biome mods lol. I was just trying to tell you that it's careless to know that a feature is broken and to leave it on by default. I do like your mod, we have it on our server. The biomes are very fitting with default, nothing looks out of place. But, criticism will never feel good. I've been criticized for my code before and it sucks, but it's necessary to improve. You might get some frustrated critics, like me, but you should still listen if the concerns are valid. I'm only frustrated because I have to figure out how to fix the broken biomes on our server now. I'll try to be less harsh next time. Thank you for developing this mod and for fixing the issue :)
PS: Could you let me reply and make issues/merge requests on the repo? I found a few bugs and fixed some.
Modding is a consumer experience! Not everyone is a hardcore programmer. Some people just want to play the game with mods they think are cool. I don't understand why you're deciding to die on this hill? Its such a simple and insignificant change to the mod that makes it work so much better with other mods. Are you being paid by Big Blueberry? Reading this mod's comments, a lot of people are having issues with the
rereg_mtg_decorssetting. I honestly think most people would prefer compatibility over blueberries not spawning in a certain place.If you want to tweak things, sure, go ahead. But if you just want to play the game how the mod author intented (default settings) then just play the game. There's a difference between being incompatible with mods, and outright destroying all other mods features. That's what your mod does by default. This isn't a simple "oh, this mod has an item that's also in this mod", its "oh, this mod completely breaks other mods and the only way to fix it is to find it in the obscure settings page and untoggle something on by default. Time to delete my world now that its fixed! But at least the blueberries were spawning in another biome :)"
Imagine you're a programmer for a server. It's frustrating having biomes that generate completely barren in a server and you having to spend hours debugging and figuring out why its doing that. Then you find out that it's not a bug, it's a feature that the ebiomes has on by default. Now all of those biome mapblocks are permanently broken because someone decided to leave a broken "feature" on by default. Maybe thats why I'm frustrated with your mod.
Having other biomes have nothing at all in them is also a huge immersion breaker, even more so than noticing that blueberries don't spawn somewhere.
Or, you could keep the fix for it, but have it off by default. So if someone really cares enough about the blueberry spawning for some reason they can turn it on if they wish, and have their other biomes intact.
Its a bad design priniciple. Mods are supposed to be modular. They should work by themselves and not affect any other mods. And deciding not to fix something because its going to be fixed in a future version is also a bad design principle. Fix it now and then you can make a better fix in the new version. Also, a lot of your settings could be made automatic, like the bamboo toggle.
You shouldn't have to go through a mods readme or full description to stop it from breaking your whole experience. The minetest client is not even designed for you to read the whole description! The ebiomes mod in the content tab makes no mention of this very broken setting. Imagine the average person installing a lot of biome mods, then they load their world and the mapblocks are permanently broken!? Then they somehow figure out that ebiomes is broken and has a broken setting on by default for seemingly no reason?? This is a horrible user experience. This is what I mean when I say the mod should be more user friendly.
Again, you did a poor job of handling our issues, especially mine. Anything that loads terrain permanently should be very careful because the loaded terrain can never be fixed. The easiest fix for this is disabling the feature by default, but you could also check if the user has another biome mod installed, which is the second best solution.
This mod has a setting called "Reregister MTG Decorations" (technical name "rereg_mtg_decors") enabled by default that makes biomes from other biome mods not spawn trees, grass, or bushes! The only reason the mod has this enabled by default is so it can make 1 node spawn in default biomes, instead of spawning in ebiomes biomes only. Is this really worth the incompatibility!? Terrain only generates once!
I made an issue on the mod author's github repository ( https://github.com/CowboyLva/ebiomes/issues/7 ). And the mod author maturely handled the issue. They said they would not fix it, called someone else who noticed the issue my "accomplice", and stopped me from replying. If you know that a setting you have by default causes your mod to be incompatible with other mods, but decide to leave it on by default anyway, you are purposefully making your mod incompatible with other mods. Imagine if you had to read a manual for every mod just to make them compatible with any other unrelated mod. That would be a nightmare! Mods should work out of the box. This mod should be more user friendly by having the setting off by default.
I forked the ebiomes mod for use on our server. But if you don't want to do that, here is how you make it work with other biome mods:
map.sqlitefile that stores all the map data (will delete every node).If you want to use this mod with other biome mods, you'll have to do the steps above first before you load any terrain. If you feel that this is too much effort, there are other biome mods that are compatible with each other BY DEFAULT.
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.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 :)
I can't seem to find a server that uses this mod, except for ours. Come check it out at validandloved.life port 30000 :) We're still in the development process but the server is functional.