Amazing mod, recommending this for next generation servers as it includes.. next generation stuff, its pretty fun and a nice change for survival to play with machines; build it, make it dig and fuel it...
with this the player will need a great fuel source instead of.. digging.. i also like how this mod does not lag, usually (i think?) machines mods are laggy..
if i make a server with this, i'd not add the crate that's used to store the machine.. its cheaty.
This is an amazing use of the formspec API, and looks quite good, but may be a little ahead of its time, it doesn't fit very well with the rest of the quick and simple formspecs in Minetest Game & mods
Despite that this'll probably be my goto inventory mod, it's the best I've found so far and you can get used to things not fitting right in the mod soup that is my survival world
It's in need of polish in a few places but considering some of the features and the consistent art style I can deal with it, although I don't think I'll have to for very long, the author is quite active
Yes, Juanchi Game is somewhat good. For instance, most mods are made by runs himself, but only a few are made by others, this game can be quite imersive at times with it's biomes, I can't wait to see how imersive this looks when shadows are released. Ignore the cursed Sam in the thumbnail and just have some fun!
i mostly agree with lone wolfs review that this mod contains questionable content, as well as the author has a history of creating or intending to create questionable content. on the plus side this mod does have a nice variety of mobs based on mobkit which is way better than mobs redo. however the texture style does not really mesh well with mtg
My poor children use to fall & die all the time, losing their inventories in the process. And being so young, they didn't know how to get back to find their bones. This made the game much more playable & fun for them. Simply add this mod to your game & don't worry about falling to your death anymore.
I looked for an NPC mod that I really liked for a while. What I like about folks is the simplicity & customizations. NPCs can be set to use any player skin & configured to "say" different phrases. I think it has a lot of potential & could probably benefit from being able to set custom actions when interacting with NPCs.
I have come across one bug where changes to an NPC are reverted after the server is restarted. But it only occurs on the most recently created one. So as long as you create at least one more NPC, & delete it before restart, the bug can be avoided. The author seems to be active, so I am sure the bug will get fixed eventually.
Very fun to make waffles & toast. It is a very well thought out idea & unique in the way food is made. Feels like Saturday morning breakfast. The author lists some bugs in the description. Which may be expected as the way the waffle iron works seems to be a bit complex. But I haven't had any issues with the mod so far.
this mod provides some basic materials as the name states, which are useful and other mods can build upon. however the downsides are this depends on default from mtg, limiting it to that game, as well as some of the art styles clash within the items
as the title says, this is a great simple mod for adding a few nice features. however i will say that if you install moreblocks you should disable the crafting bench from this mod so that you dont have duplicate/wasted node defs
Took me a while to learn how to use it without destroying everything (No way to undo changes, so you're stuck with what you do), but I figured it out at the cost of a few houses/spawnpoints and now use this for all of my creative building projects. Definitely worth the sacrifice
If you want to add basic animals to your world, I recommend this mod. The animals seem less janky than those from mobs_animal, and they have more unique behaviors. In my opinion, their textures and models also look nicer. The head movements are a nice touch. However, some of the animals could use more variety in their idling sounds. Another issue I have noticed is that the animals constantly jump while standing on snow layers, but this will probably be fixed eventually.
After loading up Dreambuilder and playing with it for a while, I'm begining to question how useful this could possibly be for builders. The UX of the inventory is a mixed bag, while item access is improved with buttons and categorization there are some truly confounding decisions... like making the category list longer than the size it can fit in, requiring the user to click buttons to scroll it back and forth. It's also notable that the creative inventory takes up less than half of the space alloted for the UI in the first place, the default inventory and hotbar widths don't line up properly, and the hotbar slots aren't even properly marked in the inventory (have fun counting those by hand).
But enough about that. This is intended as a tool for builders, so lets look at the real meat: the visuals. Dreambuilder takes the interesting stance of mixing numerous texture and model styles instead of offering a consistent look, ensuring that only a subset of its massive item list can actually be used in any given building. Moreover, even with the author's HDX texture pack (mentioned on this page) the problems persist! Even the natural materials that spawn in the world lack visual consistency, often changing both in artstyle and texture density.
And then there are the loading times, which are bad enough that the author decided to warn users about them in the description. With a modern gaming PC armed with a fast SSD, loading an empty world takes "only" 30 seconds.
In summary--this is a tool for artists with numerous conflicting visual styles, poorly-designed and inefficient UI, and godawful loading times, that also expects a high-spec machine to run. All of these factors are going to make the process of building slower and more difficult, and just for good measure the latter ones will also make the resulting builds harder for regular users to view! You're better off with pretty much anything else.
I think it's safe to say that NodeCore is the best game I've played in Minetest, hands-down. The game features a lot of polish and accessibility features that I haven't seen elsewhere, and since I last played the dev has clearly put a lot of effort into making the game control in a smooth and convenient fashion.
The design of the game is also quite unique, by making every craft and interaction occur in the world itself rather than an inventory screen and often involving the interaction of natural forces and materials. This makes many normally-trivial things harder, but also gives the player an incredible skill ceiling, with all kinds of optimization and automation becoming possible as the game progresses. But it's never as simple as getting the "does thing X but faster" block--the player must design their machines using the environment. It's one hell of a concept, and I caught myself a few times spending a lot of effort trying to puzzle out faster ways of doing what I could already do because doing so is genuinely useful and engaging.
On the other hand, I suspect it's this very concept that makes me less interested in playing. When I play games, it's usually to unwind and not have to do serious thinking about design and interactions (my job offers plenty of that, thanks). As such, as much as I admire NodeCore and can tell that it's good, it's also a game that's never held me for very long. It also doesn't help that progression is at times tied to guesswork, having to work out how a new object works by brandishing various nouns and verbs at it can be tiring even if you know it'll let you do something cool in the end.
Regardless, if you haven't given the game a try I really implore you to do so. You won't find another game like it, and the quality is apparent. For those who enjoy what the game has to offer, NodeCore is a veritable feast.
In my 40 minutes of messing around with this mod I only found a single apple on a tree. No grasses to get seeds, although in a few spots there were apple tree leaves and I realized if I harvested though I could get saplings, and planting the saplings give me a chance to get apples and more saplings. Simply rinse and repeat until you have all the apples you can possibly need.
I tested this out with NodeCore, and while the resulting worlds it created are probably mostlly unplayable, it was fun to see some surreal results. There were worlds that were extremely radioactive, some that rapidly caught fire, some that were covered in dungeon stone, and some where pumwater was seeping out of every crevice. There were a lot of wet cement beaches, and trees made out of doors, and grassy fields transformed into a cornucopia of different ores and stones.
The method used to determine which nodes can substitute or be substituted uses a heuristic, so it works with every game ... but it's obvious it was only tested on a couple of games so far, as it misses a number of things; I'm pretty sure that liquids were not intended to be substituted for non-liquids, but not all liquids use the liquid drawtypes. The shuffle is also uniform-random, and ignores the relative rarity of some things (which is at least partly the point of the randomizer) but making extremely rare things become extremely common may cause some performance issues. Fine-tuning the heuristic with some more cross-game testing may help, and in extreme cases, maybe just white/black-listing certain problem cases that slip past the heuristic.
One feature that I'd love to see would be different randomization "zones" with different shuffles, maybe of configurable size...
There is a minor bug wherein tree leaves can be mostly substituted but occasionally some unsubstituted leaves are found at mapchunk boundaries. This is due to a limitation in how the engine works that would probably be difficult to fix without creating other issues.
N.B. make sure the mod is enabled before first creating the world, or else the first areas that generate will not be randomized. If you make a mistake on first startup, you can reset the world but keep the same seed by quitting, deleting map.sqlite, and restarting.
The new update is here, and the mobs look fantastic! The mob_core base shows off how advanced (and very animal specific) the behaviors can be now. Seriously, it's amazing (I love the head tilt!).
It surely puts a standard for other mods to follow to grant an experience that won't bore you and will keep the player willing to interact more with their, now very much more alive, surroundings.
Repixture tries a lot of stuff, and has a number of good/interesting ideas:
Replacing the crafting grid with a list of items
NPCs that you can trade with
The ability to apply 'perks' to your equipment
Achievements that encourage the player to try out the game's features
...so why is this a negative review? The reason is simple: This is a game that wastes your time, constantly, for no good reason. This is visible in many of the game's features. For instance, many crafting recipes require plant fiber, which is made from grass, which you can break by punching. But due to the long 'cooldown' before the player can pick items up, you can't just mow the lawn as you travel. You have to break grass, wait a second, then pick walk over to it up...and then craft it into fiber. This also begs the question of why the player needs to manually put materials in a 'crafting inventory' if crafting is handled by a menu.
A more serious example is the game's dig times. Breaking a block of wood with your hand, which you must do to get tools, takes 3 1/2 seconds per node. Digging your first stone with a wooden pick? Almost 4 seconds. The highest-tier pickaxe, with an upgrade to its dig speed, will still take ~1 1/4 seconds to mine a block of stone. A game that wants you not to mine might do this, but some of Repixture's metal tiers take up to 9 ores per craft. The game wants you to mine, and it expects you to spend an excruciatingly long time doing so. And just to add insult to injury, the item pickup radius sometimes prevents you from picking up items you dug out of a wall. Instead, you must also break a block above or below and manually walk in to grab what you dug. You cannot prevent this.
It took a week to test this because the mining was causing serious wrist strain that forced me to stop repeatedly. For the sake of my health I will probably not play this game again, it's a shame to see a collection of good ideas wasted by a single very bad idea.
I played a little bit and enjoyed it a lot, plan to play more when I have time, but it's a good job and a different mode being brought to Mineclone2 "Minetest"..thank you, I hope the game keeps growing and improving, I like your ideas , congratulations 👍
This mod brings the topic of "tables and chairs" to the point.
It is a lightweight alternative to other furniture mods without its own models and textures.
The optional "Kneeling Bench" is particularly useful for church or cathedral projects.
I am not familiar with the aforementioned Slimesling mod this is adapting, but found it fun, interesting, and well balanced.
As far as a practical form of transportation goes, I haven't exactly figured that out yet, but in theory, one could setup a series of stations for "refueling" by crafting more replacement mudslings to continue a long journey. Getting the trajectory right, and not having problems with hitting an unloaded mapblock boundary, might be challenges. It would be interesting to see someone make something interesting like a travel network based on this.