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46 lines
3.1 KiB
Markdown
46 lines
3.1 KiB
Markdown
# Missing features in Minetest to recreate Minecraft features
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A side goal of the MineClone 2 project is to find any shortcomings of Minetest which make it impossible to recreate a Minecraft feature exactly.
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This file lists some of the missing features in Minetest which MineClone 2 would require.MineClone 2 would require.MineClone 2 would require.MineClone 2 would require.
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## No workaround possible
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For these features, no easy Lua workaround could be found.
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### Lua API
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#### Tools/wielded item
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- Allow **much** faster liquid flowing ([#2810](https://github.com/minetest/minetest/issues/2810))
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- “Lock” hotbar for a brief time after using an item, making it impossible to switch item or to attach/mine/build until the delay is over (For eating with delay)
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- Tool charging: Holding down the mouse and releasing it, applying a “power level” (For bow and arrows, more charge = higher arrow range) ([issue 5212](https://github.com/minetest/minetest/issues/5212))
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- [Dual Wielding](http://minecraft.gamepedia.com/Dual_wield)
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- Eating/drinking animation ([issue 2811](https://github.com/minetest/minetest/issues/2811))
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#### Nodes
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- Light level 15 for nodes (not sunlight)
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- Nodes makes light level drop by 2 or or more per node ([issue 5209](https://github.com/minetest/minetest/issues/5209))
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## Interface
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- Inventory: Hold down right mouse button while holding an item stack to drop items into the slots as you move the mouse. Makes crafting MUCH faster
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- **Much** more informative item tooltips
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- Sneak+Leftclick on crafting output crafts as many items as possible and immediately puts it into the player inventory ([issue 5211](https://github.com/minetest/minetest/issues/5211))
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- Sneak+click on inventory slot should be able to put items into additional “fallback inventories” if the first inventory is full. Required for large chests
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- Sneak+click puts items in different inventories depending on the item type (maybe group-based)? Required for sneak-clicking to armor slots
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## Workaround theoretically possible
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For these features, a workaround (or hack ;-)) by using Lua is theoretically possible. But engine support would be clearly better, more performant, more reliable, etc.
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### Lua API
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#### Nodes
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- Change walking speed on block (soul sand)
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- Change jumping height on block (soul sand),
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- Change object movement speed *through* a block, but for non-liquids (for cobweb)
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- Add `on_walk_over` event
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- Set frequency in which players lose breath. 2 seconds are hardcoded in Minetest, in Minecraft it's 1 second
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- Set damage frequency of `damage_per_second`. In Minecraft many things damage players every half-second rather than every second
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- Possible to damage players directly when they are with the head inside. This allows to add Minecraft-like suffocation
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#### Crafting
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- Require tools to be intact in crafting
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#### Nice-to-haye
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- Utility function to rotate pillar-like nodes, requiring only 3 possible orientations (X, Y, Z). Basically this is `minetest.rotate_node` but with less orientations; the purpur pillar would mess up if a mirrored rotation would be possible. This is already implemented in MCL2, See `mcl_util` for more infos
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