I think it's probably because you have mesecons mod added it, and it already was in on the same namespace for mineclone2, so breaks. You cannot use mesecons with MineClone2 due to the name collision. Sometimes it starts up and uses the wrong 1 and causes issues.
"Games will a lot less content require less resources"
Yes, and the game didn't used to run smooth on old harward until I opitimized it. Dual core CPU's started running smoother when they didn't before. Those devices would have likely been a bad experience even before this, so to now suggest they're not runable is using a very narrow view of history to misrepresent how good and efficient this game was. When I took over MineClone2 in December, it was poor performance wise. I spend months optimising it, rather than focussing on the existing backlog of bugs 700+. You were very quiet when the changes for Kelp node timers, Sculk went in, raids. For those who used to maintain the project to remove some music and their friends suggest the changes we made broke it performance wise... yeah... sure, buddy. Until you can learn to be balanced, your opinion isn't going to count for much.
You, and Cora worked on the old Mineclonia, so it's safe to say you were close before and that hasn't really been hidden recently and both of you are sharing the same troll image on our repo...
If we are interesting in a public statement, I'm sure we can come to you, as it seems you're unofficial spokesperson for the Mineclonia project. If the focus is to trash the rival project, it doesn't really come across too well though. Negative marketing isn't pretty. Dirt often rubs off more on those that throw it.
Of the issues you have mentioned. 1 and 3 are issues only you have complained about. Number 2, there has been a few issues that have been mopped up. The only mod so far impacted, actually agreed with the change and was happy to resolve the issue. Repeatedly talking about issues only you have an issue with doesn't make the issue any more significant.
I've seen very little mention of crashes other than from yourself or those involved in the Mineclonia project. It comes across more as negative marketing, than any legitimate issue.
We don't really support devices less than 2gb of ram as even if you do, eventually the world gets big and it goes pop. We also don't feel removing music is a good experience, and the benefits are questionable for most.
MineClonia isn't more stable. I've seen more crashes for it, tbh. For example, they removed error handling for mobs which stopped a game from crashing when an exception happened. We added this in because mobs is immature, needs a lot of work, and is subject to a lot of change. Many of the game crashes came from it, so it made sense to add in error handling. Many of Mineclonia's features and fixes comes from MineClone2.
What a game is advertised as, and what it is, are two different things.
"Inventory items can turn into other items in new MineClone2 versions: ..."
You cannot yet make blue dye from flowers, we left that out for players to convert their old lapis (now blue dye) back into lapis from blue dye, we added this to the release notes also. It will be left in for 3-6 months.
"Texture names are not stable: ..."
They were named incorrectly and not to standards, we made the decision to change them once. At the time, we weren't aware of mod impact issues. Once aware, we worked with the one author impacted and apologised and they actually agreed with the change and that it was neccessary.
"Mods are ill-defined and often tightly coupled: ...."
I agree with you on this, and unfortunately both happened and was released long before I became maintainer. I have taken your points on board and will try to catch this in reviews in future. However, if you depend on where they've been added, it will remain a valid dependency. I can only see this being an issue if something is removed from an area.
I often agree on the importance of the things you care about, but will sometimes come to different conclusions on what is the best path forward. I appreciated hearing your perspective on this a few months ago when you raised it on IRC, and I'm always happy to get feedback on how we can improve things, but hyperbole such as "x will always break", or "x will break again", or "x will keep changing" isn't particularly helpful to a technical discussion, 'cause often it's factually incorrect. It's always better to ask why, rather than ranting on IRC and casting negative aspersions on people's character and incorrectly assuming their motives.
You can also adjust the player reach in the game settings.
The polishing side of game development takes the most work. We currently have 780 issues open and rely on volunteer contributions. The game makes massives strides, but there is plenty more to go and it gets better with every release :).
There is something quite satisfying about terraforming an alien planet. It scratches that eco itch. From an emotional point of view, that is valuable. Cultivating and developing chaos into life.
I did a little mining, but didn't care too much about it. The mutants regularly jump scare me, but they aren't too challenging as you can outjump them, but the converting the terrain to something lush is quite satisfying.
I really like the facts that blocks convert rather than crafting recipes, it feels more natural, and about your controlling the environment. Part of me feels that the start should be based on algae growing on water, you scrape it off, and you mix with volcanic ash to make some type of soil that could develop life (not always, and things like moss sprout off it). Maybe you enrich the mix more and more with volcanic ash, but the creation of life is not guaranteed. It would give it a unique, not so crafty start to things.
I think some of the conversions should be findable in game, like a help/basics tab in the inventory. It's a great reference. It feels needing to go to the readme will alienate a few potential players.
Also, too many crafting recipes at first. Some available initially that are core (such as saplings, tools etc.) but some extra blocks should add to recipes as you discover them perhaps.
Oh, and if you die, restart as it is not intuitive that you need mutants just to be able to get started (apples and digging tool). Maybe a help message on death could help (like the start one which was a cool nudge).
However, great base game. Very satisfying. I'm excited about the potential of this game.
Villages can be kind of rare, as they don't spawn in all biomes, so there is an element of luck to them. See seed "apple" or "StarCore" for any close to seed. We will probably have to look into village spawning code at some point. It is on the radar.