2025-03-14 12:40:36: [Main]: Using game specified by --gameid on the command line
========================
Begin log output over terminal (no stdout/stderr backlog during that)
terminate called after throwing an instance of 'std::system_error'
what(): Resource deadlock avoided
/home/gareth/scripts/minetestRepixture.sh: line 3: 3690525 Aborted (core dumped) luantiserver --gameid repixture --map-dir repixture1 --terminal
[Game] Repixture [3.19.0]
Re: [Game] Repixture [3.17.2]
Updated minetest to Luanti 5.11 and I'm getting the following error when trying to load my existing world:
Re: [Game] Repixture [3.17.2]
Nevermind, `--terminal` is broken with my setup, nothing to do with repixture.
- Wuzzy
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Version 3.17.3
Repixture version 3.17.3 is out! This is a bugfix release.
- Fixed hunger bar filling on rejoin*
- Switched translation system from TR files to Gettext PO files
- Fixed incorrect food points tooltip of meat items
- Rename mod unicode_text to rp_unicode_text
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Re: [Game] Repixture [3.18.0]
To celebrate the release of Luanti 5.12.0, I release Repixture version 3.18.0! Nicknamed “The Tiny Spyglass Update”!
Changelog:
And before you ask: The hotbar, hearts and other icons at the bottom are intentional. I have tried both with removing the them and with keeping them and IMHO it is better gameplay-wise if this info is visible at all time and not obscured; I think you should still be able to know your health while using your spyglass; you could be attacked while using the spyglass.
If you don’t have Luanti 5.12.0 yet, the game should still work in older Luanti versions (5.8.0 minimum).
Changelog:
- Spyglass now switches to a fancy screen when using it (Luanti 5.12)
- Spyglass now switches to first-persom camera when using it (Luanti 5.12)
- Translation updates (mostly French)
And before you ask: The hotbar, hearts and other icons at the bottom are intentional. I have tried both with removing the them and with keeping them and IMHO it is better gameplay-wise if this info is visible at all time and not obscured; I think you should still be able to know your health while using your spyglass; you could be attacked while using the spyglass.
If you don’t have Luanti 5.12.0 yet, the game should still work in older Luanti versions (5.8.0 minimum).
- Wuzzy
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Version 3.18.1
Version 3.18.1 has been released. This is a bugfix and translation update.
Changelog.
Changelog.
- Fix crash when digging top door segment
- Fix slightly too small collisionbox of closed fence gate
- Fix deprecation warnings
- Spanish translation complete
- Other translation updates
- Wuzzy
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Version 3.18.2
Version 3.18.2
Version 3.18.2 released! This is another (mostly) bugfix and maintenance update.
Changelog:
New website!
I have not mentioned it here before, but since a while now, Repixture has its own little website! Check it out here:
https://wuzzy.codeberg.page/Repixture/
The Repixture manual has been moved to a sub-page.
Version 3.18.2 released! This is another (mostly) bugfix and maintenance update.
Changelog:
- Star positions are now consistent per-world, determined by the world seed. The star positions in the sky no longer change randomly per-player or per-session (Luanti 5.15)
- Set default mapgen to v7 (Luanti 5.15)
- Use monospace font in sign dialog
- Sign dialogs now use the correct sign color
- Fix warnings about missing biomes
- Fix upside-down slab being placed in itemframe and item showcase
- Fix rightclick on interactive nodes not working if holding slab
- Placing a slab into a slab now created a full block
- Death messages API: New method to add death messages for set_hp (if you used this API in your mods, you should check for changes)
- Add new minimap border
- Tab key in formspecs now changes through the elements in the correct order
- Fix magnocompass showing the wrong direction if placed at wall
- Villagers no longer immediately complain about missing worksite after spawning
- Fix bad group name detection in crafting
- Translation updates
New website!
I have not mentioned it here before, but since a while now, Repixture has its own little website! Check it out here:
https://wuzzy.codeberg.page/Repixture/
The Repixture manual has been moved to a sub-page.
an appreciation post
i've just discovered this game. i really like it because it's clearly inspired by Minecraft but is not a blatant copy, like Mineclonia is. i know that this is not the purpose of the game, but i'd really like to see some more content like stronger enemies and game progression.
- Blockhead
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Re: an appreciation post
One of the main points of Repixture, as I understand it, is to be "babby's first block game", so enemies really aren't the focus here.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
- Wuzzy
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Re: [Game] Repixture [3.18.2]
I kinda agree with pedka, I think Repixture just needs more "stuff" overall so the world feels more "complete". And mobs are indeed a weak point, as there are just way too few. But don't expect super strong boss enemies, mobs are more about populating the world.
And yes, this game is meant to be somewhat "easy" or "simple" but not necessarily boring. Maybe "cozy" is the better word, idk.
And yes, this game is meant to be somewhat "easy" or "simple" but not necessarily boring. Maybe "cozy" is the better word, idk.
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Re: [Game] Repixture [3.18.2]
Good news! After my hard work on my game Lazarr! has concluded (more or less), I’ve decided to pick up Repixture again.
I worked on villages in the last few days. The village generation has been annoying to me for many years. Villages have always looked quite clunky and poorly adapt to the landscape. Performance was also a weak point.
I’m happy to report I made significant progress here! So far, I managed to do:
The only major task that is still open is preventing the giant ugly terrain overhangs when a house generates close to a cliff edge.
Once villages are stable enough, I can think about finally adding some real features, like new building types, etc. This should be easy to do under the new system.
I worked on villages in the last few days. The village generation has been annoying to me for many years. Villages have always looked quite clunky and poorly adapt to the landscape. Performance was also a weak point.
I’m happy to report I made significant progress here! So far, I managed to do:
- Non-flat villages!
- Make village houses and paths adapt to the landscape
- The simple but very unflexible "grid" pattern of villages is now gone
- Prevent most forms of aggressive cutting into terrain
- Generate villages in new, more "complex" biomes like forests without awkwardly causing "hanging trees"
- Use the same pathfinder that mobs use to generate paths between houses
- Narrower, more natural looking paths
- Prevent annoying lag spikes by moving village generation code into Luanti’s mapgen thread
The only major task that is still open is preventing the giant ugly terrain overhangs when a house generates close to a cliff edge.
Once villages are stable enough, I can think about finally adding some real features, like new building types, etc. This should be easy to do under the new system.
Re: [Game] Repixture [3.18.2]
Nice! Might be the best-looking village placement I've ever seen in Luanti!
I'm now imagining how it might turn out if I lifted that code to generate villages in Exile :)
I'm now imagining how it might turn out if I lifted that code to generate villages in Exile :)
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile
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Re: [Game] Repixture [3.18.2]
Work on the next version is going smoothly. I think my plan for this version is to finally bring villages to a polished stage, and hopefully villagers, too.
Here’s what I did in the meantime:
Here’s what I did in the meantime:
- Village terrain overhangs are now much less aggressive
- Stone villages added (in dry biomes)
- Simple walls added (was an old unfinished feature that was lying on my disk for ages untouched, lol)
- You will FINALLY be able to rotate tree trunks (like in Minetest Game, except the annoying "mirrored" trees that create ugly seams are eliminated; there are only 3 possible orientations)
- New jeweling improvement: Soft touch (blocks drop as themselves. Works for ores, but dirt with grass and small plants, too)
- Workaround for a HILARIOUS render bug involving paint buckets and painted brick blocks
- Can place item frame on ceiling and floor as well
- The "default" tree/leaves/planks now have become explicitly apple tree trunk/leaves/planks
- Two tree shapes now have their own custom tree trunk and leaves: Poplar (in Poplar Plains) and Redwood (in Grove) (I am not sure if the poplar is allowed to stay tho)
- New weather algorithm that produces less rain
- Per-player creative (with privilege AND command to toggle it)
- And a variety of smaller things
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Version 3.19.0 released!
Repixture 3.19.0 has been released!
(nickname: “The Second Village Update”)
I am very happy to present to you version 3.19.0 of the game. This is a BIG update and brings improved villages, trading and so much more.
Highlights
Village generation is completely overhauled. Villagers no longer follow the rigid and flat grid-like pattern which bothered me for years. Instead, houses are built on the terrain that already exists while keeping terrain modifications at a minimum.
New village buildings like a painter house or gardens have been added.
Villages will now appear in many more biomes. The dry lands will get a new unique cobblestone building style.
Trading
The trading system also got a major overhaul. Villagers now use Gold Coins as their currency of choice. 1 gold ingot can be turned to 60 gold coins, but the reverse is not possible.
As a rule of thumb, 1 gold coin is roughly equivalent to 1 stick or fiber.
All trade offers have been reworked as a result. Things are no longer expensive and it’s much easier to get started with trading thanks to lower quantities. You no longer need a trading book to trade as well. If you interact with a villager, you can now choose if you want to talk or trade. The trading book will now essentially act as a shortcut to the trading menu.
6 new villager professions were added:
The toolmaker sells and repairs tools.
The armorer sells armor.
The gardener sells flowers, saplings and other “garden” items.
The painter sells paint-related items and refills your paint bucket.
The stonemason sells stone-related items.
The jeweler jewels your tools for the price of of two jewels, but you can choose the improvement. The jeweler only exists in Creative Mode for now.
All villagers may also buy items from you.
New chest loot system
The old chest loot system was kinda messy and used randomness poorly. Many chests ended up empty. The new system will guarantee there is at least 1 item per loot chest; the loot overall should be more balanced and more fitting to the location of the chest. Dungeons will also have occasional chests now.
New blocks
A new cobblestone wall and sandstone wall was added. It connects with stone, fences, fence gates and other blocks. Just fences, animals cannot jump over.
The brick furnace allows you to cook food faster, but only food.
The smelting furnace allows you to cook metals and minerals faster, but only those.
The repairing table allows you to repair tools with a material it was crafted from. For example, a wrought iron pickaxe can be repaired with 1 wrought iron ingot. Repairing is a bit more resource-efficient than re-crafting. Each tool has its own repair amount.
The workbench is an alternative method to craft stairs, slabs and walls. Crafting stairs and walls on the workbench in bulk yields more output than hand-crafting.
New trees
Due to the "default" tree/wood being too present in the game, I decided to clean it up.
"Default" trees and woods are now considered apple trees.
Also, three existing biome trees have gotten their own wood:
Redwood, poplar, dry. New saplings allow regrowth.
The new tree types can be crafted to one of the existing wooden planks.
No new planks were added to keep it simple.
Per-Player Creative Mode
Creative Mode is now per-player, as it should be.
This is done by a privilege and a chat command. To enter Creative Mode as a player, you need the creative privilege and then enable it with the /creative command.
The Creative Mode setting still force-enables Creative Mode for everyone. Players can only leave Creative Mode while this setting is inactive.
Full changelog
Gameplay
(nickname: “The Second Village Update”)
I am very happy to present to you version 3.19.0 of the game. This is a BIG update and brings improved villages, trading and so much more.
Highlights
- Major village overhaul: villages respect the terrain, generate faster, support non-flat terrain, new houses, etc.
- 6 new villager professions
- Improved chest loot system
- New trading currency: Gold Coins
- Many new villager trades
- Can now trade without Trading Book
- Repair your tools at the new Repairing Table
- Redwood and Poplar Trees
- Per-player Creative Mode
- Rain is now rarer
- Completed Spanish translation (thanks, gallegonovato!)
Village generation is completely overhauled. Villagers no longer follow the rigid and flat grid-like pattern which bothered me for years. Instead, houses are built on the terrain that already exists while keeping terrain modifications at a minimum.
New village buildings like a painter house or gardens have been added.
Villages will now appear in many more biomes. The dry lands will get a new unique cobblestone building style.
Trading
The trading system also got a major overhaul. Villagers now use Gold Coins as their currency of choice. 1 gold ingot can be turned to 60 gold coins, but the reverse is not possible.
As a rule of thumb, 1 gold coin is roughly equivalent to 1 stick or fiber.
All trade offers have been reworked as a result. Things are no longer expensive and it’s much easier to get started with trading thanks to lower quantities. You no longer need a trading book to trade as well. If you interact with a villager, you can now choose if you want to talk or trade. The trading book will now essentially act as a shortcut to the trading menu.
6 new villager professions were added:
The toolmaker sells and repairs tools.
The armorer sells armor.
The gardener sells flowers, saplings and other “garden” items.
The painter sells paint-related items and refills your paint bucket.
The stonemason sells stone-related items.
The jeweler jewels your tools for the price of of two jewels, but you can choose the improvement. The jeweler only exists in Creative Mode for now.
All villagers may also buy items from you.
New chest loot system
The old chest loot system was kinda messy and used randomness poorly. Many chests ended up empty. The new system will guarantee there is at least 1 item per loot chest; the loot overall should be more balanced and more fitting to the location of the chest. Dungeons will also have occasional chests now.
New blocks
A new cobblestone wall and sandstone wall was added. It connects with stone, fences, fence gates and other blocks. Just fences, animals cannot jump over.
The brick furnace allows you to cook food faster, but only food.
The smelting furnace allows you to cook metals and minerals faster, but only those.
The repairing table allows you to repair tools with a material it was crafted from. For example, a wrought iron pickaxe can be repaired with 1 wrought iron ingot. Repairing is a bit more resource-efficient than re-crafting. Each tool has its own repair amount.
The workbench is an alternative method to craft stairs, slabs and walls. Crafting stairs and walls on the workbench in bulk yields more output than hand-crafting.
New trees
Due to the "default" tree/wood being too present in the game, I decided to clean it up.
"Default" trees and woods are now considered apple trees.
Also, three existing biome trees have gotten their own wood:
Redwood, poplar, dry. New saplings allow regrowth.
The new tree types can be crafted to one of the existing wooden planks.
No new planks were added to keep it simple.
Per-Player Creative Mode
Creative Mode is now per-player, as it should be.
This is done by a privilege and a chat command. To enter Creative Mode as a player, you need the creative privilege and then enable it with the /creative command.
The Creative Mode setting still force-enables Creative Mode for everyone. Players can only leave Creative Mode while this setting is inactive.
Full changelog
Gameplay
- Weather system reworked, rain is now rarer
- Villager trades now can accept items of a kind (e.g. "Any stone")
- New villagers will offer completely new and more balanced trades
- Villagers will offer trades that belong together (e.g. buying jewels for different prices)
- Gold coins are the new main trading currency of villagers
- Players can now trade with villagers without a trading book
- Setting "bed_enable = false" now only disables the night skip; players can still lay down in bed and set their respawn point
- Using the map item automatically activates the minimap
- Per-player Creative Mode (needs creative privilege, then enable with /creative command)
- Books now display long titles better
- Item groups in craft guide and trade menu now have a little icon
- New minimap graphics in Repixture style (circle mode, player arrow, player marker)
- Add subtle contour around health/breath/hunger icons
- Trading: Add button to trade 10 times
- Complete overhaul of villages
- Villages now respect the terrain
- Villages are no longer flat
- Villages manipulate the terrain much less aggressively
- Village houses are now more scattered instead of a "grid" pattern
- Added stone villages (dry biomes)
- Added rare gardens and painter house
- Villages are now generated in the mapgen thread, giving a performance boost
- Complete overhaul of loot system
- Village houses spawn with different and more balanced loot
- Tools may now spawn worn in chests
- Village chests are now guaranteed to always contain at least 1 item
- Dungeons may now have chests
- The tall Grove trees are now redwood trees and vary in height now
- The poplars in Poplar Plains and Baby Poplar plains now use their own blocks
- Redwood and poplar bushes added
- Add slightly more variation to the giga birch tree, and trunks below-ground
- New blocks: Redwood Tree Trunk/Leaves/Sapling
- New blocks: Poplar Tree Trunk/Leaves/Sapling
- New block: Dry Tree Trunk
- New blocks: Cobblestone Wall, Sandstone Wall
- Furnace renamed to Stone Furnace
- New block: Brick Furnace: cooks only food, but is twice as fast as stone Furnace
- New block: Smelting Furnace: can only smelt metals and minerals, but is twice as fast as the stone Furnace
- New block: Repairing Table: repairs tools with a material
- New block: Workbench: Cuts blocks into stairs, slabs and walls; more resource efficient than crafting when cutting blocks in bulk
- Item frames can now be placed on the ceiling and floor
- Tree blocks are now rotated on placement in one of 3 possible orientations
- Hold down Sneak to place them in the other orientation
- Burning TNT below water is now extinguished
- Cobble slab/stair can be smelted to stone slab/stair
- Placed ladders now orient themselves to the side of the block
- Generic Tree/Sapling/Leaves/Planks are now explicitly Apple Tree/Apple Sapling/etc.
- Rename (default) "Water" to "Fresh Water"
- Rename "Tree" blocks to "Tree Trunk"
- New item: Gold Coin (1 gold ingot → 60 gold coins)
- New item: Owner Tool: Change owner of locked chest (needs "server" privilege)
- New items: Redwood Log Boat, Poplar Log Boat
- Jeweled tools may now become "gentle". They drop the block themselves, so you can get Stone with Iron, Dirt with Grass, Tall Grass, etc.
- Compasses in item frames now point the correct way (instead of always up)
- Improve tooltips of beds and boats
- Add redwood and poplar log boat
- New item descriptions and images to all farming plant stages
- Changed TNT recipe to: 1 fiber, 6 paper, 6 gravel, 6 coal lumps
- Change broadsword color to match steel color
- Villagers say a few new things to talk about held item
- Villagers forget their worksite slower (ca. 30 seconds)
- New villager professions: Stonemason, Toolmaker, Gardener, Painter, Armorer, Jeweler (Jeweler is only available in Creative Mode)
- Villagers may now sometimes give hints to new players (how to get wood, a pickaxe, stone, etc.)
- The tavernkeeper villager may comment on your achievements
- Achievement "Bed Time" changed: You now must lay down in bed (instead of crafting it)
- Achievement "Hardened Miner" can now also be gotten by crafting bronze pickaxe
- New achievement: Master Miner: Obtain an ore block in its raw form
- New achievement: Fix me!: Fully repair a tool at the repairing table
- Fix crash when feeding animal that spawned in pen
- Fix crash if player respawns near unknown nodes
- Fix crash if using label and graphite on unknown node
- Fix mortar of painted bricks going invisible sometimes
- Fix paint buckets insides going invisible sometimes
- Fix bucket water render bugs
- Fix bed being placable into ignore nodes
- Fix bottom of magnocompass pointing the wrong way
- Fix crash when door.is_open is called
- Fix placing lock not working on painted chest
Re: [Game] Repixture [3.19.0]
nice! i love the canoe
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- Dirkfried
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Villages in Repixture 3.19
The newly generated villages are looking really good - here is a screenshot :-)
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