Hi! Missed your feedback/requests. It would probably be easier if you had put them into a separate regular thread, but I will try to answer here anyways.
Had to turn off the new features in Settings, as it overworked cpu/gpu of 2023 pc bought for art ie decent gpu/cpu/ram.
The game should run perfectly well with default settings on older hardware. The only setting which require somewhat modern hardware (specifically CPU) is our custom singlenode mapgen, but my Ryzen 5600 from 2022 can run that with no problems. Can you tell us what settings you are refering to and what hardware you have?
Can't use unified inventory thus quickstack not possible too, causing many more clicks (accessibility?).
I do not know exactly why this is, but I assume it is simply incompatible with our API. I think this the responsibility of modders as otherwise we would have to spend a lot of effort maintaining compatibility with mods written for Minetest Game.
Don't know if there's a way to auto-stack otherwise? No unified inventory = no waypoints.
Thankfully travelnet works, and using simple waypoints mod to get 'home' [lots of text fills the sky if more than 1-2 waypoints].
Might it be possible to bring in waypoints and quickstacking?
Not sure exactly what you mean by this. It does however sound like something outside of the scope for Mineclonia, but can be implemented as a mod.
Leaf decay is so slow I thought it was broken.
Has taken enjoyment out of chopping trees! Any other mod I've tried seems to get overidden, as there's no change. Have to reference too many clicks again/accessibility.
If existing tree chopping mods only work with Minetest Game, then someone needs to update them or create separate mods that support Mineclonia.
-Added the Nautilus and the Zombie Nautilus mobs
-Added Nautilus Armor
-Added the Camel Husk mob
-Added the Parched mob
-Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor using a Smithing Table
It is not out of the question that it is something in Mineclonia. It just feels more likely to be something else currently. We will have to wait and see if someone else encounters the same issue. I also made an issue about the knockback thing. It is supposed to match MC and from what I can find it is not supposed to be that much.
Thanks for reporting bugs, this kind of feedback is important for the development.
Thanks! Any information is useful and that answers some of my questions. Unfortunately I think it will be hard for us to do much unless we get a reproducible bug report in singleplayer. It being in multiplayer adds so many variables (installed mods that may cause problems, map history, etc). That makes it almost impossible to guess what it could be.
The deepslate not being minable is also incredibly weird. I do not see how that can happen without some server mods or area protection.
I suspect this is caused by something external like server mods. Otherwise we will probably get another bug report as the game has so many active players. We will have to wait and see. If you find something like that again, it would be nice if you could tell us where it is so we can have a look.
Then this is something we have not gotten a bug report for before. It would be very helpful if you could post a screenshot of how it looks. Without more information it will be very difficult for us to reproduce and fix.
It would also be nice if you could answer these questions:
What Luanti and Mineclonia versions are you using? Do you have any mods installed?
What kind of block is the unminable floor made of?
What map generator are you using? (if you did not select something else it should be the default v7)
What is the position and seed were the problem occurs? (can be checked by pressing F5)
Was your world migrated from VoxeLibre/MineClone 2?
Have you changed any map generator settings for Luanti or Mineclonia?
A screenshot with the F5 debug information visible would be ideal. I do not think you can attach pictures here but you can create an account on Codeberg and make an issue, post in our Luanti forum topic, upload to some website and post a link or email it to me at ryvnf@riseup.net.
It sounds like what you describe is https://codeberg.org/mineclonia/mineclonia/issues/4018. The screenshot in that issue is from the void but those flat spaces can occur in other places as well. Is that what you are experiencing?
I replied with a couple of questions about the Mac error in the other thread. It would be appreciated if you could provide more information there.
Thanks for saying its a good game when it works on Linux! We are working on adding frogs. It is mostly functional but after we reworked mobs it needs some adjustments.
Update 2025-09-10: The problem has been resolved, it was that their Luanti version on Mac was outdated.
From your other thread it sounds like you installed Mineclonia on Mac by extracting a zip file to the games folder, is that correct?
If that is the case, it is probably that you installed a version of Mineclonia which is incompatible with your version of Minetest/Luanti. Which version of Luanti do you have? (you can check in the About tab in the main menu). The latest version requires at least Minetest/Luanti version 5.9.0.
We have been unable to fix the scrollbar so we will probably wait until it is fixed in the engine. Because this may take a while we just made a 0.116.1 release which disables the scrollbar by default in 5.13.
It is possible to disable the scrollbar and use pagination buttons instead by opening inventory, clicking the cogwheel button and changing "Enable scrollbar in creative inventory" to "Off". Since it appears like it may take a while for this to be fixed, we could make it always use the pagination buttons by default unless we can find some workaround for the bug in Mineclonia.
It is not trivial to change as the code is in the Luanti engine. It is not impossible however and we will probably look into combat at some point in the future. Even though there already is a cooldown, it would make sense for it to be more punishing for spamclicking players as it does make pvp less interesting.
Attack cooldowns do exist, but not in a way that really punishes spam clicking. Punch damage is currently calculated by the Luanti engine so changing it would require us to make our own damage system in Lua. I am pretty sure spam clicking should yield roughly the same amount of damage per second as perfectly timing the attacks. Maybe there is some damage rounding going on which makes spam clicking slightly better though. I might do some tests of that later. In any case, we will probably look into improving combat at some point in the future.
If there are any farm designs which do not work, feel free to link to designs so we can investigate why that could be.
Yes. You can contribute translations on our weblate instance. We merge the translation contributions when making releases. You can read this weblate documentation for how to contribute translations.
Yes. You can do /spawnstruct village to create a village at your location. You can also spawn other structure types listed if you do /help spawnstruct.
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:
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!
Hi! Missed your feedback/requests. It would probably be easier if you had put them into a separate regular thread, but I will try to answer here anyways.
The game should run perfectly well with default settings on older hardware. The only setting which require somewhat modern hardware (specifically CPU) is our custom singlenode mapgen, but my Ryzen 5600 from 2022 can run that with no problems. Can you tell us what settings you are refering to and what hardware you have?
I do not know exactly why this is, but I assume it is simply incompatible with our API. I think this the responsibility of modders as otherwise we would have to spend a lot of effort maintaining compatibility with mods written for Minetest Game.
Not sure exactly what you mean by this. It does however sound like something outside of the scope for Mineclonia, but can be implemented as a mod.
If existing tree chopping mods only work with Minetest Game, then someone needs to update them or create separate mods that support Mineclonia.
I made issues for these feature requests.
https://codeberg.org/mineclonia/mineclonia/issues/4059
https://codeberg.org/mineclonia/mineclonia/issues/4060
https://codeberg.org/mineclonia/mineclonia/issues/4061
https://codeberg.org/mineclonia/mineclonia/issues/4062
https://codeberg.org/mineclonia/mineclonia/issues/4063
Zombie horses exist but not sure if they spawn naturally. If not we will make it so.
These settings already exist in Luanti. Search for "filtering" under "Graphics" in the settings menu.
We are working on this right now. It is almost ready and will probably be in our next release.
This was actually added in the release we did just now. If you update your game you should get it (as long as you use Luanti 5.10 or greater).
It is not out of the question that it is something in Mineclonia. It just feels more likely to be something else currently. We will have to wait and see if someone else encounters the same issue. I also made an issue about the knockback thing. It is supposed to match MC and from what I can find it is not supposed to be that much.
Thanks for reporting bugs, this kind of feedback is important for the development.
The knockback that you think is too much could also be a result of this bug https://codeberg.org/mineclonia/mineclonia/issues/4008. Hopefully we will get that fixed soon.
Thanks! Any information is useful and that answers some of my questions. Unfortunately I think it will be hard for us to do much unless we get a reproducible bug report in singleplayer. It being in multiplayer adds so many variables (installed mods that may cause problems, map history, etc). That makes it almost impossible to guess what it could be.
The deepslate not being minable is also incredibly weird. I do not see how that can happen without some server mods or area protection.
I suspect this is caused by something external like server mods. Otherwise we will probably get another bug report as the game has so many active players. We will have to wait and see. If you find something like that again, it would be nice if you could tell us where it is so we can have a look.
Then this is something we have not gotten a bug report for before. It would be very helpful if you could post a screenshot of how it looks. Without more information it will be very difficult for us to reproduce and fix.
It would also be nice if you could answer these questions:
A screenshot with the F5 debug information visible would be ideal. I do not think you can attach pictures here but you can create an account on Codeberg and make an issue, post in our Luanti forum topic, upload to some website and post a link or email it to me at ryvnf@riseup.net.
It sounds like what you describe is https://codeberg.org/mineclonia/mineclonia/issues/4018. The screenshot in that issue is from the void but those flat spaces can occur in other places as well. Is that what you are experiencing?
As far as I know this should work. It could be a newly introduced bug though. I created an issue on our repository. https://codeberg.org/mineclonia/mineclonia/issues/3737
I have created an issue for this on our repository https://codeberg.org/mineclonia/mineclonia/issues/3736
I have created an issue for this on our repository https://codeberg.org/mineclonia/mineclonia/issues/3736
I have created an issue for this on our repository https://codeberg.org/mineclonia/mineclonia/issues/3736
I replied with a couple of questions about the Mac error in the other thread. It would be appreciated if you could provide more information there.
Thanks for saying its a good game when it works on Linux! We are working on adding frogs. It is mostly functional but after we reworked mobs it needs some adjustments.
Update 2025-09-10: The problem has been resolved, it was that their Luanti version on Mac was outdated.
From your other thread it sounds like you installed Mineclonia on Mac by extracting a zip file to the games folder, is that correct?
If that is the case, it is probably that you installed a version of Mineclonia which is incompatible with your version of Minetest/Luanti. Which version of Luanti do you have? (you can check in the About tab in the main menu). The latest version requires at least Minetest/Luanti version 5.9.0.
We have been unable to fix the scrollbar so we will probably wait until it is fixed in the engine. Because this may take a while we just made a 0.116.1 release which disables the scrollbar by default in 5.13.
It is possible to disable the scrollbar and use pagination buttons instead by opening inventory, clicking the cogwheel button and changing "Enable scrollbar in creative inventory" to "Off". Since it appears like it may take a while for this to be fixed, we could make it always use the pagination buttons by default unless we can find some workaround for the bug in Mineclonia.
Like I said there is an attack cooldown. If you spamclick then every attack will do less damage. Here is the code for it: https://github.com/luanti-org/luanti/blob/9ff38bdf7f13d293471310a79148c34cbd0748d7/src/tool.cpp#L431-L437. It makes spamclicking deal the same amount of damage per second as not spamclicking (as long as you do not click slower than the cooldown). So it should not be significantly worse or better.
It is not trivial to change as the code is in the Luanti engine. It is not impossible however and we will probably look into combat at some point in the future. Even though there already is a cooldown, it would make sense for it to be more punishing for spamclicking players as it does make pvp less interesting.
Attack cooldowns do exist, but not in a way that really punishes spam clicking. Punch damage is currently calculated by the Luanti engine so changing it would require us to make our own damage system in Lua. I am pretty sure spam clicking should yield roughly the same amount of damage per second as perfectly timing the attacks. Maybe there is some damage rounding going on which makes spam clicking slightly better though. I might do some tests of that later. In any case, we will probably look into improving combat at some point in the future.
If there are any farm designs which do not work, feel free to link to designs so we can investigate why that could be.
Yes. You can contribute translations on our weblate instance. We merge the translation contributions when making releases. You can read this weblate documentation for how to contribute translations.
Yes. You can do
/spawnstruct villageto create a village at your location. You can also spawn other structure types listed if you do/help spawnstruct.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_stepin 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 creativeto put yourself in creative mode and/gamemode creative <playername>for another player. Same but/gamemode survivalfor 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!