I also forgot to mention the fact that the redstone API has been explicitly declared unstable for years. Quoting our API docs from before we replaced mesecons:
Unstable APIs
The following APIs may be subject to change in future. You could already use
these APIs but there will probably be breaking changes in the future, or the API
is not as fleshed out as it should be. Use at your own risk!
Panes (like glass panes and iron bars): ITEMS/xpanes
_on_ignite callback: ITEMS/mcl_fire
Farming: ITEMS/mcl_farming
Anything related to redstone: Don't touch (yet)
Any other mod not explicitly mentioned above
This warning has been present in MineClone 2/Mineclonia since 2017. So it is not like these changes came out of nowhere, even though we could probably have communicated it a bit better.
Unfortunately the Luanti engine does not support it. For mouse buttons only dig (left) and place (right) are available for games to use. Because we could not use the middle button we decided to use the right button when the item slot is empty.
The mesecons API is designed around the fact that circuits are digital and not analog. That makes it very difficult to rework while keeping things compatible. The reason Mineclonia is still beta and we have not yet released 1.0.0 is because a few breaking changes are still to be expected. As cora said VoxeLibre is working on replacing mesecons with their own implementation (vl_redstone) as we speak. I would not be surprised if they also break compatibility when they are finished with it.
Edit 2025-01-28: It appears like VoxeLibre will try to keep compatibility in their rewrite.
I think its reasonable to respond to a comment one thinks has misinformation. I said what I wanted to say and then felt no need to engage in further discussion. I feel no need to elaborate on my points but if you believe we have misled people by not crediting VoxeLibre for changes in our changelogs you are welcome to review them.
I think this reply contains misinformation that I want to respond to. Note that I am a maintainer of Mineclonia.
MineClonia isn't more stable. I've seen more crashes for it, tbh.
I think its bold to claim that Mineclonia is not more stable without playing the game. When crashes do occur we are quick to fix them which the reviewer noted has not always been the case for VoxeLibre. There are also lots of bugfixes in Mineclonia which has not made it into VoxeLibre, which cannot be said the other way around.
For example, they removed error handling for mobs which stopped a game from crashing when an exception happened. We added this in because mobs is immature, needs a lot of work, and is subject to a lot of change. Many of the game crashes came from it, so it made sense to add in error handling.
I assume you are referring to wrapping the entire mob on_step in a pcall? That just hides problems and is a lazy way to avoid fixing anything. Also note that we did a mob refactoring before our first release so our mob code has been different from MineClone 2 the entire time.
Many of Mineclonia's features and fixes comes from MineClone2.
We credit MineClone 2 for all changes we backport in our changelogs. In total less than 20 % of changes comes from VoxeLibre (formely MineClone 2) and most of those are from the beginning when we forked from 0.82.0 and backported almost everything up to 0.84.0. At the point you wrote this post (2024-12-13) our 5 latest releases (0.88-0.92) had 110 changes, only 12 of which came from MineClone 2 which is barely 10 %.
This texture pack is very new but looks promising. I like the iron block look of the iron golem compared to the black one in pixel perfection and Mineclonia.
I am looking forward to seeing more textures being added in the future.
Alright. Hopefully we might find out why that could be the case when fixing the code for the peaceful setting. Thanks for providing the extra information. I post it on our issue tracker so it is not forgotten.
Did you play with the "Spawn only peaceful mobs" setting enabled? I managed to reproduce this when using that setting which I think should be considered a bug.
You can stand on the bedrock portal and run /deleteblocks here. That will cause the area to regenerate and make the dragon respawn.
Yeah. Mineclonia does not use a privilage for creative mode. Instead you do /gamemode creative to put yourself in creative mode and /gamemode creative <playername> for another player. Same but /gamemode survival for survival mode.
We are not interested in replacing the menu header. We made the current one in the same style as an old header which was used by MineClone 2 a long time ago.
This game and its setting is beautiful. iarbat did an amazing job with the design and I am glad this polished remake exists so I could experience it.
I liked the puzzles. I think most of them are fair, and all should be solvable as long as you know that all rooms have a purpose.
The end screen also shows the completion percentage and time which I think was a nice touch. This made me want to do a speedrun of it. The best time I could get was 07:02.457. I am not an experienced speedrunner but I think that will be hard to beat.
Overall, this is a very polished game and well deserving of its status as a featured package!
I also forgot to mention the fact that the redstone API has been explicitly declared unstable for years. Quoting our API docs from before we replaced mesecons:
This warning has been present in MineClone 2/Mineclonia since 2017. So it is not like these changes came out of nowhere, even though we could probably have communicated it a bit better.
Unfortunately the Luanti engine does not support it. For mouse buttons only dig (left) and place (right) are available for games to use. Because we could not use the middle button we decided to use the right button when the item slot is empty.
The mesecons API is designed around the fact that circuits are digital and not analog. That makes it very difficult to rework while keeping things compatible. The reason Mineclonia is still beta and we have not yet released 1.0.0 is because a few breaking changes are still to be expected. As cora said VoxeLibre is working on replacing mesecons with their own implementation (vl_redstone) as we speak. I would not be surprised if they also break compatibility when they are finished with it.
Edit 2025-01-28: It appears like VoxeLibre will try to keep compatibility in their rewrite.
Just replying to note that the questions were answered here.
Thanks for your review!
I do not think any of us know Turkish. If you (or anyone else) want to help with adding Turkish language support you can do so on our Weblate project: https://translate.codeberg.org/projects/mineclonia/
I do not understand the question about adding village biomes to the mapgen section.
I think its reasonable to respond to a comment one thinks has misinformation. I said what I wanted to say and then felt no need to engage in further discussion. I feel no need to elaborate on my points but if you believe we have misled people by not crediting VoxeLibre for changes in our changelogs you are welcome to review them.
I think this reply contains misinformation that I want to respond to. Note that I am a maintainer of Mineclonia.
I think its bold to claim that Mineclonia is not more stable without playing the game. When crashes do occur we are quick to fix them which the reviewer noted has not always been the case for VoxeLibre. There are also lots of bugfixes in Mineclonia which has not made it into VoxeLibre, which cannot be said the other way around.
I assume you are referring to wrapping the entire mob
on_step
in apcall
? That just hides problems and is a lazy way to avoid fixing anything. Also note that we did a mob refactoring before our first release so our mob code has been different from MineClone 2 the entire time.We credit MineClone 2 for all changes we backport in our changelogs. In total less than 20 % of changes comes from VoxeLibre (formely MineClone 2) and most of those are from the beginning when we forked from 0.82.0 and backported almost everything up to 0.84.0. At the point you wrote this post (2024-12-13) our 5 latest releases (0.88-0.92) had 110 changes, only 12 of which came from MineClone 2 which is barely 10 %.
This texture pack is very new but looks promising. I like the iron block look of the iron golem compared to the black one in pixel perfection and Mineclonia.
I am looking forward to seeing more textures being added in the future.
Alright. Hopefully we might find out why that could be the case when fixing the code for the peaceful setting. Thanks for providing the extra information. I post it on our issue tracker so it is not forgotten.
Did you play with the "Spawn only peaceful mobs" setting enabled? I managed to reproduce this when using that setting which I think should be considered a bug.
You can stand on the bedrock portal and run
/deleteblocks here
. That will cause the area to regenerate and make the dragon respawn.Yeah. Mineclonia does not use a privilage for creative mode. Instead you do
/gamemode creative
to put yourself in creative mode and/gamemode creative <playername>
for another player. Same but/gamemode survival
for survival mode.Hello!
We are not interested in replacing the menu header. We made the current one in the same style as an old header which was used by MineClone 2 a long time ago.
This game and its setting is beautiful. iarbat did an amazing job with the design and I am glad this polished remake exists so I could experience it.
I liked the puzzles. I think most of them are fair, and all should be solvable as long as you know that all rooms have a purpose.
The end screen also shows the completion percentage and time which I think was a nice touch. This made me want to do a speedrun of it. The best time I could get was 07:02.457. I am not an experienced speedrunner but I think that will be hard to beat.
Overall, this is a very polished game and well deserving of its status as a featured package!