Nerdpoling is pillaring. There's a MC mod called No Poles that breaks pillars past a certain height. That's one approach, but I'm more looking to disable building under your feet entirely, as the dangers of spelunking is almost destroyed by simple keeping a stack of leaves in inventory in order to not get stuck.
In the case of this mod I suppose it would need to disable one extra node above the one that gets disabled currently, which would at least work in default gravity and jump strength.
Sorry if using the terminology wrong but can effects by this mod be applied with different curves? Like, is healing or damage applied linearly or are there ways to config this differently, say, exponentially? Different mods have tried: LATE's rate-still-fall-end system comes to mind.
This is a great extension and use of telemosaic! I suppose it's most useful when players don't have homes or much time/resources invested in a specific location but wants to travel extensively.
Some worldgates are generated on near vertical surfaces and other unfortunats locations (which begs for an easy to use find_flat_surface type of function/mod to be written, since it's such a reoccuring problem)
Nice addition if not wanting to add connotations to real-word in a Minetest world.
However, it's a carbon copy of Wuzzy's pride_flags, even its API. Not only is that a weird duplication, but it also creates two sets of flags and two sets of flagpoles in each world using both. Why?
I do not agree that the API code is excellent. It uses ABMs, which should only be used when no other approach works. The other geode lib uses LBMs, which is much better. Would you consider this approach, or even coalesce with @alerikaisattera around one geodes API?
Sometimes. Sometimes not. That all depends on the mod maker.
Yes.
So that you as a player cannot cheat if I as a server operator don't want you to be able to. wat will support hiding of real descriptions, which affords game mechanics like node research. There will be no way for you to know beforehand what you're looking at if the game maker doesn't want you to.
Migrating smaller structures from one world to another was a breeze with this tool!
The one thing I found frustrating was that I needed to dig away the same amount of blocks that I wanted the schematic to be submerged into the ground, before being able to paste it.
I suppose these glue type mods aren't the most enjoyable to write but they are great for interweaving mods from different authors so that one does not get stuck in, say, the TenPlus Land or the FaceDeer Realm of mod clusters. Thank you!
It's a wonderful modpack that really brings variety to the base game that is Minetest Game.
👍
Tree schematics are high quality
Good extra schematics such as boulders
Great integration with fences, walls etc
👎
Biggest issue, hence neutral rating: trees and other schematics now covers 100% of biomes that supports trees being placed in them. Unless you're super into woodchopping or pyromania this way too much coverage. Save some plains!
Trees being placed at identical height makes for a very flat look at the tree tops. Suggest you randomize vertical placement somewhat.
Floating boulders. They should also sink into the environment much more. Some boulders also stick out from small cliff shelves. Suggest you check for more ground nodes when placing them.
I'm missing a mixing of the original trees and the new ones (maybe that's been tried and ruled out)
Textures are a mixed bag. Some blurry, some not matching overall palette (bamboo trunks, for example)
This all depends on the needs of the world the player or server owner tries to conceptualize, of which we know nothing 🙂
A good feature ported over from NodeCore. Just like a vehicle with automatic transmission the sprint speed kicks in and increases at the right time.
Walking between locations used to be dull, now it's a rush!
The fact that the AUX1 button is freed up from being used for manual sprint activation is a nice bonus.
Nerdpoling is pillaring. There's a MC mod called No Poles that breaks pillars past a certain height. That's one approach, but I'm more looking to disable building under your feet entirely, as the dangers of spelunking is almost destroyed by simple keeping a stack of leaves in inventory in order to not get stuck.
In the case of this mod I suppose it would need to disable one extra node above the one that gets disabled currently, which would at least work in default gravity and jump strength.
Does what is says. Great flexibility with toggle settings for nodes, players and entities respectively.
Can it be used to stop nerdpoling too, somehow?
Makes me hopeful to be able to create interesting effects some day. Loved LATE but it was never finished.
Sounds quite promising, thank you for this!
Sorry if using the terminology wrong but can effects by this mod be applied with different curves? Like, is healing or damage applied linearly or are there ways to config this differently, say, exponentially? Different mods have tried: LATE's rate-still-fall-end system comes to mind.
This is a great extension and use of telemosaic! I suppose it's most useful when players don't have homes or much time/resources invested in a specific location but wants to travel extensively.
Some worldgates are generated on near vertical surfaces and other unfortunats locations (which begs for an easy to use find_flat_surface type of function/mod to be written, since it's such a reoccuring problem)
Nice addition if not wanting to add connotations to real-word in a Minetest world.
However, it's a carbon copy of Wuzzy's pride_flags, even its API. Not only is that a weird duplication, but it also creates two sets of flags and two sets of flagpoles in each world using both. Why?
I do not agree that the API code is excellent. It uses ABMs, which should only be used when no other approach works. The other geode lib uses LBMs, which is much better. Would you consider this approach, or even coalesce with @alerikaisattera around one geodes API?
I see what you mean, but
Migrating smaller structures from one world to another was a breeze with this tool!
The one thing I found frustrating was that I needed to dig away the same amount of blocks that I wanted the schematic to be submerged into the ground, before being able to paste it.
Did that. Now it it's acceptable, but rating stays since the gain is only possible by modifying source.
Wow! I'm going to give it another try!
Adds thrillingly steep and narrow depths to the underground. These intersect the otherwise more softly meandering cave passages.
Yes, I imagine that the MC ecosystem has its glue heroes too.
Realizing that a big problem with the mod is the lag the new ABMs are introducing. Gonna have to take another route for my server.
Maybe this mod could eventually use https://github.com/fluxionary/minetest-spawnit
I suppose these glue type mods aren't the most enjoyable to write but they are great for interweaving mods from different authors so that one does not get stuck in, say, the TenPlus Land or the FaceDeer Realm of mod clusters. Thank you!
It's a wonderful modpack that really brings variety to the base game that is Minetest Game.
👍
👎
Nice!
I'm solving this issue by replacing all tree log nodes in tree schematics with tree trunk nodes and plan to limit this mod to target a "trunk" group.
Out of wood chopper mods tried this one is the simplest, yet most intuitive.
Only problem is when you want to refurbish your cabin in survival and digging one wood node takes down half the building.
Minetest games usually suffer from too many biomes void of content instead of a few rich biomes.
This API helps alleviate that!
This is the mod I was looking for. It's great that it shows crafts currently possible given a player's inventory contents.
However, changing the output amount is terribly slow.
Would love a setting to turn +1, +10 and +100 buttons off altogether.
converted review into a thread
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Excellent!
Far from everything supported in the original pack for Minecraft can be supported for MTG. PRs welcome ofc.
It's true I'm not updating it. But if we merge your updates into the upstream repo, everyone using PP will get your updates (semi) automatically.
But why not submit PRs upstream?