Rules of Minetest version numbers?

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Wuzzy
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Rules of Minetest version numbers?

by Wuzzy » Post

What exactly is the logic behind the Minetest version numbers? Can someone of the core developers please explain?

So far, version numbers of Minetest seem to follow this pattern:

X.Y.Z

Where X, Y and Z can be any whole number equal or greater than 0.

For example: 0.4.16 or 0.5.0

And there seem to be the following rules:

1) Each number gets increased with the following rules:
  • X: ???
  • Y: milestone / really big update (?)
  • Z: big / medium update
2) If Y is increased, Z is reset to 0.

First question: Is my analysis correct so far?
Second question: What is the meaning of X?
Third question: Do you get mad when people in the forums call the version 0.4.16 not “0.4.16”, but “4.16” instead? (I sure do!)

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rubenwardy
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Re: Rules of Minetest version numbers?

by rubenwardy » Post

X - always 0
Y - incremented on a breaking change (eg: 0.3->0.4 was modding, 0.4->0.4 is CSM)
Z - incremented on each other release. Currently contains features and bug fixes. Backwards compatible unless there's a mistake.

So yeah, you're right except Z isn't always a big/medium update. 0.4.17 will be a bug fixing release.

It's shit, but there seems to be resistance in changing it so meh

Personally I'd just drop the 0. and then add a patch number, to make 0.4.17=4.16.1 and 0.5=5.0.0
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Re: Rules of Minetest version numbers?

by Byakuren » Post

Maybe X is always 0 and is meant to remind us that development is a neverending cycle of improvement. The day X is incremented is the day our spirit dies.
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Re: Rules of Minetest version numbers?

by Casimir » Post

rubenwardy wrote:Personally I'd just drop the 0. and then add a patch number, to make 0.4.17=4.16.1 and 0.5=5.0.0
I like it. It would be semantic versioning.

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Re: Rules of Minetest version numbers?

by Sergey » Post

There is no need for three numbers at all, especially when one of them is always 0 (zero).

Just two numbers is enough — <major_improvements>.<minor_improvements/bugfixes>

Examples: 4.16, 4.17, 5.0, 5.1,…

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Re: Rules of Minetest version numbers?

by v-rob » Post

The X is for when we have more players than MC. So likely never. :)
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Re: Rules of Minetest version numbers?

by Byakuren » Post

I like haskell, so I propose we use the versioning scheme that has become standard on hackage: major.major.minor.patch, with four numbers. The advantage of this scheme is that we can keep 0 as the first digit and still have new major, minor, and patch versions.
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Re: Rules of Minetest version numbers?

by Sergey » Post

Byakuren wrote:I like haskell, so I propose we use the versioning scheme that has become standard on hackage: major.major.minor.patch, with four numbers. The advantage of this scheme is that we can keep 0 as the first digit and still have new major, minor, and patch versions.
What's the point of that zero?

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Re: Rules of Minetest version numbers?

by Byakuren » Post

Byakuren wrote:Maybe X is always 0 and is meant to remind us that development is a neverending cycle of improvement. The day X is incremented is the day our spirit dies.
Every time a mod API is left undocumented, a koala dies.

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Re: Rules of Minetest version numbers?

by Sergey » Post

Byakuren wrote:
Byakuren wrote:Maybe X is always 0 and is meant to remind us that development is a neverending cycle of improvement. The day X is incremented is the day our spirit dies.
As if software with version number with no zero in front is not developing. Not so funny joke, really.
Last edited by Sergey on Tue Sep 19, 2017 08:58, edited 1 time in total.

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Re: Rules of Minetest version numbers?

by Linuxdirk » Post

Wuzzy wrote:Do you get mad when people in the forums call the version 0.4.16 not “0.4.16”, but “4.16” instead? (I sure do!)
To me it makes people look dumb. Plus: it is just plain incorrect because the official version number is 0.4.16 and not 4.16.

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Re: Rules of Minetest version numbers?

by paramat » Post

The leading zero is probably because MT decided to vaguely follow a conventional practice where you develop, and then later 'release' with 1.0.0, but of course that isn't particularly relevant to free open source open-ended development.
I guess we like to be humble and understated, and not over-confident and contented so we didn't rush towards 1.0.0 even though the game has been usable, 'released' and widely used for a long time.
I see the 0 as a reminder to stay humble and always feel like there's much to do and much to improve, which of course is the case. '1.0.0' actually scares me a little, personally i would prefer to always be '0.x.x' however good MT may get.

MT can't be judged to commercial standards because it's essentially around 5 busy adults who work or study full time and do this in their limited and precious spare time, unpaid.
However we get treated as if we're Mojang and MT gets compared to MC, many people really should lower their expectations.

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Re: Rules of Minetest version numbers?

by Wuzzy » Post

So, to summarize, the first number doesn't carry any meaning because it is always 0?
LOL.

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paramat
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Re: Rules of Minetest version numbers?

by paramat » Post

Nah, going to1.0.0 has been suggested by celeron55 and we have considered going 0.4.16->5.0.0. Doing either of these would not suggest any sort of milestone.
But also yes the '0' isn't very significant.

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