[Game] VoxeLibre (formerly known as MineClone2) [0.87]

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GrimLok
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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by GrimLok » Post

Good Day all,

Has anyone upgraded their servers from Mineclone2 to VoxeLibre? If so, are there any caveats to doing so? I have a current family server I run for my kids, and would like to update it to receive some of the new features. Would this lead to any of our current builds/progress being harmed?

I also want to thank you all the folks that work on this project and have been toiling to make it into a complete product. It is nice to have this alternative that is free and open that we can enjoy.

Thank You,
GrimLok

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by rudzik8 » Post

GrimLok wrote:
Fri Aug 02, 2024 20:30
Good Day all,

Has anyone upgraded their servers from Mineclone2 to VoxeLibre? If so, are there any caveats to doing so? I have a current family server I run for my kids, and would like to update it to receive some of the new features. Would this lead to any of our current builds/progress being harmed?
Hi!

Depending on the version, it varies. The last version with "MineClone2" in the name was 0.86.2, and it took 6 months before the release of 0.87, so I'll work from the assumption that the current version you have is 0.86.2.
Of course we are still the same project as before, even though we changed our name and are now going in a different direction (building on Minecraft's ideas, not copying them 1-to-1). You won't experience major problems with updating, certainly not things that Minecraft usually does to old worlds.

I would recommend that you fully read the release notes for 0.87, and its hotfixes. Here's the link: https://git.minetest.land/VoxeLibre/Vox ... release.md

Specifically, you might run into these minor issues:
Some of the old potions and tipped arrows don't work with the new API and have to be converted. To avoid constant rechecking of all inventories, they have been bound to placeholder definitions. What this means is that if you notice weird potions or arrows marked with question marks, you will have to right-click them to run the conversion. A small price to pay for less lag, right?
This can be annoying, especially if you have lots of potions in your inventories. But yeah, just press right-click when holding them.
Also, light and height checking of Slimes has been fixed by Codiac, so they should no longer spawn in large numbers in inappropriate places.
If you set up any slime farms that relied on the previous system, they will break.

Otherwise, you should be fine.
GrimLok wrote:
Fri Aug 02, 2024 20:30
I also want to thank you all the folks that work on this project and have been toiling to make it into a complete product. It is nice to have this alternative that is free and open that we can enjoy.

Thank You,
GrimLok
And thank you for playing it! :D

This project went through multiple maintainers and even more individual teams of developers, not even counting just regular contributors. And of course we're glad you're enjoying it as much as we all do.

P.S. BTW, looking at your older posts, I see that you have my Furniture and Decorations mod installed. Please remember to upgrade it to v1.6 as well, I just recently released that update ;D
Maintainer of Voxelgarden and VoxeLibre dev and modder || Codeberg

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by GrimLok » Post

So I went ahead and did the upgrade (after backing up my files), but I cannot eat in survival mode. I had read in the release notes that there was a new way of eating with an animation. Could that be the reason?

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by rudzik8 » Post

GrimLok wrote:
Sun Aug 04, 2024 21:27
So I went ahead and did the upgrade (after backing up my files), but I cannot eat in survival mode. I had read in the release notes that there was a new way of eating with an animation. Could that be the reason?
Yes. You now need to hold right-click for longer and wait for the eating animation (and sounds) to end, kind of like Minecraft.
Maintainer of Voxelgarden and VoxeLibre dev and modder || Codeberg

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by GrimLok » Post

Yes, I have seen this animation in a single-player game. But it is not happening from my server. I wonder if, since I just unzipped over the original mineclone2 folder, that maybe something didn't get changed over?

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by rudzik8 » Post

GrimLok wrote:
Mon Aug 05, 2024 02:00
Yes, I have seen this animation in a single-player game. But it is not happening from my server. I wonder if, since I just unzipped over the original mineclone2 folder, that maybe something didn't get changed over?
It might have. Try just unzipping it from scratch.
Maintainer of Voxelgarden and VoxeLibre dev and modder || Codeberg

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by GrimLok » Post

Hmm.. unfortunately that didn't do it. Maybe it's one of my mods... how sad if it is.

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by GrimLok » Post

There aren't any permissions for eating are there?

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by GrimLok » Post

According to this Reddit post, a user stated that he/she needed to upgrade his/her server to 5.8.0 to be able to eat: https://safereddit.com/r/VoxeLibre/comm ... r_upgrade/.

The contentdb post says that the newest version works with 5.6+. I have a debian/ubuntu-based server and can only upgrade to 5.6.1, because 5.8.0 needs a new version of libc6 to install.

Is there any reason why eating wouldn't work for 5.6.1 over 5.8.0? Maybe a workaround could be done?

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by GrimLok » Post

I found a workaround. I copied the the old mcl_hunger mod in the mineclone2/mods/PLAYER/ folder to the current installation which restored the previous functionality to eating.

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by InFerNo » Post

Hi, I have a MineClone5 world that I've built with our kids. It would be a shame to start over after building in it for a few years.

Is there a way for me to, manually if needed, convert the world to be compatible with VoxeLibre? We have not built any automated things, some assets will probably be missing or different, but if I could replace them that would be no problem. What steps should I take?

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by ancientmariner » Post

InFerNo wrote:
Tue Aug 13, 2024 20:51
Hi, I have a MineClone5 world that I've built with our kids. It would be a shame to start over after building in it for a few years.

Is there a way for me to, manually if needed, convert the world to be compatible with VoxeLibre? We have not built any automated things, some assets will probably be missing or different, but if I could replace them that would be no problem. What steps should I take?
Good question. PrairieWind created a compatibility mod a while ago. It went but I have pushed this code here:

https://codeberg.org/VoxeLibre/mcl5toVL

If you drop this into the mods folder for minetest and follow the steps (backup your world first). Let us know how you get on. I did fix a crashing bug when villages generated. It will not be a perfect conversion and biomes that already generated may act differently if new mapgen thinks it should be a new biome, but it could be the best option you have right now.

If you do get any bugs, let us know, and at least we are aware of them. Maybe if they are not complex, they can be addressed.

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by Darth_Tiktaalik » Post

Does mcl_mobs.spawn_specific support using exact nodes?

From what I can see in the code/docs you can say something like "spawn this mob on the ground in the overworld in the forest & jungle biomes" but what I want is to say "spawn only on mod:node" so that the mob only spawns in a structure the mod generates

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by Darth_Tiktaalik » Post

nvm what this said before, that was a bit of test spawn stuff I forgot to remove. Still need a way to spawn on a specific node/block, mcl_structures.register_structure_spawn() might be a way of achieving what I want since it seems like it's used to make pillagers spawn in outposts

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Re: Version 0.66.2 released!

by chef trip » Post

Wuzzy wrote:
Fri Jun 19, 2020 17:34
...a significant change from Minecraft, however. I don't know if I should care at this point. xD
in defense of MCL2 being a clone of MC, as orginally intended. i was one who struggled to understand Minetest, and what to do and how to play it. seemed boring and pointless, and confusing, complicated. what are all these things u can quickly accumulate, and what to do with them??

then my nephew had MC for his playstation, and we played and he taught me many basic things just one session playing. i noticed how some things were quite different from playing just minetest games. so now armed with this new knowledge from playing with him, i eagerly downloaded and installed MCL2 and played it in singleplayer and on servers, and it was cool that the game was exactly the same, as far as i could tell. there was no raids and the big bull mobs whatever they're called, which i experienced on MC, but overall it was just the same, and playing on there, i could now play with more confidence when i play MC with my nephew.

for something different, well, there are dozens of other games based on the engine which are quite different from MC already, so taking the reverse engineered clone in a new direction just makes it more like the other MT games.

i recently played VL, and saw how the creepers have changed, and, i don't like it. i wanna show my nephew the free open source version of a good MC clone, and MCL2 is it.
Wanting to be someone else is a waste of who you are. – Kurt Cobain

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Re: Version 0.66.2 released!

by repetitivestrain » Post

chef trip wrote:
Sun Oct 13, 2024 11:33
i recently played VL, and saw how the creepers have changed, and, i don't like it. i wanna show my nephew the free open source version of a good MC clone, and MCL2 is it.
Perhaps it's bad etiquette for a fork to poach users from its progenitor's forum thread, and if so I apologize, but won't Mineclonia serve you no worse than mcl2 did? That way, VL can develop by its own lights without leaving you in the lurch.
cdb_6dcb4b04312d

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by InterPotato » Post

Speaking of mob replacements, I think that more of them should've been changed. There are more unique creatures in VL that were invented by MC:

- Endermite
- Ghast
- Blaze
- Magma Cube
- Slime (might stay, but design could've been changed)
- Husk
- Stray
- Glow Squid

And much more.

Additionally, we should to change designs of zombies, skeletons, villagers and pillagers (maybe replace the last one with custom ones and add some new ones)
I'm only human, after all...

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by Jackknife » Post

I was looking through the code for the TNT mod, the textures are named default tnt. Why hasn’t it been changed to Mcl_tnt? Doesn’t really matter just thought that was odd. Also there’s no smoke texture for when it goes off like in Minetest_Game.

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by rstcxk » Post

Im pretty sure the textures are named like that for compatibility with MTG texture packs

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by Jackknife » Post

rstcxk wrote:
Wed Oct 23, 2024 19:00
Im pretty sure the textures are named like that for compatibility with MTG texture packs
Hmm. Okay. I just figured since it was a different sub-game it would have been adjusted to fit the naming convention.

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by Kevin Tee » Post

Hi,

When I put tropical fish into the water, it just jump off the water.
Is this intentional?
Luanti 5.10.0
https://imgur.com/SkqHbOI

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by Walker » Post

Kevin Tee wrote:
Sun Nov 10, 2024 23:50
Hi,

When I put tropical fish into the water, it just jump off the water.
Is this intentional?
Luanti 5.10.0
https://imgur.com/SkqHbOI
yes, it's not a bug ... it's a feature ... its called "suicide"

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Re: [Game] VoxeLibre

by anim_artel » Post

Hello,
Is there an end to this game, like Minecraft, a dragon's fight or something ?


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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by HubTou » Post

Hello there,
I like VL a lot, thank you for your amazing work!
I noticed the VoxeLibre-Plus mod.
What's its status?
Is it complete-enough to be used?
Is there some documentation somewhere?
Why isn't it available from the content database?
Best regards,

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