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.
Nice mod. Now we only need zombies, the ghost redo mod that was abandoned, and wolves :D. Btw, do you think you could work with DuckGo to help him improve his mobs mods? Forgotten Mobs and zombies have a lot of potential
it adds biomes that fit perfect into a Minetest world. It makes it more enjoyable, with new environments and landscapes to explore, without losing the vanilla feel of not-too-complicated biomes. I only have one question about it: Does it support Animalia mod by ElCeejo?
It definitely makes the game much more interesting. A thing I would like to change is the monsters sounds. Could you make them less noisy? First their sounds are very loud, and second, the sounds are very repetitive. Maybe you could decrease their volume, and also make them reproduce sounds not so often
It can actually help a lot, but the main purpose I wanted this mod was to use a torch in the left hand together with the Illumination mod, but it seems like the mods aren't compatible. If this feature could be implemented, it would be an ideal tool for mining. It would also be nice if the item that is hold in the left hand could be seem in the left side of the screen while you are in First Person perspective. However, I think the mod is awesome, and with what I just said, it would be even more amazing.
if you don't have a monsters mod in your game then it's boring. This mod provides you what you need to feel danger. However, I would like to make some suggestions, like a separated option for "spawn chance" for each monster, or at least for the whole mod as a whole. Why do I say this? This mod depends on the settings of mobs_redo, however, having the spawn chance low (which actually makes the mobs to spawn more often) applies very well to animals, but not to these hostile mobs. Creating a separated spawn chance option for monsters would be ideal to give the player the option of balancing the spawns. Please TenPlus let me know if this is possible and if you will consider it.
It has the potential to become the new Minetest base game, with all we could want
I love the way biomes' generations are very balanced. The music during game is also super relaxing and engaging. It also contains the biomes from Ethereal, but deactivates the damage that torches cause when you activate the Ethereal mod in a regular MTG world, which is awesome, I always hated that aspect from Ethereal. I also liked that you chose Animalia instead of mobs_redo, but do you plan to add any monsters? There's a new biomes mod that, to be honest, I've liked more than any other that I've tried before, and I think that you should add those biomes to this game also. The mod is called Everness. Please take a look at it and consider adding it to the game. Let me know if you plan to add hostile mobs.
The mod is just amazing. Minetest is not boring anymore, and I think this modpack was the only thing left that my game needed. The zombies are just super well made, their skins and even the items. The only thing that I could recommend is to make an option to adjust the chances for the zombies to spawn (separated from the mobs_redo options), because in my world they spawn just so much. I think it is like that because I have a high spawn chance set in mobs_redo cuz I think animals should spawn often. However, this also affects all the other mods dependent on mobs_redo, so it would be great to adjust the spawn chance for zombies separately. Congrats DuckGo, keep making amazing mods!
Do the NPC spawn on their own? If so, where? Because i've playing for a while and I don't see them spawning. I also tried installing Sokomines' Villages mod, and NPC don't spawn there either. I think it would be perfect to have the experience of Villages with NPCs once and for all in Minetest.
Some plants don't move with the shaders activated, and there isn't a sound for when you are rowing in the boat. Maybe those things are gonna be fixed/added, but anyways, I said it. however, the game is almost perfect.
this mod brings so much fun and entertainment to your world. The only complaints I have about it are: 1- Some animals make horrible sounds, like too loud or with extremely high echo, for example, the wolves. 2-When some animals kill each other they drop the icon that represents the item with which you spawn them. That's unrealistic and looks not good
there are only three things to complain about: 1- Some models are primitive.
2- the sheeps models since the latest updates are darker, and they don't look good that way. 3- Please, if it's possible, make new animations for the mobs when they die or are killed. Thank God the blood particles can be deactivated because they don't look good (for me), but the animations should be improved, not just the animals going around in circles when they die
The wings are really helpful, and also look awesome. I would like to point an issue though, between this mod and the 3D Armor Flyswim. The wings do not accommodate the position that the player model acquires when swimming or flying. It would be cool if that could be fixed.
hello again, I haven't found any dungeon yet of your mod, because I haven't really explored much, I've been just testing and making my selection of mods to play. For now I just have two errors to report:
1- When you start a game the game shows messages like: image, image, image, code, image. I realized that it was this mod because I deactivated it and those messages were gone.
2- It's not compatible with the "Nether" mod by Hybrid Dog. Somehow when you enter to the nether with Randungeon activated the game crashes, and the error says something like:
AsyncErr: Lua: Runtime error from mod 'nether' in callback environment_OnGenerated(): /home/kerrs/.minetest/mods/nether/nether/init.lua:441: attempt to index a nil value
/home/kerrs/.minetest/mods/nether/nether/init.lua:441: in function </home/kerrs/.minetest/mods/nether/nether/init.lua:341>
/app/share/minetest/builtin/game/register.lua:431: in function </app/share/minetest/builtin/game/register.lua:417>
The error message varies sometimes. Again, I know it's this mod the one of the problem because deactivating it everything works properly.
It's basic but consistent. If you add the "Wilhelmines..." mods, I think this game would be perfect. This game for me it's gonna be in the near future the definitive "Minetest based game" or however you wanna call it, I mean that it will be the perfect game with the right mods and compatibility between them, that aims to be the perfect gameplay conserving the Minetest flavour.
The only thing that I can say against the mod is that the mobs movement is bad. I don't know if that's a problem with the API, but when you punch a mob and you run, sometimes they get stuck going back and forth in the same place, like trying to find a direct path to go to you. I'll appreciate if somebody tells me if that's a problem of the API. Besides that, I think it's a good addition to your Minetest world