The logs craft into islands:wood instead of default:wood despite depending on default. islands:wood looks exactly like default:wood but by being a different node you won't be able to craft things from mods. In my opinion it should either look like an own type of wood or be aliased to regular wood in an update.
This wrench allows you to pick up nodes with their contents and they end up in your inventory.
Very similar to I Have Hands except that you use a wrench and get the items in your inventory.
Note that you can't uninstall it midgame as the item data vanishes from the items if you do. (comes back if you reenable it though)
If you put different blocks in xdecor:workbench, you'll see that it adds up to 12 variants of MANY blocks. (example: stairs:slab_cactus)
Chair has the same broken code as the one from ts_furniture. With up to date MTG the first person camera is in the base of the chair, not at eyeheight.
The upstream solution from the ggraffiti repo (https://github.com/grorp/ggraffiti/issues/12) is to add a bounds check to draw_pixel because they couldn't figure it out either. Can you test whether that works for some hours without crashes by downloading the blood_splatter from the same link again? If it does, I'll release an update.
I added some checks. Could you delete your blood_splatter folder and try this?
https://gitgud.io/blut/blood_splatter/-/archive/master/blood_splatter-master.zip
The error message might help identify where it happens. Pls try to get it to error a couple times. It might always happen on activate or update_canvas or in both. as "reported from update_canvases" and "reported from activate" will indicate.
Are you using the latest 2.0.1 release of the mod? Which MT version? Which animal mods are you using? Looking at how the trace goes down to canvas.lua, this may be a bug I copy pasted from ggraffiti. Either way, I need to know how to replicate it in order to fix it.
Isn't this mod laggy on a server with loads going on? The effects being on the server side probably doesn't scale well.
You can check canvas.lua. ggraffiti hasn't changed this file since I made this mod, so I can't just steal a fix from there. I think self.bitmap has more elements than it's supposed to have for some reason in some condition. Maybe you can find it.
I'm expanding and maintaining a fork of this texture pack. I'm just putting this note here, so you are aware of it because the download statistics show, most people aren't.
Hand Painted Texture Pack Expanded
I don't know about server performance but on singleplayer worlds it's a great help. Should be part of the engine! Maybe you could make it so that it respects my custom building reach?
Most mapgens place the ores way too deep just to prove the point that you can mine further down in Minetest than in Minecraft or comparable games. So deep they make MTG unplayable.
You could also paint splatter on the walls with ggraffiti the mod is based on. Should work perfectly with this one side by side because I made sure to change the namespace for everything.
Yes, I'll adjust splatter effects for different mobs in the future if the mod gets more popular. Right now it has merely 246 dowloads.
Permanent splatter is not a good idea because it's made up of loads of little entity sprites and would have a significant performance impact. You could make a mod that provides blocks (or flat blocks like mese) with blood splatter textures. Decorative block mods are the easiest kind of mod in Minetest.
It won't be possible to turn it off per player because Minetest doesn't allow for per player in-world graphics. It's an engine limitation. The script is running on the server and can only do stuff on the server visible for everyone.
I meant, I want more untamed animals in my world, so it feels less empty. Is there a setting for that?
Setting it to 0.001, I still only see a handful of them.
I noticed this mod got much better than when I first tried it. Punching animals now has visual feedback and all the mechanics work when you tame the animals.
Make sure to tame animals, so they don't disappear.
Spawn rate is kinda low. Is there any way to increase it in the settings?
Mentioned nowhere and not obvious from looking at the package creation screen at all.
We do this of our own free time and effort
It's not me who wants to waste your time reviewing my mod. Other modding platforms like Nexusmods do not gatekeep mods with pre-publishing reviews. I think the whole concept of pre-publish reviews is retarded. You're still not finished after 17 hours now and referring to the review queue. Makes me think you're not reviewing it on purpose because you think of yourselfs as some higher beings and feel self-important, now that I dared to mentioned it.
I wasted the entire fucking day on your bullshit. Instead of just being able to upload it, I was forced to use a git. Had to find a suitable git because Github is owned by Microsoft and Codeberg doesn't allow content that glorifies violence. Then the confirmation email didn't work but all other emails from the same address arrived fine because mail.ru is retarded. Afterwards I had to learn git and now I'm stuck talking to literal Wikipedians.
I could have been productive and writing code but no.
Approve it already. Of those 200 downloads, how many are unique users? How many of those unique users are still using that mod from the forum post? Of those how many are going to install my mod? 0 ZERO NONE I tell you.
I think with 200 downloads it's irrelevant. Further it's not even on ContentDB. You literally can't install it through the Minetest UI. Might add better screen splashes myself.
Doesn't add too much and doesn't add new textures, so it fits right in with texture packs too.
Works fine except that the first person camera is stuck in the base of the chair or bench when you sit on it and you rotate around the back of your ass, so you sit in mid air when you turn the other way. That could be better and I hope you improve it.
I love ghoststone but removestone seems kind of useless, since it's expensive and you could just use cheap TNT if you want blocks removed permanently.
Hasn't caused any crashes for me yet, even though it's one of the more complex mods. Recommend.
Considering your world will depend on it, so you can't just remove it, it should absolutely not crash.
Update
Seems to be fixed now. Note that it doesn't seem suited to survival with the singlenode map generator because there don't seem to be any metal ores inside the islands even when ores is enabled in the settings.
Sometimes the island densitiy can be low too and at other times it's perfectly fine. So maybe generate a few worlds before you decide which to build in.
Original review (shortened):
Crashes every once in a while and animals of all specieses often just run in circles.
Nevertheless it is better than the Mobs Animal stuff where you can't shear the sheep and milk the cows. The animals also react and are visually affected when they take hits or die unlike in Mobs Animal.
I was also able to tame a horse and put a saddle on it using it for faster travel.
The models and animations are really good.
However they are way too dumb. They walk off of cliffs and right into lava. Somehow horses can sometimes stand on lava flooded hills and not take damage which really breaks the immersion.
29.4.24:
Mod author left the mod abandoned for 8 months in an unplayable state. It used to crash the game randomly and quite frequently and it's not an easy to uninstall mod. It also creates nodes everywhere. This slime that overgrows all cave floors and makes it hard to see the resources and birdnests. It's a pest. Mod would be better without them.
I think it's the only mod that offers timber framing.
I tried. Still says "Node contains unknown metadata" in MTG Regarding the translation: Schraubenschlüssel, Gegenständen
In the title on ContentDB too.
The logs craft into islands:wood instead of default:wood despite depending on default. islands:wood looks exactly like default:wood but by being a different node you won't be able to craft things from mods. In my opinion it should either look like an own type of wood or be aliased to regular wood in an update.
This wrench allows you to pick up nodes with their contents and they end up in your inventory. Very similar to I Have Hands except that you use a wrench and get the items in your inventory. Note that you can't uninstall it midgame as the item data vanishes from the items if you do. (comes back if you reenable it though)
German translation butchered the Umlaute.
The one I use. Rotation is much more predictable.
If you put different blocks in xdecor:workbench, you'll see that it adds up to 12 variants of MANY blocks. (example: stairs:slab_cactus)
Chair has the same broken code as the one from ts_furniture. With up to date MTG the first person camera is in the base of the chair, not at eyeheight.
Thank you for your feedback. It's really appreciated.
The upstream solution from the ggraffiti repo (https://github.com/grorp/ggraffiti/issues/12) is to add a bounds check to draw_pixel because they couldn't figure it out either. Can you test whether that works for some hours without crashes by downloading the blood_splatter from the same link again? If it does, I'll release an update.
It should no longer crash though. The error should show up in the logs/terminal like this:
I added some checks. Could you delete your blood_splatter folder and try this? https://gitgud.io/blut/blood_splatter/-/archive/master/blood_splatter-master.zip The error message might help identify where it happens. Pls try to get it to error a couple times. It might always happen on activate or update_canvas or in both. as "reported from update_canvases" and "reported from activate" will indicate.
Are you using the latest 2.0.1 release of the mod? Which MT version? Which animal mods are you using? Looking at how the trace goes down to canvas.lua, this may be a bug I copy pasted from ggraffiti. Either way, I need to know how to replicate it in order to fix it.
Isn't this mod laggy on a server with loads going on? The effects being on the server side probably doesn't scale well.
You can check canvas.lua. ggraffiti hasn't changed this file since I made this mod, so I can't just steal a fix from there. I think self.bitmap has more elements than it's supposed to have for some reason in some condition. Maybe you can find it.
Doesn't make use of game textures as well as ts_furniture
Doesn't work with Mesecons
Doors and Trapdoors are not available through creative inventory
Needing a special crafting workbench to make the items might not be to everyone's liking
I'm expanding and maintaining a fork of this texture pack. I'm just putting this note here, so you are aware of it because the download statistics show, most people aren't. Hand Painted Texture Pack Expanded
I was confused at first because there's no first person indication of carrying the chest but it works fine.
I don't know about server performance but on singleplayer worlds it's a great help. Should be part of the engine! Maybe you could make it so that it respects my custom building reach?
Most mapgens place the ores way too deep just to prove the point that you can mine further down in Minetest than in Minecraft or comparable games. So deep they make MTG unplayable.
You get regular wool stairs and slabs. And of course the corners.
All right. mobs_ghost_redo, mobs_monster and mobs_skeletons now have no splatter or a different color depending on mob. Now give me a thumbs up.
You could also paint splatter on the walls with ggraffiti the mod is based on. Should work perfectly with this one side by side because I made sure to change the namespace for everything.
Do you mean this mod? https://forum.minetest.net/viewtopic.php?t=22245&sid=f6674a141e78a88b4489c4ae889507bb&start=1475 It's marked as deprecated, so it's abandoned. I'm not going to support abandoned mods and it's preferable for the mob mod to support CMI. Then it will just work out of the box.
Yes, I'll adjust splatter effects for different mobs in the future if the mod gets more popular. Right now it has merely 246 dowloads. Permanent splatter is not a good idea because it's made up of loads of little entity sprites and would have a significant performance impact. You could make a mod that provides blocks (or flat blocks like mese) with blood splatter textures. Decorative block mods are the easiest kind of mod in Minetest.
It won't be possible to turn it off per player because Minetest doesn't allow for per player in-world graphics. It's an engine limitation. The script is running on the server and can only do stuff on the server visible for everyone.
I meant, I want more untamed animals in my world, so it feels less empty. Is there a setting for that? Setting it to 0.001, I still only see a handful of them.
I noticed this mod got much better than when I first tried it. Punching animals now has visual feedback and all the mechanics work when you tame the animals.
Make sure to tame animals, so they don't disappear.
Spawn rate is kinda low. Is there any way to increase it in the settings?
Mentioned nowhere and not obvious from looking at the package creation screen at all.
It's not me who wants to waste your time reviewing my mod. Other modding platforms like Nexusmods do not gatekeep mods with pre-publishing reviews. I think the whole concept of pre-publish reviews is retarded. You're still not finished after 17 hours now and referring to the review queue. Makes me think you're not reviewing it on purpose because you think of yourselfs as some higher beings and feel self-important, now that I dared to mentioned it.
I wasted the entire fucking day on your bullshit. Instead of just being able to upload it, I was forced to use a git. Had to find a suitable git because Github is owned by Microsoft and Codeberg doesn't allow content that glorifies violence. Then the confirmation email didn't work but all other emails from the same address arrived fine because mail.ru is retarded. Afterwards I had to learn git and now I'm stuck talking to literal Wikipedians. I could have been productive and writing code but no.
Hey, I did what you asked for!
I renamed it.
How do I rename my git repo using git? (The remote repo on gitgud)
Approve it already. Of those 200 downloads, how many are unique users? How many of those unique users are still using that mod from the forum post? Of those how many are going to install my mod? 0 ZERO NONE I tell you.
I think with 200 downloads it's irrelevant. Further it's not even on ContentDB. You literally can't install it through the Minetest UI. Might add better screen splashes myself.
How long does review usually take?
Doesn't add too much and doesn't add new textures, so it fits right in with texture packs too. Works fine except that the first person camera is stuck in the base of the chair or bench when you sit on it and you rotate around the back of your ass, so you sit in mid air when you turn the other way. That could be better and I hope you improve it.
Edit: I forked it.
I love ghoststone but removestone seems kind of useless, since it's expensive and you could just use cheap TNT if you want blocks removed permanently. Hasn't caused any crashes for me yet, even though it's one of the more complex mods. Recommend.
Considering your world will depend on it, so you can't just remove it, it should absolutely not crash.
Update
Seems to be fixed now. Note that it doesn't seem suited to survival with the singlenode map generator because there don't seem to be any metal ores inside the islands even when ores is enabled in the settings. Sometimes the island densitiy can be low too and at other times it's perfectly fine. So maybe generate a few worlds before you decide which to build in.
Original review (shortened): Crashes every once in a while and animals of all specieses often just run in circles. Nevertheless it is better than the Mobs Animal stuff where you can't shear the sheep and milk the cows. The animals also react and are visually affected when they take hits or die unlike in Mobs Animal. I was also able to tame a horse and put a saddle on it using it for faster travel. The models and animations are really good.
However they are way too dumb. They walk off of cliffs and right into lava. Somehow horses can sometimes stand on lava flooded hills and not take damage which really breaks the immersion.
29.4.24: Mod author left the mod abandoned for 8 months in an unplayable state. It used to crash the game randomly and quite frequently and it's not an easy to uninstall mod. It also creates nodes everywhere. This slime that overgrows all cave floors and makes it hard to see the resources and birdnests. It's a pest. Mod would be better without them.