I wouldn't call this mod dangerous though. You still need the logs privelege (which is NOT given automatically), and obviously you need to be admin to grant players priveleges. Thus, it's no more dangerous than the debug.txt file itself.
I partly agree, but there's no point of adding something no one will use.
If I was able to use it, anybody can. The question of will is not something I can control, and neither can any developer.
Just because I'm not sure that there will be 9999 mods using my API doesn't mean I shouldn't expose it if I think it's useful.
I'm not sure I understand this.
You essentially decided to ignore the code style that Minetest (Game+mods) and MineClone family had adopted over the years and write whatever. I'm not arguing your code style is "wrong" or "bad", but instead that it's non-standard. This is better than if you ran your code through an obfuscator every time before releasing it to the public, yet it's worse than if you went on the comply route.
Again. Adopting an (at least somewhat) unified code style and guidelines helps everybody. Developer can get useful patches from Contributors; Contributors can have an understanding of the code they're given and learn from it too; Player can enjoy the results of that Developer-Contributor interaction (e.g. new features and whatnot).
If I, as a Contributor, have to learn your specific code style just to understand your code and try and contribute to it, I might just not.
And don't forget most contributors are players too. People play mods and games, look inside to see how they work, and then try and change things.
Offtopic: the screenshot you put in the long description doesn't render. You should link it to the ContentDB media file as everything else (e.g. imgur) seems to be broken by it.
My target audience isn't really developers. But more regular players.
And I totally get it. That's normal. My target audience isn't developers either. But it doesn't change things.
The power of open-source is in collaboration. By making the code accessible only to you, you prevent people from contributing to it. A plumber won't be able to fix piping that they can't understand. (bad analogy but whatever)
BTW, what significance does "a greatly simplified and rewritten version" carry to regular players? That's clearly an attempt at selling this to developers, not players.
I know that this is a VoxelForge adaptation, and I'm completely fine with that. But you completely missed the point of exposing functions.
mcl_cozy doesn't just provide the chatcommands, it also provides API for other mods to use.
Also, you're greatly overengineering things. Condition returns and line break avoidance don't improve readability. They might simplify the code from your standpoint, but I highly doubt any new developer would have a good time looking at it.
You decided to limit yourself to just the singular sit/lay animations through handle_action. That's fine with the mod being as it is (taking 2 commands as input), but anything more complex wouldn't do (say, a complex dance sequence of sneak+stand+sneak+mine).
You could've just done s/mcl/vlf on the original mod and it would've been much better.
I've created a survey to collect some feedback. It only consists of 6 questions, and I'd greatly appreciate your responses. It will help make the game better.
We do a lot of stuff in mcl_player that player_api does not. Even if we would do your suggestion in reverse, it still wouldn't work, as player_api and mcl_player are not compatible.
Player API is used by almost every game made for the Minetest engine, ...
There's a difference between Minetest Game and Minetest engine (MTG and MTE). The reason why player_api can be seen in so many games for MTE is the same reason why default can bee seen in them: they are based on MTG>
We forked from MTG many, many years ago, and our APIs developed in parallel. However, we do not set compatibility with MTG as our goal, simply because we have better things to do.
Btw. if you just use the nodegroup "leaves" that should cover it (i know it does for mcl* and mtg) and you won't need to do any string.find and probably don't need to exclude the plantlife stuff specifically either (yes the pine needles have group leaves as well: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L975 )
Unfortunately that limits the game support quite a bit. I just checked NodeCore and its leaves don't have that group. It's quite possible that other games that people may want to use this mod with don't have it either. Thus, string.find it is.
Mineclone for example, which is a better virsion of Minecraft (in my openion), is simply a modefied version of minetest, currently I'm trying to find new ideas, how is it possible to create mods similar to famous Minecraft java mods without the need of disecting the core code, then recompiling it with the prayer that it will work
Wow. What are the chances that you'll leave this at a review of both a VoxeLibre (the new name for MineClone2) developer AND modder? /g
Not just modder, but a modder that created mods similar to famous Minecraft JE mods, just as you described.
You don't need to "disect" any code or recompile it, because Lua (the primary programming language for Minetest mods) is a scripting language that is interpreted, not compiled like Java. And every Minetest game, including VoxeLibre, is just a bunch of mods.
I'll sometimes speak on behalf of the team in this comment. Please correct me if needed.
It's easy to criticize on the name change, its timing, etc, when you haven't been observing and participating in the process. From the moment we started collecting name suggestions, to the moment we initiated the actual name change by updating the package name, it has been more than half a year of debate and resist, not to mention that the name change has been a topic since the dawn of time.
Answering the "why did you change the name": DragonWrangler is correct. The project's mission has changed along with its name, which was not good to say it slightly (although I don't think so, many members of the VL team do). No longer are we trying to replicate Minecraft (IMO with each new update it only becomes worse; also, it is a pretty gray thing to do when you consider copyright laws and Mojang's IP), instead, we're doing our own thing. Hopefully, harder, better, faster and stronger than Mojang. Actually, VL has been doing its own thing for quite some time now, but it was just for additions. Take, for example, obsidian boat or hamburger. But now it'll be even more pronounced.
If you want a faithful recreation of Minecraft, go check out Mineclonia. It's even possible to convert (migrate) existing VoxeLibre worlds to it if you wish so; the guide can be found here. Also, most of my mods support Mineclonia thanks to cora.
Good luck! Hope you find the game that suits you best. :D
I was fascinated when this was first sneak-peaked on the MineClone2 Discord server. And tbh I'm still is.
Seeing what you will get if you will press "Place" is a huge QOL improvement for builders, no doubt on that one.
I would be lying if I said this mod is without its quirks, however. For example, it doesn't take into account whether the node you're pointing at is buildable_to or not, resulting in disparities between the preview and what you actually get. Looking at the code, author also still has quite many TODOs and FIXMEs here, which is understandable.
This prevents me from recommending it as it is right now. Doesn't make it any less impressive as a proof-of-concept though, which is why this review is still positive and not neutral.
Looking forward to this mod getting finished.
EDIT 2024-04-09: most of the things I discussed here are already fixed
when this review was published (more than 2 years ago now) MTG was THE built-in game. making this argument irrelevant. I'm glad we are moving towards an engine/launcher approach without confusing new players with this old barebones demo
also notice that I wrote without mods. if your game needs mods to be playable then I don't consider it a game. now that MTG is just one of many games out here on ContentDB, it became 100% apparent that it can't compete with others. I mean, take Repixture as an example. it has mobs, monsters, armor, achievements, and many other things that make it far more playable than MTG, which it was based on. I don't see how this is not efficient
if your main concern is that I should try modded MTG, trust me when I say I did. and I used to make mods for MTG as well. but even this way for me it loses to games like Repixture and MineClone
I think most reviews already told what I think about MineClone; it basically deserves its 1st place in Best Games on CDB. Right what every new player wants from Minetest: a Minecraft clone, (almost) perfectly 1-to-1. And besides that, developers do a great job at making their game open for various modders (including me!), and almost everything you could need to access from here is either properly documented, or obvious from the code itself. And if not, there's a huge community of them, you can ask them whenever you want to!
I'd definitely give MineClone 2 a solid 11/10. If you're still in doubt, just download this game and play it yourself. Even if you won't like it, it's a great example to what default MTG could be if Minetest decided to stick to the MC-clone paradigm.
Artelhum is the best cartoon texture pack for now. It's really sad to see that it doesn't get any updates. Wide support of mods, nice-looking textures, everything! But no updates.
as it not only adds shapes (there's a huge amount of them!) but some useful building blocks too. The only thing I don't like is that More Blocks can make usage of creative inventory (both sfinv and Unified Inventory) just terrible if you don't change the setting in minetest.conf
Maybe some mod later will be called "Moreblocks Redo/Redux/NG" and fix that thing I wrote here + something else; I'll try to update this review if so
After years of playing various combinations of MTG+Ethereal+mods (on servers and some of my singleplayer worlds) I can give this mod 7/10. In my opinion it's the best (maintained and supported by some other mods) biome mod currently avaivable, but not without it's own issues.
What I like:
Big amount of biomes (but not too big, that's just the amount you'd want to discover)
Big amount of items and tools too
Mostly looks in-place when comparing ethereal biomes to default ones (if playing without some mods, see What I don't like)
Not "Lets-Do-Minecraft-Out-Of-Minetest" genre (biomes are mostly exclusive for MT)
Doesn't only add new nodes but also makes use of previously unused ones (for example, default:dirt_with_dry_grass)
What I don't like:
32x and bigger sizes textures used (seriously, why 32x crystals are growing on 16x crystal moss?)
Works terrible with Farming Redo (combos of MTG+Ethereal+mods are mostly MTG+Ethereal+Farming Redo+mods. The thing is that Farming Redo only works on default biomes and to find plants you need to search for those, comparing bamboo biome to some default forest biome makes forest look like oasis with tomatoes, carrots, onions and litterally everything. This is weird because Farming Redo and Ethereal NG has the same maintainer, TenPlus1)
Touches other mods without a reason by default (for example, default. Ethereal makes leaves from default look plantlike, and it looks terrible when you have some tree mods installed like Moretrees which Ethereal doesn't know about; and so on...)
Mobs Redo doesn't add any mobs, mostly just API for them and some items. It says that in package description too and lists compatible mods. What's the deal then, where is the "API / Library" tag?
I'm aware. I wasn't listing MTG stuff mods only; I was listing stuff mods in general:
Oops, my fault.
"Others do it" and "it's obvious" doesn't really sound like a point to me...
You see, emerald equipment isn't just basic idea, it's somewhat legendary for Minecraft community. Is uranium/lava/obsidian/etc equipment legendary for Minetest community? I think not.
MineClone2 Emerald Stuff author here. I've created this mod just because emerald equipment is one of the most basic ideas for Minecraft modders, and implementing that in MineClone was obvious. Its' stats are average between diamond and netherite armor.
Emerald Stuff doesn't provide emerals, they're already part of mcl_core.
So I think Emerald Stuff isn't a good example of MTG stuff mods (especially because it's for MineClone and not MineTest Game)
you mean setting selection box? like, if it will be set to default 1x1 node size, problem will be fixed and studs will work just as decoration i guess
(cause... changing nodebox? it's just description of model that engine should draw, it replaces selectionbox and collisionbox with nodebox if these aren't defined, that's it)
btw, what's about moving this into a thread or issue?
well, it's not a secret that voxel games are looking familiar to LEGO, and not a first mod/resourcepack/etc that makes blocks/nodes look like LEGO, but still it's the first minetest mod that does something like that!
TIP: if you want to place node with studs on top of other node with studs, then you need to point accurately on center of that node (to avoid placing on studs). if you will try to place node while pointing on studs, it will just place it 2 nodes above (so it will be like node-air-node instead of node-node) or in place where you're standing.
you see, there're MANY color problems (like green dandelions, blue steel, etc) and it has too much green and blue colors
currently most of them fixed, but not everything (btw, i'm trying to fix it in my PR for this texture pack)
it isn't so mine¢raft-alike: colors mostly don't match with MC ones, forms of items (e.g. carrot, apple, ingot, meat textures, etc) are illogical and not MC-alike, but aesthetic is mostly here
after tweaking this TP a bit by manual recoloring and replacing some textures with _alt ones (for example: netherrack, water texture...) it looks nice and can be used as a really good alternative to default MCL (PixelPerfection) or default MTG textures
but if you dunno how/are too lazy to do this and recently switched from mine¢raft to minetest/mineclone - don't use refi, use mtg4mcl or alt_tp
Okay, Wsor seems to be right (sorry for emotions in my previous comment) but I still have questions to runs. No license violations anymore as I can see, but I want to reply.
Taking Devtest as a base is perfect.
Basically, no? Like, DevTest isn't the right game for this, even if you will modify it a lot
I (and, I guess others too) need proofs about speed. Devtest can be fast cause it has only basic things inside and some test stuff, but your one is "supermodified and and super-vitaminized". If you will send them, maybe we will be like "Yeah, devtest is the best game ever, let's do forks of it cuz it's the fastest"? ;)
And also,
wsor4035 Do not listen to rudzik8. Let him mind his own business before he sees the speck in someone else's eye.
So, you're trying to make editor ignore user (in that case, me) just because this user said bad things about your game? Lol
And about "mind his own business": what do you mean? I didn't use assets from these mods, homedecor was inspiration for me (just like some minecrap furniture mods) and I took sitting function from ts_furniture, not a single nodebox or something. If you're making voxel furniture in 1x1 size nodes, it WILL look familiar to voxel furniture from other mods, but that doesn't mean one of those furniture mod authors is a plagiator.
In your case, you just took game made for development and testing stuff only and made weird mod soup out of it, without clear attribute. Now it's added, no problem. Just like no problem with my mcl_decor mod.
What does he care if they approve my game? Let him try to do things right like I try to do my own without looking at what others are doing.
If I'm a "novice" modder, that means I can't say anything about your game or what? You just don't like listening to criticism as I can see. That's ridiculous for you as a modder.
Your first comment there already was enough, but anyway you wrote 2 more emotional crap. bruh
Btw, according to what he said in Package approval comments:
(...) my game is unique and unrepeatable.
Retextured DevTest with some "modz" instead of "mods" is UNIQUE AND UNREPEATABLE? Like, seriously? I can make hundreds of "unique" games like this, and will be approved? Just why??
And also, message for wsor: WHY did you approve this game? Is it THAT DIFFICULT for you to see obvious devtest copypaste?
When reviewing my mcl_decor mod, you just saw screenshots and said that I stole everything (when basically I didn't), just cuz nodes from my mod were looking familiar to homedecor and ts_furniture ones (sorry, but armchair in 1x1 node size cannot be that unique!), without even looking up in my code.
And after these all things, after weeks of making comments in approve thread and fixing license issues, I see THIS approved??? WHAT THE HELL?
I can confirm that. Just look into the mod structure. And then, mod structure of devtest. Familiar, isn't it? The main difference is shorter technical names and that "z" instead of "s" on the end and some mods added/deleted.
Even initial_message mod says that "This is the \"Development Test\" [samz], meant only for testing and development." in init.lua.
And first commit.
I guess, Development Test ISN'T VERY GOOD BASE for a game "like Juanchi for kids". It's just weird! And where's attribution of devtest?
It will be just wrongly downloaded using "Browse online content" and won't work, cause minetest will think it's really a TP and will install it to textures/ folder
Please, can you fix it?
I really liked it. Very good chiptune-alike music, epic and exciting gameplay about adventures of a thief.
The best box-driving simulator that I ever seen! No bugs, no lags.
But it's wip, of course
Yes it would.
I wouldn't call this mod dangerous though. You still need the
logs
privelege (which is NOT given automatically), and obviously you need to be admin to grant players priveleges. Thus, it's no more dangerous than thedebug.txt
file itself.If I was able to use it, anybody can. The question of will is not something I can control, and neither can any developer. Just because I'm not sure that there will be 9999 mods using my API doesn't mean I shouldn't expose it if I think it's useful.
You essentially decided to ignore the code style that Minetest (Game+mods) and MineClone family had adopted over the years and write whatever. I'm not arguing your code style is "wrong" or "bad", but instead that it's non-standard. This is better than if you ran your code through an obfuscator every time before releasing it to the public, yet it's worse than if you went on the comply route.
Again. Adopting an (at least somewhat) unified code style and guidelines helps everybody. Developer can get useful patches from Contributors; Contributors can have an understanding of the code they're given and learn from it too; Player can enjoy the results of that Developer-Contributor interaction (e.g. new features and whatnot). If I, as a Contributor, have to learn your specific code style just to understand your code and try and contribute to it, I might just not.
And don't forget most contributors are players too. People play mods and games, look inside to see how they work, and then try and change things.
Offtopic: the screenshot you put in the long description doesn't render. You should link it to the ContentDB media file as everything else (e.g. imgur) seems to be broken by it.
I feel like your response comes down to this:
And I totally get it. That's normal. My target audience isn't developers either. But it doesn't change things.
The power of open-source is in collaboration. By making the code accessible only to you, you prevent people from contributing to it. A plumber won't be able to fix piping that they can't understand. (bad analogy but whatever)
BTW, what significance does "a greatly simplified and rewritten version" carry to regular players? That's clearly an attempt at selling this to developers, not players.
I know that this is a VoxelForge adaptation, and I'm completely fine with that. But you completely missed the point of exposing functions.
mcl_cozy
doesn't just provide the chatcommands, it also provides API for other mods to use.Also, you're greatly overengineering things. Condition returns and line break avoidance don't improve readability. They might simplify the code from your standpoint, but I highly doubt any new developer would have a good time looking at it. You decided to limit yourself to just the singular sit/lay animations through
handle_action
. That's fine with the mod being as it is (taking 2 commands as input), but anything more complex wouldn't do (say, a complex dance sequence of sneak+stand+sneak+mine).You could've just done
s/mcl/vlf
on the original mod and it would've been much better.I've created a survey to collect some feedback. It only consists of 6 questions, and I'd greatly appreciate your responses. It will help make the game better.
UPD: No longer actual.
We do a lot of stuff in
mcl_player
thatplayer_api
does not. Even if we would do your suggestion in reverse, it still wouldn't work, asplayer_api
andmcl_player
are not compatible.There's a difference between Minetest Game and Minetest engine (MTG and MTE). The reason why
player_api
can be seen in so many games for MTE is the same reason whydefault
can bee seen in them: they are based on MTG>We forked from MTG many, many years ago, and our APIs developed in parallel. However, we do not set compatibility with MTG as our goal, simply because we have better things to do.
Just compare them: * https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/PLAYER/mcl_player/game_api.txt * https://github.com/minetest/minetest_game/blob/599dedd92737479e6608fcae28577eb14e30a94c/game_api.txt#L442
P.S. Also it is pretty trivial to migrate from one API to the other. I already did that a few times and any mod developer can do it.
Thanks for the review!
Unfortunately that limits the game support quite a bit. I just checked NodeCore and its leaves don't have that group. It's quite possible that other games that people may want to use this mod with don't have it either. Thus,
string.find
it is.Wow. What are the chances that you'll leave this at a review of both a VoxeLibre (the new name for MineClone2) developer AND modder? /g Not just modder, but a modder that created mods similar to famous Minecraft JE mods, just as you described.
You don't need to "disect" any code or recompile it, because Lua (the primary programming language for Minetest mods) is a scripting language that is interpreted, not compiled like Java. And every Minetest game, including VoxeLibre, is just a bunch of mods.
Before you actually start modding, I suggest you learn the Lua basics. Then, Minetest modding basics (first practice on Minetest Game, it will really help). If something isn't detailed enough there, check Minetest API Documentation.
VoxeLibre also has its own API.
Good luck modding. Feel free to ask questions on the Forums or in one of these Discord servers:
I'll sometimes speak on behalf of the team in this comment. Please correct me if needed.
It's easy to criticize on the name change, its timing, etc, when you haven't been observing and participating in the process. From the moment we started collecting name suggestions, to the moment we initiated the actual name change by updating the package name, it has been more than half a year of debate and resist, not to mention that the name change has been a topic since the dawn of time.
Answering the "why did you change the name": DragonWrangler is correct. The project's mission has changed along with its name, which was not good to say it slightly (although I don't think so, many members of the VL team do). No longer are we trying to replicate Minecraft (IMO with each new update it only becomes worse; also, it is a pretty gray thing to do when you consider copyright laws and Mojang's IP), instead, we're doing our own thing. Hopefully, harder, better, faster and stronger than Mojang. Actually, VL has been doing its own thing for quite some time now, but it was just for additions. Take, for example, obsidian boat or hamburger. But now it'll be even more pronounced.
If you want a faithful recreation of Minecraft, go check out Mineclonia. It's even possible to convert (migrate) existing VoxeLibre worlds to it if you wish so; the guide can be found here. Also, most of my mods support Mineclonia thanks to cora.
Good luck! Hope you find the game that suits you best. :D
I was fascinated when this was first sneak-peaked on the MineClone2 Discord server. And tbh I'm still is.
Seeing what you will get if you will press "Place" is a huge QOL improvement for builders, no doubt on that one.
I would be lying if I said this mod is without its quirks, however. For example, it doesn't take into account whether the node you're pointing at is
buildable_to
or not, resulting in disparities between the preview and what you actually get. Looking at the code, author also still has quite many TODOs and FIXMEs here, which is understandable.This prevents me from recommending it as it is right now. Doesn't make it any less impressive as a proof-of-concept though, which is why this review is still positive and not neutral.
Looking forward to this mod getting finished.
EDIT 2024-04-09: most of the things I discussed here are already fixed
when this review was published (more than 2 years ago now) MTG was THE built-in game. making this argument irrelevant. I'm glad we are moving towards an engine/launcher approach without confusing new players with this old barebones demo
also notice that I wrote without mods. if your game needs mods to be playable then I don't consider it a game. now that MTG is just one of many games out here on ContentDB, it became 100% apparent that it can't compete with others. I mean, take Repixture as an example. it has mobs, monsters, armor, achievements, and many other things that make it far more playable than MTG, which it was based on. I don't see how this is not efficient
if your main concern is that I should try modded MTG, trust me when I say I did. and I used to make mods for MTG as well. but even this way for me it loses to games like Repixture and MineClone
270k reached! :D
I think most reviews already told what I think about MineClone; it basically deserves its 1st place in Best Games on CDB. Right what every new player wants from Minetest: a Minecraft clone, (almost) perfectly 1-to-1. And besides that, developers do a great job at making their game open for various modders (including me!), and almost everything you could need to access from here is either properly documented, or obvious from the code itself. And if not, there's a huge community of them, you can ask them whenever you want to!
I'd definitely give MineClone 2 a solid 11/10. If you're still in doubt, just download this game and play it yourself. Even if you won't like it, it's a great example to what default MTG could be if Minetest decided to stick to the MC-clone paradigm.
Fixed. What I don't like is that it is by default
Artelhum is the best cartoon texture pack for now. It's really sad to see that it doesn't get any updates. Wide support of mods, nice-looking textures, everything! But no updates.
9/10
You see, it combines three things I like when introduced in TXPs like this one:
Many TXPs like this one miss one or two of these. This one, again, introduces all three.
However, mod support isn't that wide. Of course great job on this was done, but not the greatest. That's why 8.5/10 :-)
8.5/10
as it not only adds shapes (there's a huge amount of them!) but some useful building blocks too. The only thing I don't like is that More Blocks can make usage of creative inventory (both sfinv and Unified Inventory) just terrible if you don't change the setting in
minetest.conf
Maybe some mod later will be called "Moreblocks Redo/Redux/NG" and fix that thing I wrote here + something else; I'll try to update this review if so
7.5/10
Thanks for hint about leaf setting, didn't know about that actually.
After years of playing various combinations of MTG+Ethereal+mods (on servers and some of my singleplayer worlds) I can give this mod 7/10. In my opinion it's the best (maintained and supported by some other mods) biome mod currently avaivable, but not without it's own issues.
What I like:
default:dirt_with_dry_grass
)What I don't like:
Mobs Redo doesn't add any mobs, mostly just API for them and some items. It says that in package description too and lists compatible mods. What's the deal then, where is the "API / Library" tag?
Oops, my fault.
You see, emerald equipment isn't just basic idea, it's somewhat legendary for Minecraft community. Is uranium/lava/obsidian/etc equipment legendary for Minetest community? I think not.
MineClone2 Emerald Stuff author here. I've created this mod just because emerald equipment is one of the most basic ideas for Minecraft modders, and implementing that in MineClone was obvious. Its' stats are average between diamond and netherite armor.
Emerald Stuff doesn't provide emerals, they're already part of
mcl_core
.So I think Emerald Stuff isn't a good example of MTG stuff mods (especially because it's for MineClone and not MineTest Game)
converted review into a thread
you mean setting selection box? like, if it will be set to default 1x1 node size, problem will be fixed and studs will work just as decoration i guess (cause... changing nodebox? it's just description of model that engine should draw, it replaces selectionbox and collisionbox with nodebox if these aren't defined, that's it)
btw, what's about moving this into a thread or issue?
well, it's not a secret that voxel games are looking familiar to LEGO, and not a first mod/resourcepack/etc that makes blocks/nodes look like LEGO, but still it's the first minetest mod that does something like that!
TIP: if you want to place node with studs on top of other node with studs, then you need to point accurately on center of that node (to avoid placing on studs). if you will try to place node while pointing on studs, it will just place it 2 nodes above (so it will be like node-air-node instead of node-node) or in place where you're standing.
you see, there're MANY color problems (like green dandelions, blue steel, etc) and it has too much green and blue colors
currently most of them fixed, but not everything (btw, i'm trying to fix it in my PR for this texture pack)
it isn't so mine¢raft-alike: colors mostly don't match with MC ones, forms of items (e.g. carrot, apple, ingot, meat textures, etc) are illogical and not MC-alike, but aesthetic is mostly here
after tweaking this TP a bit by manual recoloring and replacing some textures with
_alt
ones (for example: netherrack, water texture...) it looks nice and can be used as a really good alternative to default MCL (PixelPerfection) or default MTG texturesbut if you dunno how/are too lazy to do this and recently switched from mine¢raft to minetest/mineclone - don't use refi, use mtg4mcl or alt_tp
my rating for this texture pack is:
Okay, Wsor seems to be right (sorry for emotions in my previous comment) but I still have questions to runs. No license violations anymore as I can see, but I want to reply.
Basically, no? Like, DevTest isn't the right game for this, even if you will modify it a lot I (and, I guess others too) need proofs about speed. Devtest can be fast cause it has only basic things inside and some test stuff, but your one is "supermodified and and super-vitaminized". If you will send them, maybe we will be like "Yeah, devtest is the best game ever, let's do forks of it cuz it's the fastest"? ;)
And also,
So, you're trying to make editor ignore user (in that case, me) just because this user said bad things about your game? Lol And about "mind his own business": what do you mean? I didn't use assets from these mods, homedecor was inspiration for me (just like some minecrap furniture mods) and I took sitting function from ts_furniture, not a single nodebox or something. If you're making voxel furniture in 1x1 size nodes, it WILL look familiar to voxel furniture from other mods, but that doesn't mean one of those furniture mod authors is a plagiator. In your case, you just took game made for development and testing stuff only and made weird mod soup out of it, without clear attribute. Now it's added, no problem. Just like no problem with my mcl_decor mod.
If I'm a "novice" modder, that means I can't say anything about your game or what? You just don't like listening to criticism as I can see. That's ridiculous for you as a modder. Your first comment there already was enough, but anyway you wrote 2 more emotional crap. bruh
Btw, according to what he said in Package approval comments:
Retextured DevTest with some "modz" instead of "mods" is UNIQUE AND UNREPEATABLE? Like, seriously? I can make hundreds of "unique" games like this, and will be approved? Just why??
And also, message for wsor: WHY did you approve this game? Is it THAT DIFFICULT for you to see obvious devtest copypaste? When reviewing my mcl_decor mod, you just saw screenshots and said that I stole everything (when basically I didn't), just cuz nodes from my mod were looking familiar to homedecor and ts_furniture ones (sorry, but armchair in 1x1 node size cannot be that unique!), without even looking up in my code.
And after these all things, after weeks of making comments in approve thread and fixing license issues, I see THIS approved??? WHAT THE HELL?
Like, WTH?
I can confirm that. Just look into the mod structure. And then, mod structure of devtest. Familiar, isn't it? The main difference is shorter technical names and that "z" instead of "s" on the end and some mods added/deleted.
Even
initial_message
mod says that"This is the \"Development Test\" [samz], meant only for testing and development."
in init.lua. And first commit.I guess, Development Test ISN'T VERY GOOD BASE for a game "like Juanchi for kids". It's just weird! And where's attribution of devtest?
thanks :D
It will be just wrongly downloaded using "Browse online content" and won't work, cause minetest will think it's really a TP and will install it to textures/ folder Please, can you fix it?
sorry for late reply
what's about box-police and box-people, so the game will be more interesting?
I really liked it. Very good chiptune-alike music, epic and exciting gameplay about adventures of a thief. The best box-driving simulator that I ever seen! No bugs, no lags. But it's wip, of course
playing MTG without mods is boring. veeeeeeery boring.
mobs? no. electricity (mesecons)? no. farming (with something else than boring cotton and wheat)? NO. armor? monsters? maybe at least nyan cats? NO. NO! NO!!!
meh.
thank you :D
can you add glass parts plz?
very cool game. good alternative to mcl2!
спасибо, в общем :-)
I love it. If you like crafting without workbenches and complex recipes, simple technologies, etc. - this game is created especially for you.