[Game] Mineclonia [0.121.0]

nightengale
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Re: [Game] Mineclonia [0.118.0]

by nightengale » Post

I am a maintainer for an open source software project and have just recently discovered mineclonia. I tinkered with minetest a few years back and have rediscovered it now as luanti, also now finding Mineclonia. I know how much work goes into this and just wanted to thank you and say I'm really enjoying the game w/ my son.
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]
    ...

repetitivestrain
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Re: [Game] Mineclonia [0.119.0]

by repetitivestrain » Post

ArceusI wrote:
Sun Feb 01, 2026 17:21
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.
We test Mineclonia on dedicated servers and PCs, but if it is indeed a lack of memory which induces Luanti to crash, then we would also have observed excessive memory utilization long ago.

It is far more likely that your phone's graphics drivers are defective in some fashion which causes Luanti to crash spontaneously.
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ArceusI
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Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

repetitivestrain wrote:
Mon Feb 02, 2026 02:44
We test Mineclonia on dedicated servers and PCs, but if it is indeed a lack of memory which induces Luanti to crash, then we would also have observed excessive memory utilization long ago.

It is far more likely that your phone's graphics drivers are defective in some fashion which causes Luanti to crash spontaneously.
That can't be true: NetherSX2, which is graphically intensive, never crashed. So the graphics drivers aren't to blame. It also would've happened with MineTest too, yet it never happened. So it's a major issue with MineClonia itself.

Plus, MineClonia doesn't lag like NetherSX2. On extremely taxing games performance-wise, the speed of NetherSX2 is as low as 25%, or 15 FPS. Luanti maintains 60 FPS, but MineClonia's loading mechanics overload Luanti, crashing it outright.
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Re: [Game] Mineclonia [0.119.0]

by TenPlus1 » Post

@Arceusl - Been playing Mineclonia on my 2gb laptop for an hour now with no ill effects in either memory or graphics performance. The user repetitivestrain may be right in that your phone graphics may be to fault.

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Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

TenPlus1 wrote:
Mon Feb 02, 2026 09:02
@Arceusl - Been playing Mineclonia on my 2gb laptop for an hour now with no ill effects in either memory or graphics performance. The user repetitivestrain may be right in that your phone graphics may be to fault.
Again, it's a problem worth noting.
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run4flat
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Re: [Game] Mineclonia [0.119.0]

by run4flat » Post

As a testament to how awesome the developers have done with Mineclonia, I have been watching through Season 2 of the Minecraft Survival Guide. I am roughly 20 episodes in, but everything I have learned watching that has been spot-on for taking my next steps in Mineclonia. (I have also watched bits out of Season 3 and they are equally helpful, but I'll stick with Season 2 since that's where I started.) I am grateful that I can utilize Minecraft resources for Mineclonia and hardly notice any differences. I really appreciate the effort behind the project and can't thank the devs enough for their hard work!

That said, I was curious about ambient lighting in the Nether. When I go into the Nether I have to place torches to illuminate dark areas. In contrast, Pixlriffs never needs torches for illumination and even bores a tunnel into the Netherrack and can see just fine without using a single torch. I suspect there is general low-level ambient light in Minecraft's Nether, or that the Nether blocks all produce a tiny amount of illumination. Is this a known discrepancy? Is there a mod I could use to fix this?

repetitivestrain
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Re: [Game] Mineclonia [0.119.0]

by repetitivestrain » Post

run4flat wrote:
Tue Feb 03, 2026 12:23
As a testament to how awesome the developers have done with Mineclonia, I have been watching through Season 2 of the Minecraft Survival Guide. I am roughly 20 episodes in, but everything I have learned watching that has been spot-on for taking my next steps in Mineclonia. (I have also watched bits out of Season 3 and they are equally helpful, but I'll stick with Season 2 since that's where I started.) I am grateful that I can utilize Minecraft resources for Mineclonia and hardly notice any differences. I really appreciate the effort behind the project and can't thank the devs enough for their hard work!

That said, I was curious about ambient lighting in the Nether. When I go into the Nether I have to place torches to illuminate dark areas. In contrast, Pixlriffs never needs torches for illumination and even bores a tunnel into the Netherrack and can see just fine without using a single torch. I suspect there is general low-level ambient light in Minecraft's Nether, or that the Nether blocks all produce a tiny amount of illumination. Is this a known discrepancy? Is there a mod I could use to fix this?
It's a limitation of the engine's, but I maintain a fork of the engine which addresses these issues in combination with a client-side mod: codeberg.org/halon/mcl_localplayer
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Re: [Game] Mineclonia [0.119.0]

by ShallowDweller » Post

1st of all, I'd like to thank you for the 0.119.0 update and the new additions. would you mind hinting at where we can find the secret mob griefing settings? even if in a spoiler box?.

2nd: Sorry to only show up for bad news, but I found a texture bug. I updated Luanti to 5.15, updated mineclonia to the latest version, then i decided to install a new texture pack, and now it seems the grass won't detect the current biome. Do you think it could be related to issue #4105? (the one in the screenshot is param = 31 though)
screenshot_20260206_222437.jpg
screenshot_20260206_222437.jpg (430.28 KiB) Viewed 5280 times
Steps to reproduce:
1) Enter an existing world (created on Luanti 5.14, mapgen V7) without any texture packs, quit to menu.
2) Activate the FamiliarCraft texture pack, re-enter the world, head to a sheep pen, notice the grass growing back with a different color than the old grass (probably the pack's grey)
3) Go back to menu, disable the texture pack and reload the world, now the new grown grass is grey and so is the newly grown grass (that grows after the pack was disabled).

If this bug isn't happening in new worlds, I was looking for an excuse to create a new world so i can explore the new worldgen features, so i'll just abandon this one and create a new one, since it's been a while and I can't remember what I was doing and hope i'll find a geode as accessible as the one I found there.

If this is an engine bug that requires your custom engine, it would be nice if you were to state in the Mineclonia instalation instructions on contend DB that there is a dedicated Luanti fork optimized for Mineclonia and IF it also supports the non-mineclone games (not needing to spam torches in the nether sounds nice), as well as provide us with the official link (without need to comb through this thread for somebody noting about how dark the nether is).

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Re: [Game] Mineclonia [0.119.0]

by repetitivestrain » Post

ShallowDweller wrote:
Sat Feb 07, 2026 05:10
1st of all, I'd like to thank you for the 0.119.0 update and the new additions. would you mind hinting at where we can find the secret mob griefing settings? even if in a spoiler box?.

2nd: Sorry to only show up for bad news, but I found a texture bug. I updated Luanti to 5.15, updated mineclonia to the latest version, then i decided to install a new texture pack, and now it seems the grass won't detect the current biome. Do you think it could be related to issue #4105? (the one in the screenshot is param = 31 though)

screenshot_20260206_222437.jpg

Steps to reproduce:
1) Enter an existing world (created on Luanti 5.14, mapgen V7) without any texture packs, quit to menu.
2) Activate the FamiliarCraft texture pack, re-enter the world, head to a sheep pen, notice the grass growing back with a different color than the old grass (probably the pack's grey)
3) Go back to menu, disable the texture pack and reload the world, now the new grown grass is grey and so is the newly grown grass (that grows after the pack was disabled).

If this bug isn't happening in new worlds, I was looking for an excuse to create a new world so i can explore the new worldgen features, so i'll just abandon this one and create a new one, since it's been a while and I can't remember what I was doing and hope i'll find a geode as accessible as the one I found there.
No, we were obliged to abandon texture pack compatibility in this update to provide for the introduction of pale gardens.
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Re: [Game] Mineclonia [0.119.0]

by ShallowDweller » Post

repetitivestrain wrote:
Sat Feb 07, 2026 05:41
ShallowDweller wrote:
Sat Feb 07, 2026 05:10
1st of all, I'd like to thank you for the 0.119.0 update and the new additions. would you mind hinting at where we can find the secret mob griefing settings? even if in a spoiler box?.

2nd: Sorry to only show up for bad news, but I found a texture bug. I updated Luanti to 5.15, updated mineclonia to the latest version, then i decided to install a new texture pack, and now it seems the grass won't detect the current biome. Do you think it could be related to issue #4105? (the one in the screenshot is param = 31 though)

screenshot_20260206_222437.jpg

Steps to reproduce:
1) Enter an existing world (created on Luanti 5.14, mapgen V7) without any texture packs, quit to menu.
2) Activate the FamiliarCraft texture pack, re-enter the world, head to a sheep pen, notice the grass growing back with a different color than the old grass (probably the pack's grey)
3) Go back to menu, disable the texture pack and reload the world, now the new grown grass is grey and so is the newly grown grass (that grows after the pack was disabled).

If this bug isn't happening in new worlds, I was looking for an excuse to create a new world so i can explore the new worldgen features, so i'll just abandon this one and create a new one, since it's been a while and I can't remember what I was doing and hope i'll find a geode as accessible as the one I found there.
No, we were obliged to abandon texture pack compatibility in this update to provide for the introduction of pale gardens.
I see...

Do you think manually overriding the in-game files with the ones in the texture pack will work?
We'd have to re-do the process with each update, but hey, if it works, that's good enough to me (i mostly want to change tool textures).

And do you think it would ever be possible in a distant future (or with a 3rd-party mod) to reimplement compatibility?

Thanks for clarifying!

ps. 2 last things:
1) Warning to all players:
if you load world with a texture pack enabled, the grass will stay broken even after you disable the texture pack.
(I'm NOT expecting a fix for this one, just warning people)

2) I forgot to thank the developers for fixing the collision boxes for mobs. it's a thousand times better now.
Thanks, and great job!

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Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

5.15.1 seems to have improved MineClonia's performance a bit, however, the creators of MineClonia had better be more careful not to overload Luanti, we don't want a game that constantly crashes Luanti on any device, otherwise the game might have to be pulled out of circulation till it's corrected again.

UPDATE: It still crashes, but due to the extra runoff that the Luanti update added, it crashes after about 2-5 hours of playtime.
Last edited by ArceusI on Tue Feb 10, 2026 20:12, edited 1 time in total.
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Bridget
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Re: [Game] Mineclonia [0.119.0]

by Bridget » Post

In the past, I was able to ride a horse through a portal. I can no longer do that. Was that an intentional change in a recent update?

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Re: [Game] Mineclonia [0.119.0]

by ShallowDweller » Post

Bridget wrote:
Tue Feb 10, 2026 19:19
In the past, I was able to ride a horse through a portal. I can no longer do that. Was that an intentional change in a recent update?
Probably intentional. According to the minecraft wiki, it's not possible to ride any mounts through any portals.

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

I have not checked the forum for the past couple of days.
nightengale wrote:
Sun Feb 01, 2026 18:11
I am a maintainer for an open source software project and have just recently discovered mineclonia. I tinkered with minetest a few years back and have rediscovered it now as luanti, also now finding Mineclonia. I know how much work goes into this and just wanted to thank you and say I'm really enjoying the game w/ my son.
Thanks for the nice words! The game is ofc a collaboration between multiple people, but it makes me very happy to hear. ☺
run4flat wrote:
Tue Feb 03, 2026 12:23
As a testament to how awesome the developers have done with Mineclonia, I have been watching through Season 2 of the Minecraft Survival Guide. I am roughly 20 episodes in, but everything I have learned watching that has been spot-on for taking my next steps in Mineclonia. (I have also watched bits out of Season 3 and they are equally helpful, but I'll stick with Season 2 since that's where I started.) I am grateful that I can utilize Minecraft resources for Mineclonia and hardly notice any differences. I really appreciate the effort behind the project and can't thank the devs enough for their hard work!

That said, I was curious about ambient lighting in the Nether. When I go into the Nether I have to place torches to illuminate dark areas. In contrast, Pixlriffs never needs torches for illumination and even bores a tunnel into the Netherrack and can see just fine without using a single torch. I suspect there is general low-level ambient light in Minecraft's Nether, or that the Nether blocks all produce a tiny amount of illumination. Is this a known discrepancy? Is there a mod I could use to fix this?
Again thanks! It is nice to hear people like it and I am sure the other contributors feel the same.

Regarding the nether ambient lighting, this is an engine limitation. There is actually a currently open Luanti PR which would allow us to fix it https://github.com/luanti-org/luanti/pull/16697. I personally suggested implementing it in another way in the comments because I think other lighting features (like color) should be part of the same API. Even if they proceed with the PR as is we could use it to add ambient lighting though.

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ShallowDweller wrote:
Sat Feb 07, 2026 19:17
I see...

Do you think manually overriding the in-game files with the ones in the texture pack will work?
We'd have to re-do the process with each update, but hey, if it works, that's good enough to me (i mostly want to change tool textures).

And do you think it would ever be possible in a distant future (or with a 3rd-party mod) to reimplement compatibility?

Thanks for clarifying!

ps. 2 last things:
1) Warning to all players:
if you load world with a texture pack enabled, the grass will stay broken even after you disable the texture pack.
(I'm NOT expecting a fix for this one, just warning people)

2) I forgot to thank the developers for fixing the collision boxes for mobs. it's a thousand times better now.
Thanks, and great job!
I know what has happened here and does not have anything to do with texture packs. The problem is that Luanti does not persist the biome distribution in the world. So when we make changes to biomes, the biomes in game can shift such that they do not match with already generated terrain anymore.

The reason the grass turned grey is because that location has turned into a pale garden biome which was added in the last release. It would make sense to add an lbm which updates the biome coloring for all biomes to fix this. We do however have two other changes that would also require updating all the grass color, so I think it makes sense to wait with it so we can do it all at once:
When those two issues are looked into, then I think it should be resolved. Unfortunately I do not think there is much we can do before that. In hindsight it would maybe have been better to wait with adding the pale garden biome because of this, but not much we can do about it now.

Note that this is only a problem with the builtin mapgens, not the custom singlenode map generator.

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ArceusI wrote:
Tue Feb 10, 2026 14:59
5.15.1 seems to have improved MineClonia's performance a bit, however, the creators of MineClonia had better be more careful not to overload Luanti, we don't want a game that constantly crashes Luanti on any device, otherwise the game might have to be pulled out of circulation till it's corrected again.

UPDATE: It still crashes, but due to the extra runoff that the Luanti update added, it crashes after about 2-5 hours of playtime.
It really sounds like this is something that affects your device(s). The game has over 500 downloads per day and close to 50 registered multiplayer servers, so I would expect a lot more reports if it was as widespread as you think it is. One example from the past is that we had issues with crashes on ARM devices that were later confirmed to be because of luajit. The fact that it does not appear to crash on other games does not necessarily mean Mineclonia is the problem. Unfortunately there is not much we can do about such external issues, other than suggesting people to update things like luajit if their versions are out of date.

In any case, please post a crashlog so we can have a look (maybe you did earlier and I missed it). It is good you report it because it could be a bug with the game, but we need more information. Without a stacktrace the only thing we can do is guess were the crashes could have occurred.

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Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

ryvnf wrote:
Tue Feb 10, 2026 23:39
ArceusI wrote:
Tue Feb 10, 2026 14:59
5.15.1 seems to have improved MineClonia's performance a bit, however, the creators of MineClonia had better be more careful not to overload Luanti, we don't want a game that constantly crashes Luanti on any device, otherwise the game might have to be pulled out of circulation till it's corrected again.

UPDATE: It still crashes, but due to the extra runoff that the Luanti update added, it crashes after about 2-5 hours of playtime.
It really sounds like this is something that affects your device(s). The game has over 500 downloads per day and close to 50 registered multiplayer servers, so I would expect a lot more reports if it was as widespread as you think it is. One example from the past is that we had issues with crashes on ARM devices that were later confirmed to be because of luajit. The fact that it does not appear to crash on other games does not necessarily mean Mineclonia is the problem. Unfortunately there is not much we can do about such external issues, other than suggesting people to update things like luajit if their versions are out of date.

In any case, please post a crashlog so we can have a look (maybe you did earlier and I missed it). It is good you report it because it could be a bug with the game, but we need more information. Without a stacktrace the only thing we can do is guess were the crashes could have occurred.
5.15.1 is the version I'm using, which is currently the latest Android release. So the "Update Luanti" argument fails there.
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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ArceusI wrote:
Wed Feb 11, 2026 01:07
5.15.1 is the version I'm using, which is currently the latest Android release. So the "Update Luanti" argument fails there.
I did not mention Luanti in that post, but luajit. The fact that you are running on an arm device makes it sound like the kinds of errors we have had previously. I created an engine issue last year about the arm issues which a core dev managed to reproduce https://github.com/luanti-org/luanti/issues/15983

In any case, there is little point in continuing this discussion without a crashlog. I understand you being frustrated the game is not working correctly, but the answers you have gotten is all we can give without more information.

You can also try playing on multiplayer servers. The past luajit crashes on arm were in the server code, so if it is a similar issue to that, then it should be stable in multiplayer. I know this may not be what you want, but it could be a possible workaround.

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Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

ryvnf wrote:
Wed Feb 11, 2026 11:09
ArceusI wrote:
Wed Feb 11, 2026 01:07
5.15.1 is the version I'm using, which is currently the latest Android release. So the "Update Luanti" argument fails there.
I did not mention Luanti in that post, but luajit. The fact that you are running on an arm device makes it sound like the kinds of errors we have had previously. I created an engine issue last year about the arm issues which a core dev managed to reproduce https://github.com/luanti-org/luanti/issues/15983

In any case, there is little point in continuing this discussion without a crashlog. I understand you being frustrated the game is not working correctly, but the answers you have gotten is all we can give without more information.

You can also try playing on multiplayer servers. The past luajit crashes on arm were in the server code, so if it is a similar issue to that, then it should be stable in multiplayer. I know this may not be what you want, but it could be a possible workaround.
Again, if Luanti crashes, a crash log can only be collected if the Android is set up for that.
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Re: [Game] Mineclonia [0.119.0]

by ShallowDweller » Post

ryvnf wrote:
Tue Feb 10, 2026 23:17
ShallowDweller wrote:
Sat Feb 07, 2026 19:17
I see...

Do you think manually overriding the in-game files with the ones in the texture pack will work?
We'd have to re-do the process with each update, but hey, if it works, that's good enough to me (i mostly want to change tool textures).

And do you think it would ever be possible in a distant future (or with a 3rd-party mod) to reimplement compatibility?

Thanks for clarifying!

ps. 2 last things:
1) Warning to all players:
if you load world with a texture pack enabled, the grass will stay broken even after you disable the texture pack.
(I'm NOT expecting a fix for this one, just warning people)

2) I forgot to thank the developers for fixing the collision boxes for mobs. it's a thousand times better now.
Thanks, and great job!
I know what has happened here and does not have anything to do with texture packs. The problem is that Luanti does not persist the biome distribution in the world. So when we make changes to biomes, the biomes in game can shift such that they do not match with already generated terrain anymore.

The reason the grass turned grey is because that location has turned into a pale garden biome which was added in the last release. It would make sense to add an lbm which updates the biome coloring for all biomes to fix this. We do however have two other changes that would also require updating all the grass color, so I think it makes sense to wait with it so we can do it all at once:
When those two issues are looked into, then I think it should be resolved. Unfortunately I do not think there is much we can do before that. In hindsight it would maybe have been better to wait with adding the pale garden biome because of this, but not much we can do about it now.

Note that this is only a problem with the builtin mapgens, not the custom singlenode map generator.
You're right! i've tested grass elsewhere in that world and it was not grey. Thanks!
Glad to hear the issue is being looked into (and that I can use texture packs).
And don't worry about having added the Gardens "too soon". Most players like to create new worlds when new world generation features are added to an update and wouldn't have come across one such issue.

As for having the biome show up in an old world like this... Part of me thinks this is really convenient (because the visit all biomes achievement). Is there a way to check what biome I'm currently in? Either with commands or an external map viewer? Minecraft showed that in the F5 debug (iirc), but Luanti doesn't and the biome related commands I found with "/help" seemed to be cheat commands instead of informational ones (/listbiomes just gives a full list and requires debug priv and last time i tried to use /findbiome it teleported the player instead of printing coordinates/directions).

One last thing: Cactus Flowers won't drop if the cactus was destroyed by pistons (or by having a block placed near the cactus, like the dirt block in the screenshot). They droped normaly with all my other tests (mine cactus by hand/axe, remove supporting block by hand/tool, push supporting block with piston, mine it and retract piston)
screenshot_20260211_121926.jpg
screenshot_20260211_121926.jpg (190.19 KiB) Viewed 4925 times
ps. Thanks for everything!

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ArceusI wrote:
Wed Feb 11, 2026 15:09
Again, if Luanti crashes, a crash log can only be collected if the Android is set up for that.
We still need more info to be able to investigate. Even if you cannot find the log file, doesn't it at least display an error message?

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ShallowDweller wrote:
Wed Feb 11, 2026 15:28
One last thing: Cactus Flowers won't drop if the cactus was destroyed by pistons (or by having a block placed near the cactus, like the dirt block in the screenshot). They droped normaly with all my other tests (mine cactus by hand/axe, remove supporting block by hand/tool, push supporting block with piston, mine it and retract piston)
screenshot_20260211_121926.jpg

ps. Thanks for everything!
I made an issue about this https://codeberg.org/mineclonia/mineclonia/issues/4129

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Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

ryvnf wrote:
Wed Feb 11, 2026 19:50
ArceusI wrote:
Wed Feb 11, 2026 15:09
Again, if Luanti crashes, a crash log can only be collected if the Android is set up for that.
We still need more info to be able to investigate. Even if you cannot find the log file, doesn't it at least display an error message?
Again, Luanti can't generate an error message if it crashes.
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Re: [Game] Mineclonia [0.119.0]

by ShallowDweller » Post

ryvnf wrote:
Wed Feb 11, 2026 19:53
ShallowDweller wrote:
Wed Feb 11, 2026 15:28
One last thing: Cactus Flowers won't drop if the cactus was destroyed by pistons (or by having a block placed near the cactus, like the dirt block in the screenshot). They droped normaly with all my other tests (mine cactus by hand/axe, remove supporting block by hand/tool, push supporting block with piston, mine it and retract piston)
screenshot_20260211_121926.jpg

ps. Thanks for everything!
I made an issue about this https://codeberg.org/mineclonia/mineclonia/issues/4129
Thanks!
ArceusI wrote:
Wed Feb 11, 2026 22:15
ryvnf wrote:
Wed Feb 11, 2026 19:50
ArceusI wrote:
Wed Feb 11, 2026 15:09
Again, if Luanti crashes, a crash log can only be collected if the Android is set up for that.
We still need more info to be able to investigate. Even if you cannot find the log file, doesn't it at least display an error message?
Again, Luanti can't generate an error message if it crashes.
If you search your mobile device's file system for the Minetest/Luanti's folder, there should be a text file named "debug.txt" (without quotes) somewhere. This file generates when you launch Luanti and unless you configured otherwise, it logs all the warnings and errors while the engine is running, so it should have what happened before the crash registered.

And if that doesn't work, try using Android Debug Bridge (adb) to capture real-time debug output, which should register how the crash is happening and give you some text to copy and show the devs. I don't know how to help with the crash (or how to use adb), but I have a feeling there's a communication issue here and I'm hoping this helps you understand how to get the information the developers need in order to help you.

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

Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

ShallowDweller wrote:
Thu Feb 12, 2026 03:27
ryvnf wrote:
Wed Feb 11, 2026 19:53
ShallowDweller wrote:
Wed Feb 11, 2026 15:28
One last thing: Cactus Flowers won't drop if the cactus was destroyed by pistons (or by having a block placed near the cactus, like the dirt block in the screenshot). They droped normaly with all my other tests (mine cactus by hand/axe, remove supporting block by hand/tool, push supporting block with piston, mine it and retract piston)
screenshot_20260211_121926.jpg

ps. Thanks for everything!
I made an issue about this https://codeberg.org/mineclonia/mineclonia/issues/4129
Thanks!
ArceusI wrote:
Wed Feb 11, 2026 22:15
ryvnf wrote:
Wed Feb 11, 2026 19:50


We still need more info to be able to investigate. Even if you cannot find the log file, doesn't it at least display an error message?
Again, Luanti can't generate an error message if it crashes.
If you search your mobile device's file system for the Minetest/Luanti's folder, there should be a text file named "debug.txt" (without quotes) somewhere. This file generates when you launch Luanti and unless you configured otherwise, it logs all the warnings and errors while the engine is running, so it should have what happened before the crash registered.

And if that doesn't work, try using Android Debug Bridge (adb) to capture real-time debug output, which should register how the crash is happening and give you some text to copy and show the devs. I don't know how to help with the crash (or how to use adb), but I have a feeling there's a communication issue here and I'm hoping this helps you understand how to get the information the developers need in order to help you.
I do use Shizuku, but...That won't work in that situation...I did check the logs when a crash occurred a good while ago, yet it said nothing about the cause of the Luanti app crash
cdb_3241b8795e7e

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