[Game] Mineclonia [0.122.0]

ryvnf
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Re: [Game] Mineclonia [0.121.0]

by ryvnf » Post

0.122.0 is released!

Discovery of non-free assets
We recently found an old texture from 2022 that was a Minecraft copy. After that we also went through the entire repo and found a few others which were likely derivatives of MC textures. This effectively means that all Mineclonia's 60 releases on ContentDB contain non-free assets, and will probably have to be deleted.

ContentDB allows for installing older releases on older client versions. To avoid having the game not be installable for people on older Luanti versions, we backported the updated textures to the latest release that was playable by a particular Luanti version. This resulted in additional patch releases 0.99.1, 0.108.1, 0.109.4 and 0.116.2. This means that even if we remove all our previous releases on ContentDB, the game will still be installable for everyone like before.

Big thanks MysticTempest for alerting us of this and helping us with checking all textures in the repo.

Changes
  • Optimize job detection in mobs [halon]
  • Prevent oozing from spawning slimes multiple times during death [lifelessai]
  • Fix TNT knockback [fedx]
  • Fix enderman view range [halon]
  • Add player setting for disabling clouds
  • Play sound when sheep eat grass [rivremp]
  • Fix observerupdates on door state swaps [Saintliy]
  • Fix redstone dust updates on opaque block changes [Saintliy]
  • Suspicious node fixes [amino]
  • Fix being able to rotate bell with screwdriver
  • Update hunger HUDs after mob health HUDs are deactivated [halon]
  • Fix oxidized copper door getting stuck due to desynced halves [lifelessai]
  • Fix map generator height sampling below sea level [halon]
  • Properly register damage type specific enchantments [halon]
  • Miscellaneous mob corrections [halon]
  • Add health HUD for mounted mobs [halon]
  • Optimize pathfinding [halon]
  • Update pumpkin item description to match MC [YCaTGameRT]
  • Apply biome colors automatically for structure generation [halon]
  • Fix death on horse dismount [jbotz]
  • Fix item frames from generated structures misbehaving [halon]
  • Update mangrove tooltip [syl]
  • Fix horizontal scaffolding tiles
  • Fix stair corner system rotation and facing issues [Saintliy]
  • Fix sugarcane only growing to a height of two [nooneatall]
  • Fix bamboo mosaic slab burn time [JoseDouglas]
  • Fix bone meal via dispenser on nylium [nixnoxus]
  • Add durability to brushes [JoseDouglas]
  • Give azalea a proper 3D model and appearance [rudzik8]
  • Fix holding place while pointing at node activating items multiple times
  • Update textures for basalt, copper chain, hoglin, zoglin, strider and composter
  • Update translations [SomeTr, cuche, Oldcoinmania, AndrewHK, newrizen, Gergej, Notxor, Jenkings, josuioga, gallegonovato, Tirifto, syl, Fhelron]

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Melkor
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Re: [Game] Mineclonia [0.122.0]

by Melkor » Post

l. i was waiting for the fix in stair corners. thank you

Zen
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Re: [Game] Mineclonia [0.122.0]

by Zen » Post

Is there a way to prevent villagers from getting sucked down holes under buildings?
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Hostle Hole.jpg
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repetitivestrain
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Re: [Game] Mineclonia [0.122.0]

by repetitivestrain » Post

Yes, repairing the hole.
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Re: [Game] Mineclonia [0.122.0]

by ryvnf » Post

Version 0.122.1 is released! This is a patch release to fix a few bugs.

Changes
  • Fix bucket item string in trial chambers [Fhelron]
  • Improve combat against attached objects [halon]
  • Make amethyst bud, cactus flower and spore blossom walkable [short_salmon]
  • Fix a couple of mob crashes [halon]
  • Make piglins drop piglin heads [short_salmon]
  • Disable eyeblossom generation in flower forests [short_salmon]
  • Inflict slowness IV to entities affected by Bane of Arthopods [short_salmon]
  • Fix crash in writing north-west corners of feature placement runs [halon]
  • Fix mob death callbacks not being run correctly
  • Adjust stonecutter recipes [Fhelron]
  • Update translations

sphinxnose
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Using cartography table?

by sphinxnose » Post

hi y'all, sorry if this is the wrong spot to ask this question

so I'm trying to zoom out a map (the game item) I made in Mineclonia, but I can't figure out how to do it. Using a crafting table and surrounding the existing map with 8 blocks of paper doesn't work, and right-clicking on a cartography table doesn't do anything. anyone know what I'm doing wrong?

is it not available in mineclonia or luanti? is there maybe some downloadable content I need to make it work? thanks in advanced

repetitivestrain
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Re: Using cartography table?

by repetitivestrain » Post

sphinxnose wrote:
Sun Jun 07, 2026 02:46
hi y'all, sorry if this is the wrong spot to ask this question

so I'm trying to zoom out a map (the game item) I made in Mineclonia, but I can't figure out how to do it. Using a crafting table and surrounding the existing map with 8 blocks of paper doesn't work, and right-clicking on a cartography table doesn't do anything. anyone know what I'm doing wrong?

is it not available in mineclonia or luanti? is there maybe some downloadable content I need to make it work? thanks in advanced
Cartography tables are not yet functional, but I hope to have them (and dynamically updated maps) available by the next release.
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kuboid
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Re: [Game] Mineclonia [0.121.0]

by kuboid » Post

ArceusI wrote:
Tue May 26, 2026 06:56
repetitivestrain wrote:
Tue May 26, 2026 04:42
ArceusI wrote:
Mon May 25, 2026 22:42


With an exception for the Enshittification that Minecraft is suffering.
To the extent that it concerns Minecraft's content, that is a subjective statement, and one which you have not substantiated with any definite examples.
Phoenix on YouTube has made videos showing that Minecraft is changing, the addition of Sulfur (Which is odd, considering that the material Bronze could easily be added if Tin was added, since Copper exists), but there was something bad in 1.14 (The FUCKING raids, I really hate that mechanic, it shouldn't be in Minecraft at all), and definitely the horrible combat update from 1.9 (Of course, MineClonia avoided that one). Unfortunately, because Microsoft is Anti-Consumer, they don't care about the quality of Minecraft, which means they'll do Enshittification whether we like it or not, that's why I'm wanting to get MineClonia DX off the ground, so that way Microsoft's Enshittification policies don't impact MineClonia at all.
Funfact: transition from MC 1.13 to 1.14 was the one that made me turn away from MC because my lowcost server couldn't run MC anymore without strong lag (raids made it break down completely).
That was when I stumbled across this 'Minetest' thingy, and found that my server could run 3 instances of MT (now Luanti). Also, this immediate feeling of liberation made me love it.

I agree with you in that I don't see why one should copy something instead of making something better. A copy is doomed to stay always behind. But there are folks around who like MC the way it is but just don't like the MS environment. So if someone gives them Mineclonia, it's a good thing, I guess.
If you want an alternative, that is similar, but not equal, go for Voxelibre.

(personally, even that is too close to MC in my terms. There are so cool Luanti-based games that have a fresh approach to voxel-based survival games)

Rabbithunter
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Re: [Game] Mineclonia [0.122.0]

by Rabbithunter » Post

Just wanted to say that this is my favourite game in Luanti. Keep up the good work.

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Kwetal
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Re: [Game] Mineclonia [0.122.0]

by Kwetal » Post

So Nice I found this Mineclonia, fantastic job so far.... please continue what you are doing, you saved my son's creative interest after Minecraft / Micropslob let him down (moving to Linux soon too after my win10 does not receive any updates anymore in 2032 :D).

[/start rant]
I have had so much problems with Minecraft / Microslob and their support desk (zendesk) in the past 2 years, that it made it impossible for my son and me to play our Minecraft worlds we started already several years ago. First it was the "Mojang natural texture pack" not anymore working and preventing the game from launching, it took the helpdesk 1.5 years to solve it and only because they added DRM to the Minecraft store. (it is a free texture pack for X sake).

But.. after one and a half year they finally re-added the free texture pack to my (according to them) obligated Microsoft account. So it worked again.

But... now they broke local network gameplay between 2 Nintendo switch consoles and they cannot fix it (for now). they literally told me to wait for the next update after they already said they fixed it.. they did not.
The problem is that when you want to play multiplayer over local network, the switch disconnects from the internet to set up an adhoc network, these two are mutually exclusive by hardware design of the Nintendo switch.

So I asked them to reimburse me for my two Minecraft game cards so I could use that money to get 2 PC licenses.
They refused.... so much for corporate greed
[/end rant]

Solution.... I asked ChatGPT for an open source Minecraft clone.... and guess what..... I found yours!! Fantastic..

I am now in the proces (painstakingly slow) to fork the "mojang natural texture pack" to fit Mineclonia but that goes real slow, lots of textures need redraw but it is a nice base to work from.. saves a lot of work in design and ideas... however I need to change every single texture at least a few pixels, so it is not copyrighted anymore...also some structural change in some textures are needed because Minclonia uses them in a different way (still have to figure out that part yet).

Once finished I will offer it by torrent... I will let you all know the search string to find the hash... here on the forum... but I am a single parent and have little time so it will take a very long time... I did 125 textures so far..but especially the folded textures are a menace like the chest and double chest...it requires some cutting and pasting in GIMP, just imagine when I get to the mobs... those are the most difficult to do.

As a gesture to the community I am also planning on running an old big HP Proliant in my basement and I have a 1Gbit fiber connection so I intend (in the future) to maintain an archive of Mineclonia versions there for future reference and safekeeping... I will also investigate how to set up a Luanti Minelonia world / server on a virtual machine there as well. I am not sure about the capacity and quality of my fiber connection but lets see what load it can manage. More to come..

PS I am no coder, just a button pusher, my last coding was Microsoft quick basic in 1995..so it will not go fast...
Patience is a virtue ;)

Keep up the effort all of you, this is a fantastic project...by the community for the community (like Minecraft should have remained).

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JiCeyCraft
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Re: [Game] Mineclonia [0.122.0]

by JiCeyCraft » Post

Okay, this is going ridiculous.
I have found, in the Nether, 2 kinds of towers. mushrooms, human-pigs, some big beasties... but NO FORTRESS.
The End stronghold? Only reduced to the Portal Room. The End, itself? What are those kind of trees doing, in the Nether, too ?
I believe this is NOT a Minecraft-clone as it is claimed.
Well, Mineclonia was "fun". For a moment *sigh*.
Now, I will test Voxelibre.
Trust and Honesty are necessary conditions for friendship. (Princess Celestia)

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Kwetal
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Re: [Game] Mineclonia [0.122.0]

by Kwetal » Post

JiCeyCraft wrote:
Wed Jul 01, 2026 13:52
Okay, this is going ridiculous.
I have found, in the Nether, 2 kinds of towers. mushrooms, human-pigs, some big beasties... but NO FORTRESS.
The End stronghold? Only reduced to the Portal Room. The End, itself? What are those kind of trees doing, in the Nether, too ?
I believe this is NOT a Minecraft-clone as it is claimed.
Well, Mineclonia was "fun". For a moment *sigh*.
Now, I will test Voxelibre.
I understand the game is work in progress hence the version number starting with a zero and what you found might be related to the seed you used? (just guessing here).
Instead of trying to find a complete AND free game to play, you could also adopt this game and support it by either fixing some issues or testing it and pointing out the bugs for the developers, remember this is open source by the community for the community, remember the "by the community" in that sentence...

In other words, it is my personal opinion that your comment sounds a bit ungrateful for something that is free.

My first "bug" remark here for the developers is that the mine cart mechanics are a bit off here and there, as it is possible to place a mine cart in the air, the removal of the rails and the block beneath it did not drop the minecart down, it is also impossible to drive the mine cart into a lake or pond or water body which you created yourself. Also when going down in a minecart on rails one block, sometimes makes the cart go under the next block resulting in your legs and the cart being stuck in the block beneath you, you need to exit and re-enter the cart to get the cart back, after this the cart was glitching and seemed to float in the air and could be used as a hovercraft, which could be a nice feature though, (how to sell a bug as a feature :D)

That was my testing for today... I am progressing slowly with the natural texture pack (32 bit) for mineclonia (derivative from Mojang natural texture pack) and will continue now redrawing lots of textures with gimp.. have fun all of you with this amazing endeavor of cloning minecraft...
Image

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Melkor
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Re: [Game] Mineclonia [0.122.0]

by Melkor » Post

Kwetal wrote:
Wed Jul 01, 2026 16:14
JiCeyCraft wrote:
Wed Jul 01, 2026 13:52
Okay, this is going ridiculous.
I have found, in the Nether, 2 kinds of towers. mushrooms, human-pigs, some big beasties... but NO FORTRESS.
The End stronghold? Only reduced to the Portal Room. The End, itself? What are those kind of trees doing, in the Nether, too ?
I believe this is NOT a Minecraft-clone as it is claimed.
Well, Mineclonia was "fun". For a moment *sigh*.
Now, I will test Voxelibre.
In other words, it is my personal opinion that your comment sounds a bit ungrateful for something that is free.
Agree with Kwetal, this person is acting as if he bought this game.

bgstack15
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Re: [Game] Mineclonia [0.122.0]

by bgstack15 » Post

You can play a whole survival gameplay from punching a tree to defeating the enderdragon in Mineclonia. What more do you need?

VoxeLibre is going off in its own creative direction, so if you're looking for a clone of something, VL isn't it.
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repetitivestrain
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Re: [Game] Mineclonia [0.122.0]

by repetitivestrain » Post

JiCeyCraft wrote:
Wed Jul 01, 2026 13:52
Okay, this is going ridiculous.
I have found, in the Nether, 2 kinds of towers. mushrooms, human-pigs, some big beasties... but NO FORTRESS.
The End stronghold? Only reduced to the Portal Room. The End, itself? What are those kind of trees doing, in the Nether, too ?
I believe this is NOT a Minecraft-clone as it is claimed.
Well, Mineclonia was "fun". For a moment *sigh*.
Now, I will test Voxelibre.
Install Luanti 5.14.0 or later, or enable mcl_levelgen. New structures do not generate on Luanti 5.13.x or earlier releases.
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Kwetal
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Re: [Game] Mineclonia [0.122.0]

by Kwetal » Post

A few remarks / requests for the devs:

I am missing the tripwire hook and the ability for wire (string) to be used in such a way. (I found the texture and recipe to be missing for the hook and the wire cannot be placed as a block)

Any idea if this is coming into mineclonia? I understand the mechanics are not that easy as just to simply make a block for this.. it has a redstone function in combination with the wire, so pretty complex to code I guess.

I also found out the mechanics (pixel mapping) of the pumpkin stem growth, interferes with textures of bigger than 16x16 px, when making another .png in 32px , the growing stages break and only the last full grown version of the unattached stem will show correct (the connected stem is ok), all other stages show either out of place or absent. this has to do with (apparently) with the model pointing to certain pixel locations in the png, which are also used for the last stage, when scaling either the growing phase works or the end stage works but never at the same time. Maybe for future modding of the textures, the growing mechanics can be changed to 4 different png files of each stage as is done with the clock or compass for example.

My 2 cents of today ;)

P.S.
I'l just continue with converting the natural texture pack while I play with the kids and encounter the textures used and will probably run into more of these kind of "texture" mapping problems later so expect more of these remarks :P.
The funy thing I encountered was also that when I intentionally break a texture in the standard folder of minetest and I have no texture in the texture pack yet, Luanti replaces it with a green colored 3D model of the item, which makes me remember my latest job as a 3D mechanical engineer with Autodesk inventor. It seems the game uses 3D models made with any possible 3D drawing program, saved in a universal file format... I can standard open de model files with 3D viewer of Microslob. I just wish I understood how the texture (png) mapping / folding on the 3D model is done, it would make creating the textures more easy, which now is just reverse engineering the existing ones. Also moveable models like mobs would be nice to know how it is done, I could create the 3D models myself. I would like to make the copper golem model and texture for example (and let someone else do the pathfinding and actions ;D ).
Well so far my discovery journey into mineclonia and luanti, more to follow... ;)

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Kwetal
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Re: [Game] Mineclonia [0.122.0]

by Kwetal » Post

Ok a few short remarks and my solution:

The sky is very very dark during rain, I found out that the 2 lua files taking care of this, both adjust the brightness of the sky, one of them is rain.lua and the other is weather_core.lua

I changed the rain setting in weather_core lua to 0.9 instead of 0.6 because rain.lua subtracts another 0.15 of that which resulted in very dark sky, now the sky turns grey instead of black... with a more minecraft comparable view during rain.

Also I noticed the very very dark shadow in the water when going deep, this is not the same as in minecraft, I did not find out how to limit the shadow under water yet but I achieved a reasonable compromise by adding a line of code in node.liquids.lua at the water_source and water_flowing lines,I added "light_source = 3," after the parameter "paramtype = light" line...

You can make the water even more light and see through if you like by increasing the number, however that would defy the purpose of the game I guess. I am still playing with the transparency of the water texture file and the right color but it is on it's way..

I am thinking of adding fog to the under water view like in Minecraft as well..but more on that later.

I wonder if I could place the modified lua files in the texture pack as well so I can keep the original ones in the basic mineclonia install and have the mod for the lighting (not lightning ;P ) incorporated in my new natural texture pack.

Does anyone have a suggestion?

repetitivestrain
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Re: [Game] Mineclonia [0.122.0]

by repetitivestrain » Post

Kwetal wrote:
Sun Jul 05, 2026 13:14
Does anyone have a suggestion?
I'd suggest installing mcl_localplayer instead:

https://mineclonia.codeberg.page/wiki/g ... layer.html
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