As for pickup: Yeah I noticed it too, it's indeed kind of annoying to mow down grass like this. When I think about it, there's not really any good reason for this.
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.
Because the player still needs to choose which items to spend. This is because of group-based recipes. Letting the player craft directly from the inventory has the downside is that the player might accidentally "pay" items they didn't want to use. E.g. for sticks, do you want to use your oak or your birch planks? It would be possible for the game to just pick the first available item from the inventory, but will have unintended and potentially hazardous side-effects for the player.
As for digging time: This is kind of intentional, the game is supposed to have a slow progress, and a low-tech tree. That having said, you have a point that the best tool is still too slow.
One of my ideas I have is to increase the depth of the game without increasing complexity. I.e. keeping the basic rules the same, not add new game mechanics, but extend those that exists. This would basically boil down to more ores, more foods, more ways to trade, more structures, more animals, etc., all without adding any major gameplay mechanics like hypercomplex enchantment systems, EXP, etc. Also improving the underground in general, because only stone and ores is too boring.
About wrist pain: You'll have this problem with all Minetest games that involve a lot of digging, actually. I think a solution would be to add an autodig mode into Minetest so you don't have to keep the mouse button pressed all the time.
But don't get your hopes too high up. I am currently busy with many other projects, I probably won't do major improvements for a long time, only bugfixes. Repixture is not high on my priority list at the moment.
Deprecated use of use_texture_alpha (see lua_api.txt)
Deprecated use of minetest.setting_*
If you rightclick a door while holding a door, you place the held door (expected: you open the pointed door, forcing a place is usually Sneak+Place key in most games)
Can't place wrench in item frames and similar
If you place a trapdoor, it automatically opens (reason: you reused the def table instead of table.copying it)
If you mirror a door with the screwdriver or center the door, the hidden door segment is rotated/placed wrongly (causung players to awkwardly collide with air)
Yes, it is true, this game is obviously still in development which I wrote in multiple places of both the package and in-game, lol. This game is currently in the 'alpha' stage officially, meaning that breaks can and will occur between versions all the time. I am planning radical changes, I want to have many more features and depth than the game currently has. People can still playtest it, of course, but it's still just an early preview. Things are still chaotic in the codebase and I've got cleanup to do.
I liked this mod on the JT2 server, it was a nice decoration but also nice to give random stuff to players. :-)
This was always nice and fun to use it, as you know, I and other players on the server had lots of fun with it.
Unfortunately, this particular mod release is very buggy and broken in its current state, so I can sadly not recommend it right now. There's also non-free media. See more about this in the threads.
Some general criticisms I have:
- Color mismatch: The magenta gift has a different color than magenta wool/dye (the hue is slightly off)
- Missing node property of gift box node use_texture_alpha="clip" (triggers a legacy warning)
- Message can't be less than 5 characters, which is annoying
- The Christmas Present looks really ugly
- Missing mod.conf
If you place a gift box an then rightclick it to enter a message, it crashes
If you place a "Christmas Present" and choose an item, it crashes
Code assumes existence of a function default.is_empty which does not exist in MTG's default (another crash)
Also default.STATUS_CONTAINER_GET
Gift boxes drop non-MTG items (causing many unknown items)
I can't seem to get the gift out of the box. I tried on a local server placing one gift box as admin and digging it as a normal player, but I still only got the giftbox, not its contents
Once I played a Christmas Present as singleplayer without selecting a present, I can't get rid of it
If you put an itemstack with more than 1 item into a parcel, the inventory icon of the item stack if you open the parcel does not show the item count
If you put something in a parcel, then open the parcel HUD and click on the parcel icon, the parcel opens, but the contents of the parcel are destroyed
Tested in Minetest + Minetest Game 5.4.0 with all required dependencies and no other mods.
EDIT:
Attached torches and sand do not drop when giftbox was dug (hint: use minetest.check_for_falling)
I am very happy to hear that! This crafting grid IS confusing for newbies. I think that was a big design flaw but many Minetest games are like that. Modern Minetest games should probably use a different and simplified crafting system, I always thought of the crafting grid as clunky.
Haha, yeah I admit it's a bit MTG-biased if I'm being honest, especially the furnace. It's partially because Minetest has a Minecraft bias. I think making a tutorial completely generic is probably too hard and maybe would not be that helpful after all.
(Note: This review is identical to my text to Rhotator because both mods are very similar.)
Initially I was very excited to see this mod and the new concept seemed so obviously better. For normal full cubes, this is clearly superior. Yes, the MTG screwdriver indeed has bad usability, so an improvement is so much needed.
But then I noticed a huge problem: Rotating becomes hard and inconvenient again if you have to deal with complex selection boxes. Because with complex selection boxes (like a toilet), you have to hit not only correct side, but also a side which faces the right way. Since this will change drastically after every click, you can no longer spam-click a node to quickly get to the correct rotation, but you must always move the mouse and concentrate to hit the right "side" of the selection box. Faces that face the wrong way willl be frequently exposed so it is easy to hit them and screw up. That's a problem because it means you still need to think when rotating.
And the push method might sometimes be useless if the selection box face is very small (like only on the right side, meaning you can't push to the left) and you must walk to a different side.
This issue could be mostly circumvented by games by simplifying their selection boxes but sometimes that's not what you want …
For many games, this will still be a massive improvement, but they can't have complex selection boxses.
Overall, this mod is still a thumbs up, because it is an improvement over the MTG screwdriver. I appreciate all new concepts of rotation.
Initially I was very excited to see this mod and the new concept seemed so obviously better. For normal full cubes, this is clearly superior. Yes, the MTG screwdriver indeed has bad usability, so an improvement is so much needed.
But then I noticed a huge problem: Rotating becomes hard and inconvenient again if you have to deal with complex selection boxes. Because with complex selection boxes (like a toilet), you have to hit not only correct side, but also a side which faces the right way. Since this will change drastically after every click, you can no longer spam-click a node to quickly get to the correct rotation, but you must always move the mouse and concentrate to hit the right "side" of the selection box. Faces that face the wrong way willl be frequently exposed so it is easy to hit them and screw up. That's a problem because it means you still need to think when rotating.
And the push method might sometimes be useless if the selection box face is very small (like only on the right side, meaning you can't push to the left) and you must walk to a different side.
This issue could be mostly circumvented by games by simplifying their selection boxes but sometimes that's not what you want …
For many games, this will still be a massive improvement, but they can't have complex selection boxses.
Overall, this mod is still a thumbs up, because it is an improvement over the MTG screwdriver. I appreciate all new concepts of rotation.
and a quick way to swap or flood-fill nodes in a schematic
I intentionally did not provide tools for that, this mod is focusing on schematic importing and exporting. For the editing the world itself, you should use other mods like WorldEdit. There won't be powerful editing tools in this mod as this will a) make the mod more bloated and b) will clash in functionality with other mods like WorldEdit. That having said, there are two very basic replacement tools (replace air with schematic void and vice-versa) and that's it.
Actually, this project is not technically abandoned. I do have a good number of ideas on how to move this project forward. I just don't know when I will seriously pick it up again. I have other projects that I want to give my attention to first.
For some strange reason, when I download this package from Minetest, it still creates a folder named “labybrinthus” instead of the correct name “labyrinthus”. But the technical name is set to the latter.
Note the former name was accidentally used BEFORE, but I edited the package since them. It seems this did not help.
Why is this?
The media is licensed as CC BY-SA-NC. I noticed this mod is using media from other games.
For example, the player texture (“Sam”) is from Minetest Game, but MTG is under CC BY-SA. This license does not permit you to unilaterally change the terms to something else (like adding a NC clause). That's a problem. I did not check the other files yet.
Yet this mod is licensed (in part) under CC BY-SA-NC. This is strange.
NC means it's forbidden to use this material if there's the slightest hint of it being used commercial. Even a simple banner ad on a website could be enough to violate this rule.
Is this a mistake?
In this community, using the NonCommercial clause is discouraged (although not strictly forbidden) as it makes much harder to combine this work with other works.
Are there any data protection implications by this? Please say what kind of data you collect. I am not sure if its a violation of the rules. But personally, I think it's bad taste to do so. Also, the game does not warn it phones home, there's not even opt-out. That's rude.
Is server access strictly required? If you can make it work without depending on an external server, please do so. This would the the best solution.
The technical name is set to "12345" for some reason. Please change it to something closer to the actual name, thanks.
As for pickup: Yeah I noticed it too, it's indeed kind of annoying to mow down grass like this. When I think about it, there's not really any good reason for this.
Because the player still needs to choose which items to spend. This is because of group-based recipes. Letting the player craft directly from the inventory has the downside is that the player might accidentally "pay" items they didn't want to use. E.g. for sticks, do you want to use your oak or your birch planks? It would be possible for the game to just pick the first available item from the inventory, but will have unintended and potentially hazardous side-effects for the player.
As for digging time: This is kind of intentional, the game is supposed to have a slow progress, and a low-tech tree. That having said, you have a point that the best tool is still too slow.
One of my ideas I have is to increase the depth of the game without increasing complexity. I.e. keeping the basic rules the same, not add new game mechanics, but extend those that exists. This would basically boil down to more ores, more foods, more ways to trade, more structures, more animals, etc., all without adding any major gameplay mechanics like hypercomplex enchantment systems, EXP, etc. Also improving the underground in general, because only stone and ores is too boring.
About wrist pain: You'll have this problem with all Minetest games that involve a lot of digging, actually. I think a solution would be to add an autodig mode into Minetest so you don't have to keep the mouse button pressed all the time.
But don't get your hopes too high up. I am currently busy with many other projects, I probably won't do major improvements for a long time, only bugfixes. Repixture is not high on my priority list at the moment.
List of bugs:
use_texture_alpha
(seelua_api.txt
)minetest.setting_*
def
table instead oftable.copy
ing it)Yes, it is true, this game is obviously still in development which I wrote in multiple places of both the package and in-game, lol. This game is currently in the 'alpha' stage officially, meaning that breaks can and will occur between versions all the time. I am planning radical changes, I want to have many more features and depth than the game currently has. People can still playtest it, of course, but it's still just an early preview. Things are still chaotic in the codebase and I've got cleanup to do.
I liked this mod on the JT2 server, it was a nice decoration but also nice to give random stuff to players. :-) This was always nice and fun to use it, as you know, I and other players on the server had lots of fun with it.
Unfortunately, this particular mod release is very buggy and broken in its current state, so I can sadly not recommend it right now. There's also non-free media. See more about this in the threads.
Some general criticisms I have: - Color mismatch: The magenta gift has a different color than magenta wool/dye (the hue is slightly off) - Missing node property of gift box node
use_texture_alpha="clip"
(triggers a legacy warning) - Message can't be less than 5 characters, which is annoying - The Christmas Present looks really ugly - Missingmod.conf
As the description itself admits, this mod includes non-free media (
present_greeting.png
), although the media is claimed to be CC BY-SA 3.0.Here's a quick and dirty libre remake of the image which you can use for your mod (you have my permission): https://satoshiupload.com/images/Jq0cQxqYR2.png
This mod is very buggy right now
default.is_empty
which does not exist in MTG'sdefault
(another crash)default.STATUS_CONTAINER_GET
Tested in Minetest + Minetest Game 5.4.0 with all required dependencies and no other mods.
EDIT:
minetest.check_for_falling
)I am very happy to hear that! This crafting grid IS confusing for newbies. I think that was a big design flaw but many Minetest games are like that. Modern Minetest games should probably use a different and simplified crafting system, I always thought of the crafting grid as clunky.
Haha, yeah I admit it's a bit MTG-biased if I'm being honest, especially the furnace. It's partially because Minetest has a Minecraft bias. I think making a tutorial completely generic is probably too hard and maybe would not be that helpful after all.
(Note: This review is identical to my text to Rhotator because both mods are very similar.)
Initially I was very excited to see this mod and the new concept seemed so obviously better. For normal full cubes, this is clearly superior. Yes, the MTG screwdriver indeed has bad usability, so an improvement is so much needed.
But then I noticed a huge problem: Rotating becomes hard and inconvenient again if you have to deal with complex selection boxes. Because with complex selection boxes (like a toilet), you have to hit not only correct side, but also a side which faces the right way. Since this will change drastically after every click, you can no longer spam-click a node to quickly get to the correct rotation, but you must always move the mouse and concentrate to hit the right "side" of the selection box. Faces that face the wrong way willl be frequently exposed so it is easy to hit them and screw up. That's a problem because it means you still need to think when rotating.
And the push method might sometimes be useless if the selection box face is very small (like only on the right side, meaning you can't push to the left) and you must walk to a different side.
This issue could be mostly circumvented by games by simplifying their selection boxes but sometimes that's not what you want …
For many games, this will still be a massive improvement, but they can't have complex selection boxses.
Overall, this mod is still a thumbs up, because it is an improvement over the MTG screwdriver. I appreciate all new concepts of rotation.
Initially I was very excited to see this mod and the new concept seemed so obviously better. For normal full cubes, this is clearly superior. Yes, the MTG screwdriver indeed has bad usability, so an improvement is so much needed.
But then I noticed a huge problem: Rotating becomes hard and inconvenient again if you have to deal with complex selection boxes. Because with complex selection boxes (like a toilet), you have to hit not only correct side, but also a side which faces the right way. Since this will change drastically after every click, you can no longer spam-click a node to quickly get to the correct rotation, but you must always move the mouse and concentrate to hit the right "side" of the selection box. Faces that face the wrong way willl be frequently exposed so it is easy to hit them and screw up. That's a problem because it means you still need to think when rotating.
And the push method might sometimes be useless if the selection box face is very small (like only on the right side, meaning you can't push to the left) and you must walk to a different side.
This issue could be mostly circumvented by games by simplifying their selection boxes but sometimes that's not what you want …
For many games, this will still be a massive improvement, but they can't have complex selection boxses.
Overall, this mod is still a thumbs up, because it is an improvement over the MTG screwdriver. I appreciate all new concepts of rotation.
That's an interesting idea.
I intentionally did not provide tools for that, this mod is focusing on schematic importing and exporting. For the editing the world itself, you should use other mods like WorldEdit. There won't be powerful editing tools in this mod as this will a) make the mod more bloated and b) will clash in functionality with other mods like WorldEdit. That having said, there are two very basic replacement tools (replace air with schematic void and vice-versa) and that's it.
FYI: Textures are from the PixelPerfection texture pack for Minecraft. You can read the MCL2 README file for details.
Then the brewing screenshot no longer makes sense, right?
Actually, this project is not technically abandoned. I do have a good number of ideas on how to move this project forward. I just don't know when I will seriously pick it up again. I have other projects that I want to give my attention to first.
Thank you very much! ^^
Strange. Now it doesn't happen at all anymore, no matter what I do. Did you touch anything?
For some strange reason, when I download this package from Minetest, it still creates a folder named “labybrinthus” instead of the correct name “labyrinthus”. But the technical name is set to the latter.
Note the former name was accidentally used BEFORE, but I edited the package since them. It seems this did not help. Why is this?
The media is licensed as CC BY-SA-NC. I noticed this mod is using media from other games.
For example, the player texture (“Sam”) is from Minetest Game, but MTG is under CC BY-SA. This license does not permit you to unilaterally change the terms to something else (like adding a NC clause). That's a problem. I did not check the other files yet.
Yet this mod is licensed (in part) under CC BY-SA-NC. This is strange.
NC means it's forbidden to use this material if there's the slightest hint of it being used commercial. Even a simple banner ad on a website could be enough to violate this rule.
Is this a mistake?
In this community, using the NonCommercial clause is discouraged (although not strictly forbidden) as it makes much harder to combine this work with other works.
It looks good now. Now this package just needs a new release before it “counts”.
I don't know if this is intended, but when I click on Download, the Zip file somehow also contains the entire Git history. o_O
I have discovered that some sound effects included in this mod are sadly released under a non-free content license. This makes this mod non-free.
https://github.com/D00Med/scifi_nodes/issues/31
I just clicked on the forum link but it leads to a completely unrelated topic.
No.
I found a mod with the shortname “spleef” from 2014: https://forum.minetest.net/viewtopic.php?t=10612
I made a typo in the tag name when importing version 3. Please delete it, thanks. ^^
OK, fixed.
The version 1.0.1 zip file seems to be broken. It still says “importing ...”
I have changed the shortname due to approval of author.
Mod verified working in 5.0.0. I removed the upper version cap for you.
I don't know if the mod works in 0.4.16 or 0.4.17, so I didn't add a lower version cap.
The shortname is set to “labybrinthus”. :(
Changing it would be trivial, but it will mess up player's interfaces. :( :( :(
@rubenwardy: What should we do?
Haha, you're thanking the wrong person. I'm not much involved in Minetest development and not involved at all in the development of the Content DB.
Are there any data protection implications by this? Please say what kind of data you collect. I am not sure if its a violation of the rules. But personally, I think it's bad taste to do so. Also, the game does not warn it phones home, there's not even opt-out. That's rude.
Is server access strictly required? If you can make it work without depending on an external server, please do so. This would the the best solution.
Your game has a crashing bug.
If you rightclick the wire extension block at coordinates (307,8,212) and click on “Create”, the game crashes.
Done.
Done.
Done.
Meh, Content DB really, REALLY should completely automate away the displaying of the dependency list … Too much redundancy. >_>
I consider this mod obsolete.
Thanks.
Sigh. Another botched release. Can you please remove 2.0.0?