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What purpose of duplicate items?

PostPosted: Mon Feb 15, 2016 07:15
by xeranas
Why there are 2 beds, 2 glasses doors/planes/blocks 2 chest. If I wanna different look for a glass plane I should use texture pack. If I mad about glass planes I should use mod which includes all rainbow collors. One chest is locked but it makes no sence such feature when I play singleplayer. Futhermore it would be more sence to have item "key" which makes thinks locked and not each node two versions "locked and unlocked" for servers. 6! weapon types where difference between each is very thin is questionable how much value gives to gameplay those "fillers" - it certain adds more pain for texture creators.

Re: What purpose of duplicate items?

PostPosted: Mon Feb 15, 2016 11:22
by RealBadAngel
I also vote for having only one node in world. For what do we need all those dirt, cobble, stone, wood ones?
Texturing them all is indeed pain in the ass.

Re: What purpose of duplicate items?

PostPosted: Mon Feb 15, 2016 13:35
by gamemanj
RealBadAngel wrote:I also vote for having only one node in world. For what do we need all those dirt, cobble, stone, wood ones?
Texturing them all is indeed pain in the ass.

Why do we even need one node? Why can't we just make the whole world out of "air" and CONTENT_IGNORE? Or just allow players to float?
(EDIT: Actually, why do we have players? They need texturing, too! Abstract floating entities, without names. No impersonation since nobody has an identity!)

Re: What purpose of duplicate items?

PostPosted: Mon Feb 15, 2016 14:21
by Napiophelios
xeranas wrote:Why there are 2 beds, 2 glasses doors/planes/blocks 2 chest. If I wanna different look for a glass plane I should use texture pack. If I mad about glass planes I should use mod which includes all rainbow collors. One chest is locked but it makes no sence such feature when I play singleplayer. Futhermore it would be more sence to have item "key" which makes thinks locked and not each node two versions "locked and unlocked" for servers. 6! weapon types where difference between each is very thin is questionable how much value gives to gameplay those "fillers" - it certain adds more pain for texture creators.


For the most part, its decoration and having a choice in them.
I think it would just be over complicating things to have certain nodes
like locked doors and chests hidden for singleplayer mode.

I dont play pvp or multiplayer very often so I cant say much about the difference in the weapons,
but the differences in mining tools isnt quite so thin when you are deep underground and you
run into nodes your stone or steel pick just cant break.

As it is I think the game is fairly balanced when it comes to tool comparisons,
but its not very difficult if you view it as a survival game.

Its up to game makers to create the challenges for specific gaming modes such as pvp or rpg or survival;
I view Minetest game as a sandbox building game that best serves as an example of how things work
to be used by others when making their own games.
Its my constant reference when I hit a problem while working on my own stuff,
and I think thats kinda how it was originally intended to be used.

Its still a very good game on its own and I believe others are trying to make it more of a playable game
as opposed to an example of a game.

Re: What purpose of duplicate items?

PostPosted: Mon Feb 15, 2016 18:33
by benrob0329
Why are there multiple types of items? Because there are, and we like it that way.

Re: What purpose of duplicate items?

PostPosted: Tue Feb 16, 2016 10:59
by xeranas
gamemanj wrote:Why do we even need one node? Why can't we just make the whole world out of "air" and CONTENT_IGNORE? Or just allow players to float?


Don't need to be on edge, we talking about duplicates - same purpose items which differs only by texture and only about minetest_game scope.

So what I heard so far here they are woopsy copies probably made by enthusiastic community member or extra "flavors" of items made by mod developer who originaly did not expect that its mod will end up as one of the core mod of default game.

I do not plan remove those items from vanilla mintest_game (I could not even if I wanted, there are gate keepers). I'm just trying to understand what idea was behind those game design decisions. I'm thinking about creating my own subgame and its dificult to do it without removing half stuff from "default". So maybe I'm wrong thinking that way, maybe subgames are suppose to be same as minetest_game with few extra mods and different texture pack at least it looks like it was designed that way.

Re: What purpose of duplicate items?

PostPosted: Tue Feb 16, 2016 14:51
by yyt16384
You can't have both kinds in one world if you use texture packs.

And hiding some content in singleplayer is not a good idea. Some mods may treat them differently, and players will have to run a server locally to use it.

Re: What purpose of duplicate items?

PostPosted: Tue Feb 16, 2016 15:10
by benrob0329
Texture packs don't change the items....that change the texture...

So the Obsidian glass is a decorative item (a second kind of glass, also gives a use to obsidian), Locked Chests/Iron Doors are for multiplayer/they look different, and the two beds are decorative.

Minetest vanilla is a sandbox game, we like options!

Re: What purpose of duplicate items?

PostPosted: Tue Feb 16, 2016 17:47
by prof-turbo
Why don't you drink only water what purpose of duplicate drinks ? Because it's good to have several tastes ?
Jeez you want to a high level dude

Re: What purpose of duplicate items?

PostPosted: Tue Feb 16, 2016 21:28
by Dragonop
benrob0329 wrote:two beds are decorative.

No, you can skip the night with those beds.

Re: What purpose of duplicate items?

PostPosted: Wed Feb 17, 2016 00:27
by benrob0329
@Dragonop I know, but the reason there are two beds is for decoration.

Re: What purpose of duplicate items?

PostPosted: Wed Feb 17, 2016 03:12
by Dragonop
@benrob0329 ah, sorry, I missunderstood because you said "two beds are decorative", instead of "one of the beds is decorative"