LBM 'Replace a fraction of lapis lazuli with pyrite' 19359 3693136 860058 28.2 100.0 87
This is the info I from running a profiler(note i modified the abms to be 1 abm in total). is there any way to reduce the lapis lazuli lag by maybe using core.register_on_generated?
It works well, nice! The toggle works, and the only complaint left I and other players seem to have is the display seeming tk be behind a few nodes and tryjng to catch up, but thats probably an issue on my end. if your open to taking one more feature request, maybe a optional setting that has eye spy off by default for all players, makig it opt-in?
All the same issues are there, no wood items(at least in creative inventory), iron, gold, and tin pieces missing textures, and the door crash is still there. I am using the most recent version avaliable on gitlab for both craftoplus and m7a. If it helps this is minetest_game.
.../world/worldmods/craftoplus/items/copper/copper_door.lua:79: attempt to call local 'game_register_door' (a nil value)
stack traceback:
[C]: in function 'game_register_door'
.../world/worldmods/craftoplus/items/copper/copper_door.lua:79: in main chunk
[C]: in function 'dofile'
...ti/worlds/world/worldmods/craftoplus/items/item_list.lua:122: in main chunk
[C]: in function 'dofile'
...server/luanti/worlds/world/worldmods/craftoplus/init.lua:35: in main chunk
The crash stopped when I used settingtypes.txt to disable copper door.
the gold, iron, and tin pieces are missing textures.
The wood items don't seem to exist anymore either.
If you want to see more details, I am running the mod on mtg here: 76.168.49.127 port 30000
...orlds/world/worldmods/craftoplus/items/stone/gateway.lua:66: attempt to index field 'stonebrick' (a nil value)
stack traceback:
[C]: in function '__index'
...orlds/world/worldmods/craftoplus/items/stone/gateway.lua:66: in main chunk
[C]: in function 'dofile'
...ti/worlds/world/worldmods/craftoplus/items/item_list.lua:29: in main chunk
[C]: in function 'dofile'
...server/luanti/worlds/world/worldmods/craftoplus/init.lua:39: in main chunk
Also, is it possible to have a setting where recipes in default like bread don't get changed?
...erver/luanti/worlds/world/worldmods/sumpf/sumpf/huts.lua:388: attempt to call field 'from_number' (a nil value)
stack traceback:
[C]: in function 'from_number'
...erver/luanti/worlds/world/worldmods/sumpf/sumpf/huts.lua:388: in function 'get_perlin_field'
...erver/luanti/worlds/world/worldmods/sumpf/sumpf/huts.lua:466: in function 'get_wall_ps'
...erver/luanti/worlds/world/worldmods/sumpf/sumpf/huts.lua:497: in function 'get_hut_nodes'
...erver/luanti/worlds/world/worldmods/sumpf/sumpf/huts.lua:757: in function 'generate_hut'
...ver/luanti/worlds/world/worldmods/sumpf/sumpf/mapgen.lua:400: in function 'func_o'
...erver/luanti/bin/../builtin/profiler/instrumentation.lua:162: in function <...erver/luanti/bin/../builtin/profiler/instrumentation.lua:160>
/home/mtserver/luanti/bin/../builtin/common/register.lua:27: in function </home/mtserver/luanti/bin/../builtin/common/register.lua:13>
Is it possible to make it not put stuff in ender and voide chests? I would like it to only put stuff in bags, since theh can be opened while in inventory
This mod adds a command called /calias, which lets you change your displayed name to whatever you want(length only seems limited by chat send limit). For singleplayer, its fine. I do think for servers, there should have been some required privilege to use it, and/or a size limit. If possible, I would also have liked it to change the name displayed when using chat.(There is a possibility it already does this, I feel like it did at one point and a mod I added ruined it)
This is a decently old mod that displays player healthbars above their name. It tracks their health, and hides the bar when full. If you would like to have player healthbars displayed, I don't see why this wouldn't be your choice. I do think an optional setting to hide the healthbar when crouching would be something I appreciate, to make yourself seem healthier than you are or hide your health
Being able to control the glow of digiline data in the simple way implemented here can be very helpful. I mainly use this for controlling digiline data through diodes, limiters, and filters to avoid overheating my luacontroller. Its easy to understand how these function as well, although a long description ingame through new lines (\n and core.colorize())would be appreciated, since when I first found these on a server I just resigned myself to not knowing how to use these. I would reccomend.
Adds a good number of new biomes to luanti. The biomes themselves are well made, and there is a varied selection of trees(often the reason I add biome mods). The textures don't fit perfect with minetest games aesthetic, but there wasn't too much of one anyways so its fine. The heath biome a,so feels a litte odd to me, but its just personal preference. I especially like the rocks found in the badlands and alpine. For me, this mod is an upgrade over minetest games normal biomes, and I would reccomend installing.(If you have other biome mods, check settingtypes.txt. This mod clears all biomes and decorations by default)
This is a small mod that adds some colored options to the default torch. It does what says without having anything extra, and works well enough for me to include in my survival worlds. A setting that disabled the caverealms-specific recipes un favor of the basic ones would be nice. A mod I would reccomend.
This mod adds a few highly colorable brick types thanks to unifieddyes. The brick textures alone already look amazing, and somehow every single color i've used on this looked pretty as well. I first used this on a server, and I didn't learn about its feature of recoloring default bricks until I came here to do a review. This is a lightweight mod that adds a lot of decor value to your world, and I would reccomend.
This mod makes your deserts more interesting by adding pyramids to them. They are decently common and have useful loot. I like this mod because of it turns the game around from avoiding deserts to seeking them out for pyramids when you do find them. I would enjoy having a settingtypes.txt file though, to control the pyramid spawn rates and maybe make the spawners mineable? The mummies themselves don't feel dangerous enough as well. All in all, a mod that is very much worth adding to your world.
Even if I was not using techage, I would still run this texturepack for basic_materials, which could use the new textures. This trabsforms the whole aesthetic of Techage to someone more visually appealing. It fits the world better now thanks to the lower resolution. It makes using Techage as a whole a more immersive experience, since it starts to feel like it belongs.
The lootchests modpack is dependent on magic_materials, but the lootchests_default this is dependent on doesn't need magic materials. I don't this this actually needs it.
<WARNING> 2026-01-11 10:18:05: [Server] Assignment to undeclared global "_" inside a function at ...erver/luanti/mods/industrialtest/machines/magnetizer.lua:32.
This mod is one I usually include in my survival worlds, despite not being much of a builder. The stones are easy enough to make a simple base from. I also enjoy that they can be made into dye, and the slightly unrealistic recipes to mix some if the stones and dyes to other stones. It also offers a way to farm some of the stones (the quartz variants) by cookingthem in a furnace for the budding form, which passively makes crystals that can be crafted into the quartz blocks. There is also active updates to this. I think this mod offers more than enough to be worth using. I feel like some of the special stones like ammolite should glow, but thats just a personal preference.
Has anyone tested this in survival? In minetest_game, the one game this is supposed to be tested in, the button recipe makes sticks uncraftable.
It works well, nice! The toggle works, and the only complaint left I and other players seem to have is the display seeming tk be behind a few nodes and tryjng to catch up, but thats probably an issue on my end. if your open to taking one more feature request, maybe a optional setting that has eye spy off by default for all players, makig it opt-in?
All the same issues are there, no wood items(at least in creative inventory), iron, gold, and tin pieces missing textures, and the door crash is still there. I am using the most recent version avaliable on gitlab for both craftoplus and m7a. If it helps this is minetest_game.
The crash stopped when I used settingtypes.txt to disable copper door. the gold, iron, and tin pieces are missing textures. The wood items don't seem to exist anymore either. If you want to see more details, I am running the mod on mtg here: 76.168.49.127 port 30000
The small protector block highlights the same radius as the large one, despite protecting a smaller area
Is there a setting for players to be able to disable this on a per-player basis?
Mods do have a way to have settings, as an example look here:
https://github.com/FaceDeer/dfcaverns/blob/master/df_dependencies/config.lua
https://github.com/FaceDeer/dfcaverns/blob/master/df_dependencies/settingtypes.txt
Also, is it possible to have a setting where recipes in default like bread don't get changed?
as the title says
this mod makes the screwdriver in mtg uncraftable
Is it possible to make the height and depth of the underch biome configurable? I would like to move it deeper underground
This might be very late, but the compost mod was disabled because this mod provodes a mod called compost
Is it possible to make it not put stuff in ender and voide chests? I would like it to only put stuff in bags, since theh can be opened while in inventory
Is it possible for you to host the code somewhere like codeberg or github?
This mod adds a command called /calias, which lets you change your displayed name to whatever you want(length only seems limited by chat send limit). For singleplayer, its fine. I do think for servers, there should have been some required privilege to use it, and/or a size limit. If possible, I would also have liked it to change the name displayed when using chat.(There is a possibility it already does this, I feel like it did at one point and a mod I added ruined it)
This is a decently old mod that displays player healthbars above their name. It tracks their health, and hides the bar when full. If you would like to have player healthbars displayed, I don't see why this wouldn't be your choice. I do think an optional setting to hide the healthbar when crouching would be something I appreciate, to make yourself seem healthier than you are or hide your health
Being able to control the glow of digiline data in the simple way implemented here can be very helpful. I mainly use this for controlling digiline data through diodes, limiters, and filters to avoid overheating my luacontroller. Its easy to understand how these function as well, although a long description ingame through new lines (\n and core.colorize())would be appreciated, since when I first found these on a server I just resigned myself to not knowing how to use these. I would reccomend.
Adds a good number of new biomes to luanti. The biomes themselves are well made, and there is a varied selection of trees(often the reason I add biome mods). The textures don't fit perfect with minetest games aesthetic, but there wasn't too much of one anyways so its fine. The heath biome a,so feels a litte odd to me, but its just personal preference. I especially like the rocks found in the badlands and alpine. For me, this mod is an upgrade over minetest games normal biomes, and I would reccomend installing.(If you have other biome mods, check settingtypes.txt. This mod clears all biomes and decorations by default)
This is a small mod that adds some colored options to the default torch. It does what says without having anything extra, and works well enough for me to include in my survival worlds. A setting that disabled the caverealms-specific recipes un favor of the basic ones would be nice. A mod I would reccomend.
This mod adds a few highly colorable brick types thanks to unifieddyes. The brick textures alone already look amazing, and somehow every single color i've used on this looked pretty as well. I first used this on a server, and I didn't learn about its feature of recoloring default bricks until I came here to do a review. This is a lightweight mod that adds a lot of decor value to your world, and I would reccomend.
This mod makes your deserts more interesting by adding pyramids to them. They are decently common and have useful loot. I like this mod because of it turns the game around from avoiding deserts to seeking them out for pyramids when you do find them. I would enjoy having a settingtypes.txt file though, to control the pyramid spawn rates and maybe make the spawners mineable? The mummies themselves don't feel dangerous enough as well. All in all, a mod that is very much worth adding to your world.
Even if I was not using techage, I would still run this texturepack for basic_materials, which could use the new textures. This trabsforms the whole aesthetic of Techage to someone more visually appealing. It fits the world better now thanks to the lower resolution. It makes using Techage as a whole a more immersive experience, since it starts to feel like it belongs.
I downloaded the latest version, the bug still exists. It takes a few attempts to get the timing right, you manually pock it up when it reaches you
this should have been a thread
converted review into a thread
Makes it easier to filter for food
The lootchests modpack is dependent on magic_materials, but the lootchests_default this is dependent on doesn't need magic materials. I don't this this actually needs it.
Thanks! Is myland a public server? I don't see it on the server list
Yeah, its easy to clean up. I still think thisbwould be a good feature.
Also, i can't craft grass with UU matter since obsidian has the same recipe
Also, i can't craft grass with UU matter since obsidian has the same recipe
What the title says, I can't find a mod called ores, and since this supports myores, I thought it could be that
https://content.luanti.ru/packages/Tarruvi/dynamic_trees/ I think the combo if trees growing naturally and spreading would be amazing
Is this normal?
This mod is one I usually include in my survival worlds, despite not being much of a builder. The stones are easy enough to make a simple base from. I also enjoy that they can be made into dye, and the slightly unrealistic recipes to mix some if the stones and dyes to other stones. It also offers a way to farm some of the stones (the quartz variants) by cookingthem in a furnace for the budding form, which passively makes crystals that can be crafted into the quartz blocks. There is also active updates to this. I think this mod offers more than enough to be worth using. I feel like some of the special stones like ammolite should glow, but thats just a personal preference.
The rainbow is still above 15 for the nyan cat
The question in the title.
I'll change it, thanks.