[Game] MineClone 2 [0.32.0]

User avatar
GamingAssociation39
Member
 
Posts: 394
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
In-game: Gerold55
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Thu Dec 07, 2017 02:59

I mean what does it do differently than normal water? I'd expect the flowing algorithm is differentl.
May God be with you, always.
 

User avatar
GamingAssociation39
Member
 
Posts: 394
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
In-game: Gerold55

Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Thu Dec 07, 2017 03:22

Yeah it's probably supposed to be fresh water and because it has to flow down mountains/through valleys it probably moves faster.
 

User avatar
azekill_DIABLO
Member
 
Posts: 6743
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Game] MineClone 2 [0.31.0]

by azekill_DIABLO » Thu Dec 07, 2017 16:50

river water just only flows three blocks away and isn't renewable. It is here to avoid huge bugs and ABMs fails in valley mapgen.
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Thu Dec 07, 2017 17:36

azekill_DIABLO wrote:river water just only flows three blocks away and isn't renewable. It is here to avoid huge bugs and ABMs fails in valley mapgen.

What does "renewable" mean? Do I call the liquid library and ask them to extend my usage of the water source for a week?
Last edited by zargulthewizard on Thu Dec 07, 2017 17:45, edited 1 time in total.
May God be with you, always.
 

User avatar
azekill_DIABLO
Member
 
Posts: 6743
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Game] MineClone 2 [0.31.0]

by azekill_DIABLO » Thu Dec 07, 2017 17:44

Renewable means that by putting source next to each other more source will appear. Just like that:

Code: Select all
Renewable:

XO
OX

-> X will be replaced by source

X = nothing
O = water source
 

User avatar
GamingAssociation39
Member
 
Posts: 394
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
In-game: Gerold55
 

User avatar
azekill_DIABLO
Member
 
Posts: 6743
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Game] MineClone 2 [0.31.0]

by azekill_DIABLO » Fri Dec 08, 2017 19:59

GamingAssociation39 wrote:Image

No?! You did that! wooooo!

EDIT: ah no it's minecraft.
Last edited by azekill_DIABLO on Sat Dec 09, 2017 16:35, edited 1 time in total.
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Fri Dec 08, 2017 20:02

This looks like the dynamic liquid mod, which I like, but it needs pipeworks support to make it (and the PIPE part of pipeworks) really great. Check the dynamic liquid thread for more info. An addon that changes how pipeworks works would probably be best.
May God be with you, always.
 

User avatar
GamingAssociation39
Member
 
Posts: 394
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
In-game: Gerold55

Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Fri Dec 08, 2017 20:38

This is what needs to be added to MineClone 2 in the future I saw it on Twitter. Looks awesome and hopefully can be done.
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Fri Dec 08, 2017 22:47

Or the Minetest dungaree itself. Wuzzy created that one too, you know.
May God be with you, always.
 

User avatar
Wuzzy
Member
 
Posts: 2838
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Version 0.32.0 (“The End of a Dogma”)

by Wuzzy » Mon Dec 11, 2017 02:03

Version 0.32.0 is here! Nickname: “The End of a Dogma”.

Image
Image
Image

River Water and water
  • Add River Water. This is almost the same as water, but has a brighter color, is not directly renewable and has a reduced flowing distance
  • Add riverwaterlogged sponge. You get this instead of the waterlogged sponge if the sponge sucked up more river water than (ordinary) water
  • Add river water bottle and river water bucket
  • Cauldron can be filled with river water
  • Adding a bottle of water of river water into a cauldron increases the water level by 1, retaining the water type
  • Rain increases the cauldron water level like glass bottles do
  • Dispensers can now dispense water and river water buckets into cauldrons
  • Increase opacity of in-water view a lot

Mapgen stuff
  • River water now generates in the rivers of the valleys mapgen. It doesn't appear in any other mapgen.
  • River-related bugs in valleys are fixed
  • Use red sand as riverbed in mesa biomes (and friends)
  • Use dark oak wood if abandoned mineshaft starts in a terracotta block. In v6 the wood is still random.

The End
  • You can access the End in survival again
  • Hidden End portal shrines now appear randomly in the Overworld. These will bring you to the End
  • Use eyes of ender to find these shrines
  • Destroy end portal if the end portal frame around it is damaged


Blocks
  • New stairs and slabs: Concrete, Polished Andesite, Polished Granite, Polished Diorite, Gold, Iron, Lapis Lazuli, End Stone Brick, Red Nether Brick, Cracked Stone Bricks, Mossy Stone Bricks, Moss Stone, Dark Prismarine
  • Add red nether brick fence
  • Add nether brick fence gate and red nether brick fence gate
  • Item frames no longer have an owner
  • Infested blocks now break instantly
  • Dispensers now can dispense bucket contents into cauldron
  • Fix weird mirrored trapdoor textures when open
  • Draw proper trapdoor side textures

Block renames
  • Monster Egg <Block> → Infested <Block>
  • Wet Sponge → Waterlogged Sponge

Other
  • Get rid of the annoying dropped hand items once and for all
  • Fix weather being reset to sunny after restarting game
  • Fix snow wather not being cleared correctly
  • Fix various minor mistakes in the help
  • Increase pointing range in Creative Mode
  • The void up to 64 blocks above the Nether is no longer deadly. This allows you to fly above the Nether a bit without getting hurt
  • Teleport player to spawn if in deep void and damage is disabled
  • Add death messages for being killed by baby monsters

Compability notes
End portal shrines
In heavily explored worlds, it is possible that an eye of ender leads you to a place without an End portal shrine. This can happen if the spot has already been generated. In new worlds this should never happen.

You can still find another shrine by walking far away from the missing shrine until the eye of ender changes direction. There are over 100

Valleys mapgen
If you used the valleys mapgen before, try a new world for the new river water. The rivers were horribly broken anyway.

Escaping the End
I will probably either remove or replace the temporary end escape pearls in the next version
Last edited by Wuzzy on Mon Dec 11, 2017 05:09, edited 2 times in total.
I'm creating MineClone 2, a Minecraft clone for Minetest. I made the Help modpack, adding in-game help to Minetest.
 

User avatar
GamingAssociation39
Member
 
Posts: 394
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
In-game: Gerold55

Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Mon Dec 11, 2017 02:43

Can we have animated chests (opening and closing animation)?
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Mon Dec 11, 2017 05:34

Oh, I liked it when those came along in Minetest 0.4.16. But the fact that you can get a large chest by putting two chests next to eachother could prevent this.
May God be with you, always.
 

User avatar
GamingAssociation39
Member
 
Posts: 394
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
In-game: Gerold55

Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Mon Dec 11, 2017 05:38

zargulthewizard wrote:Oh, I liked it when those came along in Minetest 0.4.16. But the fact that you can get a large chest by putting two chests next to eachother could prevent this.

Well the single chest doesn't have an opening animation either.
 

User avatar
v-rob
Member
 
Posts: 351
Joined: Thu Mar 24, 2016 03:19

Re: [Game] MineClone 2 [0.32.0]

by v-rob » Mon Dec 11, 2017 06:00

GamingAssociation39 wrote:Can we have animated chests (opening and closing animation)?


That would require animated nodes (currently not supported) or entities (annoying, unreliable, and not good for an often used thing such as this)
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Mon Dec 11, 2017 14:04

v-rob wrote:
GamingAssociation39 wrote:Can we have animated chests (opening and closing animation)?


That would require animated nodes (currently not supported) or entities (annoying, unreliable, and not good for an often used thing such as this)


You have not played Minetest 0.4.16. The default chests are animated (though it is straight from closed to open; I think it uses node replacing).

As for GamingAssociation39's latest post (I'm too lazy to manually quote it), I wouldn't want one type of chest to be animated and the other not be. But, come to think of it, the nodes obviously become connected, so maybe animation wouldn't be so hard after all.
May God be with you, always.
 

User avatar
GamingAssociation39
Member
 
Posts: 394
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
In-game: Gerold55
 

User avatar
azekill_DIABLO
Member
 
Posts: 6743
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Game] MineClone 2 [0.32.0]

by azekill_DIABLO » Mon Dec 11, 2017 16:49

Image

is that a flying coconut? needs testing just for that :P

+1 for Wuzzy!
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Tue Dec 12, 2017 19:18

azekill_DIABLO wrote:
Image

is that a flying coconut? needs testing just for that :P

+1 for Wuzzy!


Yeah, everybody knows that the end dimension is really just the lost island of Pacifos, and you of course need a flying coconut to get there.

By the way, I found my first end shrine in I think the valleys mapgen and it was underground. There is no way I would have found it without a creative mode infinite supply of flying coconuts. Also, it was crazy far away from the spawn point. And that was the closest one? Who would want to travel that far to kill a dragon that I have never found spawned naturally in the end dimension anyway?
May God be with you, always.
 

User avatar
azekill_DIABLO
Member
 
Posts: 6743
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Game] MineClone 2 [0.32.0]

by azekill_DIABLO » Tue Dec 12, 2017 19:38

normally, the ender eyes drop after poiting the diredtion for a while. In MC, 16 of them might be enoguh.
 

User avatar
Wuzzy
Member
 
Posts: 2838
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Game] MineClone 2 [0.32.0]

by Wuzzy » Wed Dec 13, 2017 01:49

You just throw the eyes way too often. Don't be so wasteful. No need to throw the eyes after every few steps. The direction won't change for a long time. And don't forget to pick up your eye when it falls.

Finding the End is not cheap. I agree the distance is high, but it will be easier when I introduce the fast Nether travel (1 block distance in Nether = 8 blocks distance in Overworld).

Sorry, the End is still crappy. Maybe I should state that more clearly in the help.
Last edited by Wuzzy on Wed Dec 13, 2017 02:30, 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.
 

User avatar
GamingAssociation39
Member
 
Posts: 394
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
In-game: Gerold55

Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Wed Dec 13, 2017 02:01

Shouldn't there be 8 blocks in the Nether and in the overworld?
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Wed Dec 13, 2017 02:56

Wuzzy wrote:You just throw the eyes way too often. Don't be so wasteful. No need to throw the eyes after every few steps. The direction won't change for a long time. And don't forget to pick up your eye when it falls.

Finding the End is not cheap. I agree the distance is high, but it will be easier when I introduce the fast Nether travel (1 block distance in Nether = 8 blocks distance in Overworld).

Sorry, the End is still crappy. Maybe I should state that more clearly in the help.


The rest sounds angry to me, not exactly sure why I'm so frustrated. Oh, God, help.

How did you know that's what I did? I smell possible hypocrisy.

You didn't answer the underground thing. What's the deal with that? Why was the shrine in the middle of a mountain?
May God be with you, always.
 

zargulthewizard
Member
 
Posts: 86
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Wed Dec 13, 2017 03:06

The contents of this post have been removed. For information on the Lost Island of Pacifos, PM me.
May God be with you, always.
 

PreviousNext

Return to WIP Subgames



Who is online

Users browsing this forum: No registered users and 1 guest