Thanks for the review! All reviews, thumbs up or down, can help make this game better.
Features
Some features are good, but some are bad.
I'm glad you like some of them. What features do you not like?
Mod requeset
Also for a mod I want added is epic_combat
Awesome! I've made a request for that mod on our Github repo here
The reason WhyNot is called that, is we have a list of (currently 9) "rules" that all mods must follow. Reasonable things, like ensuring mod compatiblity and maintaining game balance (changing balance is ok, breaking is not ok). You can see those rules here
If you're willing to get that mod up to our quality standard, it'll make it in.
Keep in mind, we've got a lot of mods to review, and reviewing mods takes time.
Not enough mobs
I want because Hugues Ross say not enough mobs.
It's true. You can't even make a bed - there's no sheep. It's very boring in that way right now.Edit: wool comes from cotton
There's some work in the very (very) old libmount that allows mounting multiple players - which I've given a PR to tidy up. If the licences involved are still comptable, it should be possible to extend mobkit to have this feature - and thus make it easier for you to add it.
Makes early-game a bit more tidy since once you can make a hopper, you can just put everything from your recent mining trip inside and take advantage of the 4 output slots that furnaces in minetest_game have.
At a glance one would think that this is a perfect modpack. I felt that way for a very long time, but recently, I've had a change of heart.
The style doesn't match any other mod. Everything's sorta round, but most mods are pixelated.
It relies very heavily on moreblocks - and keeps dropping features by moving them into moreblocks. If you don't like that mod, you will have a hard time avoiding unknown nodes everywhere as they keep moving things away from it. Update: see the stair_complaining branch on their repo. There's not much talk about merging this branch upstream.
There's so much stuff that the maintianance is very taxing on the devs. They (temporarally, at time of writing) can't even craft some things because of conflicting crafting recepies with their very own mods. This is just an example, but this sort of problem is likely when the mod can't get the type of care it needs from a small amount of developers maintaining a huge amount of features.
I should note that there are plenty of things to love about this mod still (ignoring above issues)
It's still great for building.
It innovated new ideas into the modding community - and inspired mods like laptop to come into being.
It usually plays very nicely with other mods - especially mesecons. Gotta love turning on your lamp with mesecon logic. :)
If you are looking for my complaints about wsor here, they have been removed in reflection of an agreement for peace between us. I figured removal would be the nice thing to do.
@Arkatron - I don't know if I've captured the essance of the problem you encountered. When you have time, could you reply with more details to that issue? Thanks.
Review is now outdated. At a glance many more issues were fixed.
Ok, so clearly I'm the first reviewer to see the content of this game now that it is, actually, a game.
It's an automation-centered idle factory game, with:
trains (move resources)
markets (sell resources)
towns (a bit odd, holds the people to sell the resources to. quirky, not bad.)
warehouses (hold things - has interesting interaction with factories)
factories (increase the value of resources)
break rail (slow down trains - interesting interaction with factories)
power plant (power your things. only 5 buildings tho. That's a good thing that its so low for balancing reasons.)
rail (trains ride on them)
powered rail (trains speed up on them)
collector (mines ores)
It's fairly balanced. I tried to upgrade a fairly long rail pathway, and it took a bit of time, as I ran out of money after spending most of it on power rails. I had to wait for my now partially upgraded track pathway to give me more money (at a now faster-on-average pace). This seems to be good.
There's a few (mostly minor) issues I have with it, though.
The hitboxes for almost everything needs adjustment.
Buildings can overlap. (though ores can in fact spawn very close, so perhaps not an issue?)
You can walk inside buildings, and its ugly when you do that.
You can't always see the inventory on trains
While the store does currently autoupdate when you get money, etc, the power plant menu doesn't update when you place a power plant or a building.
Unreliable train-loading and unloading
Lastly, to the dev: Great job on not giving up. Lots of new game developers, if they saw so many profoundly negative reviews on contentdb, they'd give up. You didn't and your game is much better because of it. Keep it up!
While I may not like that it isn't a pixelized texture pack, it isn't really an issue, as it (currently) has a whopping 2213 different textures, all in the same style. No other texture pack comes close to that quantity.
It also keeps things in the same spirit as the original, so if they missed a texture (unlikely) then it won't clash, stylistically.
My only complaint is that the player's default skin looks a bit dorky.
Reduced my nearly 2000 line mod into a 500 line mod by taking away the need to specify every single detail for every single tool. Just use instant_ores to make something close to what you want, then use minetest's builtin override tool, minetest.override_item to get it to exactly what you want.
At current time of writing it could have better integration with other mods, but the code is so simple I'll probabbly just send a PR and fix that right away. (EDIT: mod seems to be unmaintained according to the forum...) (EDIT 2: See the forum for more info, but there's a very WIP version with a bunch of fixes availabile on someone's github that includes some of my fixes)
Whynot does currently have
skinsdb
that should work for all skins. Is this what you were talking about, or something else?The mod's exactly what I needed to test making a new biome
It's an entertaining mod, great when you're peckish.
Thanks for the review, and sorry for the delay in replying.
Which mods are out of date?
Any ideas on this front? I do play the game myself regularly, but it's hard to touch on all of the content.
Here's a github issue that actually mentions some pretty cool stuff you can do with the compass that might help you out
continued from part one
Goals and awards
We are working on changes to the awards in this github issue. Feel free to comment with any ideas you have.
As for set goals, here's our github issue for that. Again, feel free to give us any ideas you might have.
Lastly...
Just wanted to repeat myself - revewing mods takes time. Feel free to follow along with our progress on our github
Thanks for the review!
Firstly...
Thanks for the review! All reviews, thumbs up or down, can help make this game better.
Features
I'm glad you like some of them. What features do you not like?
Mod requeset
Awesome! I've made a request for that mod on our Github repo here
The reason WhyNot is called that, is we have a list of (currently 9) "rules" that all mods must follow. Reasonable things, like ensuring mod compatiblity and maintaining game balance (changing balance is ok, breaking is not ok). You can see those rules here
If you're willing to get that mod up to our quality standard, it'll make it in.
Keep in mind, we've got a lot of mods to review, and reviewing mods takes time.
Not enough mobs
It's true. You can't even make a bed - there's no sheep. It's very boring in that way right now.Edit: wool comes from cottonWe are looking at adding (at least) 4 mods that add mobs as I post this. It takes time to review things, of course. Here's the issue about adding more mobs, so you can follow along with our progress.
to be continued
There's some work in the very (very) old libmount that allows mounting multiple players - which I've given a PR to tidy up. If the licences involved are still comptable, it should be possible to extend mobkit to have this feature - and thus make it easier for you to add it.
Makes early-game a bit more tidy since once you can make a hopper, you can just put everything from your recent mining trip inside and take advantage of the 4 output slots that furnaces in
minetest_game
have.At a glance one would think that this is a perfect modpack. I felt that way for a very long time, but recently, I've had a change of heart.
stair_complaining
branch on their repo. There's not much talk about merging this branch upstream.I should note that there are plenty of things to love about this mod still (ignoring above issues)
I just posted this as an issue to https://github.com/mt-mods/homedecor_modpack/issues/31
@Arkatron - I don't know if I've captured the essance of the problem you encountered. When you have time, could you reply with more details to that issue? Thanks.
You should totally re-review this. I think it's much better now.
The description is sort of out of date. I'd say it has enough content now - but ofc I'd love to see more.
In addition, you should try to explain your game a bit. Try including details of what the player does, what tools there are, etc.
Review is now outdated. At a glance many more issues were fixed.
Ok, so clearly I'm the first reviewer to see the content of this game now that it is, actually, a game.
It's an automation-centered idle factory game, with:
It's fairly balanced. I tried to upgrade a fairly long rail pathway, and it took a bit of time, as I ran out of money after spending most of it on power rails. I had to wait for my now partially upgraded track pathway to give me more money (at a now faster-on-average pace). This seems to be good.
There's a few (mostly minor) issues I have with it, though.
Lastly, to the dev: Great job on not giving up. Lots of new game developers, if they saw so many profoundly negative reviews on contentdb, they'd give up. You didn't and your game is much better because of it. Keep it up!
Because this modpack includes various other mods that are also on contentdb, you can't have this modpack installed while those are installed.
Because this modpack includes various other mods that are also on contentdb, you can't have this modpack installed while those are installed.
While I may not like that it isn't a pixelized texture pack, it isn't really an issue, as it (currently) has a whopping 2213 different textures, all in the same style. No other texture pack comes close to that quantity.
It also keeps things in the same spirit as the original, so if they missed a texture (unlikely) then it won't clash, stylistically.
My only complaint is that the player's default skin looks a bit dorky.
Reduced my nearly 2000 line mod into a 500 line mod by taking away the need to specify every single detail for every single tool. Just use instant_ores to make something close to what you want, then use minetest's builtin override tool,
minetest.override_item
to get it to exactly what you want.At current time of writing it could have better integration with other mods, but the code is so simple I'll probabbly just send a PR and fix that right away. (EDIT: mod seems to be unmaintained according to the forum...) (EDIT 2: See the forum for more info, but there's a very WIP version with a bunch of fixes availabile on someone's github that includes some of my fixes)