[Game] Voxelgarden [5.6.0]

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Casimir
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[Game] Voxelgarden [5.6.0]

by Casimir » Post

Image

Voxelgarden is a basic mine, build, survival game and aims to be compatible with most mods* made for MTG.
*Voxelgarden is incompatible with: moreblocks

To get started, open your inventory and take a look into the craftguide (top left). Find crumbled stone to make stone tools.

Download

Content DB

Or install manually:
Stable Release (compatible with Minetest stable releases)
git (usually requires the latest Minetest development version)

Screenshots
Spoiler
Videos (quite old)
Review of 0.4.10 by myswiat
Review of 0.4.9 by Meldrian (german)

Getting started
Open the inventory and take a look at the craft guide (the button top left).
Make sticks out of leaves. Find crumbled stone to make cobble for tools.

What is this game about?
It is nothing special, it is just a basic voxel game done slightly different. It is meant to evoke a Robinson Crusoe like feeling - a slow paced survival.
Don't expect to many fancy features, as I only add what really works. Instead with modularity and polished mods it offers the freedom to be creative (creative like create not decorate).

Features
  • "retro" 2D mobs
  • Good textures by default, forming an overall consisted style.
  • Self planting saplings. No need to collect them. Forests will spread naturally.
  • Progressive gameplay, while still offering different ways to achieve your goals.
  • Not only stairs and slaps, but a wide range of sub-nodes, enable detailed buildings.
  • Must-see mapgen. Getting the best out of mapgen v6 and v7.
  • MC-like hunger and healing.
  • Sprint.
  • Game mechanics different form minetest_game and Minecraft. Giving the game it's unique feeling.
  • With modular doors you can build more than just doors. e.g. window frames, hatches, street lamps...
  • Cactus has spices and they hurt.
  • Details, details, details. Don't miss them.
Mods
Spoiler
  • bones
  • bucket
  • binoculars
  • boats
  • conifer
  • creative
  • carts
  • default
  • doors (Modular doors. Includes windows and hatches.)
  • dungeon_loot
  • dye
  • env_sounds
  • game_commands
  • farming
  • fire
  • flowers
  • footsteps (You make footsteps on grass and will ruin your farming soil.)
  • fireflies
  • hunger (The less health you have the faster you get hungry. When the hunger bar reaches zero you will take small damage.)
  • inventory_plus
  • mobs
  • mobs_flat
  • map
  • physics (Saplings plant themselves. Torches, sings, rails, plants, etc. don't drop as items but fall like falling nodes when the node they are attached to is dug.)
  • player_api
  • playerphysics
  • screwdriver
  • sprint
  • stairs (For compatibility)
  • stairsplus (Improved version of stairs plus. Gives you stairs, slaps, walls, panels and much more.)
  • tnt
  • walls
  • wool
  • weather
  • vessels
  • zcg (Zeg9's craft guide)
  • xpanes
Recipes to know
Spoiler

Code: Select all

Sticks 6

L
L
L

L = Leaves

Code: Select all

cobble stone

C C
C C

C = crumbled stone

Code: Select all

horizontal Tree 2

# T
T #

T = Tree
# = nothing

Code: Select all

Axe

M S
M S
# S

M = Material (rock, copper ingot, steel ingot)
S = Stick
# = nothing
Recommended
Anchorstone
Nether/Portals

Licence
for every mod applies the original licence
for other code LGPL 2.1 or later
for other textures CC BY-SA
for other sounds CC BY-SA
Last edited by Casimir on Sun Aug 14, 2022 14:01, edited 45 times in total.

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MaxCZ
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by MaxCZ » Post

super
wazuclan.com by MaxCZ

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Casimir
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by Casimir » Post

One response is more than I expected. Thank you.
But some more opinions would be helpful. So if anyone else tested it, feel free to be honest. Where are problems? What is good? What could be better? Keep the hand the way it is? Should I add coppertools?
Last edited by Casimir on Thu Jul 11, 2013 21:00, edited 1 time in total.

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Mossmanikin
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by Mossmanikin » Post

I tested it a bit.

Things I like:
- Panels & vertical slabs,
- Look of the Dirt-with-Grass side,
- Look and behavior of Papyrus,
- Sticks recipe,
- Planks texture looks less broken on slabs/stairs.

Things I'd change:
- Make papyrus more common,
- Recipe to make default planks out of jungle tree.
- Maybe add the stoneage mod?

I would not add coppertools.

All in all it's a nice alternative to minetest_game.

Noob 4 life!
My stuff

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Casimir
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by Casimir » Post

Mossmanikin wrote:- Make papyrus more common,
OK.
Mossmanikin wrote:- Recipe to make default planks out of jungle tree.
Not sure about this. On the one hand I don't want a new colored wood for every type of tree (there are more to come, someday, maybe) because that would mean to also have all the stairsplus-nodes too. But getting the same type of wood out of different trees is ugly too.
Mossmanikin wrote:- Maybe add the stoneage mod?
I thought about adding it too. Together with your prehistoric-modpack. But stoneage still has some features that harm the gameplay. (e.g. you light a cave with dozens of torches, and when you come back all is dark and you have to light them again, or place new ones - that is very annoying.)
Mossmanikin wrote:I would not add coppertools.
I already made the textures. I can't stop now!1
Um, the main reason for copper tools is that the step from stone to steel is a very big one, and I like my copperore texture...
Mossmanikin wrote:All in all it's a nice alternative to minetest_game.
Thanks for the feedback.

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Zeg9
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by Zeg9 » Post

That's a really nice game.

What I like:
  • Most of the textures, especially the grass
  • The hand.
  • The companion cube :D
  • Crafting recipes, and the wood pickaxe seems to be less powerful.
  • Dirt falls, and sapling autoplant
What I dislike:
  • I prefer the new cobble texture from minetest_game.
  • The hand is a bit buggy, maybe try attaching it to the player's entity ?
  • The mese textures (sorry, but IMHO minetest's are better)
  • I can't get wood from jungle trees.
  • stairsplus floods my crafting guide :P
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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Mito551
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by Mito551 » Post

*giggle*

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Casimir
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by Casimir » Post

Mito551 wrote:*giggle*
*questionmarkabovehead*
Zeg9 wrote:
  • stairsplus floods my crafting guide :P
You could check for a group "not_in_craftguide". Then I would disable it and just keep one material as example.
Zeg9 wrote:
  • I prefer the new cobble texture from minetest_game.
I dislike both of them. If someone has a good one, feel free to make a pullrequeset.

New: added recipe to turn jungletree into wood; added the flowers mod.

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Zeg9
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by Zeg9 » Post

Casimir wrote:
Zeg9 wrote:
  • stairsplus floods my crafting guide :P
You could check for a group "not_in_craftguide". Then I would disable it and just keep one material as example.
Probably, but I think I'll add sorting by mods instead.
Casimir wrote:New: added recipe to turn jungletree into wood; added the flowers mod.
Nice, thanks !
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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Mito551
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by Mito551 » Post

Casimir wrote:
Mito551 wrote:*giggle*
*questionmarkabovehead*
are you russian?

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Casimir
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by Casimir » Post

Mito551 wrote:are you russian?
No.

New: Flowerpots and farming added.

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Mito551
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by Mito551 » Post

Casimir wrote:
Mito551 wrote:are you russian?
No.

New: Flowerpots and farming added.

that's why I giggle. few russian websites are used by very few non-russians.

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Casimir
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by Casimir » Post

What about, disable falling in creative?

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Casimir
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by Casimir » Post

Craft guide added.
(Just to let you know that this game is still under development.)

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Zeg9
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by Zeg9 » Post

Perhaps you could add support for MGv7 ?
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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Casimir
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by Casimir » Post

Is on the to-do list. But I have problems understanding the use of biomes. It seems to me that the order they are registered effects how they appear.
I would be glad if someone is willing to help with this game (be aware, I have high standards).

The current plan is to use all the range between snow and desert, with big variety but wide spreading (just like I tried with the v6 settings) and also make them depend on the hight. And adding one or two new kinds of trees.
Last edited by Casimir on Fri Sep 13, 2013 23:05, edited 1 time in total.

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by jojoa1997 » Post

Casimir wrote:Is on the to-do list. But I have problems understanding the use of biomes. It seems to me that the order they are registered effects how they appear.
I would be glad if someone is willing to help with this game (be aware, I have high standards).

The current plan is to use all the range between snow and desert, with big variety but wide spreading (just like I tried with the v6 settings) and also make them depend on the hight. And adding one or two new kinds of trees.
How do you make MGV7 biomes?
Coding;
1X coding
3X debugging
12X tweaking to be just right

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Casimir
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by Casimir » Post


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Casimir
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by Casimir » Post

Could someone please help me with a problem.
All the default plants (papyrus, cactus, grass, dry scrub) don't get generated anymore and I have no idea why.
This is the code:
https://github.com/CasimirKaPazi/nodete ... n.lua#L330

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jojoa1997
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by jojoa1997 » Post

Line 357 is "papyrus_roots" and line 252 is papyrus.
I might be wrong but I am pretty sure I am right
Coding;
1X coding
3X debugging
12X tweaking to be just right

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Casimir
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by Casimir » Post

Thats the way it should be (see here the green nodes on the left).
Some testing revealed: everything works fine. The only thing that does not work is set_node/add_node. Even with place_node the server says default:grass_3 placed, but there is nothing there.
In minetest_game it works. Using the code of /minetest_game/default/mapgen.lua leads to the old problem.

Very confusing.
Last edited by Casimir on Sun Sep 15, 2013 21:21, edited 1 time in total.

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Casimir
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by Casimir » Post

Fixed.
It was caused by the LuaVM. It read the data from the map, then the mapgen made the plants, then the LuaVM overwrote the plants with the old map data.
For other modders, this is what I've done. Not sure if it is the best solution.
https://github.com/CasimirKaPazi/nodete ... e2c61c4bc8

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by Element » Post

2 things...can i use the mods from minetest...does it work better than minetest
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Casimir
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by Casimir » Post

You can use the mods for minetest_game (aka minetest). The only problem that might occur is some recipes not working because they require items that are not in nodetest e.g. diamonds.
If it works better than minetest depends on what you mean by saying "better".
faster - no (in fact the mapgen is slower)
less bugs - probably
more mature gameplay - IMO yes

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by Element » Post

what do you mean by mature gameplay
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