Hi, I just tried using everness within Mineclonia in a new world and see what I've got:
2026-08-01 00:05:20: ERROR[Main]: ModError: Failed to load and run script from /home/user/.var/app/org.luanti.luanti/.minetest/mods/everness/init.lua:
2026-08-01 00:05:20: ERROR[Main]: ...test/games/mineclonia/mods/ITEMS/mcl_doors/api_doors.lua:388: attempt to concatenate a nil value
2026-08-01 00:05:20: ERROR[Main]: stack traceback:
2026-08-01 00:05:20: ERROR[Main]: ...test/games/mineclonia/mods/ITEMS/mcl_doors/api_doors.lua:388: in function <...test/games/mineclonia/mods/ITEMS/mcl_doors/api_doors.lua:22>
2026-08-01 00:05:20: ERROR[Main]: ...uanti.luanti/.minetest/mods/everness/mod_support_mcl.lua:1123: in main chunk
2026-08-01 00:05:20: ERROR[Main]: [C]: in function 'dofile'
2026-08-01 00:05:20: ERROR[Main]: ...r/app/org.luanti.luanti/.minetest/mods/everness/init.lua:249: in main chunk
2026-08-01 00:05:20: ERROR[Main]: Für mehr Details siehe debug.txt.
2026-08-01 00:05:20: ACTION[ServerStop]: Server: Shutting down
Hi there, your blocks are looking good. I would like to use them in Mineclonia. Could you make it compatible to it too?
2026-07-23 11:50:35: ERROR[Main]: ModError: Failed to load and run script from ~/.var/app/org.luanti.luanti/.minetest/mods/vl_tuff_extras/init.lua:
2026-07-23 11:50:35: ERROR[Main]: ...org.luanti.luanti/.minetest/mods/vl_tuff_extras/init.lua:75: attempt to call field 'register_recipe' (a nil value)
2026-07-23 11:50:35: ERROR[Main]: stack traceback:
2026-07-23 11:50:35: ERROR[Main]: ...org.luanti.luanti/.minetest/mods/vl_tuff_extras/init.lua:75: in main chunk
Looks like your nearly there. When I equip something to the offhand slot, it first appears at the old position and then the box is being moved above. The final position looks good.
Chud, I've yet to update the package. Also because nobody nodged us, I had the impression that nobody really cared. I've a repo up and running, used in our family world. Can you test it? https://codeberg.org/oktay.acikalin/mcl_mosaic_planks
I've been using this mod for some time now. Yes, it's under construction and occasionally made some of my builds look ugly and I thought broken. But the dev is very helpful and responsive, and could bend reality so that it just works again.
Also every time an update comes, something interesting has been added. That's a long streak so far!
It upgraded my treasure room significantly. No really, it's all over it 🤑👍.
Overall I like this mod very, very much. Thank you 🙂👍.
Hi. How can I plant palm trees on my beach and keep them alive? Mine wither away after some minutes :(
Thank you very much 🙂👍
Would you mind providing a link to a repo? It's much easier to keep it updated on a server then. At least for me.
Also take a look at my second try here and take a look at the leg movement and how he rotated backwards somehow: https://gallery.acikalin.me/s/luanti-going-as-a-villager
I think, the villager shouldn't move its legs when not moving. Same for wolfs. But you probably know this already...
Hrhr - this opens up role playing! Together with freecam and some other stuff this could become much more attrictive for content creators :-).
Anyways, nice early release so far. Had fun playing as a villager in my little town!
Fly and hover do look okay. I just had to set the anim to hover when stopping a flight.
What doesn't work at all is standing, walking, sneaking etc. Is it a bug or not yet implemented?
Uh - sorry - I totally forgot to mention that I'm in Mineclonia. 😅
Could you add a case for "Mineclonia and player is in creative mode"?
As of now I have to dig multiple times in creative like I'm in survival.
Could you change the logic when being in creative mode?
Thanks! :-)
yeah, i3 is really nice, I know 🙃
Perhaps one day someone can bring such features to mcl...
Can I optionally hide all the variants in the creative menu? It's spamming a lot of blocks 😅
Ooohh this has a great start. Really liking this so far 😁. Perhaps you can try better rotating where I place them at. We'll see...
Hi, would you plz be so kind and make it compatible with Mineclonia etc? Perhaps you can use xcompat for this. Thanks!
Plz provide a short manual on how to use it. I'm in Mineclonia and cannot find nor use it. Thanks!
Thank you - works fine! 😁
Hi, can you please try adding mcl_nether:quartz_smooth and perhaps quartz_pillar and quartz_chiseled?
I'm working on a wall and would like to have the texture of quartz_smooth.
Perhaps pillar and chiseled do also look good?
Okai - thanks! :-)
Hmm.. it doesn't feel slower on our family server - but looks better. Does it produce more computations or why could it feel slower?
Isn't it possible to play the sound manually?
Hi, I just tried using everness within Mineclonia in a new world and see what I've got:
Everything should be up-to-date.
Then it is like it is. It works. I'm happy. Thank you very much! 😁
I've now downloaded the repo into my world. Here's how it looks. Is that what you meant?
https://gallery.acikalin.me/s/sdwalls-pillar-change-20260728
Does that mean you cannot host your code at codeberg?
Can you add compatibility for Mineclonia? Perhaps using xcompat? That would be great!
Looks good on my side. Jumping around is gone here. 🙂👍
Yes, I'm building in creative most of the time. I'm more building than role-play.
What happens if you set the sneak+build for that block to switch between types?
Hi there, your blocks are looking good. I would like to use them in Mineclonia. Could you make it compatible to it too?
2026-07-23 11:50:35: ERROR[Main]: ModError: Failed to load and run script from ~/.var/app/org.luanti.luanti/.minetest/mods/vl_tuff_extras/init.lua: 2026-07-23 11:50:35: ERROR[Main]: ...org.luanti.luanti/.minetest/mods/vl_tuff_extras/init.lua:75: attempt to call field 'register_recipe' (a nil value) 2026-07-23 11:50:35: ERROR[Main]: stack traceback: 2026-07-23 11:50:35: ERROR[Main]: ...org.luanti.luanti/.minetest/mods/vl_tuff_extras/init.lua:75: in main chunk
Looks like your nearly there. When I equip something to the offhand slot, it first appears at the old position and then the box is being moved above. The final position looks good.
Thank you :)
Don't hide it please - just move it more to the left - with a little empty space between so that it sets itself apart from the hotbar. Thanks.
Hi there, are you planning to support Mineclonia? Perhaps via xcompat?
Chud, I've yet to update the package. Also because nobody nodged us, I had the impression that nobody really cared. I've a repo up and running, used in our family world. Can you test it? https://codeberg.org/oktay.acikalin/mcl_mosaic_planks
Honestly they look really good. I still have to tinker with the settings. I cannot seem to switch between pillar and no pillar within walls.
Can you use xcompat for that? It tries to help in such situations.
Please support Mineclonia. Thanks :-)
Hi, have you considered changing the code to also support Mineclonia etc.?
Plz see here: https://github.com/kestral246/tunnelmaker/issues/13
I've been using this mod for some time now. Yes, it's under construction and occasionally made some of my builds look ugly and I thought broken. But the dev is very helpful and responsive, and could bend reality so that it just works again.
Also every time an update comes, something interesting has been added. That's a long streak so far!
It upgraded my treasure room significantly. No really, it's all over it 🤑👍.
Overall I like this mod very, very much. Thank you 🙂👍.
I've openend a ticket: https://github.com/Extex101/jelys_pizzaria/issues/15
Perhaps you can create a PR?
Is there a reason why you de-listed that package?
Nice. Done.
Looks like I can change it.
But now it asks, whether AI has been used. Can I say "no"?
I've a button in the sidebar on the website of the package "remove me as a maintainer".
Could it be that I cannot edit the maintainer list due to being a new member? https://content.luanti.org/help/ranks_permissions/