At the moment the mod only seems to see, list, find and teleport to variations on tundra and taiga. You could be standing in the middle of a savanna (default) or right next to it and it won't see it, same for the swamp (mod swamp). But it does list the location when found and teleports you there. One imagines the short list of biomes it works on is a minor to moderate issue to fix?
I get how modders would love it, but it should also be helpful for server maintainers. If you know you have a biome mod running but haven been flying for an hour trying to find an example.
Which privilege is needed to run the commands and could the answer to that be in the readme file?
This would be very useful for the youngest players and anybody else scared of the debug display. Only for some reason it doesn't show the actual description field of the node, which always goes through the translator first. Could you either change it so it does. or make that an option, or tell me how to do that? I can do basic tweaks in the lua, what I can't do is understand all 13 K of your code so I know at which point to meddle. I already have the Show Wielded Item mod. So something like that, but for the thing pointed at.
I really like and recommend the mod for variety and some eye candy. Haven't cracked the geodes yet, but they look exciting.
Full disclosure, for two child players who won't mine but deign to strip-mine, I have added recipes for gold from quartz (absurd amounts of quartz) and other metals from other minerals (even less realistically).
(then I whined here about a few broken descriptions)
It improves the minetest game experience immensely. When you forget about it, as when testing a different mod or whatever, the world just feels off.
Some of the sounds have enough background noise that you can hear them switch on or off abruptly in a slightly disconcerting way, like the one with seagulls crying. That lowers the overall excellence of the mod by about 1%. If the sea wavessound could be consistently hward or not more or less all the time depending on, I guess, distance and not what you are looking at, it would be still better by a smidgen.
And now there is music. It seems there was music before and I just never ran into it, but today, something eerie played in a desert stone / baked clay cave and then different music again in a different place.
Yes you can put baskets with stuff in them in other baskets and carry those around, they can be labeled and you see the label when you hover over your placed basket. With a little shuffling and cheap crafting, you can have an infinite inventory
There is a chest mod with the same functionality, but that one also does a few other, more cimplicated tings to do with ownership, making it untranslatable. Speaking of which, if/when you are around, could you make Basket translatable the standard way so one doesn't have to open the code?
Anyway, a great mod for an easy laid back server. I guess for a more competitive one you would want to replace the recipe. Use a rare wood maybe, or say, willow branches (leaves / twigs), and a mese crystal to account for the bag-of-holding properties.
...and more convenient if the player is one-handed. (The actual human player, not the model in the game; hard to move the mouse around when you are holding Z). It gets stuck in spyglass mode or out of it sometimes and right-clicking stops working as the mode toggle; then you need to point it somewhere else first.
It can save your life when you are stranded. Fifteen kiometres up in the air because Worldgate thought it would be amusing and now even floating down would starve you? Look in this mirror! Surrounded by muttering monsters of unknown strength, knives out? Mirror!
The pyramids look fancy and add some interest to otherwise monotonous biomes. Haven't run into one in survival yet, so can't say how well balanced the mummies are against what's in the chests, but it all looks good. Wish the loot selection could be specified in settings.
Steel becomes the bottleneck for obsidian (since you need a steel bucket), giving you earlyish access to a lot of obsidian-dependent crafts. There is also something immensely satisfying about having your own pet volcano. Really nice if you don't mind making things easy for players.
It's great to have a network of sturdy, handsome-looking roads spaning the world. No matter how rough the terrain, this path will will travel through it, connecting players and making it easier to access remote and rare biomes and resources. I also love how one of the materials used is a type of wood from a non-existent tree. Is the tree extinct? Is the wood synthetic? What is the STORY behind the paths?
Yes it would be even better if the materials could be customized. And it gives you access to mese lamps right from the beginning. And the way it cuts through trees doesn't always make sense. But overall, it's lovely.
This high quality road, easily walkable but clearly not made for wheeled vehicles, which weaves pleasantly through all kinds of landscape, adds a touch of mystery, encourages exploration and makes it much easier as it cuts right through mountain ranges and bridges cliffs. pathv7 does something similar, but the styles are quite different and the two mods can be enabled side by side for even more variety.
I like how here and there a single node has been replaced with cobble or dirt, and that the roadside torches, houses and their loot and can save your life early in the game and become quaint later. And that the road uses local materials. Ok fine, I like everything about it :D.
It makes one come up with LORE. How old is it? Who were the builders? Or are they still around? Why LOWER road? Why just one and along this particular meridian (since it's not x = 0)?
Very fancy, atmospheric native teleportation with detailed settings, great use of telemosaic. Like a mysterious remainder of an ancient civilization.
For easy mode, carry a mirror of returning.
It's working again, and like a dream! I love how they are each a bit different, beautifully shaped and then occasionally one has obsidian as part of it, or lava sources, or flowing water underneath. Makes one wonder what other little touches there are. For extra chaos, you can absolutely let that water or lava cascade down into the world from ten kilometres up in the air too. If you are a horrible goose.
One more issue maybe? worldgate.breakage = 0 doesn't work as I expected (some still generate broken, first one to do that was miles up in the air, because of course :D) . But worldgate.native.spread and worldgate.native.xzjitter are working as I thought they would (they didn't while the Weird Bug was happening).
Ok, here is what seems to have happened this time. The gate was not physically broken, it was actually very thoroughly extended. But like other midair gates before it, it wanted to teleport me back to ground level, which was too far for it, so the message was not "you need to add extenders for 120 nodes", but "you need to add extenders for 7205 nodes". Needy. If they insist on sending one back to the safety of the surface (not complaining, either behaviour is fine), then they require massive range.
Frankly, I bumped into it through worldgate, but telemosaic is wonderful in itself. A very different feel from anything like travelnet; Telemosaic has an esthetic of its own, a bit eerie, and the mechanic is interesting.
Edited to delete the whining about no translation option, since the author was so nice as to add it. Thank you!
Worlds are so huge that our home server uses several different biome adding mods, but Ethereal is the first and finest. Greyness especially is a treat, so restful. Etherium, illumishrooms and crystal spikes are all quite unique and add precious crafts. I have tried fiddling with the numbers to get giant mushrooms, dry savannas and sakura meadows less often, but greyness, mediterranean, simple forests and simple grassland more often, but wasn't really successful. X-craft recipes are invaluable.
If anything bugs me it's this: WHERE did the fallen tree trunks go? Truly a matter of utmost importance! If they ever come back, how about a toppled giant redwood trunk, partly buried, here and there decomposed, some dry grass growing directly out of it?
Adds diversity and is compatible with other biome mods, that is, the mangrove forests / swamps are neither painfully rare nor so common as to make other biomes vanish. Very pretty and the squelch when stepping on mud is SO satisfying!
it doesn't seem to generate any forest areas, even treeless areas of forest dirt. But the meadows and small plants are pretty and if it gets to look half as good as your redwood biome at some point, I'll be chuffed.
It's as beautiful as advertised. Crashes occasionally (only noticed it when placing some decorative blocks from it) and it's still worth it. Would it crash a server too though? Haven't tried yet, but that would be worse.
Is it spelled Dorwninion or Dorwinion? Some biomes are food deserts. Could cypress trees have their own trunks? It's disconcerting when they drop aspen trunks. Not a problem for Dorwinion trees, which could just be a weird kind of aspen. Some food items don't have recipes or don't feed you. Ambience and aimals would be great.
To sum up, it feels like an almost-finished WIP, but it looks amazing.