But this would make it much harder for me to edit the world!
How do you think I or anyone else should now edit the world then?
For every change I want to make to the world, I would have it to extract to it from the subgame, install it as an actual world, edit it in Minetest and when I am finished I have to put the updated world back into the subgame again and clean up my worlds folder.
Additionally, the subgame now would have to distinguish when the player loads
an existing world and when the player starts a new one. I don’t think Minetest provides any means for that now. At all
This solution is way too complicated, it is astonishing.
Still think the world should be generated automatically rather than expecting the user to copy it in the game folder, that way the player could create a new Tutorial game from fresh, or carry on an already started one
I already said it many times: I am unwilling to change the architecture of the tutorial, since I am still convinced that the subgame+world architecture I chose is the most straight-forward and simplest to choose from. The reason for this is because I expect this tutorial to be bundled with Minetest.
This tutorial would be useless if it weren’t bundled with Minetest, as by the time the users are ready to handle worlds and subgames, they probably already know Minetest pretty well.
And I do not
expect from the user to manually copy anything, I am expecting from Minetest to do all the work behind the stages.
Also, I have to stress another important fact: The tutorial should be started only under the following conditions:
- Creative mode is off
- Singleplayer mode is used
- Damage is on
If the settings differ, the tutorial does not work.
But the user can freely maniplate all 3 parameters. Treating the subgame Tutorial World as a world like any other subgame and world carries the problem that it lies in the responsibility of the user to start Tutorial World. However, as soon as Minetest does some integration work for the Tutorial, which may also include changes to the the main menu, all these problems can be solved. The other suggested “solutions” all fail to account for this, another reason why I reject them.
If the discussion about how to integrate the tutorial with Minetest doesn’t stop, I strongly suggest to use a seperate thread for this. I want to have this thread only about the tutorial itself. Maybe I would post my concrete ideas on how to integrate the tutorial into Minetest later.
And @addi: As I have feared: Your Tutorial World fork is broken. My console gets flooded with error messages about missing textures. So much for how easy it is. No, it’s not.