[Game] Wynot Subgame [whynot]

lazerbeak12345
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Re: [Game] Wynot Subgame [whynot]

by lazerbeak12345 » Post

Hey there!

I've made a formal request for each of these mods in the GitHub project:
magnusviri wrote:
Sun Nov 29, 2020 13:22
I've been experimenting with different Minetest games and after trying whynot I'm hooked. I don't know what this game has in it, but the experience is so much deeper than any of the other games I've tried. I like being in the mountains and spent many hours on mountain peaks and this somehow recreates that experience. I'm still trying to figure everything out.

I'd really like to make a game with whynot as the base. I don't have a lot of free time and so I don't know if anything will come of my desire.

One thing I'd love to see in whynot is ShadMOrdre's lib_materials, lib_ecology, and lib_mg_continental mods. I barely know how this stuff works still so I have no idea if this is possible.

One thing I'd like to change is to use hearts instead of the health bar. Is this an easy change? My son wants hearts...

One thing about animals and spawn rates. I think it's fine to have a lot of small animals. But as the animal gets bigger, the rarer it gets. I think this is how nature is. Also, in Yellowstone National Park, there are huge herds of animals. I've also heard that before Europeans came to America, there were so many animals you couldn't get away from them. Flocks of birds would darken the sky completely in the middle of the day. Things like that. Humans really have driven large animals away. I believe 500+ year old stories about scary forests were real because back then there were a lot of scary animals in forests.
Are you tired of slow, ugly inventories? Give sway a try as a solid foundation to meet your needs!

ShadMOrdre
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Re: [Game] Wynot Subgame [whynot]

by ShadMOrdre » Post

I've been locked out of my github account due to unforeseen circumstances, and so have not seen any of the requests there. Working on getting this resolved.

I just happened to come across this.

lib_ecology and lib_materials has been refactored into a new mod called gal, available on github.

I'll take a peek at this game, and see what can be done to add support for it.


Shad

Duvalon
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Re: [Game] Wynot Subgame [whynot]

by Duvalon » Post

Thanks Shad!

For posterity, here's the repository link: https://github.com/ShadMOrdre/gal

lazerbeak12345
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Re: [Game] Wynot Subgame [whynot]

by lazerbeak12345 » Post

magnusviri wrote:
Sun Nov 29, 2020 13:22
...
One thing I'd love to see in whynot is ShadMOrdre's ...lib_mg_continental [mod].
...
Just an update, but we've decided in this issue that the lib_mg_continental mod is not a good fit to be bundled with WhyNot.

If you'd like to include that mod manually as you've been doing, that should still work.

The other mods you requested are still being processed. Thanks for your patience!
Are you tired of slow, ugly inventories? Give sway a try as a solid foundation to meet your needs!

Duvalon
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Re: [Game] Wynot Subgame [whynot]

by Duvalon » Post

For those wondering, the WhyNot? game is still very much alive.

We've had many significant changes in the past couple of years or so including many cosmetic ones (mountain tops, varied dungeons), functional ones (airplane, dirt/sand depth, floating islands altitude increase and ore depth increase) and legal ones (ensure all the mods licenses are compatible). Check-out our github releases for the full list of changes https://github.com/minetest-whynot/whynot-game/releases.

Stay tuned for a major overhaul to the awards coming soon.

Duvalon
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Re: [Game] Wynot Subgame [whynot]

by Duvalon » Post

The new awards have landed! Give them a shot and let us know what you think!

Update is available on ContentDB and Github.

Duvalon
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Re: [Game] Wynot Subgame [whynot]

by Duvalon » Post

We've just added a translation project on Weblate : https://hosted.weblate.org/projects/why ... -minetest/. Help with translations welcome! As of this posting only the French translation is complete.

This is a new experience so there will be some configuration issues. Please let us know if you encounter them.

Duvalon
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Re: [Game] Wynot Subgame [whynot]

by Duvalon » Post

The latest update sees a return of craftable heads (a bit late for Halloween... sorry), as well as a long overdue, big update of the farming mod that was put on hold due to incompatibilities. Enjoy!

ArceusI
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Re: [Game] Wynot Subgame [whynot]

by ArceusI » Post

Well, 2025 has called: Tried loading additional mods like TooManyStones & Builtin Item, and immediately glitches occurred, even booting me out of the game, the Cloudlands is part of the culprit. So I simply ported some of the loose mods to MineTest, like HomeDecor, and now it works just fine, albeit the loading time is atrocious. Having over 300 pages of items isn't easy on a 4GB RAM device. But, at least it functions.
cdb_3241b8795e7e

Duvalon
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Re: [Game] Wynot Subgame [whynot]

by Duvalon » Post

I'm not sure I follow. I can't find a mod called TooManyStones on contentDB, and WhyNot works fine with Builtin Items. Also there's only 65 pages of items in this game. Did you post in the right thread?

ArceusI
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Re: [Game] Wynot Subgame [whynot]

by ArceusI » Post

Duvalon wrote:
Thu Dec 04, 2025 01:32
I'm not sure I follow. I can't find a mod called TooManyStones on contentDB, and WhyNot works fine with Builtin Items. Also there's only 65 pages of items in this game. Did you post in the right thread?
Well, sort of, Remember, WhyNot is a variant of MineTest. Plus I know TooManyStones, I have confirmed its existence, and the crash log does indeed indicate incompatibility with Builtin Item, cause isn't clear, but Cloudlands seem to be incompatible with numerous ore & stone mods for whatever reason. Serious investigations need to be done with various mods on WhyNot, checking every possible circumstance to find and identify the issue spots. That will create a complete mod compatibility list.
cdb_3241b8795e7e

Duvalon
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Re: [Game] Wynot Subgame [whynot]

by Duvalon » Post

You are free to add mods on top of WhyNot (I do too), but we won't support you if you face incompatibilities. Those issues should be raised with the individual mods maintainers.

ArceusI
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Re: [Game] Wynot Subgame [whynot]

by ArceusI » Post

Duvalon wrote:
Thu Dec 04, 2025 04:14
You are free to add mods on top of WhyNot (I do too), but we won't support you if you face incompatibilities. Those issues should be raised with the individual mods maintainers.
Unfortunately, a good chunk of Mods are not being maintained, and that poses a serious problem. WhyNot is good and all, but maybe there's a way to include some of these mods into WhyNot in an update, one particular duo is Item Replicator & its cousin Item Repair. Adding those would essentially make WhyNot no longer softlockable. If that's even possible considering the age of the two mods. The poor mods need to be somehow added in to avoid being lost to time. Chunk Keeper is also a good one to include, plus the Free Stuff Generator, just in case. All these are fading away as Luanti continues updating.
cdb_3241b8795e7e

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