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
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.
more content is planned to come in the future, and it's still far more than what MTG provides
for everything I can see, most MTG mods are supported. what made you come to the opposite conclusion?
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
this is open-source, anybody can do that, but most VG exclusives are unmixable with MTG stuff; it's coming along slowly due to the need to do game design and work on stuff with just 2 active developers (including me), but I think it's coming along neatly in the end
vg_logging is just a collection of internal utilities for logging, I fail to see how it would fit well with any game that doesn't integrate all its logging with it, and even then it's irrelevant to the gameplay
RE mod support, I had another look at the mods I use, and indeed most of them list "Voxelgarden" as compatible. The "Melterns" mod doesn't, but it's not a deal-breaker.
RE vg_logging, I saw it in the mod list, and guesed it was responsible for all of voxelgarden's nifty woodcutting gameplay. My bad.
I'd guess that the nifty woodcutting gameplay refers to all the different subnode shapes the game adds, and even that is an exclusive feature that I spent months reimplementing. with the current node shape infrastructure MTG mod soups have (with monster mods like Moreblocks and Stairs Redo and whatnot), porting it would be a nightmare unless all current node shape mods present for it agree to use the Voxelgarden Subnodes API, which is portable and was designed to be that way.
as for the Melterns mod, I very much like its premise and have long been thinking about integrating parts of it into VG, as well as steampunk-esque electricity mechanics, somewhat like MC Better Than Wolves. these are both big decisions for the gameplay though
The nifty woodcutting gameplay I was enjoying was rather player-facing features like self-planting saplings, apples, and the requirement to actuallly be holding an axe to chop logs. I didn't notice any fancy-shaped tree block, but I'm still glad to hear that somebody is working on portable APIs!
Apologies for my naive assumptions about mod compatability, and thanks for taking the time to discuss your plans.
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
vg_logging
is just a collection of internal utilities for logging, I fail to see how it would fit well with any game that doesn't integrate all its logging with it, and even then it's irrelevant to the gameplayRE mod support, I had another look at the mods I use, and indeed most of them list "Voxelgarden" as compatible. The "Melterns" mod doesn't, but it's not a deal-breaker.
RE
vg_logging
, I saw it in the mod list, and guesed it was responsible for all of voxelgarden's nifty woodcutting gameplay. My bad.I'd guess that the nifty woodcutting gameplay refers to all the different subnode shapes the game adds, and even that is an exclusive feature that I spent months reimplementing. with the current node shape infrastructure MTG mod soups have (with monster mods like Moreblocks and Stairs Redo and whatnot), porting it would be a nightmare unless all current node shape mods present for it agree to use the Voxelgarden Subnodes API, which is portable and was designed to be that way.
as for the Melterns mod, I very much like its premise and have long been thinking about integrating parts of it into VG, as well as steampunk-esque electricity mechanics, somewhat like MC Better Than Wolves. these are both big decisions for the gameplay though
The nifty woodcutting gameplay I was enjoying was rather player-facing features like self-planting saplings, apples, and the requirement to actuallly be holding an axe to chop logs. I didn't notice any fancy-shaped tree block, but I'm still glad to hear that somebody is working on portable APIs!
Apologies for my naive assumptions about mod compatability, and thanks for taking the time to discuss your plans.