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

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by Sokomine » Post

If you want to use the circular saw from moreblocks in VoxeLibre, that ought to be possible now with mcl_moreblocks.
A list of my mods can be found here.

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by geomagas » Post

Hey guys,
Is there a changelog somewhere?

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by Blockhead » Post

geomagas wrote:
Mon May 27, 2024 10:38
Hey guys,
Is there a changelog somewhere?
The repository has markdown release note files for the last 4 versions: Voxelibre/releasenotes. Historical data isn't there though. ContentDB also doesn't have a release notes section, which would be nice, nor does the repository use Gitea releases. You'll have to trawl back through this thread for historical changelog notes.

That's for human-readable notes. You could always check the git commit log for full info. The main commit message should be understandable at least some of the time, even without programming knowledge.
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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by Nebbie » Post

Blockhead wrote:
Mon May 27, 2024 11:18
geomagas wrote:
Mon May 27, 2024 10:38
Hey guys,
Is there a changelog somewhere?
The repository has markdown release note files for the last 4 versions: Voxelibre/releasenotes. Historical data isn't there though. ContentDB also doesn't have a release notes section, which would be nice, nor does the repository use Gitea releases. You'll have to trawl back through this thread for historical changelog notes.

That's for human-readable notes. You could always check the git commit log for full info. The main commit message should be understandable at least some of the time, even without programming knowledge.
So: https://git.minetest.land/VoxeLibre/Vox ... release.md

Quite the release. Is the plan then to rename everything with a unique Minecraft name to avoid copyright/trademark issues? I get "Enderman", but "Creeper" is a common noun...

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by geomagas » Post

Blockhead wrote:
Mon May 27, 2024 11:18
geomagas wrote:
Mon May 27, 2024 10:38
Hey guys,
Is there a changelog somewhere?
The repository has markdown release note files for the last 4 versions: Voxelibre/releasenotes. Historical data isn't there though. ContentDB also doesn't have a release notes section, which would be nice, nor does the repository use Gitea releases. You'll have to trawl back through this thread for historical changelog notes.

That's for human-readable notes. You could always check the git commit log for full info. The main commit message should be understandable at least some of the time, even without programming knowledge.
Thank you! :)

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by Melkor » Post

the mob's replacement are ugly :(
oh well...

edit: my mistake

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by Herowl » Post

Nebbie wrote:
Mon May 27, 2024 15:41
Blockhead wrote:
Mon May 27, 2024 11:18
geomagas wrote:
Mon May 27, 2024 10:38
Hey guys,
Is there a changelog somewhere?
The repository has markdown release note files for the last 4 versions: Voxelibre/releasenotes. Historical data isn't there though. ContentDB also doesn't have a release notes section, which would be nice, nor does the repository use Gitea releases. You'll have to trawl back through this thread for historical changelog notes.

That's for human-readable notes. You could always check the git commit log for full info. The main commit message should be understandable at least some of the time, even without programming knowledge.
So: https://git.minetest.land/VoxeLibre/Vox ... release.md

Quite the release. Is the plan then to rename everything with a unique Minecraft name to avoid copyright/trademark issues? I get "Enderman", but "Creeper" is a common noun...
Creeper is the mascot of Minecraft, it had to be changed into an entirely new mob with similar functionality.

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by Herowl » Post

Grossam wrote:
Sun May 26, 2024 16:44
Hi ! I have an enchanted Diamond pickaxe with solidity III, i.e. about 6000 uses. When I kill a "captain" and get the Bad Omen effect, the number of uses goes back to the regular 1500 of a vanilla pickaxe.

I guess it's a part of the effect, but with a friend we were unable to find where this tool weakening is implemented in the sources. Someone know ?


Thank you !
It's not part of the effect, it's not intended. I reproduced it, it's a weird bug... I suspect it might be related to a bug in Minetest, which we must find workaround for. Thanks for the report!

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

by Herowl » Post

The bug mentioned above and a few others are fixed in the Hotfix, v0.87.1, which is live now!

Release notes for the hotfix AND the last release, 0.87.0, are available here:
https://git.minetest.land/VoxeLibre/Vox ... release.md

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by tuxayo » Post

Thanks the continuous work on the project <3
It's one of the most mature and elaborated libre games projects, period.
Wuzzy wrote:
Sun Apr 21, 2024 07:54
By the way, I strongly disapprove the promotion of proprietary software Discord. :P I don't just want to make games, I want free software to win. Using Discord is like surrender.
+1
It's a thing to have a bridge between a Matrix and Discord chat, but the libre one should be suggested first. In the previous messages before the Matrix room was mentioned, only the Discord one was mentioned. So I though it was the only official chatroom.
Discord is non libre and should at best be treated as a necessary evil in a project that is the go-to solution for a libre alternative to Minecraft.

It's not only about software freedom, there is also privacy:
https://libreddit.bus-hit.me/r/privacy/ ... heres_why/
(https://www.reddit.com/r/privacy/commen ... heres_why/)

A libre software project - even not very formally organized - would be a place where one shouldn't need to keep staying very vigilant about software freedom and privacy like with non libre games communities.
Another little concrete thing would be for Discord links to have some kind of reminder that it's non libre and bad privacy wise. Even if it's vague common knowledge, it's not something to get resigned about and not even mention. Especially with a libre alternative.


Anyway, back to spending hours mining, crafting and building while listing to podcasts/videos :D

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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

by ancientmariner » Post

tuxayo wrote:
Fri Jun 07, 2024 21:10
Thanks the continuous work on the project <3
It's one of the most mature and elaborated libre games projects, period.
Wuzzy wrote:
Sun Apr 21, 2024 07:54
By the way, I strongly disapprove the promotion of proprietary software Discord. :P I don't just want to make games, I want free software to win. Using Discord is like surrender.
+1
It's a thing to have a bridge between a Matrix and Discord chat, but the libre one should be suggested first. In the previous messages before the Matrix room was mentioned, only the Discord one was mentioned. So I though it was the only official chatroom.
Discord is non libre and should at best be treated as a necessary evil in a project that is the go-to solution for a libre alternative to Minecraft.

It's not only about software freedom, there is also privacy:
https://libreddit.bus-hit.me/r/privacy/ ... heres_why/
(https://www.reddit.com/r/privacy/commen ... heres_why/)

A libre software project - even not very formally organized - would be a place where one shouldn't need to keep staying very vigilant about software freedom and privacy like with non libre games communities.
Another little concrete thing would be for Discord links to have some kind of reminder that it's non libre and bad privacy wise. Even if it's vague common knowledge, it's not something to get resigned about and not even mention. Especially with a libre alternative.


Anyway, back to spending hours mining, crafting and building while listing to podcasts/videos :D
I personally cannot stand Discord, but 90%+ of our players access us through that proprietary hell. There is no good that can come from dogmatically shutting them out. Since I took over, I've regularly been maintaining bridges to Matrix for all our channel despite the fact it seems to get wiped out every month. It's beyond frustrating. We announce everything in Matrix, and polled in Matrix. Our players can come to us through a FOSS option if they wish and that is something we spend effort doing. We can open the door, but we cannot force people to walk through it. You don't win people over that way.

It's very easy to stand from the sidelines, but not that easy when you come in after a long days work, and your back is killing and you can hardly sit, but you need to manually go through 30+ channels and rebridge them regularly. On top o that, to get people pointing very sharp fingers at us for it doesn't help. Maybe focus on projects that don't bridge effectively. I think Minetest do not bridge all their channels, and have a much bigger moderation team. Maybe your energy is best placed elsewhere to promote libre software.

Of course, we're always looking for volunteers to help. FLOSS software doesn't get better by folks pointing fingers, it gets better by people volunteering their free time to make it better.

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

by thomz92 » Post

Thanks to all developers for the great work! Is there any way for me to create a "peaceful" and kid-friendly version by removing all monsters (aggressive animals are ok) and magic (potions, enchanting, etc.)? I also posted this same question regarding Mineclonia...

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

by ancientmariner » Post

thomz92 wrote:
Fri Jun 21, 2024 18:14
Thanks to all developers for the great work! Is there any way for me to create a "peaceful" and kid-friendly version by removing all monsters (aggressive animals are ok) and magic (potions, enchanting, etc.)? I also posted this same question regarding Mineclonia...
Glad you're enjoying it. There is a setting: "only_peaceful_mobs". If you select that, hostiles shouldn't spawn. I think also enable_damage turned to off can help. If you have any issues with these, please let us know as it would be a bug we would need to address.

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

by thomz92 » Post

ancientmariner wrote:
Fri Jun 21, 2024 20:53
Glad you're enjoying it. There is a setting: "only_peaceful_mobs". If you select that, hostiles shouldn't spawn. I think also enable_damage turned to off can help. If you have any issues with these, please let us know as it would be a bug we would need to address.
Ah of course. Should have thought of that.

Doesn't look like there is that option for magic, so I may have to edit code or mods myself if I want it out?

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

by Blockhead » Post

thomz92 wrote:
Sat Jun 22, 2024 03:00
Doesn't look like there is that option for magic, so I may have to edit code or mods myself if I want it out?
Yes it seems you'll have to. What are the "magic" components to remove exactly? Enchanting? Alchemy? Nether portals? Beacons? The magical mobs are already taken out.
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Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]

by Herowl » Post

More fixes and improvements in another minor release, 0.87.2, which is live now!

Release notes for this update, along with the release notes for the previous hotfix and the last major release, 0.87.0, are available here: https://git.minetest.land/VoxeLibre/Vox ... release.md

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

by thomz92 » Post

Yes it seems you'll have to. What are the "magic" components to remove exactly? Enchanting? Alchemy? Nether portals? Beacons? The magical mobs are already taken out.
Yeah, I suppose I have a somewhat subjective line drawn somewhere after nether portals and before enchanting.

The Mineclonia guys had some ideas in case anyone else is interested.

viewtopic.php?p=436878#p436878

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

by minetaur » Post

Hi there. Not sure if this is the right place to ask a question ...

I've recently started playing Minetest Server version 5.8.0 (with my son :) ) installed on Ubuntu via Snap, and it's great. I've added in the VoxeLibre game via the content tab, and we've been loving it. Very impressive and lots of fun.

I've tried to add in what I believe to be compatible mods (through the content tab), and I've been getting red error messages. For instance, when I add in the Villages mod I get 3 errors for missing files, like this:

generateImage(): Could not load image "doors_door_wood.png" while building texture; Creating dummy image

Am I doing something silly?

Thanks in advance for any help :)

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

by rudzik8 » Post

minetaur wrote:
Wed Jul 17, 2024 16:13
I've tried to add in what I believe to be compatible mods (through the content tab), and I've been getting red error messages. For instance, when I add in the Villages mod I get 3 errors for missing files, like this:

generateImage(): Could not load image "doors_door_wood.png" while building texture; Creating dummy image

Am I doing something silly?
Yes, but it's not your fault.

The Villages mod (hopefully that's the one you're referencing?) was originally made for Minetest Game. Looking at the dependencies, it's clear that the author adapted it later on to work with VoxeLibre, but they didn't do a perfect job.

This error is basically saying "one of the mods tried to use this texture and I didn't have it, so I'll draw a bright square instead". That texture (doors_door_wood.png) is only included in the doors mod, which is part of Minetest Game, but not VoxeLibre. This type of error, however, is not critical, but you'll see that those bright squares look really ugly.

In summary, it's just a badly adapted mod. If you want to play mods that were specifically made for VoxeLibre, pick mods in the content tab and search for "VoxeLibre" or "MineClone2" (the latter is the name we had before our rebranding, so many mods created for VoxeLibre still have it in their name). Shameless self-promotion here, but would you be interested in trying out some new furniture? ;D

Besides, may we know why you decided to install that mod? There are naturally generating villages in VoxeLibre, they have villagers in them too. That mod was made for Minetest Game because Minetest Game doesn't have villages.
Maintainer of Voxelgarden and VoxeLibre dev and modder || Codeberg

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

by minetaur » Post

Thanks rudzik8. I'm only getting started with Minetest, and your reply was really helpful. I haven't looked under the hood yet but am happy to (I'm good with C++, but never touched Lua).

Why add in the Villages mod? ... We played the bare bones Minetest Game (MTG?) with lots of mods added in before. After playing VoxeLibre quite a bit in creative mode, we had built lots of stuff and found a couple of towers full of crossbow-wielding bad guys to raid, but hadn't found any villages yet. I wasn't sure if I had to download and select the Villages mod to get them working (Villages mod specifies that it is compatible with VoxeLibre). Methinks a little more exploring is called for.

I've stripped back to just VoxeLibre and added in your VoxeLibre Furniture mod (thanks). No red error messages. My son will be delighted to have loads more stuff to kit out his castle with. He's desperate for some kind of toilets mod, but I've told him to keep it classy. What can I say ... he's 6 ... ;D

Thanks again for your reply, and thanks to you and all the rest of the gang for making such a great game.

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

by rudzik8 » Post

minetaur wrote:
Thu Jul 18, 2024 13:09
Why add in the Villages mod? ... We played the bare bones Minetest Game (MTG?) with lots of mods added in before. After playing VoxeLibre quite a bit in creative mode, we had built lots of stuff and found a couple of towers full of crossbow-wielding bad guys to raid, but hadn't found any villages yet. I wasn't sure if I had to download and select the Villages mod to get them working (Villages mod specifies that it is compatible with VoxeLibre). Methinks a little more exploring is called for.
Yes, explore for sure! Sometimes I'm lucky enough to spawn near a village, but most of the time I had to travel quite some distances in order to find them. But they are in the game!
minetaur wrote:
Thu Jul 18, 2024 13:09
I've stripped back to just VoxeLibre and added in your VoxeLibre Furniture mod (thanks). No red error messages. My son will be delighted to have loads more stuff to kit out his castle with. He's desperate for some kind of toilets mod, but I've told him to keep it classy. What can I say ... he's 6 ... ;D
I think it's just a matter of time before someone creates a toilet-themed mod for VoxeLibre. It's Internet, it's inevitable. XD

There's also an update coming for this mod once I'm back in town. Hope he'll like it as much as I do.
minetaur wrote:
Thu Jul 18, 2024 13:09
Thanks again for your reply, and thanks to you and all the rest of the gang for making such a great game.
Just like with many other open-source products, our current team is standing on the shoulders of giants. There were lots of people before us, and lots of people before them too. Just look at the credits! VoxeLibre wouldn't be the same if all our contributors could fit in a single room. The power of collaboration! :D
Maintainer of Voxelgarden and VoxeLibre dev and modder || Codeberg

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

by thomz92 » Post

ancientmariner wrote:
Fri Jun 21, 2024 20:53
Glad you're enjoying it. There is a setting: "only_peaceful_mobs". If you select that, hostiles shouldn't spawn. I think also enable_damage turned to off can help. If you have any issues with these, please let us know as it would be a bug we would need to address.
Thanks, this works great to keep hostiles from spawning - But, I found out later that skeleton/zombie horses and maybe some nether zombie piglins? still spawn. I understand they're passive, but I find the ideas of skeletons/zombies even less kid-friendly than the other abstract monsters, in general at least.

Since it's my own unique view, I can just adjust something in the mob.lua I assume - any advice on the easiest and quickest way to do that?

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

by rudzik8 » Post

thomz92 wrote:
Mon Jul 22, 2024 22:43
Since it's my own unique view, I can just adjust something in the mob.lua I assume - any advice on the easiest and quickest way to do that?
Go to mineclone2/mods/ENTITIES/mobs_mc/. Open init.lua and navigate to the end of the file, where all the lines begin with "dofile".

For mobs that you'd want to remove, comment out the lines that enable their corresponding file. Lua comments are done by placing two consecutive dashes (--) at the beginning of the line.

For example, to turn piglins, hoglins and zoglins off, you would take these lines:

Code: Select all

dofile(path .. "/piglin.lua") -- "mobs_mc_zombie_pigman.b3d" Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/hoglin+zoglin.lua")
And comment them like so:

Code: Select all

--dofile(path .. "/piglin.lua") -- "mobs_mc_zombie_pigman.b3d" Mesh by Morn76 Animation by Pavel_S
--dofile(path .. "/hoglin+zoglin.lua")
Removing zombie and skeleton horses is trickier. You need to comment out whole sections of code in horse.lua (in the same directory). Lua multi-line comments are done by placing --[[ at the beginning of the section and ]] at the end of it. As of 0.87.2, the lines you would need to comment out are:
  • 492 through 538 (starting with -- Skeleton horse),
  • 637 (mcl_mobs.register_egg("mobs_mc:skeleton_horse", ...)), and
  • 642 (mcl_mobs:non_spawn_specific("mobs_mc:skeleton_horse", ...).
That leaves regular horses, donkeys and mules in place.
Maintainer of Voxelgarden and VoxeLibre dev and modder || Codeberg

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

by thomz92 » Post

rudzik8 wrote:
Tue Jul 23, 2024 00:56
Go to mineclone2/mods/ENTITIES/mobs_mc/. Open init.lua and navigate to the end of the file, where all the lines begin with "dofile".
Thats easy enough, thanks!
Removing zombie and skeleton horses is trickier. You need to comment out whole sections of code in horse.lua (in the same directory).
Is there somewhere I can just set the spawn chance to 0?

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

by Astrobe » Post

Hi, a user on Reddit reports a crash on startup. Is this a known issue?
My game? It's Minefall.

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