[Game] Mineclonia [0.121.0]

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.118.0]

by repetitivestrain » Post

DrewPH wrote:
Fri Jan 02, 2026 00:55
Hi,

I'm noticing a couple of things with the current version:

1. I'm seeing a lot of semi-underwater villages, attached screenshots show what I mean.

2. Villages seem to be getting rarer in recent releases, I had to adjust the settings to "1 out of 1" per chunk to start seeing them more frequently again. Did a formula change?


Screenshot 2026-01-01 at 17.37.22.png
Screenshot 2026-01-01 at 17.40.47.png
Which map generator have you enabled? Is it valleys or Carpathian?

The village generation system was rewritten to render placement mechanics in agreement with Minecraft's. The village frequency setting no longer produces any effect (and neither would it be feasible to implement).
cdb_6dcb4b04312d

DrewPH
New member
Posts: 6
Joined: Fri Jan 02, 2026 00:49

Re: [Game] Mineclonia [0.118.0]

by DrewPH » Post

Ah I see... so village frequency is now out of the player's hands. I figured something must have changed, I just couldn't work out what. Thanks for the info.

Map generator settings are this:

Screenshot 2026-01-02 at 09.08.58.png
Screenshot 2026-01-02 at 09.08.58.png (59.31 KiB) Viewed 1569 times

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.118.0]

by repetitivestrain » Post

DrewPH wrote:
Fri Jan 02, 2026 01:11
Ah I see... so village frequency is now out of the player's hands. I figured something must have changed, I just couldn't work out what. Thanks for the info.

Map generator settings are this:


Screenshot 2026-01-02 at 09.08.58.png
It would be edifying for you to post your world's seed and the location of the village you observe, or better, map_meta.txt.
cdb_6dcb4b04312d

DrewPH
New member
Posts: 6
Joined: Fri Jan 02, 2026 00:49

Re: [Game] Mineclonia [0.118.0]

by DrewPH » Post

I no longer have the world where I saw those submerged villages. Next time I see one I'll post the map_meta.txt file.

ArceusI
Member
Posts: 179
Joined: Sat Oct 04, 2025 13:55

Re: [Game] Mineclonia [0.118.0]

by ArceusI » Post

I am seeing a lot of crashes, MineClonia is not stable anymore. I think the code might need to be optimized to avoid crashing. Because, on average, it takes between 10-30 minutes for Luanti to crash outright while playing MineClonia. It is supposed to work well with 4 GB of RAM, yet it's performance is very poor, MineTest, even when crammed full of mods, performs much better than MineClonia.
cdb_3241b8795e7e

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.118.0]

by repetitivestrain » Post

ArceusI wrote:
Wed Jan 21, 2026 02:13
I am seeing a lot of crashes, MineClonia is not stable anymore. I think the code might need to be optimized to avoid crashing. Because, on average, it takes between 10-30 minutes for Luanti to crash outright while playing MineClonia. It is supposed to work well with 4 GB of RAM, yet it's performance is very poor, MineTest, even when crammed full of mods, performs much better than MineClonia.
If you want a crash to be addressed, you will have to inform us where or how it crashes, and provide such all-important details as the contents of your debug.txt or other errors printed when the crash takes place.
cdb_6dcb4b04312d

ArceusI
Member
Posts: 179
Joined: Sat Oct 04, 2025 13:55

Re: [Game] Mineclonia [0.118.0]

by ArceusI » Post

repetitivestrain wrote:
Wed Jan 21, 2026 06:55
ArceusI wrote:
Wed Jan 21, 2026 02:13
I am seeing a lot of crashes, MineClonia is not stable anymore. I think the code might need to be optimized to avoid crashing. Because, on average, it takes between 10-30 minutes for Luanti to crash outright while playing MineClonia. It is supposed to work well with 4 GB of RAM, yet it's performance is very poor, MineTest, even when crammed full of mods, performs much better than MineClonia.
If you want a crash to be addressed, you will have to inform us where or how it crashes, and provide such all-important details as the contents of your debug.txt or other errors printed when the crash takes place.
Here's the problem: The WHOLE Luanti app crashes, no chance for a log to be created! Plus I can't take a screenshot of the exact crash moment. This is a Trial & Error situation.

UPDATE: Still crashing, even when Debug updating is disabled. So it's definitely an issue with MineClonia running dangerously close to Luanti's limitations. Perhaps this game should be updated immediately before these crashes affect other devices. Plus, the Debug log showed nothing that would indicate an issue. So the crashing prevents Luanti from updating it's Debug log.
cdb_3241b8795e7e

User avatar
Blockhead
Moderator
Posts: 2990
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: [Game] Mineclonia [0.118.0]

by Blockhead » Post

ArceusI wrote:
Wed Jan 21, 2026 16:09
Here's the problem: The WHOLE Luanti app crashes, no chance for a log to be created! Plus I can't take a screenshot of the exact crash moment. This is a Trial & Error situation.
Is there no method on Android to fetch crash logs for an app?
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.118.0]

by repetitivestrain » Post

ArceusI wrote:
Wed Jan 21, 2026 16:09
repetitivestrain wrote:
Wed Jan 21, 2026 06:55
ArceusI wrote:
Wed Jan 21, 2026 02:13
I am seeing a lot of crashes, MineClonia is not stable anymore. I think the code might need to be optimized to avoid crashing. Because, on average, it takes between 10-30 minutes for Luanti to crash outright while playing MineClonia. It is supposed to work well with 4 GB of RAM, yet it's performance is very poor, MineTest, even when crammed full of mods, performs much better than MineClonia.
If you want a crash to be addressed, you will have to inform us where or how it crashes, and provide such all-important details as the contents of your debug.txt or other errors printed when the crash takes place.
Here's the problem: The WHOLE Luanti app crashes, no chance for a log to be created! Plus I can't take a screenshot of the exact crash moment. This is a Trial & Error situation.
Then it's not Mineclonia's fault, but Luanti's.
cdb_6dcb4b04312d

ArceusI
Member
Posts: 179
Joined: Sat Oct 04, 2025 13:55

Re: [Game] Mineclonia [0.118.0]

by ArceusI » Post

Blockhead wrote:
Thu Jan 22, 2026 01:38
ArceusI wrote:
Wed Jan 21, 2026 16:09
Here's the problem: The WHOLE Luanti app crashes, no chance for a log to be created! Plus I can't take a screenshot of the exact crash moment. This is a Trial & Error situation.
Is there no method on Android to fetch crash logs for an app?
Not currently. Blame Google for that.

However, with an active FOSS community, it's theoretically possible to use Rooted or Shizuku'd devices to fetch such crash logs. But it's a longshot.
cdb_3241b8795e7e

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.118.0]

by repetitivestrain » Post

It's definitely possible to capture a bug report from the Power menu.
cdb_6dcb4b04312d

ArceusI
Member
Posts: 179
Joined: Sat Oct 04, 2025 13:55

Re: [Game] Mineclonia [0.118.0]

by ArceusI » Post

repetitivestrain wrote:
Fri Jan 23, 2026 10:28
It's definitely possible to capture a bug report from the Power menu.
Wait...How?
cdb_3241b8795e7e

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.118.0]

by repetitivestrain » Post

ArceusI wrote:
Fri Jan 23, 2026 15:45
repetitivestrain wrote:
Fri Jan 23, 2026 10:28
It's definitely possible to capture a bug report from the Power menu.
Wait...How?
Enable "Bug Report Shortcut" in Developer Options, hold Power, and select "Take bug report."
cdb_6dcb4b04312d

ArceusI
Member
Posts: 179
Joined: Sat Oct 04, 2025 13:55

Re: [Game] Mineclonia [0.118.0]

by ArceusI » Post

repetitivestrain wrote:
Sat Jan 24, 2026 02:21
ArceusI wrote:
Fri Jan 23, 2026 15:45
repetitivestrain wrote:
Fri Jan 23, 2026 10:28
It's definitely possible to capture a bug report from the Power menu.
Wait...How?
Enable "Bug Report Shortcut" in Developer Options, hold Power, and select "Take bug report."
Huh...Never really considered doing that after unlocking those options...
cdb_3241b8795e7e

ryvnf
Member
Posts: 151
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.118.0]

by ryvnf » Post

0.119.0 is released! This release features the addition of pale gardens, trail ruins, bushes/flowers, new eating mechanic and much more! Pale gardens are currently not available in our custom singlenode map generator, only the builtin ones like v7.

Changes
  • Add pale gardens (for builtin mapgens) [xox]
  • Add trail spawners and generate trail ruins [xox]
  • Add riptide boost to elytra [bramaudi]
  • Add bush, short/tall dry grass, leaf litter, cactus flower and firefly bush [JoseDouglas]
  • Add hold to eat (with a setting to disable) [bramaudi]
  • Convert bell to an entity and add animation [bramaudi, Codiac]
  • Activate shield when sneaking on mobile devices [apteryx]
  • Make only owner able to give commands to a dog [JoseDouglas]
  • Fix crash when feeding ocelot with less than full health [halon]
  • Fix not being able to place chain in item frames
  • Do not execute villager transaction until output is actually taken [halon]
  • Fix a couple of crashes for objects that have disappeared
  • Add suspicious stew for eyeblossom [cloudCover]
  • Remove extended pet control setting
  • Remove legacy village settings from settingtypes.txt
  • Fix anticheat compatibility with CSM versions < 8 [halon]
  • Improve elytra activation controls [xox]
  • Simplify creative scrollbar setting
  • Improve mob collision detection [halon]
  • Make armorstand code more resilient to crashes [xox]
  • Tweak bed laying mechanics [xox]
  • Fix first-person passenger camera in boat [marekjedrzejewski]
  • Weaken volumetric lighting effect [xox]
  • Add ability to fine tune mob griefing using hidden setting [Stoabrogga]
  • Fix multiple bugs for paintings [xox]
  • Add new painting [bramaudi]
  • Fix texture not being set for aliased armor [Codiac]
  • Fix door and trapdoor redstone behavior [bramaudi]
  • Add trident as loot for vaults [JoseDouglas]
  • Fix documentation and group checks [JoseDouglas]
  • Hide invisible item frames from creative inventory
  • Fix crash when pushing doors with pistons
  • Fix potion registration API for external mods [xox]
  • Make the redstone trim more pronounced [xox]
  • Fix wandering trader sell stacked bucket pufferfish [bramaudi]
  • Prevent crashes during manual generation of bastion structures [halon]
  • Make food poisoning not stack [xox]
  • Add new paddling animation and raft model [marekjedrzejewski]
  • Add hanging sign as loot in trail ruins
  • Implement shield disable using axe [xox]
  • Fix weird placement bugs with trapdoors and doors [xox]
  • Implement ravager [halon]
  • Fix obsidian loot in nether fortress [moonlight-sonata]
  • Guarantee determinism of mod-defined structures with randomized mod load order [halon]
  • Fix broken blaze head following [halon]
  • Fix compatibility with CSM version 0 clients [halon]
  • Make carrot and fungus on a stick enchantable
  • Fix crash when placing glow lichen on unknown node [amino]
  • Make mace look bigger in first person [xox]
  • Fix water bottle vanishing on dispenser [JoseDouglas]
  • Make signs no longer break instantly [JoseDouglas]
  • Remove duplicate recipes for nether planks in crafting book [xox]
  • Fix reed growth replacing any node above
  • Fix cutting lit cave vines with shears dropping as item [amino]
  • Fix cake with candle dropping as item and not just candle [JoseDouglas]
  • Add modding API for when players step inside/on nodes [xox]
  • Use shears to stop cave vines from growing [bramaudi]
  • Make daylight detector notify observers [Raylight]
  • Wet wolves when exposed to rain [halon]
  • Update mace damage calculation [moonlight-sonata]
  • Fix broken flowerpot rightclick behavior [bramaudi]
  • Make untamed wolfs not despawn [halon]
  • Fix crash when mobs stands on unknown nodes [halon]
  • Make panes thicker to match MC [xox]
  • Make pane placement match MC [xox]
  • Make panes connect to all solid nodes [xox]
  • Fix crash in shulker damage callbacks [halon]
  • Add soul speed for CSM clients and mobs [halon]
  • Update Ukrainian, Portuguese (Brazil), German, Chinese, Basque, Esperanto, Finnish, Hungarian, Czech and Russian translations [Fan_of_Minecraft_UA, JuanRubin, Dirk, hugoalh, josuigoa, newizen, Notxor, maxchen32, Luminn, Gergej, jopaSuomi, Heketiitus, bright, phileas, Jenkings, newrizen, Nana M]

bgstack15
Member
Posts: 76
Joined: Fri Feb 28, 2025 02:31

Re: [Game] Mineclonia [0.118.0]

by bgstack15 » Post

Thanks for fixing the creative-mode inventory scrollbar. I liked the scrolling better than the pagination.
cdb_5ea39b4225fd

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.119.0]

by repetitivestrain » Post

ryvnf wrote:
Sat Jan 24, 2026 23:40
0.119.0 is released! This release features the addition of pale gardens, trail ruins, bushes/flowers, new eating mechanic and much more! Pale gardens are currently not available in our custom singlenode map generator, only the builtin ones like v7.
It might interest you that the title of this thread has not been updated yet with the new version number...
cdb_6dcb4b04312d

User avatar
Blockhead
Moderator
Posts: 2990
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: [Game] Mineclonia [0.119.0]

by Blockhead » Post

repetitivestrain wrote:
Mon Jan 26, 2026 04:58
ryvnf wrote:
Sat Jan 24, 2026 23:40
0.119.0 is released! This release features the addition of pale gardens, trail ruins, bushes/flowers, new eating mechanic and much more! Pale gardens are currently not available in our custom singlenode map generator, only the builtin ones like v7.
It might interest you that the title of this thread has not been updated yet with the new version number...
A common error, not unique to this piece of content... If I could give multiple users access to an OP, I would.. (if you cared to go that way, a shared account called "Mineclonia" might be an option)
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

User avatar
Twinsonian
Member
Posts: 22
Joined: Mon Jun 19, 2017 21:34

Re: [Game] Mineclonia [0.119.0]

by Twinsonian » Post

On the topic of bees. Searching the post, it looks like there hasn't been much discussion on them since the end of 2024. Same with issues submitted on codeberg with issue #747. Anyone know if there is any further progress being made?

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.119.0]

by repetitivestrain » Post

I'll get around to them eventually.
cdb_6dcb4b04312d

ArceusI
Member
Posts: 179
Joined: Sat Oct 04, 2025 13:55

Re: [Game] Mineclonia [0.118.0]

by ArceusI » Post

ryvnf wrote:
Sat Jan 24, 2026 23:40
0.119.0 is released! This release features the addition of pale gardens, trail ruins, bushes/flowers, new eating mechanic and much more! Pale gardens are currently not available in our custom singlenode map generator, only the builtin ones like v7.

Changes
  • Add pale gardens (for builtin mapgens) [xox]
  • Add trail spawners and generate trail ruins [xox]
  • Add riptide boost to elytra [bramaudi]
  • Add bush, short/tall dry grass, leaf litter, cactus flower and firefly bush [JoseDouglas]
  • Add hold to eat (with a setting to disable) [bramaudi]
  • Convert bell to an entity and add animation [bramaudi, Codiac]
  • Activate shield when sneaking on mobile devices [apteryx]
  • Make only owner able to give commands to a dog [JoseDouglas]
  • Fix crash when feeding ocelot with less than full health [halon]
  • Fix not being able to place chain in item frames
  • Do not execute villager transaction until output is actually taken [halon]
  • Fix a couple of crashes for objects that have disappeared
  • Add suspicious stew for eyeblossom [cloudCover]
  • Remove extended pet control setting
  • Remove legacy village settings from settingtypes.txt
  • Fix anticheat compatibility with CSM versions < 8 [halon]
  • Improve elytra activation controls [xox]
  • Simplify creative scrollbar setting
  • Improve mob collision detection [halon]
  • Make armorstand code more resilient to crashes [xox]
  • Tweak bed laying mechanics [xox]
  • Fix first-person passenger camera in boat [marekjedrzejewski]
  • Weaken volumetric lighting effect [xox]
  • Add ability to fine tune mob griefing using hidden setting [Stoabrogga]
  • Fix multiple bugs for paintings [xox]
  • Add new painting [bramaudi]
  • Fix texture not being set for aliased armor [Codiac]
  • Fix door and trapdoor redstone behavior [bramaudi]
  • Add trident as loot for vaults [JoseDouglas]
  • Fix documentation and group checks [JoseDouglas]
  • Hide invisible item frames from creative inventory
  • Fix crash when pushing doors with pistons
  • Fix potion registration API for external mods [xox]
  • Make the redstone trim more pronounced [xox]
  • Fix wandering trader sell stacked bucket pufferfish [bramaudi]
  • Prevent crashes during manual generation of bastion structures [halon]
  • Make food poisoning not stack [xox]
  • Add new paddling animation and raft model [marekjedrzejewski]
  • Add hanging sign as loot in trail ruins
  • Implement shield disable using axe [xox]
  • Fix weird placement bugs with trapdoors and doors [xox]
  • Implement ravager [halon]
  • Fix obsidian loot in nether fortress [moonlight-sonata]
  • Guarantee determinism of mod-defined structures with randomized mod load order [halon]
  • Fix broken blaze head following [halon]
  • Fix compatibility with CSM version 0 clients [halon]
  • Make carrot and fungus on a stick enchantable
  • Fix crash when placing glow lichen on unknown node [amino]
  • Make mace look bigger in first person [xox]
  • Fix water bottle vanishing on dispenser [JoseDouglas]
  • Make signs no longer break instantly [JoseDouglas]
  • Remove duplicate recipes for nether planks in crafting book [xox]
  • Fix reed growth replacing any node above
  • Fix cutting lit cave vines with shears dropping as item [amino]
  • Fix cake with candle dropping as item and not just candle [JoseDouglas]
  • Add modding API for when players step inside/on nodes [xox]
  • Use shears to stop cave vines from growing [bramaudi]
  • Make daylight detector notify observers [Raylight]
  • Wet wolves when exposed to rain [halon]
  • Update mace damage calculation [moonlight-sonata]
  • Fix broken flowerpot rightclick behavior [bramaudi]
  • Make untamed wolfs not despawn [halon]
  • Fix crash when mobs stands on unknown nodes [halon]
  • Make panes thicker to match MC [xox]
  • Make pane placement match MC [xox]
  • Make panes connect to all solid nodes [xox]
  • Fix crash in shulker damage callbacks [halon]
  • Add soul speed for CSM clients and mobs [halon]
  • Update Ukrainian, Portuguese (Brazil), German, Chinese, Basque, Esperanto, Finnish, Hungarian, Czech and Russian translations [Fan_of_Minecraft_UA, JuanRubin, Dirk, hugoalh, josuigoa, newizen, Notxor, maxchen32, Luminn, Gergej, jopaSuomi, Heketiitus, bright, phileas, Jenkings, newrizen, Nana M]
None of this fixes the underlying poor stability of MineClonia in general. In fact, it likely made it worse because now the coding is going to get too complicated for Luanti on even 4GB RAM to handle. Pushing the minimum to 5GB RAM. There needs to be emergency patches in order to restore stability for weaker devices, or users will likely flee back to VoxeLibre, which is a lot more stable on said devices. This particularly affects Android & iPad (if applicable) users.
cdb_3241b8795e7e

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.119.0]

by repetitivestrain » Post

ArceusI wrote:
Sun Feb 01, 2026 06:41
None of this fixes the underlying poor stability of MineClonia in general. In fact, it likely made it worse because now the coding is going to get too complicated for Luanti on even 4GB RAM to handle. Pushing the minimum to 5GB RAM. There needs to be emergency patches in order to restore stability for weaker devices, or users will likely flee back to VoxeLibre, which is a lot more stable on said devices. This particularly affects Android & iPad (if applicable) users.
Memory consumption is in no wise connected to stability, and neither is Mineclonia's excessive.

Code: Select all

USER         PID %CPU %MEM    VSZ   RSS TTY      STAT START   TIME COMMAND
minetest 2485672  1.3 12.4   1700M    989M ?     Ssl  06:59   4:02 luantiserver
Before this server was restarted for updates, it was online for in excess of 1 month.

Anyway, if you don't report the backtraces of crashes to us, but simply post deceptive and affected protests, which contribute nothing at all to their resolution, you cannot expect them to be addressed. As you have been informed on numerous occasions, of which I hope this will be the last. (And I also urge other players to take this member's comments with skepticism, considering how much he has been guilty of hyperbole as of late...)
cdb_6dcb4b04312d

ArceusI
Member
Posts: 179
Joined: Sat Oct 04, 2025 13:55

Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

repetitivestrain wrote:
Sun Feb 01, 2026 10:54
ArceusI wrote:
Sun Feb 01, 2026 06:41
None of this fixes the underlying poor stability of MineClonia in general. In fact, it likely made it worse because now the coding is going to get too complicated for Luanti on even 4GB RAM to handle. Pushing the minimum to 5GB RAM. There needs to be emergency patches in order to restore stability for weaker devices, or users will likely flee back to VoxeLibre, which is a lot more stable on said devices. This particularly affects Android & iPad (if applicable) users.
Memory consumption is in no wise connected to stability, and neither is Mineclonia's excessive.

Code: Select all

USER         PID %CPU %MEM    VSZ   RSS TTY      STAT START   TIME COMMAND
minetest 2485672  1.3 12.4   1700M    989M ?     Ssl  06:59   4:02 luantiserver
Before this server was restarted for updates, it was online for in excess of 1 month.

Anyway, if you don't report the backtraces of crashes to us, but simply post deceptive and affected protests, which contribute nothing at all to their resolution, you cannot expect them to be addressed. As you have been informed on numerous occasions, of which I hope this will be the last. (And I also urge other players to take this member's comments with skepticism, considering how much he has been guilty of hyperbole as of late...)
If Luanti itself crashes, no log can be made, and I could try exploiting a feature of Android that can reveal what causes crashes. But, it wouldn't match what this Forum expects when it comes to code. I use my T901, which has 4GB RAM, and when MineClonia runs long enough, it forces Luanti to crash outright, kicking me to the OS screen & killing the Luanti process. I suspect a RAM leak.

A case in point for the RAM/Stability link is Donkey Kong 64, from 1999. If you play the game non-stop for 10 hours, the RAM is used up completely, and it begins overwriting used RAM, which causes stability problems, and eventually it crashes. This seems to also happen with MineClonia, but because of Luanti's RAM requirements, when MineClonia starts to overload, it easily overwrites a piece of RAM that Luanti needs, and it kills the app to prevent corruption. That's my assumption.
cdb_3241b8795e7e

repetitivestrain
Member
Posts: 140
Joined: Fri Aug 09, 2024 01:54

Re: [Game] Mineclonia [0.119.0]

by repetitivestrain » Post

ArceusI wrote:
Sun Feb 01, 2026 16:43
repetitivestrain wrote:
Sun Feb 01, 2026 10:54
ArceusI wrote:
Sun Feb 01, 2026 06:41
None of this fixes the underlying poor stability of MineClonia in general. In fact, it likely made it worse because now the coding is going to get too complicated for Luanti on even 4GB RAM to handle. Pushing the minimum to 5GB RAM. There needs to be emergency patches in order to restore stability for weaker devices, or users will likely flee back to VoxeLibre, which is a lot more stable on said devices. This particularly affects Android & iPad (if applicable) users.
Memory consumption is in no wise connected to stability, and neither is Mineclonia's excessive.

Code: Select all

USER         PID %CPU %MEM    VSZ   RSS TTY      STAT START   TIME COMMAND
minetest 2485672  1.3 12.4   1700M    989M ?     Ssl  06:59   4:02 luantiserver
Before this server was restarted for updates, it was online for in excess of 1 month.

Anyway, if you don't report the backtraces of crashes to us, but simply post deceptive and affected protests, which contribute nothing at all to their resolution, you cannot expect them to be addressed. As you have been informed on numerous occasions, of which I hope this will be the last. (And I also urge other players to take this member's comments with skepticism, considering how much he has been guilty of hyperbole as of late...)
If Luanti itself crashes, no log can be made, and I could try exploiting a feature of Android that can reveal what causes crashes. But, it wouldn't match what this Forum expects when it comes to code. I use my T901, which has 4GB RAM, and when MineClonia runs long enough, it forces Luanti to crash outright, kicking me to the OS screen & killing the Luanti process. I suspect a RAM leak.
If you don't produce a log, then your problem cannot be fixed; and I can assure you that none of my servers have experienced such memory leaks, and that neither have any been reported by users other than you.

Comparisons with archaic video games have no bearing at all on this matter.
cdb_6dcb4b04312d

ArceusI
Member
Posts: 179
Joined: Sat Oct 04, 2025 13:55

Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

repetitivestrain wrote:
Sun Feb 01, 2026 17:13
Comparisons with archaic video games have no bearing at all on this matter.
Ah, but it does have bearing, because similar situations occurred after and before it. DK64 is actually one of the most popular examples of RAM issues in games. It's also known that other games suffer similar problems, and there are YouTube videos that suggest it too.

If MineClonia has coding errors that could lead to a similar issue, then a log wouldn't be necessary at all, because if you test it on a T901 tablet like mine, you very likely will notice the frequent crashing of Luanti itself, and likely want to know why it's happening too. This actually happened prior to its update, when 5.14.0 was the official Luanti version. So on my end, in Singleplayer, it started happening a couple months ago. If I could, I could take a video of the crash.
cdb_3241b8795e7e

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests