[Game] MineClone 2 [0.38.0]

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Stix
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Re: [Game] MineClone 2 [0.35.0]

by Stix » Sun Jan 28, 2018 15:36

oh so the totem of undying wasnt functional before, i knew it wasnt me! im so glad that your finally adding redstone mechanics.
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Re: [Game] MineClone 2 [0.35.0]

by zargulthewizard » Sun Jan 28, 2018 15:42

Stix wrote:oh so the totem of undying wasnt functional before, i knew it wasnt me! im so glad that your finally adding redstone mechanics.


I love redstone.
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Re: [Game] MineClone 2 [0.35.0]

by cHyper » Wed Jan 31, 2018 17:42

Does this subgame support hoppers??

There is also a maintained version (again, different) in the minetest-mods team:

https://github.com/minetest-mods/hopper
 

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Re: [Game] MineClone 2 [0.35.0]

by GamingAssociation39 » Wed Jan 31, 2018 19:31

Are we gonna be getting jeb_ mobs? I was able to do it for a chair.
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Re: [Game] MineClone 2 [0.35.0]

by Wuzzy » Wed Jan 31, 2018 20:26

Hoppers are supported. Just download and see for yourselves …

As for unimportant stuff like jeb_: Patches are welcome.
My projects: MineClone 2. Hades Revisited. Help modpack. A ton of other mods, see here.
 

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Re: [Game] MineClone 2 [0.35.0]

by GamingAssociation39 » Wed Jan 31, 2018 20:42

Ok I'll see what I can do maybe once done you can do a touch up if need be.
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0.36.0! The Anvil Update!

by Wuzzy » Mon Feb 05, 2018 19:54

Good news, everyone!
Version 0.36.0 (“The Anvil Update”) is here!
Image
Image

Changes:

Anvils
  • New 3D model of anvils
  • Fix wrong rotation of falling anvils
  • Anvils can now be used (by rightclick) to repair tools and armor
  • Repairing with tool + tool gives +12% bonus (e.g. iron pickaxe + iron pickaxe)
  • Repairing with tool + material gives +25% bonus (e.g. iron pickaxe + iron ingot)
  • Anvils can now be used to give a custom name to (almost) all item stacks
  • Anvils may take damage after being used to repair or rename something
  • Anvils may take damage after falling by more than 1 block
  • Items renamed by an anvil will have a tooltip in yellow font (instead of white)
  • Renamed spawn eggs will spawn mobs with name
  • Name tags must now be renamed at an anvil before they can be used
  • Lift WIP status from anvils

Redstone
  • Redstone repeaters can be locked if they get powered by another redstone repeater from the side (see above). Locked redstone repeaters keep their output state.
  • Lift WIP status from observers and make them visible in creative inventory and craft guide
  • API: Add _mcl_on_dispense function to allow modders to add custom item dispension behaviour for their items

Other changes
  • Fix crash when dispensing spawn egg
  • Fix falling nodes falling forever on walls
  • Remove mob capturing
  • Remove player privilege
  • Change some chorus plant-related crafting recipes
My projects: MineClone 2. Hades Revisited. Help modpack. A ton of other mods, see here.
 

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Re: [Game] MineClone 2 [0.36.0]

by zargulthewizard » Mon Feb 05, 2018 21:26

Can't test new versions at the moment, but watching with breath and switch! (bother still don't have that right) Anyway really hoping it will one day be light enough to run on tablet.
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Re: [Game] MineClone 2 [0.36.0]

by GamingAssociation39 » Mon Feb 05, 2018 22:03

Experience needs to be worked on soon/eventually :)
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Re: [Game] MineClone 2 [0.36.0]

by zargulthewizard » Mon Feb 05, 2018 23:32

I don't understand.
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Re: [Game] MineClone 2 [0.36.0]

by codexp » Sat Feb 10, 2018 04:55

is it possible to prevent mobs spawning on trees and in the air (falling from above)?
 

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Re: [Game] MineClone 2 [0.36.0]

by zargulthewizard » Sat Feb 10, 2018 04:59

Go to the configuration file and add force_stork_land=true

I am feeling punchy and also just watched 2.5 videos of funny stuff drunk people did.
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Re: [Game] MineClone 2 [0.36.0]

by GamingAssociation39 » Wed Feb 14, 2018 20:35

When's the next update?
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Re: [Game] MineClone 2 [0.36.0]

by Wuzzy » Thu Feb 15, 2018 12:32

There won't be an update anytime soon. Development has been paused (but not abandoned!) until further notice.

Only if you convince me there's a critical bug, I will look into it again.
My projects: MineClone 2. Hades Revisited. Help modpack. A ton of other mods, see here.
 

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Re: [Game] MineClone 2 [0.36.0]

by azekill_DIABLO » Thu Feb 15, 2018 15:04

Wuzzy wrote:Only if you convince me there's a critical bug, I will look into it again.

Wuzzy, I have a critical bug: My game stopped getting updates! Can you fix it?
【Voxellar 2.0】 ; 【MILA】 update ; 【Rec_a_MT】 ; 【BB,HD】 update ; 【▶ Youtube】 This person worked too hard to be forgotten: Feedback me!
 

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Re: [Game] MineClone 2 [0.36.0]

by zargulthewizard » Thu Feb 15, 2018 16:23

Have creepers lost immunity to water yet?

Aside, this has crashed minetest on my tablet every time before, yet Minecraft has no problems. Why? I thought it was RAM, but Minecraft has the same amount of media by definition.
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Re: [Game] MineClone 2 [0.36.0]

by PEAK » Mon Feb 19, 2018 19:12

Hello Wuzzy!

I noticed that water refuses to spread eastwards (+X) when poured on lava: Image
Attachments
WaterLava.png
(173.72 KiB) Not downloaded yet
I am okay with using the screenshots in all my posts for the website of Minetest (http://minetest.net).
 

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Re: [Game] MineClone 2 [0.35.0]

by wk_ » Tue Feb 20, 2018 01:26

Hi!

I am trying to understand, why I can't harm mobs with bow? I have plenty of arrows, I charge bow with 3 right-clicks and release with left-click. Arrow flies directly through the mob without inflicting any harm. And so every time.

From help (Tools and weapons/Bow) I read:
Range: 1

Is this the reason? Is bow close contact weapon here? But even when I am against mob and release bow, nothing happens to the mob.

Am I doing something still wrong or is this not working yet in this stage of developement?

Using MineClone 2 v0.35.0 (Minetest 0.4.16) on Linux.

Thank you in advance,

Wbr,
Gunnar
 

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Re: [Game] MineClone 2 [0.36.0]

by firefox » Wed Feb 21, 2018 12:05

wk_ wrote:Using MineClone 2 v0.35.0

the newest version is 0.36.0 :P
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Re: [Game] MineClone 2 [0.36.0]

by wk_ » Wed Feb 21, 2018 14:02

firefox wrote:
wk_ wrote:Using MineClone 2 v0.35.0

the newest version is 0.36.0 :P

Yes, thank you, but did not see any according information in changes. Still, trying newer one too.

Seems, there is no one with same problem?

Wbr,
Gunnar
 

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Re: [Game] MineClone 2 [0.36.0]

by dawgdoc » Thu Feb 22, 2018 05:25

wk_ wrote:
firefox wrote:
wk_ wrote:Using MineClone 2 v0.35.0

the newest version is 0.36.0 :P

Yes, thank you, but did not see any according information in changes. Still, trying newer one too.

Seems, there is no one with same problem?

Wbr,
Gunnar

It was reported as an issue last summer. But, the reporter was using MT 0.4.15 and the issue resolved when he updated MT to 0.4.16.
 

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Re: [Game] MineClone 2 [0.36.0]

by Wuzzy » Thu Feb 22, 2018 13:40

@PEAK: This is a Minetest bug. It's strange it isn't discovered more often by players.

https://github.com/minetest/minetest/issues/2399
My projects: MineClone 2. Hades Revisited. Help modpack. A ton of other mods, see here.
 

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Re: [Game] MineClone 2 [0.36.0]

by zargulthewizard » Fri Feb 23, 2018 02:47

Throwing mod for Minetest subgame worked fine with PvP, don't remember if it worked for mobs.
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Re: [Game] MineClone 2 [0.36.0]

by MysticTempest » Sat Feb 24, 2018 03:48

@wk_, @dawgdoc, and @Wuzzy

I can confirm the phantom arrows bug happens on my system as well.
Running Ubuntu Linux 14.04, and v0.4.16 of Minetest; latest MCL2.

The weird thing, is that, as dawgdoc referenced; it seems related to the client & some code in "mcl_throwing".

In the Linux Minetest client v0.4.16:
The arrows in "mcl_throwing" pass through mobs without damaging them as reported. But, if I enable & use the hidden "mobs_mc:bow_wood" & arrows; I can damage mobs.


However, I went ahead and tested out the Windows Minetest client v0.4.16 in Wine on Linux:
And, both the default "mcl_throwing" arrows worked; as well as the 'mobs_mc' stuff.

The same thing occured on a Linux preview build of 0.5-dev. Both bows & arrows worked fine.


So, it only occurs on the Linux v0.4.16 build. The debug.txt file showed some generic errors in the "broken" build; but nothing specific.
Code: Select all
2018-02-22 15:37:23: WARNING[Main]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object.



I then went ahead, and did some digging in the code. Transferring pieces between "mcl_throwing" & "mobs_mc".
Eventually, I narrowed it down to these lines in mcl_throwing's "arrow.lua" file.

Lines: 72-78
Code: Select all
         if obj ~= self._shooter and obj:is_player() then
            ok = true
         elseif obj:get_luaentity() ~= nil then
            if obj ~= self._shooter and obj:get_luaentity()._cmi_is_mob then
               ok = true
            end
         end



If I modify this with some of the damage code found in mobs_mc's "2_throwing.lua" file; I can damage mobs in the Linux client v0.4.16 without issue. All while using the default bow & arrows.

I'm not quite sure how to debug further, but it seems the Linux Minetest client v0.4.16 may be missing support for something that that code requires.



--------
Exact code modified in "mcl_throwing" - 'arrow.lua' that fixes the phantom arrows. As shown through git diff:

Code fix taken from:
Mod: 'mobs_mc'
Mod file: '2_throwing.lua'

--------
+ Spoiler
 

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