I'd like to hear your stories on how you use this mod. I've added settings that allow you to adjust how often the phonics spawn in stone. Is it more fun if the phonics spawn more rarely? Is the "/w" chat command useful? Is anyone learning to read with this? Any other creative uses for this mod?
Walking through this swamp feels exactly like being in a real swamp. You have to be careful where and how you walk because you will get (temporarily) stuck and slowed down if you don't. The sound effects add to the effect, and the look of the mangrove trees really reflects the natural beauty of a swamp. My only complaint is that the trees should be spaced a little further apart so that it's easier to traverse the swamp, and see any swamp creatures that might be lurking about if you add mods.
Oddly enough, I am enjoying it. I saw a problem that I kept having, and figured many other people did too. It made me happy to be able to solve this problem for everyone. I think maybe the solution to more of Minetest's problems might not be creating games where you are copying a bunch of code from different mods and tweaking it to work together. Maybe the better solution is to write these glue mods that help mods work together better and then let players combine mods in ways that are interesting to them. Always feel free to let me know if you need any mobs to show up in any biomes and I'll add them to this.
Rather than going the route of flashy and un-realistic biomes, these biomes truly capture the subtle beauty in nature. Atlante has an artist's eye for color and shapes of nature, and you can see that in this modpack. Honestly these biomes are the best Minetest has to offer, and they match and in some cases surpass the biomes in Minecraft which spends hundreds of millions of dollars on artists and developers.
Did you try it with mobs_monsters, and animalia? It's intense being up so high with the wind blowing hard, and having threats. You could make it so when you die you have to find new flashlights, but when you respawn it automatically gives you "Use when Stuck" node. I have made it though all the levels after dying on the first level and not having the flashlight and use when stuck node for the entire game. It was an incredible challenge, but I did it. I felt a great sense of accoplishment when hitting rebirth. Especially with nasty monsters everywhere. I was afraid of the heights like I might get blown off or fall down an unpatched hole. Fun! Too bad you can't use the settingstype.txt field to let the player's decide what they want, but I'm not sure that can be done with enable_damage setting.
That would be awesome. Health bar not needed. Just want the thrill of the monsters being a real threat. When I removed the line disabled_settings = enable_damage the health bar did not appear. It did have fall damage, but again it's more thrilling to have to pay attention to what you are doing, especially when you are in the windy level where everything is blowing around and there are holes in the concrete floor that you have to worry about. It's much more fun when you actually have to pay attention and not fall into one of the holes in the partially constructed floor. Try playing it with fall damage. It's a blast on that level especially if you have to watch out for monsters at the same time.
The atmosphere of Backrooms Test is best without any mobs. But once you've beaten the game, users can add mobs to the game using my mob_biome_mapper mod, and that takes the challenge of the game to a whole new level, especially because if they kill you it takes away your flashlight, and your "help if stuck" tool, and respawns you at the start of the level. You do everything you can to avoid monsters when you know that happens. You're constantly checking around all corners to make sure you don't get ambushed, and when you hear their footsteps or hear them growl nearby it adds an extra thrill to the game. But for that to work disabled_settings = enable_damage would need to be removed. Would you please consider removing it?
Thank you! I can't believe it was that easy. I just went into E:\games\minetest-5.7.0-win64\games\backroomtest\game.conf and deleted the line disabled_settings = enable_damage, and then mobs attacked and killed me!
This has to be the most atmospheric creation in Minetest ever! Little spooky but also very fun. Just the right level of challenging. If you don't get it, stick with it for a while until you understand how to navigate through the levels. The levels are so iconic, I could see this game also used as a platform to create a FPS.
When I approach the mobs monster mobs (like oerkki or lava flan etc.) I can see their health/hitpoints. However they just ignore me unless I punch them. Then they attack me and follow me around but do no damage. They are almost friendly companions. I want them to attack me and be able to kill me to send me back to level 1 if I die. I thought it was the missing heart healthbar for my player that was causing the problem, but there might be multiple things that need to be fixed before they will chase me and actually do damage to me.
Edit: I enabled hudbars mod for the game, but still see no health meter for the player.
I updated my version of backrooms and now f5 works. I have been able to use mobs_monster & animalia because they don't have dependencies on MTG mods like default. However the mobs can't kill you. It would be so much better if a health bar was added to this game so that running into a hostile mob is a bad thing.
I got it working sort of. If you fly, you can see that the game is divided into many layers. You start at the bottom layer. I was able to get animalia working, and saw bats spawning on level 1 because I was "underground". To get animal world mod working I would have to get default and buckets mods added which could be a problem. I also did see rats and owls in some levels. So as long as the mob mod doesn't depend on other minetest game mods, I think it will work if I spawn the mods at heights that the game is played in. So if you let me know the mobs you want to see, and those mob mods don't depend on minetest game mods, I should be able to add at least some support for them. Otherwise if you add backrooms & animalia you should see some mobs.
I got it working sort of. If you fly, you can see that the game is divided into many layers. You start at the bottom layer. I was able to get animalia working, and saw bats spawning because I was deep "underground". To get animal world working I would have to get default and buckets mods added which could be a problem. I also did see rats and owls. So as long as the mob mod doesn't depend on other minetest game mods, I think it will work if I spawn the mods at heights that the game is played in. It still would be really helpful to see what node you are pointed at when you hit f5.
Thanks for helping. I put the default mod into the Backrooms game, but I'm not sure which init.lua I should add it to to get it to run. I put a bunch of the nodes into "group:backroom" in the mob_biome_mapper mod, and added it to the spawn code for all mobs in the animalia mod (Creatura) and to the spawn code for a bunch of of the mobs in the Animal World mod (Mobs Redo API). It looks like most of the nodes are defined in this file: E:\games\minetest-5.7.0-win64\games\backroomtest\mods\packs\backrooms\nodes\main_nodes.lua so I used that as my source for the node names. I downloaded unifed inventory, but when I go into inventory it just shows me the notebook page with photographs of the levels.
I'm helping someone add mobs to the BackRooms game. However, when I create make spawn calls into creatura mob API for particular nodes like I have done dozens of times before, the mobs just don't spawn. I'm wondering if its because BackRooms doesn't contain MinetestGame mods, and Creatura depends on those to work? Any idea on how to get Creatura or Mobs Redo API mobs to spawn in BackRooms Game? Also I noticed that when I hit f5 it doesn't tell me the name of the node I'm pointed at. That would help me set up spawning nodes, and debugging. What would it take to add being able to view the node I'm pointed at when hitting f5?
Thanks, If you need any mobs added to biomes, just let me know which ones, and I'll get them added. There are so many combinations, we can't do them all, but hopefully we can get the ones that matter to people.
Hmmm interesting I can try. It might not be possible if the game developer expressly forbids it in their code. What mob mods do you want me to try to add? Edit: I added many of the nodes from Backrooms to a backrooms group like I usually do, and addeth that group to the animalia spawn, but nothing spawned. My suspicion is that Creatura Mob API which this mod uses depends on code in minetest Game which is not included in Backrooms. I've got some questions out, will let you know if I find out anything, but this will not be an easy fix if at all. Still working on it though.
I've run into issues when using caverealms mod. To get them to spawn I had to add the following nodes to spawning.lua. 'caverealms:stone_with_salt', 'group:stone'.
The problem is they kept on dying when I got close to them because caverealms have so many glowing objects that there is light underground, so I set "light_damage = 0" in the 3 skeleton*.lua files. However I think this will cause problem above ground. Is there a way to set it so that the skeletons only take damage when the light is above a certain level?