[Game] Mineclonia [0.122.0]

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RaizCookie
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Re: [Game] Mineclonia [0.94.0]

by RaizCookie » Post

ryvnf wrote:
Sun Mar 24, 2024 19:43
RaizCookie wrote:
Sun Mar 24, 2024 02:08
Hey,

I just discovered ....
Unfortunately, the crafting interactions are implemented in the Minetest engine so we cannot add this in Mineclonia. I think the Minetest engine devs would probably not mind merging a contribution which implements it though.
Ahh too bad. Thanks for the info though, will take a look at the Minetest code.

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Re: [Game] Mineclonia [0.94.0]

by RaizCookie » Post

While I'm here: Do you need any help with the German translation? The current translation is quite formal in many places which, I think personally, do not fit.
I have seen you are using translate.codeberg.org, I dont have any permissions to submit translations though...

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Re: [Game] Mineclonia [0.94.0]

by Blockhead » Post

RaizCookie wrote:
Sun Mar 24, 2024 22:20
While I'm here: Do you need any help with the German translation? The current translation is quite formal in many places which, I think personally, do not fit.
Minetest has a well-established convention to always use Sie-form. I'm not sure what Minecraft does, but if it is different and uses du, then that would be why.
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Re: [Game] Mineclonia [0.94.0]

by RaizCookie » Post

Blockhead wrote:
Mon Mar 25, 2024 00:58
RaizCookie wrote:
Sun Mar 24, 2024 22:20
While I'm h...
Minetest has a well-established convention to always use Sie-form. I'm not sure what Minecraft does, but if it is different and uses du, then that would be why.
Ah okay, didn't know that. Still, there are quite a few texts ingame that have not yet been translated, which I would be able to help out with.

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Re: [Game] Mineclonia [0.94.0]

by Blockhead » Post

RaizCookie wrote:
Mon Mar 25, 2024 12:37
Ah okay, didn't know that. Still, there are quite a few texts ingame that have not yet been translated, which I would be able to help out with.
Glad to hear you are interested. I don't think this forum thread is very actively monitored though. The project is quite dev-oriented. It's also a fork of Mineclone2, and perhaps the translations will be pulled from there sometimes, but I can't be sure, I'm more just a passerby on the forums.

Personally, I would submit an issue thread to Mineclonia's Codeberg page, asking for permissions to use the Codeberg translation system that you mentioned. I would ask if they plan to pull translations from Mineclone2 like they do with other features. In the same vein, possibly check with Mineclone2 on their git.minetest.land tracker about translating that game. Perhaps you can translate for both by having one pull the other - it seems like a duplication of effort not to.
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Re: [Game] Mineclonia [0.94.0]

by corasTenthTry » Post

ryvnf is currently working on making the translations work with weblate that will make contributing translations a lot easier: https://translate.codeberg.org/projects/mineclonia/ that doesn't work yet though afaik

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Re: [Game] Mineclonia [0.94.0]

by corasTenthTry » Post

Today marks one year since the Mineclonia project was revived and our git repository was created!
(https://codeberg.org/mineclonia/mineclonia)

Some things we have managed to accomplish so far:
  • Over 30k downloads on ContentDB!
  • Over 750 merged pull requests on our git repository
  • Over 2.5k commits added to our main branch
  • 28 releases – 16 minor and 12 patch releases
  • 427 changes in our combined changelog – 157 "fixes" and 270 other changes
  • 334 changes made on our own and 93 backported from MineClone 2
  • All luacheck warnings fixed in the codebase
  • Some longstanding incompatibilities with established minetest mods fixed (e.g. xpanes, awards, hudbars)
  • Added many new API features to not only remove old spaghetti code but also provide better APIs for modders.
  • Added lots of small and some bigger new features
  • Despite that we managed to reduce the total line count by about 10K due to fixing many parts in the game that suffered from duplicated code.
Some statistics from the codeberg "Activity" page:
Excluding merges, 79 authors have pushed 2691 commits to main and 2958 commits to all branches. On main, 3664 files have changed and there have been 124845 additions and 90388 deletions.

We have made a lot of ground cleaning up old problems the codebase had and intend to eventually release a stable 1.0 (non-beta) version (the biggest thing to do before that is redstone/mesecons).

Thanks to all contributors and testers! We are looking forward to another year of Mineclonia development!

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Re: [Game] Mineclonia [0.94.0]

by ryvnf » Post

0.98.0 is released! This one features and number of fixes and other improvements.

Changes
  • Remove the broken "Block particles detail level" setting
  • Add setting for editable signs
  • Fix leaves sometimes not decaying properly
  • Make it possible to place snow block on snow [nixnoxus]
  • Reduce search radius for lightning rod strike to reduce lag
  • Add bone mealing for mangrove leaves [nixnoxus]
  • Fix waxed stairs and slabs drops and placement
  • Fix mobs stuck in infinate loop when being un/reloaded while dying
  • Allow registering heads from external mods [usrib]
  • Fix mcl_armor API/implementation difference [j-r]
  • Fix possible crash due to engine bug reloading XP orbs
  • Fix issues with player animations in third party mods (mcl_cozy)
  • Make dragon egg available in creative inventory
  • Make it possible to swap armor on right click
  • Fix endermen spawning in the end
  • Add growth of weeping and twisting vines [nixnoxus]
  • Fix some unknown nodes after migration from MineClone 2 [nixnoxus]
  • Make more items usable as fuel
  • Fix crash when player inv not found when resetting crafting grid
  • Add more ways to get xp
  • Fix sculk xp dupe
  • Disable drowning in lava
  • Fix possible fishing crash when player leaves
  • Fix craftguide/inventory crash
  • Fix crash when trying to access player who left
  • Fix crash when lightning strike position cannot be determined
  • Add a button in crafting guide to automatically put recipe on crafting table

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Re: [Game] Mineclonia [0.94.0]

by silverfang789 » Post

Hi. I'm having a wee bit of trouble in my Mineclonia world. It was working perfectly, but then I started having a problem where I couldn't dragon items I had crafted into my inventory. The first time this happened, I was able to restart the game and get my item. The next time it happened, I restarted the game, but now my world won't load, Minetest simply shutting down. I rebooted my PC (HP Omen 30L) and tried it again, but can't start my world at all now. Debug.txt shows nothing but blank space where this happens.

I did a bit of experimenting and it seems to happen when I have my spyglass in my inventory. If I put it away, I can craft normally.

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Re: [Game] Mineclonia [0.94.0]

by ryvnf » Post

silverfang789 wrote:
Sat Apr 06, 2024 17:46
Hi. I'm having a wee bit of trouble in my Mineclonia world. It was working perfectly, but then I started having a problem where I couldn't dragon items I had crafted into my inventory. The first time this happened, I was able to restart the game and get my item. The next time it happened, I restarted the game, but now my world won't load, Minetest simply shutting down. I rebooted my PC (HP Omen 30L) and tried it again, but can't start my world at all now. Debug.txt shows nothing but blank space where this happens.

I did a bit of experimenting and it seems to happen when I have my spyglass in my inventory. If I put it away, I can craft normally.
I cannot reproduce that crafting issue. Do you have the same issue on new worlds? Which Minetest version do you use?

Regarding the world. Do you get nothing at all in the logs? Are you able to run it from a terminal window? You might get more output there. I have experienced a world being unplayable because a database was "locked" but I am not sure what caused that to happen. Generally these things are Minetest engine issues and out of our control to fix.

I would advise against deleting the world if you care about it since the data is usually still present and might be recoverable with some help. Depending on what issue it is it might need more or less technical knowledge.

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Re: [Game] Mineclonia [0.94.0]

by corasTenthTry » Post

mineclonia has a discord server now for non-devs to interact with the project more easily: https://discord.gg/WAwpPWHTXZ

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Re: [Game] Mineclonia [0.94.0]

by MirceaKitsune » Post

Getting the chance to give this a try in single-player: Just like Mineclone 2 I'm amazed by how harmonious and complete all mods of the game are! In many ways it's better than vanilla Minecraft, with additions not found in MC such as beautiful biomes and unique mobs. I still wish blatantly MC specific aspects could be more unique as to not be such a direct clone... things like having a different explosive creature that doesn't look and sound and is named like a creeper, or something other than the "hmmm" of villagers, or experience orbs that look and sound somewhat differently, etc: Maybe at some point we can have a fork that takes everything perfected here and refocuses on unique IP, none the less it's a pleasure to enjoy this as is!

One of the first things I'm learning and experimenting with is villages and raiders: I forgot if the later is also taken from Minecraft, at least when I last played it I don't remember towers with invaders. I haven't yet figured if there's a way to permanently defeat a tower and stop them from spawning: I defeated the general carrying the big banner, but even after that they continue to spawn and in huge numbers at that. At some point I got the boss bar with the message "raid 1/6" and they appeared inside a village, wasn't sure if there's a specific objective in those scenarios but it was fun and scary.

Speaking of villages there's an obvious problem to note: Golems spawning or walking into the bell tower get stuck underground and take damage every second till they die. Was a good way to get some free items but a glitch that should be fixed none the less. The golem also seems to have no audio, even when attacking they just swing and hit in silence. Also does ringing the bell do anything or is it just a decoration?

Image

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Re: [Game] Mineclonia [0.94.0]

by corasTenthTry » Post

MirceaKitsune wrote:
Sun Apr 14, 2024 21:04
I defeated the general carrying the big banner, but even after that they continue to spawn and in huge numbers at that.
If you remove all the floor nodes from the outposts they will stop spawning (you can immediately replace them, it will remove the node meta that allows them to spawn).
MirceaKitsune wrote:
Sun Apr 14, 2024 21:04
At some point I got the boss bar with the message "raid 1/6" and they appeared inside a village, wasn't sure if there's a specific objective in those scenarios but it was fun and scary.
If you kill all the raiders in the first wave a second one will spawn and so forth until you killed all 6 which will grant you the "hero of the village" award, just leaving the area (or restarting the game) will reset the raid.
MirceaKitsune wrote:
Sun Apr 14, 2024 21:04
Speaking of villages there's an obvious problem to note: Golems spawning or walking into the bell tower get stuck underground and take damage every second till they die. Was a good way to get some free items but a glitch that should be fixed none the less. The golem also seems to have no audio, even when attacking they just swing and hit in silence.
Never noticed that but yeah i guess it could happen.
MirceaKitsune wrote:
Sun Apr 14, 2024 21:04
Also does ringing the bell do anything or is it just a decoration?
I think it makes an attempt to make all villagers in the area come there but that's known to not work particularly well.

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Re: [Game] Mineclonia [0.94.0]

by Sokomine » Post

MirceaKitsune wrote: beautiful biomes and unique mobs
I had a few problems with that. For reasons unknown I didn't get plants (trees, vegetation). Some mobs had problems with keeping going on for too long after having started moving. A squid flew past me and moved on land until it crashed into a mountain. Same happened to some fish. Perhaps I got some wrong version or something else was broken for me.
MirceaKitsune wrote: I still wish blatantly MC specific aspects could be more unique as to not be such a direct clone...
Very true. Still, this seems to be a clone that is very close to the original and far better than the last time I tried a version of MineClone. Apart from the problems above, it did work very well for me.

The villages here work surprisingly good. The paths between the huts even use staircases so that the paths can (mostly) be really walked! That's far better than in the original settlements mod. Would be great if that could be included into settlements.
A list of my mods can be found here.

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Re: [Game] Mineclonia [0.94.0]

by Blockhead » Post

MirceaKitsune wrote:
Sun Apr 14, 2024 21:04
I still wish blatantly MC specific aspects could be more unique as to not be such a direct clone...
As much as I have been critical of the Mineclone-family games in the past - due to their lack of originality - I think giving people a way to transition from proprietary to free software can be helpful. That's why I think having a decent clone game and a converter like ROllerozxa's MC2MT is good: if it's relatively little friction to switch engines, more people would be inclined to do it instead of giving excuses about being basically locked in. For that, a direct clone works better.
MirceaKitsune wrote:
Sun Apr 14, 2024 21:04
..things like having a different explosive creature that doesn't look and sound and is named like a creeper, or something other than the "hmmm" of villagers, or experience orbs that look and sound somewhat differently, etc: Maybe at some point we can have a fork that takes everything perfected here and refocuses on unique IP, none the less it's a pleasure to enjoy this as is!
It is funny how basically the most developed family of games for Minetest is a clone of the big game of the genre. While the "gateway game" approach I mentioned above would seem to imply the developers shouldn't do that, perhaps it would work for some. Not everyone, since of course people often use the Minecraft textures in a texturepack just to get even closer to the original, so some people would be turned off by the originality.

I can definitely agree with the potential for a good fork though - perhaps something that ends up looking like modded Minecraft. Unlike the base game, some mods for Minecraft are free software, so there is potential for some direct ports within the limitations of Minetest.
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Re: [Game] Mineclonia [0.94.0]

by MirceaKitsune » Post

I actually got my wish a few hours after posting my last comment here: Mineclone 2 is being renamed to Voxelibre, will seemingly keep everything but replace the Minecraft inspired content with original stuff. This leaves Mineclonia as the perfect clone for those who want that, offering a broader amount of choice to everyone! Personally I like both and will surely continue to jump between them, but I think it's a very good move to offer both options.

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Re: [Game] Mineclonia [0.94.0]

by PiTTi » Post

We've wanted to switch from MCL2 to Mineclonia for a long time and now the time had come. We have successfully converted our server and migrated the world. Everything works great, except for 2 little things:
*The pumpkin texture is strange
kürbis.png
kürbis.png (407.21 KiB) Viewed 6406 times
However, the necessary textures farming_pumpkin_side.png and farming_pumpkin_top.png are both available. I have now loaded them into the server pack folder so that it works for everyone without texturepack.

*some players had enchanted elytras (enchanted with Mending), all of which are now unknown objects. You can't enchant new elytras either (Anvil and enchanting table doesn't work)
screenshot_20240419_115854.png
screenshot_20240419_115854.png (149.68 KiB) Viewed 6406 times
Isn't it possible to enchant elytras in Mineclonia?
Englsh is not my native language, so expect errors :-)

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Re: [Game] Mineclonia [0.94.0]

by corasTenthTry » Post

PiTTi wrote:
Fri Apr 19, 2024 10:48
*some players had enchanted elytras (enchanted with Mending), all of which are now unknown objects. You can't enchant new elytras either (Anvil and enchanting table doesn't work)
screenshot_20240419_115854.png
Isn't it possible to enchant elytras in Mineclonia?
No i don't think it is currently, looks like we have missed that on mcl2, will make a PR and add it in the next version so I suggest keeping your unknown items for now.

Not sure what's up with the pumpkin texture

EDIT: https://codeberg.org/mineclonia/mineclonia/pulls/1329

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Re: [Game] Mineclonia [0.94.0]

by ryvnf » Post

0.99.0 is released! This release features a number of improvements and the addition of conduits which makes underwater bases feasible by providing permanent water breathing and swiftness to players under water.

Changes
  • Make soul soil not slow down players [nixnoxus]
  • Make soul sand no longer have increased slowing when placed above certain blocks [nixnoxus]
  • Make colored sheep mix colors when breeding
  • Make anvil show cost even when too expensive
  • Make suspicious nodes convert to their source variants when dropped
  • Make items get pulled back into suspicious nodes when not brushing
  • Add lighting values for volumetric light and bloom
  • Add conduits
  • Require upgrade template to upgrade to netherite
  • Add netherite scrap and ancient debris to nether bulwark loot
  • Add upgrade template to structure loots
  • Make ancient debris spawn a bit more commonly in the nether
  • Fix being able to spam punch mobs with no delay
  • Make hostile mobs not attack player in peaceful mode
  • Make it possible to spawn mobs with eggs in peaceful mode
  • Make ender dragon spawn in peaceful mode
  • Drop XP when mobs are killed by bows and crossbows
  • Fix item frame and glow item frame not being visible in recipe book
  • Fix bug in leaf decay
  • Drop bamboo when dug by piston in creative mode
  • Add particles when waxing copper blocks
  • Make copper ore drop 2-5 raw ores
  • Make dragonbreath stackable
  • Fix ruined portal node replacements
  • Fix a few tree schematics
  • Make item frames respect protections [usrib]
  • Change sculk block sound level [ShadowRoi]
Changes backported from MineClone 2
  • Make elytra enchantable with mending
  • Allow pickup of partial item stacks when inventory is full

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Re: [Game] Mineclonia [0.94.0]

by Blockhead » Post

ryvnf wrote:
Sat Apr 20, 2024 21:01
0.99.0 is released! This release features a number of improvements and the addition of conduits which makes underwater bases feasible by providing permanent water breathing and swiftness to players under water.
That's good to hear, but please update the OP so the thread title isn't still 0.94 :)
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Re: [Game] Mineclonia [0.94.0]

by PiTTi » Post

Thanks for the Update, and fixing the enchanted elytras :-)
Englsh is not my native language, so expect errors :-)

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Re: [Game] Mineclonia [0.99.0]

by Daons » Post

Hi all, random modding question here.

I'm making a few personal modifications to the following old abandoned mineclonia mod (https://content.minetest.net/packages/R ... ore_crops/) and am trying to code in the ability to use bone meal but i'm having no luck.

The bits i've added are _on_bone_meal = on_bone_meal,

I'm assuming I need to add something along the lines of;

Code: Select all

local function on_bone_meal(itemstack,placer,pointed_thing,pos,node)
	return mcl_farming.on_bone_meal(itemstack,placer,pointed_thing,pos,node,"plant_carrot")
end
Here is my edited code so far. If someone could have a look that would be much appreciated.

Code: Select all

local S = minetest.get_translator(minetest.get_current_modname())

minetest.override_item("mcl_core:iron_nugget", {
	on_place = function(itemstack, placer, pointed_thing)
		return mcl_farming:place_seed(itemstack, placer, pointed_thing, "mcl_ore_crops:iron_1")
	end
})

local selection_box_height = {
	-3/16,
	-2/16, -2/16,
	2/16, 2/16,
	6/16, 6/16,
}

for i=1,7 do
	local create, name, longdesc, stage

	if i == 1 then
		create = true
		name = S("Premature Iron Plant")
		longdesc = S([[
			Premature iron plants grow on farmland under sunlight in 5 stages.
			On hydrated farmland, they grow faster. They can be harvested at any time but will only yield a profit when mature.
		]])
	else
		create = false
	end

	if i == 1 then
		stage = 0
	elseif i <= 3 then
		stage = 1
	elseif i <= 5 then
		stage = 2
	else
		stage = 3
	end

	minetest.register_node("mcl_ore_crops:iron_"..i, {
		description = S("Premature Iron Plant (Stage @1)", i),
		_doc_items_create_entry = create,
		_doc_items_entry_name = name,
		_doc_items_longdesc = longdesc,
		paramtype = "light",
		sunlight_propagates = true,
		walkable = false,
		drawtype = "plantlike",
		drop = "mcl_core:iron_nugget",
		tiles = {"mcl_ore_crops_iron_stage_"..(stage)..".png"},
		inventory_image = "mcl_ore_crops_iron_stage_"..(stage)..".png",
		wield_image = "mcl_ore_crops_iron_stage_"..(stage)..".png",
		selection_box = {
			type = "fixed",
			fixed = {
				{-0.5, -0.5, -0.5, 0.5, selection_box_height[i], 0.5}
			},
		},
		groups = {dig_immediate=3, not_in_creative_inventory=1, plant=1, attached_node=1,
			dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1},
		sounds = mcl_sounds.node_sound_leaves_defaults(),
		_mcl_blast_resistance = 0,
		_on_bone_meal = on_bone_meal,
	})
end

minetest.register_node("mcl_ore_crops:iron", {
	description = S("Mature Iron Plant"),
	_doc_items_longdesc = S([[
		Mature iron plants are ready to be harvested for iron ingots.
		They won't grow any further.
	]]),
	sunlight_propagates = true,
	paramtype = "light",
	walkable = false,
	drawtype = "plantlike",
	tiles = {"mcl_ore_crops_iron_stage_4.png"},
	inventory_image = "mcl_ore_crops_iron_stage_4.png",
	wield_image = "mcl_ore_crops_iron_stage_4.png",
	drop = {
		max_items = 4,
		items = {
			{ items = {"mcl_core:iron_nugget"}, rarity = 5},
			{ items = {"mcl_core:iron_nugget"}, rarity = 5},
			{ items = {"mcl_core:iron_nugget"}, rarity = 5},
			{ items = {"mcl_core:iron_ingot"}, rarity = 10},
			{ items = {"mcl_core:iron_ingot"}, rarity = 50},
			{ items = {"mcl_core:iron_ingot"} }
		}
	},
	groups = {dig_immediate=3, not_in_creative_inventory=1, plant=1, attached_node=1,
		dig_by_water=1,destroy_by_lava_flow=1, dig_by_piston=1},
	sounds = mcl_sounds.node_sound_leaves_defaults(),
	_mcl_blast_resistance = 0,
	_on_bone_meal = on_bone_meal,
})

mcl_farming:add_plant("plant_iron", "mcl_ore_crops:iron", {"mcl_ore_crops:iron_1", "mcl_ore_crops:iron_2", "mcl_ore_crops:iron_3", "mcl_ore_crops:iron_4", "mcl_ore_crops:iron_5", "mcl_ore_crops:iron_6", "mcl_ore_crops:iron_7"}, 25, 20)


local mod_screwdriver = minetest.get_modpath("screwdriver")
local on_rotate
if mod_screwdriver then
	on_rotate = screwdriver.rotate_3way
end
If not appropriate please delete as per forum rules.

Thanks

corasTenthTry
Member
Posts: 159
Joined: Sat Jan 02, 2021 13:58
GitHub: corarona
IRC: cora
In-game: cora
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Re: [Game] Mineclonia [0.99.0]

by corasTenthTry » Post

seems to work for me if i add this to the (non-mature) plants i.e. the register_node in the loop registering the stages,

more or less the same you suggested just with "plant_iron" in the mcl_farming.on_bonemeal call and without the extra function.

Code: Select all

		_on_bone_meal = function(itemstack,placer,pointed_thing,pos,node)
			return mcl_farming.on_bone_meal(itemstack,placer,pointed_thing,pos,node,"plant_iron")
		end

Daons
Member
Posts: 24
Joined: Fri Aug 21, 2020 18:34

Re: [Game] Mineclonia [0.99.0]

by Daons » Post

corasTenthTry wrote:
Sun Apr 28, 2024 13:46
seems to work for me if i add this to the (non-mature) plants i.e. the register_node in the loop registering the stages,

more or less the same you suggested just with "plant_iron" in the mcl_farming.on_bonemeal call and without the extra function.

Code: Select all

		_on_bone_meal = function(itemstack,placer,pointed_thing,pos,node)
			return mcl_farming.on_bone_meal(itemstack,placer,pointed_thing,pos,node,"plant_iron")
		end
This is great, it works perfectly. Thanks

Daons
Member
Posts: 24
Joined: Fri Aug 21, 2020 18:34

Re: [Game] Mineclonia [0.99.0]

by Daons » Post

Would it be possible to have a option to activate or deactivate player placed mob spawners.

I'm hoping to be able to use a lever connected by redstone dust to switch on the spawner as part of a test mob farm?

Thanks

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