When coupled with an automation mod like pipeworks, this mod becomes very powerful: a simple machine can be made to process dirt into bones automatically, and then more machines can be made to autofarm crops or flowers. Even disregarding automation, this mod serves an extremely valuable purpose, allowing builders or landscapers to grow flowers and crops immediately in their surroundings with bonemeal or mulch, or to grow a tree instantly. This mod has become a staple on many servers nowadays, and for good reason!
I played this game for almost a week when the Tunnelers' Abyss main server was down, and it can definitely be quite addicting at times! Learning 3D minesweeper itself was a bit of a challenge, it's quite a bit harder than 2D minesweeper. But once you get the hang of it, you'll only get faster and faster. A similar 3D minesweeper game can be accessed at http://egraether.com/mine3d/ which helped me to understand it a bit better.
Right-click a block to mark it as a bomb, dig it if you think it isn't one.
Sometimes you can come to a place where there is no continuation without a 'guess' (or at least I thought so), especially on corners - you'll just have to take your chances, or find a different place where there is a solution. Large "cave"-like expanses can open up where bombs don't occur, creating some 2D-like environments where solving is particularly easy, and a large number of solve-able 'exits'.
Highly recommended if you're looking for a mind challenge. Now we just need 4D chess!
This may be a biome-adding mod, but get ready for a whole bunch of items you didn't expect- this one is pretty well rounded and adds an awful lot. It can definitely feel a bit bloaty at times, but there's a lot of upside.
The biomes themselves are innovative and fun to explore, except the mushroom biome (my opinion), which seems too repetitive to be interesting after a while. The swamps and volcanoes are some of my favorite. If that mushroom biome or anything else ends up being more common than you'd like it, you'll need to edit the mod settings.
Plenty of feature-rich items, or nodes with a lot of aesthetic appeal, make this worth the "bloat". The crystal tools work like Silk Touch in Minecraft, as well as providing a good reason to find the rare Crystal biome. The added fishing api doesn't seem to fit the mod at first look, but it has differing drops per-biome (fitting it into ethereal's biomes nicely), multiple species of fish, and a few interesting food items. This mod also offers a way to make infinite mese, although it's tough enough that only an experienced user could make a proper farm (and they get big!).
The mapgen is also quite light-weight compared to other biome adding mods. So - if you can handle the extra item count and like what you see - this is for you! Recommended.
The TNT also ends up being pretty useless, because you'd need an awful lot of them, as well as a lot of food (because it damages you each time you use it) to actually tunnel through a wall. And by that time, you'll be caught by guards anyways...
The 'exit' to the maze is just about everywhere on the edge of the maze, which is about 290x290 nodes. Unfortunately, this makes it quite easy to speedrun to an edge based on where you are. You always spawn at 140,140, which is roughly the center of the maze, but now you know you only have to go about 140-150 blocks in a certain direction to win. This knowledge helps an awful lot, because otherwise you can end up aimlessly wandering looking for some exit.
You win by just jumping out of the building, which is OK, but it doesn't feel like a proper ending. Even generating a treed forest around the jail would be an improvement, and then the bugs would be eliminated because the game could be won when the player steps on the grass.
To summarize, this is a neat maze that can be somewhat challenging, but it's lacking a lot of dynamic/interest and has a few bugs.
Gameplay consists of mostly using sprint to get away from the guards (they have decent pathfinding, so you can't just turn a corner and wait), and trying to collect items while you run. This can get rather boring and grind-ish, unless you understand how the game works.
Each map is different- every time you restart the game, you find yourself in a new map. Sometimes, you're unlucky and a guard is right next to you where you spawn ... that's annoying and probably a bug. Sometimes, you end up in a maze where you will meet 3 or 4 guards before you ever see an item chest, which will basically lead you to sprinting wildly and hoping for some breakthrough, which usually never comes. Sometimes, you find yourself in a maze where you gather 10+/20+ items before seeing a single guard, which makes the game too easy!
Stealth is not incorporated into this game, sadly. You can't try to sneak around the guards or anything, because they are programmed to 'see' players within a radius, so they can just see through walls. If the guards acted more human - i.e., they only remember where they saw you go, and they don't know where you are currently, it would add a dynamic of stealth to the game and make the game much more interesting. (example: turning three corners very quickly in an attempt to 'shake' off the guards)
In some maps, the best strategy is just to make a wild run for the exit without taking any items at all. In others, you're not going to find the exit quickly, and you need to find items and play it safe.
Remarkable texture pack- I've enjoyed this one for a long time because of it's consistency, beauty, and its support for so many mods, including ethereal, moretrees, and moreblocks, mods that I often come in contact with. Every single texture fits right into the style and makes a wonderful atmosphere.
I am surprised how good these biomes look w/ minetest_game, well done! This opens up numerous opportunities for adding new mobs to fit every biome (like crocodiles in the bogs, pandas in bamboo forests, etc), a lot of new exploring potential, and a lot of new crops/foods!
A few textures don't fit into MTG too well: namely bamboo and downy birch (and maybe cranberries should have a texture more like blackcurrants, it's hard to tell whether the texture looks like berries or not). This is really just my opinion though, everything looks quite good already.
Highly recommended, this is one of the best biome-adding mods for MTG I've seen so far!
This mod adds no uses for the silver provided other than tools and armor - also, the textures are inconsistent, with the tools actually having the exact same textures as the iron tools in minetest_game/default.
If you're looking for a mod that adds silver, try Moreores by Calinou, or if you want a mod that adds a similarly looking block/ore, try Quartz by Evergreen. These mods have been around a long time and are used by a lot of other mods, creating actual uses for them.
This is quite a compelling mapgen - with a little fine-tuning you can get islands that look reminiscent of Hawaiian landmasses!
This mod adds its own trees and flora - so it is not compatible with mods that add flora or new biomes yet. You can enable them - they just won't show up in the mapgen with this mod enabled. Support for customized flora/biomes on these islands would be great!
Additionally, rivers are not a thing in this mapgen, sadly. There are 'inlets' of water and reservoirs which spawn inside islands - sometimes this can result in a huge chasm in the island all the way down to a muddy puddle! (which seems to not be intended)
So, there is a bit more work to do here, but this has the beginnings of a masterpiece! Kudos to Termos.
This mod adds a bunch of ores that have no unique uses, and the textures are inconsistent. While this may make caves more interesting, after a while nobody will care because the ores themselves don't serve any purpose!
I would recommend that the mod add more interesting uses for each of it's ores, that are unique not only to each ore, but differing from other ore-adding mods... there are a lot of them now which add very little new gameplay or incentive to gather the ores provided.
The texture style doesn't fit at all with minetest, and the functionality is more-or-less useless- trees are already infinite in MTG and most games. If you need to cut wood faster in survival, choose a mod like Woodcutting.
This is a light mod that proves some pathfinding and lag advantages of mobkit - the code itself is very well optimized. However, this is just a demo- there's no spawning or player-mob functionality (other than attacking the player) like taming, etc. It adds two mobs: A wolf and a gazelle which interact with each other, pretty cool to see the predator-prey chases :)
This is currently the dragon up the freeway when it comes to Minetest animal mods - a well polished work of art! Kudos to ElCeejo.
The animals themselves are well polished, have more behaviorial logic than any other mod not made by ElCeejo, and are really immersive!
The models stick to a consistent style which is asthetically pleasing and the textures go right along w/ the style to boot.
Sure, the mobs are going to end up being a bit robotic while walking around with nothing to do, but these are some of the least robotic mobs I've seen so far. Herding/Flocking behaviours stand out, as well as aerial predation (i.e. Owl)- I think they add a genius touch.
When you're dealing with all these behaviours, expect a bit of extra lag in return. This particular mod is pretty laggy for any public server, even with bird flocking nerfed :-)
However, it compares nicely with other mob mods like petz or mobs_animal per mob - These mods don't have even close to the amount of features animalia has, but don't optimize their code well enough to provide a significant lag differential, whereas animalia has pretty decent optimization. The (slight bit of) extra lag is worth it!
Having a good path system does more for a new server than one might think- and this mod does it for you! Also, if you use vehicle mods, you can ride around (almost) endlessly on these roads :)
My suggestion for the mod would be to make what nodes the road is made out of configurable, currently it is hard-coded; you can do it by changing the content ID's in init.lua and/or changing the description/textures of the nodes in nodes.lua, but that's not as desirable as an easy setting!
Gliders can do all sorts of things with even minor lags. The bonus effects you can get are quite humorous (at least for me) and add a degree of irregularity.
If you get it right, you can get an upwards thrust which can make you shoot into the air (sometimes over 10 nodes!), helping you to climb stuff.
Maybe you jump off a cliff and try deploying your glider only to fall to your death because the glider didn't open in time, or it disabled itself somehow.
Or you can even deploy your glider while on the ground (which normally shouldn't work) and start jumping around while experiencing the awesome physics of the glider - eventually this won't work anymore, but it has lasted quite a while sometimes (upwards of 30 seconds!), with a moderate amount of lag!
Or maybe you rubberband(?) - falling down from a cliff slowly and surely, only to find yourself shooting into the sky and your glider suddenly disabled!
In general though, >80% of the time the glider works great for me, and I live in a really heavy game :-) Most users of this mod will likely never run into these issues. If you need to survive a fall down a cavern or just like gliding off of towers for the thrill, this mod is for you! Recommended.
This makes messaging offline players pretty simple, without all the extra bloat of a mail mod. If the bloat isn't a problem I would reccomend a mail mod and not this mod, as it is really useful to see your old messages and keep up with conversations better and answer messages when you want to!
Although this adds a good way to message offline players, it isn't practical: You're only going to see the message once, so you need to either reply quickly or copy the message down and reply later - not convienent. Plus, getting spammed by messages when you join the game is not often a lot of fun! And if the player is going to respond to them is a whole different matter. So, this isn't even close to the perfect solution, but it will do the job for some servers.
I'm only recommending this because the description says Sure, some servers have an email/mailbox system, but for many, such systems are overly complex. That's why I made tell. - but if you can spare the space for a mail mod, I wouldn't recommend this.
Overall, a very nice mod- the boats work well, models are great, and the physics are great. I'm a big fan of this mod.
However, the boats are slow. If you want to go in a particular direction and the wind happens to be in your favor, you'll go fast- but anything else and you'll be going really slow. Turning off your sail (which you can toggle with Spacebar) will make you go a little bit faster, but still not as fast (about 2/3 as fast) as the regular boats:boat! There is really not much you can do when the wind isn't agreeing with you.
If you use this mod alongside the boats mod, you might find yourself using the boats:boat more than this one for that reason.I propose something like up-wind propulsion (which happens in irl boats) - some new physics to make this a rival to the boats:boat! People smart enough to sail their ship well should be rewarded by beating out the boats:boat guys :-) Thanks for the great mod, Termos!
If you want to explore caves how they were meant to be explored (which is not towering cobble up to get higher!), this mod takes the stage. If there's a cliff or a ledge you want to get up on, just throw your grappling hook up there and climb up! This has made spelunking a lot more fun for me, since I like to explore rather than mine a lot of the time :)
Additionally, this mod adds a few other nodes other than the ropes/hooks - The PChest is a portable inventory (which can be quite useful to store your ores on a mining trip, as well as many other applications), there's a mouth breather assembly in case you want to venture far into the ocean, and a slingshot for throwing stuff at other players/mobs!
This mod goes way beyond the title: The glass designs are great and all, but how you use the designs can make or break your experience! The glass can be partially embedded inside other nodes, meaning that you can make rounded/complex windows in many different ways. This may not seem like a lot, but it adds a lot of detail and beauty to any building!
The last example is my own design which has a window in 0 nodes! The trick is that the window node is hidden in one of the adjacent 'nodes' - this is with no changes to the mod, so you can do it too :)
Other schematic editors are just not as simple as this mod! I have used this for all of my schematics for more than 3 years now, and can say that I have never run into any problems.
I agree with Hugues, that a function to quickly change nodes within the region would be useful, especially for turning air nodes into void nodes. One can also use Worldedit to accomplish this- it hardly adds any new complication, and is quick & easy to use.
No worries- looking forward to mod progress :) Thanks for your opinion: I personally see something of a loophole in allowing all forks because of changes, but hey, nobody's abused it so far. Hoping that day is far away or never to come.
On the topic, I felt inspired to upload my fork of 3dforniture (a small, ancient furniture mod) to CDB, because the mod doesn't have any prescence on CDB yet. Same with the old soccer mod by kaeza, but that's All Rights Reserved. Curious to see how the process goes.
You read me wrong, then. My whole criticism here was based on the fact that this mod was too close to existing mods, I even write in the OP that this works pretty well as a standalone mod. I'm updating my original review to a +1, as we've established that there is no better alternative (well, no alternative at all) to this mod on the CDB if you're looking for a standalone.
The reason I continue, is that I am particularly curious now into how CDB manages forks and close-to-original mods. And what don't you agree with me about? What is your opinion on forked mods and CDB - I would be happy to hear you out.
The attitude isn't helping anything. From a server-admin perspective, it's not hard to cherrypick a feature out of a mod, hence why I wasn't thinking about that. I agree that having a standalone mod is useful, as long as there aren't any others (and indeed, this appears to be the only standalone void chest on CDB). After searching through CDB, I have found an awful lot of forks, some with very few modifications.
That begs the question- what if somebody severely abuses this? I know of plenty of bugs in most of the top-50 mods, some of them extremely dangerous, and if a player could simply fix these bugs, add a few cherries on the top, and publish the mod as "player's fork of x mod" on the CDB, this undermines the use of git - these forks should be merged into the master branch! (note: I'm not talking about this mod. I'm speaking generally)
The only way that a fork seems like it should be published on it's own is if:
(1 the git repo owner is gone and/or doesn't upkeep the mod, accept merge requests, etc
(2 the git repo owner does not want your groundbreaking features
... maybe something else that I can't think of.
Another problem is that it feels like you can always make a smaller version of a given mod and re-publish it: for example taking draconis, cherry-picking out the wyverns, and calling it a new mod "Wyvernis", lol. Because some people will just want the wyverns!!
Maybe the forks on CDB follow these unwritten rules, but- I'm worried, and I'm a git fanatic myself. I may have misjudged this mod because it adds no new content for server-admins, but okay, I see that it would add content for other people.
These portable powerbanks, which charge in the battery box, are truly a quality-of-life addition for any modbase containing technic: Being able to charge your tools on the go is a lot nicer than you might have thought it would be and makes for more productive mining trips.
The dinosaurs also get angry too easily, in my opinion, and winning back your dinosaur's heart can be really hard, or in some cases, I have found it impossible. Maybe this is intended(?), but it is not realistic: dinosaurs were not just killing machines.
Stuff unrelated to the mobs - The "Fossil analyzer" / "DNA Cultivator" seems quite unrealistic, creating an embryo from DNA is way more complicated than a single node. My suggestion would be to make more steps to the process (and possibly use gel electrolysis in place of the fossil analyzer?)- But I get it, it's supposed to be fairly easy to play with.
Everything about this mod is pretty awesome and I'm a big fan of it: I'm sort of being overly critical here to try to review this mod as best as I can.
The dinosaurs themselves - The mobs feel very consistent in the style as well as the textures, ElCeejo has obviously put a lot of work into making things stick to a certain design! The animations are also great, and each animal (except for water mobs and flying mobs) have a sleeping animation during night, which is really cute. Pathfinding is pretty decent, especially compared to other existing mobs mods. The amount of mobs added here, as well as the quality, make for a great experience: I look forward to new updates.
There are a few obvious problems: for example, the pteranodon model has a missing face, as well as the plesiosaurus model, which doesn't make for a good look. Things like velociraptors and smilodons can glitch right through solid nodes because of their small collisionboxes and high speed: and you're going to have some trouble building an aviary for your pteranodons too because they seem to glitch through anything with a bit of lag.
The dinosaurs can also be fairly robotic at times. Sadly, there is no good way to fix this without a lot of new pathfinding code and animations, which no other mod does except draconis (and a few animalia mobs).
For animals with big collisionboxes, enclosures can be easily made and maintained. The electric fences included with the mod will keep your dinosaur inside the enclosure, but it will also damage the dinosaur each time the collisionbox goes into the electric fence, killing dinosaurs if you aren't careful. I'd love to see a better implementation of this concept: like an electric shock which doesn't actually damage the mob, but makes it run a small distance from the fence.
Despite these issues, this is truly an underrated mod with stunning visuals and gameplay, kudos to ElCeejo. More in the comments->
If you're looking for a good skin mod without all the bloat of mods like u_skins, this is for you. A ridiculous amount of media can simply go into skin options on public servers nowadays, and this mod makes that media almost 0.
Additionally, the customization features are pretty good: to rival u_skins textures a few more options might be needed, but this mod does all it needs to: offering a fantastic alternative to bloated skin mods! The formspec is also top notch. Recommended!
The lava ingots can be used for all sorts of recipes in other mods, providing a great use for lava; as noted, stuff dug with lava tools is put in your inventory as the smelted item (digging cobble, for example, yields stone), and lava tools can light players/nodes on fire (seems a little OP, but definitely realistic :)), so the tools actually serve a purpose!
I have experimented with setups to farm lava ingots the fastest and have settled on one that uses pipeworks: 4 advanced vacuuming tube segments with max range (8) are put on the sides of an autocrafter which is configured to craft lava orbs and is sitting in a lava lake. You will only need to fill the autocrafter with maybe a few stacks of mese crystals, and then fill your inventory with random items. The trick is to have your inventory full, so the buckets drop after collecting the lava, which are then vacuumed and processed by the autocrafter. The empty buckets are then found in the output slots of the autocrafter, so you can do it over again. After you've gathered all the lava you can in that spot, you can move to a new lava lake.
This improves lag from smartshops a lot, as I was able to see first-hand on Tunnelers' Abyss, and the api just ends up being much smarter than the original. The new currency system works great, allowing you to make purchases such as buying something that costs a "10 note" for two "5 notes". Additionally, the smartshop updates with the meta from the item which will be sold to you; in the original, this was not implemented and could be used to sell you a below average item while advertising a fully-upgraded item.
Fair warning, your smartshops will mostly have 2D sprite displays now instead of the 3D model entities. This can be a painful reality, and some people were fairly upset about it, but in the long run, your client will thank you for not having to render those 3D entities.