Search found 8 matches

by rendeko
Mon Sep 14, 2020 22:57
Forum: General Discussion
Topic: How can the minetest community be made bigger?
Replies: 24
Views: 3808

Re: How can the minetest community be made bigger?

Lack of polish on the menus and in general is what steers people away from my experience. A solid main game that doesn't require installing many many mods for simple features people expect from MC (like beds) would do good too. The thing Minetest has over MC is the modding API being much better and ...
by rendeko
Tue Jul 23, 2019 04:29
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 1099
Views: 224825

Re: What's Minetest still missing over Minecraft?

More UI improvements would help a lot. Losing the button gradients, changing the gray-on-gray scheme. A standard NPC/creature framework, definitely. A base game with plenty of features. Having to download a few dozen mods to compete with other voxel games is very discouraging. Editing graphical opti...
by rendeko
Mon May 15, 2017 21:54
Forum: General Discussion
Topic: How to prevent players from building pillars?
Replies: 17
Views: 1794

Re: How to prevent players from building pillars?

Give fly and fast permissions.
by rendeko
Sat May 13, 2017 01:10
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 59
Views: 8704

Re: Client-sided modding: Good or bad?

Supporting client side modding is good, since it'll happen anyway. Things like xray mods will exist, but the solution should be mods for servers that don't load ores until players are close, mods that check that player movement is within reason, things like that. The ability to have server side mods...
by rendeko
Tue May 09, 2017 04:36
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2325
Views: 444305

Re: Post your mod requests/ideas here

Is there any good documentation with sfinv? I can't find anything not mixed with other inventory mods.
by rendeko
Mon May 08, 2017 05:53
Forum: General Discussion
Topic: Should we rename Minetest? (poll)
Replies: 742
Views: 84357

Re: Should we rename Minetest? (poll)

I'm not totally against the idea, I just can't think of a better name. Minetest is catchy and short without feeling forced. I think if development moves more towards Minetest acting as an engine for voxel games rather than the same sort of 'survival build' game, a rename would be more appropriate.
by rendeko
Mon May 08, 2017 01:43
Forum: Feature Discussion
Topic: Redesigning the broken crafting system
Replies: 46
Views: 8218

Re: Redesigning the broken crafting system

Terraria-style crafting would be a great implementation and a good way to separate minetest from minecraft. Although I think mod developers would stop supporting the traditional 3x3 crafting grid if it was available as it's own mod.
by rendeko
Sun May 07, 2017 21:14
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 188
Views: 78294

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Maybe to fix the barrier of entry problem with the default init.lua editing, the mod could have the ghost feature as it's own mod in the modpack? I think that'd also encourage more use of this mod as a framework. I definitely want to use this mod in my gametype, but the ghost feature doesn't really ...