[Game] Mineclonia [0.121.0]

ArceusI
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Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

Also, I just noticed that the latest update broke the "Why?" mod. Something needs to be done to make it compatible again.
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Re: [Game] Mineclonia [0.119.0]

by Blockhead » Post

ArceusI wrote:
Thu Feb 12, 2026 15:57
Also, I just noticed that the latest update broke the "Why?" mod. Something needs to be done to make it compatible again.
..which you already noted in that mod's thread, the appropriate avenue. Compatibility of mods is a responsibility of mods themselves; can you imagine if it were inverted, and anybody who made a mod could think it's reasonable to ask you make their mod 100% forwards-compatible?
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Re: [Game] Mineclonia [0.119.0]

by ArceusI » Post

Blockhead wrote:
Thu Feb 12, 2026 16:05
ArceusI wrote:
Thu Feb 12, 2026 15:57
Also, I just noticed that the latest update broke the "Why?" mod. Something needs to be done to make it compatible again.
..which you already noted in that mod's thread, the appropriate avenue. Compatibility of mods is a responsibility of mods themselves; can you imagine if it were inverted, and anybody who made a mod could think it's reasonable to ask you make their mod 100% forwards-compatible?
Well, it is critical for preservation to ensure usability. Games that don't update anymore (Like Pokemon Emerald) have it easy because mods don't break in such situations unless it's the modders fault entirely. But, when modding an active game like MineClonia, the updates can cause anomalies, most of the time the compatibility is maintained, but there are occasions like this where the compatibility breaks for certain mods.
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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ShallowDweller wrote:
Wed Feb 11, 2026 15:28
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).
You can use /debug 3. To hide use /debug 0. I think it requires a privilege.

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ArceusI wrote:
Thu Feb 12, 2026 04:26
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
If the logs say nothing, then that would indicate an engine (C++ not Lua) crash, like a segmentation fault. Then it is most definitely not a problem in Mineclonia as coding errors in Lua should never result in the entire engine crashing.

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ArceusI wrote:
Thu Feb 12, 2026 15:57
Also, I just noticed that the latest update broke the "Why?" mod. Something needs to be done to make it compatible again.
Thanks. It is still useful for us to know. I created an issue for investigating https://codeberg.org/mineclonia/mineclonia/issues/4134. If breaking was not necessary, we may be able to fix it. Otherwise like Blockhead says, the game is still beta and some breaking changes are expected, even if we try to avoid them the best we can.

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Re: [Game] Mineclonia [0.119.0]

by ShallowDweller » Post

ryvnf wrote:
Thu Feb 12, 2026 22:42
ShallowDweller wrote:
Wed Feb 11, 2026 15:28
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).
You can use /debug 3. To hide use /debug 0. I think it requires a privilege.
Thanks!

Looks like a huge part of my jungle turned into a pale garden, accodring to that command. I find it hilarious that the game's ratest biome just so happened to place itself at my base XD

Have a nice weekend!

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

ShallowDweller wrote:
Fri Feb 13, 2026 21:47
Thanks!

Looks like a huge part of my jungle turned into a pale garden, accodring to that command. I find it hilarious that the game's ratest biome just so happened to place itself at my base XD

Have a nice weekend!
Yeah. Like I said, the rarities are a bit off. I expect we will address that relatively soon by using the 5.11 support for specifying biome rarities.

Hope you had a nice weekend too!

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Re: [Game] Mineclonia [0.119.0]

by ryvnf » Post

Version 0.120.0 is released! The change log is not that long but it contains some pretty big additions, like Trial Chambers and new copper stuff. It also adds an animated sprite when eating to address confusion from the last update, were it appeared like eating did not do anything. It also patches a couple of glitches that allow for duping and shulker nesting. Server admins probably want to update as soon as possible.

Changes
  • Add Trial Chambers [bramaudi]
  • Add copper stuff [hezemisverydumb]
  • Add animated sprite when eating [bramaudi, ryvnf]
  • Fix only being able to take book out of bookshelf when holding a book
  • Add suspicious stew for eye blossoms [cloudCover]
  • Fix doc entries for lanterns [JoseDouglas]
  • Fix missing hudbar depends [amino]
  • Fix crash with mod load order randomization [halon]
  • Make brown mooshrooms feedable with small flowers [JoseDouglas]
  • Make vaults unmovable with pistons [cora]
  • Fix cut sandstone blast resistance and hardness values [JoseDouglas]
  • Make tools and gear smeltable in blast furnace [JoseDouglas]
  • Make it possible to breed injured ocelots [halon]
  • Added translation support for the game description [alrito]
  • Adjust drop rates for lapis lazuli and redstone [JoseDouglas]
  • Prevent signs from being rotated with screwdriver
  • Fix bread recipe giving 3 bread instead of 1 [bramaudi]
  • Add dummy mcl_hunger API function to avoid external mods crashing [amino]
  • Fix players being pushed around when standing on shulkers [halon]
  • Fix duplication exploit
  • Fix exploit for nesting shulkerboxes
  • Fix missing texture error in paintings
  • Remove mcimport support (tool unmaintained for oever 4 years) [amino]
  • Remove old MineClone 5 suspicious stew compatibility aliases [amino]
  • Update translations [Usernametest1000, Fan_of_minecraft_UA, josuigoa, newrizen, Gregej, Zozosticot, jopaSuomi, Notxor, Nana M, Kguille]

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Re: [Game] Mineclonia [Version Disputed]

by ArceusI » Post

ryvnf wrote:
Sun Feb 15, 2026 17:00
Add copper stuff [hezemisverydumb]
HOLD IT! There's already a mod that adds Copper stuff & Bronze stuff to MineClonia, wouldn't it be much better to add Bronze stuff alongside Copper stuff so that way the extra mods for that can peacefully phase out? If this isn't resolved, then unfortunately 0.119.0 will remain as the latest release due to this conundrum, plus, this technically means that the version is now disputed.
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Singlenode world generation

by Reusename » Post

Firstly, hello! Thank you for your hard work!

Each minecraft versions generates worlds differently from ONE seed.

From which minecraft version should I pick world seeds for generation in Mineclonia Singlenode, so worlds be same?

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Re: [Game] Mineclonia [Version Disputed]

by ryvnf » Post

ArceusI wrote:
Sun Feb 15, 2026 19:28
ryvnf wrote:
Sun Feb 15, 2026 17:00
Add copper stuff [hezemisverydumb]
HOLD IT! There's already a mod that adds Copper stuff & Bronze stuff to MineClonia, wouldn't it be much better to add Bronze stuff alongside Copper stuff so that way the extra mods for that can peacefully phase out? If this isn't resolved, then unfortunately 0.119.0 will remain as the latest release due to this conundrum, plus, this technically means that the version is now disputed.
This should not be an issue considering the mods use different namespaces and do not conflict. Should only result in there technically being two version of the copper stuff. The author of the mod should register aliases for the appropriate items to fix that.

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Re: [Game] Mineclonia [Version Disputed]

by ShallowDweller » Post

Thanks for the update!
ArceusI wrote:
Sun Feb 15, 2026 19:28
ryvnf wrote:
Sun Feb 15, 2026 17:00
Add copper stuff [hezemisverydumb]
HOLD IT! There's already a mod that adds Copper stuff & Bronze stuff to MineClonia, wouldn't it be much better to add Bronze stuff alongside Copper stuff so that way the extra mods for that can peacefully phase out? If this isn't resolved, then unfortunately 0.119.0 will remain as the latest release due to this conundrum, plus, this technically means that the version is now disputed.
Even if MiracleNebulae doesn't update the mod to address this, somebody will write some code you can paste into the mod's init file to fix the dupes soon enough.

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Re: [Game] Mineclonia [Version Disputed]

by ArceusI » Post

ryvnf wrote:
Sun Feb 15, 2026 22:22
ArceusI wrote:
Sun Feb 15, 2026 19:28
ryvnf wrote:
Sun Feb 15, 2026 17:00
Add copper stuff [hezemisverydumb]
HOLD IT! There's already a mod that adds Copper stuff & Bronze stuff to MineClonia, wouldn't it be much better to add Bronze stuff alongside Copper stuff so that way the extra mods for that can peacefully phase out? If this isn't resolved, then unfortunately 0.119.0 will remain as the latest release due to this conundrum, plus, this technically means that the version is now disputed.
This should not be an issue considering the mods use different namespaces and do not conflict. Should only result in there technically being two version of the copper stuff. The author of the mod should register aliases for the appropriate items to fix that.
Well, consider alerting mod developers before MineClonia updates, that way they get prepared. If they do nothing, then you could instead incorporate the Mod into MineClonia outright. "WhyNot?" & Asuna did that for MineTest, so why not do something like that for MineClonia to help boost mod compatibility by literally injecting a mod into it, which would allow new modding opportunities!
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Re: Singlenode world generation

by repetitivestrain » Post

Reusename wrote:
Sun Feb 15, 2026 20:30
Firstly, hello! Thank you for your hard work!

Each minecraft versions generates worlds differently from ONE seed.

From which minecraft version should I pick world seeds for generation in Mineclonia Singlenode, so worlds be same?
1.20.4, as documented. Though the terrain should be identical in all versions after 1.18, as should structures, so long as they exist.
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Re: [Game] Mineclonia [Version Disputed]

by repetitivestrain » Post

ArceusI wrote:
Sun Feb 15, 2026 22:51
Well, consider alerting mod developers before MineClonia updates, that way they get prepared. If they do nothing, then you could instead incorporate the Mod into MineClonia outright. "WhyNot?" & Asuna did that for MineTest, so why not do something like that for MineClonia to help boost mod compatibility by literally injecting a mod into it, which would allow new modding opportunities!
Because the mod probably does not meet our standards, and introduces features which do not exist in Minecraft. Frankly we don't care for those.
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Re: [Game] Mineclonia [Version Disputed]

by Walker » Post

ArceusI wrote:
Sun Feb 15, 2026 22:51
ryvnf wrote:
Sun Feb 15, 2026 22:22
ArceusI wrote:
Sun Feb 15, 2026 19:28


HOLD IT! There's already a mod that adds Copper stuff & Bronze stuff to MineClonia, wouldn't it be much better to add Bronze stuff alongside Copper stuff so that way the extra mods for that can peacefully phase out? If this isn't resolved, then unfortunately 0.119.0 will remain as the latest release due to this conundrum, plus, this technically means that the version is now disputed.
This should not be an issue considering the mods use different namespaces and do not conflict. Should only result in there technically being two version of the copper stuff. The author of the mod should register aliases for the appropriate items to fix that.
Well, consider alerting mod developers before MineClonia updates, that way they get prepared. If they do nothing, then you could instead incorporate the Mod into MineClonia outright. "WhyNot?" & Asuna did that for MineTest, so why not do something like that for MineClonia to help boost mod compatibility by literally injecting a mod into it, which would allow new modding opportunities!
modders can look into the commits tab of mineclonia to see changes

that way they can react to every single change

also they can just download the dev-version to test there mod

so its not like mod-developer "dont know about changes until the new version is released"


commit-tab: https://codeberg.org/mineclonia/mineclo ... ranch/main
dev-version: https://codeberg.org/mineclonia/mineclo ... e/main.zip

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Re: [Game] Mineclonia [Version Disputed]

by ArceusI » Post

repetitivestrain wrote:
Mon Feb 16, 2026 02:12
ArceusI wrote:
Sun Feb 15, 2026 22:51
Well, consider alerting mod developers before MineClonia updates, that way they get prepared. If they do nothing, then you could instead incorporate the Mod into MineClonia outright. "WhyNot?" & Asuna did that for MineTest, so why not do something like that for MineClonia to help boost mod compatibility by literally injecting a mod into it, which would allow new modding opportunities!
Because the mod probably does not meet our standards, and introduces features which do not exist in Minecraft. Frankly we don't care for those.
Here's the thing: The addition of Copper to Minecraft raises the possibility of Bronze being added down the line, because Copper is used to create Bronze when mixed with Tin.
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Re: [Game] Mineclonia [Version Disputed]

by ryvnf » Post

ArceusI wrote:
Sun Feb 15, 2026 22:51
Well, consider alerting mod developers before MineClonia updates, that way they get prepared. If they do nothing, then you could instead incorporate the Mod into MineClonia outright. "WhyNot?" & Asuna did that for MineTest, so why not do something like that for MineClonia to help boost mod compatibility by literally injecting a mod into it, which would allow new modding opportunities!
But nothing is broken! The mod works completely fine (I have tested it). It seems like you are actively looking for things to complain about at this point. I think your previous input about Why was valuable but this just seems silly.

I also checked their repo and none of this matters because apparently mcl_bronze_stuff decided to break compatibility with Mineclonia themselves 6 months ago by adding vl_weaponry as a required dependency for the mod https://codeberg.org/MiracleNebule/mcl_ ... n/mod.conf. The only reason the mod is still installable for Mineclonia is that they have not yet released an update on contentdb.

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Re: [Game] Mineclonia [Version Disputed]

by ArceusI » Post

ryvnf wrote:
Mon Feb 16, 2026 09:25
ArceusI wrote:
Sun Feb 15, 2026 22:51
Well, consider alerting mod developers before MineClonia updates, that way they get prepared. If they do nothing, then you could instead incorporate the Mod into MineClonia outright. "WhyNot?" & Asuna did that for MineTest, so why not do something like that for MineClonia to help boost mod compatibility by literally injecting a mod into it, which would allow new modding opportunities!
But nothing is broken! The mod works completely fine (I have tested it). It seems like you are actively looking for things to complain about at this point. I think your previous input about Why was valuable but this just seems silly.

I also checked their repo and none of this matters because apparently mcl_bronze_stuff decided to break compatibility with Mineclonia themselves 6 months ago by adding vl_weaponry as a required dependency for the mod https://codeberg.org/MiracleNebule/mcl_ ... n/mod.conf. The only reason the mod is still installable for Mineclonia is that they have not yet released an update on contentdb.
Well, if I was working on MineClonia (Like DX for example), I would first check if something similar already exists, if so, I would try to implement that, getting as much added as possible, so, Copper would've also brought in Bronze, which then would lead to MoreOres getting involved because it has Tin, a necessary component of Bronze. So Silver would be added as well, though Mithril is highly questionable. See the massive amount of modding potential that would introduce? New mods would latch on to those additions and probably boost it more. Huge amount there, without much work apart from finding a way to get MoreOres's ores to function in MineClonia.
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Re: [Game] Mineclonia [Version Disputed]

by ShallowDweller » Post

ArceusI wrote:
Mon Feb 16, 2026 18:29
Well, if I was working on MineClonia (Like DX for example), I would first check if something similar already exists, if so, I would try to implement that, getting as much added as possible, so, Copper would've also brought in Bronze, which then would lead to MoreOres getting involved because it has Tin, a necessary component of Bronze. So Silver would be added as well, though Mithril is highly questionable.
If you wish to have a game that is very similar to Minecraft, but with extra features not present in that game, that game already exists and is called VoxeLibre, which features many things not present in Minecraft, like Hamburgers, which make villagers follow you.

MineClonia aims to be as accurate as possible, to the point you can play it by reading the Minecraft wiki more often than not, as one user pointed out in a previous page. If you check VoxeLibre's thread, you'll probably find instructions on how to convert your Mineclonia worlds to that game, so you can just continue from where you stopped instead of having to start over.
ArceusI wrote:
Mon Feb 16, 2026 18:29
See the massive amount of modding potential that would introduce? New mods would latch on to those additions and probably boost it more. Huge amount there, without much work apart from finding a way to get MoreOres's ores to function in MineClonia.
MoreOres runs in Mineclonia just fine. I'm using it in some of my worlds.

What it lacks is being balanced around Mineclone's ore progression (you can find mythril at the same depth as coal, when it should be around diamond depth). But that is a problem to be solved by either Calinou or the fans, not by the Mineclonia developers.

Luanti and its games are extremelly customisable and whenever a mod or game you like has features you dislike, that can be easily changed. And if changing it requires more than basic reading skills, that's an opportunity to learn some development.
Example: i hate wolves and bats and wish they were not in Minecraft, so every time mineclonia updates, i go to their lua files and change their spawn class and category to 'monster' so they can't spawn when i toggle "Only spawn peaceful mobs". Problem solved.
I wish (some of the) villagers would accept charcoal instead of coal: every time the game updates I go to their lua file and edit the lines with the coal item ID and replace it with the charcoal one. Problem solved.

I'm a noob with no programing skills. Those changes I mentioned above can be done with basic reading skills, even if you don't understand Lua at all. The one mod I tried to revive died again because I still don't have the skills to keep it alive (and people made mods that make that one too cumbersome to use). If I had the skills, I'd have made a mod that overrides certain lines from the game's code with the ones I want instead of editing a bunch of lua files on each update. It's more cumbersome, but it's easy and it works.

--x--

At last, but not least: consider trusting the people who develop the software you use a litle more. They are competent programmers who understand copyright and know what they are doing.

They aren't trying to please shareholders for an unsustainable growth rate, they're trying to make a good, stable, enjoyable game. Have more patience with them, study the process of making mods (which is a step of the process for making games in Luanti), look at the source codes (i already that voxelibre in my clipboard, so let's go with that one's source code), see their hard work, imagine what they had to learn to pull it off.

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Re: [Game] Mineclonia [Version Disputed]

by ArceusI » Post

ShallowDweller wrote:
Mon Feb 16, 2026 20:11
ArceusI wrote:
Mon Feb 16, 2026 18:29
Well, if I was working on MineClonia (Like DX for example), I would first check if something similar already exists, if so, I would try to implement that, getting as much added as possible, so, Copper would've also brought in Bronze, which then would lead to MoreOres getting involved because it has Tin, a necessary component of Bronze. So Silver would be added as well, though Mithril is highly questionable.
If you wish to have a game that is very similar to Minecraft, but with extra features not present in that game, that game already exists and is called VoxeLibre, which features many things not present in Minecraft, like Hamburgers, which make villagers follow you.

MineClonia aims to be as accurate as possible, to the point you can play it by reading the Minecraft wiki more often than not, as one user pointed out in a previous page. If you check VoxeLibre's thread, you'll probably find instructions on how to convert your Mineclonia worlds to that game, so you can just continue from where you stopped instead of having to start over.
ArceusI wrote:
Mon Feb 16, 2026 18:29
See the massive amount of modding potential that would introduce? New mods would latch on to those additions and probably boost it more. Huge amount there, without much work apart from finding a way to get MoreOres's ores to function in MineClonia.
MoreOres runs in Mineclonia just fine. I'm using it in some of my worlds.

What it lacks is being balanced around Mineclone's ore progression (you can find mythril at the same depth as coal, when it should be around diamond depth). But that is a problem to be solved by either Calinou or the fans, not by the Mineclonia developers.

Luanti and its games are extremelly customisable and whenever a mod or game you like has features you dislike, that can be easily changed. And if changing it requires more than basic reading skills, that's an opportunity to learn some development.
Example: i hate wolves and bats and wish they were not in Minecraft, so every time mineclonia updates, i go to their lua files and change their spawn class and category to 'monster' so they can't spawn when i toggle "Only spawn peaceful mobs". Problem solved.
I wish (some of the) villagers would accept charcoal instead of coal: every time the game updates I go to their lua file and edit the lines with the coal item ID and replace it with the charcoal one. Problem solved.

I'm a noob with no programing skills. Those changes I mentioned above can be done with basic reading skills, even if you don't understand Lua at all. The one mod I tried to revive died again because I still don't have the skills to keep it alive (and people made mods that make that one too cumbersome to use). If I had the skills, I'd have made a mod that overrides certain lines from the game's code with the ones I want instead of editing a bunch of lua files on each update. It's more cumbersome, but it's easy and it works.

--x--

At last, but not least: consider trusting the people who develop the software you use a litle more. They are competent programmers who understand copyright and know what they are doing.

They aren't trying to please shareholders for an unsustainable growth rate, they're trying to make a good, stable, enjoyable game. Have more patience with them, study the process of making mods (which is a step of the process for making games in Luanti), look at the source codes (i already that voxelibre in my clipboard, so let's go with that one's source code), see their hard work, imagine what they had to learn to pull it off.
Well, I would like to make MineClonia DX as a sort of middle ground for people. It tries to copy Minecraft, but at the same time it deviates by adding content that is likely to be included in later updates, plus having a way to prevent potential softlocking. It essentially will be the combination of VoxeLibre & MineClonia, with some mods added to increase replayability without seriously tampering with the core progression.
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Re: [Game] Mineclonia [Version Disputed]

by ShallowDweller » Post

ArceusI wrote:
Tue Feb 17, 2026 02:38
Well, I would like to make MineClonia DX as a sort of middle ground for people. It tries to copy Minecraft, but at the same time it deviates by adding content that is likely to be included in later updates, plus having a way to prevent potential softlocking. It essentially will be the combination of VoxeLibre & MineClonia, with some mods added to increase replayability without seriously tampering with the core progression.
That's the spirit! Be sure to share it in the WIP games forum!

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Re: [Game] Mineclonia [Version Disputed]

by ArceusI » Post

ShallowDweller wrote:
Tue Feb 17, 2026 18:17
ArceusI wrote:
Tue Feb 17, 2026 02:38
Well, I would like to make MineClonia DX as a sort of middle ground for people. It tries to copy Minecraft, but at the same time it deviates by adding content that is likely to be included in later updates, plus having a way to prevent potential softlocking. It essentially will be the combination of VoxeLibre & MineClonia, with some mods added to increase replayability without seriously tampering with the core progression.
That's the spirit! Be sure to share it in the WIP games forum!
Unfortunately, I am no good with making Luanti games, and somebody will have to assist me in that aspect, but my intelligence and ideas will help spur MineClonia DX's rise once people congregate to work on it.
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Re: [Game] Mineclonia [0.120.0]

by ryvnf » Post

Version 0.120.1 is released! This patch release fixes a few crashes and bugs. It also makes breeze rods available as loot from vaults. Because breeze is not implemented, mace was previously unobtainable from trial chambers.

Changes
  • Make breeze rods available as vault loot
  • Fix painting placing checks being incorrect at y<0
  • Make soul speed and wind burst unobtainable by fishing and trading
  • Adjust bone meal behavior on tall grass and firefly bush [cloudCover]
  • Make bottom texture of logs, quartz/purpur pillars align with top texture [j-r]
  • Drop attached nodes when cactus breaks [j-r]
  • Add bone meal effect for the pale garden [cloudCover]
  • Make potted fern colorized by biome [JoseDouglas]
  • Add crafting recipe for name tags [JoseDouglas]
  • Fix wither crash when mob griefing is disabled
  • Fix crash when hitting target with something other than arrows
  • Fix crash in mcl_shields
  • Make silk touch work for decorated pots
  • Adjust nether gold ore drop rates [JoseDouglas]
  • Adjust blast resistence and hardness for glided blackstone [JoseDouglas]
  • Adjust blast resistence and hardness for lodestone [JoseDouglas]
  • Make creative mode able to trigger trail spawners [bramaudi]
  • Make trial spawner in a recently created world able to spawn monsters [bramaudi]
  • Fix crash in trial spawners
  • Add individual items for every painting in creative mode inventory [JoseDouglas]

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