[Game] Mineclonia [0.94.0]

corasTenthTry
Member
Posts: 120
Joined: Sat Jan 02, 2021 13:58
GitHub: corarona
IRC: cora
In-game: cora
Contact:

Re: [Game] Mineclonia [0.93.0]

by corasTenthTry » Post

there is no toki pona translation either, literally unplayable, cora, 0/10

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.93.0]

by ryvnf » Post

Kyoushi wrote:
Mon Jan 01, 2024 14:57
Great, thank you for the update! :-)

And a happy new year to you all! :-)

Unfortunately the translation issue is not solved yet (for example when Minetest language is German, many wood items still show English item titles even when a German Translation is in the translation file).
This is probably a regression of refactoring tree/wood item registration into a common mod which we did a while back. I will look into it.

corasTenthTry
Member
Posts: 120
Joined: Sat Jan 02, 2021 13:58
GitHub: corarona
IRC: cora
In-game: cora
Contact:

Re: [Game] Mineclonia [0.93.1]

by corasTenthTry » Post

I have made a patch release to fix a few critical bugs:
  • Fix crash when bone mealing mangrove propagule
  • Fix crash when attempting to sleep in a bed in the nether
  • Fix crash when certain light checks happen
  • Fix crash when trying to open trapped chests while animated chests are disabled
  • Fix vindicators falling through the ground
  • Further improved settings
  • Refactor mcl_stairs
  • Fix occasional crashes in awards gui (Ketwaroo)
  • Make shift+click move things to the crafting grid in survival

    From mcl2
  • Fix XP orbs texture breaking randomly

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.93.0]

by ryvnf » Post

Another bugfix release is here 0.93.2. It also brings some improvements to decorated pots.

Changes
  • Update decorated pot nodebox
  • Improve decorated pot inventory and wield image
  • Fix decorated pot loosing its metadata when dug
  • Fix decorated pot sometimes loosing its side textures when unloaded
  • Fix mobs dying multiple times when killed in the air
  • Fix crash when tooldef does not have _mcl_diggroups
  • Fix crash when itemframe gets an item with invalid wield_scale
  • Make mcl_trees use proper translation templating
  • Make tree growth replace dig_by_water nodes
  • Fix cherry wood aliases
  • Fix ladders not being placable on a number of nodes
Changes backported from MineClone 2
  • Make sunflower a mesh and change its appearance
  • Add missing mob sounds
  • Align ghast attributes with MC
  • Make the fortune enchantment on Hoe work on crops
  • Fix rotatable nodes not being placable on right-clickable nodes
  • Fix a mcl_shields crash

User avatar
Kyoushi
Member
Posts: 13
Joined: Mon Dec 04, 2023 17:55
GitHub: Laudrin

Re: [Game] Mineclonia [0.93.0]

by Kyoushi » Post

Thank you for the update! :-)
ryvnf wrote:
Thu Jan 11, 2024 18:08
[*] Make mcl_trees use proper translation templating
If I understand correctly, this should show the translations now for wood, too? Or just for tree names and wood is a different included mod?

Because wood items still show the English name and/or description with the new update, for example acacia wood and acacia leaves. The description / info text shows the translation ("Entzündlich" for I think burnable).

There is no locale subdirectory in mcl_trees, otherwise I would gladly provide the translation, but I think in other games there should be German translations for the wood types and wood items like planks, boats already. For example in mcl_boats included with Mineclonia, there is a mcl_boats.de.tr with the translations, which is not used by Mineclonia.

There are further items missing or not showing translations, here are just some of them:
  • Cobblestone is translated (Kopfsteinpflaster), Cobblestone Slab is not.
  • most wood items, like Bamboo Wood Planks
  • some achievements
  • some enchantments (Feather Falling, Protection, Fire Protection, Thorns, …)
  • some parts of the help
  • some included mods like amethyst, spyglass (translations provided as mentioned below)
  • smithing template (armor trim), banner pattern, scaffolding, barrel (and description 27 inventory slots), beehive, blackstone wall, blast furnace, all boats, crossbow, bone meal, cartography table, campfire, soul campfire and many more
  • some typos in the translation, like Quarz Ziegel, should be Quarzziegel
I already provided translation files for amethyst and spyglass in the issue tracker: https://codeberg.org/mineclonia/mineclonia/issues/899

If someone can explain to me how to put it into the repository as code for a a pull request (I hope these are the right terms), I could do it this way, otherwise I would be glad if someone can take my translations and put them into the next Mineclonia update after checking. Thank you! :-)

And of course I would gladly provide any missing translations if someone could provide me with the English text or after the translation issue is solved so I can see where translations are really missing, as some are already there but not shown.

I will put this in the issue tracker, too.

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.93.0]

by ryvnf » Post

Kyoushi wrote:
Fri Jan 12, 2024 11:41
If I understand correctly, this should show the translations now for wood, too? Or just for tree names and wood is a different included mod?
No. This only fixes incorrect usage of the Minetest translator object within the mod. New translation strings will still need to be provided for the mod.
Kyoushi wrote:
Fri Jan 12, 2024 11:41
And of course I would gladly provide any missing translations if someone could provide me with the English text or after the translation issue is solved so I can see where translations are really missing, as some are already there but not shown.
Thanks for offering to help with translations!

I am currently working on setting up infrastructure for translations for the project. This includes migrating to the standard Minetest script to update translation templates but also looking into setting up weblate for the project. I think it is best if we wait with any translation contributions until that work is complete. I expect it to take 2-3 weeks.

lsdog
New member
Posts: 4
Joined: Sat Jan 13, 2024 16:20

Re: [Game] Mineclonia [0.93.0]

by lsdog » Post

Hello,
when migrating my MineClone2 server to Mineclonia, a huge cave generated below our house (below -64) , netting one stack of diamonds just strolling through it (with a Fortune 3 pickaxe though)
That does seem like a bit much, given that air exposure is supposed to reduce the chance of an ore block generating (divided by 4 if I recall correctly).
Is that taken into account for ore generation ?
Thank you very much for this,
lsdog

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.93.0]

by ryvnf » Post

lsdog wrote:
Sat Jan 13, 2024 16:34
Hello,
when migrating my MineClone2 server to Mineclonia, a huge cave generated below our house (below -64) , netting one stack of diamonds just strolling through it (with a Fortune 3 pickaxe though)
That does seem like a bit much, given that air exposure is supposed to reduce the chance of an ore block generating (divided by 4 if I recall correctly).
Is that taken into account for ore generation ?
Thank you very much for this,
lsdog
Hello! Thanks for enjoying the game!

The bedrock lowering will trigger regeneration of structures, caves and ores up to y-level -32. I think it is possible that it has resulted in more ores generating there than what is typical.

Ores do not have a lower spawn chance when exposed to air. The Minetest engine does not support that currently, so unfortunately it will probably be hard for us to implement.

corasTenthTry
Member
Posts: 120
Joined: Sat Jan 02, 2021 13:58
GitHub: corarona
IRC: cora
In-game: cora
Contact:

Re: [Game] Mineclonia [0.93.2]

by corasTenthTry » Post

we could make an lbm that covers all exposed diamonds with stones on first load

lsdog
New member
Posts: 4
Joined: Sat Jan 13, 2024 16:20

Re: [Game] Mineclonia [0.93.2]

by lsdog » Post

Thanks for the answer ! Makes sense if the engine does not allow for it, thank you.
Is coraTenthTry's answer stroke because it wouldn't work or...?
(I assume you wouldn't replace juste by stone but by the most common block close by ?)

corasTenthTry
Member
Posts: 120
Joined: Sat Jan 02, 2021 13:58
GitHub: corarona
IRC: cora
In-game: cora
Contact:

Re: [Game] Mineclonia [0.93.2]

by corasTenthTry » Post

well it would be kind of slow i suppose and it would have to run for each and every (diamond) ore so is it possible? yes, is it a good idea? probably no

corasTenthTry
Member
Posts: 120
Joined: Sat Jan 02, 2021 13:58
GitHub: corarona
IRC: cora
In-game: cora
Contact:

Re: [Game] Mineclonia [0.93.2]

by corasTenthTry » Post

I mean i personally think it's kind of good that there is incentive to explore caves but I could make it as an external mod though for people who absolutely want this

lsdog
New member
Posts: 4
Joined: Sat Jan 13, 2024 16:20

Re: [Game] Mineclonia [0.93.2]

by lsdog » Post

I tried doing it myself with lbms and made some progress but is there some way to make it run on newly generated blocks ? (by default it only runs on blocks loaded before the lbm introduction)
Also the neighbors={} attribute of abms would be useful but there doesn't seem to be such a thing...

corasTenthTry
Member
Posts: 120
Joined: Sat Jan 02, 2021 13:58
GitHub: corarona
IRC: cora
In-game: cora
Contact:

Re: [Game] Mineclonia [0.93.2]

by corasTenthTry » Post

yeah lbm's don't have a neighbor thingy you'll have to do that in the code yourself, however if they don't get called on newly generated nodes a lbm probably won't work so well after all

corasTenthTry
Member
Posts: 120
Joined: Sat Jan 02, 2021 13:58
GitHub: corarona
IRC: cora
In-game: cora
Contact:

Re: [Game] Mineclonia [0.93.2]

by corasTenthTry » Post

I made something for you, it appears to miss some ores now and then but generally appears to work, you can set the chance value in line 4 to adjust the amount of exposed ores that will be replaced.

https://gist.github.com/corarona/16b4d8 ... 9b924afe0a

EDIT: you might need to add a mod.conf containing
depends = mcl_core, mcl_nether, mcl_deepslate, mcl_copper, mcl_blackstone

it worked for me without but technically this mod would need those other mods at load time.

lsdog
New member
Posts: 4
Joined: Sat Jan 13, 2024 16:20

Re: [Game] Mineclonia [0.93.2]

by lsdog » Post

Oh thank you so much ! The on_generated callback is what I needed, plus it provides a good example to understand and try and code for myself in the future !
Thanks again, will try tonight !

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.93.2]

by ryvnf » Post

0.94.0 is released! A highlight of this release is a clever hack by Kimapr which makes shift-clicking items into furnaces put them into the appropriate slot. It also contains a number of fixes and other improvements.

Changes
  • Make fish have a separate mob cap from other water mobs
  • Make glow squids only spawn 32 nodes under sea level and at light-level 0
  • Make squids and glow squids spawn in groups of 2-4
  • Fix snow golems not throwing snowballs at monsters
  • Fix crash when using a protected dispenser to grow a tree
  • Fix smithing table not accepting swords
  • Make unwaxed copper get deoxidized when struck by lightning
  • Fix portal breaking when digging non-frame obsidian
  • Automatically put items in the right furnace slot with shift-click [Kimapr]
  • Make villagers run away from more mobs [Codiac]
  • Hide debug settings from the settings menu
  • Add water mob caps to settings menu
  • Make cacti damage mobs
  • Fix piston double drops
  • Make mobs better at leaving deep water [Codiac]
  • Use mob collision box height to determine drowning [Codiac]
  • Limit village well depth to 1 so villagers do not drown [Codiac]
  • Make ice opacity follow the "Opaque Liquids" setting
  • Fix slime spawn light and chunk check [Codiac]
  • Make it possible to bone-meal sea pickles [metmj]
Changes backported from MineClone 2
  • Make destroying boats with punch easier
  • Reduce sweet berry bush slowdown
  • Add nylium decay
  • Add nether vine placement restrictions

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.94.0]

by ryvnf » Post

0.95.0 is released! This release features a number of improvements and adds the ability to color leather armor.

Changes
  • Remove 0.2 second delay when turning on/off redstone lamp [metmj]
  • Make villagers go to bell at work time if they do not have a job [Codiac]
  • Add distance restriction for mob follow range [Codiac]
  • Improve visibility check for mob attacking [Codiac]
  • Add API for crop managemtn during village creation [Codiac]
  • Make villagers walk to an empty block next to a job site instead of on top of it [Codiac]
  • Correct butcher house schematic [metmj]
  • Smaller tweaks to villages and trading UI [Codiac]
  • Rewrite itemframes
  • Fix mob crash in line of sight check
  • Fix ability to breed chicken with any item using dispenser
  • Add missing deepslate stonecutter recipes
  • Add flowing water physics to ignited TNT [hugo_radmacher]
  • Spanish translations for crafting guide [usrib]
  • Only show credits at first exit out of end
  • Fix "/weather thunder" not working [metmj]
  • Tweak speed of a few mobs [ShadowRoi]
  • Restrict brewing stand output slots to potion and bottle items
  • Make shift-click put armor in armor slot and other items in crafting grid
  • Make shift-click sort items into appropriate slots for loom, brewing stand and smithing table
  • Make piglins take 30 seconds to zombify in the overworld
Changes backported from MineClone 2
  • Add colored leather armor
  • Add missing shield features and knockback tweaks
  • Add more piglin bartering
  • Add more furnace fuels

flegel
Member
Posts: 49
Joined: Thu Nov 05, 2020 05:06

Re: [Game] Mineclonia [0.94.0]

by flegel » Post

hi,

thanks first of all for your work. but as of this version i have 2 problems

1. when i kill something, i get nothing
2. i am using 2 mod that have dependencies that are now unfortunately lost

minclone2 get comfortable and mineclone2 funrniture no longer run

mcl_playerinfo was ever removed
mcl_cozy needs mcl_playerinfo

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.94.0]

by ryvnf » Post

flegel wrote:
Tue Feb 13, 2024 20:27
hi,

thanks first of all for your work. but as of this version i have 2 problems

1. when i kill something, i get nothing
2. i am using 2 mod that have dependencies that are now unfortunately lost

minclone2 get comfortable and mineclone2 funrniture no longer run

mcl_playerinfo was ever removed
mcl_cozy needs mcl_playerinfo
Thanks for appreciating our work and providing feedback.

We did a refactoring were we consolidated mcl_playerplus, mcl_player_init and mcl_playerinfo into a new mod called mcl_player. We did however not consider the fact that there is a mod which depends on it. I will bring it up for discussion about what we can do about that.

The mcl_decor (I assume that is the mod in question) dependency to mcl_cozy is optional so you should be able to disable mcl_cozy and still have the furniture working if you have not done so already.

Opalix
New member
Posts: 2
Joined: Fri Nov 24, 2023 20:40

Re: [Game] Mineclonia [0.95.0]

by Opalix » Post

Hello,

many thanks for Mineclonia!! Runnig it on a selfhosted server my family and friends come together (grandkids, kids, friends) in a wonderful mineclonia world although living in different locations in the real world.

With the new mineclonia version 0.95.0 the neat mod steampunk_blimp is not working anymore. When a player tries to attach a steampunk the program crashes with the message:

AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_run_simple_callback(): ...st.Minetest/.minetest/mods/steampunk_blimp/utilities.lua:72: attempt to index field 'player_attached' (a nil value)
stack traceback:
...st.Minetest/.minetest/mods/steampunk_blimp/utilities.lua:72: in function 'do_attach'
...st.Minetest/.minetest/mods/steampunk_blimp/utilities.lua:167: in function 'attach_pax'
...est.Minetest/.minetest/mods/steampunk_blimp/entities.lua:571: in function <...est.Minetest/.minetest/mods/steampunk_blimp/entities.lua:471>

I assume the player information is not present at that moment ('player_attached' (a nil value)). Probably that is due to the refactoring to the new mod mcl_player. Up to mineclonia version 0.94.0 steampunk_blimp worked fine. In the actual original minetest_game the are also no problems.

Is it possible for you to solve the problem? Or should it be solved from the Steampunk side?

Best Regards,
Opalix

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.95.0]

by ryvnf » Post

Opalix wrote:
Fri Feb 16, 2024 14:32
Hello,

many thanks for Mineclonia!! Runnig it on a selfhosted server my family and friends come together (grandkids, kids, friends) in a wonderful mineclonia world although living in different locations in the real world.

With the new mineclonia version 0.95.0 the neat mod steampunk_blimp is not working anymore. When a player tries to attach a steampunk the program crashes with the message:

AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_run_simple_callback(): ...st.Minetest/.minetest/mods/steampunk_blimp/utilities.lua:72: attempt to index field 'player_attached' (a nil value)
stack traceback:
...st.Minetest/.minetest/mods/steampunk_blimp/utilities.lua:72: in function 'do_attach'
...st.Minetest/.minetest/mods/steampunk_blimp/utilities.lua:167: in function 'attach_pax'
...est.Minetest/.minetest/mods/steampunk_blimp/entities.lua:571: in function <...est.Minetest/.minetest/mods/steampunk_blimp/entities.lua:471>

I assume the player information is not present at that moment ('player_attached' (a nil value)). Probably that is due to the refactoring to the new mod mcl_player. Up to mineclonia version 0.94.0 steampunk_blimp worked fine. In the actual original minetest_game the are also no problems.

Is it possible for you to solve the problem? Or should it be solved from the Steampunk side?

Best Regards,
Opalix
That is such a wonderful thing to hear :)

We decided to add a compatibility layer to restore compatibility with old mods. We are still working on it. See this PR. We will consider situations like this before making breaking mod API changes in the future. Some breaking changes are expected as the game is still beta but this one was probably avoidable.

I suggest simply sticking to 0.94.0 until this is resolved.

Opalix
New member
Posts: 2
Joined: Fri Nov 24, 2023 20:40

Re: [Game] Mineclonia [0.95.0]

by Opalix » Post

Many thanks! Good to hear you're working on a solution.
Yes, version 0.94.0 is used now until it is resolved

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.94.0]

by ryvnf » Post

0.96.0 is released! This release addresses a few issues in the past release (including mcl_playerinfo compatibility) and features improvements to things like decorated pots.

Changes
  • Reduce lag caused by villagers
  • Add compatibility with old mcl_playerinfo and mcl_player.player_attached
  • Fix graphical glitch for wielded items in third-person
  • Improve prevention of ender dragon flying away and not returning
  • Make ender pearls and eye of ender be thrown using right-click
  • Replace nether portal ABM with a callback to reduce lag before teleporting
  • Change speed of mobs [ShadowRoi]
  • Fix invalid node id in butcher house schematic [metmj]
  • Make decorated pot tooltip list what faces it has
  • Make placed decorated pot faces match the layout used in its crafting recipe
  • Add more stair/slabs types when the extra_nodes setting is enabled
  • Rename "Polished Stone" to "Smooth Stone" to match Minecraft
  • Improve appearence of polished granite, andesite and diorite slabs
  • Fix appearence of lapis, iron and gold stairs

ryvnf
Member
Posts: 51
Joined: Wed Aug 15, 2018 21:10
GitHub: ryvnf
IRC: ryvnf
In-game: ryvnf

Re: [Game] Mineclonia [0.94.0]

by ryvnf » Post

We made a 0.96.1 patch release to a fix regressions with crafting recipes involving stairs. The release also adds the ability to place torches from the off-hand slot when holding tools.

Changes
  • Add ability to place torches from off-hand when holding tools
  • Fix composter and barrels being uncraftable
  • Fix ability to craft items from stairs and slabs instead solid nodes
  • Fix ability to craft concrete stairs and slabs with cracked stone bricks

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest