[Game] Mineclonia [0.118.0]

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jester
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Re: [Game] Mineclonia [0.116.1]

by jester » Post

Hi there, two quick questions:

1. Are there Bundles in mineclonia? (poor man's shulker boxes)
2. Do soul sand water elevators work in mineclonia? I've tried it and can't get it to working (even when filling every cell with water source), so I'm wondering if I'm doing something incorrectly or is it just not working.

cheers 👋

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Re: [Game] Mineclonia [0.116.1]

by Blockhead » Post

jester wrote:
Thu Nov 06, 2025 09:14
Hi there, two quick questions:

1. Are there Bundles in mineclonia? (poor man's shulker boxes)
No. See #2466 Comprehensive list of missing things

jester wrote:
Thu Nov 06, 2025 09:14
2. Do soul sand water elevators work in mineclonia? I've tried it and can't get it to working (even when filling every cell with water source), so I'm wondering if I'm doing something incorrectly or is it just not working.

cheers 👋
It's pretty likely that Minecraft's physics aren't replicated closely enough for this to work, but I can't say anything definitive really. It also goes to a general question about replicating 1:1 as a goal, even unintended behaviours and undefined behaviour, which I'll refrain from giving an opinion on.
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Re: [Game] Mineclonia [0.116.1]

by Codiac » Post

jester wrote:
Thu Nov 06, 2025 09:14
Hi there, two quick questions:

1. Are there Bundles in mineclonia? (poor man's shulker boxes)
2. Do soul sand water elevators work in mineclonia? I've tried it and can't get it to working (even when filling every cell with water source), so I'm wondering if I'm doing something incorrectly or is it just not working.

cheers 👋
No to both, but there are mods that add them or very similar things.

This murders my performance, it might work for you.

https://content.luanti.org/packages/j45 ... le_column/

This doesn't add bundles, but it lets you carry chests :D

https://content.luanti.org/packages/SURV/i_have_hands/

This adds OP bags.

https://content.luanti.org/packages/Codiac/prestibags/

Etc.

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Re: [Game] Mineclonia [0.116.1]

by repetitivestrain » Post

Blockhead wrote:
Thu Nov 06, 2025 09:22
It's pretty likely that Minecraft's physics aren't replicated closely enough for this to work, but I can't say anything definitive really. It also goes to a general question about replicating 1:1 as a goal, even unintended behaviours and undefined behaviour, which I'll refrain from giving an opinion on.
Soul sand elevators are 100% a well-defined and intentional feature in Minecraft, just one which we have eschewed for the moment on performance grounds. Otherwise mcl_mobs (and my CSM, mcl_localplayer) feature 1:1 reproductions of Minecraft's living entity physics engine, bugs not excepted.
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Re: [Game] Mineclonia [0.116.1]

by jester » Post

repetitivestrain wrote:
Thu Nov 06, 2025 09:47
Otherwise mcl_mobs (and my CSM, mcl_localplayer) feature 1:1 reproductions of Minecraft's living entity physics engine, bugs not excepted.
this mcl_localplayer sounds interesting, does it still require minetest compiled from source?

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Re: [Game] Mineclonia [0.116.1]

by repetitivestrain » Post

jester wrote:
Thu Nov 06, 2025 12:33
repetitivestrain wrote:
Thu Nov 06, 2025 09:47
Otherwise mcl_mobs (and my CSM, mcl_localplayer) feature 1:1 reproductions of Minecraft's living entity physics engine, bugs not excepted.
this mcl_localplayer sounds interesting, does it still require minetest compiled from source?
If by this you mean my modified version of Luanti, yes.
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Re: [Game] Mineclonia [0.116.1]

by ShallowDweller » Post

Remember the issue about being able to jump over fences that was marked as low priority because the mobs were not doing this? Unless one of the mods I have on my end caused the animals in the screenshot to jump high enough to jump over a fence, I have bad news (screenshots taken today, latest version of both Luanti and Mineclonia).

The mods in the world (and what they do) are:
Spoiler
xcompat ("aims to facilitate other mods to be game agnostic by handling sounds and crafting")
vegan_food (more food)
simple_crafting (allows gridless crafting)
tpad (adds teleport pad)
oreveins (growable ores)
wine (adds barrel to ferment booze)
tape_measure (adds this item)
rebreather (adds 1 piece of equipment)
moreores (adds ores)
molten_sailor_mcl (adds lava proof stuff)
melterns mod pack (tinker's construct clone)
mcl_quick_harvest_replant (right-click crop with seed in hand to harvent and replant at the same time)
mcl_multitool (adds a pickaxe+axe+shovel hybrid)
mcl_morefood (see name)
mcl_misk_recipes (adds some crafting recipes)
mcl_extra_structures (spawns structures)
drawers (adds a type of storage furniture)
cannon73 (adds a cannon to blast things)
nofloatingfallingblocks (runs a command every few seconds to make all floaring falling blocks fall)
enchantments_extractor (expensive item to put enchants from gear back into books)
mcl_bronze_stuff (adds bronze equipment)
farmtools (adds tools to make crop farming easier/faster)
mcl_backpack (adds a backpack)
mcl_fish_traps (block that catches fish)
blockhead (chat command that morphs the player's head into a block of their choice)
simple_woodcutter (fells whole tree by breaking bottommost log with an axe while sneaking)
fluid_lib modpack (In theory, should only affect liquids. Only added because something else required it)
mcl_back_to_spawn (chat command to teleport back to spawn in case I get lost)
mcl_xp_atm (item that stores experience, just in case)
foodblocks (compact food storage blocks)
i_have_hands (allows carrying chests when both hands are empty)
k_recyclebin (item that decrafts things)
lava_furnace (in theory should make furnaces work when there's lava touching them)
logistica (several blocks for storage and probably automation)
portability (allows the player to use crafting table, enchanting table and ender chest from inventory items)
m16b_item_displayed (basic decoration)
mcl_wieldlight (makes held torches light the area around the player)
timeday (displays day count and time of the day)
leads (adds leads to pull mobs)
mcl_decor (advanced decoration mod)
mcl_cozy (allows sitting on stuff, needed for the mod above)
My primary suspect was the mcl_cozy mod, so I tried disabling that and the mods that depended on it, but the issue persisted. I have no idea which other mod in the list above could be causing mobs to jump higher when touching fences (my other worlds that had the leads mod didn't have the fence issue). Are there any settings that could be causing this when adjusted?

If it's not caused by "my" mods, could it be a pathing issue or something that could be worked around by adjusting pathing code? The cow was jumping over a floating fence (animals jumping over 2-block tall fences happens, but it's much rarer than over a single block fence). It may take a short waiting to get the animals to jump over fences (it took the pig a few seconds to succeed at the fence climbing).

If the problem happens to be on my end, but not a mod's fault are there any changes I can do to the game's files as a work around?
Thanks in advance and sorry for the bother.
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Re: [Game] Mineclonia [0.116.1]

by repetitivestrain » Post

ShallowDweller wrote:
Wed Nov 12, 2025 00:20
Remember the issue about being able to jump over fences that was marked as low priority because the mobs were not doing this? Unless one of the mods I have on my end caused the animals in the screenshot to jump high enough to jump over a fence, I have bad news (screenshots taken today, latest version of both Luanti and Mineclonia).

The mods in the world (and what they do) are:
Spoiler
xcompat ("aims to facilitate other mods to be game agnostic by handling sounds and crafting")
vegan_food (more food)
simple_crafting (allows gridless crafting)
tpad (adds teleport pad)
oreveins (growable ores)
wine (adds barrel to ferment booze)
tape_measure (adds this item)
rebreather (adds 1 piece of equipment)
moreores (adds ores)
molten_sailor_mcl (adds lava proof stuff)
melterns mod pack (tinker's construct clone)
mcl_quick_harvest_replant (right-click crop with seed in hand to harvent and replant at the same time)
mcl_multitool (adds a pickaxe+axe+shovel hybrid)
mcl_morefood (see name)
mcl_misk_recipes (adds some crafting recipes)
mcl_extra_structures (spawns structures)
drawers (adds a type of storage furniture)
cannon73 (adds a cannon to blast things)
nofloatingfallingblocks (runs a command every few seconds to make all floaring falling blocks fall)
enchantments_extractor (expensive item to put enchants from gear back into books)
mcl_bronze_stuff (adds bronze equipment)
farmtools (adds tools to make crop farming easier/faster)
mcl_backpack (adds a backpack)
mcl_fish_traps (block that catches fish)
blockhead (chat command that morphs the player's head into a block of their choice)
simple_woodcutter (fells whole tree by breaking bottommost log with an axe while sneaking)
fluid_lib modpack (In theory, should only affect liquids. Only added because something else required it)
mcl_back_to_spawn (chat command to teleport back to spawn in case I get lost)
mcl_xp_atm (item that stores experience, just in case)
foodblocks (compact food storage blocks)
i_have_hands (allows carrying chests when both hands are empty)
k_recyclebin (item that decrafts things)
lava_furnace (in theory should make furnaces work when there's lava touching them)
logistica (several blocks for storage and probably automation)
portability (allows the player to use crafting table, enchanting table and ender chest from inventory items)
m16b_item_displayed (basic decoration)
mcl_wieldlight (makes held torches light the area around the player)
timeday (displays day count and time of the day)
leads (adds leads to pull mobs)
mcl_decor (advanced decoration mod)
mcl_cozy (allows sitting on stuff, needed for the mod above)
My primary suspect was the mcl_cozy mod, so I tried disabling that and the mods that depended on it, but the issue persisted. I have no idea which other mod in the list above could be causing mobs to jump higher when touching fences (my other worlds that had the leads mod didn't have the fence issue). Are there any settings that could be causing this when adjusted?

If it's not caused by "my" mods, could it be a pathing issue or something that could be worked around by adjusting pathing code? The cow was jumping over a floating fence (animals jumping over 2-block tall fences happens, but it's much rarer than over a single block fence). It may take a short waiting to get the animals to jump over fences (it took the pig a few seconds to succeed at the fence climbing).

If the problem happens to be on my end, but not a mod's fault are there any changes I can do to the game's files as a work around?
Thanks in advance and sorry for the bother.
In general, walking over fences or excessively aggressive jumping is produced by the physics simulations failing to adapt to the granularity afforded by the last globalstep interval. How much server lag does your server experience? What is the value of max_lag, for example, when you run /status?
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Re: [Game] Mineclonia [0.116.1]

by ShallowDweller » Post

repetitivestrain wrote:
Wed Nov 12, 2025 01:12
ShallowDweller wrote:
Wed Nov 12, 2025 00:20
Remember the issue about being able to jump over fences that was marked as low priority because the mobs were not doing this? Unless one of the mods I have on my end caused the animals in the screenshot to jump high enough to jump over a fence, I have bad news (screenshots taken today, latest version of both Luanti and Mineclonia).

The mods in the world (and what they do) are:
Spoiler
xcompat ("aims to facilitate other mods to be game agnostic by handling sounds and crafting")
vegan_food (more food)
simple_crafting (allows gridless crafting)
tpad (adds teleport pad)
oreveins (growable ores)
wine (adds barrel to ferment booze)
tape_measure (adds this item)
rebreather (adds 1 piece of equipment)
moreores (adds ores)
molten_sailor_mcl (adds lava proof stuff)
melterns mod pack (tinker's construct clone)
mcl_quick_harvest_replant (right-click crop with seed in hand to harvent and replant at the same time)
mcl_multitool (adds a pickaxe+axe+shovel hybrid)
mcl_morefood (see name)
mcl_misk_recipes (adds some crafting recipes)
mcl_extra_structures (spawns structures)
drawers (adds a type of storage furniture)
cannon73 (adds a cannon to blast things)
nofloatingfallingblocks (runs a command every few seconds to make all floaring falling blocks fall)
enchantments_extractor (expensive item to put enchants from gear back into books)
mcl_bronze_stuff (adds bronze equipment)
farmtools (adds tools to make crop farming easier/faster)
mcl_backpack (adds a backpack)
mcl_fish_traps (block that catches fish)
blockhead (chat command that morphs the player's head into a block of their choice)
simple_woodcutter (fells whole tree by breaking bottommost log with an axe while sneaking)
fluid_lib modpack (In theory, should only affect liquids. Only added because something else required it)
mcl_back_to_spawn (chat command to teleport back to spawn in case I get lost)
mcl_xp_atm (item that stores experience, just in case)
foodblocks (compact food storage blocks)
i_have_hands (allows carrying chests when both hands are empty)
k_recyclebin (item that decrafts things)
lava_furnace (in theory should make furnaces work when there's lava touching them)
logistica (several blocks for storage and probably automation)
portability (allows the player to use crafting table, enchanting table and ender chest from inventory items)
m16b_item_displayed (basic decoration)
mcl_wieldlight (makes held torches light the area around the player)
timeday (displays day count and time of the day)
leads (adds leads to pull mobs)
mcl_decor (advanced decoration mod)
mcl_cozy (allows sitting on stuff, needed for the mod above)
My primary suspect was the mcl_cozy mod, so I tried disabling that and the mods that depended on it, but the issue persisted. I have no idea which other mod in the list above could be causing mobs to jump higher when touching fences (my other worlds that had the leads mod didn't have the fence issue). Are there any settings that could be causing this when adjusted?

If it's not caused by "my" mods, could it be a pathing issue or something that could be worked around by adjusting pathing code? The cow was jumping over a floating fence (animals jumping over 2-block tall fences happens, but it's much rarer than over a single block fence). It may take a short waiting to get the animals to jump over fences (it took the pig a few seconds to succeed at the fence climbing).

If the problem happens to be on my end, but not a mod's fault are there any changes I can do to the game's files as a work around?
Thanks in advance and sorry for the bother.
In general, walking over fences or excessively aggressive jumping is produced by the physics simulations failing to adapt to the granularity afforded by the last globalstep interval. How much server lag does your server experience? What is the value of max_lag, for example, when you run /status?
Thanks for the quick reply!
I should have checked this post before closing my world. I ran the command 5 times after opening, the 2nd and 3rd after running around a village at night infested with golems back and forth, the 4th after watching some sheep jump very high over a piece of wheat, the 5th while they were jumping.
the max_lag values were:
@ 4s: 0.154s
@ 50s: 0.303s
@ 1min 52s: 0.303s
@ 3min 13s: 0.203s
@ 3min 22s: 0.219s

In general, i only get lag when the golems are in dire need for population control or when I'm travelling through unexplored areas. But the sheep were still jumping like crazy at night, with the golem population under control.

EDIT: Now that you mentioned the lag, i remembered people mentioning performance impact on the mod that makes floating sand and gravel fall and decided to test disabling it (which I didn't consider before because the game was running smoothly enough, with a steady ~60 FPS, as the screenshots demonstrate).
The max_lag dropped to 0.0552s @ 1min 43s and after holding a beet in front of the pigs for well over a minute, none jumped over the fence.

Thanks for helping me find the culprit! Now I feel dumb for not thinking of that. Sorry for taking your time with this.

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Re: [Game] Mineclonia [0.116.1]

by Chem871 » Post

Villagers seem to no longer refresh their inventories, and also haven't been offering different enchantments anymore.
Living in the Human Village, Gensokyo

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Re: [Game] Mineclonia [0.116.1]

by repetitivestrain » Post

Chem871 wrote:
Thu Nov 20, 2025 21:35
Villagers seem to no longer refresh their inventories, and also haven't been offering different enchantments anymore.
They're not supposed to, once they've been traded with. You're expecting a bug that has since been fixed.
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Re: [Game] Mineclonia [0.116.1]

by Chem871 » Post

So villagers run out of stock permanently?
Living in the Human Village, Gensokyo

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Re: [Game] Mineclonia [0.116.1]

by repetitivestrain » Post

Chem871 wrote:
Fri Nov 21, 2025 15:42
So villagers run out of stock permanently?
They won't, but the items (and metadata, such as enchantments) available through trading will not change. Restocking only occurs when a villager successfully navigates to its job site block during the working period of the day. If the route to that position is obstructed, they will not replenish their trades.
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jester
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Re: [Game] Mineclonia [0.116.1]

by jester » Post

I was wondering why I can't get librarian with Sweeping Edge, so I peeked into sources, and found Sweeping Edge enchantment is commented out with following comment:
-- requires missing MineClone2 feature
https://codeberg.org/mineclonia/mineclo ... s.lua#L703

is this still actual? will it be re-enabled eventually?

edit ok, I've just noticed it's on the #2466 Comprehensive list of missing things linked above

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Re: [Game] Mineclonia [0.116.1]

by Codiac » Post

I'm trying to use the chimney mod [1] but it doesn't work because the smoke is bigger than it used to be, so it all collects below the first one :(

But it looks awesome, so is there a way we could reduce the smoke size or make it so the user can adjust it?

Also, if you build a house that's tall enough then snow falls inside, but it doesn't seem to pile up. It could be cool, but we can't really make a Christmas tree to go with it.

1: https://content.luanti.org/packages/Frederik/chimney/

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Re: [Game] Mineclonia [0.116.1]

by ryvnf » Post

Codiac wrote:
Tue Nov 25, 2025 01:01
I'm trying to use the chimney mod [1] but it doesn't work because the smoke is bigger than it used to be, so it all collects below the first one :(

But it looks awesome, so is there a way we could reduce the smoke size or make it so the user can adjust it?

Also, if you build a house that's tall enough then snow falls inside, but it doesn't seem to pile up. It could be cool, but we can't really make a Christmas tree to go with it.

1: https://content.luanti.org/packages/Frederik/chimney/
Made an issue for this https://codeberg.org/mineclonia/mineclonia/issues/3839

I think we can fix this by increasing the texture scale but reducing the particle size by the same amount.

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Re: [Game] Mineclonia [0.118.0]

by ryvnf » Post

Version 0.118.0 is released! Among other improvements, this release adds the trident weapon and drowned mob!

We also recently hit the milestone of 250k downloads on ContentDB.

Changes
  • Improve rightclick interactions with flower pots [JoseDouglas]
  • Eliminate legacy mob spawning system [halon]
  • Fix mobs spawning on glass [halon]
  • Fix shulker box inventory image rendering bug in 5.15-dev
  • Update animated and unanimated shulker box model sizes
  • Use texture alpha mode "clip" instead of "blend" were applicable
  • Fix chiseled bookshelf dupe
  • Make aquatic mobs spawn along beaches again on engine mapgens [halon]
  • Fix possible crash when mob is damaged by snowball [halon]
  • Do not permit villagers cured from zombies to generate as nitwits [halon]
  • Optimize liquid-related ABMs [halon]
  • Add more nodes to texture conversion script [JoseDouglas]
  • Add protection check for respawn anchor [JoseDouglas]
  • Improve cat model and behavioral discrepancies [halon]
  • Adjust campfire particles to work better with the chimney mod
  • Fix crash in flower `on_place` for non-player use [Codiac]
  • Reintroduce some old village schematics to the new village generator [halon]
  • Add trident [halon, bramaudi]
  • Add drowned [halon]
  • Make redstone signal propagation on slabs unidirectional (glass is still bidirectional) [noclipped]
  • Use correct grass coloring for lake borders
  • Improve error messages for incompatible LuaJIT versions
  • Make the non-animated chests setting no longer use entities for doublechests
  • Enable mods to define new-style village buildings [halon]
  • Fix some mod dependency loading issues when using random mod load order
  • Do not keep mcode unbounded in emerge environments [halon]
  • Add hanging signs to `deco_block` groups [Zozosticot]
  • Improvements to mangrove propagules [JoseDouglas]
  • Add a modding API for creating custom villager professions [Codiac]
  • Make it possible to take armor from armor stand with rightclick [j-r
  • Fix crash in flower `on_place` for non-player use [Codiac]
  • Improve brewing stand UI [bramaudi]
  • Fix error when the `extra_nodes` setting is disabled [JoseDouglas]
  • Fix liliac patches in singlenode mapgen [cloudCover]
  • Improve crimson forest mob spawning [halon]
  • Fix magma cubes not spawning from Bastion Remnant spawner [halon]
  • Fix slime chunk detection and spawning criteria [halon]
  • Fix structure generation crash [halon]
  • Add calendar event for halloween [halon]
  • Fix head armor for mobs [halon]
  • Use nether wart, not plant item for nether fortress treasure [nooneatall]
  • Fix creative scrollbar not working in >=5.13
  • Improve elytra physics [bramaudi]
  • Make elytra usage consume durability [bramaudi]
  • Fix spyglass RMB handling [bramaudi]
  • Fix parrot crash [halon]
  • Fix random creeper drop not being so random
  • Make dead bush drop less sticks [JoseDouglas]
  • Disable eratz on singlenode to make mods like mcl_oneblock work [halon]
  • Add Esperanto translations [Gerqj, Notxor]
  • Update Polish, Basque, Russian, Portuguese, Portuguese (Brazil), Esperanto, Russian and Ukrainian translations [pilkit, metmj, josuigoa, Sotis, N4ta, newrizen, Githabnet]
Last edited by ryvnf on Sun Nov 30, 2025 20:21, edited 1 time in total.

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Re: [Game] Mineclonia [0.118.0]

by bramaudi » Post

I think we also have finally fixed the elytra here.

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Re: [Game] Mineclonia [0.118.0]

by ryvnf » Post

bramaudi wrote:
Sun Nov 30, 2025 16:12
I think we also have finally fixed the elytra here.
Thanks for pointing that out! Looks like I must have skipped a page with around 20 merged PRs. I have updated the release notes in that post and in the other places.

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Re: [Game] Mineclonia [0.118.0]

by ArceusI » Post

ryvnf wrote:
Sun Nov 30, 2025 14:56
Fix chiseled bookshelf dupe
That's why the Item Replicator mod exists, it removes the need for these duplication bugs that persistently keep popping up.

I used to abuse one such duplication bug on Minecraft Wii U/Xbox 360 where you duplicate blocks by exploiting the quick switching mechanic.

I already did send you PMs regarding the next stage in MineClone's development. But that's beside the point.

Hopefully no more of these little dupes are discovered though...
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Re: [Game] Mineclonia [0.118.0]

by ryvnf » Post

ArceusI wrote:
Sun Nov 30, 2025 22:31
Hopefully no more of these little dupes are discovered though...
I would say the opposite, otherwise they will never get a chance to be fixed :)

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Re: [Game] Mineclonia [0.118.0]

by ArceusI » Post

Yeah, the Item Replicator mod exists for a reason. Eliminating the need for these dupe glitches.
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Re: [Game] Mineclonia [0.118.0]

by ryvnf » Post

0.118.1 is released! It is a patch release to workaround a recent regression in LuaJIT, which results in assertion failures during startup.

Changes
  • Run constructors on jigsaw_construct nodes for mapgen [Codiac]
  • Add workaround for a recent LuaJIT bug [halon]
  • Make sweet berries to restore 2 hunger points rather than 1 [halon]
  • Fix crash in zombie villager reinforcement spawning [halon]
  • Prioritize rightclick on certain mobs over item rightclick [bramaudi]
  • Improvements for the mcl_localplayer clientmod [halon]
  • Update Basque, Esperanto, French, Russian and Portuguese (Brazil) translations [newrizen, Zozosticot, josuigoa, Notxor]

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