I want to like this but it feels so strange. As a player I walk up to a tree and break one log block then stop and and suddenly the entire tree starts disappearing and leaves fall. Trees other than the one I cut start disappearing too. I can walk around and the process of logs disappearing continues. I could go away from keyboard after hitting that first log block and still the tree disappears and I'd return minutes later with the log blocks automatically in my inventory.
I don't like the default game way of trees floating midair which have had their trunks completely removed. That behavior falls short of my expectation that big heavy trees fall when their support structure is missing. I don't like the behavior of choppy either, since I think it's doing too much work and taking away from the minigame of logging in Minetest.
I'd love to see a middleground. Trees falling when being cut is GREAT! I love that. Trees completely disappearing and immediately showing up in inventory is a complete opposite of floating upper trees and that's too much of a change for me. I think the middle ground is that trees fall once cut, and instead of flawlessly appearing in inventory, their log nodes get dropped for retrieval by the player.
I haven't tried working with it's api yet, but maybe there's a configurable sweet spot in this mod. Something that feels less like work than default, but enough of a challenge/reward to feel just right.
Has a good developer API for adding custom features. I used it to add a custom inventory screen for warps.
unified_inventory_plus, a separate mod which extends this one, is super useful mod that adds extra buttons to automatically arrange items in the crafting menu, and a button which automatically crafts copies of all possible items. Saves a lot of finger clicking. It's not on contentdb, it's only on github.
The trampolines are really fun. Love the cabinets and lanterns. Love the misc. items here and there which really make a home feel more like home.
The work bench is useful, but confusing. Thought it was broken at first. Took me several minutes to figure out that hammers are a fuel, not a tool. You just gotta set the item in the repair slot, a hammer in the hammer slot, then wait.
I absolutely love this mod. I think Emerald boots are a necessity because of how they increase speed and jumping power.
Unfortunately, the package has a minor bug that prevent sapphire pants from being craftable. The fix exists in the main branch of source control, but the content here on contentdb is not up-to-date and the bug persists.
The forum thread says to smash the potion to set a warp point. To me, smashing is placing it on the ground then punching it, or holding it in hand and throwing/dropping with Q key.
The actual way to set a warp point is to right click the potion after it's been placed on the ground. I don't think it's intuitive, and the mod does not indicate in any way that the warp point has actually been placed. Oddly, it does indicate when using a second potion to warp to the set warp point.
The UI is also broken in unified_inventory to where the background boxes don't match up with foreground inventory items.
TL;DR: I appreciate the concept but there are some broken things and I don't think this is easy enough for players.