He has been significant in the development of Minetest and considers his version to be the official version. One developer, Robert Kiraly (OldCoder), founded Final Minetest (Minetest 6.0), a backward-compatible version, and considers “Old Minetest 5.0” to be an “unstable fork” (Kiraly, n.d.). Not everyone agrees with which Minetest product line is valid. Adding or removing mods essentially breaks the tiering and world generation, so other server owners and players resort to using older versions of mods or of Minetest itself. To continue getting engine updates, many server owners switched to 5.0 by making self-patched and hence orphaned versions of mods or by discarding them. They would no longer get fixes for version 0.4 eventually, and even subversions of 0.4 that were parallel to 0.5 (later called 5.0) introduced issues.Ĭhange management has been a significant problem, especially starting around 2017 with changes to the Lua API leading up to version 5.0. In cases of both maintained and unmaintained mods, server owners had to fend for themselves. Most significantly, stable mods that no one maintains, such as those by former modders like BlockMen, stujones11, and many others, broke (at various times or, in some cases, permanently). By making changes to the core API, the core team negatively affected such mods. However, the core developers at do not support such features. Even if the specific variations of such features are not universal and different mods implement them differently, they could be officially supported and turned on or off using configuration options. Mods involving mobs, security, and additional realms and materials (ores especially) are also just as significant as APIs and used universally. However, even the direction of minetest_game jumps around due to a lack of consistent leadership and lack of attention to use cases. Due to “minetest_game” being the official game, it has become just as significant to the set of APIs as the engine’s Lua API. The team treats the APIs and mods as ancillary despite the universal level of use and the fact that they implement all gameplay. The core developers of ignore a set of universally-accepted APIs in Minetest. After increasing the extent and supervision of officially-supported mods, a test plan can facilitate the success of Minetest.ĭevelopers must base scope on use cases, not opaque administrative decisions. Therefore, much attention must be devoted to determining scope, which has gone by the wayside. All of these mods provide additional APIs at the Lua level beyond the core API, which interacts directly at the C++ level. The APIs in the extended set of universally-accepted mods provide additional similar interactions plus more raw materials. The interactions include tiering of gameplay based on tool types, and the registration of unique item types with special behaviors such as buckets. The APIs in “minetest_game” include those for interacting with materials. The core Lua API of Minetest itself does not make gameplay-related design choices. Lua mods, often grouped into “modpacks” or “games,” implement all of the gameplay since Minetest is an engine. What may seem ironic, given its name, is that Minetest does not have formal testing procedures. Minetest is a virtually infinite block engine whose mechanics and games, on the surface, are generally similar to Minecraft. I didn’t do it here nor elsewhere before that nor plagiarize. NOTICE: I originally created this document (and the initial versions of the general and mapgen test documentation) for my Software Development II class.
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