These tools are a must-have for me, currently though it seems it doesn't support mineclonia in survival, the recipe doesn't show up and can't be crafted. Mineclonia uses mcl_core for at least the ironblock, so looking at the code I would assume it would work, maybe the ingots use a different name or something. Maybe using get_modpath("mcl_core") doesn't work for mineclonia?
No worries, nice to hear you're still working on the game!
And don't worry the game performs fine on mobile, at least on my phone, the problem seems to be exclusively with the inventory. Or, it might be that there's server lag, but not client lag (If its helpful, "dtime jtter" goes between 0 and 200% if that means anything, drawtime stays low at 7ms, fps at constant 57, and RTT at 1ms, although I don't know what many of these stats mean).
The issue is that items sometimes visually dissapear for a second when moving them, but not all the time, and that the player crafting table always takes a couple of seconds to show the result from your recipe. Also it seems like foxes can spawn in any biome, and in large waves, running around very very fast constantly. Other than that things seem solid
Compared to Voxelibre, the biggest difference is that this game has a development focus on being stable in the long term, compact and performant.
Things of note:
pro - Has minecraft-like redstone (Very close to MC. In comparison, Voxelibre is based on Mesecons and e.g. hard-powers any block adjecent to powered redstone dust)
Your complaint is valid, but replacing it was a fantastic decision, the mesecons redstone doesn't work like Minecraft's at all.
Mineclonia's replacement has pretty accurate and intuitive redstone, whereas Voxelibre's redstone is weird and wonky, when your expectation is Minecraft's redstone.
I completely agree with kefirkommando on this, this is the first Minecraft-like Luanti game whose world generation I truly enjoy, and it feels wonderful to explore. This is subjective, but the world generation feels far more suited and intended for the player building in it, than other Luanti games. Personally, it feels like the world isn't endless slopes and wide broad terrain like I've gotten tired of, but a collection of properly varied biomes, that each have different width and scales, there's variety and wonder. I might be wrong, but regardless, it just feels right.
The game feels very solid and wholistic to me as well. The textures are gorgeous, the sounds are so pleasant.
It does still have some issues, like the crafting guide not working, and e.g. items visually lagging behind where you place them in the inventory (at least on mobile), but its alright, and the crafting guide thing seems to have been patched and will be available in the next release build.
OCD has always been a banger pack, so glad someone ported it over to Luanti!
Wow thank you so much for adding it!! And that was so fast too
Just tested it out, it works perfectly, now I'll enjoy building in survival a lot more 😄
Thank you for making this mod and updating it, I really appreciate it!
These tools are a must-have for me, currently though it seems it doesn't support mineclonia in survival, the recipe doesn't show up and can't be crafted. Mineclonia uses mcl_core for at least the ironblock, so looking at the code I would assume it would work, maybe the ingots use a different name or something. Maybe using get_modpath("mcl_core") doesn't work for mineclonia?
No worries, nice to hear you're still working on the game!
And don't worry the game performs fine on mobile, at least on my phone, the problem seems to be exclusively with the inventory. Or, it might be that there's server lag, but not client lag (If its helpful, "dtime jtter" goes between 0 and 200% if that means anything, drawtime stays low at 7ms, fps at constant 57, and RTT at 1ms, although I don't know what many of these stats mean).
The issue is that items sometimes visually dissapear for a second when moving them, but not all the time, and that the player crafting table always takes a couple of seconds to show the result from your recipe. Also it seems like foxes can spawn in any biome, and in large waves, running around very very fast constantly. Other than that things seem solid
Compared to Voxelibre, the biggest difference is that this game has a development focus on being stable in the long term, compact and performant.
Things of note:
pro - Has minecraft-like redstone (Very close to MC. In comparison, Voxelibre is based on Mesecons and e.g. hard-powers any block adjecent to powered redstone dust)
con - No music
Your complaint is valid, but replacing it was a fantastic decision, the mesecons redstone doesn't work like Minecraft's at all. Mineclonia's replacement has pretty accurate and intuitive redstone, whereas Voxelibre's redstone is weird and wonky, when your expectation is Minecraft's redstone.
I completely agree with kefirkommando on this, this is the first Minecraft-like Luanti game whose world generation I truly enjoy, and it feels wonderful to explore. This is subjective, but the world generation feels far more suited and intended for the player building in it, than other Luanti games. Personally, it feels like the world isn't endless slopes and wide broad terrain like I've gotten tired of, but a collection of properly varied biomes, that each have different width and scales, there's variety and wonder. I might be wrong, but regardless, it just feels right. The game feels very solid and wholistic to me as well. The textures are gorgeous, the sounds are so pleasant.
It does still have some issues, like the crafting guide not working, and e.g. items visually lagging behind where you place them in the inventory (at least on mobile), but its alright, and the crafting guide thing seems to have been patched and will be available in the next release build.