I find many Minetest games to be lacking... but this one is the real deal. It's a lot of fun and has so much charm. by the end it started to disappoint me but I still recommend it.
There's mention of "most chests will be unadapted to this inventory size". Is there some sort of setting we can change, mod we can use, or some other player-action that can adapt the chest to the inventory size?
I'm aware of the "legacy" size option in i3 I'm just curious as to how to make the defaults work on a server without this confusion.
Aha, it turns out it's very picky about what type of sword will break it. I had tried with a mantis sword, a Felucco knife, light crab mace, and stone sword.... but a copper sword seems to do the trick. I don't think it makes much sense to require such a relatively high-level sword, considering it's.... string. :)
Also, I seem to have not obtained any string since clearing up my base.
It's an important discovery mechanic that doesn't impede on anything: It's simple and a quick message to tell the user what they're actually switching to in an unobtrusive way.
While originally feeling like perhaps it's too "technical nerd" looking, it really grew on me because of its simplicity and predictability. The bars are very easy to parse and the positions are always in the same place. This is especially useful for larger amounts of information that would otherwise have been strewn all over the interface in varying shapes and sizes.
Simple and gets the job done. Some potential questions answered: Yes, it will degrade your axe for each block mined; Yes, it has a range limit (it will stop mining if you go too far away); I think it only allows one at a time (but not sure I remember about that one).
Building it was pretty straightforward, and creating a little runway was fun. The controls are pretty good, though a little cryptic; I suspect there's some flight-y jargon that I'm very unaware of that it implements (I've not done anything more realistic than GTA!). I played only with a multiplayer server with relatively low ping but noticed a lot of jerkiness. The flights are quite fun and relatively smooth.
The gauges are a little perplexing to me and could be improved. The repair tool also should probably be renamed to "Trike repair tool" so that it's not confused as a general-purpose repair tool.
I didn't know realism was such an important part of a game about placing blocks :^)
I've never seen someone get so worked up about onions before. The maintainer even addressed the issues, my friend. Consider working with them and raising high quality bug reports.
@wsor4035 Would you consider altering your review since not only did the licensing issue get resolved but also the maintainer actively engaged with you to fix it?
Indeed, @56independent, I'd like to know if these "serious bugs" are something that should concern a server admin - What do you mean is broken with database logging?
I'm not sure if that counts as a bug report; it sounds like a valid opinion on the utility of the modpack. Bug or not, it's an experiential review and I'm glad to know about this.
Regarding tool ranks, we really didn't like the "combine two like-items" approach - not in Minecraft, either! We considered turning degradation off entirely as we've played enough minecraft that we're all sick of the drudgery and would rather just build. We felt the best compromise was the anvil, even if it is a bit "cheaty" as mentioned :)
Minecarts are certainly fun and we'll still use them! We just wanted to take out the insane wait for distance traveling. It will also help for when we add new mods that require new world generation - we could just plop a new teleporter down and get the new goodies.
I've been aware of Minetest for many years, but only just recently started playing. This was the game of choice for a small five-person server and we've had a blast. Even though it's a big pile of mods, and some of them we don't like, it's a great introductory experience for us to see what's out there.
We've played for several hours and have resorted to installing two other mods: anvil and travelnet. We all hate weapon degradation and found anvil to be a good compromise. We also hated how it took many minutes to go down ladders to Minetest's 4096 resource-dense level.
Eventually we'll probably adapt our world with other mods but this has been a great way to just play. Thanks to the maintainer(s)!
Simple, straightforward, and speedy. Would be nice to be able to see out of the sides but perhaps it's to hide jankiness from the speed.
I'm not sure about the advertized 990 Km/h, though... It took me about 6 seconds to go 250 meters and 16 to go 400. I also would love configurable speeds. But overall really solid and with nice textures.
This belongs as a joke forum post, not on a distribution service.
I find many Minetest games to be lacking... but this one is the real deal. It's a lot of fun and has so much charm. by the end it started to disappoint me but I still recommend it.
Depending on your playstyle/world, this can drastically change the way gameplay is enjoyed. It works well!
There's mention of "most chests will be unadapted to this inventory size". Is there some sort of setting we can change, mod we can use, or some other player-action that can adapt the chest to the inventory size?
I'm aware of the "legacy" size option in i3 I'm just curious as to how to make the defaults work on a server without this confusion.
I'm under the impression that some of the mods are soft forks, adding some compatibility features. So one might want to keep the techage mods.
Not sure about that but it's what I thought briefly looking at the code.
Aha, it turns out it's very picky about what type of sword will break it. I had tried with a mantis sword, a Felucco knife, light crab mace, and stone sword.... but a copper sword seems to do the trick. I don't think it makes much sense to require such a relatively high-level sword, considering it's.... string. :)
Also, I seem to have not obtained any string since clearing up my base.
Thanks so much for replying and maintaining this.
They're all over my base and nothing can destroy them!
It's an important discovery mechanic that doesn't impede on anything: It's simple and a quick message to tell the user what they're actually switching to in an unobtrusive way.
While originally feeling like perhaps it's too "technical nerd" looking, it really grew on me because of its simplicity and predictability. The bars are very easy to parse and the positions are always in the same place. This is especially useful for larger amounts of information that would otherwise have been strewn all over the interface in varying shapes and sizes.
It's a very unique and amusing way of taking care of large caverns. The crossbow is super fun to use as well.
This is really well-made. Just riding around was fun and super smooth. Props to the dev for making something that feels really good!
It's comprehensive, perhaps too much so, but it's really good at what it does.
Man, systemd haters just can't get it out of their heads. I never would have expected that on a video game mod review.
This removes the most tedious part of any open-world crafting game, which is inventory management.
Ingredients make sense given their actions, and the effects are very fun. One maybe a little too fun :D
No more need to switch back and forth when mining. Perfect!
Simple and gets the job done. Some potential questions answered: Yes, it will degrade your axe for each block mined; Yes, it has a range limit (it will stop mining if you go too far away); I think it only allows one at a time (but not sure I remember about that one).
This is something that belongs in the creator's personal space, not in ContentDB.
Building it was pretty straightforward, and creating a little runway was fun. The controls are pretty good, though a little cryptic; I suspect there's some flight-y jargon that I'm very unaware of that it implements (I've not done anything more realistic than GTA!). I played only with a multiplayer server with relatively low ping but noticed a lot of jerkiness. The flights are quite fun and relatively smooth.
The gauges are a little perplexing to me and could be improved. The repair tool also should probably be renamed to "Trike repair tool" so that it's not confused as a general-purpose repair tool.
Thanks for making such a fun mod!
Adds much-needed variety!
I didn't know realism was such an important part of a game about placing blocks :^)
I've never seen someone get so worked up about onions before. The maintainer even addressed the issues, my friend. Consider working with them and raising high quality bug reports.
@wsor4035 Would you consider altering your review since not only did the licensing issue get resolved but also the maintainer actively engaged with you to fix it?
(Not affiliated, just like the mod)
Indeed, @56independent, I'd like to know if these "serious bugs" are something that should concern a server admin - What do you mean is broken with database logging?
I'm not sure if that counts as a bug report; it sounds like a valid opinion on the utility of the modpack. Bug or not, it's an experiential review and I'm glad to know about this.
Aha, makes sense. Thanks for the answer, @joe7575. :)
Thanks for the replies, @Duvalon and @lazerbeak12345!
Regarding tool ranks, we really didn't like the "combine two like-items" approach - not in Minecraft, either! We considered turning degradation off entirely as we've played enough minecraft that we're all sick of the drudgery and would rather just build. We felt the best compromise was the anvil, even if it is a bit "cheaty" as mentioned :)
Minecarts are certainly fun and we'll still use them! We just wanted to take out the insane wait for distance traveling. It will also help for when we add new mods that require new world generation - we could just plop a new teleporter down and get the new goodies.
Thanks for your time!
I've been aware of Minetest for many years, but only just recently started playing. This was the game of choice for a small five-person server and we've had a blast. Even though it's a big pile of mods, and some of them we don't like, it's a great introductory experience for us to see what's out there.
We've played for several hours and have resorted to installing two other mods: anvil and travelnet. We all hate weapon degradation and found anvil to be a good compromise. We also hated how it took many minutes to go down ladders to Minetest's 4096 resource-dense level.
Eventually we'll probably adapt our world with other mods but this has been a great way to just play. Thanks to the maintainer(s)!
Simple, straightforward, and speedy. Would be nice to be able to see out of the sides but perhaps it's to hide jankiness from the speed.
I'm not sure about the advertized 990 Km/h, though... It took me about 6 seconds to go 250 meters and 16 to go 400. I also would love configurable speeds. But overall really solid and with nice textures.