Ill-advised. People don't like such decisions. I already saw the feedback, it isn't generally positive.repetitivestrain wrote: ↑Thu Mar 05, 2026 05:55If Minecraft reduces the effectiveness of Mending, we shall definitely do so as well.ArceusI wrote: ↑Thu Mar 05, 2026 03:12I 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.
[Game] Mineclonia [0.121.0]
Re: [Game] Mineclonia [0.120.0]
cdb_3241b8795e7e
- ShallowDweller
- Member
- Posts: 129
- Joined: Thu Nov 02, 2017 22:23
Re: [Game] Mineclonia [0.120.0]
The source files are available to the players, meaning that we can edit and revert any changes we dislike if we know where to look. As stated multiple times before, MineClonia aims to stay close to MineCraft, for better or for worse and it's up to the players to change anything they dislike. And it seems like you already started your new project, so go focus your energy on that and on learning how to implement the stuff you want.ArceusI wrote: 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.
By the way, which module contains the fishing loot table? I want to add some extras to it on my end.
Re: [Game] Mineclonia [0.120.0]
Well, MineClonia DX is now in the Concept stage, it has a separate topic now.ShallowDweller wrote: ↑Thu Mar 05, 2026 19:50The source files are available to the players, meaning that we can edit and revert any changes we dislike if we know where to look. As stated multiple times before, MineClonia aims to stay close to MineCraft, for better or for worse and it's up to the players to change anything they dislike. And it seems like you already started your new project, so go focus your energy on that and on learning how to implement the stuff you want.ArceusI wrote: 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.
By the way, which module contains the fishing loot table? I want to add some extras to it on my end.
cdb_3241b8795e7e
-
corasTenthTry
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Re: [Game] Mineclonia [0.120.0]
Honestly if I were to start a new game I'd start from scratch instead of forking. There are parts of mineclonia I would probably reuse but there is so much historical stuff in it that's just hard to change now without destroying existing worlds. Many things could be done much better particularly with modern luanti features.
Regarding the mending thing, idk what minecraft plans to do specifically but mending is BY FAR the most op enchantment so i guess in light of that it might make some sense,,,
Regarding the mending thing, idk what minecraft plans to do specifically but mending is BY FAR the most op enchantment so i guess in light of that it might make some sense,,,
Re: [Game] Mineclonia [0.120.0]
Well, Mending isn't too OP in my eyes, because Minecraft has finite resources, a softlock is always possible in such a scenario. So Mending in some senses can prevent a softlock to a degree. MineClonia DX is going to essentially stop softlocks from occurring in the first place, and keeping Mending the way it was prior to 2026 makes sense, though multiple other additions are planned. Check it's own topic for information.corasTenthTry wrote: ↑Sat Mar 07, 2026 05:53Honestly if I were to start a new game I'd start from scratch instead of forking. There are parts of mineclonia I would probably reuse but there is so much historical stuff in it that's just hard to change now without destroying existing worlds. Many things could be done much better particularly with modern luanti features.
Regarding the mending thing, idk what minecraft plans to do specifically but mending is BY FAR the most op enchantment so i guess in light of that it might make some sense,,,
cdb_3241b8795e7e
Re: [Game] Mineclonia [0.120.0]
If Mineclonia cares about adjusting mending to follow some upstream, to weaken it, I'll figure out a mod to restore it. I'm already bothered the sugarcane doesn't grow to 3 blocks anymore, merely because the wiki indicates it has random chance of being 2, 3, or 4 tall.
cdb_5ea39b4225fd
Re: [Game] Mineclonia [0.120.0]
Actually, I released some info for MineClonia DX, so that mod might be completely unnecessary now. I have a topic regarding it.bgstack15 wrote: ↑Sun Mar 08, 2026 03:00If Mineclonia cares about adjusting mending to follow some upstream, to weaken it, I'll figure out a mod to restore it. I'm already bothered the sugarcane doesn't grow to 3 blocks anymore, merely because the wiki indicates it has random chance of being 2, 3, or 4 tall.
cdb_3241b8795e7e
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corasTenthTry
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Re: [Game] Mineclonia [0.120.0]
I guess it's not unlikely this would be configurable by setting seeing as it's evidently quite controversial.bgstack15 wrote: ↑Sun Mar 08, 2026 03:00If Mineclonia cares about adjusting mending to follow some upstream, to weaken it, I'll figure out a mod to restore it. I'm already bothered the sugarcane doesn't grow to 3 blocks anymore, merely because the wiki indicates it has random chance of being 2, 3, or 4 tall.
The argument - especially for minecraft, but even for the small luanti worlds that ressources are finite is kinda ridiculous. They might be theoretically finite but in practice not really lol.
I personally wouldn't necessarily care for it either but it is true that mending kinda makes repairing and ultimately lower tier armor and weapons kinda useless.
Re: [Game] Mineclonia [0.120.0]
I cannot find any indication that mending itself will change, but they are currently testing making it harder to obtain https://minecraft.wiki/w/Villager_Trade_Rebalance. You will only be able to find it as a treasure or trade for it using a swamp villager.
Re: [Game] Mineclonia [0.120.0]
Unfortunately, considering that biomes are completely random depending on the seed, that can occasionally make Mending too difficult to find, that still is technically a nerf because it becomes like Cocoa Beans, almost entirely exclusive to 1 place, and even then it's a longshot. MineClonia DX will not make Mending harder to find anyway. However, it does plan to improve Enchantments, because lots of Minecraft servers break the usual limits of Enchantments.ryvnf wrote: ↑Sun Mar 08, 2026 15:20I cannot find any indication that mending itself will change, but they are currently testing making it harder to obtain https://minecraft.wiki/w/Villager_Trade_Rebalance. You will only be able to find it as a treasure or trade for it using a swamp villager.
cdb_3241b8795e7e
Re: [Game] Mineclonia [0.120.0]
I'm testing out the demo game on a Apple Neo, A18 processor. And I found a few really cool lava loving plants on a search for a village. Waited out the rain overnight and headed towards a cave area when I experienced a crash.
AsyncErr: Runtime error from mod 'mcl_levelgen' in callback <async>(): ...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:647: attempt to compare number with function
stack traceback:
...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:647: in function 'get_block'
...ames/mineclonia/mods/ITEMS/mcl_dripstone/lg_register.lua:50: in function 'air_water_or_lava_p'
...ames/mineclonia/mods/ITEMS/mcl_dripstone/lg_register.lua:671: in function 'generate_large_dripstone'
...ames/mineclonia/mods/ITEMS/mcl_dripstone/lg_register.lua:748: in function 'place'
...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:1215: in function 'place_one_feature'
...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:1294: in function 'process_features_1'
...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:459: in function 'process_features'
.../mineclonia/mods/MAPGEN/mcl_levelgen/post_processing.lua:1487: in function 'func'
...B/d/luanti.app/Contents/Resources/builtin/async/game.lua:9: in function <...B/d/luanti.app/Contents/Resources/builtin/async/game.lua:8>
Thinking the number 647 was a line number, I took a peek in but no function. However, looking at line 667, I saw an if statement about is_solid(), but I couldn't find it defined anywhere in the file. So I don't know what went wrong.
Code: Select all
local function find_solid_surface (x, y, z, is_solid)
for y = y, run_min_y, -1 do
if is_solid (get_block_1 (x, y, z)) then
return y + 1
end
end
return run_min_y
end
-
repetitivestrain
- Member
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Re: [Game] Mineclonia [0.120.0]
This is a consequence of a compiler bug in the version of LuaJIT with which your Luanti executable was compiled. On ARM systems, you are recommended to compile Luanti with the very latest version of LuaJIT available, or you will be beset with miscompilations such as this one.Zen wrote: ↑Sat Mar 28, 2026 01:49Lava Plants.jpg
I'm testing out the demo game on a Apple Neo, A18 processor. And I found a few really cool lava loving plants on a search for a village. Waited out the rain overnight and headed towards a cave area when I experienced a crash.
AsyncErr: Runtime error from mod 'mcl_levelgen' in callback <async>(): ...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:647: attempt to compare number with function
stack traceback:
...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:647: in function 'get_block'
...ames/mineclonia/mods/ITEMS/mcl_dripstone/lg_register.lua:50: in function 'air_water_or_lava_p'
...ames/mineclonia/mods/ITEMS/mcl_dripstone/lg_register.lua:671: in function 'generate_large_dripstone'
...ames/mineclonia/mods/ITEMS/mcl_dripstone/lg_register.lua:748: in function 'place'
...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:1215: in function 'place_one_feature'
...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:1294: in function 'process_features_1'
...t/games/mineclonia/mods/MAPGEN/mcl_levelgen/features.lua:459: in function 'process_features'
.../mineclonia/mods/MAPGEN/mcl_levelgen/post_processing.lua:1487: in function 'func'
...B/d/luanti.app/Contents/Resources/builtin/async/game.lua:9: in function <...B/d/luanti.app/Contents/Resources/builtin/async/game.lua:8>
Thinking the number 647 was a line number, I took a peek in but no function. However, looking at line 667, I saw an if statement about is_solid(), but I couldn't find it defined anywhere in the file. So I don't know what went wrong.
Code: Select all
local function find_solid_surface (x, y, z, is_solid) for y = y, run_min_y, -1 do if is_solid (get_block_1 (x, y, z)) then return y + 1 end end return run_min_y end
Incidentally, who produces Luanti's official Mac OS builds?
cdb_6dcb4b04312d
Re: [Game] Mineclonia [0.120.0]
0.121.0 is released! This release features improvements to maps, signs and more. It also has many bugfixes.
Changes
Changes
- Fix crash when hitting target bullseye with trident
- Make inventory player model rotated slightly [rudzik8]
- Make instant eating use item callbacks
- Make more events detectable by observer
- Fix mace being enchantable with looting and sharpness [nooneatall]
- Fix trail spawner crash [rudzik8]
- Fix mob crashes [halon]
- Fix ceiling lantern oxidation [JoseDouglas]
- Fix deduction of durability from shields [halon]
- Fix crash with bells having invalid param2
- Fix crash when guardian is killed from thorns [halon]
- Fix deprecation warnings in later Luanti versions
- Prevent crashes in server-side elytra callbacks [halon]
- Fix hoppers not working on right half chests [j-r]
- Make vault spawners breakable with pickaxe [nooneatall]
- Fix dependency error on random mod load order
- Make tinted glass produce hat sound in noteblock [JoseDouglas]
- Fix sugar cane only grows to height of 2 [nooneatall]
- Make sugar cane growable on more blocks [amino]
- Fix determinism of structures generated by third-party mods [halon]
- Fix bedrock breaking exploit with glow berries and dripstone [halon]
- Make rocket activated by rightclick, not leftclick
- Fix copper trapdoors losing preservation [JoseDouglas]
- Add minecraft tilting on slopes [nerdspice]
- Fix issues with mob environmental damage [halon]
- Drop attached nodes when cactus breaks [j-r]
- Update corner stair on neighboring node changes [Saintliy]
- Fix trapdoor crashes when activated near unknown node by redstone
- Make magma cubes immune to fall damage [halon]
- Make scaffold place logic like MC [nixnoxus]
- Fix horizontal scaffolds dropping on nearby node update [nixnoxus]
- Improve handling of crafting grid size changes [j-r, bgstack15]
- Align top and bottom textures for pillar nodes like logs [j-r]
- Fix open gate adjacent to cactus breaking cactus [j-r]
- Make cactus flower only grow if there are air in all four sides [j-r]
- Make standing signs break neighboring cactus [j-r]
- Fix crash when trying to edit signs [j-r]
- Improve wall sign attachment breaking logic [j-r]
- Make explosions ignore immortal entities
- Fix 5.16.0-dev crash due to calling `get_connected_players` at load time
- Add missing tuff blocks [JoseDouglas]
- Fix tuff stonecutter recipes [JoseDouglas]
- Compress shulker inventories in item meta
- Update Korean, Esperanto, German, Finnish and Polish translations [pilkit, Placek, Heketilus, jopaSuomi, Fhelron, Saintliy, Notxor]
- Play weapon break sound when weapon breaks after punch [j-r]
- Properly detect presence of get_node_raw in Luanti <=5.13
- Add support for greek and cyrillic characters in signs [rudzik8]
- Add text wrapping for signs [rudzik8]
- Improve map colors and rendering [rudzik8, kno10]
- Darken things behind formspecs [rudzik8, Andro]
Last edited by ryvnf on Sun Mar 29, 2026 16:24, edited 1 time in total.
Re: [Game] Mineclonia [0.121.0]
A patch release 0.121.1 was made to fix a crash on Luanti <=5.13 when mod security is disabled.
Re: [Game] Mineclonia [0.120.0]
Cannot get around the problem using either Brew or Ports. Brew just doesn't want to enter developer mode right now.repetitivestrain wrote: ↑Sat Mar 28, 2026 04:28This is a consequence of a compiler bug in the version of LuaJIT with which your Luanti executable was compiled. On ARM systems, you are recommended to compile Luanti with the very latest version of LuaJIT available, or you will be beset with miscompilations such as this one.
Incidentally, who produces Luanti's official Mac OS builds?
I think it's Sfence. There's a message about signed builds for apple silicon.
- rudzik8
- Member
- Posts: 271
- Joined: Wed Jun 02, 2021 04:13
- GitHub: rudzik8
- In-game: db75c and rudzik8
- Location: Siberia
Mineclonia Wiki is up & running!
My friend and I have been working on a new standalone Wiki for Mineclonia over the past few weeks. The goal is to document everything unique to Mineclonia (and its differences from Minecraft), as well as to provide useful material on certain gameplay topics, while acting as a companion to Minecraft Wiki. I'm happy to announce that we got it up and running and are now accepting community contributions!
You can check out the wiki here: https://mineclonia.codeberg.page/wiki/
Pages are written in MyST, which is a Markdown flavor with more features, and are generated using Sphinx. The website is deployed to Codeberg Pages from mineclonia/wiki, free of charge (donate to Codeberg!). Multilingual support is not available yet, but it is technically possible and planned for the future. @herta has been my online friend for many years, and we've collaborated on countless projects together. She made the Sphinx MCL Theme used for the wiki.
Articles on the Wiki are separated into seven categories:
You can check out the wiki here: https://mineclonia.codeberg.page/wiki/
Pages are written in MyST, which is a Markdown flavor with more features, and are generated using Sphinx. The website is deployed to Codeberg Pages from mineclonia/wiki, free of charge (donate to Codeberg!). Multilingual support is not available yet, but it is technically possible and planned for the future. @herta has been my online friend for many years, and we've collaborated on countless projects together. She made the Sphinx MCL Theme used for the wiki.
Articles on the Wiki are separated into seven categories:
- 🚪 Intros: introductory articles for players coming from other games, like VoxeLibre or Minecraft
- 🌐 Meta: articles about the Wiki and Mineclonia from an outside perspective
- 📚 Guides: overviews and tutorials on various aspects of Mineclonia gameplay
- 💎 Exclusives: descriptions of content and mechanics unique to Mineclonia
- 🏠 Builds: hands-on guides for various utility structures players can build (e.g. farms and machines)
- 🤓 Nerd's Corner: technical write-ups and info on Mineclonia's internals (that's where the old repo wiki's contents went)
- 🛠 Tools: interactive web tools and calculators for Mineclonia
Spoiler
Q: Why not generate articles from the in-game help system?
A: Mineclonia Wiki has a different scope from the Help system built into Mineclonia. The Help system is guaranteed to cover all in-game content (including the large slice of it that's shared with Minecraft) and may be used by eager readers as a replacement for Minecraft Wiki wherever Mineclonia Wiki refers them to it.
Q: Why not keep the old repo wiki?
A: It was limited to technical articles for fellow contributors and devs, and even those had been dormant for years. Contributions were also limited to people with write access, with no way to open a PR, for example. Besides, we found that MyST and custom Sphinx directives make it possible to build a much more appealing documentation suite.
A: Mineclonia Wiki has a different scope from the Help system built into Mineclonia. The Help system is guaranteed to cover all in-game content (including the large slice of it that's shared with Minecraft) and may be used by eager readers as a replacement for Minecraft Wiki wherever Mineclonia Wiki refers them to it.
Q: Why not keep the old repo wiki?
A: It was limited to technical articles for fellow contributors and devs, and even those had been dormant for years. Contributions were also limited to people with write access, with no way to open a PR, for example. Besides, we found that MyST and custom Sphinx directives make it possible to build a much more appealing documentation suite.
Re: Mineclonia Wiki is up & running!
Don't forget MineClonia DX.rudzik8 wrote: ↑Fri Apr 03, 2026 13:51My friend and I have been working on a new standalone Wiki for Mineclonia over the past few weeks. The goal is to document everything unique to Mineclonia (and its differences from Minecraft), as well as to provide useful material on certain gameplay topics, while acting as a companion to Minecraft Wiki. I'm happy to announce that we got it up and running and are now accepting community contributions!
You can check out the wiki here: https://mineclonia.codeberg.page/wiki/
Pages are written in MyST, which is a Markdown flavor with more features, and are generated using Sphinx. The website is deployed to Codeberg Pages from mineclonia/wiki, free of charge (donate to Codeberg!). Multilingual support is not available yet, but it is technically possible and planned for the future. @herta has been my online friend for many years, and we've collaborated on countless projects together. She made the Sphinx MCL Theme used for the wiki.
Articles on the Wiki are separated into seven categories:Making and editing articles for the new Wiki will be very familiar to Mineclonia contributors, as well as anybody who has ever used Codeberg to contribute to repos. PRs are merged quickly, with little to no review process, and continuous small contributions are preferred. See How to Help and the Content Guidelines for more info!
- 🚪 Intros: introductory articles for players coming from other games, like VoxeLibre or Minecraft
- 🌐 Meta: articles about the Wiki and Mineclonia from an outside perspective
- 📚 Guides: overviews and tutorials on various aspects of Mineclonia gameplay
- 💎 Exclusives: descriptions of content and mechanics unique to Mineclonia
- 🏠 Builds: hands-on guides for various utility structures players can build (e.g. farms and machines)
- 🤓 Nerd's Corner: technical write-ups and info on Mineclonia's internals (that's where the old repo wiki's contents went)
- 🛠 Tools: interactive web tools and calculators for Mineclonia
Spoiler
Q: Why not generate articles from the in-game help system?
A: Mineclonia Wiki has a different scope from the Help system built into Mineclonia. The Help system is guaranteed to cover all in-game content (including the large slice of it that's shared with Minecraft) and may be used by eager readers as a replacement for Minecraft Wiki wherever Mineclonia Wiki refers them to it.
Q: Why not keep the old repo wiki?
A: It was limited to technical articles for fellow contributors and devs, and even those had been dormant for years. Contributions were also limited to people with write access, with no way to open a PR, for example. Besides, we found that MyST and custom Sphinx directives make it possible to build a much more appealing documentation suite.
cdb_3241b8795e7e
Re: [Game] Mineclonia [0.121.0]
Great work Rudzik8 :P
Re: [Game] Mineclonia [0.121.0]
Mineclonia is looking for painting artwork contributions!
Mineclonia is looking to replace/add artwork for the in-game paintings, and we are looking for people to contribute artwork for it. If you want to participate please submit your art before 1 May. See this Codeberg issue for more information https://codeberg.org/mineclonia/mineclonia/issues/4364
Mineclonia is looking to replace/add artwork for the in-game paintings, and we are looking for people to contribute artwork for it. If you want to participate please submit your art before 1 May. See this Codeberg issue for more information https://codeberg.org/mineclonia/mineclonia/issues/4364
- RasPiManiac
- Member
- Posts: 50
- Joined: Sat Sep 28, 2024 20:12
- IRC: RPiManiac
- In-game: RPiManiac
- Contact:
Re: [Game] Mineclonia [0.121.0]
Just wondering, are the spawning rules in MineClonia nearly identical to the ones in Minecraft? I built a Minecraft mob farm but it produced maybe 10% of the rates I got in Minecraft.
My texture pack!: https://content.luanti.org/packages/Ras ... fulpixels/ Also the CTF version: https://content.luanti.org/packages/Ras ... ixels_ctf/
-
repetitivestrain
- Member
- Posts: 138
- Joined: Fri Aug 09, 2024 01:54
Re: [Game] Mineclonia [0.121.0]
They're nearly identical, but the active block radius in Luanti is much smaller than Minecraft's by default, which is apt to interfere with mob farms.RasPiManiac wrote: ↑Thu Apr 30, 2026 22:55Just wondering, are the spawning rules in MineClonia nearly identical to the ones in Minecraft? I built a Minecraft mob farm but it produced maybe 10% of the rates I got in Minecraft.
cdb_6dcb4b04312d
- Twinsonian
- Member
- Posts: 21
- Joined: Mon Jun 19, 2017 21:34
Re: Mineclonia Wiki is up & running!
Why would they make wiki material for a project that doesn't actually exist?ArceusI wrote: ↑Fri Apr 03, 2026 15:37Don't forget MineClonia DX.rudzik8 wrote: ↑Fri Apr 03, 2026 13:51My friend and I have been working on a new standalone Wiki for Mineclonia over the past few weeks. The goal is to document everything unique to Mineclonia (and its differences from Minecraft), as well as to provide useful material on certain gameplay topics, while acting as a companion to Minecraft Wiki. I'm happy to announce that we got it up and running and are now accepting community contributions!
You can check out the wiki here: https://mineclonia.codeberg.page/wiki/
Pages are written in MyST, which is a Markdown flavor with more features, and are generated using Sphinx. The website is deployed to Codeberg Pages from mineclonia/wiki, free of charge (donate to Codeberg!). Multilingual support is not available yet, but it is technically possible and planned for the future. @herta has been my online friend for many years, and we've collaborated on countless projects together. She made the Sphinx MCL Theme used for the wiki.
Articles on the Wiki are separated into seven categories:Making and editing articles for the new Wiki will be very familiar to Mineclonia contributors, as well as anybody who has ever used Codeberg to contribute to repos. PRs are merged quickly, with little to no review process, and continuous small contributions are preferred. See How to Help and the Content Guidelines for more info!
- 🚪 Intros: introductory articles for players coming from other games, like VoxeLibre or Minecraft
- 🌐 Meta: articles about the Wiki and Mineclonia from an outside perspective
- 📚 Guides: overviews and tutorials on various aspects of Mineclonia gameplay
- 💎 Exclusives: descriptions of content and mechanics unique to Mineclonia
- 🏠 Builds: hands-on guides for various utility structures players can build (e.g. farms and machines)
- 🤓 Nerd's Corner: technical write-ups and info on Mineclonia's internals (that's where the old repo wiki's contents went)
- 🛠 Tools: interactive web tools and calculators for Mineclonia
Spoiler
Q: Why not generate articles from the in-game help system?
A: Mineclonia Wiki has a different scope from the Help system built into Mineclonia. The Help system is guaranteed to cover all in-game content (including the large slice of it that's shared with Minecraft) and may be used by eager readers as a replacement for Minecraft Wiki wherever Mineclonia Wiki refers them to it.
Q: Why not keep the old repo wiki?
A: It was limited to technical articles for fellow contributors and devs, and even those had been dormant for years. Contributions were also limited to people with write access, with no way to open a PR, for example. Besides, we found that MyST and custom Sphinx directives make it possible to build a much more appealing documentation suite.
- RasPiManiac
- Member
- Posts: 50
- Joined: Sat Sep 28, 2024 20:12
- IRC: RPiManiac
- In-game: RPiManiac
- Contact:
Re: [Game] Mineclonia [0.121.0]
Thank you, do you know what the active block radius is?repetitivestrain wrote: ↑Fri May 01, 2026 06:47They're nearly identical, but the active block radius in Luanti is much smaller than Minecraft's by default, which is apt to interfere with mob farms.RasPiManiac wrote: ↑Thu Apr 30, 2026 22:55Just wondering, are the spawning rules in MineClonia nearly identical to the ones in Minecraft? I built a Minecraft mob farm but it produced maybe 10% of the rates I got in Minecraft.
My texture pack!: https://content.luanti.org/packages/Ras ... fulpixels/ Also the CTF version: https://content.luanti.org/packages/Ras ... ixels_ctf/
Re: [Game] Mineclonia [0.121.0]
It depends on the setting active_block_range in advanced settings. By default it is 4.
Re: [Game] Mineclonia [0.121.0]
Hi all I've been having a strange issue of late. I think there's something funky with the game physics either because of my settings and mods (although I did clear my .minetest folder), or I've discover some sorta bug. When ever I block with a shield I get shot a bajillion blocks into the air and fall to might death; I'm bad at water clutching. There was even an instance while killing a creeper is floated into the air, even exceeding my render distance and I had to exit and re-enter for it to fall to its death the same happened to a nearby cow I didn't even touch.
Here's my system info
NixOS 24.11
Luanti 5.14.0
Linux 6.12.84 x86_64
Here's my system info
NixOS 24.11
Luanti 5.14.0
Linux 6.12.84 x86_64
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