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Re:Minetest – A free, open-source voxel game engine and game by ryukafalz on Sunday October 09, 2016 @07:55AM (#12670851)
>When you connect to a server, your client downloads the mods that the server has installed and applies them.

From a security perspective, this is concerning.

Re:Minetest – A free, open-source voxel game engine and game by Pxtl on Sunday October 09, 2016 @09:02AM (#12671010)
Most mod-heavy games support that, going back to the classics like Unreal Tournament 1. Generally using Lua or some other embedding-oriented language, and minimal security audits. Anything else has a prohibitive workflow, and players won't exactly be auditing the mod-packages they run.

Lua is well-sandboxed for this, but I doubt devs are auditing the entire API they present to Lua.

And no, there are no security audits on engines like this. The only reason the mods havent installed a cryptolocker is because nobody has mad a really concerted effort to do so.

Re:Minetest – A free, open-source voxel game engine and game by greenfire on Sunday October 09, 2016 @02:26PM (#12672540)
The server doesn't send code to the client, all mods are executed by the server. Server then send textures, models,etc to the client.
Re:Minetest – A free, open-source voxel game engine and game by qwertyuiop924 on Sunday October 09, 2016 @02:49PM (#12672707)
...No. The code is actually sent to the client. It has to be, in order for interfaces to work properly.
Re:Minetest – A free, open-source voxel game engine and game by greenfire on Monday October 10, 2016 @06:18PM (#12680181)
It isn't code is ran by the server and the client only sends information to the server about the current state of the client. This of course is sub-optimal as it can introduce a lot of lag to a game with mods that add vehicles or mobs