Description
A classic game for Luanti, to explore, survive and build.
Compatible with most mods for Minetest Game.
Getting Started
Open your inventory and take a look at the Recipes tab. Select items to see
how they can be made and select them twice to see what can be made out of them.
The primary resource needed to progress is crumbled stone. Combine 4 of them to
make cobblestone, which is the material for stone tools.
To get sticks, place 3 leaves vertically on the crafting grid. Besides tools and
torches, sticks are also used to make campfires, a cheap early-game replacement
for cobblestone furnaces.
Depending on the biome, it might be harder or easier to find food. Usually, the
easier and faster method to get food is to hunt rats. After killing one, it can
be cooked in a furnace or on a campfire to make some nutritious rat meat.
The base game mechanics aren't too difficult to get used to. The progression
is fairly obvious from this point onwards. Follow the recipes. Alloy new metals.
Go to the Nether.
Build a house. Plant a tree. Raise a rat.
Features
- Hostile and passive mobs, partly inspired by Minetest 0.3.
- Good textures by default, forming an overall consistent style.
- Game mechanics different from Minetest Game and Minecraft, giving the game its
unique feeling.
- Self-planting saplings. No need to collect them. Forests will spread
naturally.
- Biome-dependent weather cycle, with rain extinguishing fire and snow piling on
the ground.
- Progressive gameplay, while still offering different ways to achieve your
goals.
- Coal-powered alloy furnaces making ingots that are unobtainable through
regular cooking or crafting.
- More realistic metal progression. Iron lumps make iron ingots; alloy iron with
coal to make steel.
- Hellish Nether realm, separated from the regular world by an unbreakable
bedrock layer.
- Nether and Floatlands (v7) portals, ignited with the Realm Striker, an item
found within dungeons deep underground.
- Not only stairs and slabs, but a wide range of sub-nodes, enabling detailed
buildings.
- Most items can be placed down, allowing for interesting decorative elements.
- Dyes can be placed on wool and similar nodes to instantly color them.
- Must-see mapgen. Getting the best out of mapgens v6 and v7.
- MC-like hunger and healing.
- Sprinting mechanics.
- Simple score system, motivating players to not abandon their worlds.
- Modular doors, with which you can build more than just doors, e.g. window
frames, hatches, street lamps...
- Cactus has spikes and they hurt.
- Details, details, details. Don't miss them.
Releases
2026-05-17 04:05 UTC
2026-20 r26
- Make height of compost depend on contents of the compost bin (#365 by @dalz)
- Fix missing dependencies and the crashes they case for
game_commands and dungeon_loot on 5.15.2 (#367, #368 by @rudzik8)
- Upgrade
nether and findbiome with upstream changes
2025-12-08 12:16 UTC
2025-50 r25
- Minor dungeon-related & monster rebalancing (@rudzik8)
- Separate
default and dungeon_loot from each other, leaving dungeon_loot just a pure API with mapgen code
- Tweak
default loot, generating more items in chests and adjust their chances to be more fair
- Tweak other dungeon loot changes and register carts, bread, binoculars, mapping kit, screwdriver and keys as loot
- Nerf DMs and make them drop mese crystals and iron ingots instead of mese crystal fragments
- Nerf Oerkkis and make them drop obsidian shards and diamonds (rare) instead of just obsidian shards
- Nerf Omsks and make them drop bronze ingots and red mushrooms (rare) instead of just red mushrooms
- Make dungeons less frequent (a tad closer to default Luanti mgv7 levels)
- Introduce fillable bottles based on EmptyStar's Filled Bottles modpack, currently featuring just the Water Bottle (@rudzik8, idea by @j-r)
- Re-introduce Dough into the game as a combination of Flour and Water Bottle, now used to bake Bread instead of just Flour (@rudzik8, w/ ideas by @j-r)
- Implement proper axis-based pillar-like node placement, similar to one in VG/MCLA, and get rid of horizontal tree nodes (@rudzik8)
- Tree nodes are now placeable in 3 rotations (up/down, left/right and front/back), and old horizontal tree nodes in inventories and in the world are automatically converted
- Remove the Drinking Glass item from the
vessels mod, aliasing it to Glass Bottle (@rudzik8)
- Introduce a new aliasing API for Subnodes (
subnodes.alias_subnodes) (@rudzik8)
- Introduce
voxelgarden.safe_alias as an API wrapper around core.register_alias to silence itemstring conflict warnings (@rudzik8)
- Alias MTG's Desert Cobble to Desert Stone, improving mod compatibility (most notably with TenPlus1's Ethereal NG) (@rudzik8)
- Introduce a
table.merge utility and enable the previously unused queue class, compatible with ones found in Mineclonia (@rudzik8)
- Update the Code of Conduct for the project's community to Contributor Covenant 3.0 (@rudzik8)
2025-11-24 13:06 UTC
2025-48 r24
- Subnode improvements
- Register subnodes out of fuel nodes as fuel (burntime is scaled by their volume, i.e. 1/2 the burntime for slabs) (@rudzik8)
- Add Mese Lamp subnodes and improve subnode luminance handling (also scaled by volume) (@rudzik8)
- Restore partial compatibility with mods expecting MoreBlocks'
stairsplus by bringing back the stairsplus:register_all wrapper (@rudzik8)
- Clean-up and microrefactor the
default mod (@rudzik8)
- Future-proof
/pulverize & /clearinv to not require 'give' privilege in 5.15+ (@sfan5)
- Optimize armor swap-equipping for function calls (@OgelGames)
- Fix non-apple wood fences not being craftable (@j-r)
- Fix dependency problems detected with random mod load order (@j-r)
- Deprecate old experimental falling liquids code (
physics_liquid_falling setting) due to buggy behavior (@rudzik8)
- Remove the duplicate sandstone recipe in
default/crafting.lua (@rudzik8)
2025-09-16 06:58 UTC
2025-38 r23
- Campfire improvements
- Render cooking items in 3D over the campfire as entities (@rudzik8)
- Allow extending campfire's cooking time with sticks (@j-r)
- Don't put out the campfire when an uncookable item is placed, reject it instead (@j-r)
- Make (un)lit campfires drop black dye (@j-r)
- Make lit campfires emit burning sounds (@rudzik8)
- Add
place_offset_y to randomly vary tree stem heights (@kno10)
- Allow using Sneak+Punch to put armor into an armor stand's inventory (@Bituvo)
- beds: Use
playerphysics APIs for physics overrides & clean-up (@rudzik8)
- Fix Subnodes conflict resolution code not overriding subnodes (@rudzik8)
- Output the missing node's name in Subnodes crash message when it's not registered (@j-r)
- Add a new
util/bump_roll.py script to semi-automatically bump VG version (@rudzik8)
2025-09-08 14:30 UTC
2025-37 r22
- Restore the old uncrafting recipe for stairs (4 stairs now yield 3 full blocks instead of 1) (@j-r)
- Fix cotton not growing after being harvested (@j-r)
- Fix metadata being reset when dirt is affected by ABMs (@j-r)
- Improve Subnodes groupwise backwards compatibility (@rudzik8)
- Fix a typo in the corner stair placement code (@j-r)
- Fix minus character (
-) being stripped from signs' text (@Desour)
- Fix weed dropping unknown items on breaking (@j-r)
- Fix
no_hunger privilege messing with the hungerbar post-revoke (@j-r)
- Add missing alias for horizontal aspen (birch) tree (@j-r)
- Use
default_stack_max setting instead of stack_max for configurability (@j-r)
- Fix references to undefined biomes in the code (@j-r)
- Fix deprecated usage of
image in TileDefs (@rudzik8)
All releases
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Information
Provides
3d_armor
3d_armor_sfinv
3d_armor_stand
3d_armor_ui
armor_bronze
armor_copper
armor_nether
armor_steel
armor_wood
bedrock2
beds
binoculars
boats
bones
bottles
bottles_default
bucket
butterflies
carts
compostbin
conifer
controls
creative
default
doors
dungeon_loot
dye
env_sounds
farming
findbiome
fire
fireflies
flowers
footsteps
game_commands
group_override
headanim
keys
logging
map
mtg_craftguide
nether
physics
placeitem
player_api
playerphysics
screwdriver
screwdriver2
sethome
sfinv
shields
show_wielded_item
snowdrift
sprint
stairs
stairsplus
subnodes
tnt
tt
tt_base
tune_jit
vessels
vg_alloy
vg_alloy_furnace
vg_autogroup
vg_campfire
vg_fallsupport
vg_formspec
vg_hunger
vg_init
vg_item_entity
vg_legacy
vg_lighting
vg_logging
vg_mapgen
vg_mobitems
vg_mobs
vg_mobs_legacy
vg_mobs_mobs
vg_mobs_spawn
vg_player
vg_score
vg_sky
vg_subnodes
vg_terracotta
vg_tt
vg_weather
vignette
walls
wieldview
wool
xpanes
Dependencies
- Required
-
No required dependencies
- Optional
-
armor_monoid
biomeinfo
climate_api
doc_basics
ethereal
hudbars
loot
mesecons
mesecons_mvps
mobs_flat
moreblocks
moreores
player_monoids
pova
rp_itemdef_defaults
rp_pathfinder
rp_textures
toolranks
tt_base_groups
unified_inventory
Information
- Type
- Game
- Technical Name
- voxelgarden
- Languages
-
English, Deutsch, Esperanto, Español, Français, Bahasa Indonesia, Italiano, 日本語, Lojban, Bahasa Melayu, Polski, Português, Português do Brasil, Русский, Slovenčina, Svenska, Türkçe, Українська, 中文 (简体), 正體中文 (繁體)
- License
-
LGPL-2.1-or-later
for code,
CC-BY-SA-3.0
for media.
- Maintenance State
- Actively Developed
- Added
- 2018-06-23 00:03 UTC
- Maintainers
-
Casimir
rudzik8
Quite basic.
This game is quite basic. It's similar to other games. It does have a few unique elements such as not being able to punch trees or having to use crumbled stone for your first tools. The graphics are nice though.
My favorite original luanti game
A hidden gem with its own interesting progression and content. I think the standard world depth is a bit repetitive for gathering ores, but the enemies and dungeons offer other ways to compensate for that somewhat.
I think this would be the ideal game for Minetest default experience due the compatibility with mtg mods.
Split out individual mods?
This game is full of great details (e.g. self-planting saplings, dirt that falls, textures).
However, it feels a bit empty (e.g. few biomes, strucutres, surface mobs) and has little mod support, so it's not the base game for me.
It would be great if Voxelgarden's custom mods were uploaded as standalone ContentDB packages, so players could mix & match. For example, I think vg_logging would fit well on Mesecraft