I think this mod needs more attention. I always use it on my survival worlds, and it's fun to see what it says about me next. Adding personalized messages to it is easy, and it didn't take long to find either. I definitely recommend for any survival server!
Hello! I haven't tried your mod yet, but I really like the concept. Maybe someday I'll fork you. Let me ask, why aren't you using an API, such as Creatura or Mobs Redo?
It's another one of those mods that add a single material whose only use is crafting a tool tier, and quite fittingly the material's name is literally just "X", as if being a placeholder name. MTG already has too many tool tiers, you really don't need another one.
Mum: We have WorldEdit at home. | WorldEdit at home:
This mod describes itself as a recreation of the WorldEdit mod but falls flat pretty quickly.
The UX is unwieldy, for specifying areas you need to manually write out the coordinates of the points. If you cannot visualise coordinates in the world, there is thankfully a wand tool that... will tell you something in French and then print the position of the hovered node. You will then have to copy the cordinates written in chat as arguments for whatever command you want to run.
The world editing commands are also very slow to run due to the fact they use minetest.set_node, rather than VoxelManip which is much more performant for manipulating large areas of nodes in bulk. This makes it effectively useless for manipulating any larger area unless you want an excuse to grab a coffee and some snack while it runs.
In addition to basic commands such as cuboid fill, replace and copy, there are a strange mix of other miscellaneous commands thrown into the mod such as teleport commands and... a gamemode command? It feels like it has an identity crisis whether it wants to be WorldEdit or Essentials.
I'm sure this mod was a good learning experience in writing Minetest mods for the author, and in that way it was probably a success. But I certainly wouldn't recommend it over the original WorldEdit mod.
All the [Recipes] that can give anything from the set {water bucket, river water bucket, ice, snow, snow block} also require something from that set as an ingredient. I've tried both left-clicking and right-clicking on a [Dirt with Snow] with each of {empty hand, shovel, hoe, empty bucket, water can, river water can}. I'm not sure where else to look.
The moment my eyes glazed upon this masterpiece, i reached enlightment, the following moments after, were, truly, the best ones in my entire existance, i truly had reached nirvana, i started seeing uwu everywhere, my own thoughts became uwu, my own mind became uwu, and then, my entire flesh became uwu
It's a very convenient mod for making machines and sharing them elsewhere, I use Github for the main stuff and the related site for uploading the schematics, with inter-links in both directions.
As someone who watched the video on the 10 hour version of this mod, this mod was as fun to play with as it was to watch the making of. The thing I like the most about Industrious is that all the things in this mod feel like they could fit into vanilla Minetest while still mostly committing to the industrial theme of the mod. It's crazy that this mod wasn't made without any fancy mods like technic or basic_materials, it just uses default Minetest stuff.
Excellent ,I really like this mod, it has a system full of options for players, very good for servers, without a doubt a great job, thank you very much Lunovox 😁👍
the best sailing and open ocean and islands mod for minetest engine
This mod includes visual indicators for wind and potentially windspeed while sailing on the open seas, which is visually appealing. There's also a torch that serves as a wielded light with a smoke particle effect to indicate wind direction and speed, but it can only be placed on land. Additionally, there's a feature for "mining" coconuts, although I've not tested it yet.
A major drawback of this mod is that if you pass something and want to turn back, you're unable to do so. When attempting to turn, the outrigger canoe sailboat starts sailing backwards, effectively keeping you in the same direction you were initially headed.
This mod could be great for flying mods such as airplanes, blimps, helicopters, etc. It would be possible to construct small airports on different islands to facilitate landing for island hopping adventures.
Typically, map generation usually creates large land masses with lakes only, resulting in restricted opportunities for long sea voyages and exploration of distant lands and islands. However, this type of map generation does offer ample open spaces to explore by boat.
To enhance the sailing experience, it would be fantastic if Apercy could develop a large sailboat mod that incorporates features like a galley, storage areas, and sleeping quarters. Using code from the great steampunk blimp mod, this desired sailboat mod would already be well-positioned to provide an immersive live-aboard sailboat experience.
Overall this mod is extremely impressive, and I hope the author addresses the issue with not being able to sail in the opposite direction. It would be absolutely fantastic to see this mod on a public server, where players could showcase their islands and share coordinates on a public bulletin board, indicating if there are airports or docks and which types of crafts they can accommodate.
This will be an invaluable tool moving toward. It only seems to work in new worlds, but maybe I am doing something wrong. but it does work. slows systems may struggle, and the lighting engine does not always know the chunk has been updated. but that is not the mod's fault.
10/10 for mod making. not recommended for survival unless you are really weird.
In most cases, map generation primarily consists of large landmasses with lakes as the only bodies of water. This setup prevents the opportunity to experience the thrill of sailing to far-off lands and distant islands. As a result, it becomes challenging to truly appreciate the adventure of undertaking long sea voyages. Creating this kind of map generation does offer expansive open spaces to explore by boat.
It would be wonderful if Apercy would release a large sailboat mod that includes features such as a galley, storage spaces, and sleeping quarters. By using the steampunk blimp as a foundation, this sailboat mod would already be halfway to achieving the desired outcome.
Anyway, thank you Termos for this great mod, it's really nice to be able to make a world which is boat, and seaplane, wyvern, dragons, blimps, etc. friendly. This is tremendous!
It is not without issues, but I was able to address those and made a fork. As-is, it is definitely usable, but requires you to grab it from the creative inventory. There are minor misspellings, but the author is French so I cannot blame him. I still don't fully understand the API, but I want to study it, and make more items uncraftable in future. If Troodon wishes to fork my content back in, then great.
The only thing I could suggest is that at some point, it would be nice if the settings of the mod (that you can adjust in config.lua) were accessible from inside Minetest options. That way it would be easier for players to setup their world the way they want with this mod enabled. The other thing is that I don't see any NPC spawning, and I have mobs_npc enabled. A village without villagers makes no sense.
Great mod!! I love this :)
I think this mod needs more attention. I always use it on my survival worlds, and it's fun to see what it says about me next. Adding personalized messages to it is easy, and it didn't take long to find either. I definitely recommend for any survival server!
Good tool for extending stuff
pretty good if you want to make something big and long
Make it wider pls
A question
Hello! I haven't tried your mod yet, but I really like the concept. Maybe someday I'll fork you. Let me ask, why aren't you using an API, such as Creatura or Mobs Redo?
Does not allow use when players do not have interact privileges oar default.
I'm disappointed :(
Simples...
A handy mod if you want sugar in your world, but to make it work with recipes you need to add 'groups = {food_sugar=1}' to the sugar item.
UwU
Very nice, thanks for the fork UwU
I'd expect this from procedural generation
The way this mod works..... oof
It feels like something you'd get from procedural tool tier generation, but it's not.
Pretty funny in that case, a :thumbs-up: for humor.
Great mod to have on every world.
A great mod, that should honestly be on every world.
Another useless tool mod
It's another one of those mods that add a single material whose only use is crafting a tool tier, and quite fittingly the material's name is literally just "X", as if being a placeholder name. MTG already has too many tool tiers, you really don't need another one.
Mum: We have WorldEdit at home. | WorldEdit at home:
This mod describes itself as a recreation of the WorldEdit mod but falls flat pretty quickly.
The UX is unwieldy, for specifying areas you need to manually write out the coordinates of the points. If you cannot visualise coordinates in the world, there is thankfully a wand tool that... will tell you something in French and then print the position of the hovered node. You will then have to copy the cordinates written in chat as arguments for whatever command you want to run.
The world editing commands are also very slow to run due to the fact they use
minetest.set_node
, rather than VoxelManip which is much more performant for manipulating large areas of nodes in bulk. This makes it effectively useless for manipulating any larger area unless you want an excuse to grab a coffee and some snack while it runs.In addition to basic commands such as cuboid fill, replace and copy, there are a strange mix of other miscellaneous commands thrown into the mod such as teleport commands and... a gamemode command? It feels like it has an identity crisis whether it wants to be WorldEdit or Essentials.
I'm sure this mod was a good learning experience in writing Minetest mods for the author, and in that way it was probably a success. But I certainly wouldn't recommend it over the original WorldEdit mod.
Is it better than already existed WorldEdit mod?
It seems to me, all this functionality is already presented in WorldEdit.
Yeah, good for some things
needs rain?
Ancient Rome
Historical maps really needs it
As always the best
Nice choice
How do you even play when this is absent?
Adds atmosphere
One of my favourite
love it so much
Must be good
Looks nice
Fine
Authentic looks
haha skyblock go brrr
Is there a way to get water?
All the [Recipes] that can give anything from the set {water bucket, river water bucket, ice, snow, snow block} also require something from that set as an ingredient. I've tried both left-clicking and right-clicking on a [Dirt with Snow] with each of {empty hand, shovel, hoe, empty bucket, water can, river water can}. I'm not sure where else to look.
(PS. I'm having fun. Thanks for making this ☺)
Using this by default
Cannot play without this
Must have
also nice art
So adventurely
Handful transport
Von simon
Mehr essen
UWU
The moment my eyes glazed upon this masterpiece, i reached enlightment, the following moments after, were, truly, the best ones in my entire existance, i truly had reached nirvana, i started seeing uwu everywhere, my own thoughts became uwu, my own mind became uwu, and then, my entire flesh became uwu
Nice way to upload schematics
It's a very convenient mod for making machines and sharing them elsewhere, I use Github for the main stuff and the related site for uploading the schematics, with inter-links in both directions.
A very nice mod that feels surprisingly vanilla+
As someone who watched the video on the 10 hour version of this mod, this mod was as fun to play with as it was to watch the making of. The thing I like the most about Industrious is that all the things in this mod feel like they could fit into vanilla Minetest while still mostly committing to the industrial theme of the mod. It's crazy that this mod wasn't made without any fancy mods like technic or basic_materials, it just uses default Minetest stuff.
good work, it has good possibilities
this mod works very well, I look forward to seeing the future of this mod
Excellent,I really like this mod
Excellent ,I really like this mod, it has a system full of options for players, very good for servers, without a doubt a great job, thank you very much Lunovox 😁👍
Perfect!!! Simple, effective.
This configurable mod is really flat. Perfect for creativity.
the best sailing and open ocean and islands mod for minetest engine
This mod includes visual indicators for wind and potentially windspeed while sailing on the open seas, which is visually appealing. There's also a torch that serves as a wielded light with a smoke particle effect to indicate wind direction and speed, but it can only be placed on land. Additionally, there's a feature for "mining" coconuts, although I've not tested it yet.
A major drawback of this mod is that if you pass something and want to turn back, you're unable to do so. When attempting to turn, the outrigger canoe sailboat starts sailing backwards, effectively keeping you in the same direction you were initially headed.
This mod could be great for flying mods such as airplanes, blimps, helicopters, etc. It would be possible to construct small airports on different islands to facilitate landing for island hopping adventures.
Typically, map generation usually creates large land masses with lakes only, resulting in restricted opportunities for long sea voyages and exploration of distant lands and islands. However, this type of map generation does offer ample open spaces to explore by boat.
To enhance the sailing experience, it would be fantastic if Apercy could develop a large sailboat mod that incorporates features like a galley, storage areas, and sleeping quarters. Using code from the great steampunk blimp mod, this desired sailboat mod would already be well-positioned to provide an immersive live-aboard sailboat experience.
Overall this mod is extremely impressive, and I hope the author addresses the issue with not being able to sail in the opposite direction. It would be absolutely fantastic to see this mod on a public server, where players could showcase their islands and share coordinates on a public bulletin board, indicating if there are airports or docks and which types of crafts they can accommodate.
Thank you, cakenggt, keep up the good work!
I should have used this sooner
This will be an invaluable tool moving toward. It only seems to work in new worlds, but maybe I am doing something wrong. but it does work. slows systems may struggle, and the lighting engine does not always know the chunk has been updated. but that is not the mod's fault. 10/10 for mod making. not recommended for survival unless you are really weird.
very good mod for oceans mapgen
In most cases, map generation primarily consists of large landmasses with lakes as the only bodies of water. This setup prevents the opportunity to experience the thrill of sailing to far-off lands and distant islands. As a result, it becomes challenging to truly appreciate the adventure of undertaking long sea voyages. Creating this kind of map generation does offer expansive open spaces to explore by boat.
It would be wonderful if Apercy would release a large sailboat mod that includes features such as a galley, storage spaces, and sleeping quarters. By using the steampunk blimp as a foundation, this sailboat mod would already be halfway to achieving the desired outcome.
Anyway, thank you Termos for this great mod, it's really nice to be able to make a world which is boat, and seaplane, wyvern, dragons, blimps, etc. friendly. This is tremendous!
A good mod
It is not without issues, but I was able to address those and made a fork. As-is, it is definitely usable, but requires you to grab it from the creative inventory. There are minor misspellings, but the author is French so I cannot blame him. I still don't fully understand the API, but I want to study it, and make more items uncraftable in future. If Troodon wishes to fork my content back in, then great.
Useless now that the skin db is gone
I loved this mod but now the skin database is just a 404 page so it makes the mod completely useless and non-functional
Good Work
Now I am waiting for that Mineclone2 textures :). Keep up the good work
It works, it's stained glass
That's about it. I don't know if I am a huge fan of the frame being opaque, but this may be a limit of the glass mod.
Almost a required mod
The world depth means it could be hours before you get a metal bucket.
this is a nice mod to fix that without making ores too easy to get.
*sobbing*
this can become sad as time pass by
It works just fine
The only thing I could suggest is that at some point, it would be nice if the settings of the mod (that you can adjust in config.lua) were accessible from inside Minetest options. That way it would be easier for players to setup their world the way they want with this mod enabled. The other thing is that I don't see any NPC spawning, and I have mobs_npc enabled. A village without villagers makes no sense.