[Game] Voxelgarden [git]

paramat
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Re: [Game] Voxelgarden [git]

by paramat » Fri Feb 19, 2016 10:39

Casimir, we're considering a new grass texture for MTGame and i like your voxelgarden texture, is it okay for me to edit it a little and submit it as a possible new texture? I was thinking of trying to make the 'lines' less obvious, see https://github.com/minetest/minetest_game/issues/703#issuecomment-150977485
 

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Re: [Game] Voxelgarden [git]

by Casimir » Fri Feb 19, 2016 10:55

Of course it is okay. But actually I don't like my current texture that much. It is far to green. On large scales it looks too artificial. I wanted to add some yellow, brown shades to it but lack the skills. Somewhere in the direction of Gambits texture you posted on that issue. If you (plural) come up with a improved version I will gladly use it too.

DatJohnDoe wrote:Why not make breaking dirt have a chance of giving you a rock/rock fragment?

That always has the problem that people can just place and dig again until they turned all dirt into rocks.
My current plan is to turn the rocks into flint blocks. Those drop four or nine flints which then can be used to either craft stonetools, or to be sharpened and a tool of it's own. Also I want to add fallen logs the way they where introduced in Minetest Game lately, which then could be broken by hand. This way there are several options on how to advance in the game. And the flints could be used to craft other items e.g. a fire striker. Basically reimplementing my stoneage mod.
Subgame: Voxelgarden
"There are two kinds of humans in the world.
The kind human, and the human kind."
 

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Re: [Game] Voxelgarden [git]

by Casimir » Sat Feb 20, 2016 22:17

Done the flint thing. It replaces all rocks. Flint can be used to craft stone tools. Also gives you a handaxe, and together with steel a fire striker. It has to be used with tinder the way you see it in the screenshot. Tinder can be crafted from cotton, wheat or paper. There is also a fire privilege so server owners can disable it.

Image
Subgame: Voxelgarden
"There are two kinds of humans in the world.
The kind human, and the human kind."
 

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Re: [Game] Voxelgarden [git]

by Nezchan » Thu Feb 25, 2016 22:23

I'm a new player, and I installed Voxelgarden because I really like the survival concept. However, when I try to start a game it fails, apparently due to the Flint mod. Here's what it gives me:

2016-02-25 17:19:58: ERROR[main]: Server: Failed to load and run /home/kels/.minetest/games/Voxelgarden/mods/flint/init.lua
2016-02-25 17:19:58: ERROR[main]: ModError: ModError: Failed to load and run /home/kels/.minetest/games/Voxelgarden/mods/flint/init.lua
2016-02-25 17:19:58: ERROR[main]: Error from Lua:
2016-02-25 17:19:58: ERROR[main]: /home/kels/.minetest/games/Voxelgarden/mods/flint/init.lua:36: attempt to index global 'default' (a nil value)
2016-02-25 17:19:58: ERROR[main]: stack traceback:
2016-02-25 17:19:58: ERROR[main]: /home/kels/.minetest/games/Voxelgarden/mods/flint/init.lua:36: in main chunk
2016-02-25 17:19:58: ERROR[main]: Check debug.txt for details.


If i delete the Flint mod, it runs perfectly, although of course then it's impossible to play since I have no resource to make basic tools out of. I am able to corner the market in sticks though, so that's something.
 

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Re: [Game] Voxelgarden [git]

by kaadmy » Thu Feb 25, 2016 22:33

@Nezchan: that seems to be a problem with dependencies, see below
@Casimir: to fix @Nezchan's problem, put default in the depends.txt for the flint mod.
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Re: [Game] Voxelgarden [git]

by Casimir » Fri Feb 26, 2016 11:10

Oh thank you both. I added the depends.txt now.
It seems I had a depends.txt but forgot to commit it.
Subgame: Voxelgarden
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The kind human, and the human kind."
 

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Re: [Game] Voxelgarden [git]

by Nezchan » Sat Feb 27, 2016 03:07

Thank you again, I'm really enjoying my experience so far. I haven't played Minecraft at all, so Minetest is my introduction to the genre and this is the subgame that really grabs me the most, I think. Pixture comes second, but I think I like this one especially for the limits on technology. I see it as basically playing at a Viking level, where you've got metals but not too much past that level.

Would be nice to see appropriate mobs though, like wolves and bears. And a way to throw away unwanted items, there doesn't seem to be a "junk" option that I can see.
 

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Re: [Game] Voxelgarden [git]

by DrFrankenstone » Thu May 26, 2016 06:00

This looks perfect but I'm a noob and I've encountered some problems - sometimes flowers or grass are floating a block higher than the ground (perhaps because dirt can fall?), and leaves start decaying as soon as trees get close.

Are these known issues or have I done something wrong? Were they introduced by v4.14? Is Voxelgarden still maintained? Should I be attempting to debug it?

Update: I think leaf decay is built into minetest now, but when Voxelgarden was made it had to implement its own. I'll try replacing the mods in Voxelgarden with 4.14 ones and ripping out the leaf decay.
 

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Re: [Game] Voxelgarden [git]

by Casimir » Wed Jul 06, 2016 14:35

DrFrankenstone wrote:sometimes flowers or grass are floating a block higher than the ground (perhaps because dirt can fall?)

This is because of the mudflow part of mapgen and the same problem exists in other game, afaik.

DrFrankenstone wrote:and leaves start decaying as soon as trees get close.

Well, this problem existed for some time but should have been fixed. Can you try the latest version? If if still persists, what trees are affected (all kinds?) and in which mapgen?
I use a special leafdecay for several reasons, but it should be safe to just delete "leafdecay.lua" in the "default" mod.

DrFrankenstone wrote:Is Voxelgarden still maintained?

If there are any bugs, I try to fix them, but adding no new features. At the moment I'm more interested in other projects. (e.g. instead of creating games no one but me plays, I could also create language no one but me speaks.)
Subgame: Voxelgarden
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The kind human, and the human kind."
 

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Re: [Game] Voxelgarden [git]

by Ivà » Wed Jul 06, 2016 17:17

Casimir wrote:At the moment I'm more interested in other projects. (e.g. instead of creating games no one but me plays, I could also create language no one but me speaks.)


That's not entirely true, I played your subgame in a server (when there was one) and then locally in my computer for hours :-)
 

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Re: [Game] Voxelgarden [git]

by Nezchan » Wed Jul 06, 2016 19:31

I agree with Iva, I've really enjoyed what you did with this subgame. It's a real pity that it hasn't been worked on, although I don't begrudge you working on the projects that interest you.
 

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Re: [Game] Voxelgarden [git]

by Casimir » Tue Jul 12, 2016 21:34

Thanks you both. It's good to see some people actually playing it.
I have more time at hand now, so I will likely do some updates and at least keep up with the improvements in minetest_game. (I already uncovered the todo list - enough on it for days of work.)
Subgame: Voxelgarden
"There are two kinds of humans in the world.
The kind human, and the human kind."
 

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Re: [Game] Voxelgarden [git]

by Nezchan » Wed Jul 13, 2016 16:42

I like this mod because it feels like I'm a Viking. Could use appropriate mobs, like bears and wolves.
 

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Re: [Game] Voxelgarden [git]

by Casimir » Sun Jul 17, 2016 19:14

Found the bug for the disappearing leaves. Should work now.

Mobs are planed, but it will still take a while before they are usable.
Subgame: Voxelgarden
"There are two kinds of humans in the world.
The kind human, and the human kind."
 

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Re: [Game] Voxelgarden [git]

by paramat » Sun Jul 17, 2016 22:35

Your grass texture is now used in MTGame in modified form.
 

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Re: [Game] Voxelgarden [git]

by hajo » Mon Nov 28, 2016 00:56

I'm testing Voxelgarden, that has been packaged with the new Minetest 0.4.14-8a7dc83 - 2016-12-05.

I get some errormessages:
Code: Select all
2016-12-10 19:42:47: WARNING[Main]: Field "height_min": Deprecated: new name is "y_min".
..
2016-12-10 19:42:47: WARNING[Main]: Not registering alias, item with same name is already defined: sapling -> default:sapling
2016-12-10 19:42:47: WARNING[Main]: Not registering alias, item with same name is already defined: brick -> default:clay_brick
..
2016-12-10 19:42:48: WARNING[Main]: Irrlicht: PNG warning: iCCP: known incorrect sRGB profile
..
2016-12-10 19:42:49: WARNING[Main]: Irrlicht: Could not open file of texture: character.png


The crosshair is white, and rather small, that makes it hard to see on some backgrounds.

The player cannot dig trees, and so he cannot make tools.
I don't see how the player should get started, and there is no documentation about this.
Some of 'my' wiki-pages: Build-a-home - basic-robot - basic-machines - digtron
 

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Re: [Game] Voxelgarden [git]

by Ivà » Sun Dec 25, 2016 08:02

@hajo, look at the first post, under "recipes to know" spoiler.
 

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Re: [Game] Voxelgarden [git]

by hajo » Sun Dec 25, 2016 13:37

hajo wrote:The player cannot dig trees, and so he cannot make tools.
I don't see how the player should get started, and there is no documentation about this.
Ivà wrote:@hajo, look at the first post, under "recipes to know" spoiler.

Well, that kind of documentation should be someplace in the download,
e.g. readme.txt or maybe hints.txt
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Re: [Game] Voxelgarden [git]

by Casimir » Fri Apr 21, 2017 20:50

Nothing changed here for a long time. Personally I continued playing the game (mainly on a local copy of The Ocean Experiment). However some updates recently broke an essential part of the game: attached nodes falling (instead of dropping). So I decided to put some (still little) more work into maintaining the subgame. I would be happy if others join in.

Therefor I stared using the issue tracker on github and added most of the things I could think about out of my head. There are still some old todo lists hiding somewhere.

Issues use my system of "bugs >> cleanups >> features >> nice to haves". Which means, every issue should be labelled with one of those (it doesn't matter much which one). Bugs are done first, then cleanups, than features, than the things nice to have.
This has the downside of having a few features, but the upside of having a stable and mostly bug free base to work with and little maintenance. And I prefer to have a few well done features working, than many which don't work.
It also benefits changes that improve mods by making them more modular and generalized, which in turn allow new features to emerge just out of the existing. The best example is the modularized doors mod. I use it to build windows, trapdoors, fences, stairs and everything, things MTG adds new nodes for.

If anyone wants to help, it's as easy as opening an issue on github. I have lost track of the changes in MTG, and also no idea of bugs which I don't encounter because I am used to how this subgame works. Those who want to contribute code are welcome too. (New features are best done as mods working on their own, so they can be used in other subgames too.)

@ hajo
Thanks for your feedback I will try to fix the things you mentioned (crosshair hardly visible, documentation missing, engine warnings) in some time.
Subgame: Voxelgarden
"There are two kinds of humans in the world.
The kind human, and the human kind."
 

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