-
Notifications
You must be signed in to change notification settings - Fork 26
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
opt-depend on default
#214
Comments
I was thinking about this a bit and here's things I thought to be important (or not that important):
Secondary thing, no hard requirement
Secondary thing, no hard requirement
Requires solution
Requires solution Then also another thing that must be handled is API provided by default mod, not sure how much it is used but is also thing that must be solved. Also note:Things I called secondary are not meant to be left out and I think those should be fixed too but those things should not be showstoppers and I think it could be good to look solutions for hard requirements first. |
related issue upstream: minetest-mods/technic#594 |
basic materials opt depends on default now |
"More problematic tasks:" has been solved now right? Some other related work also been done in Technic mod and I'd say wrench should be ignored. I think basically only thing that has to be done for MVP is "Internalize used textures from the default mod" and possible calls to mtg API. |
Not sure if this is delusional but it would be nice if the
technic
mod only does an opt-depend ondefault
Use-case:
minetest_game
Obvious tasks:
default
nodes (different base-games should provide their own recipe or PR a recipe here)default
moddefault
(or disable them if not available) drill/laser for exampleMore problematic tasks:
default
somehow (pipeworks
andbasic_materials
hard-depend ondefault
)Reality checks/suggestions welcome 😉
The text was updated successfully, but these errors were encountered: