Just look:
- The only thing creative mode always does is disabling tool wear. The rest is done by minetest_game (or by whatever_game). This sucks in my opinion since when you write a subgame from scratch you would have to reinvent the creative inventory and you are forced to put it into the subgame. Besides, the name is also misleading unless all subgames implement the creative inventory/creative mode (which is not the case).
- The option “fancy trees” only really makes sense if your subgame has trees, like in minetest_game. Not all subgames neccessarily must hace trees in it.
- The option “opaque water” only makes sense if you subgame has water, like in minetest_game. Not all subgames must neccessarily have water.
I think all these biases should and can be removed. Here’s what I suggest:
- I think the best thing would be to remove or deprecate this setting altogether and implement creative inventory as a mod which resides outside of the subgame. This makes it possible for players to write their own variants of creative inventories/creative “modes” and multiple creative inventory for the same subgame can peacefully co-exist on the disk (as long you only use one of these at the same time, of course). So the mod “creative” would reside in the “mods” directory, but also a mod called “creative_wuzzy”, “whatever” etc. which all make different variations of the creative inventory.
Catchphrase: Get rid of creative mode in order to allow more creative mods. :-) - I don’t know what exactly this option does and if it really applies to only to trees. Whatever it does, it should be generalized both in name and function.
- same as for 2.