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Mapgen mods rules #104
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To be honest, I'm not crazy about the idea of trying to maintain many different games. On the other hand, I agree with you that adding mapgens will possibly break previously generated maps. Could we have only two? The standard whynot-game, as it is now, without any mapgens. And another we could name something like whynot-game-plus with all the under/above ground realm ideas we want to cram in there. |
Any subgame need a responsible maintainer in team that is motivated to maintain it. No new game should appear just to close "Add mapgen mod xy" issue. I personally like to maintain the whynot-void-game game, but cannot provide ETA if the game appears. Maybe I should rename it to whynot-game-minus ;-) If you like to maintain the whynot-game-plus, then the game can appear. Which mapgen mods do you see in plus? I do not think a whynot based subgame need much time for maintenance, since the most mods are from the same source. For example, current state of the "void" game's
1 mod excluded, 4 additional mods provided. With
And of course own |
I don't think we need to make a new game for each of these mapgen mods, as users can do exactly what you've done, and just add the mod to a whynot world. As for whynot-void or whatever we end up calling it, it sounds like a lot of work. |
If you don't want to retire quite yet, and create various games based on WhyNot, I'm not going to stop you ;-) For the mapgens, I was thinking plantlife and luscious for the surface, caverealm_lite (-1500, 20000) and nether (20000, 32000) for the underground. I'd like to include underch as well, pending bug fixes and the ability to specify depth limits. Probably squeeze it between caverealm and nether. Since the realms mod was never in a usuable state, I was wondering if it would be possible to make the cloudlands/floating islands with biomes from etherreal, without etherreal being on the ground. |
I just try to keep existing world playeable, even I do not play them ;-) The void game is not from scratch, is quite old, but was not published in the past. I decided to revise, update and tidy my unternull fork before I can publish the game. In most cases it is enough just enable some additional mods to get new world flair. No own subgame required in this case. This way I handle my ethereal world for example. If mods needs to be removed from the game because of incompatibility, the only way I see is to create new subgame. In case of "void" I exclude cloudlands for example and set other defaults in minetest.conf. If you add plantlife and luscious for the surface to whynot, I need to create new (whynot-classic?) game that excludes this mods, to get the old MTG-like flair back. I prefer not to go this way, but it is up to you, since I retire for whynot |
From recent testing on adding things like caverealms, plantlife, nether and much, much more to a live server with actual players; this is what I've learned.
I even tried tweaking things like layer depth for the nether. What happened is any chunks generated before that change didn't spawn some nether mobs (I had three mods that added nether mobs, balrog, "nether mobs", and the "whilhimes nether" thing.) anymore, so those areas became boring.
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This issue is to speak about applying mapgen mods in general to the whynot game.
We need a strategy for Rule 1 with mods tracked in #32.
I have different worlds with Whynot, that I see as "Base game", with additional mods enabled.
In detail:
If we merge ethereal mod for examlpe, I get 6 of 7 worlds broken.
My proposal is to create subgames for different mapgen enhancements. Maming proposal:
The subgames could be whynot fork, or my preferred: whynot-game is a mod source for the subgames.
All subgames can be placed innto minetest-whynot organization at github.
Maybe the solution for #81 is to setup the whynot-underch-game?
@Lazerbeak12345, @dacmot , what do you think?
I started already to implement whynot-void-game some times ago, but still unfinished, need to clearup and update my unternull fork at the first.
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