[Game] yams RPG [0.2.0]

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jara25
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[Game] yams RPG [0.2.0]

by jara25 » Post

yams RPG

yams RPG, or "yams" for short, is yet another mod soup based on Minetest Game, but with light RPG elements. Players can gain experience points, level up, and allocate stat points in order to become stronger. There are also many gameplay mechanics inspired by RPG games.

This game only officially supports the v7 mapgen with floatlands, but the other mapgens remain available in case someone wants to experiment.

The game focuses on combat, exploration, and player progression. There is less emphasis on creative building, so if you are more of a builder, this might not be the game for you. If you enjoy fighting mobs and getting stronger, however, give this game a try!

It is best if you have played Minetest Game, VoxeLibre, or other voxel survival games before. Note that a lot of the mods within yams have been modified from their original versions, so do not expect everything to be exactly the same!

This game is designed for those that play on PC with a mouse and keyboard. Mobile players might find this game too difficult, unfortunately.

Download

The current version of yams RPG is 0.2.0. It can be downloaded through ContentDB. If you cannot access ContentDB for some reason, releases are also available within the Git repository.

yams RPG will only support the latest stable version of Luanti, which is currently 5.15.2.

Version 0.2.0: https://content.luanti.org/packages/jara25/yams/
Git repository: https://codeberg.org/jara25/yams

Beginner Tips

Generally, the first thing that players should do is to make a wooden pickaxe, and then use that pickaxe to gather enough stone to make stone tools.

Discover items by picking them up or punching them. The crafting guide is located in the Craft Lookup tab.

Make sure to gather enough food while exploring. In particular, look for crops scattered throughout the world. Raw meat also drops from many animals.

Chopping wood, mining ores, and defeating mobs gives EXP. When enough EXP is gained, players level up and gain a stat point that can be used in the Level Up tab. Upon death, players lose some progress towards the next level.

The first night can be very overwhelming, so try to make a shelter before the sun goes down.

It is very important to note that the deeper players delve into the caves, the tougher mobs become. Make sure to be prepared!

That should be enough to get started. For detailed information, consult the in-game manual by clicking on the More tab within the inventory screen, then click Help.

Features
  • A vanilla MTG world augmented with the Extra Biomes mod
  • Many melee and ranged weapons
  • Rebalanced armor stats
  • Elemental damage and resistances
  • Sprinting and hunger mechanics
  • Status effects that affect players and mobs
  • Experience points and leveling up
  • Familiar mobs with tweaked behavior
  • Progressive crafting guide based on the Craft Lookup mod
  • Many types of food to make and eat
  • Various tools to craft that aid with exploration
  • A detailed in-game manual
  • Over 50 awards to aim for
  • ..and some other things for players to discover
Screenshot
yams_rpg_01.png
yams_rpg_01.png (824.4 KiB) Viewed 866 times
Known Issues

Currently, this game is a work-in-progress, and everything is subject to change without warning. This means that it is best if no one makes mods for yams or adds yams support for the time being. Similarly, strings may change without warning, so translations are not supported at the moment.

I do not recommend creating a public server using this game at the moment. Single player and small private servers should be fine, though. If you make a public server, you do so at your own risk.

Here are some other issues that I am aware of:
  • PvP is not supported
  • Creative mode has inconsistent behavior, especially regarding tool wear
  • Weather needs a rework
  • Enemy mobs often get stuck or do weird things
  • Certain areas in the game are incomplete
  • A few items currently do nothing
  • All sorts of other weird jank
Additionally, compatibility with mods designed for MTG is likely to be poor. I have only done minimal testing with additional mods, so there will probably be a lot of problems. Simpler mods that add decorative blocks and items are more likely to work well, but more elaborate mods may integrate poorly with yams. Mod compatibility will probably not be the focus for a while because testing what is included in yams is already a lot of work, but I plan to improve compatibility in the future because I do want to play my own game with mods too!

If you experience any problems in general, first try to make sure that any settings in minetest.conf are not interfering with the game, especially if you are familiar with the mods used in yams.

Licensing

As a whole, yams RPG is licensed under the GPLv3 only. Individual mods retain their original licenses, and any modifications I made to a particular mod are licensed under the same license that the mod uses.

For more information, see LICENSE.txt and CREDITS.txt.

Finally, thank you to everyone within the community that contributed to Luanti, Minetest Game, and the various mods! This game would not be possible without all of you.
Last edited by jara25 on Wed Apr 15, 2026 04:36, edited 6 times in total.
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Re: [Game] yams RPG [0.1.0 RC1]

by ErrorNull » Post

awesome. i love games that offer more rpg elements like gaining levels and upgrading abilities with stat/skill points.

i tried to run it but got dependency errors regarding yams_doc, yams_effects, yams_weapons, and bweapons_api and bweapons_magic_pack. like any other game type mod, i placed the unzipped 'yams' folder into the luanti 'games' folder. do i need to dload those referenced mods separately somewhere?

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Re: [Game] yams RPG [0.1.0 RC1]

by jara25 » Post

ErrorNull wrote:
Thu May 01, 2025 19:35
awesome. i love games that offer more rpg elements like gaining levels and upgrading abilities with stat/skill points.

i tried to run it but got dependency errors regarding yams_doc, yams_effects, yams_weapons, and bweapons_api and bweapons_magic_pack. like any other game type mod, i placed the unzipped 'yams' folder into the luanti 'games' folder. do i need to dload those referenced mods separately somewhere?
No, everything should be included in the zip file already. That is strange. Did the zip file download correctly?

How many mods are in the games/yams/mods folder? There should be 107. Do the mods mentioned above exist? For bweapons_api and bweapons_magic_pack, they should be located within bweapons_modpack, while yams_doc, yams_effects, and yams_weapons should already be in the game's mods folder.

If that seems correct, then what version of Luanti are you using? Can you post the error message you are getting? Terminal output or the relevant lines from debug.txt would also be helpful.
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Re: [Game] yams RPG [0.1.0 RC1]

by ErrorNull » Post

ok. i got the game to work. i initially got the game directly from git repository page https://codeberg.org/jara25/yams and so i chose the option the download as zip. that resulted in a 3+ MB file.

this time i simply downloaded the zip from the release candidate link and that had all the files.
https://codeberg.org/jara25/yams/releas ... v0.1.0-rc1

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Re: [Game] yams RPG [0.1.0 RC1]

by Blockhead » Post

ErrorNull wrote:
Fri May 02, 2025 03:51
ok. i got the game to work. i initially got the game directly from git repository page https://codeberg.org/jara25/yams and so i chose the option the download as zip. that resulted in a 3+ MB file.

this time i simply downloaded the zip from the release candidate link and that had all the files.
https://codeberg.org/jara25/yams/releas ... v0.1.0-rc1
This happened because the repository uses submodules. These are reference to other git repositories. It makes some sense (maybe) that Codeberg would omit those in zip download; submodules don't have to be on the same site, so Codeberg would be acting as a proxy to other servers, which it probably doesn't want to do.

You can stick to the releases, but in case you want fetch submodules via git you usually use git clone --recurse-submodules https://codeberg.org/jara25/yams. That can fetch unreleased versions. The zip is much smaller anyway and on a stable release.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Game] yams RPG [0.1.0 RC1]

by ErrorNull » Post

ah ok. still fairly new on this git stuff and have zero knowledge of using git command line things. looks like the releases will be the best for me. thanks for the clarification.

@jara25 - yams rpg is cool. i like it.

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Re: [Game] yams RPG [0.1.0 RC1]

by jara25 » Post

Yeah, Blockhead explained it better than I could. Submodules are helpful for the development of this game since I frequently need to check if the mods that yams includes have changed, but submodules can also be tricky to work with. They are a feature for more experienced Git users.
ErrorNull wrote:
Fri May 02, 2025 15:14
@jara25 - yams rpg is cool. i like it.
Thank you! I'm glad to hear that.

I've created the ContentDB page for the game and uploaded 0.1.0 there. Currently I am waiting for approval. There are no gameplay changes between the release candidate and 0.1.0.
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Re: [Game] yams RPG [0.1.0]

by jara25 » Post

yams RPG has been approved on ContentDB! You can now download 0.1.0 from within Luanti. I have updated the OP with the link to the ContentDB page.

I plan on making a 0.1.1 release at some point. This will include some mod updates and some bugfixes, including Minetest Game's workaround for the sign regression that was introduced with Luanti 5.12.0. It may take some time, though.
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Re: [Game] yams RPG [0.1.1]

by jara25 » Post

Version 0.1.1 of yams RPG has been released!

This is a minor release with some bug fixes, gameplay tweaks, and mod updates. No breaking changes are present in this release, and the game should still work with Luanti 5.11.0 or later.

As always, you can download the new version from within Luanti or from the ContentDB website.

Notable gameplay changes:
  • Make the mese monster slightly easier to fight
  • Nerf the diamond bow and mithril crossbow
  • Fix splash damage from magical weapons being weaker when hitting larger mobs
  • Splash damage from magical weapons no longer goes through walls
  • Fix thrown spears not colliding with mese monsters
  • Make the potion of health regen heal less often, but make it last twice as long
Other changes:
  • Add Minetest Game's workaround for the sign regression introduced by Luanti 5.12.0
  • Update many mods from upstream, including those originating from Minetest Game
  • Fix the game crashing when trying to load a world if "Enable Damage" is disabled
  • Warn the player if "Enable Damage" is disabled upon loading a world in single player
  • Fix worlds becoming unplayable if a spear belonging to a logged-out player hit a mob
  • Fix armor durability warnings not triggering if armor was repaired and then worn out again
  • Fix slimes not being immune to fall damage
  • Fix physics-related status effects not being properly restored when players rejoin
  • Prevent regular grass from appearing in snowy biomes when snow melts
  • Mark a few more items as recommended within the crafting guide
  • Improve some documentation, including README.md
Mod update notes:
  • Unlike in upstream Mobs Redo, certain animals will not randomly decide to attack players
  • The mob repellent node in Mobs Redo has not been added for now
The next major version of yams RPG will be 0.2.0, which will add more gameplay mechanics and content, but it probably will not be released for a long time. In the meantime, I may make more releases in the 0.1.x series if there is anything important that needs to be addressed. Until then, have fun!
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Re: [Game] yams RPG [0.1.1]

by goats » Post

i apologize for not looking into the issue myself, but there is a problem:

If you dig a tree, you can place tree nodes infinitely, as if in creative mode.

It took me a while to even notice this (due to infrequently placing tree nodes). i do not notice this behavior for any other nodes. i would not even know where to begin looking for what code causes this.

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Re: [Game] yams RPG [0.1.1]

by jara25 » Post

I didn't even notice either but now that I look at the relevant code, I see the bug :( It's in yams_overrides/init.lua, lines 247-254 if you want to patch it yourself in the meantime. To be specific, the on_place override needs to modify the item stack and return that, which I did not do. The code probably does not work well with other mods either, but that's for later.

Thank you for letting me know, and yeah it can be hard to find where some things are implemented so I apologize for that.

I probably should release 0.1.2 at some point since there's at least one other exploit that I need to fix, and there's some easy improvements to mod compatibility that I can include too.
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Re: [Game] yams RPG [0.1.2]

by jara25 » Post

Version 0.1.2 of yams RPG has been released!

(Edit: I messed up when creating the archive, so it's really 0.1.2a on ContentDB. The only thing that changed is the name of the root directory.)

This is a minor release with some important bug fixes and improvements to mod compatibility. These changes have been taken from version 0.2.0, which is still in development. No breaking changes are present in this release, and the game should still work with Luanti 5.11.0 or later. Updating is strongly recommended.

Compatibility with other mods designed for MTG still remains poor, but I hope that the improvements present in this release makes some mods more usable with yams RPG.

As always, you can download the new version from within Luanti or from the ContentDB website.

Notable gameplay changes:
  • Fix tree nodes being able to be placed infinitely
  • Prevent tree nodes placed on grass by players from giving EXP when broken again
  • Fix an exploit related to beds and status effects that alter player physics
  • Fix an exploit which allowed players to convert empty wooden buckets to filled steel buckets
Mod compatibility improvements:
  • Support the addition of inventory screen tabs by other mods
  • Support the registration of ore definitions by other mods
Other changes:
  • Update mods originating from Minetest Game
  • Update the 'wooden_bucket' mod
  • Fix the magic wand's reload sound not playing
  • Make minor changes to the 'Level Up' tab
Have fun!
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Re: [Game] yams RPG [0.1.2]

by goats » Post

It's in yams_overrides/init.lua
i have probably even looked in there out of sheer interest, but did not notice it enough to think of it when i noticed the tree placement issue. Regardless, my goats_overrides suggested to me that i have never looked at, or seen, where placing nodes itself is defined, and automatically assumed it wasn't in the on_place for a node or group. Kind of dumb in retrospect. 😂

Thank you for the fixes and backports!

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Re: [Game] yams RPG [0.1.2]

by goats » Post

yams_overrides/init.lua stikes again! 🙂 [Yams 0.1.2a]

Right-clicking a chest (to open) while happening to have a tree in hand crashes the game.

Code: Select all

AsyncErr: Lua: Runtime error from mod '' in callback item_OnPlace():
../yams/mods/yams_overrides/init.lua:253: attempt to index local 'res' (a nil value)
stack traceback:
../yams/mods/yams_overrides/init.lua:253: in function <../yams/mods/yams_overrides/init.lua:245>

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Re: [Game] yams RPG [0.1.2]

by jara25 » Post

haha amazing...

I didn't know that core.rotate_node can return nil :(

Thank you for reporting another bug! I'll release 0.1.3 when I have the time since players can encounter this within a few minutes of playing. If you know a bit of Lua and want to work around it for now, you can put not res within that line as a stopgap.
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Re: [Game] yams RPG [0.1.3]

by jara25 » Post

Version 0.1.3 of yams RPG has been released!

This is a minor release which fixes a regression introduced in 0.1.2, which caused the game to crash when a player tried to open a chest while wielding a tree block. That is the only change present in this release. Updating is strongly recommended.

Credit goes to goats for reporting that bug. This will not be the last time I touch the relevant code, especially once I prioritize mod compatibility, but hopefully it works fine now :)

As always, you can download the new version from within Luanti or from the ContentDB website. Have fun!
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Re: [Game] yams RPG [0.1.3]

by kuboid » Post

Started playing Yams, and I like it. It's nice that recipes are not always the dull MC ones, things like steel production for example take a bit more efforts. That makes steel more valuable.
Weather is nice, with the puddles, also the sound effects. Strange that snow sometimes falls horizontally :)
In grass biome, way too many animals spawn, this makes food too cheap. Food grows too fast, too.

Cows can climb fences, suboptimal. And, breeding them didn't work for me.

Dying should give stronger punishment than loss of a bit of experience. Items should also be lost, at least partly.

All in all, I find this game well balanced, no real bugs so far. I'll keep playing

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Re: [Game] yams RPG [0.1.3]

by jara25 » Post

Hello everyone! I want to make some important announcements regarding version 0.2.0 of yams RPG, which is fairly close to being released, so that players can prepare accordingly. Here they are:
  • The minimum version of Luanti required to play yams RPG will be increased to 5.14.0, although 5.15.2 is strongly recommended as it makes reproducing bugs easier for me.
  • Please backup your worlds before updating! Worlds created in 0.1.x should continue to work in 0.2.0, but there is always the chance that I overlooked a bug which makes worlds unplayable.
  • Under certain conditions, the copper, gold, iron, and obsidian spears were registered when they should not have been. If this is the case for your worlds, these spears will turn into unknown items once you update to 0.2.0. This will not be fixed or addressed in any way, so just throw the spears away as they are not that valuable. If you installed and enabled the Spears mod for any other Luanti world, you are likely affected by this issue.
  • The list of eligible spawn biomes have been changed. Since the 'spawn' mod within Minetest Game determines the initial spawn point the first time a player spawns per server session, this can cause the initial spawn point of your world to change. This can be an issue if a player dies without having set a respawn point at a bed, as that can cause that player to respawn in an unfamiliar location and become lost. Note that this also applies to single-player games.
  • The Glamorous Deaths mod has been removed in 0.2.0, but it will continue to be supported. Feel free to install it separately and use it with your worlds if you want to.
There are still many things that I need to do before version 0.2.0 is ready, but please look forward to the release! :)

And now a rather late reply to this post:
kuboid wrote:
Mon Feb 09, 2026 18:36
Started playing Yams, and I like it. It's nice that recipes are not always the dull MC ones, things like steel production for example take a bit more efforts. That makes steel more valuable.
Weather is nice, with the puddles, also the sound effects. Strange that snow sometimes falls horizontally :)
In grass biome, way too many animals spawn, this makes food too cheap. Food grows too fast, too.

Cows can climb fences, suboptimal. And, breeding them didn't work for me.

Dying should give stronger punishment than loss of a bit of experience. Items should also be lost, at least partly.

All in all, I find this game well balanced, no real bugs so far. I'll keep playing
I'm glad you like the game overall! Thank you for playing!

Regarding the animal spawn rates, it is intended that there can be up to around 5-10 animals at once. If there are way more than that, then something might be wrong. Finding food is not meant to be much of a challenge after the first day or so. I think other games such as Exile execute that type of survival gameplay better. Instead, I want the challenge to come from the mobs :) I have a similar thought process regarding the rate of crop growth. Different food items have different effects, so I want to encourage experimentation by making sure that crops can grow relatively quickly.

I keep forgetting to make sure that cows are less likely to jump over fences. To be honest, that will probably not be fixed in 0.2.0, so just make some taller walls for now. It is not easy to fix properly, and I know that it is not optimal. Breeding should work, but I know that it is not clear how to make that happen. Describing what you tried can help me adjust how the breeding mechanic is communicated or uncover any bugs.

The amount of experience points lost upon death is based on the player's level, although I simplified the EXP loss formula for 0.2.0 in order to make the amount of lost EXP more predictable. An option to wipe the player's inventory, including the contents of their bags, upon death is planned. For now, the player will keep their inventory in case a bug occurs that leads to their unfair death.

Another note regarding difficulty is that difficulty settings are planned for the future. The current gameplay will eventually become the Normal difficulty, and both easier and harder settings are planned.

(Edit: 5.15.1 -> 5.15.2)
Last edited by jara25 on Wed Apr 15, 2026 04:36, edited 1 time in total.
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Re: [Game] yams RPG [0.2.0]

by jara25 » Post

After many months of development, I am happy to announce that version 0.2.0 of yams RPG has been released!

This major release builds on the foundation set by the 0.1.x releases. New game mechanics have been added that open up new strategies and gameplay styles, and many existing game mechanics have been tweaked.

Version 0.2.0 requires Luanti 5.14.0 or later, although 5.15.2 is recommended. Please make sure to read the first half of the above post if you have not done so already. It is unlikely that existing worlds will break, but back up your worlds before updating!

As always, you can download the new version from within Luanti or from the ContentDB website.

Below are the highlights of this release.

More content in the Cloudlands
yams_rpg_cloudlands.png
yams_rpg_cloudlands.png (107.76 KiB) Viewed 866 times
In version 0.1.0, the Cloudlands, which includes both the islands generated by the Cloudlands mod and the floatlands generated by the v7 mapgen, was rather unfinished. For this release, more attention has been paid to this part of the world.

There are now mobs that can be only found in the Cloudlands. Some of them can be challenging to fight. Furthermore, mobs can now spawn in caves within the Cloudlands, so be on your guard! There are other subtle tweaks that make the Cloudlands feel less unfinished.

Special thanks goes to those who worked on the Dmobs and the Not So Simple Mobs mods, as the assets for the new mobs came from those mods.

Both the Cloudlands and the Nether are still under development, so please look forward to more additions in the future!

Unique abilities on many weapons
yams_rpg_special_ability.png
yams_rpg_special_ability.png (32.65 KiB) Viewed 866 times
Stronger weapons now have fixed abilities on them that can be very powerful. Some of them passively strengthen the player, while others allow the player to deal more damage under the right conditions. There are abilities that also hinder mobs, such as the ability shown in the screenshot above.

Note that any weapons which players currently have do not have to be crafted again. Those weapons will gain those abilities automatically upon updating the game.

Make sure to read the tooltip for each ability carefully. Experiment and see what new tactics you can come up with!

Status effects on mobs
yams_rpg_stunned_monster.png
yams_rpg_stunned_monster.png (120.46 KiB) Viewed 866 times
As the previous section may have implied, mobs can now have status effects. In the above screenshot, the dirt monster is currently stunned. Some weapons can inflict negative status effects such as Stun on mobs, making them easier to fight.

Mobs can also have positive status effects, too. At lower depths, some mobs that spawn may seem a bit tougher than usual…

Note that many status effects are exclusive to players, while others can only affect mobs. A few status effects affect both players and mobs, but they may behave differently depending on who they are affecting.

Elemental resistances on players

In version 0.1.0, many mobs have elemental resistance, but the element of an incoming attack did not matter for players. With this release, elemental resistances has been implemented for players too.

Some types of armor now influence a player’s elemental resistances, and there are now status effects that temporarily increase a player’s resistance to a specific element. The chili bowl and triple berry smoothie now bestow their elemental resistance effects to the player.

Note that while mobs can resist either physical or magical damage, this distinction between those types of damage does not apply to players.

An expanded arsenal of ranged weapons

Version 0.1.0 gave players who focused on the Dexterity stat limited options compared to those that focused on Strength or Intelligence. There were many clear gaps in the player’s arsenal of ranged weapons, and the selection of spears was quite limited. The diamond bow and mithril crossbow were last-minute additions to that version that only partially addressed this issue.

Many new weapons have been added in this release to fill in these gaps, ensuring a smoother progression of power for those that prefer to attack mobs from afar. This includes a new bow, a new crossbow, new spears, and even a new slingshot! Many of these weapons also have unique special abilities. There is also a new game mechanic that only applies to spears.

Tweaked ranged combat

Spamming the punch button while waiting for the ranged attack cooldown to expire no longer works in this version, as the player’s next ranged attack is now delayed if they do this. There is now a cooldown bar below the player’s crosshair when holding a ranged weapon to indicate when they can fire their weapon again.

Ammo for ranged weapons is no longer required to be in the hotbar, which frees up that slot for something else. Ammo only has to be within the main inventory now for it to be usable. An ammo counter now appears on the bottom-right of the screen when holding a weapon that requires ammo.

Rebalanced melee weapons

I wanted axes to be a viable alternative to swords in version 0.1.0, but in practice, axes were inferior to swords in every way besides the increased knockback, which was not useful in practice.

For this release, the characteristics of swords, axes, and spears have been reworked. Axes now deal much more damage and knockback, but their punch interval is longer than swords. Swords deal less damage than axes, but players can attack with them more often, making swords better for beginners. Spears remain the melee weapon of choice for players with a high Dexterity stat, but their damage output is not as high as swords and axes, although their punch interval is lower than both types of weapons. There are other subtle advantages and disadvantages that I will let players discover.

Many melee weapons have special abilities, as described earlier, but note that attacks performed before the punch interval elapses will never trigger those abilities. It is even more important to attack properly when using stronger melee weapons.

Other notable changes

There are many other changes that make yams RPG feel more complete as well as some important changes to game mechanics.

Here is a list of changes that have the most impact on players:
  • There is a new main menu background and game logo.
  • Scaling applied to various types of non-combat damage, such as fall damage, has been reduced.
  • Damage from fire and lava now scales with the player’s maximum health. Fire resistance reduces this damage.
  • The EXP penalty on death is now 20% of the required amount of EXP to advance to the next level. Previously, it was a percentage of the player's current EXP that varied based on their level.
  • A custom death screen has been added.
  • The Glamorous Deaths mod has been removed due to the addition of the custom death screen. The game will continue to support this mod, so players may install and enable this mod separately if they want to.
  • The Telemosaic mod has been added. Players with enough materials can now built a network of teleporters to make traveling around the world much faster.
  • The recipe layouts of some magical items, such as enchanted pages, have been changed. Their cost remains the same.
  • The stats of magical weapons and tools have been adjusted. Their durability has been increased, and damage and mana costs have been adjusted to account for their new abilities.
  • Status effects that block negative status effects, such as Ailment Ward, are no longer removed after blocking an effect, but they now last for a shorter period of time.
  • The Mana Sap status effect is much stronger now.
  • New status effects, including Stun, have been added.
  • Many new potions have been added. The Potion of Health Regen’s recipe has also been changed.
  • Effects have been added to many types of slime goo.
  • Loot chests have been tweaked. Loot also now becomes better at specific depth thresholds.
  • The layout of the Bags tab has been changed.
  • The Armor tab now has more information, and it takes the player’s stats into account.
  • A few new awards have been added.
  • Help pages have been revised and updated.
Everything else

Of course, this release has an assortment of bug fixes and minor additions too. These changes can be seen within the spoiler below. Note that these lists are probably missing a few changes.
Spoiler
Bug fixes:
  • Fix a crash that occurs when pumpkins or melons are flooded
  • Fix a crash caused by trying to use bonemeal on a mob
  • Fix damage to armor being applied twice per hit under certain conditions
  • Fix armor not being damaged by explosions
  • Fix knockback from mobs’ attacks not being applied to other mobs properly
  • Fix player projectiles being able to destroy tools on an anvil
  • Fix ghosts losing their ability to go through walls
  • Fix exploding mobs blowing up more quickly than intended
  • Fix a math error related to Poison and Health Regen
  • Fix mobs spawning in dungeon rooms exposed to sunlight
  • Fix monsters standing in a corner while ignoring the player in most cases
  • Fix savannah slimes never spawning
  • Fix lava slimes not spawning in the Nether
  • Fix spears being thrown when using a boat or a cart
  • Prevent horses from being captured with the lasso while mounted
  • Work around a very rare crash caused by splash damage
Gameplay changes:
  • Add the Tough Skin effect to dried quince pieces and roasted chestnuts
  • Remove the Tough Skin effect from pumpkin pie, but make it restore 50% mana
  • Make Attack Up more powerful and adjust food items accordingly
  • Let bronze armor give bonuses to mana regeneration
  • Make nether armor give penalties to stamina regeneration
  • Increase the protection values of mithril armor
  • Add the stellar shield
  • Tweak the stats of scythes, sickles, hoes, and the steel hammer
  • Tweak how a thrown spear’s damage is calculated
  • Add a rare mini-boss mob that spawns in oceans
  • Reduce the drop rate of water essences from ocean slimes
  • Make mobs get a temporary increase to their sight range if attacked from afar
  • Ensure that mobs always play their war cry sound
  • Improve the movement of spiders
  • Remove a mechanic specific to skeletons that allowed them to be cheesed easily
  • Dark resistance of many mobs, including nether mobs, have been reduced
  • Stone monster variants now drop the corresponding type of stone
  • Nerf the drop rate of bronze ingots and portal books from the oerkki
  • Change how the oerkki decides to use its ranged attack
  • Allow the oerkki’s ranged attack to be interrupted
  • Make the oerkki’s ranged attack more visible in the dark
  • Nerf the diamond and mithril drops from the mineral slime
  • Nerf the mese monster’s drops
  • Simplify how the land guard’s anger works
  • Prevent land guards from spawning during daytime
  • Make poisonous spiders more obvious
  • Make it more obvious that the mummy is poisonous
  • Buff the explosion master’s damage
  • Make jungle, poisonous, icy, and savannah slimes spawn more often
  • Prevent vehicles from blocking mob projectiles
  • Try to make loot within loot chests depend on the world’s seed
  • Try to ensure that each dungeon has at least one chest
  • Buff the higher tiers of Orbs of Insight
  • Change the list of eligible spawn biomes to prevent unfair initial spawns
  • Let players craft sticks using dry shrubs
  • Let players pick up items while holding ranged weapons
  • Increase wear applied to weapons when spamming melee attacks
  • Change the net’s crafting recipe
  • Make boats go faster
  • Implement the Tome of Gravity
  • Add tooltips to some tomes
  • Make stardust more common
  • Let crops appear within the Cloudlands
  • Add a better loot table for dungeon chests within the Cloudlands that are above a certain height
  • Make pumpkins and melons rarer
  • Increase the stack size of water bottles to 99
  • Make the poisonous goo more dangerous
  • Slightly reduce the duration of the poisonous potato’s effect
  • Allow players to respec once per hour of playtime instead of every seven in-game days
  • Mark more items within the crafting guide as ‘recommended’
Other changes:
  • Update mods originating from Minetest Game
  • Update other mods from upstream
  • Update licensing information
  • Remove percentages next to the primary and secondary stats in a weapon’s tooltip
  • Change the texture of Orbs of Insight
  • Change sounds related to the slingshot
  • Rework how the Plague effect works
  • Add new sounds for the land guard
  • Add new sounds for the nether leech
  • Add hit sounds for some mob projectiles
  • Add hit particles for the skeleton
  • Add the ‘xcompat’ mod since the ‘hangglider’ mod now requires it
  • Track the playtime and death count of the player
  • Ignore the player’s minetest.conf when registering spears
  • Address most ‘failed to get biome’ warnings
  • Address the warning caused when a player punches a mob with their fist
Mod update notes:
  • Unlike in Minetest Game, the /clearinv and /pulverize commands will require the ‘give’ privilege
  • Cows and a few other animals do not randomly attack the player, unlike in upstream Mobs Redo
If you read this far, thank you! Enjoy the update and feel free to leave feedback!

As for the future, I plan to release version 0.2.1 at some point. There are still some minor issues that I did not fix, and it is possible that I overlooked some bugs which lead to crashes. Regardless, I had a lot of fun developing this release, and I hope you enjoy it too!

(Edit: clarified some details, and added some missing changes)
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