burli,
I've thought much the same, in that the various objects made available through default could be better organized. Case in point, stairs, slabs, walls, doors, and fences. All of these mods are part of default, and give you VERY basic options for each of the three. Only a couple of doors, wood, glass, and steel. What if I want a gold door, or a stone door? Write a new mod to essentially call code in default to register a new door type, that is then only available if this new mod is installed. In other words, write multiple lines of code to do what should have simply been added in the code for doors, walls, and fences, in the first place. Simply add ALL the other node types. Copy/paste. It's what I did to increase the types of walls available. So the only thing default does, is provide a basic rudimentary, Minecraft. This really lessens the value of Minetest, and I do believe, contributes heavily to the impression that Minetest is a Minecraft clone.
In my
WIP building_elements mod, I have tried to standardize a shapes library, that gives players access to nodes of all shapes and sizes, ie, nodeboxes. These nodebox shapes can then be applied to any "material", such as stone, metals, wood, or glass. What I've come to discover, is that the lack of a consistent convention for defining things in default, is a HUGE problem.
Just as in the real world, where everything is based on the 120+ base elements found on the Periodic Table, the same concept should be used here in Minetest, providing materials from which to craft anything else, tools included. Due to the lack of any real "materials" support, outside of the groups that are defined for the tools, (cracky, oddly_breakable_by_hand), there is no way to determine the type of node that is registered.
Going back to the shapes concept, I had to essentially hard code stone, metals, wood, and glass, since those material types made the most sense for the shapes I provided. Metals aren't given a default group, complicating this process. Making columns out of Wool might be creative, and even look good, but a wool column cannot support a brick wall. In several of the buildings provided by Instabuild, Cottages, or the Villages mods/pack, sand is used as a wall. Dig out a hole, and you have to rebuild the wall, due to the falling sand.
A better system for handling node registration should be considered here. Some nodes are actual devices that can be used, while other nodes are simply materials. In this case, the material is provided a texture, sound(?), a name, and some basic groups. With better materials support, nodes could be more correctly defined. From this, things like doors, fences, and walls, or for that matter, ANY other shape, could then be applied to any node defined as a material. Imagine.... stone doors. Or bronze or copper, or any wood, tree, metal, stone, or what ever else gets defined. And I wouldn't have to (re)write any code, each shape is applied to each "material" node, thus giving users 'infinite' combinations.
With this thinking, I've managed to create stone and diamond doors, half height doors, shutters, better fence gates, fences that use a stone pillar and wood rails. They are in the building_elements mod. My goal for the mod is to, in fact, complete the transition into a library, and then begin work on better materials support. Both would then become part of a modpack.
However, in the bigger picture, a shapes lib, and a materials lib, would necessarily have to become incompatible with default, since so much of this concept essentially means a rewrite of all that constitutes what currently makes default.
I like the idea of using "Base" as a name, since what you are considering/proposing would make a better foundation for games and mods.
Instead of just a sandbox survival or creative game, what if we had real time strategy, using PvP or mobs. Something akin to AgeOfEmpires meets Civilization, with a touch of the trading system from Colonization, but in 3D/First-Person. This is very possible, would not be difficult to make, and would make a far more compelling game for the Minetest engine than the current MC-like Minetest_Game.
Let me know if/where I can help. I can code well and can provide unparalleled data and systems analysis, to work out the kinks.
Shad MOrdre