Suggestions for next build

ABJ
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Re: Suggestions for next build

by ABJ » Fri Jan 15, 2016 12:52

Redstone already exists. (MESE, yellow color). And the Redstone mod is known as mesecons.
And torches do look really retarded.
Also some mobs would be good.
We definitely need a better mapgen with acceptable SEAS, LAKES and RIVERS. God, it's annoying to see any sort of water bodies nowadays. Also, some lag optimization? It feels MT 0.4.13 is laggier than ever. And caves and cave systems. Also, proper islands in proper seas.
Minetest in general as it is now is depressing as hell.
 

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Re: Suggestions for next build

by Echoes91 » Wed Jan 20, 2016 19:06

ABJ wrote:And torches do look really retarded.

Torches MOD could be simply merged.
ABJ wrote:Also some mobs would be good.

Many mods and frameworks exist, Mobs Redo is a great example.
ABJ wrote:We definitely need a better mapgen with acceptable SEAS, LAKES and RIVERS. God, it's annoying to see any sort of water bodies nowadays.

Really you don't like mapgen V7? I find it great even with default biomes, they are just a bit large (still have not been able to find all of them into a single survival game).
"It wasn't easy to break so many functions by editing a single line"
 

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Re: Suggestions for next build

by ABJ » Sat Jan 23, 2016 03:37

Ooops! XD
 

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Re: Suggestions for next build

by ABJ » Sat Jan 23, 2016 03:38

TheEpicJames wrote:i want a 3D first person hand, kinda like Minecraft but better, in minecraft when holding items, they float in FP. something like a hand holding the items in Minetest would be cool.


Does this not already exist?
 

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Re: Suggestions for next build

by KCoombes » Wed Jan 27, 2016 22:12

I'd like to see a 'Refresh' button for the public server list
 

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Re: Suggestions for next build

by ABJ » Thu Jan 28, 2016 06:35

Interesting, yes. Though you can do it now (I think) by disabling and enabling public serverlist, that's rather counter intuitive.
 

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Re: Suggestions for next build

by benrob0329 » Thu Jan 28, 2016 20:18

@ABJ the hand is just a texture, not an actual 3D model.
 

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Re: Suggestions for next build

by ABJ » Fri Jan 29, 2016 12:44

Oooh yeah the texture was rather good tho. It mislead me all these years.
 

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Re: Suggestions for next build

by stormchaser3000 » Mon Feb 08, 2016 16:13

i personally think we should try to make something less like minecraft. i like the old idea of minetest being a modding engine instead of a minecraft clone.
 

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Re: Suggestions for next build

by amadin » Sat Feb 13, 2016 15:59

Thrown snowball, i mean default_snowball.png from default mod.
 

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Re: Suggestions for next build

by prof-turbo » Mon Feb 15, 2016 20:44

i like the old idea of minetest being a modding engine instead of a minecraft clone.

It already is...

We definitely need a better mapgen with acceptable SEAS, LAKES and RIVERS. God, it's annoying to see any sort of water bodies nowadays. Also, some lag optimization? It feels MT 0.4.13 is laggier than ever. And caves and cave systems. Also, proper islands in proper seas.


fractal mapgen
valleys mapgen
mapgen v7
lua mapgens

And 0.4.13 isn't laggier than ever to me.
 

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Re: Suggestions for next build

by KCoombes » Tue Feb 16, 2016 14:58

Sorry, here's another one:

A client verifier, to reject connections from any unofficial client.
 

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Re: Suggestions for next build

by benrob0329 » Tue Feb 16, 2016 15:58

More shaders!!!!

Dynamic shadows, reflections, custom shaders per node...
 

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Re: Suggestions for next build

by rubenwardy » Tue Feb 16, 2016 21:40

KCoombes wrote:Sorry, here's another one:

A client verifier, to reject connections from any unofficial client.


This is open source, a lot of clients are unofficial. What's the aim, to stop flying?
 

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Re: Suggestions for next build

by KCoombes » Wed Feb 17, 2016 13:00

No, to stop crashing servers
 

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Re: Suggestions for next build

by rubenwardy » Wed Feb 17, 2016 14:51

A client shouldn't be able to crash servers.

The solution isn't to block modified clients, but to fix the bug that crashes the server. Blocking "unofficial clients" is also against the whole open source nature of nature, I build minetest myself so I use an unofficial client.
 

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Re: Suggestions for next build

by KCoombes » Sat Feb 27, 2016 13:42

And a new one - colored chat text for important announcements - limited to admins/mods

I frequently miss admins saying they're restarting the server to update.
 

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Re: Suggestions for next build

by TumeniNodes » Mon Feb 29, 2016 23:23

The ability to use the mouse wheel to scroll through inventory... (my finger is cramping :( from clicking through)
I have almost every mod so my inventory list is large...
It would also be cool (not sure if it exists or not yet) but the ability to completely remove items from inventory the user does not use, and add it in if they do need it?
I use Minetest for building, so I have absolutely no use, need, nor desire for 50 variations of swords, axes, shovels, picks etc... Id like to be able to have them not show in my inventory without having to go technical... I am sure there are others who have this same desire?
Ability to create / add new, custom (skyboxes) as some other games have... this would attract many new users... (realistic clouds, etc.. maybe to be able to even add stars/sky views via other apps such as Celestia, or maybe create world maps from Marble?
Again, still to new to have found out if these features already exist but I have been searching and even poking around to see if I can do it or create the abilities
And I am trying to create 3 block high doors right now, because 2 block high just does not work for my OCD.
And I wish to hell someone would figure out a way to be able to set items on slabs without them floating in the air :P and to even be able to stack, say a concrete slab on top of a brick slab (just sayin')
Flick?... Flick who?
 

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Re: Suggestions for next build

by rubenwardy » Mon Feb 29, 2016 23:55

I know that it is possible to set the skybox, not sure how, never done it.
 

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Re: Suggestions for next build

by TumeniNodes » Tue Mar 01, 2016 00:59

rubenwardy wrote:I know that it is possible to set the skybox, not sure how, never done it.

Oohh... I'll have to keep digging then cuz that would be very cool for me to play with. I know about the sky_color (or something like that I saw), but I tried only once so far to use a realistic image for the clouds by replacing default_cloud, and even simply adding a cloud/s texture but I know already I have to dig deeper into the graphics and maybe core? I'll figure it out... or I won't who knows :P
I was also thinking it would be so cool to maybe, make it so old atari games could be played in minetest, like tank pong where a player could build a tank and barracades and play against other players etc and if you get hit you get teleported to another location on the game
... (maybe that would not be a "feature" but more of a sub-game idea?) sorry
Flick?... Flick who?
 

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Re: Suggestions for next build

by GreenMy » Wed Mar 02, 2016 11:02

Minetest with mobs without mods installed
 

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Re: Suggestions for next build

by firefox » Wed Mar 02, 2016 14:09

GreenMy wrote:Minetest with mobs without mods installed

that has been suggested many times and has always been rejected.
first it needs a stable mob API, but even if there is one, mobs will not be included by default.
(except friendly animals, maybe ...)
 

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Re: Suggestions for next build

by rubberduck » Wed Mar 02, 2016 14:28

real 3D torches!!!!!
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

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Re: Suggestions for next build

by benrob0329 » Wed Mar 02, 2016 15:58

Like the ones from BlockMens torches mod.
 

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Re: Suggestions for next build

by ErrorNull » Thu Mar 03, 2016 01:05

minetest is pretty cool and just started modding. I'd like a way to modify the reach distance of the player when targetting a node (blocks, mobs, etc) in survival mode. it seems to be approx 4-5 nodes ahead?

I'd like to make the reach distance shorter. to enhance realism especially when digging and attacking mobs. if this is already possible, may someone plz direct me.... and....

forgiveness please, for my noobiness.
 

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Re: Suggestions for next build

by KamaZ » Tue Mar 15, 2016 18:47

My biggest dream about minetest is Minecraft stopped in Beta 1.8.1 (last playable version) with great new features, for example firearms, FINALLY MOBS and more cool things
Sorry for my english, my brain smells a lot >.<
 

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Re: Suggestions for next build

by MineYoshi » Tue Mar 15, 2016 19:24

uhmmmmm

Mobs were rejected, the last mobs that had Minetest were the oerkki and dungeon master!

Simply you will need mods for that feature!

What i request for next version:

-Have a very great performance and that don't be laggy!

-Have a better mods api!
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Re: Suggestions for next build

by ShadMOrdre » Sun Apr 03, 2016 17:38

The interact privilege should be separated into use, build, and mine privileges, each distinct.
1. Use would still enable users to interact with the world in non-destructive ways, like opening doors, or punching objects to use them.
2. The build privilege would enable users to actually build objects. On this, any node that is placed by a particular user should only be modifiable by that user or an admin. Thus, ownership of placed nodes. And this would also include the ability to "mine" said node back into a users inventory.
3. The Mine privilege would enable users to gather resources from any non-owned node, while protecting nodes that were built with the above privilege.

My 4 year loves to play, but the interact privilege means that he can be very destructive to a build as well. I would like to let him be able to open a door without him destroying everything around it.
My other virtual world is an Opensimulator.
 

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Re: Suggestions for next build

by MineYoshi » Sun Apr 03, 2016 23:44

ShadMOrdre wrote:The interact privilege should be separated into use, build, and mine privileges, each distinct.
1. Use would still enable users to interact with the world in non-destructive ways, like opening doors, or punching objects to use them.
2. The build privilege would enable users to actually build objects. On this, any node that is placed by a particular user should only be modifiable by that user or an admin. Thus, ownership of placed nodes. And this would also include the ability to "mine" said node back into a users inventory.
3. The Mine privilege would enable users to gather resources from any non-owned node, while protecting nodes that were built with the above privilege.

My 4 year loves to play, but the interact privilege means that he can be very destructive to a build as well. I would like to let him be able to open a door without him destroying everything around it.



+100

Nice idea, i sometimes think about that too!

I will like That be implemented in Minetest in the future!
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