ModError: Failed to load and run script from /home/****/.minetest/games/occupymoon_game/mods/doors/init.lua:
/usr/share/minetest/builtin/game/register.lua:200: bad argument #5 to 'register_item_raw' (table expected, got string)
stack traceback:
[C]: in function 'register_item_raw'
/usr/share/minetest/builtin/game/register.lua:200: in function 'register_item'
/usr/share/minetest/builtin/game/register.lua:226: in function 'register_node'
...alex/.minetest/games/occupymoon_game/mods/doors/init.lua:796: in function 'register_fencegate'
...alex/.minetest/games/occupymoon_game/mods/doors/init.lua:808: in main chunk
Check debug.txt for details.
This is the mod we've been all waiting for: A clean method to render Unicode glyphs, based on the GNU Unifont.
I think GNU Unifont with its 16×16 pixel glyphs is just perfect for Minetest, there aren't many other fonts with such a huge coverage of the Unicode code space. And Pixel style is good for many retro-style games.
There are nice features like kerning and color selection.
However, while Unifont may cover the entire Unicode BMP and more, that doesn't mean this mod can render them all properly. Some writing systems are very complex and require additional adjustments. So any users of this mod need to be aware of these limitations:
Bidirectional Algorithm is not correctly implemented
Many complex writing systems have additional writing rules that would need more code to make them work. For example, rendering Arabic not only requires the bidi algorithm but also you need to draw the glyphs differently depending on where they are in the word. (Note: This is a limitation of Unifont as well.)
Complex combining marks are not supported well. The code admits they are hacky
But still, this mod is a massive improvement of what we had before. I will include a modified version of this mod in Repixture.
This mod does what it promises, providing several standing signs that can be rotated as well.
But the polishing of this mod is not good. The mod does not integrate well with all games, it just tries to guess which signs it adds which isn't a great way to do it. My biggest criticism is stretching: If the text is very long or tall, the glyphs are widely stretched, which ruins their aspect ratio.
Some of the signs make no sound when you place them.
The performance issue of the original made it somewhat unusable for me, the idea to turn the nodeboxes to meshes had been around for a while, glad to see someone actually doing it.
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 )
As ContentDb grows It's incredibly useful to have these metadata mods that allow us to manage all the complexity. For example, I've been able to create a new version of my mob_biome_mapper mod that allows mobs to spawn in biomes that their authors never even considered. I can see many uses in mods for this, for example allowing users to customize and improve biome mods as well. I'm sure there will be all kinds of uses for BiomeDb going forward. Thanks you EmptyStar for creating this!
Buggy + Extremely Modding Unfriendly (No Longer Updated Either)
Although I haven't tested the mod fully and thus cannot make a true true review.
I've been seeing about how to implement compatibiltiy for this mod with my eating mod after seeing it be featured as an optional dependency for Annalysa's Sandwiches. There are no useful groups I can use to determine whether or not something is edible, and accidentally made it so you could drink the spatula while developing...
On the spatula, even without my mod's mingling, it crashes the game if you point at the air with it as it expects a vector for something... If you're a server owner, do not use this mod without heavy modifications - it hasn't been updated for over 5 years anyways lol
Eerily quiet, empty and unnerving but somehow familiar
In Backrooms Test you will be navigating your way through eerily familiar but ultimately senseless and meaningless areas. I would say less "landscape" and more "corridorscape". You find your way from one to another, usually in order but sometimes to one that is not listed.
Everything is made of repeated structures that are familiar in shape but ultimately their arrangement and they way they form into totality makes no sense. It is made of parts of the built human environment, but never arranged in any logical way. There are doors, but only a few actually operate. Some of them could only possibly lead to a cupboard, but then, it would be a cupboard with doors on both sides. There are deceptive corridors and walkways that lead to dead ends. The place is not the product of design; it frustrates attempts to understand it as a useful design.
As you wander the corridors the first time, you discover a natural progression of levels. You complete a cycle. It begins again. But sometimes, the cycle is a bit different, and you end up in a different level you haven't seen before. You have no true idea of how many levels there are. They are numbered, but are there gaps? Could there really be that many levels? There is only one way to be sure: to look at the source code, but there is no going back from shattering the illusion. Perhaps though, adding your own level is part of adding your own part to the collective human dreamscape?
Sometimes, you see the sky. Sometimes it is lit, sometimes it is dark. But there is never any sun or moon. There is a morning and an evening of a sort, but no sunrise and no sunset. The idea of day and night, is just another broken, distorted reflection instead of the familiar reality.
The experience is like a dream, and ultimately you are permanently lost in a place that should not exist, cannot exist, but through a video game is imagined to exist anyway. It would be maddening to stay and "play" forever, but it's worth a visit to ponder.
Plays particles and sounds when jumping into the water
The sound is a bit too loud for me and plays everytime you cross the water's surface, no matter your speed. I'd recommend replacing it if you plan on using this mod
The animation and sounds are neat, it lets you eat even when your belly is full and doesnt sutpport most food mods and its still the best eating mod out there. Remember to use right mouse button to eat. Works with 3d apples. You cant eat mushrooms dynamically since you place them with rmb
I've never seen such unusual mods with a funny meaning. The mod is creative, unusual, and diverse, the mod helps to take your mind off all the fuss, and just have fun with some realistic balls!
I can't wait for new content to appear for this mod.
As a game, it is pretty much unplayable. But it shows off some beatiful features like the ability to modify your spaceship, and then depart with it. Also the multidimension space and it's map aren't bad. Might take some of this and create a space mod.
Bad, but the goodness outweighs the badness colossally
This mod is kinda weird. And incredibly cool. As if the author knew little to nothing about actual programming, but through the sheer power of determination... they never gave up. Like, just look at the code, especially the pre-update version! There isn't a single 'table' data structure, and yet it works, even fuming a little!
There is room for improvement. Lots of room. I am currently working on my projectiles library, and I am planning on improving this mod with some abstractions from that very package.
Even with all the shortcomings and mistakes of this firearms modpack (it's not really a small "mod" but rather a pack that adds a ton of new weapons), all my friends enjoy it. Yeah, it's up to proper interpretation to call them "friends", but it converted even the most hardcore minecraft fanatics to minetest enjoyers.
Thanks for delivering this to us from the heavens of lead showers.
Great Game for those who like to think, no good for action lovers
Spatially a small game but the 4th dimension, time, makes this game truly awsome! The idea alone is just genius. It is real fun to find your way to secret places in the citadel by cleverly going forth and back in time. I have been playing this now for ~10h and still I am not done yet. There's one artifact I cannot get hold of and one magic stone the function of which I could not find out yet. But I keep trying...
Only thing I consider a bug is that items already taken sometimes reappear in the game. Often after leaving and re-entering the game. This can break the game when you accidentally acquire a magic stone multiple times (you cannot drop it) because you then run out of slots.
No other bugs found so far.
I like the music, though it can get annoying after 1h of playing. As others said, some more sound fx could be nice. Light/shadow effects could improve the atmosphere, but that's not essential to the game.
Congratiulation for this piece of code. Level design alone must have taken forever.
adds fun mobs to your world, thanks to Tenplus1 "youre not alone anymore!" also, can you add a lizard mob? my friend is absolutely obsesed with them and he just graduated. and, i think it would make a great addition to your animal pack. sense from what i see you you do not have any reptiles, so far. thanks! your the man!
Is it possible to make the AIs capable of using ranged weapons (from the Ranged Weapons modpack)? Also, could there be versions capable of executing various tactics and strategies as well as teaming up?
This is a pretty awesome mob creation tool; I just wish that you could set behaviors too. I've been on a search for hostile mobs that are a good match against me, as well as allies (especially when using the ranged weapons modpack) and it would be cool if the NPCs in this mod could use tools and weapons, as well as possibly wear armor and mine. Keep it up!
Honestly, this is among my top three favorite mods--few criticisms, though.
The selection of weapons and the ammo options are extensive, and I really LOVE messing around with this package. However, in second-person view I'm unable to see the weapon sprites in my character's hand, and I'm not sure what the .50ae shells are compatible with. A few suggestions for an expansion would be to add a Barret .50 rifle capable of penetrating complete blocks, swappable infrared and night vison scopes, kevlar vests and flak helmets, smoke grenades, molotovs, and hostile, strategically-thinking AIs that can spawn and operate dropped weapons. (check out the AliveAI mod for a basic model, maybe--they're scary smart) Overall, I would give this mod three thumbs up. Also, I agree about the broken glass--being able to blow through windows would be awesome. Ziplines could be a cool addition too. But obviously that would require a lot of free time to program so no pressure.
In spite of it being a rather antique mod, combines very well with MTG. I tend to unconsciously add NSSM to most my playthroughs to increase the level of hardcoreness. However, I have only recently read its 'GUIDE' and realized that there is actually a goal -- to defeat the Mese Dragon. I have actually realized a lot of things lately, like that ants don't spawn in anything other than v6 mapgen for unknown reasons. Ropes, which are crafted from quite expensive cobweb strings, aren't much useful either, being equivalent to ladders.
That's why I have been hacking on it and improving it to my liking. I fixed ants, made ropes useful (they can extend downwards now!), repaired mob difficulty and enchanced settings greatly. I want to show you my changes (I am sure you will like them), but I can't find a way: I don't have write access to your codeberg git repository. Please, answer... Or else I will die here... Help...
This introduces a whole new class of weaponry: the balls. In my understanding, such balls would deal damage proportionally to difference in velocity between colliding entities, one being the victim and another being the ball. I will hack on it when I have free time. And if the velocity and mass are high enough, the kinetic energy can get wholly transfered to thermal, detonating the ball.
Thinking further about it, I have discovered that this can make for yet another class of weaponry: the mace, although that would be slightly harder to implement due to difficulties with the chain... I am just afraid of lag, that's why.
There is so much potential. I can even imagine riding some balls and using that as transportation...
As for hockey, I believe that a different kind of a 'ball' should be introduced: a plain black short cylindrical puck with rotation and proximity pushing disabled, being only moveable with either bare hands or a special club.
This mod is inspiring! I know the author said (at one point) the code is smelly, but the mod is very fun. It's got fairly intuitive mechanics, that are simple on their own, but like a cellular automata ruleset, it has enjoyable cascading complexity.
My brother and I particularally enjoyed making "space & land ships" that would endlessly explore the world at y=3 height, by digging through the terrain, then placing stone beneath itself. It made snail-like land bridges and tunnels wherever it went, and could even erase the "trails" it made, if we so wished.
The mod is so versitile, and can take away some of the more tedious parts of surival voxel games that it's compatible with.
After playing with this game and loading more mods to taste on top of it, I think this is just the best way to experience Minetest Game. It expands and adds on to the basic gameplay enough to make things very beautiful and varied, while still leaving most things basic enough for you to choose and add on to with mods. The only real downside is that it requires a stronger machine to run smoothly as the biomes that get generated can be pretty huge and filled with pretty lighting effects.
Perfectly cooked modsoup for you to add spice to taste. Usable for fun survival or creative worlds.
has a bunch of cool shit like all of the mobs, and pretty much all the content of mincraft, mineclone reins supreme!
-------but why did you change the name of the game? the game already has more than 400 downloads, why change the game now, every person who wants to update/download the game will not only have trouble finding it, the game also looks like its in denial. i have no problum with changing the name, i just think you should have had better timing. great game, but if you wanted to change the name, you should have done it a lot earlier, it just creates a lot of confusion. besides that, amazing game! 85.23 in my opinion!
I was looking for a good boat mod, and then I saw this, and...yeah. Why not?
I never play with auto-jump enabled, so it can get pretty tedious to continuously jump up and down hills. But with the legboat I can travel quite comfortably (and in style)!
It can struggle while trying to go through forest. It's easier to walk on top of the canopy, but it still gets stuck frequently (not permanently - you can usually just turn a little and find a way to keep going).
It will climb just about anything, and it has a sort of stuttering glide when plunging off a cliff. Maybe not the best option for a 'serious' survival game...but if you like to play casually, just exploring and building stuff, it's perfect!
Some mobs can start spawning A LOT and sometimes where they shouldn't. I've been playing Asuna with this and mobs_monster, and I keep getting Dungeon Masters and Mese Monsters spawning RIGHT BELOW THE SURFACE, at the entrance of my mine. So sometimes I'll enter my mine and be fine, sometimes I'm coming back from a deep dig and I see several high tier monsters waiting for me in a fully lit room. And sometimes the skeletons from mobs_skeletons take damage from torchlight instead of just the Sun. I don't know if that's intended for either mod.
For everything else, the mod works exactly as advertised. Regular animal mobs are spawning much better since activating this.
The main game does not show the name of the item when holding it, but with this mod, the name of the item is easily shown! I believe that this should be embedded by the original developers of the Minetest game!
It's simple mod but it does its thing well. Just rightclick with the spyglass to zoom. And the zoom is smooth and there's a simple HUD effect while you're zoomed in. So it feels like you're actually using a spyglass.
This mod is much superior to MTG's binoculars. A fork of this mod will be included in Repixture.
I really like the addition of this mod, of a semi-hostile mob to the world. I haven't yet seen all flavors of slime, but the ones I've seen were nice.
I have a few suggestions/criticisms though:
-their sound effect is very quiet, sometimes they snuck up on me while gathering
-there's a LOT of them spawning around, especially the green ones on grass. would like to have a setting on the menu to reduce their spawn chance
other than that, I think they're a neat addition. I'm running them with Asuna, and I think they'll be a nice addition to the base of that game when the next updates come.
Thanks to the author of this mod TenPlus1
for the opportunity to fill your world with aquatic creatures.
In gratitude for the help I received from TenPlus1, I will add instructions for those who for whatever reason do not know how to install this mod, as well as a description of the fauna, I hope it will be useful to you and the author pleased.
For this mod there are two dependencies default (available only in Minetest Game), Mobs Redo API that need to be installed in order for this mod to work correctly.
good mod
i like this mod it reminds me of mc
I get an error and cannot play (MT 5.8.0)
ModError: Failed to load and run script from /home/****/.minetest/games/occupymoon_game/mods/doors/init.lua: /usr/share/minetest/builtin/game/register.lua:200: bad argument #5 to 'register_item_raw' (table expected, got string) stack traceback: [C]: in function 'register_item_raw' /usr/share/minetest/builtin/game/register.lua:200: in function 'register_item' /usr/share/minetest/builtin/game/register.lua:226: in function 'register_node' ...alex/.minetest/games/occupymoon_game/mods/doors/init.lua:796: in function 'register_fencegate' ...alex/.minetest/games/occupymoon_game/mods/doors/init.lua:808: in main chunk Check debug.txt for details.
Impressive, even if very incomplete
This is the mod we've been all waiting for: A clean method to render Unicode glyphs, based on the GNU Unifont.
I think GNU Unifont with its 16×16 pixel glyphs is just perfect for Minetest, there aren't many other fonts with such a huge coverage of the Unicode code space. And Pixel style is good for many retro-style games.
There are nice features like kerning and color selection.
However, while Unifont may cover the entire Unicode BMP and more, that doesn't mean this mod can render them all properly. Some writing systems are very complex and require additional adjustments. So any users of this mod need to be aware of these limitations:
But still, this mod is a massive improvement of what we had before. I will include a modified version of this mod in Repixture.
Mod works, but not well implemented
This mod does what it promises, providing several standing signs that can be rotated as well.
But the polishing of this mod is not good. The mod does not integrate well with all games, it just tries to guess which signs it adds which isn't a great way to do it. My biggest criticism is stretching: If the text is very long or tall, the glyphs are widely stretched, which ruins their aspect ratio.
Some of the signs make no sound when you place them.
This is great
The performance issue of the original made it somewhat unusable for me, the idea to turn the nodeboxes to meshes had been around for a while, glad to see someone actually doing it.
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 )
Even better than the Minecraft original
This does the job better and it has cooler stuff than the Minecraft orignal that this is based on!
good for street signs
this really helped me make my city.
epic!
love it. pretty good for an fps game
Plethora indeed!
Lots of animal life added with this mod
Sorely needed API for Biomes.
As ContentDb grows It's incredibly useful to have these metadata mods that allow us to manage all the complexity. For example, I've been able to create a new version of my mob_biome_mapper mod that allows mobs to spawn in biomes that their authors never even considered. I can see many uses in mods for this, for example allowing users to customize and improve biome mods as well. I'm sure there will be all kinds of uses for BiomeDb going forward. Thanks you EmptyStar for creating this!
Buggy + Extremely Modding Unfriendly (No Longer Updated Either)
Although I haven't tested the mod fully and thus cannot make a true true review.
I've been seeing about how to implement compatibiltiy for this mod with my eating mod after seeing it be featured as an optional dependency for Annalysa's Sandwiches. There are no useful groups I can use to determine whether or not something is edible, and accidentally made it so you could drink the spatula while developing...
On the spatula, even without my mod's mingling, it crashes the game if you point at the air with it as it expects a vector for something... If you're a server owner, do not use this mod without heavy modifications - it hasn't been updated for over 5 years anyways lol
Eerily quiet, empty and unnerving but somehow familiar
In Backrooms Test you will be navigating your way through eerily familiar but ultimately senseless and meaningless areas. I would say less "landscape" and more "corridorscape". You find your way from one to another, usually in order but sometimes to one that is not listed.
Everything is made of repeated structures that are familiar in shape but ultimately their arrangement and they way they form into totality makes no sense. It is made of parts of the built human environment, but never arranged in any logical way. There are doors, but only a few actually operate. Some of them could only possibly lead to a cupboard, but then, it would be a cupboard with doors on both sides. There are deceptive corridors and walkways that lead to dead ends. The place is not the product of design; it frustrates attempts to understand it as a useful design.
As you wander the corridors the first time, you discover a natural progression of levels. You complete a cycle. It begins again. But sometimes, the cycle is a bit different, and you end up in a different level you haven't seen before. You have no true idea of how many levels there are. They are numbered, but are there gaps? Could there really be that many levels? There is only one way to be sure: to look at the source code, but there is no going back from shattering the illusion. Perhaps though, adding your own level is part of adding your own part to the collective human dreamscape?
Sometimes, you see the sky. Sometimes it is lit, sometimes it is dark. But there is never any sun or moon. There is a morning and an evening of a sort, but no sunrise and no sunset. The idea of day and night, is just another broken, distorted reflection instead of the familiar reality.
The experience is like a dream, and ultimately you are permanently lost in a place that should not exist, cannot exist, but through a video game is imagined to exist anyway. It would be maddening to stay and "play" forever, but it's worth a visit to ponder.
Plays particles and sounds when jumping into the water
The sound is a bit too loud for me and plays everytime you cross the water's surface, no matter your speed. I'd recommend replacing it if you plan on using this mod
Cool little mod that improves eating a lot
The animation and sounds are neat, it lets you eat even when your belly is full and doesnt sutpport most food mods and its still the best eating mod out there. Remember to use right mouse button to eat. Works with 3d apples. You cant eat mushrooms dynamically since you place them with rmb
No source code
I've requested to add this mod to Pandorabox, but they require a Git repository. This comment is written with steno.
The Stepping Stone is finally here!
Thanks for creating this! This helps me a lot with my Star Wars mod! Keep up the good work!
Hasn't stood the test of time imho
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
funny and creative!
I've never seen such unusual mods with a funny meaning. The mod is creative, unusual, and diverse, the mod helps to take your mind off all the fuss, and just have fun with some realistic balls! I can't wait for new content to appear for this mod.
Bien
Ce mod est cool et pratique pour plus de réaliste. Il y a aussi une grande diversité d'objets.
awesome game
i just beaten the game now my next goal is to 100% beat the game i love the concept and the music great job
Oui.
Le jeu est cool et ce n'est pas trop compliqué de jouer.
C'est idéal pour les débutant dans les jeux comme minecraft.
Really Unique
Spruces up any home!
Bad gameplay, good tech demo
As a game, it is pretty much unplayable. But it shows off some beatiful features like the ability to modify your spaceship, and then depart with it. Also the multidimension space and it's map aren't bad. Might take some of this and create a space mod.
Bad, but the goodness outweighs the badness colossally
This mod is kinda weird. And incredibly cool. As if the author knew little to nothing about actual programming, but through the sheer power of determination... they never gave up. Like, just look at the code, especially the pre-update version! There isn't a single 'table' data structure, and yet it works, even fuming a little!
There is room for improvement. Lots of room. I am currently working on my projectiles library, and I am planning on improving this mod with some abstractions from that very package.
Even with all the shortcomings and mistakes of this firearms modpack (it's not really a small "mod" but rather a pack that adds a ton of new weapons), all my friends enjoy it. Yeah, it's up to proper interpretation to call them "friends", but it converted even the most hardcore minecraft fanatics to minetest enjoyers.
Thanks for delivering this to us from the heavens of lead showers.
Great Game for those who like to think, no good for action lovers
Spatially a small game but the 4th dimension, time, makes this game truly awsome! The idea alone is just genius. It is real fun to find your way to secret places in the citadel by cleverly going forth and back in time. I have been playing this now for ~10h and still I am not done yet. There's one artifact I cannot get hold of and one magic stone the function of which I could not find out yet. But I keep trying...
Only thing I consider a bug is that items already taken sometimes reappear in the game. Often after leaving and re-entering the game. This can break the game when you accidentally acquire a magic stone multiple times (you cannot drop it) because you then run out of slots. No other bugs found so far.
I like the music, though it can get annoying after 1h of playing. As others said, some more sound fx could be nice. Light/shadow effects could improve the atmosphere, but that's not essential to the game.
Congratiulation for this piece of code. Level design alone must have taken forever.
adds fun critters
adds fun mobs to your world, thanks to Tenplus1 "youre not alone anymore!" also, can you add a lizard mob? my friend is absolutely obsesed with them and he just graduated. and, i think it would make a great addition to your animal pack. sense from what i see you you do not have any reptiles, so far. thanks! your the man!
Sweet modpack!
Is it possible to make the AIs capable of using ranged weapons (from the Ranged Weapons modpack)? Also, could there be versions capable of executing various tactics and strategies as well as teaming up?
Love it; please expand though!
This is a pretty awesome mob creation tool; I just wish that you could set behaviors too. I've been on a search for hostile mobs that are a good match against me, as well as allies (especially when using the ranged weapons modpack) and it would be cool if the NPCs in this mod could use tools and weapons, as well as possibly wear armor and mine. Keep it up!
Honestly, this is among my top three favorite mods--few criticisms, though.
The selection of weapons and the ammo options are extensive, and I really LOVE messing around with this package. However, in second-person view I'm unable to see the weapon sprites in my character's hand, and I'm not sure what the .50ae shells are compatible with. A few suggestions for an expansion would be to add a Barret .50 rifle capable of penetrating complete blocks, swappable infrared and night vison scopes, kevlar vests and flak helmets, smoke grenades, molotovs, and hostile, strategically-thinking AIs that can spawn and operate dropped weapons. (check out the AliveAI mod for a basic model, maybe--they're scary smart) Overall, I would give this mod three thumbs up. Also, I agree about the broken glass--being able to blow through windows would be awesome. Ziplines could be a cool addition too. But obviously that would require a lot of free time to program so no pressure.
Minetest Lore
In spite of it being a rather antique mod, combines very well with MTG. I tend to unconsciously add NSSM to most my playthroughs to increase the level of hardcoreness. However, I have only recently read its 'GUIDE' and realized that there is actually a goal -- to defeat the Mese Dragon. I have actually realized a lot of things lately, like that ants don't spawn in anything other than v6 mapgen for unknown reasons. Ropes, which are crafted from quite expensive cobweb strings, aren't much useful either, being equivalent to ladders.
That's why I have been hacking on it and improving it to my liking. I fixed ants, made ropes useful (they can extend downwards now!), repaired mob difficulty and enchanced settings greatly. I want to show you my changes (I am sure you will like them), but I can't find a way: I don't have write access to your codeberg git repository. Please, answer... Or else I will die here... Help...
I like big bolls
This introduces a whole new class of weaponry: the balls. In my understanding, such balls would deal damage proportionally to difference in velocity between colliding entities, one being the victim and another being the ball. I will hack on it when I have free time. And if the velocity and mass are high enough, the kinetic energy can get wholly transfered to thermal, detonating the ball.
Thinking further about it, I have discovered that this can make for yet another class of weaponry: the mace, although that would be slightly harder to implement due to difficulties with the chain... I am just afraid of lag, that's why.
There is so much potential. I can even imagine riding some balls and using that as transportation...
As for hockey, I believe that a different kind of a 'ball' should be introduced: a plain black short cylindrical puck with rotation and proximity pushing disabled, being only moveable with either bare hands or a special club.
Inspiring, and fun to play with
This mod is inspiring! I know the author said (at one point) the code is smelly, but the mod is very fun. It's got fairly intuitive mechanics, that are simple on their own, but like a cellular automata ruleset, it has enjoyable cascading complexity.
My brother and I particularally enjoyed making "space & land ships" that would endlessly explore the world at y=3 height, by digging through the terrain, then placing stone beneath itself. It made snail-like land bridges and tunnels wherever it went, and could even erase the "trails" it made, if we so wished.
The mod is so versitile, and can take away some of the more tedious parts of surival voxel games that it's compatible with.
My favorite way of playing Minetest
After playing with this game and loading more mods to taste on top of it, I think this is just the best way to experience Minetest Game. It expands and adds on to the basic gameplay enough to make things very beautiful and varied, while still leaving most things basic enough for you to choose and add on to with mods. The only real downside is that it requires a stronger machine to run smoothly as the biomes that get generated can be pretty huge and filled with pretty lighting effects. Perfectly cooked modsoup for you to add spice to taste. Usable for fun survival or creative worlds.
amazing game,!
has a bunch of cool shit like all of the mobs, and pretty much all the content of mincraft, mineclone reins supreme!
-------but why did you change the name of the game? the game already has more than 400 downloads, why change the game now, every person who wants to update/download the game will not only have trouble finding it, the game also looks like its in denial. i have no problum with changing the name, i just think you should have had better timing. great game, but if you wanted to change the name, you should have done it a lot earlier, it just creates a lot of confusion. besides that, amazing game! 85.23 in my opinion!
Great navigation aide!
I was looking for a good boat mod, and then I saw this, and...yeah. Why not?
I never play with auto-jump enabled, so it can get pretty tedious to continuously jump up and down hills. But with the legboat I can travel quite comfortably (and in style)!
It can struggle while trying to go through forest. It's easier to walk on top of the canopy, but it still gets stuck frequently (not permanently - you can usually just turn a little and find a way to keep going).
It will climb just about anything, and it has a sort of stuttering glide when plunging off a cliff. Maybe not the best option for a 'serious' survival game...but if you like to play casually, just exploring and building stuff, it's perfect!
Works very well but
Some mobs can start spawning A LOT and sometimes where they shouldn't. I've been playing Asuna with this and mobs_monster, and I keep getting Dungeon Masters and Mese Monsters spawning RIGHT BELOW THE SURFACE, at the entrance of my mine. So sometimes I'll enter my mine and be fine, sometimes I'm coming back from a deep dig and I see several high tier monsters waiting for me in a fully lit room. And sometimes the skeletons from mobs_skeletons take damage from torchlight instead of just the Sun. I don't know if that's intended for either mod.
For everything else, the mod works exactly as advertised. Regular animal mobs are spawning much better since activating this.
It must be built in!
The main game does not show the name of the item when holding it, but with this mod, the name of the item is easily shown! I believe that this should be embedded by the original developers of the Minetest game!
Does what it promises
It's simple mod but it does its thing well. Just rightclick with the spyglass to zoom. And the zoom is smooth and there's a simple HUD effect while you're zoomed in. So it feels like you're actually using a spyglass.
This mod is much superior to MTG's binoculars. A fork of this mod will be included in Repixture.
Slimes are adorable and fun
I really like the addition of this mod, of a semi-hostile mob to the world. I haven't yet seen all flavors of slime, but the ones I've seen were nice. I have a few suggestions/criticisms though: -their sound effect is very quiet, sometimes they snuck up on me while gathering -there's a LOT of them spawning around, especially the green ones on grass. would like to have a setting on the menu to reduce their spawn chance other than that, I think they're a neat addition. I'm running them with Asuna, and I think they'll be a nice addition to the base of that game when the next updates come.
Mod Description
Thanks to the author of this mod TenPlus1 for the opportunity to fill your world with aquatic creatures.
In gratitude for the help I received from TenPlus1, I will add instructions for those who for whatever reason do not know how to install this mod, as well as a description of the fauna, I hope it will be useful to you and the author pleased.
For this mod there are two dependencies default (available only in Minetest Game), Mobs Redo API that need to be installed in order for this mod to work correctly.
For those who want to play with this mod in Mineclonia, VoxeLibre (formerly MineClone2).
Mod default_lite
Information about the fauna of this mod
turtles (2 kinds):
crocodiles (3 kinds):
fish (3 kinds):
animal
Jellyfish — Color: Hippie Blue. The jellyfish is harmless on its own, but if you swim up to it, it will do damage.