I really enjoy this game. The concept is great, and the music is enjoyable and fitting. I especially like the club mazes. My son fell in love with this game at first sight because he really enjoys mazes.
Well, I downloaded the Shop mod from the GitHub repo (https://github.com/AtlanteFr/Shop-Command) at the Website link on this ContentDB page. Is that repo not updated? There, the mod.conf file has on line 5,
depends = default, unified_inventory
So, that's why I got the error. I'll download the mod directly from the ContentDB page and see what happens. Thanks for the response!
UPDATE 2023-04-21: The developer updated the GitHub repo, and now the dependency issue mentioned below is no longer an issue. I've changed my review to a thumbs up (recommended). This mod is off to a great start, though I would recommend an increase in price for some of the items, especially the diamond tools. To me, they seem a little too cheap at 4 gold ingots. I don't know, maybe it's just me playing from a long-term perspective where I have a surplus of gold ingots. Haha. This mod is great for those times when you need something as simple as jungle grass, but can't for the life of you find a single jungle biome.
Unified Invintory is listed as an optional dependency, but when the mod is installed, Unified Inventory is a required dependency. It would be nice if it were an optional dependency, as I don't use Unified Inventory. This mod looks really cool, and I'd like to try it.
This mod offers you quite a few good decoration blocks and items. Some of them even offer functionality in addition to being decorative. This is a mod that will find itself in all my worlds.
I do have one point of criticism, though. Some of the items are flat, 2D entities like flowers, but should be solid and 3D. The one example that comes to mind is the lantern offered in this mod. It's flat and 2D, and when you mine it, it sounds like mining a flower. The lantern really needs a 3D model and more appropriate sounds.
Scratch that. I added applesauce as an egg alternative and added an alternative gourmet pumpkin pie mix recipe that uses applesauce and soy milk to replace eggs and the bucket of milk. That should take care of the mobs dependency. Thank you very much for pointing out the issue and sorry again for any inconvenience.
My apologies! That was an oversight on my part. I just pushed an update to require the mobs mod in the meantime. I am also working on some alternative recipes which will allow you to craft the gourmet pumpkin pies without needing the mobs mod.
I really like the biomes that are added by this mod. They look good and appear to fit well with the default Minetest texture pack. The only issue I have experienced is tree leaves don't decay when the wood is mined. They just remain floating, which makes cleanup a bit of a chore. Other than that, I really like these biomes.
UPDATE: Leaf blocks now decay with a recent update. Thank you!
This modpack adds a lot of really nice decorations. The bell has a very rich ring to it. It's so satisfying to ring it. Haha.
I do have a couple of suggestions. Is there any way to slow down the spawning of the bee hives? I have a small area of apple trees and a great number of them have multiple hives on them, and they keep coming back. I think the hives should be a little sparse. Also, the bee buzzing sound is heard by multiple players on our server, even if some of the players aren't near the bees.
This mod is essential for Minetest gameplay, as the nights are quite dark. Simply craft a torch and you'll be able to get around at night and see where you are going.
Thank you for the reply! Okay. I just wasn't sure if there was a line of code that could be commented out or a variable that could be adjusted to prevent that behavior.
By the way, thanks for all your other mods. You do good work.
Thank you for this mod! I really enjoy the diversity of biomes that are added with this mod. It really can make a world colorful.
I do have one question about this mod. When I enable this mod, torches deal damage. Is this intended for this mod? I find this to be unusual. Is there any way to disable this behavior?
I really like this inventory mod. It's intuitive, feature rich, and everything is accessible as soon as you open your inventory. My favorite feature is the waypoints system and the ability to visualize the area around a waypoint. It also has a very nice look to it. I also like being able to see my character when I open my inventory. My only criticism, and this is mentioned in the mod description, is the 9-slots-wide inventory as opposed to the Minetest standard 8-slots-wide inventory. When you open a chest, some items in the bottom-right of your i3 inventory grid are not accessible. To access these items, you have to move them up and to the left in your inventory. This extra column of slots also means that when you open a chest, your items shift to the right one slot on each row. If you keep your i3 inventory visually organized, prepare for that organization to break during the time when you open a chest. Overall, it's not a major inconvenience once you figure out how the items shift and which item slots are not visible from a chest view. EDIT: As noted in a reply below, the inventory view can be adjusted.
I really like this animal mod. The models look great and the AI is pretty good. However, I do have one issue. For some reason the chickens are not laying eggs. I have two hens and a rooster in my house and after a very long time, no eggs have been laid. What am I missing? Furthermore, I searched through the chicken.lua file, and I can't find any code for the chickens to lay eggs. Maybe it's just me, but I'd like my chickens to lay eggs. Haha.
I really enjoy this game. The concept is great, and the music is enjoyable and fitting. I especially like the club mazes. My son fell in love with this game at first sight because he really enjoys mazes.
Thanks for updating the GitHub repo! That fixed my issue. I have updated my initial review.
My son and I really enjoy playing Backrooms Test. It's a game with a really good environment that is quite engaging.
Well, I downloaded the Shop mod from the GitHub repo (https://github.com/AtlanteFr/Shop-Command) at the Website link on this ContentDB page. Is that repo not updated? There, the
mod.conf
file has on line 5,depends = default, unified_inventory
So, that's why I got the error. I'll download the mod directly from the ContentDB page and see what happens. Thanks for the response!
UPDATE 2023-04-21: The developer updated the GitHub repo, and now the dependency issue mentioned below is no longer an issue. I've changed my review to a thumbs up (recommended). This mod is off to a great start, though I would recommend an increase in price for some of the items, especially the diamond tools. To me, they seem a little too cheap at 4 gold ingots. I don't know, maybe it's just me playing from a long-term perspective where I have a surplus of gold ingots. Haha. This mod is great for those times when you need something as simple as jungle grass, but can't for the life of you find a single jungle biome.
Unified Invintory is listed as an optional dependency, but when the mod is installed, Unified Inventory is a required dependency. It would be nice if it were an optional dependency, as I don't use Unified Inventory. This mod looks really cool, and I'd like to try it.Thank you for pointing that out! This changes things. Haha.
This mod offers you quite a few good decoration blocks and items. Some of them even offer functionality in addition to being decorative. This is a mod that will find itself in all my worlds.
I do have one point of criticism, though. Some of the items are flat, 2D entities like flowers, but should be solid and 3D. The one example that comes to mind is the lantern offered in this mod. It's flat and 2D, and when you mine it, it sounds like mining a flower. The lantern really needs a 3D model and more appropriate sounds.
When it comes to capturing the feel of Minecraft, Mineclone2 gets the job done. It is quite enjoyable to play.
This mod is essential for decorating and landscaping. I also like the idea of "digging up" bones from dirt blocks.
This is a useful mod to have on hand in case you have unknown blocks left behind from a mod removed from your world.
Scratch that. I added applesauce as an egg alternative and added an alternative gourmet pumpkin pie mix recipe that uses applesauce and soy milk to replace eggs and the bucket of milk. That should take care of the mobs dependency. Thank you very much for pointing out the issue and sorry again for any inconvenience.
My apologies! That was an oversight on my part. I just pushed an update to require the mobs mod in the meantime. I am also working on some alternative recipes which will allow you to craft the gourmet pumpkin pies without needing the mobs mod.
Great! Thanks for the info. I will give that file a look.
I really like the biomes that are added by this mod. They look good and appear to fit well with the default Minetest texture pack. The only issue I have experienced is tree leaves don't decay when the wood is mined. They just remain floating, which makes cleanup a bit of a chore. Other than that, I really like these biomes.
UPDATE: Leaf blocks now decay with a recent update. Thank you!
This modpack adds a lot of really nice decorations. The bell has a very rich ring to it. It's so satisfying to ring it. Haha.
I do have a couple of suggestions. Is there any way to slow down the spawning of the bee hives? I have a small area of apple trees and a great number of them have multiple hives on them, and they keep coming back. I think the hives should be a little sparse. Also, the bee buzzing sound is heard by multiple players on our server, even if some of the players aren't near the bees.
Anyhow, great modpack! This one is a keeper.
This mod is essential for Minetest gameplay, as the nights are quite dark. Simply craft a torch and you'll be able to get around at night and see where you are going.
Thank you for the reply! Okay. I just wasn't sure if there was a line of code that could be commented out or a variable that could be adjusted to prevent that behavior.
By the way, thanks for all your other mods. You do good work.
Thank you for this mod! I really enjoy the diversity of biomes that are added with this mod. It really can make a world colorful.
I do have one question about this mod. When I enable this mod, torches deal damage. Is this intended for this mod? I find this to be unusual. Is there any way to disable this behavior?
Again, thank you for the mod!
I really like this inventory mod. It's intuitive, feature rich, and everything is accessible as soon as you open your inventory. My favorite feature is the waypoints system and the ability to visualize the area around a waypoint. It also has a very nice look to it. I also like being able to see my character when I open my inventory.
My only criticism, and this is mentioned in the mod description, is the 9-slots-wide inventory as opposed to the Minetest standard 8-slots-wide inventory. When you open a chest, some items in the bottom-right of your i3 inventory grid are not accessible. To access these items, you have to move them up and to the left in your inventory. This extra column of slots also means that when you open a chest, your items shift to the right one slot on each row. If you keep your i3 inventory visually organized, prepare for that organization to break during the time when you open a chest. Overall, it's not a major inconvenience once you figure out how the items shift and which item slots are not visible from a chest view.EDIT: As noted in a reply below, the inventory view can be adjusted.I really like this animal mod. The models look great and the AI is pretty good. However, I do have one issue. For some reason the chickens are not laying eggs. I have two hens and a rooster in my house and after a very long time, no eggs have been laid. What am I missing? Furthermore, I searched through the chicken.lua file, and I can't find any code for the chickens to lay eggs. Maybe it's just me, but I'd like my chickens to lay eggs. Haha.
Anyway, great mod, and I highly recommend it.