[Game] Voxelgarden [2024-52 r15]

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Re: [Game] Voxelgarden (revived) [5.8.0]

by rudzik8 » Post

Experimenting with sfinv switch... I hate how the tabs look (I can't even style them!), but the switch will be necessary anyway.
screenshot_20240418_124802.png
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You are very welcome to test it!

https://codeberg.org/voxelgarden/voxelgarden/pulls/25

Clone the repo into your games folder and do git checkout new_inventory to switch to this branch.
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Re: [Game] Voxelgarden (revived) [5.8.0]

by rudzik8 » Post

Guess what? It's time to experiment again.
screenshot_20240501_153352.png
screenshot_20240501_153352.png (978.48 KiB) Viewed 3225 times
screenshot_20240501_153506.png
screenshot_20240501_153506.png (828.52 KiB) Viewed 3225 times
screenshot_20240501_153617.png
screenshot_20240501_153617.png (332.26 KiB) Viewed 3225 times
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Re: [Game] Voxelgarden (revived) [5.8.0]

by rudzik8 » Post

I've created a survey to collect some feedback. It only consists of 6 questions, and I'd greatly appreciate your responses.

https://rudzik8.limesurvey.net/521638
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Re: [Game] Voxelgarden (revived) [5.8.0]

by rudzik8 » Post

2024-31 r2

Starting from this release, all updates are done on a weekly rolling basis.

Changes from 5.8.0-4

Big gameplay novelties

Nether realm:
  • A hellish new realm, full of lava, fire, crust and more.
  • Nether is separated from the regular world with an unbreakable bedrock layer.
  • Nether portal is a 4x5 vertical obsidian frame.
  • Floatlands portal (for mgv7) is a 3x3 horizontal ice frame.
  • Look into the Book of Portals to see more informations on portals.
  • All portals can be ignited with the Realm Striker, a new item found within dungeons deep underground (Y -5k and below).
Metal progression redo:
  • Fuel-powered alloy furnaces, made out of brick blocks. Use them to make ingots that are unobtainable through regular cooking or crafting.
  • Iron lumps now cook into iron ingots, not steel ingots.
  • Iron blocks now spawn underground instead of steel blocks.
  • Alloy iron ingots with coal lumps to make steel ingots.
  • Alloy copper ingots with tin ingots to make bronze ingots.
  • Tin is now used for the bucket recipe.
  • Iron is used for the locked chest recipe.
Trees redo:
  • Aspen is now Birch, with new textures for the leaves and the sapling.
  • All tree types now have their own wood planks, with fences, gates, mese posts and more (with help of @j-r).
General changes
  • Score mechanics. You gain points when doing something (digging, placing, punching, moving items in your inventory, etc), and lose them by taking damage or dying.
  • Tooltips (tt/tt_base) have been added.
  • Switch to sfinv-based inventory mods.
  • Dye can now be placed on colorable nodes to instantly dye them.
  • Sky color changes based on what biome you're in.
  • Player's heads now move in the direction they're facing.
  • Make sneaking visible from 3rd person.
  • Enable the old sneak glitch, allowing for new vertical movement techniques.
  • Improve carts riding animation (@appgurueu).
  • Gunpowder recipe now uses sulphur instead of gravel, together with coal.
  • Sulphur added. A new fuel item crafted from gravel.
  • Seedlings now differ based on what flower they grow into and are no longer craftable.
  • Compost can now be used on bare soil nodes to randomly spawn grass, fern, flowers, mushrooms, flower seedlings, or mushroom spores.
  • Footsteps are now left on more nodes and are left more frequently.
  • Non-floodable steel ladders.
  • Fire striker now makes sounds and generally feels better to use.
  • Granite blocks and granite bricks have been added.
  • Crafting recipes for other stone block and brick variants have been adjusted to match the ones of Minetest Game.
  • Burn items in lava, and burn flammable items in fire.
  • Remove liquid sources from the creative inventory, make buckets infinite in creative instead.
  • Allow server operators to restrict TNT usage above a certain height (@acmgit).
  • /ver command to check the version you're running in-game.
  • Many minor audiovisual changes and readjustments.
Bugfixes & maintenance
  • Backport many logging mechanics from Minetest Game for buckets and more.
  • Support multiple trunk nodes per leaf node in leafdecay (@j-r).
  • Fix multiple TNT-related crashes.
  • Fix kelp duping with mesecons' sticky piston (@Zemtzov7).
  • Restore dirt under grass or junglegrass turning into dirt_with_grass (@j-r).
  • Fix sprint particles and improve code quality.
  • Add a wrapper for stairsplus:register_all for mod compatibility.
  • Fix hunger being empty after setting enable_damage on.
  • Fix no_hunger privelege functionality (@j-r).
  • Switch to privelege-based creative checking.
  • Don't wear hoes in creative.
  • Don't take tinder from user inventory in creative.
  • Make water and lava wave.
  • Replace deprecated meta:set_string() and get_metadata() calls (@Niklp).
  • And more...
Download: ContentDB | Codeberg
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Re: [Game] Voxelgarden (revived) [2024-31 r2]

by rudzik8 » Post

2024-31 r2

Changes:

Fixed a series of critical crashes when trying to update score with damage OFF.

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Re: [Game] Voxelgarden (revived) [2024-34 r6]

by rudzik8 » Post

2024-34 r6

Changes:
  • Fix footstep removal and add footsteps to dry grass (@j-r).
  • Fix container node tooltips.
  • Update show_wielded_item to 1.2.1.
  • Replace mapping kit texture with one by @Extex.
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Re: [Game] Voxelgarden (revived) [2024-34 r6]

by Dexterz » Post

New here, looking forward to collaborate with you all. Thanks

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Re: [Game] Voxelgarden (revived) [2024-34 r6]

by rudzik8 » Post

Dexterz wrote:
Wed Aug 21, 2024 09:03
New here, looking forward to collaborate with you all. Thanks
Hi! Appreciate it :D

As with any open-source project, there are many ways in which you can contribute to Voxelgarden. They are described in detail in our Contributing Guidelines.

Feel free to ask questions, we've all been new at some point.
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Re: [Game] Voxelgarden (revived) [2024-35 r7]

by rudzik8 » Post

2024-35 r7

Highlights
  • Weather mechanics. Now it can rain or snow, depending on the biome. Both rain and snow extinguish fire, rain can wetten farmlands, and snow accumulates on the ground in layers.
  • Bones redo. Bones mechanics got a huge update based on changes from MTG, including (but not limited to) configurable bone sharing and different bone modes (i.e. what to do with player's items on death - "bones"/"drop"/"keep").
  • Settings redo. The game settings were updated and sorted out into different categories for easier navigation.
Other changes
  • Don't generate falling nodes without support (stone or desert stone).
  • Prevent player-placed leaves from decaying (@j-r).
  • Lower snow's collisionbox to let players climb up it.
  • New binoculars and pine needles textures (originally by @Mirtilo).
  • New player skin (based on one by @Mirtilo).
  • Desaturate and darken granite textures.
  • Import EmptyStar's BiomeDB.
  • Improve MTG group compatibility with dye mod (@j-r).
  • Expand vg_init's toolset: add a function to call pointed node's on_rightclick (voxelgarden.call_on_rightclick).
  • Add tab to vessels shelf GUI.
  • Fix grass and dry grass spread ABMs (@j-r).
  • Fix river water dummy nodes. Now they are aliased to regular water.
  • Fix a few code deprecation warnings.
  • Fix typo in README.md (@silvasch).
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Re: [Game] Voxelgarden (revived) [2024-35 r7]

by rudzik8 » Post

2024-35 r8

Changes:
  • Fix rare get_node_light-related crash.
  • Move mob-related craftitems to vg_mobitems.
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Re: [Game] Voxelgarden (revived) [2024-36 r9]

by rudzik8 » Post

2024-36 r9

Changes:
  • Fix weather-related ABMs not working at night.
  • Fix another score-related crash.
  • Logging redo: make all mods use shared formatting through Logging API (originally by @Emojigit).
  • Simplify Butterfly and Firefly code (@Emojigit).
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Re: [Game] Voxelgarden (revived) [2024-37 r10]

by rudzik8 » Post

2024-37 r10

Changes:
  • Fix & clear all Luacheck warnings
  • Add LICENSE.md (a copy of LGPLv2.1)
  • Minor maintenance changes
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Re: [Game] Voxelgarden [2024-43 r11]

by rudzik8 » Post

2024-43 r11

Highlights
  • Accessible GUI. Higher contrast, lower transparency. Use /toggle_gui to switch between regular and accessible modes. Which one is the default for all players can be switched in the settings (regular mode is set by default).
  • Lighting redo. Intensity, strength, radius and other settings for lighting effects (like dynamic shadows and bloom) can now be set in the settings. The new implementation is also much more future-proof, as we prepare for major engine changes.
Other changes
  • Update mod translation files.
  • Fix issue and PR templates for the Codeberg repo.
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Re: [Game] Voxelgarden [2024-44 r12]

by rudzik8 » Post

2024-44 r12

Changes:
  • Replace bonfire with campfire. You can cook an item on a campfire by right-clicking it and waiting a bit. When it finishes, the cooked item will appear on top and the campfire will extinguish itself. The recipe requires sticks and leaves.
  • Update the documentation.
    • Reflect engine rename (Minetest → Luanti).
    • Rewrite the Getting Started section in README.
    • Improve wording and grammar.
  • Replace the screenshot with a new, more vibrant one.
  • Make 5.9 the new minimum version.
    • Fix most 5.9+ deprecation warnings.
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Re: [Game] Voxelgarden (revived) [5.8.0]

by wheat8 » Post

rudzik8 wrote:
Wed May 01, 2024 08:39
Guess what? It's time to experiment again.

Just saw the screenshot of this sky, and it's beautiful !

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Re: [Game] Voxelgarden [2024-44 r13]

by rudzik8 » Post

2024-44 r13

Changes:
  • Fix campfire's infotext being empty when cooking the last item in a stack (@j-r).
  • Fix campfire taking items from players in creative mode.
  • Hide unlit campfire nodes from the creative inventory.
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Re: [Game] Voxelgarden (revived) [5.8.0]

by rudzik8 » Post

wheat8 wrote:
Mon Oct 28, 2024 17:51
rudzik8 wrote:
Wed May 01, 2024 08:39
Guess what? It's time to experiment again.

Just saw the screenshot of this sky, and it's beautiful !
I ended up switching up that mod for a different implementation, by wsor45, for multiple reasons. But the colored skies themselves stayed, as you can see in-game! :D
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Re: [Game] Voxelgarden [2024-51 r14]

by rudzik8 » Post

2024-51 r14

Changes:
  • Update fences and walls from upstream MTG.
    1. Pull upstream MTG changes for the walls mod, with some prettifying.
    2. Properly introduce the vg.enable_fence_tall setting.
      • was mentioned in the code already from the previous upstream pull for default as enable_fence_tall, but never actually included in settingtypes.txt or minetest.conf.example
      • unlike MTG, it's true by default because of the stepheight VG has
      • prevents stepping over instead of jumping over (see previous point)
    3. Nerf the walls crafting recipe a bit (24 pieces → 12).
  • Make the beds movement check more lax for better mod support (@tenplus1).
  • Fix bloom-related setting types.
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Re: [Game] Voxelgarden [2024-52 r15]

by rudzik8 » Post

2024-52 r15

Changes:
  • Make supporting sandstone generate under sand in deserts.
  • Get rid of BiomeDB, massively reducing the game's size.
  • Convert locale files from *.tr to *.po(t).
    NOTE: This breaks translations with Luanti versions before 5.10. This is done in preparation to open Weblate translations.
  • Minor maintenance changes.
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