finally a more "realistic" technic mod with process
this mod has brought me many hours of funn and i can recommend it for tech oriented servers its so much more immersive building a ta1 furnace than the technic mod 1ne block furnace (=D)
its just the most immersive technic mod aviable right now
its the perfect choice
of technic mod for any realistic automation / technic/ industrial / historical
/ realistic roleplay
I'll be honest--I'm lazy, and I usually don't enjoy more 'realistic' or 'hardcore' sandbox games as a result. However, I was pleasantly surprised by this game. While it is lacking in some areas, it has a lot of neat ideas and I found a lot of fun in it.
In general, The RealTest Game takes the few activities present in Minetest Game and adds greater complexity to them. In many cases, this works rather well. To give a good point of comparison, one needs only look at metalworking. In MTG, digging deep enough to find any ore is the entire "challenge". On the other hand, ore is plentiful and rather easy to find in RTG... but you need clay for vessels to cast the metal, lots of charcoal to smelt down the metal, a strong anvil to work the metal on... Instead of spending half an hour digging a staircase, you spend half an hour planning, exploring the world, and gathering supplies. It makes an otherwise boring game much more interesting.
Sadly, the game is not without its weak points. With no dangers, hunger, or other external forces, there's not really much to push the player forward aside from curiosity about the game. There are awards, which in a better game (NodeCore) could act as hints/goals for the player... but for some reason, there's no easily-accessible UI for them. Seems like an oversight. I also really don't like how the game forces you to manually click on items to grab them, yet has no problem magnet-ing them over to you. And then of course there's the fact that you can 'chop down' a tree by just breaking the block under it with your fist. This is not a game without flaws.
And sadly, those flaws are likely to remain. This game is not actively developed, though I think if it were it could be an honest contender for the top of CDB. I see this as a good opportunity for any enterprising modder looking for a project to jump on, and a few fun hours of discovery for a normal player.
Interesting, and I would love to see where this is going.
The only problem is, its very empty. And the studs are just WAY TO SMALL! its just a pain having to work with these o so cute small tiny baby bricks. I would love to see some of the cool features the real Roblox has (Like pvp :D) but I am not sure that is what your going for.
Whynot is another example of "mod soup", games that collect existing mods and put them on Minetest Game in an attempt to make it fun. I don't have anything against this on principle, but I've yet to see such an effort produce a good game. Sadly, Whynot also fails in this regard.
Whynot does add some quality of life (such as wielded lightsources producing light) and external pressures like hostile mobs and a hunger meter. But honestly, it doesn't do nearly enough--In the time I spent playing I saw exactly two monsters, and neither one did much of anything. That really just leaves hunger, which will cease to matter the moment any farm begins producing. This means the player doesn't have much driving them to actually enter the game loop.
There are other possible avenues to drive players to play. For instance, Whynot does have awards! However, none of them are really well-designed. They mostly revolve around "dig/place x of node y", and offer no interesting goals. Another possibility is exploration, but from what I've seen there's very little to be found. The biomes are identical to MTG, and the only obvious difference I saw was a handful of floating islands. Most of these had nothing, and just checking them involves pillaring up over 100 nodes... nothing feels worse than being led to do busywork for no payoff.
So fittingly, my answer to "Why not?" is "Why?"
Why am I playing? It's not for building or decoration, thanks to the game's many clashing artstyles. It's not for action or survival, those systems are too anemic. It's not for exploration, there's little of note to be found. And it's not to achieve anything, since the game's achievements correspond more to rote grinding than to gameplay.
Ultimately, this is a very typical story. Remember, modders--putting a large quantity of 'content' in a game does not make it good or interesting. Content exists to extend the life of something that is already good, the hook is far more important.