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Refer to the Whynot Readme for full rule descriptions/reasons.
In what ways might this mod take over the game?
It does not
When could this mod be a strain on the server when no players are using the mod?
It should not. I doesn't have add visual elements, or anything running constantly.
When does this mod destroy player's work?
It does not.
Have you looked at the code? If so, what stood out as things that might need fixing?
*
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")
Seems pretty simple to me. Does only one thing.
Is this mod survival friendly? What items that it provides that should be craftable/obtainable, but arent?
Yes
When does this mod feel like cheating?
It does not. It increases capabilities but requires building items. Yet it is not infinite (air tanks have a limit).
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 specificly needed, although these do qualify).
Yes. See URL.
Upon testing this mod, what errors, odd behavior, or other incompatibilities were noticed?
None
Is the licence one that we can include in WhyNot? (Whynot is under the GPLv3 only. Be sure you know what you are talking about or cite your source)
Yes, MIT
Other comments
Was looking through minetest-mods, and this looked like a neat thing to add. I've always wanted to explore oceans more. This mod would improve explorability.
The text was updated successfully, but these errors were encountered:
Request
This is the URL for the mod I would like to be added:
https://github.com/minetest-mods/airtanks
My opinion on how it fits with the whynot rules:
*
Other comments
Was looking through minetest-mods, and this looked like a neat thing to add. I've always wanted to explore oceans more. This mod would improve explorability.
The text was updated successfully, but these errors were encountered: