Transformative is only a fair use defense in court, so yes mobs_tree_monster3.png needs to be changed. I think the upscaled tree texture comes from the Faithful resource pack.
In addition there's also mobs_cobweb.png which is literally just the old Minecraft cobweb texture and mobs_tree_monster6.png which looks awfully close to the texturing of the Creeper in Faithful.
This mod requires signs_lib (alongside basic_materials and default). If you downloaded from the content browser these dependencies would be automatically installed alongside, otherwise you'll need to install them separately.
I'm genuinely surprised xban2 doesn't use a SQLite database. It would prevent this issue where a large xban database hits against Lua's constant limit due to how the database is one large Lua table that gets serialised and deserialised. It'd probably make it faster too since you can run SQL queries against the data and don't have to load it all into memory first.
This mod adds three new ores, along with craftable tools and armor. The ores all spawn in the exact identical way, and all of the tools have the exact same dig times and properties. The armors have some different values, but it is unsure how the materials fit into the Minetest Game tech tree which already is unbalanced and contains redundant tiers.
Admittedly there are some slightly unique properties, like the Multi Boots that give you a speed boost, or Multitool which is a pickaxe that can break all types of nodes in the same time as the other tools. But in general it is more or less randomly coloured ores with little to no use. Fun to test Calinou's law, maybe not much else.
While it's certainly not a game with much (or any) gameplay it still does what it says on the tin - be a somewhat accurate recreation of Cave Game. The textures look nice although I might be a bit biased. :P
Continuing in the same vein I'd like to see a RubyDung/RubyRevived-esque game on Minetest which would take the game down a completely different path than Minecraft ended up becoming.
When I first saw this mod I thought it looked too good to be true! A mod implementation of a mobile crosshair? Finally, something to tide people over when the Android crosshair PR did not get merged for 5.6!
Except... Not really, because of course a mod cannot provide such an engine feature. What it really does is provide the illusion of a crosshair, but that goes away whenever you try to e.g. break or place a node, because it will not do that at the crosshair's position (like it should) but at the finger's position as usually. It doesn't allow for free camera movement either, freezing your camera as usual.
I would call this mod bullshit (akin to smearing vaseline on your screen for free bloom shaders) but someone apparently still found it useful, so I guess I must be missing something. Still though, I'll stick to playing on a fork with the crosshair PR cherry-picked and hope it gets merged in 5.7 proper.
Its selection of walls is more complete than the other mywalls mod, in general a good idea if you want to expand the selection of wall nodes in your builds.
Extremely useful mod for modders which can point out usage of deprecated functions and other bad code usage better than Minetest itself. Everyone should have this mod enabled when writing a mod or game, similar to how everyone should run luacheck on their mods for static analysis.
Two days to the day two years ago, I joined the Minetest IRC asking why my "flat" world started to generate non-flat terrain.
<ROllerozxa> is it intentional that the flat generator only generates a small flat area and then continues with normal non-flat generation?
<ROllerozxa> hm. the world is flat (mg_name = flat), but I had hills turned on. that might be the problem :|
If only I had known about this mod. If you find the "flat" map generator to not be flat enough, don't want random biomes to disturb you, or you feel discouraged when seeing a singlenode void then this mod is definitively for you, giving you a basic superflat world akin to Minecraft's by default. And if you don't like that then you can customise the terrain slices in the superflat.txt file, similar to customising superflats in Minecraft!
This was one of the first mods I tried when I was new to Minetest. However basic the cars are, and unrealistic the physics are, they still feel good to drive and it's fun to drive around on roads you've built in worlds.
Hi, do you have some kind of repository for this mod, or could you put it up on something like GitHub? I would like to contribute and it would be easier that way.
It's a good mute mod, and has also become game agnostic now. Unless you want to manually manage shout privileges, this is a must in any server's modset.
This would be more suitable as an issue report on their bug tracker rather than a negative review. From the 403 error you get from Discord's API I assume you have configured it incorrectly, but I'm sure the maintainer would be able to help you in more detail.
Hi, please report crashes to the package's issue tracker or in a thread on ContentDB with the necessary information to fix it rather than leaving a negative review. It works for me having quickly loaded up the mod, so it must be something particular you are doing to cause the crash. (please mention what you were doing in the bug report along with the log output that comes when the mod crashes)
That's a lot of space! If you want to maintain it and add more size options you can run with this mod and make a fork of it. This is an old mod from the forums that I imported yesterday, so while it's still usable in its current form it won't get any updates.
I also had trouble launching the game and I noticed that the logo for the launcher was not even close to minecraft's logo. maybe you ought to change that, and making the game launch like minecraft does, you know, instead of launching it by clicking on the file.
The launcher/engine is not intended to be a Minecraft clone, so it will of course look a bit off compared to MineClone which is a Minecraft clone game sitting on top of Minetest. There is a revamp of the main menu in the works which will hopefully allow the game to style its own main menu, along with plans of shipping MInetest for Windows as an installer rather than as a portable archive.
This mod is a no-brainer to any dedicated builder, server admin or anyone really. It allows you to set large areas of nodes in bulk, move areas around, quickly build shapes, randomly mix nodes, fix lighting, run arbitrary Lua code on each node in a selection, and so much more.
It is assumedly inspired by the Minecraft plugin of the same name, and is quite familiar if you're used to the Minecraft WorldEdit plugin.
Most high-res texture packs for block games I've seen work by grabbing random slightly related photorealistic textures and slapping them onto blocky voxels, which always give a bit of jank along with ruining the look and feel. This texture pack manages to not do this, by carefully making the new textures be as faithful to the original. They're still high-res and photorealistic, but they do not look or feel out of place. Sometimes, they look totally like the original texture, except upscaled and with a texture to it, as if you can reach in and touch the texture of the grass (heh), or feel the bark of the logs.
In addition, there's also hints of pixelation in e.g. the grass node side texture, leaves or the top log texture. Which just furthers the brilliant atmosphere of a high-res texture pack that is able to work with the fact it is still a voxel game, made out of cubes. It doesn't try to be anything more, and accomplishes very well because of that.
From the multicolour vomit dirt texture to the bright coarse noisy stone textures and oddly photorealistic badly tileable wood texture, this texture pack has it all. The tree trunks and leaves look vivid and delicious, and the cobblestone texture looks rigid and stable. There is some amount of charm in the old classic Minetest textures, even though I personally do not have nostalgia for old Minetest versions as I did not play them back in the day.
In addition the newer textures for features that did not exist back in the day are recreated in the similar classic artstyle, making it look like they existed back in the day (I especially like the snowy forest biome, that wasn't a thing back then right?). It is an interesting experience to enable this texture pack and see your builds transform and travel back in time, like a time machine to the early days of Minetest contained inside modern day Minetest Game.
When first looking at this mod I expected it to be an API mod. Server owners can make their own mod for a server which registers QR nodes and the mod will dynamically generate the QR code texture from an inputted text string, an interesting concept that some server owners may see use out of. Unfortunately that is not the case.
Instead what this mod provides is just one single node. And you will have to, yourself, change the texture of this node to the QR code of your choice. Any server owner could just do this themselves with a dirt simple mod registering a node if they are going to have to generate and add the QR code texture anyways. In addition, the QR node is both breakable and craftable by players so while you might want to only have it in the spawn, your players will now have the ability to craft and use it too.
Very well-made Minecrafty texture pack that indeed catches the Minecraft aesthetics, to the point it rather looks like a Minecraft resource pack. Fits especially well into the Mineclon* games, I would even go out on a limb to say it is better than the default Pixel Perfect textures in those games.
Sure, send it my way! I'll be sure to try it out tomorrow when I get the time.
It's there now.
Transformative is only a fair use defense in court, so yes mobs_tree_monster3.png needs to be changed. I think the upscaled tree texture comes from the Faithful resource pack.
In addition there's also mobs_cobweb.png which is literally just the old Minecraft cobweb texture and mobs_tree_monster6.png which looks awfully close to the texturing of the Creeper in Faithful.
so dark
/grantme areas
?The bush texture is literally the opaque leaf texture from Minecraft Alpha rotated 90 degrees and desaturated. Please change the texture completely.
This mod requires
signs_lib
(alongsidebasic_materials
anddefault
). If you downloaded from the content browser these dependencies would be automatically installed alongside, otherwise you'll need to install them separately.I'm genuinely surprised xban2 doesn't use a SQLite database. It would prevent this issue where a large xban database hits against Lua's constant limit due to how the database is one large Lua table that gets serialised and deserialised. It'd probably make it faster too since you can run SQL queries against the data and don't have to load it all into memory first.
This mod adds three new ores, along with craftable tools and armor. The ores all spawn in the exact identical way, and all of the tools have the exact same dig times and properties. The armors have some different values, but it is unsure how the materials fit into the Minetest Game tech tree which already is unbalanced and contains redundant tiers.
Admittedly there are some slightly unique properties, like the Multi Boots that give you a speed boost, or Multitool which is a pickaxe that can break all types of nodes in the same time as the other tools. But in general it is more or less randomly coloured ores with little to no use. Fun to test Calinou's law, maybe not much else.
While it's certainly not a game with much (or any) gameplay it still does what it says on the tin - be a somewhat accurate recreation of Cave Game. The textures look nice although I might be a bit biased. :P
Continuing in the same vein I'd like to see a RubyDung/RubyRevived-esque game on Minetest which would take the game down a completely different path than Minecraft ended up becoming.
have you tested it to work on latest minetest?
When I first saw this mod I thought it looked too good to be true! A mod implementation of a mobile crosshair? Finally, something to tide people over when the Android crosshair PR did not get merged for 5.6!
Except... Not really, because of course a mod cannot provide such an engine feature. What it really does is provide the illusion of a crosshair, but that goes away whenever you try to e.g. break or place a node, because it will not do that at the crosshair's position (like it should) but at the finger's position as usually. It doesn't allow for free camera movement either, freezing your camera as usual.
I would call this mod bullshit (akin to smearing vaseline on your screen for free bloom shaders) but someone apparently still found it useful, so I guess I must be missing something. Still though, I'll stick to playing on a fork with the crosshair PR cherry-picked and hope it gets merged in 5.7 proper.
Its selection of walls is more complete than the other mywalls mod, in general a good idea if you want to expand the selection of wall nodes in your builds.
After celeron55 created Mese, the evil phenom955 came into Minetest and created Meze to trick the players... Haha just kidding, still funny though. :)
Extremely useful mod for modders which can point out usage of deprecated functions and other bad code usage better than Minetest itself. Everyone should have this mod enabled when writing a mod or game, similar to how everyone should run luacheck on their mods for static analysis.
Two days to the day two years ago, I joined the Minetest IRC asking why my "flat" world started to generate non-flat terrain.
If only I had known about this mod. If you find the "flat" map generator to not be flat enough, don't want random biomes to disturb you, or you feel discouraged when seeing a singlenode void then this mod is definitively for you, giving you a basic superflat world akin to Minecraft's by default. And if you don't like that then you can customise the terrain slices in the
superflat.txt
file, similar to customising superflats in Minecraft!This was one of the first mods I tried when I was new to Minetest. However basic the cars are, and unrealistic the physics are, they still feel good to drive and it's fun to drive around on roads you've built in worlds.
Alright, that's fine. I'll just send it as a .zip file then. Check the CHANGELOG for the changes I did, adjust the versioning however you feel.
Hi, do you have some kind of repository for this mod, or could you put it up on something like GitHub? I would like to contribute and it would be easier that way.
It's a good mute mod, and has also become game agnostic now. Unless you want to manually manage
shout
privileges, this is a must in any server's modset.Pretty sure maintainers have the ability to rename their own mods but I did it anyways.
Bug has been fixed, feel free to rereview now when it works :)
This would be more suitable as an issue report on their bug tracker rather than a negative review. From the 403 error you get from Discord's API I assume you have configured it incorrectly, but I'm sure the maintainer would be able to help you in more detail.
Hi, please report crashes to the package's issue tracker or in a thread on ContentDB with the necessary information to fix it rather than leaving a negative review. It works for me having quickly loaded up the mod, so it must be something particular you are doing to cause the crash. (please mention what you were doing in the bug report along with the log output that comes when the mod crashes)
That would take effect for all worlds though, you know that right? ;)
Feel free to upload your fork to ContentDB as a new package if you want to maintain it.
That's a lot of space! If you want to maintain it and add more size options you can run with this mod and make a fork of it. This is an old mod from the forums that I imported yesterday, so while it's still usable in its current form it won't get any updates.
Welcome to Minetest!
The launcher/engine is not intended to be a Minecraft clone, so it will of course look a bit off compared to MineClone which is a Minecraft clone game sitting on top of Minetest. There is a revamp of the main menu in the works which will hopefully allow the game to style its own main menu, along with plans of shipping MInetest for Windows as an installer rather than as a portable archive.
This mod is a no-brainer to any dedicated builder, server admin or anyone really. It allows you to set large areas of nodes in bulk, move areas around, quickly build shapes, randomly mix nodes, fix lighting, run arbitrary Lua code on each node in a selection, and so much more.
It is assumedly inspired by the Minecraft plugin of the same name, and is quite familiar if you're used to the Minecraft WorldEdit plugin.
Most high-res texture packs for block games I've seen work by grabbing random slightly related photorealistic textures and slapping them onto blocky voxels, which always give a bit of jank along with ruining the look and feel. This texture pack manages to not do this, by carefully making the new textures be as faithful to the original. They're still high-res and photorealistic, but they do not look or feel out of place. Sometimes, they look totally like the original texture, except upscaled and with a texture to it, as if you can reach in and touch the texture of the grass (heh), or feel the bark of the logs.
In addition, there's also hints of pixelation in e.g. the grass node side texture, leaves or the top log texture. Which just furthers the brilliant atmosphere of a high-res texture pack that is able to work with the fact it is still a voxel game, made out of cubes. It doesn't try to be anything more, and accomplishes very well because of that.
From the multicolour vomit dirt texture to the bright coarse noisy stone textures and oddly photorealistic badly tileable wood texture, this texture pack has it all. The tree trunks and leaves look vivid and delicious, and the cobblestone texture looks rigid and stable. There is some amount of charm in the old classic Minetest textures, even though I personally do not have nostalgia for old Minetest versions as I did not play them back in the day.
In addition the newer textures for features that did not exist back in the day are recreated in the similar classic artstyle, making it look like they existed back in the day (I especially like the snowy forest biome, that wasn't a thing back then right?). It is an interesting experience to enable this texture pack and see your builds transform and travel back in time, like a time machine to the early days of Minetest contained inside modern day Minetest Game.
When first looking at this mod I expected it to be an API mod. Server owners can make their own mod for a server which registers QR nodes and the mod will dynamically generate the QR code texture from an inputted text string, an interesting concept that some server owners may see use out of. Unfortunately that is not the case.
Instead what this mod provides is just one single node. And you will have to, yourself, change the texture of this node to the QR code of your choice. Any server owner could just do this themselves with a dirt simple mod registering a node if they are going to have to generate and add the QR code texture anyways. In addition, the QR node is both breakable and craftable by players so while you might want to only have it in the spawn, your players will now have the ability to craft and use it too.
I don't think so, at least not legally.
Of course!!!
Do you have a GitHub repository or something for it? I'm very interested and would love to follow its development
oh my god I loved that game, are you making a minetest version of it 😳
Simple but wonderful mod, makes the trees feel so much more alive.
whoa its drem from minecarft
Not to mention you give all players a Chest of Everything by default which is like creative mode even if it is disabled.
Very well-made Minecrafty texture pack that indeed catches the Minecraft aesthetics, to the point it rather looks like a Minecraft resource pack. Fits especially well into the Mineclon* games, I would even go out on a limb to say it is better than the default Pixel Perfect textures in those games.