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[Mod Request]: caverealms #85

Open
9 tasks
Tracked by #32
Lazerbeak12345 opened this issue Apr 5, 2022 · 7 comments
Open
9 tasks
Tracked by #32

[Mod Request]: caverealms #85

Lazerbeak12345 opened this issue Apr 5, 2022 · 7 comments
Labels
breaks-rule4 This mod currently has bad code quality. breaks-rule5 This mod is currently an all-in one or has a lot of dependencies not already in WN. mapgen New mod proposal affects mapgen new-mod-proposal Consider the mod can be applied to the game

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@Lazerbeak12345
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Lazerbeak12345 commented Apr 5, 2022

Request

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

https://content.minetest.net/packages/Shara/caverealms/

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?
    • Mapgen. All caverns within a specific adjustable depth range are now decorated as caverealms. (for the better, I think)
  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?
    • It doesn't. The only chunks modified are newly generated chunks.
  4. Have you looked at the code? If so, what stood out as things that might need fixing?
    • config.lua
      • some settings don't have great names. (not sure if anything can be done about this)
      • dm_spawn setting has postspace
    • `` next file has issue. Unknown. I lost the info
    • plants.lua is organized very differently from the rest of the mod
    • init.lua
      • could be split into more files
      • "on generated" function
        • Several unused variables in "on generated" function
        • Many whitespace-only empty lines
        • Function is very large. Might be easier to debug if it is broken down into smaller pieces. This seems to be fairly easy, actually.
        • Bad variable names. (at least three different 2 letter names. I've lost track of what each var is already)
  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")
    • A mod for each biome?
    • Fishing mechanic in crafting.lua feels out of place.
  6. Is this mod survival freindly? What items that it provides that should be craftable/obtainable, but arent?
    • Yes. No items have that issue.
  7. When does this mod feel like cheating?
    • It does not.
  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 specificly needed, although these do qualify).
    • Yes.
  9. Upon testing this mod, what errors, odd behavior, or other incompatibilities were noticed?
    • None. I also think the depth of -1500 is just right. It's really down there, and it only effects caverns and "ravines." There is a setting for this.

Other comments

Mod partially under WTFPL - a problematic license (due to school-use and due to commonly misunderstood line that can be misunderstood as "sue me even if it's not related.")

  • The licence file claims this mod is associated with the FreeBSD project - this is likely not the case.

Split from #32

See also #23

@Lazerbeak12345 Lazerbeak12345 added new-mod-proposal Consider the mod can be applied to the game mapgen New mod proposal affects mapgen breaks-rule1 This mod currently takes over the game. breaks-rule3 This mod currently destroys the world (read: player's work) labels Apr 5, 2022
@Lazerbeak12345 Lazerbeak12345 mentioned this issue Apr 5, 2022
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@dacmot
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dacmot commented Apr 6, 2022

I don't think this mod breaks rule 1 nor 3.

  1. To me, taking over the game is either a) like mobs (no mob free areas) or b) excessive biomes like ethereal that practically don't leave much space to the original surface biomes. Since caverealms is only underground, and configuration parameters would allow us to decide which depths it modifies for WNG, I don't see it as taking over the game.
  2. intentionally left blank
  3. Since "Caverealms lite" does not modify the map at runtime like the original caverealms, it will not be an issue with destroying players work (or taking over the world after initial mapgen).

@Lazerbeak12345 Lazerbeak12345 removed breaks-rule1 This mod currently takes over the game. breaks-rule3 This mod currently destroys the world (read: player's work) labels Apr 7, 2022
@Lazerbeak12345
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Lazerbeak12345 commented Apr 8, 2022

Updated answers after a playtest.

@Lazerbeak12345
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Updated answers after a code review.

@Lazerbeak12345 Lazerbeak12345 added the breaks-rule4 This mod currently has bad code quality. label May 20, 2022
@Lazerbeak12345
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The code isn't "bad" but there's some changes that can be made

@Lazerbeak12345 Lazerbeak12345 added the breaks-rule5 This mod is currently an all-in one or has a lot of dependencies not already in WN. label May 20, 2022
@Lazerbeak12345
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added rule 5 due to fishing mechanic

@Lazerbeak12345
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I'll get back to this only after #104 is closed.

@dacmot
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dacmot commented Sep 21, 2024

TenPlus1 seems to be maintaining a fork of this mod: https://codeberg.org/tenplus1/caverealms_lite

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Labels
breaks-rule4 This mod currently has bad code quality. breaks-rule5 This mod is currently an all-in one or has a lot of dependencies not already in WN. mapgen New mod proposal affects mapgen new-mod-proposal Consider the mod can be applied to the game
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