Note that this is referring to the "Code: MIT" in the README. If you intended media to be MIT too, then this should say both code and media (or just remove the Code:). If you want a different license for media, then both the package meta and README should be updated
I've removed redundant info from the long description
An interesting start, but feels slightly unpolished to use. This may be due to engine limitations, though
It would be good if the camera was locked onto the kart's direction, as manually turning it is annoying.
It's not obvious that you need to use E to turn the engine on, and then up to accelerate. I suggest making the engine always be on or adding a HUD hint
It's reasonably fun driving around a track, but without any competitors it's not really a race!
It would be cool to see AI racers, a wider track, and laps in the future.
Are you going for a realistic or cartoonish game? With a cartoonish game, power ups and such would also be cool. You should also disable fuel if so.
Two things about the kart (I know you didn't make it, but as a game maker you are nonetheless responsible for the entire experience):
It would be good if the camera was locked onto the kart's direction, as manually turning it is annoying.
It's not obvious that you need to use E to turn the engine on, and then up to accelerate. I suggest making the engine always be on
You can install more than one mod at once, this is also intended to be more compatible for survival use. When I made this, worldedit didn't support floodfilling and other such features (not sure if it does now)
It's also unmaintained so maybe houldn't be in ContentDB anyway
Tbh, I think that the overhead conceptually of having a separate mod for this isn't worth the extra few KBs to have it in each mod that uses it. Perhaps if this mod also had utils for multinode creation
(note: this is just my opinion as a modder. This mod follows the ContentDB rules fine)
I was going to say that meshes are more efficient than node boxes, but I see that it's only a single cube... :D
One thing to note is that nodeboxes can't be UV mapped beyond a single node - it'll repeat instead. So with a nodebox, you'd need two visible nodes when you want the appearance of one
The short description should probably explain the premise, as not all users will know what Box World is - and those that do will recognise it in the package title
Perhaps:
A puzzle game where you push boxes into marbles, whilst avoiding obstacles
I really like the game mechanic and the idea behind this. It's very cool to see Minetest games that aren't just your classic survival sandboxes
Just I was starting to enjoy it, it ended though :(
I think it would be good to see sound effects and music, more levels, and perhaps improvements to the player movement (it felt a big choppy and weird to use, although, I suspect you'll be limited by Minetest in this). Another thing that might be useful would be to add a prompt to the first level like "Push boxes into the orbs!"
This is a little but glitchy - items tend to fly away. But it's still good to have, especially in survival - I think it makes more sense than teleporting items, and adds some danger. It can also be used in combination with pipework's vacuum tubes to collect items
The problem with using a custom function (=do_custom) is that you might as well just use register_entity if you want a lot of custom behaviour. An extensible NPC/mob library should provide a good framework for extensible behaviour. Mobkit makes all behaviours first class - the built-in behaviours and mod-defined behaviours are defined in the same way. Disclaimer: it's been a while since I've read mobkits and mob redo's code
Played this online with a few people a while back.
I pretty much constantly died
There was also a bunch of multiplayer bugs - be careful not to sleep on the same bed as someone else!
The temperature system was buggy and unintuitive, and low health movement was very glitchy.
But it's an ambitious game, and impressive as a one-person project.
It's max 0.4.16 because default MTG already has endless apples
Removed as outdated
Removed as outdated
Removed package as it is outdated
Note that this is referring to the "Code: MIT" in the README. If you intended media to be MIT too, then this should say both code and media (or just remove the
Code:
). If you want a different license for media, then both the package meta and README should be updatedI've removed redundant info from the long description
An interesting start, but feels slightly unpolished to use. This may be due to engine limitations, though
It would be good if the camera was locked onto the kart's direction, as manually turning it is annoying.
It's not obvious that you need to use E to turn the engine on, and then up to accelerate. I suggest making the engine always be on or adding a HUD hint
It's reasonably fun driving around a track, but without any competitors it's not really a race! It would be cool to see AI racers, a wider track, and laps in the future.
Are you going for a realistic or cartoonish game? With a cartoonish game, power ups and such would also be cool. You should also disable fuel if so.
Two things about the kart (I know you didn't make it, but as a game maker you are nonetheless responsible for the entire experience):
The mod has since changed - it used to depend on both mods with a user.conf option to change between then
This review is helpful most of all due to runs' reply, rather than the review itself
You can install more than one mod at once, this is also intended to be more compatible for survival use. When I made this, worldedit didn't support floodfilling and other such features (not sure if it does now)
It's also unmaintained so maybe houldn't be in ContentDB anyway
Tbh, I think that the overhead conceptually of having a separate mod for this isn't worth the extra few KBs to have it in each mod that uses it. Perhaps if this mod also had utils for multinode creation
(note: this is just my opinion as a modder. This mod follows the ContentDB rules fine)
I was going to say that meshes are more efficient than node boxes, but I see that it's only a single cube... :D
One thing to note is that nodeboxes can't be UV mapped beyond a single node - it'll repeat instead. So with a nodebox, you'd need two visible nodes when you want the appearance of one
should be at least 720p, preferably 1080p
with actual gameplay without misleading screenshots
Is there a high res version of the screenshot image, more than 720 but preferably 1080p
They should be at least 720p, but preferably 1080p
Please add more screenshots, they should be at least 720p but preferably 1080p
The current one should also be deleted as it's too low res
The short description should probably explain the premise, as not all users will know what Box World is - and those that do will recognise it in the package title
Perhaps:
I really like the game mechanic and the idea behind this. It's very cool to see Minetest games that aren't just your classic survival sandboxes
Just I was starting to enjoy it, it ended though :(
I think it would be good to see sound effects and music, more levels, and perhaps improvements to the player movement (it felt a big choppy and weird to use, although, I suspect you'll be limited by Minetest in this). Another thing that might be useful would be to add a prompt to the first level like "Push boxes into the orbs!"
Which is pretty good, does what it says on the tin! This is useful both for decoration and for discarding unwanted items
This is a little but glitchy - items tend to fly away. But it's still good to have, especially in survival - I think it makes more sense than teleporting items, and adds some danger. It can also be used in combination with pipework's vacuum tubes to collect items
I use it for communication with screens
A nice selection of useful electronics
I like building water ways to move items. It's quite satisfying
The problem with using a custom function (=
do_custom
) is that you might as well just use register_entity if you want a lot of custom behaviour. An extensible NPC/mob library should provide a good framework for extensible behaviour. Mobkit makes all behaviours first class - the built-in behaviours and mod-defined behaviours are defined in the same way. Disclaimer: it's been a while since I've read mobkits and mob redo's codeYou're fine to go ahead with this then, you'll need to make a new forum topic and update this listing to point to it
Hi,
Sorry, but client-side mods are currently not allowed on ContentDB as it is an experimental API.
You should post them in the client-side modding section on the forums
You need to contact the original owner to get permission to be made a maintainer
As documented by the ContentDB page, this game doesn't support 5.0+
I looked in your repo but can't find the license for this mod. You should edit the README.md or add a LICENSE.txt file.
If you need help with licenses, see https://rubenwardy.com/minetest_modding_book//en/quality/releasing.html#choosing-a-license
Hey, you should consider writing a review rather than creating a thread. This helps users find this mod
You can do this by clicking here: https://content.minetest.net/packages/Avicennia_g/satchel/review/
Hi,
the image you uploaded is breaking the thumbnail generator - it's claiming that it's a malformed file.
Perhaps try exporting it again, or opening it up in something like gimp and save again?
Thanks :)
Games are very short and there's not much too it. I suggest having a longer kill cooldown and some other mechanics
I like this mod because it's not bloated, and the items look like they actually belong in the world
I like this mod, the screwdriver is more intuitive than in MTG
plus there's a bug that allows you to use it without tool wearMy go-to sprint + hunger mod
Quite a fun mod
This is a really nice way to organise items.
I made an automated system to sort and store my items: https://twitter.com/rubenwardy/status/1220491429576945667
I just wish this mod supported tools (albeit at a lower count)
Played this online with a few people a while back.
I pretty much constantly died
There was also a bunch of multiplayer bugs - be careful not to sleep on the same bed as someone else! The temperature system was buggy and unintuitive, and low health movement was very glitchy.
But it's an ambitious game, and impressive as a one-person project.
I can still see
::continue::
in your code - that will be broken in PUC Lua builds of Minetest