A decent counter argument: this so-called "mod-soup" is a carefully handcrafted collection of mods that meet a well-defined set of rules. It's designed to save server owners the time of handpicking when they could use whynot as a base.
And again, the security fear mongering does nothing. We keep it up to date - though I doubt that any mods would have any real security impact.
This mod is inspiring! I know the author said (at one point) the code is smelly, but the mod is very fun. It's got fairly intuitive mechanics, that are simple on their own, but like a cellular automata ruleset, it has enjoyable cascading complexity.
My brother and I particularally enjoyed making "space & land ships" that would endlessly explore the world at y=3 height, by digging through the terrain, then placing stone beneath itself. It made snail-like land bridges and tunnels wherever it went, and could even erase the "trails" it made, if we so wished.
The mod is so versitile, and can take away some of the more tedious parts of surival voxel games that it's compatible with.
For around two years I've been attempting to report a few bugs to this mod, using their official bug tracker. For reasons I cannot determine , these bugs have not shown up in the list in all this time - nor have my concerns been addressed (via fixing, or by indicating that they are intended behavior). Other similar bugs have been fixed in the meantime. I've heard no news back whatsoever. The emails seem to have been completely ignored.
So long as Dirkfried is okay with this, I think this is a great solution. I really should have first reported the bug, then if they didn't get back within a (reasonable) (for minetest modders) amount of time, then I should leave the bad review.
Thanks!
EDIT: yeah... on the other hand I'm also okay with how it turned out, where the (broken and unmaintained) mod is unpublished, and a modder isn't forced to develop something they don't have time for. A shame though - if not for this show-stopping bug I would have liked to keep the mod.
Eliminates countless questionable debugging strategies I've resorted to by doing things the right way. (just don't look at the source for this mod too closely - there's some hacks there for sure lol)
It sounds like eventually minetest itself is going to use forms and widgets that function a lot like this mod does, but in the meantime flow is what I'll be using.
Functions very well. It's everything I ever needed from a formspec api.
It's very difficult in ways that aren't fun. (Torches leave smoke that must be vented, they also burn out after a random amount of ticks. Yes i'm aware of alternative light sources, no, noone played for long enough to get them bc torches were too hard to be fun)
It's very laggy (hundreds of ABM warnings per second for the whole month I ran it on a multiplayer server). This especially showed up when lava, water or even just a lot of torches or walked-on blocks are loaded server-side. Underground waterfalls crashed the server at least two times (that I was aware of).
However, it's mobs are really good, and the general selection of other mods isn't bad. There's a good variety of things to do.
Any other concerns I had about it (TONS of them, btw) are attributable to major breaking changes made - which were excusible because it was "alpha" at the time. If my server requests this game again (and they likely won't, they described it as "overhyped"), I may be more critical in the future of breaking changes (like end chests dissapearing and portals breaking)
Side note1: (removed - it seems to have been inaccurate)
Side note2: "minimalist but featured." This is the 2nd largest (in terms of number of mods) minetest Game. Not sure it qualifies as minimalist.
Helped untangle a few issues involving recursion. Was very useful to see individual values at different points without having to restart minetest to add minetest.log("error", dump(variable)) things all over the place for everything.
For now that epic combat mod request is closed. The biggest reason is that epic combat isn't just one mod. It's a whole game made of multiple modpacks collectively containing a comparable number of mods to whynot itself, the second biggest being that the git repo isn't formated in a way that is remotly useful. I'm still open to adding the mods contained within epic combat, so long as the issues on the related github issue are addressed.
Of note is that I noted that many of the mods within the epic combat game are actually already in the request queue for whynot - many of them were before you posted this review. I'd reccomend following those github issues, and making issues on a per-mod basis.
The only problem with it is that it is under GPLv2 only. This is because it was based on an earlier helicoper mod also under this licence. This means you can't use it within GPLv3 terms or anything looser than GPLv2 (Such as MIT).
Aside from that licencing issue, it's got great balancing, appearance, and all around quality. I highly reccomend using this mod wherever the licence doesn't prevent you.
Just to link things back, the second issue is completely resolved. All of that huge list of chairs now work.
Also, as i hope is clear this isn't a problem with whynot. This is a problem with homedecor.
The first issue I made apparently wasn't ever a feature of homedecor, so I'd say we've restored all relevant functionality, unless theres something we've missed.
Feel free to open an issue for a portal mod that you like. It'll get reviewed eventually, though it should be noted that teleportation is possible via the compass, when you click on a mese block
The netherman is unconfigurable, and replaces all sand it finds with nether sand. It also spawns on nether sand. This meant that in the span of less than two hours, my entire server was infested with the nether man. It became unplayable, and bland. I'm gonna have to world edit to fix this.
Also very hard. Be sure to not spawn one in a forest. It predicibly will burn the whole forest down.
Did you know that you have the right to fight a balrog? Well, this mod says you do. And so do I.
Entertainment gets expensive, doesn't it?
For a substantial fee, and I do mean substantial, you and the entire forest you reside within can vanish. Untraceable.
A freind said she wanted it in a server and I made it happen at (redacted). That's my server that I got for free. It's totally legit … it's done just for tax purposes. After that we can discuss Smartshop or Nether mobs, but definitely not that green thing from nssm , so don't even ask, all right?
You're a high-risk gamer. You're gonna need the deluxe service. It's gonna be fun.
If you're committed enough, you can make any mod work. I once told a woman I made original content, and it worked because I believed it.
I never should have let my dojo membership run out.
Better safe than sorry. That's my motto.
As to your bones, occupational hazard. House getting burnt down? I'm gonna go out on a limb here and say it's been known to happen.
Don't drink and play video games, but if you do, call me.
A decent counter argument: this so-called "mod-soup" is a carefully handcrafted collection of mods that meet a well-defined set of rules. It's designed to save server owners the time of handpicking when they could use whynot as a base.
And again, the security fear mongering does nothing. We keep it up to date - though I doubt that any mods would have any real security impact.
We've addressed several of ths concerns on this issue. I'd love to see a re-assessment - dacmot worked very hard on the custom Whynot awards.
Are there any other "updates and/or QA testing" that you're looking for?
Just in case there was a miscommunication, the website changed to https://skinsdb.terraqueststudios.net/
If you update skinsdb, the script now points at this new website.
This mod is inspiring! I know the author said (at one point) the code is smelly, but the mod is very fun. It's got fairly intuitive mechanics, that are simple on their own, but like a cellular automata ruleset, it has enjoyable cascading complexity.
My brother and I particularally enjoyed making "space & land ships" that would endlessly explore the world at y=3 height, by digging through the terrain, then placing stone beneath itself. It made snail-like land bridges and tunnels wherever it went, and could even erase the "trails" it made, if we so wished.
The mod is so versitile, and can take away some of the more tedious parts of surival voxel games that it's compatible with.
For around two years I've been attempting to report a few bugs to this mod, using their official bug tracker. For reasons I cannot determine , these bugs have not shown up in the list in all this time - nor have my concerns been addressed (via fixing, or by indicating that they are intended behavior). Other similar bugs have been fixed in the meantime. I've heard no news back whatsoever. The emails seem to have been completely ignored.
What should I do?
It's such a great way to provide fuel, and I'd reccomend any mod that might need fuel to support this mod.
So long as Dirkfried is okay with this, I think this is a great solution. I really should have first reported the bug, then if they didn't get back within a (reasonable) (for minetest modders) amount of time, then I should leave the bad review.
Thanks!
EDIT: yeah... on the other hand I'm also okay with how it turned out, where the (broken and unmaintained) mod is unpublished, and a modder isn't forced to develop something they don't have time for. A shame though - if not for this show-stopping bug I would have liked to keep the mod.
I've removed side note 1, replaced it with side note 2.
Eliminates countless questionable debugging strategies I've resorted to by doing things the right way. (just don't look at the source for this mod too closely - there's some hacks there for sure lol)
It sounds like eventually minetest itself is going to use forms and widgets that function a lot like this mod does, but in the meantime flow is what I'll be using.
Functions very well. It's everything I ever needed from a formspec api.
thanks! I hope this will help the project.
(see also https://github.com/minetest-mods/i3/pull/96)
Source: https://github.com/minetest-mods/i3/issues/94#issuecomment-1542678337
Please update the maintainance status.
thanks for the ideas anyway, and also thanks for the feedback :)
oh I should point out that the epic combat game is
It breaks rules 5 (all in one, too much to review) 8 (git compatibility) and likely 10 (licences look to be incorrect)
I'd love to see epic combat in whynot, but it'll need work before it meets the quality standard.
It's very difficult in ways that aren't fun. (Torches leave smoke that must be vented, they also burn out after a random amount of ticks. Yes i'm aware of alternative light sources, no, noone played for long enough to get them bc torches were too hard to be fun)
It's very laggy (hundreds of ABM warnings per second for the whole month I ran it on a multiplayer server). This especially showed up when lava, water or even just a lot of torches or walked-on blocks are loaded server-side. Underground waterfalls crashed the server at least two times (that I was aware of).
However, it's mobs are really good, and the general selection of other mods isn't bad. There's a good variety of things to do.
Any other concerns I had about it (TONS of them, btw) are attributable to major breaking changes made - which were excusible because it was "alpha" at the time. If my server requests this game again (and they likely won't, they described it as "overhyped"), I may be more critical in the future of breaking changes (like end chests dissapearing and portals breaking)
Side note1: (removed - it seems to have been inaccurate)
Side note2: "minimalist but featured." This is the 2nd largest (in terms of number of mods) minetest Game. Not sure it qualifies as minimalist.
I set it up 6 days ago for April Fools. They loved it so much I can't be rid of it or else they will revolt.
Helped untangle a few issues involving recursion. Was very useful to see individual values at different points without having to restart minetest to add
minetest.log("error", dump(variable))
things all over the place for everything.Use of this parser will lead to a whole new class of formspecs. Can't wait for more mods to use it!
Actually, come to think of it, switching to your repo was part of how I fixed that server. :) your work was greatly appreciated.
I'd love to see your fork on contentdb, once you feel it's ready! :) I love these mobs, save for the issues previously mentioned.
Yeah... I was mistaken. Both of those were already in-game. Thanks for reminding me.
there have been recent updates to this game if you weren't aware.
There have been recent updates to this game if you weren't aware.
For now that epic combat mod request is closed. The biggest reason is that epic combat isn't just one mod. It's a whole game made of multiple modpacks collectively containing a comparable number of mods to whynot itself, the second biggest being that the git repo isn't formated in a way that is remotly useful. I'm still open to adding the mods contained within epic combat, so long as the issues on the related github issue are addressed.
Of note is that I noted that many of the mods within the epic combat game are actually already in the request queue for whynot - many of them were before you posted this review. I'd reccomend following those github issues, and making issues on a per-mod basis.
No prob. Review updated.
The only problem with it is that it is under GPLv2 only. This is because it was based on an earlier helicoper mod also under this licence. This means you can't use it within GPLv3 terms or anything looser than GPLv2 (Such as MIT).
Aside from that licencing issue, it's got great balancing, appearance, and all around quality. I highly reccomend using this mod wherever the licence doesn't prevent you.
Just to link things back, the second issue is completely resolved. All of that huge list of chairs now work.
Also, as i hope is clear this isn't a problem with whynot. This is a problem with homedecor.
The first issue I made apparently wasn't ever a feature of homedecor, so I'd say we've restored all relevant functionality, unless theres something we've missed.
If you're seeing any error messages, please report this as a bug in our github repo
Otherwise, since this
I'll be flagging this to be transferred to a thread.
relevant issue posted by gentooza about licencing here https://github.com/minetest-whynot/whynot-game/issues/134
Issue related to mapgen if you'd like to follow along or provide feedback https://github.com/minetest-whynot/whynot-game/issues/104
Feel free to open an issue for a portal mod that you like. It'll get reviewed eventually, though it should be noted that teleportation is possible via the compass, when you click on a mese block
The netherman is unconfigurable, and replaces all sand it finds with nether sand. It also spawns on nether sand. This meant that in the span of less than two hours, my entire server was infested with the nether man. It became unplayable, and bland. I'm gonna have to world edit to fix this.
Also very hard. Be sure to not spawn one in a forest. It predicibly will burn the whole forest down.
Did you know that you have the right to fight a balrog? Well, this mod says you do. And so do I.
Entertainment gets expensive, doesn't it?
For a substantial fee, and I do mean substantial, you and the entire forest you reside within can vanish. Untraceable.
A freind said she wanted it in a server and I made it happen at (redacted). That's my server that I got for free. It's totally legit … it's done just for tax purposes. After that we can discuss Smartshop or Nether mobs, but definitely not that green thing from nssm , so don't even ask, all right?
You're a high-risk gamer. You're gonna need the deluxe service. It's gonna be fun.
If you're committed enough, you can make any mod work. I once told a woman I made original content, and it worked because I believed it.
I never should have let my dojo membership run out.
Better safe than sorry. That's my motto.
As to your bones, occupational hazard. House getting burnt down? I'm gonna go out on a limb here and say it's been known to happen.
Don't drink and play video games, but if you do, call me.
This long-standing known limitation of the Minetest Engine has been removed in 5.6. This mod should work, but I haven't tested it.
converted review into a thread
This long-standing known limitation of the Minetest Engine has been removed in 5.6. This mod should work, but I haven't tested it.
converted review into a thread
I've expanded upon that issue and made a new one here: https://github.com/mt-mods/homedecor_modpack/issues/42
I add it to all of my worlds. :)
I played around with it a bit, and found that skinsdb supports downloading fensta skins. Hope that helps!