Games/VoxeLibre/Differences from Minetest Game

From Minetest Wiki
Jump to navigation Jump to search
Mbox important.png This article is incomplete.
Please help expand this article to include more useful information.

For players familar with Minetest Game, this is a list of differences when playing VoxeLibre :

(As observed on Mark Server - MC2-Survival, 2019-12 .. 2020-04, then reset+restarted with a new map)

Apperance

  • Graphics and textures
  • sight underwater is very poor
  • Sounds
  • HUD - the hotbar is the bottom row

Control & Inventory

  • Digging - the player must use proper tool/weapon (otherwise no effect, or no drops).
    E.g. you can break stones by hand (slowly), but then you get no drops.
  • Picking up stuff - nearby stuff is collected 'magnetically'.
    That also means, you have to throw away unwanted stuff.
  • Inventory - size is 4x9, stack limit is only 64 for most items. For some items it is only 16 (eg. eggs or snowballs).
  • Crafting - player's crafting grid is only size 2×2, and doesn't work as inventory space.
    E.g. after crafting, its contents are put back into inventory, or dropped (if the inventory is full).
  • Eating - put food on hotbar, eat it with rightclick.
  • Torches - cannot be placed in water (and cannot make a breathing room), and don't stick on ceilings.
  • There is no screwdriver, so tiles cannot be rotated after placing.
    Also, slabs cannot be placed vertically as walls.
  • Death - the player is moved back to spawn (or last used bed), at full health, with inventory intact.
    Note: documentation says that inventory is lost / dropped to floor !
    So beware - this might be a server-setting !

Mobs

Mobs can spawn on trees, and inside player-houses. Monsters prefer darkness.
Mobs can also move thru teleporters and portals.
Some animals can be tamed and breed, with food. Each kind of animal prefers different food.
Animals move towards the player when the right kind of food is selected on the hotbar.
For breeding, bring 2 tame animals together (eg. inside a fence), and feed them again.

Friendly/Animals

They drop 5 different, edible kinds of meat (as opposed to only 2 types in MTG):

  • Rabbit - easy to kill, drops rabbit-hide. These hides can be crafted into leather.
  • Chicken - lays eggs & drops feathers / meat must be cooked. Can be tamed with wheat-seeds.
  • Pig - dies with a loud squeak. Can be tamed with carrots or potatoes.
    Can be saddled and ridden. To steer use a carrot-on-a-stick.
    If the pig dies (eg. after an attack by a creeper), it drops the saddle.
  • Sheep - drops wool (white, gray, lightgray, black, brown). Can be tamed with wheat.
  • Cow - gives milk (use bucket), drops leather. Can be tamed with wheat.
    Can be milked several times each day.
  • Llama - ('Mountain-sheep') - drops leather, no meat.
  • Donkey - gray, long ears - drops leather.
  • Horse - colored, short ears - drops leather. Can be tamed, saddled, ridden, wear horse-armor.
    Can jump up to 5 blocks.
  • Mule - colored, long ears - drops leather. Appears when breeding a horse with a donkey.

So, when inventory-space gets tight, you should manage what you hunt and eat.

Monsters/neutral

(neutral: hostile only when attacked)

  • Wolf - if attacked, other wolves in range also attack! Can be tamed with bones.
    Tame wolves fight against mobs the player has attacked.
  • Icebear - drops fish.
  • Skeleton-horse - harmless, drops bones.
  • Enderman - (slow, black, long arms&legs) - drops ender-pearl.

Monsters

(some are hostile only at night, or when attacked)

  • Zombie - slow, drops rotten meat (disgusting / poisonous) and rarely other stuff (carrot, potato...).
  • Husk - another zombie-type. Moves faster, drops rotten meat.

Both also come baby-sized, which can be hard to see among grass, or in corners.
Those babies can also enter houses thru 1x1 openings !

  • Spider - drops strings, and spider-eyes. Strings can be crafted into wool.
  • Skeleton - shoots arrows. Drops bones, bows, arrows.
  • Creeper - (green-blue, silent) explodes. This costs about half the players health !
    Drops gunpowder when killed in time.
  • Slimes - (bouncing green cubes) underground. Big slimecubes split into 4 smaller cubes. Drop slimeballs.
    Slimeballs can be crafted into slimeblocks.

Nether

Monsters in nether-dimension: (iron armor or better is recommanded here)

  • Magma cube - (like darkgray slimes) - drop magma-cream.
  • Blazes - (Floating, rotating) shoots fireballs, drop blaze-rods.
  • Skeleton - with sword
  • Zombie-Pigman - (neutral?) fights with golden sword - drops rotten meat and sometimes gold nuggets or a golden sword.
  • Iron Golem - (neutral?) drops poppies and iron ingots.
  • Ghast - (big 4x4x4, white, flying) shoots exploding bullets. Drops ghast-tears.
  • ..

End

Monsters in end-dimension: (not yet finished - eg. no ender-dragon)

  • Shulker - (pink box) rapid shooter. Drops shulker-shell (needed for shulker-boxes). Best attacked with bow&arrows.
  • lots of endermen

..more...

Blocks

Plants

  • Plants
    • Trees: Acacia, Birch, Oak, Dark Oak, Jungle, Spruce.
      Trees grow bigger with age, and may grow vines.
    • Saplings for each type of tree
    • Leaves - need shears to collect them.
      So, for new players they are not usable as cheap fuel.
    • Vines - can be climbed - Need shears to collect them.
    • Cobwebs - slow down movement, like fluids. Need shears to collect them (otherwise drop as strings),
    • Apples - drop randomly from oak leaves and dark oak leaves.
      So, apples are not visible on a tree.
    • Flowers - Give various dyes:
      • Rose-red: Rosebush, red tulip, Poppy Also: Beetroot
      • Dandelion-yellow: Dandelion, sunflower
      • Pink: Peony, Pink tulip
      • Orange: orange tulip
      • Magenta: Allium, Lilac
      • Light blue: blue orchid
      • light-grey: white tulip, azure bluet, oxeye daisy
    • Other sources for dye:
      • white: bonemeal
      • grey : bonemeal + ink-sac
      • black: ink-sac
      • cactus-green: cactus
      • lime: cactus-green + bonemeal
      • blue: lapis-lazuli
      • cyan: lapis-lazuli + cactus-green
      • purple: lapis-lazuli + rose-red
      • brown: cocoa-beans
    • Food-plants - grow on farmland (use hoe on dirt):
      • Wheat - drops wheat & wheat-seeds. Can be crafted to bread without furnace.
        Also: cookies, pie, haybale.
      • Beetroot - drops beetroot & beetroot-seeds. Gives red dye, and beetroot-soup.
      • Carrot - drops itself, is its own seed.
      • Potato - drops itself, is its own seed. Can be baked.
        Sometimes, a poisonous potato shows up !
      • Melon - drops melon-slices
        Melon-slices can be crafted into melon-seeds, or whole melons.
      • Pumpkin - drops itself
        Can be crafted into pumpkin-seeds, Jack-o-lantern or pumpkin-cake.
    • Sugar-cane - grows next to water. Can be processed into sugar, paper, books, book&quill.
      'Next to' means directly adjacent !
    • Cocoa-beans - grows on the sides of jungle-trees/wood. Gives brown dye. Also cookies.
    • golden apple - craftable from gold-nuggets & apple.
    • golden carrot - craftable from gold-nuggets & carrot.
    • glistening melon - craftable from gold-nuggets & melon-slice.
    • Cactus - grows on sand - hurts nearby players & animals. Gives green dye.
    • Tall grass and fern - randomly drop wheat seeds.
    • Dead bushes - drop sticks.
    • Red & brown mushrooms - with bowl, can be made into a soup.
    • Giant mushrooms - grow like trees, drop small mushrooms.
    • Chorus-flower - must be planted on endstone. Grows into a tall, random tree of chorus-fruits.
    • Chorus-fruit - causes random, shortrange teleportation when eaten.

Liquids

  • Liquids - come as 'source' and 'flowing'.
    • Water
    • Lava

A source-block generates flowing blocks on empty surrounding spaces, and below. These flowing blocks have a height less then a full block (8).
Flowing blocks likewise generate flowing blocks, but each with less height.

Stones

    • Dirt: normal, coarse, podzol, mycelium. Also dirt with grass/gardenpath or snow.
    • Stone/Cobblestone, mossy cobblestone.
      Can be crafted into blocks, slabs, stairs, walls.
    • Andesite, Diorite, Granite
      Can be crafted into polished, slab and stair-variants.
    • Bedrock - not minable. Bottom of the overworld, as well as top&bottom of nether-dimension.
    • Obsidian - A lava-source is converted to obsidian when it meets water. Needed for portals, and ender-chests.
    • Clay - When mined, drops as 4 balls of clay.
      They can be made into bricks, colored/hardened clay, terracotta, glazed terracotta.
    • Concrete - can be made from concrete-powder and water.
  • Unstable
    • Sand: yellow, red - falls down, can be crafted into sandstone, cut sandstone or smelted into glass.
    • Gravel - falls down, can drop flint. Can be mixed with dirt to make coarse dirt.
    • Concrete-powder - falls down (crafted from 4 sand, 4 gravel, 1 dye).

Caution: sand or other stuff that ends up at the same location as the players head, will cause suffocation (as in 'drowning') !
Also: Piston, bed & teleporter-pad without enough headroom.

  • Snow - drops snowballs. (Eg. when you dig the block underneath, eg. dirt or leaves)
  • Ice - cannot be collected. With light (other than sun), melts into a water-source.
  • Packed ice - dito - Appear as peaks in ice biome.

Ore

    • Coal, Iron, Gold, Diamonds, Lapis-lazuli, Redstone
  • Nether-dimension (hot, mostly red - no water)
    • Netherrack - red, like stone, but easier to dig. Can be smelted & crafted into nether-bricks and nether-fences.
    • Soulsand - brown - slows movement. Needed to grow netherwarts.
    • Netherquartz - like iron ore. Can be crafted into quartz-blocks.
    • Glowstone - glows brightly, drops as glowstone-powder (like clay).
    • Magma - hot as lava, but not a liquid.
    • Netherwarts - (a plant, no ore) grows on soulsand. Can be crafted into blocks.
  • End-dimension (dark static, mostly pale yellow - beware the endless void ! )
    • Endstone - pale yellow
  • Teleporters and Portals
    • Teleporter-pad - You can set its name, and select a destination.
      All teleporters are public (as opposed to the mod travelnet).
    • Portals have to be built from obsidian, and activated with a firestarter.
      • Nether-portal: upright frame 4x5
      • End-portal: horizontal frame 3x3, with 12 eyes-of-ender on top.

Items & Equipment

    • Crafting table (3×3 crafting grid)
      Has no built-in storage (as in xdecor).
    • Furnace - cook meat, smelt ore - Has only 1 output slot.
      But see also hopper.
    • Anvil - to repair tools, weapons and armor & name items (eg. nametag to put on tame animals)
      For repairing, put in the damaged item and matching material, eg. leather helm + leather.
    • Cauldron - can hold water
    • Flowerpot
    • Chests
      • regular: size 9x3
        Same size as player's inventory.
      • large chest (double-size) , size 9x6 - place 2 regular chests next to each other.
      • trapped chest - 9x3. No trap inside, but gives a redstone-signal when opened. Also double-sized.
      • Shulkerbox - 9x3, purple portable 'backpack'. Can be colored.
        The contents can be accessed in protected areas !
        Caution: Only change the color of an empty shulkerbox, or its contents get lost !
      • Ender chest - private storage for each player, accessable from each enderchest.
      • Wifi storage - Caution: gets destroyed by digging with wrong tool !
      • Smartshop - sell upto 4 types of items. - Caution: gets destroyed by digging.
      • Hopper - 5 inventory-slots, see below under machines.
        Contents can be accessed in protected areas !
        Can also repair items.
      • Armor-stand - can hold one set of armor.
    • Mob-Spawner - not craftable, appear in random dungeons.
      Can be deactivated by placing torches on top & all sides.
  • Weapons and Tools
    • Torch - doesn't stick to the ceiling, and not in/under water.
      Also, washed away by flowing water !
    • Pickaxe, axe (2 sticks + 3 wood, stone, iron, gold, or diamond), shovel (2 sticks + 1)
    • Sword (1 stick + 2 wood, stone, iron, gold, or diamond).
    • Bow and arrows (needs wood, string, flint, feathers).
    • Hoe - to change dirt into farmland.
    • Shears - collect vines, leaves, grass, fern, wool from sheep.
    • Bowl - make soup/stew from mushrooms, beetroot, and rabbit stew.
    • Bucket - collect liquids or milk.
      Lava is a good furnace-fuel (burns 1000s = 16m40s --> 66 items a 15s).
    • Bottle - can contain 1/3 block of water.
    • Book&Quill - player can make notes by entering some text.
    • Firestarter - make fire, and activate portals.
    • Lookup tool - show help for whatever you are pointing.
    • Compass - points to coordinates 0,0 when used on the hotbar.
    • Map - allows to activate the minimap (must be on hotbar, then press F9).
    • Clock - shows the time-of-day at the overworld, as the positions of sun and moon on the dial when used on hotbar.
    • Saddle - cannot be crafted (so, get it from admin-shop, or random treasure-chests).
    • Horse-Armor - iron, gold, diamond. Can only be used on horses.
    • Carrot-on-a-stick - for steering when riding a pig.
    • Bonemeal - grows grass and flowers, advances growth stages of wheat and some other plants
      Also useful as white dye.
    • Boneblock - 9 compressed bonemeal.
  • Armor: Helm (5), Breastplate (8), Leggings (7), Boots (4), from leather, iron, chain, gold, diamonds.
  • Wooden items:
    • Charcoal - burns longer than wood. Works like coal, but is a renewable resource.
    • Planks - Craft: 1 wood --> 4 planks
    • Bark -
    • Sticks - for tools, torches, ladders, fences, levers etc. 2 planks --> 4 sticks.
    • Doors & trapdoors - each type of wood results in a different design.
    • Slabs, Stairs
    • Ladder
    • Fence & Fencegate - cant be jumped over with a single jump
      So, it can keep monsters out and tamed animals in.
      But sometimes, animals can escape nevertheless !
    • Bowl - for soup & stew.
    • Buttons, Levers, Pressure plates - see also machines.
    • Sign - can show 4 lines of text of 15 chars each.
    • Bookshelf - has no inventory-space.
    • Item-frame - can store&display one item, eg. as wall-decoration.
    • Boat - move over water, faster then swimming.
  • Items from wool - can be colored with dye.
    • Carpet - mobs dont spawn on carpet ?
    • Bed - Sleeping in it skips night&thunderstorm. Also sets player's respawn-point after dying.
    • Banners - in many colors.
  • Glass - different colors. Caution: digging glass destroys it !
    • glass-panes - for windows and 'fences'.
    • bottles
  • Items from iron (see also tools, armor)
    • Bucket, shears
    • Door, trapdoor - iron doors can only be operated by a redstone-signal, eg. button or lever.
      This is different from MTG, where only the area-owner can open iron doors&trapdoors !
    • Iron bars - used for chain-armor, windows and 'fences'.
    • Steelblock - needed for anvil.
    • Anvil - repairing, naming.
  • Other
    • Block of slime - no falling damage.
    • Haybale - falling damage reduced by 80%
  • Rails and Minecarts
    • regular minecart only (no variants as in minecraft)
    • normal rails - connect automatically to surrounding rails.
    • powered rails - with/without redstone signal accelerate/brake minecarts.
    • detector-rail - gives a redstone signal when a minecart is on rail.
      Caution: water washes rails away !
    • Tip: carry a 2nd minecart, in case the 1st runs away !

Redstone

Redstone works somewhat like mese, but is much more common.
It is put on surfaces, and connects automatically to surrounding redstone. As opposed to mese, there are no wires & insulated wires, or vertical connections.

    • Switches:
      • Button - gives a short redstone-signal when rightclicked.
      • Pressure-plate - gives a redstone-signal while someone stands on it.
      • Lever - can turn a redstone-signal on&off.
      • Redstone-torch - inverts the redstone-signal of the block it is attached to.
      • Daylight-sensor - gives a redstone-signal depending on day/night.
      • Trapped chest - gives a redstone-signal when opened.
      • Observer - gives a redstone-signal when the observed, adjacent block changes.
      • Detector-rail - gives a redstone-signal when a minecart is on it.
      • Redstone-repeater / delayer - forward an incoming redstone-signal, with delay 0.1s .. 0.4s

As opposed to minecraft, redstone-signals here dont have a strength, and no range-limit. There is also no redstone-comparator (yet?).

    • Machines that react to a redstone-signal:
      • Doors, Trapdoors - open&close.
      • Hopper - get & put items from/in chests&furnaces. 5 inventory-slots.
        A redstone-signal turns the hopper off.
      • Piston: regular, sticky - move (and pull) adjecent block
        Can cause suffocation !
      • Redstone-lamp - lights up when powered by a redstone-signal.
      • Noteblock - plays a sound.
      • Deployer - Places/shoots/drops an item from its inventory. Exact action depends on itemtype.
      • Dropper - can also output an item, but slightly different from the deployer.
        Contents can be accessed in protected areas !
Hopper

At a rate of about 1 per second, it sucks in items from the block above, and feeds them to a block with an inventory below or to the side.
This output-direction must be set when placing it (can be seen at the tip of the funnel).

So, a hopper above a furnace feeds stuff into the furnace's inputslot (and gets items from a chest above),
a hopper below a furnace gets the items from the furnace's output (and puts them into a chest below),
and a hopper at the side of the furnace feeds into the fuelslot.
A redstone-signal, eg. from a lever, stops the hopper from moving items.
So, to automate cooking&smelting, we need 1 furnace, 3 hoppers and 2+ chests.

A hopper with a chest below can work as a mailbox.


    • Signs, Billboards and banners
    • Protection API support (needs sepa itemtype.rate protection mod)
      • Protection-block - secure an area, and chests within that range
    • Fun:
      • Jukebox - plays a music-cd (eg. found in a treasure-chest, or from an admin-shop)
      • Noteblock - plays a note when clicked - or a redstone-signal is active. Needs air above it.

Sound-effect depends on the block under the noteblock:

  • glass - Sticks
  • wood - Bass guitar
  • stone - Bass drum
  • sand, gravel - snare drum
  • other - piano (eg. dirt)

Rightclick to change the note (24 halftones available = 2 octaves),
Leftclick to play the sound.

    • Useless Stuff (purely decorative / in current version - but maybe I missed some details :)
      • Rabbit's foot
      • Spider eye & fermented spider eye
      • rotten meat (poisonous)
      • Zombie-heads (gray, green)
      • Ghast-tear
      • Bookshelf - digging it only gives a book
      • Cauldron & waterbottles
      • Snow/snowballs (no effect/no damage)

Also, given the rapid spawnrate of animals, breeding and farming is mostly pointless.

Traps

Most traps rely on area-protection, otherwise it would be easy to disable them, or dig them out.

  • Simple deathfall, eg. a deep shaft, maybe surrounded by tall grass
  • Iron doors, can trap players in a room. (But can escape with the command /home)
  • Pistons, eg. shift player onto a dangerous tile, retract to uncover a hole in the ground, or extend into headroom.
  • Teleporter-pad, with no headroom

...

Bugs

  • Weather-effects even deep underground.
  • Mobs getting stuck in walls (rabbits, pigs, slimes...)
  • Dumb mob movement (running straight into trees, walls, hillsides...)
  • Mobs seem to take no damage from cactus or magma.

Builtin Mods

  • Help and lookup tool - Shows info about blocks, tools, etc.
  • Hunger - Player needs to eat
  • Achievements
  • (TNT turned off)

World

  • Worldsize
    • clouds are at height 64
    • bedrock is at depth -64 (give or take a few blocks)
  • Mapgenerator
    • lots of sliced-up landscapes (eg. hills/islands cut in half...)
    • Waterfalls, Lavafalls
      Also, new water&lava sources may appear at random !
    • Some new biomes (eg. with giant mushrooms, 'Mesa'-clay ...)
  • Weather: Snow, Rain, Lightning (causes fires)
  • Generated structures:
    • Mobspawners in small dungeons (rooms of mossy cobblestone), often with random treasure-chests.
    • Old/abandoned mines with wooden beams&torches, rails and sometimes treasure-chests.
  • Nether - below depth -28900. To reach, use an upright portal.
    The nether also has bedrock at the bottom, at -28945.
  • the End - below depth -26900. To reach, use a horizontal portal. (The programming for this part is not yet finished).
Spoiler

Inspired by minecraft, there is supposed to be a 'story', were players have to reach&defeat 'the end'.

To find/make/repair a portal to go to the end-dimension, they need eyes-of-ender.

To make eyes-of-ender, they need ender-pearls and blaze-powder.

Ender-pearls come from endermen, blaze-powder comes from blazes in the nether.

To make portals to the nether, they need steel&flint and obsidian.

To mine obsidian, they need diamonds, to make a diamond-pickaxe.

Everything else is a bonus...