[Game] MineClone 2 [0.58.1]

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Ryu
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Re: [Game] MineClone 2 [0.58.0]

by Ryu » Tue Feb 11, 2020 15:01

Wuzzy wrote:The nodes/items in question are:

- mcl_core:stone_with_lapis
- mcl_core:lapisblock
- mcl_dye:blue


Okay thank you
 

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Re: [Game] MineClone 2 [0.58.0]

by Leun » Fri Feb 14, 2020 07:41

While testing 0.58.0, I found that mobs currently don't take damage when walking over magma blocks, however, it does damage players. Magma blocks should damage both mobs and players.
 

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Re: [Game] MineClone 2 [0.58.0]

by Walker » Fri Feb 14, 2020 17:00

minecarts bringt server zu absturz ^^

Code: Select all
2020-02-14 17:58:17: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mcl_minecarts' in callback luaentity_run_simple_callback(): ...st/games/mineclone2/mods/ENTITIES/mcl_minecarts/init.lua:774: attempt to call method 'get_wielded_index' (a nil value)
2020-02-14 17:58:17: ERROR[Main]: stack traceback:
2020-02-14 17:58:17: ERROR[Main]:    ...st/games/mineclone2/mods/ENTITIES/mcl_minecarts/init.lua:774: in function <...st/games/mineclone2/mods/ENTITIES/mcl_minecarts/init.lua:763>
 

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Version 0.58.1

by Wuzzy » Fri Feb 14, 2020 20:17

Version 0.58.1 fixes a crash reported by Walker. If you ignite a minecart with TNT in non-Creative-Mode, it crashed. This is fixed now.
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

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Re: Version 0.58.1

by Walker » Fri Feb 14, 2020 20:40

Wuzzy wrote:Version 0.58.1 fixes a crash reported by Walker. If you ignite a minecart with TNT in non-Creative-Mode, it crashed. This is fixed now.
thx ^^
 

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Re: [Game] MineClone 2 [0.58.1]

by Nicu » Sun Feb 16, 2020 19:51

Hello! :)

Is it possible for the tools to have tooltips? It would be nice to see their attack speed, damage and durability like in Minecraft, both in the inventory and in crafting mode. I had to track down /mineclone2/mods/ITEMS/mcl_tools/init.lua to find that out, because even the in-game help lacks that information.

As for inventory stacking, I noticed that a lot of items don't stack, but you have to manually place them over the others. In my testing, Minetest doesn't have this issue, so it looks like a problem in MineClone 2. Is there some grunt work to do to correct these issues? I'd like to help, if so, just point me in the right direction.

After today's update I also noticed the tree leaves decay every 2 seconds, which is super fast, and Minetest was not updated recently, so it looks like a MineClone 2 update. Is this intentional?

And now that the friendly mobs are no longer that interested in water, they tend to hoard on the shoreline - in the water. It's funny, weird, but also convenient.

I also remember reading somewhere about potentially reducing their numbers and I didn't notice changes. Will it happen? It's surely convenient to hack and slash through them to quickly get resources but it's weird having so many. It makes everything a bit too easy, especially with the tree leaves also dropping their stuff so fast now. It's like Minecraft on steroids. :)
 

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Re: [Game] MineClone 2 [0.58.1]

by Walker » Mon Feb 17, 2020 03:40

and is it also possible to be able to display item_string (as in Minetest_game)?
 

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Re: [Game] MineClone 2 [0.58.1]

by Wuzzy » Mon Feb 17, 2020 11:47

Is it possible for the tools to have tooltips?

Fun fact: I have experimented with a extended tooltip mod for a while now, the result of which can already be seen in Repixture. I did not introduce such a mod for MCL2 yet, as it requires additional work and also more customizations to make it work. But yeah, extended tooltips are planned … eventually.
The biggest challenge I will probably face with MCL2 is what to do with tooltips if the item was renamed at an anvil.

because even the in-game help lacks that information.

Oh, right, I have disabled that factoid a while ago because tools in MCL2 use the Minetest dig time system in a kind of weird and unusal way. I need to work out on how to display the stats in a human-readable form that makes sense. Damage is trivial, but digging time needs some thinking by me.

After today's update I also noticed the tree leaves decay every 2 seconds, which is super fast, and Minetest was not updated recently, so it looks like a MineClone 2 update. Is this intentional?

No. In fact, I cannot reproduce what you're saying. I did not make any changes to the leaf decay speed. The reason why it happens to you must be something else.

and is it also possible to be able to display item_string (as in Minetest_game)?

First, this feature is not exclusive to Minetest Game, second, yes, with a client setting: tooltip_append_itemname=true.

And now that the friendly mobs are no longer that interested in water, they tend to hoard on the shoreline - in the water. It's funny, weird, but also convenient.

Mobs still need a lot of work, yes. In the last weeks I have done a lot of “behind-the-scenes” work for Minetest. One big problem in the Minetest API right now is that pathfinder is very broken, which causes mobs to freqently find a path towards you at all, or they walk a very weird and inefficient path. I have posted a bugfix PR here: https://github.com/minetest/minetest/pull/9339

While repairing the built-in pathfinder is important, it won't fix all the bugs.

EDIT:
As for inventory stacking, I noticed that a lot of items don't stack,

Anything critical? Which items are the worst cases?

Note that many item stack sizes are intentional. A low stack size forces players to use their inventory space smarter.
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Re: [Game] MineClone 2 [0.58.1]

by Segmented Worm » Mon Feb 17, 2020 15:48

I think all this game really needs to make it better is potions and enchantments, that's my favorite part. (The End would be cool also.)
 

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Re: [Game] MineClone 2 [0.58.1]

by Nicu » Mon Feb 17, 2020 18:24

Wuzzy wrote:
As for inventory stacking, I noticed that a lot of items don't stack,

Anything critical? Which items are the worst cases?

Note that many item stack sizes are intentional. A low stack size forces players to use their inventory space smarter.

Example: in a large chest I have 64 leather in one slot and 21 in another one. In my inventory I have 16 leather and Shift-click it to stack it, but it gets added to a third slot.

The stack of 64 was on the top part of the large chest, and the 21 pieces of leather were in a slot right below it, but that happened to be in the second chest (4th row). So in this case MC2 tried to stack leather in the top half, and as it couldn't find enough room in any slot, it placed the 16 items in the first free slot in the top 3 rows, instead of stacking them atop the 21 in the bottom half.

If I'm not mistaken, this is not the only way the stacking issue occurs, but now that I could reliably replicate this bug, I might be able to spot the other cases, if they happen. :)

Thanks for your reply and for all your hard work on this mod. :) It's good enough that I mainly play this over Minecraft. :))
 

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Re: [Game] MineClone 2 [0.58.1]

by Wuzzy » Mon Feb 17, 2020 21:16

Example: in a large chest I have 64 leather in one slot and 21 in another one. In my inventory I have 16 leather and Shift-click it to stack it, but it gets added to a third slot.

Ah, right. Yeah, I know this bug already.

There's a list of all known bugs and missing features:
https://git.minetest.land/Wuzzy/MineClone2/issues/

Thanks for your reply and for all your hard work on this mod.


Arggghh! This ain't a mod! It's a game! xD
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Re: [Game] MineClone 2 [0.58.1]

by Nicu » Mon Feb 17, 2020 23:37

Wuzzy wrote:Arggghh! This ain't a mod! It's a game! xD


Well, to me Minetest feels like the game and all the downloadable content are mods and art. And it feels strange that the Minetest developers decided to make two content categories named "Games" and "Mods", considering the games are mod packs - as far as I can tell. Feel free to clarify any misconceptions. :D

Ok, so it's a known bug. Hopefully it can be solved, because there's a lot of fiddling related to organizing items and crafting, which is a bit annoying. Where can we take a look to try and tweak something like this? I have no idea where to start.
 

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