The base minetest game is supposed to be played with mods, so if your complaining about stuff that's on the content DB and not in the game then why don't you add these mods? Its not hard and its more efficient than it already being in the game.
when this review was published (more than 2 years ago now) MTG was THE built-in game. making this argument irrelevant. I'm glad we are moving towards an engine/launcher approach without confusing new players with this old barebones demo
also notice that I wrote without mods. if your game needs mods to be playable then I don't consider it a game. now that MTG is just one of many games out here on ContentDB, it became 100% apparent that it can't compete with others. I mean, take Repixture as an example. it has mobs, monsters, armor, achievements, and many other things that make it far more playable than MTG, which it was based on. I don't see how this is not efficient
if your main concern is that I should try modded MTG, trust me when I say I did. and I used to make mods for MTG as well. but even this way for me it loses to games like Repixture and MineClone
I think that minetest meant to be THE blocky game where you have full control on its invironment, if it has built in mobs, it would a disection effort to take it apart from the game core, in other hand, all you need a simple Lua code with some texture to add a new mob, Mineclone for example, which is a better virsion of Minecraft (in my openion), is simply a modefied version of minetest, currently I'm trying to find new ideas, how is it possible to create mods similar to famous Minecraft java mods without the need of disecting the core code, then recompiling it with the prayer that it will work
Mineclone for example, which is a better virsion of Minecraft (in my openion), is simply a modefied version of minetest, currently I'm trying to find new ideas, how is it possible to create mods similar to famous Minecraft java mods without the need of disecting the core code, then recompiling it with the prayer that it will work
Wow. What are the chances that you'll leave this at a review of both a VoxeLibre (the new name for MineClone2) developer AND modder? /g
Not just modder, but a modder that created mods similar to famous Minecraft JE mods, just as you described.
You don't need to "disect" any code or recompile it, because Lua (the primary programming language for Minetest mods) is a scripting language that is interpreted, not compiled like Java. And every Minetest game, including VoxeLibre, is just a bunch of mods.
playing MTG without mods is boring. veeeeeeery boring.
mobs? no. electricity (mesecons)? no. farming (with something else than boring cotton and wheat)? NO. armor? monsters? maybe at least nyan cats? NO. NO! NO!!!
meh.
The base minetest game is supposed to be played with mods, so if your complaining about stuff that's on the content DB and not in the game then why don't you add these mods? Its not hard and its more efficient than it already being in the game.
when this review was published (more than 2 years ago now) MTG was THE built-in game. making this argument irrelevant. I'm glad we are moving towards an engine/launcher approach without confusing new players with this old barebones demo
also notice that I wrote without mods. if your game needs mods to be playable then I don't consider it a game. now that MTG is just one of many games out here on ContentDB, it became 100% apparent that it can't compete with others. I mean, take Repixture as an example. it has mobs, monsters, armor, achievements, and many other things that make it far more playable than MTG, which it was based on. I don't see how this is not efficient
if your main concern is that I should try modded MTG, trust me when I say I did. and I used to make mods for MTG as well. but even this way for me it loses to games like Repixture and MineClone
I think that minetest meant to be THE blocky game where you have full control on its invironment, if it has built in mobs, it would a disection effort to take it apart from the game core, in other hand, all you need a simple Lua code with some texture to add a new mob, Mineclone for example, which is a better virsion of Minecraft (in my openion), is simply a modefied version of minetest, currently I'm trying to find new ideas, how is it possible to create mods similar to famous Minecraft java mods without the need of disecting the core code, then recompiling it with the prayer that it will work
Wow. What are the chances that you'll leave this at a review of both a VoxeLibre (the new name for MineClone2) developer AND modder? /g Not just modder, but a modder that created mods similar to famous Minecraft JE mods, just as you described.
You don't need to "disect" any code or recompile it, because Lua (the primary programming language for Minetest mods) is a scripting language that is interpreted, not compiled like Java. And every Minetest game, including VoxeLibre, is just a bunch of mods.
Before you actually start modding, I suggest you learn the Lua basics. Then, Minetest modding basics (first practice on Minetest Game, it will really help). If something isn't detailed enough there, check Minetest API Documentation.
VoxeLibre also has its own API.
Good luck modding. Feel free to ask questions on the Forums or in one of these Discord servers: