[Game] Mineclonia [0.120.0]

ArceusI
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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

ryvnf wrote:
Sat Feb 21, 2026 20:51
Version 0.120.1 is released! This patch release fixes a few crashes and bugs. It also makes breeze rods available as loot from vaults. Because breeze is not implemented, mace was previously unobtainable from trial chambers.

Changes
  • Make breeze rods available as vault loot
  • Fix painting placing checks being incorrect at y<0
  • Make soul speed and wind burst unobtainable by fishing and trading
  • Adjust bone meal behavior on tall grass and firefly bush [cloudCover]
  • Make bottom texture of logs, quartz/purpur pillars align with top texture [j-r]
  • Drop attached nodes when cactus breaks [j-r]
  • Add bone meal effect for the pale garden [cloudCover]
  • Make potted fern colorized by biome [JoseDouglas]
  • Add crafting recipe for name tags [JoseDouglas]
  • Fix wither crash when mob griefing is disabled
  • Fix crash when hitting target with something other than arrows
  • Fix crash in mcl_shields
  • Make silk touch work for decorated pots
  • Adjust nether gold ore drop rates [JoseDouglas]
  • Adjust blast resistence and hardness for glided blackstone [JoseDouglas]
  • Adjust blast resistence and hardness for lodestone [JoseDouglas]
  • Make creative mode able to trigger trail spawners [bramaudi]
  • Make trial spawner in a recently created world able to spawn monsters [bramaudi]
  • Fix crash in trial spawners
  • Add individual items for every painting in creative mode inventory [JoseDouglas]
I still refuse to update MineClonia.
az_recorder_20260225_211007.jpg
az_recorder_20260225_211007.jpg (167.79 KiB) Viewed 21387 times
Plus I'm getting fed up with the broken Map generation, seriously, MineClonia needs a serious reworking session to solve this, especially when various mods are present.
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Re: [Game] Mineclonia [0.120.0]

by ryvnf » Post

ArceusI wrote:
Wed Feb 25, 2026 20:51
I still refuse to update MineClonia.
az_recorder_20260225_211007.jpg
Plus I'm getting fed up with the broken Map generation, seriously, MineClonia needs a serious reworking session to solve this, especially when various mods are present.
Thanks for providing a stacktrace. This pretty much confirms it is the luajit bug. See https://github.com/luanti-org/luanti/issues/15983. You can look at the code line in question and decide for yourself if the initial value of this for loop is a number:

Code: Select all

for ii=0,r do
Not sure what you mean with the broken mapgen. In any case, you are welcome to fork the game and create Mineclonia DX if you are not satisfied with the current development. I can tell you right now though that working around this luajit bug will be very difficult. We are also open to suggestions for how to solve it that does not involve disabling jit compilation for everybody.

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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

ryvnf wrote:
Thu Feb 26, 2026 11:08
Not sure what you mean with the broken mapgen. In any case, you are welcome to fork the game and create Mineclonia DX if you are not satisfied with the current development. I can tell you right now though that working around this luajit bug will be very difficult. We are also open to suggestions for how to solve it that does not involve disabling jit compilation for everybody.
Well, the main problem is finding somebody to start working on MineClonia DX. Not to mention if MineClonia DX begins development, normal MineClonia will be on borrowed time before it's ultimately replaced by MineClonia DX.
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Re: [Game] Mineclonia [0.120.0]

by bgstack15 » Post

Ooh, if somebody does fork Mineclonia (for the zillionth time, apparently), I'd give it a shot. I love that VoxeLibre is around, but apparently they're going in their own creative direction. What I want is a MINECR~1 experience that respects the user, so MinecloniaDX sounds like it would do that just like Mineclonia does.

I'm no expert, but in general I've learned that as you upgrade Mineclonia, you might need to upgrade Luanti clients as well. I almost submitted a really dumb bug report, but while researching to write the full report, I realized I was on mineclonia 0.119.0 but 0.120.1 had fixed it.
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Re: [Game] Mineclonia [0.120.0]

by Blockhead » Post

bgstack15 wrote:
Fri Feb 27, 2026 00:00
Ooh, if somebody does fork Mineclonia (for the zillionth time, apparently), I'd give it a shot
The potential project manager hasn't really set any project goals except increased backwards compatibility, and maybe getting stuff before it's even in Minecraft, so.. a breakneck pace to keep up with, all while being downstream of a pretty busy project. This sounds cynical, but I want to say game design and software project management are important.
bgstack15 wrote:
Fri Feb 27, 2026 00:00
I'm no expert, but in general I've learned that as you upgrade Mineclonia, you might need to upgrade Luanti clients as well. I almost submitted a really dumb bug report, but while researching to write the full report, I realized I was on mineclonia 0.119.0 but 0.120.1 had fixed it.
Yep, a lot of people are on out of date versions, from their Linux package manager or just neglecting to get new updates as they come out. One benefit of ContentDB over git installations is it marks the Luanti version compatibility.
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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

Blockhead wrote:
Fri Feb 27, 2026 01:24
bgstack15 wrote:
Fri Feb 27, 2026 00:00
Ooh, if somebody does fork Mineclonia (for the zillionth time, apparently), I'd give it a shot
The potential project manager hasn't really set any project goals except increased backwards compatibility, and maybe getting stuff before it's even in Minecraft, so.. a breakneck pace to keep up with, all while being downstream of a pretty busy project. This sounds cynical, but I want to say game design and software project management are important.
Yeah, 3 planned materials to start MineClonia DX will be Tin (Which can be Smelted with Copper in the new Smelter block (When there's fuel) to produce Bronze), Bronze & Silver. Of course, Mithril could be added too to remove the need for MoreOres, though Mithril might actually be the first End ore, considering that it's tools & armor are unbreakable.
Another addition is extra stuff for Copper, in conjunction with the Bronze & Copper stuff mod so that mod no longer is needed.
Another two additions, to help avoid softlocks, will be ApolloX's Item Replicator & Item Repair, which would function identically to their individual mods, but the crafting recipes will be altered, the Item Repair needing 8 Emerald Blocks around an Anvil, and the Item Replicator using the recipe from MineTest with the Mese Blocks being replaced with Redstone Blocks, though there is a possibility of the Diamond Block in the recipe being changed into a Netherite Block if the Nether isn't crashing whatsoever. It isn't really much. But it's still a big boost.
Plus, code optimizations will be performed in order to keep stability maximized without damaging the gameplay.
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Re: [Game] Mineclonia [0.120.0]

by TenPlus1 » Post

@Arceusl - Instead of constantly complaining, report any bugs via their git page, update the [game] with any fixes applied to play and test, and learn Lua instead of making idle threats to fork everything you dont agree with.

https://codeberg.org/mineclonia/mineclonia

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Re: [Game] Mineclonia [0.120.0]

by Blockhead » Post

TenPlus1 wrote:
Fri Feb 27, 2026 07:28
@Arceusl - Instead of constantly complaining, report any bugs via their git page, update the [game] with any fixes applied to play and test, and learn Lua instead of making idle threats to fork everything you dont agree with.

https://codeberg.org/mineclonia/mineclonia
The one extenuating factor is Arceus doesn't seem to have anything except an Android device, making it a lot harder to test in development. How one can project manage under such conditions I'm not sure..
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Re: [Game] Mineclonia [0.120.0]

by bgstack15 » Post

ArceusI wrote:
Fri Feb 27, 2026 03:25
Blockhead wrote:
Fri Feb 27, 2026 01:24
bgstack15 wrote:
Fri Feb 27, 2026 00:00
Ooh, if somebody does fork Mineclonia (for the zillionth time, apparently), I'd give it a shot
The potential project manager hasn't really set any project goals except increased backwards compatibility, and maybe getting stuff before it's even in Minecraft, so.. a breakneck pace to keep up with, all while being downstream of a pretty busy project. This sounds cynical, but I want to say game design and software project management are important.
Yeah, 3 planned materials to start MineClonia DX will be Tin (Which can be Smelted with Copper in the new Smelter block (When there's fuel) to produce Bronze), Bronze & Silver. Of course, Mithril could be added too to remove the need for MoreOres, though Mithril might actually be the first End ore, considering that it's tools & armor are unbreakable.
Another addition is extra stuff for Copper, in conjunction with the Bronze & Copper stuff mod so that mod no longer is needed.
Another two additions, to help avoid softlocks, will be ApolloX's Item Replicator & Item Repair, which would function identically to their individual mods, but the crafting recipes will be altered, the Item Repair needing 8 Emerald Blocks around an Anvil, and the Item Replicator using the recipe from MineTest with the Mese Blocks being replaced with Redstone Blocks, though there is a possibility of the Diamond Block in the recipe being changed into a Netherite Block if the Nether isn't crashing whatsoever. It isn't really much. But it's still a big boost.
Plus, code optimizations will be performed in order to keep stability maximized without damaging the gameplay.
Pardon me for my lack of full awareness. Are these items all in the new releases of MC? I would expect that any reasonable fork of Mineclonia is going to focus on MC compatibility too, rather than sounding like yet another "mod soup." If you have a different creative direction, perhaps you should check in with the VoxeLibre folks.

Or perhaps what you really want is just your own server with all these mods loaded, rather than a "mineclonia dx." I do find it fun to find fun mods to add to my Mineclonia worlds, but I realize they extend beyond MC compatibility (well, except Leads, lol).
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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

bgstack15 wrote:
Fri Feb 27, 2026 13:59
ArceusI wrote:
Fri Feb 27, 2026 03:25
Blockhead wrote:
Fri Feb 27, 2026 01:24

The potential project manager hasn't really set any project goals except increased backwards compatibility, and maybe getting stuff before it's even in Minecraft, so.. a breakneck pace to keep up with, all while being downstream of a pretty busy project. This sounds cynical, but I want to say game design and software project management are important.
Yeah, 3 planned materials to start MineClonia DX will be Tin (Which can be Smelted with Copper in the new Smelter block (When there's fuel) to produce Bronze), Bronze & Silver. Of course, Mithril could be added too to remove the need for MoreOres, though Mithril might actually be the first End ore, considering that it's tools & armor are unbreakable.
Another addition is extra stuff for Copper, in conjunction with the Bronze & Copper stuff mod so that mod no longer is needed.
Another two additions, to help avoid softlocks, will be ApolloX's Item Replicator & Item Repair, which would function identically to their individual mods, but the crafting recipes will be altered, the Item Repair needing 8 Emerald Blocks around an Anvil, and the Item Replicator using the recipe from MineTest with the Mese Blocks being replaced with Redstone Blocks, though there is a possibility of the Diamond Block in the recipe being changed into a Netherite Block if the Nether isn't crashing whatsoever. It isn't really much. But it's still a big boost.
Plus, code optimizations will be performed in order to keep stability maximized without damaging the gameplay.
Pardon me for my lack of full awareness. Are these items all in the new releases of MC? I would expect that any reasonable fork of Mineclonia is going to focus on MC compatibility too, rather than sounding like yet another "mod soup." If you have a different creative direction, perhaps you should check in with the VoxeLibre folks.

Or perhaps what you really want is just your own server with all these mods loaded, rather than a "mineclonia dx." I do find it fun to find fun mods to add to my Mineclonia worlds, but I realize they extend beyond MC compatibility (well, except Leads, lol).
Well, if Copper is in Minecraft, it's only a matter of time before Bronze is added, since Copper is an ingredient in Bronze creation, and Tin is the other ingredient. The Item Replicator is there to avoid needing glitchy methods of duplication, it's slower, yes, but it's a fair trade-off. Plus Minecraft regularly optimizes its code, which kept its stability high. The Item Repair is an obvious upgrade to the Anvil, because people are complaining in Minecraft about the increasing repair costs, so might as well use an already present solution to it, it won't eliminate the need for an Anvil because you still need Enchantments, and the Item Repair removes the unnecessary repair penalties, but will open up more experience for Enchants. Silver is possible, because Gold already exists, and Silver is an excellent electric conductor, there could be practical uses for Silver in Minecraft if it is ever included. The only thing that probably won't make it is Mithril, since we have no idea if that even exists, plus it's capabilities make it a late-game find in the End if it is somehow included.
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ArceusI
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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

Blockhead wrote:
Fri Feb 27, 2026 11:59
TenPlus1 wrote:
Fri Feb 27, 2026 07:28
@Arceusl - Instead of constantly complaining, report any bugs via their git page, update the [game] with any fixes applied to play and test, and learn Lua instead of making idle threats to fork everything you dont agree with.

https://codeberg.org/mineclonia/mineclonia
The one extenuating factor is Arceus doesn't seem to have anything except an Android device, making it a lot harder to test in development. How one can project manage under such conditions I'm not sure..
Well, thanks for kind of standing up for my rights, I seriously hate being hounded because of my intelligence.
az_recorder_20260227_095755.jpg
az_recorder_20260227_095755.jpg (296.31 KiB) Viewed 21032 times
But honestly, the biggest problem here, is the constant block modifier checks! After long enough these checks start lagging MineClonia horribly, making doing anything practically impossible! That's how unoptimized the game is for Android devices.
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Re: [Game] Mineclonia [0.120.0]

by repetitivestrain » Post

ArceusI wrote:
Fri Feb 27, 2026 15:01
Blockhead wrote:
Fri Feb 27, 2026 11:59
TenPlus1 wrote:
Fri Feb 27, 2026 07:28
@Arceusl - Instead of constantly complaining, report any bugs via their git page, update the [game] with any fixes applied to play and test, and learn Lua instead of making idle threats to fork everything you dont agree with.

https://codeberg.org/mineclonia/mineclonia
The one extenuating factor is Arceus doesn't seem to have anything except an Android device, making it a lot harder to test in development. How one can project manage under such conditions I'm not sure..
Well, thanks for kind of standing up for my rights, I seriously hate being hounded because of my intelligence.
az_recorder_20260227_095755.jpg
But honestly, the biggest problem here, is the constant block modifier checks! After long enough these checks start lagging MineClonia horribly, making doing anything practically impossible! That's how unoptimized the game is for Android devices.
Mineclonia is not designed for potato PCs.
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ArceusI
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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

repetitivestrain wrote:
Sat Feb 28, 2026 02:03
Mineclonia is not designed for potato PCs.
Dude, please refrain from using Portal 2 jokes...
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Re: [Game] Mineclonia [0.120.0]

by bgstack15 » Post

On the topic of what kind of systems can run Mineclonia, what are the recommended specs for running that mcl_levelgen?

Also, how does one choose to use mcl_levelgen? I have tried searching and couldn't find any definitive answers on that.

Edit: searched further, and found https://codeberg.org/mineclonia/mineclo ... nt-5730269 which I will quote here for better searching purposes in the future.
halon at github wrote:
I've implemented everything there is to implement in this branch, except world migration, which still needs considerable design work. Please give it as much testing as you can, ideally with Minetest 5.13.0, or better a build of my Minetest branch at https://codeberg.org/halon/Minetest, which has a number of bug fixes and features I am still to succeed in communicating to the engine developers (although any copy of Minetest 5.10.0+ should be supported). You should be able to run this map generator comfortably if your processor provides more than four threads and was released after 2020, and 6-8 GB of RAM (and add another 400 megabytes for every additional processor on your system) is available to Minetest at all times. Memory utilization will be reduced as the level generator's memory consumption characteristics are optimized over time, but don't expect it ever to be as tidy as Minecraft's, as the nature of Lua is such that a host of data must be duplicated across emerge and async threads. Your minetest.conf should hold (at the minimum):

num_emerge_threads = 4
active_block_range = 6
max_block_send_distance = 27
max_block_generate_distance = 28

and, naturally, your mapgen must be configured to singlenode.

On another score, I would also be glad of any testing to ensure that engine mapgens are not adversely impacted by the changes in this branch.

Be advised that this level generator stores auxiliary data in mod storage independently of the map database and is therefore very sensitive to data corruption or abrupt shutdowns (where the on_shutdown hooks are not executed).
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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

bgstack15 wrote:
Sun Mar 01, 2026 01:28
On the topic of what kind of systems can run Mineclonia, what are the recommended specs for running that mcl_levelgen?
I think you need at minimum 8GB RAM for it to run well. I only have 4GB RAM. Plus because Windows 11 & Macintosh are snooping pricks for Operating Systems, Linux is really the only option, IF it can handle it.
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Re: [Game] Mineclonia [0.120.0]

by ryvnf » Post

bgstack15 wrote:
Sun Mar 01, 2026 01:28
Edit: searched further, and found https://codeberg.org/mineclonia/mineclo ... nt-5730269 which I will quote here for better searching purposes in the future.
Note that this quote was before Luanti added support for non-cubic mapchunk sizes. That feature improves the performance of the custom mapgen significantly, to the point that it is playable with a single emerge thread. This comment has a graph which compares it for different number of threads.

Non-cubic mapchunks are automatically enabled for worlds created in 5.15.0 or later, provided Mineclonia is also up to date. Unfortunately older worlds will always be slower as it is not trivial to change after terrain has already generated.

In Luanti 5.15 it is also not necessary to set num_emerge_threads explicitly. Leaving it at 0 will make it use up to 4 threads in singlenode but only 1 in builtin mapgens. I would recommend doing that because the builtin mapgens like v7 have serious problems with multithreading.

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Re: [Game] Mineclonia [0.120.0]

by bgstack15 » Post

Thanks for explaining some of that; unfortunately, most of that was over my head. Is there a current minimum specification for a CPU and RAM for a Mineclonia server admin who doesn't make any of those minetest.conf customizations, for Luanti 5.15.0? So default everything, but using mapgen "singlenode"?

And, for anybody trying to google it, to configure luantiserver to use singlenode, set in minetest.conf the setting:

Code: Select all

mg_name = singlenode
Before you run the world for the first time.
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Re: [Game] Mineclonia [0.120.0]

by repetitivestrain » Post

bgstack15 wrote:
Tue Mar 03, 2026 03:14
Thanks for explaining some of that; unfortunately, most of that was over my head. Is there a current minimum specification for a CPU and RAM for a Mineclonia server admin who doesn't make any of those minetest.conf customizations, for Luanti 5.15.0? So default everything, but using mapgen "singlenode"?
Yes, that would be ideal, on 5.15.
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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

repetitivestrain wrote:
Tue Mar 03, 2026 03:21
bgstack15 wrote:
Tue Mar 03, 2026 03:14
Thanks for explaining some of that; unfortunately, most of that was over my head. Is there a current minimum specification for a CPU and RAM for a Mineclonia server admin who doesn't make any of those minetest.conf customizations, for Luanti 5.15.0? So default everything, but using mapgen "singlenode"?
Yes, that would be ideal, on 5.15.
More specifically: Luanti 5.15.1
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Re: [Game] Mineclonia [0.120.0]

by ryvnf » Post

ArceusI wrote:
Tue Mar 03, 2026 05:56
More specifically: Luanti 5.15.1
No, it is 5.15.0 lol

5.15.1 only contains minor improvements to the client – nothing related to mapgen or server performance.

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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

ryvnf wrote:
Tue Mar 03, 2026 19:12
ArceusI wrote:
Tue Mar 03, 2026 05:56
More specifically: Luanti 5.15.1
No, it is 5.15.0 lol

5.15.1 only contains minor improvements to the client – nothing related to mapgen or server performance.
Well, 5.15.1 fixes the graphical problems, so that's the version I use.
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Re: [Game] Mineclonia [0.120.0]

by corasTenthTry » Post

I'ma point out a few things,

* Mineclonia doesn't really need high end devices like some people here made it sound. Maybe you do if you want to use mcl_levelgen but doing so is a conscious choice as it's not the default. I personally do not even own any high end devices. Everything is pretty much average and I have no Issues running mineclonia.

* the "block modifier" (ABM) warnings are not *really* an issue except being visually annoying and possibly making some things in game like plant growth happen at a slower rate.They do *not* affect client performance, or overall server performance.

* I can for the life of me not reproduce this on android (and I don't exactly use a high end phone either). In fact during about 1.5 hours of trying I have not seen a single ABM warning. Are you sure you're not running any extra mods – j45's bubble columns mod e.g. is notorious for it's extreme use of ABMs.



that being said I absolutely believe there are situations where ABM warnings could happen although to get it at the rate on your screenshot (almost every second) I would guess you'd either need to run multiplayer with lots of players on a slow server or something. I've never seen ABM warnings at that rate in mcl* before (except with the aforementioned mod).

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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

corasTenthTry wrote:
Wed Mar 04, 2026 14:29


* the "block modifier" (ABM) warnings are not *really* an issue except being visually annoying and possibly making some things in game like plant growth happen at a slower rate.They do *not* affect client performance, or overall server performance.

* I can for the life of me not reproduce this on android (and I don't exactly use a high end phone either). In fact during about 1.5 hours of trying I have not seen a single ABM warning. Are you sure you're not running any extra mods – j45's bubble columns mod e.g. is notorious for it's extreme use of ABMs.
First: It does affect normal chests. Chest2 bypasses that to an extent, so that mod has another practical use. If ABM warnings show up, chests lag horrendously, even in Singleplayer!

Second: I have removed the Bubble Column mod (Oddly never did anything anyway), and I also removed the Smithing Table mod as well (It breaks the Smithing Table!), so I hope that solves some of the problems.
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Re: [Game] Mineclonia [0.120.0]

by ArceusI » Post

I just got wind that Minecraft is beginning to consider nerfing Mending. I really don't want MineClonia to follow suit with that modification. So if Minecraft goes through with nerfing Mending (Or removing it, which is way worse), you should break the synchrony and keep Mending as it was before that change if it happens. MineClonia DX will have the usual Mending (Pre-change) as a failsafe if the Item Repair is somehow not taken on-the-go.
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Re: [Game] Mineclonia [0.120.0]

by repetitivestrain » Post

ArceusI wrote:
Thu Mar 05, 2026 03:12
I just got wind that Minecraft is beginning to consider nerfing Mending. I really don't want MineClonia to follow suit with that modification. So if Minecraft goes through with nerfing Mending (Or removing it, which is way worse), you should break the synchrony and keep Mending as it was before that change if it happens. MineClonia DX will have the usual Mending (Pre-change) as a failsafe if the Item Repair is somehow not taken on-the-go.
If Minecraft reduces the effectiveness of Mending, we shall definitely do so as well.
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