🟦 Devlog – Tracking the Development of Minethelia
🎯 Devlog Objective
This page presents the evolution of Minethelia's development, the features currently in progress, the planned updates, the systems under test, and future improvements. It allows the community to follow the project with full transparency.
🛠️ Work in Progress
Systems in development
- Kinetic network: windmill, shafts, gears, reducers, physics of torque/speed/friction.
- Complete metallurgy: Copper → Bronze → Iron → Steel, crucible, low furnace, annealing furnace, forging.
- Geological prospecting: prospecting pickaxe, density/node modes, triangulation 160→40 blocks.
- Generational breeding G0→G10: capture, progressive domestication, modified behaviors.
Features in Testing
- Enchantments (8 types): effects OK, UI missing.
- Potions (8 types): effects OK, crafting/consumption missing.
- Intelligent Cube System: advanced textures, physical/chemical properties, thermal/organic simulation.
New blocks, items, or mechanics
- Sailboat + mounts (elks).
- Extended water system: buckets, infinite sources, waves, refraction, aquatic plants, ice, evaporation.
- Aquatic entities: fish, algae, corals.
Ongoing Optimizations
- Texture2DArray: 17 MB VRAM saved.
- VoxelQuant + BoxDescriptor: 66% to 92% compression.
- Heightmap Occlusion / LOD: 48% of chunks not generated.
- Cave Culling: 53% of underground chunks skipped.
Priority Bug Fixes
- SetBlockGlobal: removed unnecessary regeneration.
- WaterFlowSystem: visited set, cleanup, orphan block removal.
- TerrainGenerator: caves below sea level fixed.
- ChunkMesher: greedy mesh fixed.
- EnemyManager: memory leak fixed.
- 30+ singletons: full cleanup in _ExitTree.
- 12+ systems: IsInstanceValid added to prevent crashes.
- ClearAll() added for persistent managers.
🚀 Upcoming Features (Coming Soon)
New Biomes
- Plains, Mountains, Desert, Tundra, Jungle, Savanna, Ocean, Beach, Taiga, Permafrost.
- Planned extensions: End biomes (floating islands).
New Mobs
- Full generational breeding system.
- Mounts (elks).
- Aquatic fauna: fish, crabs.
Crafting systems
- Advanced metallurgy: crucible, bloomery, forging.
- Mechanical machines: rotary mill, crusher, trip hammer.
- Enchantment table (UI + application).
- Still and potion crafting.
Advanced mechanics
- Full kinetic network.
- Geological prospecting.
- Extended water system.
- Sailboat with sail physics.
User interface
- Enchantment UI.
- Potion UI.
- Forging UI.
- Prospecting UI.
Performance and stability
- Optimized greedy meshing (85% fewer vertices).
- Advanced compression for network/storage.
- Massive throttling of systems.
- Object pooling for ChunkMeshData.
📦 Latest updates (Patch Notes)
Version 21/06/2026 — Systems Vintage Story-inspired (Wave 2)
Added: irrigation, greenhouse, storage cellar, Terra Preta, landslides, fishing, knapping, 6 new blocks. Changed: grass, birds, snow.
Version 21/06/2026 — Wave 1
Added: NPK fertility, rot, campfire, block reinforcement, 4 new blocks.
Version 21/06/2026 — Complete water system
Added: oceans/rivers/lakes, fluid propagation, swimming/drowning, underwater FX, expanded biomes.
Version 21/06/2026 — RPG & Progression
Added: skills, FAICH attributes, perks, backpacks, advanced crafting, physical vehicles. Optimization: Grass, Minimap, Weather, WorldManager, ChunkLoader.
Version 20/06/2026 — Menus, Save System, Mod Content
Added: main menu, credits, EULA, music, settings, saves, Minetest mods, auto‑atlas, animals.
Version 19/06/2026 — Gameplay, VFX, Sound
Added: breaking/placing, particles, crafting, weather, birds, procedural clouds. Fix: collisions, UI, item spawning, tree destruction.
đź§Ş Experiments & Research
Prototypes
- Intelligent Cube: physical/chemical properties, advanced simulation.
- Texture2DArray: 0% bleeding, 17 MB VRAM saved.
Abandoned Systems
- Cloud noise shader (replaced by NoiseTexture2D).
- GPU/CPU particles (replaced by manual particles, then CPU).
Future Ideas
- Extended End dimension.
- Full kinetic network.
- Advanced generational breeding.
Technical Tests
- VoxelQuant: 66% gain.
- BoxDescriptor: 67% to 92% gain.
- Greedy meshing: 85% fewer vertices.
- Heightmap Occlusion: 48% of chunks not generated.
- Cave Culling: 53% of chunks skipped.
- Minetest integration: full parser + auto‑atlas.
🧩 Long‑term Objectives
Overall Game Vision
A voxel survival sandbox with deep simulation, infinite world, RPG progression, and advanced mechanical systems.
Planned Major Systems
Metallurgy, kinetic network, prospecting, generational breeding, sailboat/mounts, enchantments/potions, extended water.
Art Direction
AAA rendering (SDFGI, SSAO, SSR, volumetrics), procedural clouds, biome‑based effects, animal models, advanced grass, 5 languages.
Project Ambitions
Infinite world, seasons, deep simulation, RPG progression, physical vehicles, modding integration, ENet multiplayer, full transparency.
💬 Developer’s Message
Minethelia is a constantly evolving project. This Devlog allows me to share progress, ideas, and behind‑the‑scenes development. Thank you for your support.