Mirrored as part of a study of Minetest events of 2010 to 2019 and people involved, and in connection with a related book, events in 2017 to 2018, in particular, conferring upon host legal rights related to Fair Use.

What is Minetest, and what does it do to be that?

October 17th, 2013 by celeron55

I will consider both, the present and the future, simultaneously, because it would be bad if there weren’t any continuity like that. This kind of unifies history and future in a way that I would see best.

Minetest is about:

  • Messing around
  • Being able to do crappy but interesting stuff which nevertheless is enjoyed by other people
  • Not taking anything seriously
  • Doing this in a voxel-based multiplayer sandbox game.

That is what it has always been about. However, as a project grows, it’s impossible to keep total anarchy or dictatorship, so we need some way of fitting this into the fairly scalable architecture (development-wise) we have now. The alternative would be to scale the project down and make an army of forks. It could be fun too, but don’t think it is generally desirable.

Particularly, Minetest is not about making fancy-looking things at the cost of freedom. Go away right now if you want that.

In order to build upon a larger base of work, the larger base of work must be chosen somehow. Minetest uses these approaches:

  • Keep the common base small enough to be manageable, as it is bound to be a monolithic chunk. This is what is called the Minetest Engine. It’s sole purpose is to enable cramming all kinds of messing-arounds into one in a decent voxel world experience.
  • Keep the common base (the Minetest Engine) as universal as possible. I like to compare everything that goes into the engine for how well it suits a gravitation-less space game without ground surface. If everything is either disableable or suitable for such, then it gives much more freedom for people to experiment and create interesting things, even in ground-based worlds.
  • Keep the common base lightweight, simple and well-written enough for it to not become some monster that everyone fears, because everyone is dependent on it.
  • Following these limits, incorporate features that help people do the things in the first list.
  • It mustn’t be made unnecessarily hard to make polished content even while most content isn’t polished.

Then there is the work that is built upon this common base. It has it’s own issues. Here are the issues that come to mind and how Minetest solves them:

  • Lack of creativity: Minetest tries to make it easy to experiment with weird and unconventional things, and publish those things to inspire others.
  • Lack of consistent and large pieces of content: Mods facilitate organization of huge amounts of content. Subgames(*) allow collection of them to coherent wholes. While Minetest’s culture isn’t very focused on consistency, Minetest tries to make it possible if someone wants to focus on it.
  • Lack of publicity: Minetest tries to make it easy to share anything, and the community is all about sharing everything.
  • Lack of main direction: We suck at this. Short suggestion below.

It’s starting to seem to me that we need to change the Minetest distribution to contain a bunch of different subgames instead of trying to have one main game. New ideas or thumbs ups for this?

Hopefully this explains for example why Minetest isn’t *necessarily* a Minecraft clone, and why it *kind of* is, and why it doesn’t matter in itself.

(*) I use the word subgame here because it’s less confusing for people not involved with Minetest

Blog blog blog

October 1st, 2013 by celeron55

A couple of semi-random things:

I think Minetest server maintainers have too little say on things that core developers use their time on. In case you’re one of those, free to fix that by getting more involved on #minetest-dev or github.

Minetest 0.4.8 is kind of starting to see the light at the end of the release tunnel. There’s some stuff still to be taken care of before feature freeze. That’ll take an unknown amount of time. (0.4.7 was released about four months ago without a notice here.)

Here’s the current changelog, showing the changes after 0.4.7 that stable users will see. Nothing new for git users though! http://dev.minetest.net/Changelog

A semi-factual forum thread about what Minetest might have inspired in Minecraft: https://forum.minetest.org/viewtopic.php?pid=112402

The Pyramids mod is quite cool.

Minetest: New Website

April 12th, 2013 by celeron55

The http://minetest.net/ website got a full rebuild from scratch. It is now based on dokuwiki, using a template made by BlockMen, being editable by multiple core members of the community. This way a bit more content can be maintained there, and all of it is easy to keep up to date when I’m away doing other things.

I also moved it to be hosted on http://nearlyfreespeech.net for now. Hopefully this set-up will serve us well for quite some time!

Minetest 0.4.6

April 8th, 2013 by celeron55

Minetest 0.4.6 came out 5 days ago: Download, Changelog, Forum post.

Terraforming is NOT landscaping

March 16th, 2013 by celeron55

The internet is wrong. I need to make it right.

Motivated by the downvotes to these reddit comments of mine, I ask:

PLEASE, FOR THE LOVE OF GOD, don’t call doing stuff with a shovel, or a shovel-equivalent, “terraforming“. It is not. It is landscaping.

Terraforming

Terraforming

If you were to go terraforming your garden, it would involve things like sublimating frozen carbon dioxide into there and buying ammonia and hydrocarbons in order to warm it up and make it possible for living things from earth to live in there. This garden would exist on an another planet. It’s appearance would be the smallest of your problems.

Landscaping

Landscaping

If you were to go landscaping your garden, it would involve a shovel or some sort of machine for moving ground around, and some seeds or whatever, in order to make it look like you want it to.