[Game] MineClone 2 [0.30.0]

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RHR
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Re: [Game] MineClone 2 [0.29.2]

by RHR » Tue Nov 14, 2017 20:15

Hey Wuzzy I'm getting this error. Do you know what is causing it and how I can fix it?

Code: Select all
2017-11-14 21:07:37: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'mcl_dungeons' in callback environment_OnGenerated(): not enough memory
2017-11-14 21:07:37: ERROR[Main]: Current Lua memory usage: 14 MB
 

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Re: [Game] MineClone 2 [0.29.2]

by zargulthewizard » Wed Nov 15, 2017 00:05

Need help with brewing. Completely clueless. At first thought a cauldron would help, but discovered that my tiny experience with LEGO Harry Potter has no application to minetest (a cauldron is essentially a rain barrel, except that you need a vessel in the cauldron for it to collect water with). How do I brew, and what can I do with the brew that is true? (did anyone else see that movie?)
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Re: [Game] MineClone 2 [0.29.2]

by Wuzzy » Wed Nov 15, 2017 05:00

Brewing is not possible at this moment. But it is a planned feature for later. For brewing potions. The cauldron has rather limited uses. The only real use is to wash off a layer from a banner.

Hey Wuzzy I'm getting this error.

I'm a bit confused as well.
viewtopic.php?f=47&t=18820

I have been playing with grass lately:

First, I changed the default grass color:
Image
Left: Before
Right: After

Second, I added dry grass:
Image

Sadly, only two grass colors (normal / dry) are supported for now, and there are no gradients. This seemingly simple change was surprisingly complex.
I'm creating MineClone 2, a Minecraft clone for Minetest. I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.29.2]

by azekill_DIABLO » Wed Nov 15, 2017 16:19

GamingAssociation39 wrote:Newest horse model Image

better. I could bear it.


zargulthewizard wrote:
kingoscargames wrote:...or surround your stuff with water.

Thanks for trying, anyway. But...
IMG_20171114_084415_182.jpg

screenshot_20171113_200841.png

Both our responses:
Oh, no. I hate these guys! (They start chasing) Aaaaaugh!

LOL.
 

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Re: [Game] MineClone 2 [0.29.2]

by GamingAssociation39 » Sun Nov 19, 2017 21:45

The 1.11 update is simple but a lot of older features need to be added like the observer block and the redstone needs to be done. Minecraft is getting further and further along but MC2 needs to be updated :)
 

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Re: [Game] MineClone 2 [0.29.2]

by Wuzzy » Sun Nov 19, 2017 23:09

I'm fully aware of that. My current short-term tasks with MCL2 is to clean out some of the rough edges and half implemented features. This includes the painting and fishing rod which have been very poorly made since … forever. I might even remove or at least hide some features (at least when not in Creative Mode). Also I definitely want to get rid of all annoying bugs. This has my top attention right now. So if you find anything annoying in MCL2, now is the time to speak up! :D
Regarding bugs, I should be definitely more disciplined here. :-(

Basically I want to get MCL2 to a point at which is is very stable, and continue adding the missing features from there.

I also think I should definitely focus more on the core features. You're absolutely right. And I guess the next big thing will be redstone. Observer has to wait, sorry. I didn't even get the redstone basics right, so I have to start there.

About the project as such:
This is not a race against Mojang, but I can understand that some people perceive it to be. The official development target is still MC 1.11. Not 1.12 nor 1.13. I still do this whole thing mostly for teh lulz.
But the past pace of MC doesn't seem to be really fast. MC 1.12 was basically just deco stuff and a mob. Okay, and “advancements” and other esoterical stuff, but I couldn't care less (for now).
AFAIK, MC 1.13 will be bugfixes and the elimination of the “block ID limit”, which limits the number of block IDs at 256 (BWHAHAHAHAHA!).

BTW: What's all this fuzz about the horse model for now. It's a MC 1.13 thing, so it's way beyond the (current) scope. :P
I'm creating MineClone 2, a Minecraft clone for Minetest. I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.29.2]

by GamingAssociation39 » Mon Nov 20, 2017 00:31

We are just wondering what you would do when you come to that update.

Also I'm wondering if we could have an upgrade/enhancement table instead of the enchantment table?
 

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Re: [Game] MineClone 2 [0.29.2]

by The_Epicstarlord » Mon Nov 20, 2017 18:04

Nice! How do you craft an ender portal? Also, how do i update this game when a new version comes out?
 

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Re: [Game] MineClone 2 [0.29.2]

by Wuzzy » Mon Nov 20, 2017 18:19

End portals can be crafted with an empty upright 4×5 frame (like a Nether portal) of quartz blocks, and then using an ender pearl inside that frame.

Note the End dimension is still very WIP. It's currently just a preview, to get access to end stone, shulkers and endermen. I'm planning to completely redo the entire mapgen of the End dimension, the current mapgen is pretty bad.
Also, End portals will be replaced sooner or later as well. Basically, expect anything related to the End dimesion to break in the future, I will not give any guarantees yet.

Also I'm wondering if we could have an upgrade/enhancement table instead of the enchantment table?

It wouldn't be a MC clone anymore, wouldn't it? :P
Also, I don't know what you exactly want. Useless suggestion.

Also, how do i update this game when a new version comes out?

You download the new .ZIP file from the first post, then you delete your current mineclone2 directory in the “games” directory, then you extract the ZIP file into this directory and rename the extracted directory to the name you had before.
I'm creating MineClone 2, a Minecraft clone for Minetest. I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.30.0]

by GamingAssociation39 » Mon Nov 20, 2017 18:38

I was just basically giving a suggestion that works in a similar fashion as the enchantment table :)
 

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Version 0.30.0 (“The ‘The Grass Is Always Greener’ Update”)

by Wuzzy » Mon Nov 20, 2017 19:16

Version 0.30.0 is here! Nicknamed “The ‘The Grass Is Always Greener’ Update”.
Image
Image
Texture changes:
  • The grass is greener
  • Add dry grass texture for savannas
  • Automatically colorize tall grass, double tallgrass, fern, large fern based on the color of the grass block below
  • Glazed terracotta (16×16) (thanks to MysticTempest!)
  • Allium

Note: All “dry” variants behave like the “normal” colored grass.

Mapgen:
  • Singlenode: Don't generate bedrock and lava
  • Fix various crashes in mcl_mapgen_core
  • Allow spruces at Y=1 (right above water surface)
  • Savannas and mesa plateaus will be generated with dry-colored grass (already generated biomes will not change)
  • Add small beach at plains biomes

Mobs:
  • Llamas and other mobs now spawn properly in savannas (requires dry grass block)

Weather:
  • Tweak sky and cloud colors
  • Weather changes far less frequently
  • Beds can now be used to skip thunderstorms
  • Fix hearable rain in Nether and End
  • More raindrops during thunderstorms
  • Lightnings have a low change to spawn skeleton horses and skeletons
  • Lightnings finally cause damage to players and mobs (if they strike nearby)
  • Lightnings transform pigs and villagers


Survival Cleanup:
  • Fishing rods are no longer craftable (they are just way too overpowered)
  • Change crafting recipe of the carrot on a stick
  • Hide all WIP items from the crafting guide: Anvil, painting, trapped chest, redstone comparator, activator rail, minecarts with stuff
  • Lift “Experimental” status of lookup tool
  • Lift “WIP” status of golden apple

Note: You can still use Creative Mode to access unfinished items.

Other:
  • Placing a grass block in the Nether makes it dry
  • Change selection boxes of plants
  • Bone meal spawns fewer flowers on dry grass blocks

Texture Converter:
The Texture Converter script in the tools directory is now in a semi-usable state.
A lot of bugs and broken conversions have been fixed.

It now supports command-line options.

For a texture pack of dimensions SIZE×SIZE, use:

Code: Select all
./Texture_Converter.py -i <path to MC resouce pack> -p SIZE


It's still incomplete, however; a few generated/copied textures might need manual intervention. But if you want to convert any MC resource pack, this tool will already make your life a lot easier.

Remember, you need ImageMagick, Python 3 and the Python Pillow library for this to work.

Bugfixes:
  • Fix shears not wearing off when using on tall grass, ferns or dead bushes
  • Fix crash when placing stair/slab/trapdoor while being inside a replacable block
  • Fix crash when piston got pushed to or away from space next to redstone torch (or similar)
  • Fix some sounds not getting more quiet over time as you move away
  • Footstep sounds on snow are much less annyoing now
  • Flowers can no longer be placed on podzol and coarse dirt
Last edited by Wuzzy on Mon Nov 20, 2017 19:55, edited 1 time in total.
I'm creating MineClone 2, a Minecraft clone for Minetest. I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.30.0]

by burli » Mon Nov 20, 2017 19:41

Well done. But you have a long way to go. And why removing the fishing rod recipe? Why are they overpowered? In Minecraft you can build an afk fishing thin. You get tons of items there
 

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Re: [Game] MineClone 2 [0.30.0]

by kingoscargames » Mon Nov 20, 2017 21:34

burli wrote:Well done. But you have a long way to go. And why removing the fishing rod recipe? Why are they overpowered? In Minecraft you can build an afk fishing thin. You get tons of items there

In mc you dont instantly get stuff when using a fishing rod though. XD
 

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Re: [Game] MineClone 2 [0.30.0]

by GamingAssociation39 » Mon Nov 20, 2017 22:26

Yeah the fishing rod needs to be worked on so it works a little more like MineCraft but you supposed to be able to keep on fishing but not too fast though
 

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Re: [Game] MineClone 2 [0.29.2]

by zargulthewizard » Wed Nov 22, 2017 02:10

Wuzzy wrote:I didn't even get the redstone basics right, so I have to start there.


I knew it! I knew redstone looked different on the videos! I'm not an idiot! Yahoo! *jumps up in excitement and promptly staggers to couch having banged his head on the frame of the doorway he was standing in*
May God be with you, always.
 

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Re: [Game] MineClone 2 [0.30.0]

by voxelproof » Wed Nov 22, 2017 10:01

Great news! The work is progressing, it's amazing what you've already done and I'm looking on your game.

I have only one complaint about it that is kicking me out of the more immersive gameplay. It is the way a player's character submerges in the water. It happens way too fast, as a matter of fact the game sinks it as if it was a heavy piece of concrete block, not a floatable entity. You know, I like swimming a lot ;)

Thanks for weather repairs :))
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Re: [Game] MineClone 2 [0.30.0]

by nirasa » Wed Nov 22, 2017 13:42

MCL_HOMEDECOR = problem
Mcl_homedecor for mcl2-0.30 does not work well. Many recipes have unknown items. I have edited these recipes for myself and now works well.
I do not know how to send the message to the author.
Sorry for my english :(
 

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Re: [Game] MineClone 2 [0.30.0]

by dawgdoc » Wed Nov 22, 2017 20:09

nirasa wrote:MCL_HOMEDECOR = problem
Mcl_homedecor for mcl2-0.30 does not work well. Many recipes have unknown items. I have edited these recipes for myself and now works well.
I do not know how to send the message to the author.

You could go to the mcl_homedecor github page and create an issue or submit your fixes as a pull request.

BTW, did you read this post by Wuzzy?
 

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Re: [Game] MineClone 2 [0.29.2]

by Devy » Wed Nov 22, 2017 23:12

Wuzzy wrote:Brewing is not possible at this moment. But it is a planned feature for later. For brewing potions. The cauldron has rather limited uses. The only real use is to wash off a layer from a banner.

Hey Wuzzy I'm getting this error.

I'm a bit confused as well.
viewtopic.php?f=47&t=18820

I have been playing with grass lately:

First, I changed the default grass color:
Image
Left: Before
Right: After

Second, I added dry grass:
Image

Sadly, only two grass colors (normal / dry) are supported for now, and there are no gradients. This seemingly simple change was surprisingly complex.


Sofar is working on a mod called Luscious that adds vegetation gradiants, just so you know: https://forum.minetest.net/viewtopic.php?f=9&t=18862
 

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Re: [Game] MineClone 2 [0.30.0]

by zargulthewizard » Thu Nov 23, 2017 04:01

Wanted to ask. Will altering pipeworks to be mineclone 2 compatible be plausible/likely to get broken by further versions/useful? Assuming I can get these stars out of my face?
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Re: [Game] MineClone 2 [0.30.0]

by nirasa » Thu Nov 23, 2017 04:08

dawgdoc wrote:
nirasa wrote:MCL_HOMEDECOR = problem
Mcl_homedecor for mcl2-0.30 does not work well. Many recipes have unknown items. I have edited these recipes for myself and now works well.
I do not know how to send the message to the author.

You could go to the mcl_homedecor github page and create an issue or submit your fixes as a pull request.

BTW, did you read this post by Wuzzy?

Yes, I know the page of the author, but I do not know how to send him a message and create an issue... :-(
I see the problem is deeper.
Thanks for help me.
Sorry for my english :(
 

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Re: [Game] MineClone 2 [0.30.0]

by zargulthewizard » Thu Nov 23, 2017 04:25

Under the account information on the left of every post, there is a little PM button. PM stands for Private Message. Click it.
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Re: [Game] MineClone 2 [0.30.0]

by nirasa » Thu Nov 23, 2017 04:58

zargulthewizard wrote:Under the account information on the left of every post, there is a little PM button. PM stands for Private Message. Click it.

Ok. I send it. Ths.
Sorry for my english :(
 

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Re: [Game] MineClone 2 [0.30.0]

by GamingAssociation39 » Fri Nov 24, 2017 01:37

Image

Something's wrong with the pig.
Attachments
Screenshot (99).png
(593.61 KiB) Not downloaded yet
 

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