Some issues with the new update 0.87 #4333
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Reference: VoxeLibre/VoxeLibre#4333
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VoxeLibre version: 0.87
MineTest 5.8.0
What happened?
Thank you for the new release! But in the first minutes of trying the update, I encountered multiple new issues with the game:
What should happen:
Steps to reproduce
Load or create a world, do what I did mentioned above. ;-)
Missing German translations (not sure if you can also use those in Mineclonia, as I did a lot of translations for the next update of MCLA)
Bamboo Plank -> Bambusplanken
Bamboo Plank Slab -> Bambusplatte
Bamboo Sign -> Bambusschild
Barrel = Fass (or "Fischfass", if you want to give a hint to the fisher villager)
Bell - Glocke (or more precise "Dorfglocke")
Blast Protection -> Explosionsschutz
Block of Raw Iron = Roheisenblock
Bottle o' Enchanting -> Zauberfläschchen, Verzauberungsfläschchen (MC uses "Erfahrungsfläschchen")
Campfire = Lagerfeuer
Chain = Kette
Cherry Sapling = Kirschbaumsetzling
Clover = Kleeblatt
Composter = Komposter ("Kompostierer" is also used, but less frequent)
Compressed Cobblestone = Verdichtetes Kopfsteinpflaster (compressed can also be komprimiert, but this seems to be a bit off in this context)
Crystalline Drop -> Kristalliner Tropfen (or should "drop" be like "tear", then a better translation would be "Kristallträne")
Double Compressed Cobblestone = Doppelt verdichtetes Kopfsteinpflaster (or "Stark verdichtetes Kopfsteinpflaster")
Enchanted Golden Apple -> Verzauberter goldener Apfel
Feather Falling -> Federfall
Fletcher Table = Bognertisch (fletcher is Pfeilmacher or Bogner in German)
Four-leaf clover = vierblättriges Kleeblatt
Hollow Birch Log = Hohler Birkenstamm
Hollow Dark Oak Log = Hohler Schwarzeichenstamm
Hollow Spruche Log = Hohler Fichtenstamm
Lantern = Laterne
Loom = Webstuhl
Netherrack -> Nethergestein (MC uses as a translation "Netherstein")
Prismarin Brick Stairs -> Prismarinziegeltreppe
Projectile Protection -> Schusssicherheit / Projektilschutz
Raw Iron = Roheisen
Schmiedevorlage 'coast' -> Schmiedevorlage 'Küste'
Shepherd Staff = Hirtenstab (Shepherd can also be translated with Schäfer)
Smithing table = Schmiedetisch
Smoker = Räucherofen
Soul Latern - Seelenlaterne
Spectre Membrane -> Geistermembrane (I suppose you don't want to use Phantommembrane from MC)
Thorns -> Dornen
Weeping Vines -> Trauerranken
Wrong German translations
birch sign = Birkenschild (not "Birke Zeichen", "sign" is in this case "Schild")
cooked fish = Gebratener Fish (the literal translation is correct, but as you fry fish on a campfire or in a furnace or smoker, it should be "gebraten")
cooked salmon = Gebratener Lachs (see above)
copper ingot = Kupferbarren (not Kupfer Barren)
jungle (wood) sign = Dschungelholzschild (Dschungelzeichen)
item frame = Rahmen (or "Gegenstandsrahmen") (not "Artikel Rahmen")
Content of this post may change
I will add more here if I find more issues.
Edit: 2024-06-24: Added more translations (see post below) and sorted the list alphabetically.
Hold right-click as eating is no longer instantaneous.
Thanks.
So far, I haven't been able to reproduce the issue you are seeing night fall. Unfortunately, I can't fix a bug that I can't reproduce. So, to try and reproduce this, could you please answer these questions:
Any other information you can think of that you were doing around the time you saw this occur will be helpful.
We can't reproduce it. Needs more information.
Something like this (from above). S is stone, D the door, X my position. The ceiling was three blocks from the ground.
With a birch door, but before it happened (there was still light) and before I started digging out the second room.
Survival, singleplayer.
A new world.
The other problem (golem could not be hit with the first few strikes of a sword like before) I encountered in an older world, so to check if this was caused by the old world, I created a new one with 0.87.0.
World seed: 6233248023704094399
I placed the torch at 15,9,31 according to debug.txt, but found no other info regarding light or nightfall in there which could help.
Graphic options: soft light, fog, dynamic shadows (low), movie-like dynamic compression, automatic illumination/exposure activated (sorry, I'm re-translating back from German).
I could provide the world (of course I already played some time now) or options file if needed.
I will try again with the same seed and see if I can reproduce it at first nightfall.
Another question: Should I put the translation stuff into another issue as it has grown quite a bit until I posted it?
You could just make a PR for the translations.
I'm not sure how to do that unfortunately. 😓
Oh, it seems I found the darkness issue myself. This is quite awkward, it seems I forgot a burning furnace in the first room with the door. From the log I could see that I placed a furnace before it happened. Could not see it from the log, but this was the only way I could reproduce it in the new world with the same seed at the same location (second room is lit at dusk because a burning furnace, as soon as the fuel is burned, the second room is dark).
Shame on me and sorry for the hassle! 😥
Still the iron golem hitting issue is different from before, usually I would hit them with the first blow. It seems I now have to find the right distance and angle of hit them. Of course I'm not that far in my new world and the old worlds were created pre 0.87.0. Haven't played VL for a while, so the behavior could have changed in a version before.
Well, you fork the repo (button somewhere on the top of the site), add changes to a file, in a new branch (when using the web interface you get to pick it while editing), make a PR (there should be a button somewhere on the top)... and here we go.
Other than that, you could fork the repo and follow the instructions on the wiki for testing a Pull Request, but instead of fetching a PR... make your changes and
The iron golem issue appears to be a specific case of issue #4298 The attack range in creative mode has been nerfed. Edit: looks like not quite. That issue specifies creative mode, but there is an issue with attack range in general. I'll still keep the reference as it will be useful in tracking this.
We may want to add an eating progress bar... and attack recover progress bar.
The attack cooldown is really important, hopefully it doesn't require voodoo magic. :)
Attack cooldown is there, there's just no indicator of it.
I know, and I even asked in #975 if it's possible, but since it's not high priority it remained in the theoretically possible realm. :D
New translations and corrections for German (I will include them in the list above):
Incorrect translations: