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crafts are vital in minetest

PostPosted: Wed Mar 19, 2014 22:56
by BrunoMine
In minetest there are many mods. You never know what awaits us mod or revenue on each server. Thinking about it, crafting guides are very important.

PostPosted: Wed Mar 19, 2014 23:17
by Menche
"Installing mods should be optional." What?

PostPosted: Thu Mar 20, 2014 02:28
by John1
Menche wrote:"Installing mods should be optional." What?


I think it's whether or not a crafting guide should be included in default.

PostPosted: Thu Mar 20, 2014 06:17
by cheapie
I think this would be a good idea, as long as they can get it to work better than unified inventory.

PostPosted: Thu Mar 20, 2014 09:08
by rubenwardy
I think the crafting system has the potential to be awesome.
There is a lot of possibilities, and we currently only use the Minecraft style of crafting system.

For example, Multiple outputs.

PostPosted: Thu Mar 20, 2014 16:10
by klappspaten
I'm not too sure about including a craft guide in default. For beginners a craft guide might be essential, so they don't end up being frustrated. More "pro" gamers won't need it (most times, only for convenience) so either it should be optional or quite unobtrusive. Anyway it shouldn't be some "monstermod" like unified_inventory since it does too much for my taste.

In singleplayer I go with craft_guide, by cornernote :). I chose it because it is seperated from the inventory. You craft the guide and put it somewhere. Since minetest_game comes with give_initial_stuff I can imagine this would work quite well on servers. Big pro here: It doesn't make things too easy. You have to place the guide somewhere to have a look at it, so either you have to go to a craft guide or carry one around or craft one more and since there's no "copy to grid"-option beginners will still learn recipes by and by. Counter example unified_inventory: I made some mahogany nightstands (homedecor) yesterday and can't remember how since I copied the recipe to craft-grid over and over :D.

Anyway, since the choice of craft guide strongly depends on personal preferences a temporary improvement would be to include and introduce more of them in the wiki FAQ (atm it only links to Zeg9's craft guide).

PostPosted: Thu Mar 20, 2014 20:34
by Linxx
what about making guides an item in game that you find in dungeons :3 they give you a recipe for an item and a description of what that item does

PostPosted: Thu Mar 20, 2014 22:04
by srothe
Linxx, I quite like your idea!

Not for the basic recipes though, but this could be a nice option for more specialised mods. How about cooking recipes, tools recipes, or blocks with special patterns or colours.

PostPosted: Thu Mar 20, 2014 23:00
by philipbenr
As you all (should) know, the developers of Minetest are trying to keep for a more minimalistic game. I think that this could be accepted in Freeminer... I dunno really. I think that it should be ket out though.

PostPosted: Fri Mar 21, 2014 06:14
by 4aiman
Awesome rare items really can be spread via dungeon chests and be only a book or a scroll with the craft recipe ;)

While this won't be added to the default, a mod which utilizes such a power, very well can be done.