[Game] Repixture [3.20.0]

LovesTha
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Re: [Game] Repixture [3.17.2]

by LovesTha » Post

Updated minetest to Luanti 5.11 and I'm getting the following error when trying to load my existing world:
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

LovesTha
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Re: [Game] Repixture [3.17.2]

by LovesTha » Post

Nevermind, `--terminal` is broken with my setup, nothing to do with repixture.

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Wuzzy
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Version 3.17.3

by Wuzzy » Post

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
* = After this update, players will first start with a full hunger bar (technical reasons), but on later rejoins, their hunger bar should be restored correctly.

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Wuzzy
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Re: [Game] Repixture [3.18.0]

by Wuzzy » Post

To celebrate the release of Luanti 5.12.0, I release Repixture version 3.18.0! Nicknamed “The Tiny Spyglass Update”!
spyglass.jpg
spyglass.jpg (27.21 KiB) Viewed 4392 times
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)
Yes, it’s a whole new release for basically only 1 feature, but I’ve been waiting long for Luanti to allow me to force the camera mode, I just HAD to dedicate a full release only for this. ;-)

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).

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Wuzzy
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Version 3.18.1

by Wuzzy » Post

Version 3.18.1 has been released. This is a bugfix and translation update.

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

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Wuzzy
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Version 3.18.2

by Wuzzy » Post

Version 3.18.2
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.

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an appreciation post

by pedka » 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.

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Re: an appreciation post

by Blockhead » Post

pedka wrote:
Sat Jan 31, 2026 15:13
stronger enemies and game progression.
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 ✝️♂

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Wuzzy
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Re: [Game] Repixture [3.18.2]

by Wuzzy » Post

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.

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Wuzzy
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Re: [Game] Repixture [3.18.2]

by Wuzzy » Post

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:
  • 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
Screenshot.

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.

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Re: [Game] Repixture [3.18.2]

by Mantar » Post

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 :)
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Repixture [3.18.2]

by Wuzzy » Post

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:
  • 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
My most recent change is currently on the villager trading and balancing. I’m adding new professions and trades and generally want to clean up some awful trades. In playtesting, I noticed that traders often offer trades that are not useful to beginning players, making it quite hard to even earn you first few gold that way. Rebalancing trades turns out to be much harder than it sounds, because it involves so much testing … Wish me luck. XD

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Version 3.19.0 released!

by Wuzzy » Post

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.

New village
New village
villagepromo.jpg (46.7 KiB) Viewed 2015 times

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!)
New villages

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
3.19.0 feature showcase
3.19.0 feature showcase
3190promo.jpg (75.9 KiB) Viewed 2015 times
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
Redwood grove
Redwood grove
grovepromo.jpg (48.48 KiB) Viewed 2015 times
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
Usability / UI
  • 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
World
  • 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
Blocks
  • 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"
Items
  • 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
Mobs
  • 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
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
Bugfixes
  • 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

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Melkor
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Re: [Game] Repixture [3.19.0]

by Melkor » Post

nice! i love the canoe
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Dirkfried
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Villages in Repixture 3.19

by Dirkfried » Post

The newly generated villages are looking really good - here is a screenshot :-)
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Wuzzy
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Repixture 3.20.0 released!

by Wuzzy » Post

Version 3.20.0 released!
Nicknamed: The Flora Update
RP_3_20_0.jpg
RP_3_20_0.jpg (56.67 KiB) Viewed 1364 times
This version adds a few new plants, changes the behavior of fertilizer, adds many new skins.

New plants
New flowers have been added. Forget-me-not is light blue, marigold spawns in swamps and is yellow. They don’t have special properties, they just look nice. The old "flower" has become "daisy". Each petal-style flower node now distinguishes their flower count. You can have 1 to 3 daisies in one block for example. This should allow some garden variety with higher or lower "flower density".

If you explore the world, you might find the rare moonflower. This one only opens under the light of a full moon. If you use shears on the open moonflower, you can extract its seed, allowing you to plant another one.

In caves, you might find a few glow weeds near the surface. They light up the cave.

If vines grow from fertilized dirt, they may grow a vine blossom at the bottom.

In swamps, you may find waterlilies and duckweed. Waterlilies can be stepped on, and duckweed slows down boats.

Fertilizer changes
The paradigm of fertilizer has been changed. Previously, fertilizer was an awkward mix of "grow faster" and "grow taller/larger". Now it's only about making plants grow larger. Fertilizer does no longer speeds up plant growth. Fertilizer will make most plants grow larger now. Many plants now have a large version of themselves. Try it out!

Fertilized farming plants will grow in an unique way. Potatoes, carrots and asparagus will grow into whole blocks in the dirt. These can be crafted to regular food items or used as building blocks for decoration. Cotton grows cotton bales. Wheat grows two blocks tall.

Duckweed and waterlilies can also be "fertilized". The plant must be on 1-block deep water above fertilized dirt.

New player skins
Players get even more options to customize their skin, with many new hairs, eye colors, skin colors, and some clothes added. There are now buttons to change style and color separately.



Changelog

There are many other changes to explore! Here is the full changelog:
  • Flowers have become daisies
  • Daisies can have 1 to 3 flowers per node
  • Daisies now add only 1/9th of paint to paint bucket (before: 1/3th)
  • New flowers: Forget-me-not, marigold
  • New flower: Moonflower
  • New plant: glow weed
  • New large variants of grasses: Swamp grass, dry grass, sand grass
  • New oak sapling texture
  • New plant: waterlily (lives on water)
  • New plant: duckweed (lives on water and spreads)
  • New plant: deep air weed (restores more breath than 'common' air weed)
  • Using air weed now gives nearby mobs breath as well
  • 3 new vine blossoms
  • New blocks: Giant asparagus stem, giant carrot piece, giant potato
  • Major fertilizer rework
    • Fertilizer now makes plants grow larger instead of faster
    • Saplings grow to larger trees
    • Potatoes and carrots grow to "giant" plants
    • Glow weed grows large
    • Grasses grow tall
    • Waterlily and duckweed spread
    • A vine hanging from fertilized dirt grows a blossom (3 variants, one per dirt type)
  • New player skins
    • 26 new skin colors (including 2 new hues)
    • 18 new hair styles
    • 8 new eye colors
    • 4 new shirts: tank-top, t-shirt, shirt with "v"-cut
    • 1 new pants
    • Added buttons to change style and color separately
  • Villagers now have a wider variety of possible skins
  • Ladders are now paintable
  • Placed written books are now paintable
  • New blocks with loot may appear in the world: swamp dirt / dry dirt / dirt with flint, ... with coins, sand with pearl
  • Jeweler’s workbench no longer repairs tools
  • Add achievement: Banish the Darkness (for placing light)
  • Add achievement: Fortune favors Fools (for growing and harvesting giant potato)
  • Change spear dig times and damages
  • Craft recipe remove: Gravel
  • Gravel can now be obtained by smelting stone
  • Play lock sound when a cracked locked chest re-locks
  • Play sound when trying (and failing) to open locked chest
  • Visible cracked lock on cracked locked chests
  • Close open chest dialogs when cracked locked chest relocks (except for owner)
  • Translation updates: Portuguese (Brazil), French, German
  • Adjust item sorting in Creative inventory
  • Display dig times in tool tooltips
  • Mature and giant potato and asparagus plants can be used in paint bucket to make paint
  • Technical: Introduce new dig group 'piercy' for spears, fruit, wool, cotton bale and music box
  • Technical: rp_crafting: Can now hide individual crafting recipes from craft guide
  • Technical: Various groups added (see DEV_GROUPS.md)
  • Bugfix: Warning appeared when interacting with paint bucket from afar
  • Bugfix: Wielded compass was annoyingly moving up and down when looking around
Acknowledgements

Thanks to MirceaKitsune and TenPlus1 for the Moonflower mod, on which Repixture’s moon flower is based on!

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