Suggestions for MineTest past 0.5.1 and beyond.

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azekill_DIABLO
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Re: Suggestions for MineTest 0.5.0,and beyond.

by azekill_DIABLO » Post

Andrey01 wrote:
paramat wrote:I posted this elsewhere but is relevant here:

I've noticed people are making suggestions for 0.5, it's too late, we already have a huge amount of work to do for 0.5, and a serious lack of active devs, anything not already planned is not likely to happen.
Your suggestions should be for 0.5.1.
Is it true?? When will 0.4.17 be?
there won't be any 4.17.
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Wayward_One
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Re: Suggestions for MineTest 0.5.0,and beyond.

by Wayward_One » Post

azekill_DIABLO wrote: there won't be any 4.17.
https://github.com/minetest/minetest/projects

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Wuzzy
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Re: Suggestions for MineTest past 0.5.1 and beyond.

by Wuzzy » Post

Correction: Dry shrubs ARE renewable. How to renew:
Put flowers or grass on grassy blocks to multiply them.
Put flower or grass on desert sand and wait. It turns into a dry shrub soon. Maybe it works on silver sand, too.
Since flowers or grass are renewable themselves, so are dry shrubs.

PS: Please stop arguing about the freaking version number. It does not matter how it is called, the number is half-symbolic anyway. :P

BlueTangs Rock
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Re: Suggestions for MineTest past 0.5.1 and beyond.

by BlueTangs Rock » Post

Wuzzy wrote:Correction: Dry shrubs ARE renewable. How to renew:
Put flowers or grass on grassy blocks to multiply them.
Put flower or grass on desert sand and wait. It turns into a dry shrub soon. Maybe it works on silver sand, too.
Since flowers or grass are renewable themselves, so are dry shrubs.

PS: Please stop arguing about the freaking version number. It does not matter how it is called, the number is half-symbolic anyway. :P
ok, I didn't know that. Thanks for informing me. :D though I feel like the new bush saplings should have a way to turn into dead bushes soon.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

hajo
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Re: Suggestions for MineTest 0.5.0,and beyond.

by hajo » Post

paramat wrote:I've noticed people are making suggestions for 0.5, it's too late,
we already have a huge amount of work to do for 0.5
Well, I can at least repeat some old suggestions (mostly about ui):
* F1 for help
* keys for turning left/right
* separate keys for up/down that don't interfere with sneak/use
* 2nd set of key-bindings (eg. for steering with wasd as well as cursor-keys)
* support for middle mouse-button (would be useful as forward/sneak/use/zoom/tool-select...)
* also, binding a command to a key (eg. /time. /status, /home)
* HUD-layout customizable by the user
* configuration of CSMs from main-menu, just like old-fashioned mods

* improvements for the server-list:
** refresh-button
** search for games with certain mods (eg. trains, technic, skyblock ...)
** maybe also filter-button (eg. to only show creative, non-pvp games)
** also, an indicator for the download-size would be useful (maybe just number of mods)
(I 'found' a server where the media-download took forever, and then the list of mods
filled the whole screen, and the unified-inventory had items to fill 35+ pages.
A "bloat-warning" would have been nice :)

BTW, 0.4.16 still crashes when shift-moving stuff between inventories - is that fixed now ?

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