Open Beta

Author pfp

Minikloon

Network Owner

Jul 2, 2024 at 09:00 AM

After a couple months of private Alpha, kloon.io is "ready" to open to the public.

It all started from this video, using Display Entities to render a selection cuboid:

8 seconds turns into 200 hours of work

From those 8 seconds, an idea formed...

Make the best creative server

Which ever existed

You can read more about that on the Vision page.

As for this release post, let's approach it with a FAQ:

Why release with so little features?

I shared this plan with Alpha Testers:

4 steps plan to "release"

And on the same day I wrote this plan, I realized there is all to gain from sharing the development stage with as many people as possible.

So at the time of writing this post, we're right before Step 3!

What's the roadmap like?

For the first few moments of release, some work will have to be invested in making sure the network is stable and bug free.

Then, there will be a big focus on adding building tools. First by taking inspiration from the obvious features from WorldEdit and VoxelSniper, but also including community suggestions and creating a few from scratch!

In other words, Build Tools, Build Tools, Build Tools.

Ever heard of Axiom?

Yes. Axiom is a client-side mod aimed at Minecraft builders.

Personally, I'm not a fan of having players install extra software on their computer. I like making server plugins as good as possible, on Vanilla Minecraft, without Resource Packs.

But... never say never!

How much ChatGPT are you smoking?

  • I don't use any LLM while coding, I find it distracting.
  • I don't use it to produce drafts, but do use it to find synonyms or inspiration.
  • I did use it a lot for image generation. Oops, can you tell?

What tech is the server using?

I'm a developer first, so I'm happy to talk about it!
  • The network is using Velocity and Minestom. All the code running in the Velocity plugin and the game server built on Minestom is written from scratch.
  • The network uses Ansible and Nomad to do GitOps.
  • Tailscale ensures connectivity.
  • Static worlds (like the Hub) are under GitLFS using Rudolfs. No CI yet, but code is deployed to Reposilite for deployment.
  • There's Traefik with the Nomad SD provider running on every machine, so everywhere can reference http://localhost/nomad or http://localhost/reposilite.
  • Mongo as a primary database, Redis as secondary.
  • NATS for IPC, with a few backend services, all in Java.
  • Prometheus using its Nomad SD provider, hooked with exporters for every service and Grafana to visualize it all, aswell as Honeycomb for tracing.
  • Game servers are hosted on dedicated servers, while worlds (and logs) are stored in DigitalOcean Spaces.

I have another question!

Then I encourage you to join our Discord and get involved!

That's the goal of opening to the public, to get you involved!
See you soon!