It mostly seems to work soon after a world is loaded, immediately for some settings, but not later. ???? Could you explain the settings very clearly? Is the interval seconds? How does "chance" work, proportionally or inversely? Why can I open a world and see plenty of ores at a test site, then hang above it and for a long time, nothing happens? Or, I leave a test site oreless, close the game, re-load the world, and ores just spring up like mushrooms?
Combined with a craftable lava mod, this is an easy infinite ore machine, good for an easy-going low-challenge server, but I can't try to balance it for my specific players because the settings are not explicit. I will try and read the code sooner or later, but it would be easier if you spelled it out in black and white. It would then also be easier to tell if the sudden mushrooming is a bug or not.
It seems linear, so under 2000 mese blocks to travel from corner to corner? Can't say how balanced that is, since the one server I'm really familiar with has cheap mese, but so far it's been an excellent addition to it.
A sound effect could still improve it? Ideally something different from both travelnet and the tinkle of telemosaic.
Watch out: it doesn't check where you will land. And, watch out: it calculates from wherever you stood when you punched, so the landing platform / roomneeds to be pretty big.
In short, it'sa n elegant mechanic and why isn't it more popular.
At the moment the mod only seems to see, list, find and teleport to variations on tundra and taiga. You could be standing in the middle of a savanna (default) or right next to it and it won't see it, same for the swamp (mod swamp). But it does list the location when found and teleports you there. One imagines the short list of biomes it works on is a minor to moderate issue to fix?
I get how modders would love it, but it should also be helpful for server maintainers. If you know you have a biome mod running but haven been flying for an hour trying to find an example.
Which privilege is needed to run the commands and could the answer to that be in the readme file?
This would be very useful for the youngest players and anybody else scared of the debug display. Only for some reason it doesn't show the actual description field of the node, which always goes through the translator first. Could you either change it so it does. or make that an option, or tell me how to do that? I can do basic tweaks in the lua, what I can't do is understand all 13 K of your code so I know at which point to meddle. I already have the Show Wielded Item mod. So something like that, but for the thing pointed at.
Even a mod with just a few items needs translated. Please put the translator function on the outside of the concatenation to account for grammar, I guess like this:
I really like and recommend the mod for variety and some eye candy. Haven't cracked the geodes yet, but they look exciting.
Full disclosure, for two child players who won't mine but deign to strip-mine, I have added recipes for gold from quartz (absurd amounts of quartz) and other metals from other minerals (even less realistically).
(then I whined here about a few broken descriptions)
It improves the minetest game experience immensely. When you forget about it, as when testing a different mod or whatever, the world just feels off.
Some of the sounds have enough background noise that you can hear them switch on or off abruptly in a slightly disconcerting way, like the one with seagulls crying. That lowers the overall excellence of the mod by about 1%. If the sea wavessound could be consistently hward or not more or less all the time depending on, I guess, distance and not what you are looking at, it would be still better by a smidgen.
And now there is music. It seems there was music before and I just never ran into it, but today, something eerie played in a desert stone / baked clay cave and then different music again in a different place.
Yes you can put baskets with stuff in them in other baskets and carry those around, they can be labeled and you see the label when you hover over your placed basket. With a little shuffling and cheap crafting, you can have an infinite inventory
There is a chest mod with the same functionality, but that one also does a few other, more cimplicated tings to do with ownership, making it untranslatable. Speaking of which, if/when you are around, could you make Basket translatable the standard way so one doesn't have to open the code?
Anyway, a great mod for an easy laid back server. I guess for a more competitive one you would want to replace the recipe. Use a rare wood maybe, or say, willow branches (leaves / twigs), and a mese crystal to account for the bag-of-holding properties.
(1) It doesn't sound the hour right now, either real-life or in-game hours.
(2) It's way too easy to dig / remove it while striking it, but I think I can change that myself?
But the first issue is real.
Still, very satisfying to punch something and hear it cry out ;) , and the sound is effectively customizable.
Upvote partly as a request to explain how to make it actually sound hours, or repair the bug if it is a bug.
It works fine without insisting on shift-clicks, which is more than I have seen any other wood chopping mod do. Really fun when used on snow-covered pines.
(Seriously, shift-clicks are bad accessability and neither windows nor ubuntu provide a solution. Choppy only has optional sift-clicks, unlike many other mods.)
...and more convenient if the player is one-handed. (The actual human player, not the model in the game; hard to move the mouse around when you are holding Z). It gets stuck in spyglass mode or out of it sometimes and right-clicking stops working as the mode toggle; then you need to point it somewhere else first.
It can save your life when you are stranded. Fifteen kiometres up in the air because Worldgate thought it would be amusing and now even floating down would starve you? Look in this mirror! Surrounded by muttering monsters of unknown strength, knives out? Mirror!
The pyramids look fancy and add some interest to otherwise monotonous biomes. Haven't run into one in survival yet, so can't say how well balanced the mummies are against what's in the chests, but it all looks good. Wish the loot selection could be specified in settings.
Excellent mod if you have a hard time finding raw clay in nature. Or you need baked clay and would rather not strip-mine those pretty cliffs and mesas where it occurs.
Steel becomes the bottleneck for obsidian (since you need a steel bucket), giving you earlyish access to a lot of obsidian-dependent crafts. There is also something immensely satisfying about having your own pet volcano. Really nice if you don't mind making things easy for players.
It's great to have a network of sturdy, handsome-looking roads spaning the world. No matter how rough the terrain, this path will will travel through it, connecting players and making it easier to access remote and rare biomes and resources. I also love how one of the materials used is a type of wood from a non-existent tree. Is the tree extinct? Is the wood synthetic? What is the STORY behind the paths?
Yes it would be even better if the materials could be customized. And it gives you access to mese lamps right from the beginning. And the way it cuts through trees doesn't always make sense. But overall, it's lovely.
This high quality road, easily walkable but clearly not made for wheeled vehicles, which weaves pleasantly through all kinds of landscape, adds a touch of mystery, encourages exploration and makes it much easier as it cuts right through mountain ranges and bridges cliffs. pathv7 does something similar, but the styles are quite different and the two mods can be enabled side by side for even more variety.
I like how here and there a single node has been replaced with cobble or dirt, and that the roadside torches, houses and their loot and can save your life early in the game and become quaint later. And that the road uses local materials. Ok fine, I like everything about it :D.
It makes one come up with LORE. How old is it? Who were the builders? Or are they still around? Why LOWER road? Why just one and along this particular meridian (since it's not x = 0)?
Very fancy, atmospheric native teleportation with detailed settings, great use of telemosaic. Like a mysterious remainder of an ancient civilization.
For easy mode, carry a mirror of returning.
It's working again, and like a dream! I love how they are each a bit different, beautifully shaped and then occasionally one has obsidian as part of it, or lava sources, or flowing water underneath. Makes one wonder what other little touches there are. For extra chaos, you can absolutely let that water or lava cascade down into the world from ten kilometres up in the air too. If you are a horrible goose.
One more issue maybe? worldgate.breakage = 0 doesn't work as I expected (some still generate broken, first one to do that was miles up in the air, because of course :D) . But worldgate.native.spread and worldgate.native.xzjitter are working as I thought they would (they didn't while the Weird Bug was happening).
Ok, here is what seems to have happened this time. The gate was not physically broken, it was actually very thoroughly extended. But like other midair gates before it, it wanted to teleport me back to ground level, which was too far for it, so the message was not "you need to add extenders for 120 nodes", but "you need to add extenders for 7205 nodes". Needy. If they insist on sending one back to the safety of the surface (not complaining, either behaviour is fine), then they require massive range.
Frankly, I bumped into it through worldgate, but telemosaic is wonderful in itself. A very different feel from anything like travelnet; Telemosaic has an esthetic of its own, a bit eerie, and the mechanic is interesting.
Edited to delete the whining about no translation option, since the author was so nice as to add it. Thank you!
Worlds are so huge that our home server uses several different biome adding mods, but Ethereal is the first and finest. Greyness especially is a treat, so restful. Etherium, illumishrooms and crystal spikes are all quite unique and add precious crafts. I have tried fiddling with the numbers to get giant mushrooms, dry savannas and sakura meadows less often, but greyness, mediterranean, simple forests and simple grassland more often, but wasn't really successful. X-craft recipes are invaluable.
If anything bugs me it's this: WHERE did the fallen tree trunks go? Truly a matter of utmost importance! If they ever come back, how about a toppled giant redwood trunk, partly buried, here and there decomposed, some dry grass growing directly out of it?
Adds diversity and is compatible with other biome mods, that is, the mangrove forests / swamps are neither painfully rare nor so common as to make other biomes vanish. Very pretty and the squelch when stepping on mud is SO satisfying!
It absolutely would be usable in-game, and would fit the esthetic and everytng, if very light-weight nodes such as grass did not become full blocks in photos. Then it can be black-and-white.
Some of these trees even produce food. There are two mods in the pack I can't stand esthetically, the helicopter palm and the pineapple, but everything else is fantastic, nothing in between.
it doesn't seem to generate any forest areas, even treeless areas of forest dirt. But the meadows and small plants are pretty and if it gets to look half as good as your redwood biome at some point, I'll be chuffed.
It's as beautiful as advertised. Crashes occasionally (only noticed it when placing some decorative blocks from it) and it's still worth it. Would it crash a server too though? Haven't tried yet, but that would be worse.
Is it spelled Dorwninion or Dorwinion? Some biomes are food deserts. Could cypress trees have their own trunks? It's disconcerting when they drop aspen trunks. Not a problem for Dorwinion trees, which could just be a weird kind of aspen. Some food items don't have recipes or don't feed you. Ambience and aimals would be great.
To sum up, it feels like an almost-finished WIP, but it looks amazing.
very interesting
It mostly seems to work soon after a world is loaded, immediately for some settings, but not later. ???? Could you explain the settings very clearly? Is the interval seconds? How does "chance" work, proportionally or inversely? Why can I open a world and see plenty of ores at a test site, then hang above it and for a long time, nothing happens? Or, I leave a test site oreless, close the game, re-load the world, and ores just spring up like mushrooms?
Combined with a craftable lava mod, this is an easy infinite ore machine, good for an easy-going low-challenge server, but I can't try to balance it for my specific players because the settings are not explicit. I will try and read the code sooner or later, but it would be easier if you spelled it out in black and white. It would then also be easier to tell if the sudden mushrooming is a bug or not.
brilliant
It seems linear, so under 2000 mese blocks to travel from corner to corner? Can't say how balanced that is, since the one server I'm really familiar with has cheap mese, but so far it's been an excellent addition to it.
A sound effect could still improve it? Ideally something different from both travelnet and the tinkle of telemosaic.
Watch out: it doesn't check where you will land. And, watch out: it calculates from wherever you stood when you punched, so the landing platform / roomneeds to be pretty big.
In short, it'sa n elegant mechanic and why isn't it more popular.
great for dye production...
...andwhatever else you want specific flowers for.
what was that?!
What was the black goo??? Does it spit? Apparently it does. Great experience :D
wow (not quite there yet but wow)
At the moment the mod only seems to see, list, find and teleport to variations on tundra and taiga. You could be standing in the middle of a savanna (default) or right next to it and it won't see it, same for the swamp (mod swamp). But it does list the location when found and teleports you there. One imagines the short list of biomes it works on is a minor to moderate issue to fix?
I get how modders would love it, but it should also be helpful for server maintainers. If you know you have a biome mod running but haven been flying for an hour trying to find an example.
Which privilege is needed to run the commands and could the answer to that be in the readme file?
why don't the names show translated though???
This would be very useful for the youngest players and anybody else scared of the debug display. Only for some reason it doesn't show the actual description field of the node, which always goes through the translator first. Could you either change it so it does. or make that an option, or tell me how to do that? I can do basic tweaks in the lua, what I can't do is understand all 13 K of your code so I know at which point to meddle. I already have the Show Wielded Item mod. So something like that, but for the thing pointed at.
festive! Please make translatable?
Fun with no downsides.
Even a mod with just a few items needs translated. Please put the translator function on the outside of the concatenation to account for grammar, I guess like this:
description = S(color:gsub("^%l", string.upper) .. " Confetti"),
pretty and diverse
I really like and recommend the mod for variety and some eye candy. Haven't cracked the geodes yet, but they look exciting.
Full disclosure, for two child players who won't mine but deign to strip-mine, I have added recipes for gold from quartz (absurd amounts of quartz) and other metals from other minerals (even less realistically).
(then I whined here about a few broken descriptions)
essential
It improves the minetest game experience immensely. When you forget about it, as when testing a different mod or whatever, the world just feels off.
Some of the sounds have enough background noise that you can hear them switch on or off abruptly in a slightly disconcerting way, like the one with seagulls crying. That lowers the overall excellence of the mod by about 1%. If the sea wavessound could be consistently hward or not more or less all the time depending on, I guess, distance and not what you are looking at, it would be still better by a smidgen.
And now there is music. It seems there was music before and I just never ran into it, but today, something eerie played in a desert stone / baked clay cave and then different music again in a different place.
sweet and simple
Nothing to add really. Great as a rare ingredient for your own crafting recipes, it adds a soft magical touch.
makes life much easier
Yes you can put baskets with stuff in them in other baskets and carry those around, they can be labeled and you see the label when you hover over your placed basket. With a little shuffling and cheap crafting, you can have an infinite inventory
There is a chest mod with the same functionality, but that one also does a few other, more cimplicated tings to do with ownership, making it untranslatable. Speaking of which, if/when you are around, could you make Basket translatable the standard way so one doesn't have to open the code?
Anyway, a great mod for an easy laid back server. I guess for a more competitive one you would want to replace the recipe. Use a rare wood maybe, or say, willow branches (leaves / twigs), and a mese crystal to account for the bag-of-holding properties.
pleasant
It could use a subtle humming enginge sound and it glitches visually when it rises, but it works nicely.
nice, two issues
(1) It doesn't sound the hour right now, either real-life or in-game hours. (2) It's way too easy to dig / remove it while striking it, but I think I can change that myself?
But the first issue is real.
Still, very satisfying to punch something and hear it cry out ;) , and the sound is effectively customizable.
Upvote partly as a request to explain how to make it actually sound hours, or repair the bug if it is a bug.
perfect
It works fine without insisting on shift-clicks, which is more than I have seen any other wood chopping mod do. Really fun when used on snow-covered pines.
(Seriously, shift-clicks are bad accessability and neither windows nor ubuntu provide a solution. Choppy only has optional sift-clicks, unlike many other mods.)
useful for early farming
What else to say. Minetest is a farming sim, right? ;) Right!
very different from binoculars
...and more convenient if the player is one-handed. (The actual human player, not the model in the game; hard to move the mouse around when you are holding Z). It gets stuck in spyglass mode or out of it sometimes and right-clicking stops working as the mode toggle; then you need to point it somewhere else first.
simple and effective
It can save your life when you are stranded. Fifteen kiometres up in the air because Worldgate thought it would be amusing and now even floating down would starve you? Look in this mirror! Surrounded by muttering monsters of unknown strength, knives out? Mirror!
nice for variety
The pyramids look fancy and add some interest to otherwise monotonous biomes. Haven't run into one in survival yet, so can't say how well balanced the mummies are against what's in the chests, but it all looks good. Wish the loot selection could be specified in settings.
nice
Excellent mod if you have a hard time finding raw clay in nature. Or you need baked clay and would rather not strip-mine those pretty cliffs and mesas where it occurs.
a bit overpowered but good
Steel becomes the bottleneck for obsidian (since you need a steel bucket), giving you earlyish access to a lot of obsidian-dependent crafts. There is also something immensely satisfying about having your own pet volcano. Really nice if you don't mind making things easy for players.
useful and elegant
It's great to have a network of sturdy, handsome-looking roads spaning the world. No matter how rough the terrain, this path will will travel through it, connecting players and making it easier to access remote and rare biomes and resources. I also love how one of the materials used is a type of wood from a non-existent tree. Is the tree extinct? Is the wood synthetic? What is the STORY behind the paths?
Yes it would be even better if the materials could be customized. And it gives you access to mese lamps right from the beginning. And the way it cuts through trees doesn't always make sense. But overall, it's lovely.
Nice!
Why is it called the LOWER road?
Not a complaint, just curious.
This high quality road, easily walkable but clearly not made for wheeled vehicles, which weaves pleasantly through all kinds of landscape, adds a touch of mystery, encourages exploration and makes it much easier as it cuts right through mountain ranges and bridges cliffs. pathv7 does something similar, but the styles are quite different and the two mods can be enabled side by side for even more variety.
I like how here and there a single node has been replaced with cobble or dirt, and that the roadside torches, houses and their loot and can save your life early in the game and become quaint later. And that the road uses local materials. Ok fine, I like everything about it :D.
It makes one come up with LORE. How old is it? Who were the builders? Or are they still around? Why LOWER road? Why just one and along this particular meridian (since it's not x = 0)?
interesting
Wow, they look fancy. Any chance of a MTG version?
they loom!
Very fancy, atmospheric native teleportation with detailed settings, great use of telemosaic. Like a mysterious remainder of an ancient civilization.
For easy mode, carry a mirror of returning.
It's working again, and like a dream! I love how they are each a bit different, beautifully shaped and then occasionally one has obsidian as part of it, or lava sources, or flowing water underneath. Makes one wonder what other little touches there are. For extra chaos, you can absolutely let that water or lava cascade down into the world from ten kilometres up in the air too. If you are a horrible goose.
One more issue maybe? worldgate.breakage = 0 doesn't work as I expected (some still generate broken, first one to do that was miles up in the air, because of course :D) . But worldgate.native.spread and worldgate.native.xzjitter are working as I thought they would (they didn't while the Weird Bug was happening).
Ok, here is what seems to have happened this time. The gate was not physically broken, it was actually very thoroughly extended. But like other midair gates before it, it wanted to teleport me back to ground level, which was too far for it, so the message was not "you need to add extenders for 120 nodes", but "you need to add extenders for 7205 nodes". Needy. If they insist on sending one back to the safety of the surface (not complaining, either behaviour is fine), then they require massive range.
great (and now translatable!)
Frankly, I bumped into it through worldgate, but telemosaic is wonderful in itself. A very different feel from anything like travelnet; Telemosaic has an esthetic of its own, a bit eerie, and the mechanic is interesting.
Edited to delete the whining about no translation option, since the author was so nice as to add it. Thank you!
YES
Worlds are so huge that our home server uses several different biome adding mods, but Ethereal is the first and finest. Greyness especially is a treat, so restful. Etherium, illumishrooms and crystal spikes are all quite unique and add precious crafts. I have tried fiddling with the numbers to get giant mushrooms, dry savannas and sakura meadows less often, but greyness, mediterranean, simple forests and simple grassland more often, but wasn't really successful. X-craft recipes are invaluable.
If anything bugs me it's this: WHERE did the fallen tree trunks go? Truly a matter of utmost importance! If they ever come back, how about a toppled giant redwood trunk, partly buried, here and there decomposed, some dry grass growing directly out of it?
Pretty, no downsides
It akso does Things to Ethereal with its more extensive use of desert stone.
I love it
Adds diversity and is compatible with other biome mods, that is, the mangrove forests / swamps are neither painfully rare nor so common as to make other biomes vanish. Very pretty and the squelch when stepping on mud is SO satisfying!
almost
It absolutely would be usable in-game, and would fit the esthetic and everytng, if very light-weight nodes such as grass did not become full blocks in photos. Then it can be black-and-white.
excellent mod
and it works well with everything. Two sequoias from different mods? Two redwoods, three bamboos, three willows? Great, the more the merrier.
beautiful, useful and compatible wih everyting
Some of these trees even produce food. There are two mods in the pack I can't stand esthetically, the helicopter palm and the pineapple, but everything else is fantastic, nothing in between.
no forest atm
it doesn't seem to generate any forest areas, even treeless areas of forest dirt. But the meadows and small plants are pretty and if it gets to look half as good as your redwood biome at some point, I'll be chuffed.
visual feast
It's as beautiful as advertised. Crashes occasionally (only noticed it when placing some decorative blocks from it) and it's still worth it. Would it crash a server too though? Haven't tried yet, but that would be worse.
Is it spelled Dorwninion or Dorwinion? Some biomes are food deserts. Could cypress trees have their own trunks? It's disconcerting when they drop aspen trunks. Not a problem for Dorwinion trees, which could just be a weird kind of aspen. Some food items don't have recipes or don't feed you. Ambience and aimals would be great.
To sum up, it feels like an almost-finished WIP, but it looks amazing.
stunning
A number of harsh but beautiful biomes in a bundle. Yes it could use some animals and ambient sounds, but mostly
please make it translatable?