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.
I did not anticipate all the custom and fluid animation and attacks that this mod provides for the entity :o
I too initially thought it was SCP-682 - they seem quite alike especially in power X3 but it seems it isn't - judging by name and the stuff the mob does.
Think I should mention more of what I like about it but I do note an issue:
Attacks can continue to multiply in severity (unless world is restarted) to the point that you may as well be a part of the Minetest space agency with how high and fast they can push you lol - not sure if this is an intended feature or if there is some form of maximum cap to power
(I also heard that there's a bug of where it simply never spawns - you can only have 1 existing per world and it'll prevent spawn until a timer finishes after it starts when it dies - but the timer supposedly never finishes?)
Also I wish this could interact with other mobs instead of just the player, but pretty happy with how well this is constructed and the work put into it :o
Perhaps of some use to PvP-Servers - Don't use on building servers!
This is one of the very few mods I strongly disapprove of.
Even under the best of circumstances - say, a whitelisted cooperative server - it'd still be littering if players don't spend the time to walk to a place where their floating stuff won't annoy others who want to continue building there - without having to pick up all that stuff that's in the way first. And if players have to walk away first, they can as well dump the needed build items into a chest. Doesn't even have to be a locked chest if it's a whitelisted cooperative server.
On a normal server, that is not whitelisted and where everyone can join, this mod is IMHO very disrespectful of players. Beeing able to log off when needed is a primary right of players. Having to hide logout positions is bad. Perhaps PvP-servers can profit to some degree...
There's also no need to limit items this way. It's not through global rarity that items are limited - it's the time players invest to gather them.
Good, but needs pipeworks unless you want to loose your mind
In general this is a fun and entertaining mod that adds ways to process food and create tasty drinks. The barrels are very decorative.
It took quite a lot of fun out of wine production when the barrels started requiring water. Doing that per hand is...not fun. You need pipeworks for the water supply and a lot of standing next to the barrels in order to get more than a drink now and then. In that, it's more a technic-like mod than a farming one.
The drinks are shared and enjoyed by many players on at least one server.
This mod has been used for a long time on the VanessaE Survival server. It is very useful for large road infrastructure, and builders like it for connecting their buildings.
You can see them in action on the YourLand server. Huge city gates as well as smaller ones can be built with this system and work very convincingly.
But beware: When you build your first one, make sure to build it in an enclosed room. The gate may start wandering off in unexpected directions. It takes a bit of experimenting and practice to get them going the right way. Make sure it can't wander off into the sunset :-)
Very, very nice game in my opinion. I have a lot to learn about in this game, and the AI is wonderful.
Some suggestions are:
1. I think you should add some of the Alive_Ai chat messages.
2. The point of view when changing viewpoints isn't nice in my opinion.
3. The player model and AI models are wrong, as the head is squashed, the body, arms and legs are too long. If possible, try using player_api model.
Solid 10/10. Does what's promised with an extra twist: items picked up by the gravitational field don't just stupidly approach the containment box linearly but SwIrL arOuNd iT like a quantum tornado!
It could be 9/10, but the sound of the box opening/closing scared me so much that I even inspected the source code (line 268) to see why are the sounds global. Perhaps they aren't and they are just so damn loud! Because of extra horror, this earns an ironclad 1000000/1000000!
Plus the model... A talented fellow you are, I opine.
I could've missed this mod on the contentDB page, but my SCP-tuned brain automatically reacted to 'containment'.
The sound design is indisputably good. Especially the mining laser -- its SFX is just so badass.
The warp boots might appear dull to some, but for me the sound they emit justifies their function: they simply... warp momentarily, an event of unremarkable magnitude. The blink launcher sounds slimy, as if it shoots some cold delicious jelly, just out of the refrigerator, and not unbearably hot plasma, tingling with electric needles even, if we could ever sense it with bare hands.
Overall, this set of futuristic miner equipment is good, too good even... Advice for those who yearn for challenge: if you're playing with 'techage', modify the craft recipes to fit the TA4/TA5 theme, otherwise it will feel out of order and style. Just imagine a mining laser in the bronze age, or a Roman general warping around the battlefield through the use of blink launcher.
However, I have encountered a single issue, and it concerns the mining laser. If its beam connects with an item entity lying on the ground (rotating and spinning as usual), the game crashes, signaling that a certain 'a' has been attempted to be indexed, resulting in systematic failure and that the root of the error is at line 105 or its neighborhood in 'mining_laser.lua'. The only thing being indexed on that line is 'pointed_thing.ref', and apparently the 'ref' value of 'pointed_thing' is NIL whenever pointed_thing refers to an item entity. This is truly strange, but I have repaired it by substituting 'pointed_thing.intersection_point' for the indexage.
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
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.
Amazingly Detailed Mob
I did not anticipate all the custom and fluid animation and attacks that this mod provides for the entity :o I too initially thought it was SCP-682 - they seem quite alike especially in power X3 but it seems it isn't - judging by name and the stuff the mob does.
Think I should mention more of what I like about it but I do note an issue: Attacks can continue to multiply in severity (unless world is restarted) to the point that you may as well be a part of the Minetest space agency with how high and fast they can push you lol - not sure if this is an intended feature or if there is some form of maximum cap to power (I also heard that there's a bug of where it simply never spawns - you can only have 1 existing per world and it'll prevent spawn until a timer finishes after it starts when it dies - but the timer supposedly never finishes?)
Also I wish this could interact with other mobs instead of just the player, but pretty happy with how well this is constructed and the work put into it :o
Perhaps of some use to PvP-Servers - Don't use on building servers!
This is one of the very few mods I strongly disapprove of.
Even under the best of circumstances - say, a whitelisted cooperative server - it'd still be littering if players don't spend the time to walk to a place where their floating stuff won't annoy others who want to continue building there - without having to pick up all that stuff that's in the way first. And if players have to walk away first, they can as well dump the needed build items into a chest. Doesn't even have to be a locked chest if it's a whitelisted cooperative server.
On a normal server, that is not whitelisted and where everyone can join, this mod is IMHO very disrespectful of players. Beeing able to log off when needed is a primary right of players. Having to hide logout positions is bad. Perhaps PvP-servers can profit to some degree...
There's also no need to limit items this way. It's not through global rarity that items are limited - it's the time players invest to gather them.
Classical, good mod
Contains many diffrent colored blocks that allow you more variety in building.
Good, but needs pipeworks unless you want to loose your mind
In general this is a fun and entertaining mod that adds ways to process food and create tasty drinks. The barrels are very decorative.
It took quite a lot of fun out of wine production when the barrels started requiring water. Doing that per hand is...not fun. You need pipeworks for the water supply and a lot of standing next to the barrels in order to get more than a drink now and then. In that, it's more a technic-like mod than a farming one.
The drinks are shared and enjoyed by many players on at least one server.
Decorative and useful
Nice variety of basic furniture. Probably a bit too many variants of tables. The diffrent wooden materials are great and allow for nice decoration.
Very useful for selling and buying
As CalebJ already wrote: The lag reduction is noticeable. The smartshops work very well and offer everything sellers may wish for.
Works very well
Works very well since quite some time for the YourLand server.
Emotes are also forwarded.
Very suitable for medieval servers
Useful for medieval servers and works very well.
Wish for the future: Allowing to add shields with four diffrent textures in the four corners would be great and allow even more flexibility.
All you may need about roads
This mod has been used for a long time on the VanessaE Survival server. It is very useful for large road infrastructure, and builders like it for connecting their buildings.
Works very well: Big moving gates
You can see them in action on the YourLand server. Huge city gates as well as smaller ones can be built with this system and work very convincingly.
But beware: When you build your first one, make sure to build it in an enclosed room. The gate may start wandering off in unexpected directions. It takes a bit of experimenting and practice to get them going the right way. Make sure it can't wander off into the sunset :-)
so funny... so dangerous!
NFreeman was blown by Creeper.
More cute plushes! :3
perfect for making cute collections and similar! models are cute and theres lots of options. if u like cute stuff then this i recommend!
Very nice game.
Very, very nice game in my opinion. I have a lot to learn about in this game, and the AI is wonderful.
Some suggestions are: 1. I think you should add some of the Alive_Ai chat messages. 2. The point of view when changing viewpoints isn't nice in my opinion. 3. The player model and AI models are wrong, as the head is squashed, the body, arms and legs are too long. If possible, try using player_api model.
Very scary (i find loud sounds skerry)
Solid 10/10. Does what's promised with an extra twist: items picked up by the gravitational field don't just stupidly approach the containment box linearly but SwIrL arOuNd iT like a quantum tornado!
It could be 9/10, but the sound of the box opening/closing scared me so much that I even inspected the source code (line 268) to see why are the sounds global. Perhaps they aren't and they are just so damn loud! Because of extra horror, this earns an ironclad 1000000/1000000!
Plus the model... A talented fellow you are, I opine.
I could've missed this mod on the contentDB page, but my SCP-tuned brain automatically reacted to 'containment'.
You know... I like it.
The sound design is indisputably good. Especially the mining laser -- its SFX is just so badass. The warp boots might appear dull to some, but for me the sound they emit justifies their function: they simply... warp momentarily, an event of unremarkable magnitude. The blink launcher sounds slimy, as if it shoots some cold delicious jelly, just out of the refrigerator, and not unbearably hot plasma, tingling with electric needles even, if we could ever sense it with bare hands.
Overall, this set of futuristic miner equipment is good, too good even... Advice for those who yearn for challenge: if you're playing with 'techage', modify the craft recipes to fit the TA4/TA5 theme, otherwise it will feel out of order and style. Just imagine a mining laser in the bronze age, or a Roman general warping around the battlefield through the use of blink launcher.
However, I have encountered a single issue, and it concerns the mining laser. If its beam connects with an item entity lying on the ground (rotating and spinning as usual), the game crashes, signaling that a certain 'a' has been attempted to be indexed, resulting in systematic failure and that the root of the error is at line 105 or its neighborhood in 'mining_laser.lua'. The only thing being indexed on that line is 'pointed_thing.ref', and apparently the 'ref' value of 'pointed_thing' is NIL whenever pointed_thing refers to an item entity. This is truly strange, but I have repaired it by substituting 'pointed_thing.intersection_point' for the indexage.
how do you control this plane
me really really dumdum
Unmaintained, opaque water, won't get updates.
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
Kindda Creepy
The face is really creepy, but besides that, I like everything else.
Cute
I like turtles.
Entertaining
Thereapy mod for minetest
Epic
Together with the Waypoint mod, there is no way im not coming home now.
Nice Tutorial...
I speedruned. I played it few times. Good Mechanic and map. Can you add maybe pvp stage?