Search found 40 matches

by Grigor
Sun Apr 18, 2021 08:11
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.71.0]

Maybe you could get rid of the Help menu (blue circular button) but elaborate and expand on the descriptions (i.e for nether wart "brews basis for potions", or blaze powder "powers brewing stand"). Or at least let people know that Minecraft wiki can answer most of your questions....
by Grigor
Sat Apr 10, 2021 07:48
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.71.0]

Yeah, DOOM_possum, not a big fan of Creepers either. I just head for a nice big open desert and set up home there. You still get Creepers, but at least they can't hide in the grass.
by Grigor
Wed Mar 31, 2021 03:47
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.71.0]

Hi all, just wanted to say a big WELL DONE for this latest update. Enjoying all the new quirks and variables of the villages and villagers a great deal, and seeing some aspects of the game (all those zombie hands in treasure boxes?!) start to make more sense. (I've never played the original Minecraf...
by Grigor
Mon Feb 01, 2021 02:25
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.70.0]

@Leun, Many thanks, should've read the fine print. I'll try inserting some noise parameters in certain places and see if it goes away.

Also, I'm testing a version of the mcl_weather folder that stops it raining / snowing in deserts... not sure if this is a proper issue that needs fixing?
by Grigor
Sun Jan 31, 2021 05:54
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.70.0]

Hi all, thanks again for all the hard work, still enjoying the game a great deal.

A new thing - Running MC2 0.70.0 off Minetest 5.4 I'm suddenly getting this error message in red (but no crash)

ERROR[Main]: register_ore: specified ore type requires valid ‘noise_params’ parameter

Is it just me?
by Grigor
Fri Dec 04, 2020 01:36
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.68.0]

@Wuzzy, I'm presently fooling around with temperature / humidity numbers in mcl_weather/weather_core.lua to stop it from snowing / raining in deserts. Presently I'm putting the check in the same line as the if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos()) check i...
by Grigor
Fri Dec 04, 2020 01:26
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.68.0]

@Warhawk, re mobs spawning at / below specific altitudes, see my previous post: ...most of the mob creature .lua files (in ENTITIES/mobs_mc) has a line toward the end like this: mobs:spawn_specific("mobs_mc:chicken", mobs_mc.spawn.grassland, {"air"}, 9, minetest.LIGHT_MAX+1, 90, ...
by Grigor
Fri Nov 20, 2020 19:54
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.68.0]

@kay27... Hmmm, I haven't done a lot of online publishing... I'll have to see what cloud storage I've got (I guess?) and link to it (?) Leave it with me. My games/mineclone2 folder is constantly changing. If there's a specific file you want to try out, it looks like I can attach smaller files, like ...
by Grigor
Tue Nov 17, 2020 21:52
Forum: WIP Mods
Topic: [Mod] Depth Finder [depth_finder]
Replies: 1
Views: 564

Re: [Mod] Depth Finder [depth_finder]

Hi kestral, I've been looking for something like this for use in Mineclone2, where there's no such thing as the ground radar option in the map. On trying out your mod, I found the depth reports I got didn't seem to match what was in the pointed direction. Maybe I was using it wrong. I was trying to ...
by Grigor
Tue Nov 17, 2020 21:35
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.68.0]

@Kay27, having never uploaded a patch on MT/MC2 before, what's the best (simplest) way to do this? Do I just zip my entire MC2 game folder and post it, or just the specific parts that I've changed?
Should I also include the additional mods I've added, most of which I've altered to fit MC2?
by Grigor
Sun Nov 15, 2020 01:25
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.68.0]

@Kay27, this is interesting and will try it out. As an alternative, most of the mob creature .lua files (in ENTITIES/mobs_mc) has a line toward the end like this: mobs:spawn_specific("mobs_mc:chicken", mobs_mc.spawn.grassland, {"air"}, 9, minetest.LIGHT_MAX+1, 90, 9000, 3, mobs_m...
by Grigor
Fri Nov 06, 2020 23:44
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.68.0]

@goats - I think I toyed with those settings once, but I was looking for specific spawn frequency settings for different creatures. Also wanted a mob-free environment above a certain altitude when I was playing around with Cloudlands. Also - I too get a slow initial load playing on Windows 10 with a...
by Grigor
Thu Nov 05, 2020 21:11
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.68.0]

@soulstenance The Endermen wrecking the landscape seemed to make settling anywhere a futile endeavor, unless you wanted to spend your daylight hours chasing them off and patching up the scenery. All I did to "fix" the Endermen was go into mineclone2/mods/ENTITIES/mobs_mc/enderman.lua to li...
by Grigor
Wed Nov 04, 2020 22:46
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.68.0]

Hi all. I’ve been playing Mineclone2 for months now, and find it a much more compelling, involving game than plain old Minetest. Huge thanks to Wuzzy and the team for making it all happen. I’ve often read people’s wish lists for MC2 in this topic, so I thought I’d share what I’ve done with mine in c...
by Grigor
Tue Sep 22, 2020 05:51
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 737
Views: 82247

Re: Post your mapgen questions here (modding or engine)

Hi all. Simple enough question - how to make map features (caverns in v7, in particular) fewer and further between? I get the idea that X and Z spread might make the caverns larger and flatter, but actually increasing the distance between occurrences of caverns? Maybe so you find one within every 10...
by Grigor
Fri Aug 28, 2020 22:39
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2333
Views: 415957

Re: [Game] MineClone 2 [0.67.1]

Ahoy, Wuzzy! Thanks so much for a very addictive game! Not sure if this is a bug, I often get this error message at the start: AsyncErr: ServerThread::run Lua: Runtime error from mod '??' in callback luaentity_Step(): Invalid position (expected table got nil). stack traceback: [C]: in function 'get_...
by Grigor
Sun Aug 23, 2020 21:30
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 96
Views: 16223

Re: [Mod] Hallelujah Mountains [cloudlands]

I found this mod listed in Mineclone2-enabled mods https://forum.minetest.net/viewtopic.php?p=332849#p332849 , and assumed because of that the nether portals would somehow be integrated... A future addition, perhaps? Not to worry... the process of figuring out how to get there will be an adventure i...
by Grigor
Sat Aug 22, 2020 07:32
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 96
Views: 16223

Re: [Mod] Hallelujah Mountains [cloudlands]

Dr. F, thanks for the prompt reply and suitably mystical clues. Will investigate further... Look forward to hopping along those Roger Dean-esque cloudlands! EDIT: It looks as though the nether mod included in mineclone 2 has missing elements (like the book of portals) compared to the standalone neth...
by Grigor
Sat Aug 22, 2020 05:53
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 96
Views: 16223

Re: [Mod] Hallelujah Mountains [cloudlands]

Ahoy, Dr Frankenstone! I'm trying to build a nether portal to reach cloudlands from ground level. I'm running the latest Minetest 5.3.0, with the mineclone 2 game, mapgen v7. The cloudlands are visible at 200m, but a standard nether portal (made from obsidian and lit by flint) only takes me to the n...
by Grigor
Sat Aug 01, 2020 22:17
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 4124

Re: [Mod] Skylayer [0.5]

Thanks, Xeranas... will try that out. Thanks for the lead (and for all your mods!)

...That works just as needed. This is the green light for me to embrace Mintest 5.3X. Didn't like the default sky color at all.
by Grigor
Fri Jul 31, 2020 04:40
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 4124

Re: [Mod] Skylayer [0.5]

Hi Xeranas, been playing around with your mod. I have limited experience doing Minetest-type programming. I was wondering if you could tell me please: a) Which command(s) might I use to change the default sky colors (using the method in your demo6) b) Which file do I put the command in? (init.lua?) ...
by Grigor
Thu May 07, 2020 04:07
Forum: General Discussion
Topic: The secret realm (floating islands)
Replies: 13
Views: 1738

Re: The secret realm (floating islands)

I've recently entered a new world in mapgen v_7, and I've been thinking there should be a "legitimate" way to use the flying feature of the game rather than just grantme fly and press K. What would be nice is a new mineral , found in the lower floatlands up to ~200m that might be reached b...
by Grigor
Thu Apr 23, 2020 08:14
Forum: Problems
Topic: Water's Edges
Replies: 5
Views: 391

Re: Water's Edges

Had a feeling it'd be something like that. Although... don't we already render the top face of water_source nodes? It's just when there's a node on top of it, it would normally be hidden. But because water_waving is a kind of 3/4 node it reveals the missing, eclipsed top face. I'd have thought it wo...
by Grigor
Wed Apr 22, 2020 07:14
Forum: Problems
Topic: Water's Edges
Replies: 5
Views: 391

Water's Edges

Hi all, Not sure if this has been discussed anywhere around. Wherever rock overhangs water there's a "missing" water block when "waving liquids" is switched on, presumably "hidden" beneath the node above it. Could there be a way to have the water continue underneath the...
by Grigor
Fri Apr 17, 2020 07:49
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 737
Views: 82247

Re: Post your mapgen questions here (modding or engine)

Thanks guys. I think I was trying place_offset_y + 1, and it took exception to the +. Will try this out.

Take care, y'all!