I didn't notice that there were two types of hints. They were paced OK, with plenty of time to read & consider each one.
Occasionally they felt a bit spoiler-y (e.g. they told me exactly what to do with the purple taint).
The only mobs I managed to defeat were scorpions, mini-wasps, and mini-spiders.
The rest I eventually ran away from, even when I had a yellow wand. Nor did I notice many weaknesses: they all saw me coming, shot through my 1/2-block arrowslits, avoided my pitfall traps, and failed to be surprised when going round corners. So battles felt long & gladiatorial, rather than roguelike.
The music starts suddenly, without fade-in, and is full of zap, crackle, and pop.
When it first came on, I though an exotic monster had taken a shot at me!
Apart from that, I quite enjoyed the tracks. A slower paced piano cover would be ideal...
Most blocks are broken with left-click and placed with right-click.
This mod makes chests an exception, since you pick them up with shift-RIGHT-click.
Changing this mod's keybinding would make it more consistent.
Making pick-up a 'break' action might also simplify adding more features in the future, e.g. making 'heavy' chests take non-zero time to pick up could perhaps be implemented more easily with block-breaking APIs.
This mod replaces annoying inventory-management with actual gameplay.
It's compatible with many games, but doesn't break the balance of any of them. It has fun animations.
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.
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.
The textures are good (even the logs). "Mod soup" is absent. There's attention to detail. It plays like a "good old-fashioned survival sandbox" game. The biomes are sized & stocked for adventure. Monsters are dangerous but beatable. It's playable on mobile.
The strongest competitors on "general polish" are Repixure and AOM, but their worlds feel desolate & wild compared to Mineclonia.
I came to the game late, put off by the "clone" in the name, and I regret it: Minecraft seems to provide a basic artistic direction, but Mineclonia has upgraded it carefully, e.g. with finer hit-boxes, a player that breathes, bouncier creatures, and less-grindy farming that still satisfies.
This game feels well-rounded without extra mods, and I look forward to playing more soon.
Perhaps a bit too faithful -- do we really need all those pop-up GUIs?
I'd have preferred NodeCore/Age-Of-Mending -style "just puch the block" interfaces, but I guess tastes vary.
The monsters are tougher than you.
You need to kill many to progress, but they hit hard, and your weapons aren't great.
This gives the game a grindy feel, but it's got nice details: the textures, the 1/4-block stairs, the unbreakable-by-default world, the un-minecraftian mobs, the periodic hints all give the game a very original feel, and would be nice to see in other games too.
If you're looking for someting different, you'll get that.
The general feel, for an ex-minecrafter, is "familiar, but fresh".
You can place torches -- or you can shoot them with a bow.
You have a food-bar -- and a water-bar and a mana-bar.
You'll meet slimes -- one sub-species per biome.
More nice surprises are waiting to be found.
Occasionally mistakes are also inherited from other games (e.g. gravel falls but dirt floats, pop-up inventories break immersion), but these are rare, and the great mod compatibility lets me fix these myself.
This is my go-to survival game, and I heartily recommend it.
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
I didn't notice that there were two types of hints. They were paced OK, with plenty of time to read & consider each one. Occasionally they felt a bit spoiler-y (e.g. they told me exactly what to do with the purple taint).
The only mobs I managed to defeat were scorpions, mini-wasps, and mini-spiders. The rest I eventually ran away from, even when I had a yellow wand. Nor did I notice many weaknesses: they all saw me coming, shot through my 1/2-block arrowslits, avoided my pitfall traps, and failed to be surprised when going round corners. So battles felt long & gladiatorial, rather than roguelike.
The music starts suddenly, without fade-in, and is full of zap, crackle, and pop. When it first came on, I though an exotic monster had taken a shot at me!
Apart from that, I quite enjoyed the tracks. A slower paced piano cover would be ideal...
Most blocks are broken with left-click and placed with right-click. This mod makes chests an exception, since you pick them up with shift-RIGHT-click.
Changing this mod's keybinding would make it more consistent. Making pick-up a 'break' action might also simplify adding more features in the future, e.g. making 'heavy' chests take non-zero time to pick up could perhaps be implemented more easily with block-breaking APIs.
This mod replaces annoying inventory-management with actual gameplay. It's compatible with many games, but doesn't break the balance of any of them. It has fun animations.
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.
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.The textures are good (even the logs). "Mod soup" is absent. There's attention to detail. It plays like a "good old-fashioned survival sandbox" game. The biomes are sized & stocked for adventure. Monsters are dangerous but beatable. It's playable on mobile.
The strongest competitors on "general polish" are Repixure and AOM, but their worlds feel desolate & wild compared to Mineclonia.
I came to the game late, put off by the "clone" in the name, and I regret it: Minecraft seems to provide a basic artistic direction, but Mineclonia has upgraded it carefully, e.g. with finer hit-boxes, a player that breathes, bouncier creatures, and less-grindy farming that still satisfies.
This game feels well-rounded without extra mods, and I look forward to playing more soon.
Perhaps a bit too faithful -- do we really need all those pop-up GUIs? I'd have preferred NodeCore/Age-Of-Mending -style "just puch the block" interfaces, but I guess tastes vary.
The monsters are tougher than you. You need to kill many to progress, but they hit hard, and your weapons aren't great.
This gives the game a grindy feel, but it's got nice details: the textures, the 1/4-block stairs, the unbreakable-by-default world, the un-minecraftian mobs, the periodic hints all give the game a very original feel, and would be nice to see in other games too.
If you're looking for someting different, you'll get that.
The general feel, for an ex-minecrafter, is "familiar, but fresh".
You can place torches -- or you can shoot them with a bow. You have a food-bar -- and a water-bar and a mana-bar. You'll meet slimes -- one sub-species per biome.
More nice surprises are waiting to be found. Occasionally mistakes are also inherited from other games (e.g. gravel falls but dirt floats, pop-up inventories break immersion), but these are rare, and the great mod compatibility lets me fix these myself.
This is my go-to survival game, and I heartily recommend it.
Focused and polished mod. Also supports dirt-like blocks (e.g. default:dirt_with_snow and farming:soil).
I'm surprised that this isn't shipped by default in most survival games.
I came to this from AOM, but it works perfectly on Mesecraft too.
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
I couldn't install this mod onto Mesecraft.
Opening a new world crashed with
I tried manaully installing the "Awards" mod, but that didn't fix it.
I don't have any other mods, and have a recent Luanti (5.11.0) so am not sure what else to try.