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[Mod Request]: anvil #114

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Lazerbeak12345 opened this issue Jul 19, 2022 · 4 comments
Open
1 task

[Mod Request]: anvil #114

Lazerbeak12345 opened this issue Jul 19, 2022 · 4 comments
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new-mod-proposal Consider the mod can be applied to the game

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@Lazerbeak12345
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Lazerbeak12345 commented Jul 19, 2022

Request

This is the URL for the mod I would like to be added:

https://content.minetest.net/packages/FaceDeer/anvil/

My opinion on how it fits with the whynot rules:

Refer to the Whynot Readme for full rule descriptions/reasons.

  1. In what ways might this mod take over the game?
    • Never, unless code says otherwise
  2. When could this mod be a strain on the server when no players are using the mod?
    • Never
  3. When does this mod destroy player's work?
    • Never
  4. Have you looked at the code? If so, what stood out as things that might need fixing?
    • CODE REVIEW NEEDED
  5. In what way might this mod be reduced to be more simple (as in "Keep it Simple Stupid") (ex: "the foobar mod could be made more simple by splitting into two mods, foo and bar")
    • As far as I'm aware this mod is simple enough. CODE REVIEW NEEDED
  6. Is this mod survival freindly? What items that it provides that should be craftable/obtainable, but arent?
    • CODE REVIEW NEEDED
  7. When does this mod feel like cheating?
    • If you have two hammers, you can repair any tool instantly and infinitely. (fixable with setting)
  8. Does this mod use the software "git" for version control? (note: we are asking about git. Github, Gitlab, notabug and hundreds of other git providers exist but are not specifically needed, although these do qualify).
    • Yes
  9. Upon testing this mod, what errors, odd behavior, or other incompatibilities were noticed?
    • None
  10. Legal
  • Licence is GPLv3-only. This is compatible

Other comments

Requested in this review on content db

  • Make PR
@Lazerbeak12345 Lazerbeak12345 added new-mod-proposal Consider the mod can be applied to the game breaks-rule7 This mod currently breaks game balancing or feels like a "cheat". labels Jul 19, 2022
@Lazerbeak12345
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Updated legal.

@Lazerbeak12345 Lazerbeak12345 moved this to Needs Basic research questions answered in Add New Game Content Dec 16, 2022
@Lazerbeak12345 Lazerbeak12345 moved this from Needs Basic research questions answered (licence, etc) to Needs Code Review in Add New Game Content Dec 16, 2022
@Lazerbeak12345 Lazerbeak12345 moved this from Needs Code Review to Needs Playtest in Add New Game Content Dec 16, 2022
@Lazerbeak12345
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Currently going through survival playthrough.

So far, I don't think having both toolranks and Anvil is a problem.

  • Toolranks is an early game thing, since upgrades can be afforded on all tools without investment in a workbench.
  • You're incentivized to save up resources to make an Anvil, since the margins are more narrow.
  • despite the 2nd stage gameplay incentive to use Anvil, in the long term you get the most gains by using toolranks, since (from testing) toolranks seems to have no cap to mining speed.

I have yet to test if Anvil resets or otherwise interacts with toolranks. These interactions will effect balancing.

@Lazerbeak12345
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We will need to set anvil_hammer_is_repairable false. If we don't, once a player crafts two hammers, they can infinitely repair anything at zero cost.

@Lazerbeak12345 Lazerbeak12345 removed the breaks-rule7 This mod currently breaks game balancing or feels like a "cheat". label Sep 30, 2023
@Lazerbeak12345
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Ok, playtest finished.

When an anvil repairs a toolranks tool, it plays nice and doesn't remove the toolranks attributes. This means that anvil can be seen as a quick and cheap, short-term fix for your tool, while toolranks can be seen as a long-term investment into that tool.

@Lazerbeak12345 Lazerbeak12345 moved this from 1 Playtest to 2 Code Review in Add New Game Content Oct 12, 2023
@dacmot dacmot self-assigned this Sep 3, 2024
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