[Game] MineClone2 [0.84.0]

Codiac
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Re: Mobs + water == annoying

by Codiac » Post

This version is more aesthetically pleasing and they seem to try to get out the water more.
+ Spoiler

Codiac
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Re: Mobs + water == annoying

by Codiac » Post

Well this started out as me doing a hack for an issue that was triggering me, but this version actually looks more generally useful.

The mobs float in the top water node, instead of on top of it, so it looks better IMO; this seems to trigger the get out of the water behavior better. This version stops them drowning when their head is out of the water.

They don't all get out of the water but a lot more of them seem to.

Probably good enough to be a useful pointer to an acceptable solution if nothing else.

This version is also on the master branch, duh.
+ Spoiler

Codiac
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Re: [Game] MineClone2 [0.84.0]

by Codiac » Post

This is what it looks like. The chickens move slightly up and down in one node deep water, so the bob up and down and look pleasing to my eye ... YMMV :)
mobs in water
mobs in water
screenshot_20230812_105018.png (167.91 KiB) Viewed 1872 times

Codiac
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Re: [Game] MineClone2 [0.84.0]

by Codiac » Post

Oops, I had to tweak it to get the chickens to work like that.
+ Spoiler
Maybe I'll do a PR.

Codiac
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Re: Mobs + water == annoying

by Codiac » Post

After some more testing it appears they don't get out of the water any better :( But they look better and the die sooner in deep water so I made a PR.

https://git.minetest.land/MineClone2/Mi ... pulls/3883

chef trip
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too gosh darn easy

by chef trip » Post

greetings all, please excuse me if this is the wrong place but i have to vent here about Mineclone 2. it's really quite an amazing game, BUT, it is now soooo f*cking easy! when i first played years ago, i never found any portals or villages or not much of anything, besides mines and spawn cubes. but now, and i have tried this on many many different seeds, u spawn, walk a few meters, and there's a portal with a chest or 2 full of goodies, gold horse armor, gold weapons and nuggets, saddle(s), etc. walk a few more meters, more portals, and how many times do i see one or 2 other portals from one i'm standing at?

i recently watched a youtube vid critical of minecraft has gotten too easy, and that the sheer number of places u can find starts to get boring fast because they are so abundant. i was thinking, gosh, he should see how MCl2 is, stuff everywhere. just now i had to stop playing to come here and vent. i created a new world, v7 mapgen, seed i called lyn, if u wanna try for urself. within a few meters u will find so many portals it's just ridiculous. and this is not something rare on this seed.

as the youtuber said, i just checked the name of the video, and it's 'why minecraft isn't fun anymore', when it's too easy to just walk around and find stuff and freebies all around you you lose the sense of excitement and discovery, or the work of earning your tools and weapons and enchanting when everything is just so easily given to you.

in the screenshots i've included here, i used fly priv to go up a few meters to show just how many portals with free gold and all sorts of goodies u can see just within a single loaded chunk, if u have a 360 degree view u can count at least 7 portals! come on, that is just ridiculous! (unable to attach screenshots :-( )

devs, will you please tone it down and make discovering these things more rare?
Wanting to be someone else is a waste of who you are. – Kurt Cobain

Codiac
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Re: too gosh darn easy

by Codiac » Post

FYI there is an issue open for this https://git.minetest.land/MineClone2/Mi ... ssues/3004
chef trip wrote:
Thu Aug 17, 2023 08:05
please tone it down and make discovering these things more rare?
FYI you can change this yourself and maybe suggest a specific value that seems balanced.

Code: Select all

mods\MAPGEN\mcl_structures\ruined_portal.lua
change

Code: Select all

chunk_probability = 800,
to, say,

Code: Select all

chunk_probability = 1300,
and try a few maps. Tweak from there.

1300 looked OK on the single map I tested it on :P

Codiac
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Village building foundations

by Codiac » Post

Hi, I have been messing around with villages and have been trying to make a nice way of structuring the foundations. I've come up with a kind of top structure.

The ground in these images is generated, it's not part of the building schematic. The top two layers are the biome's top node and the nodes below the are the filler. For sandy nodes the top is changed slightly so that the sand doesn't collapse.

I went with circles because I found rectangles to be too regular.

The radius of the top layer is the max of x and z with a small padding, the second layer is 2 wider, and the layers below that of 1 less until a minimum of 3. So a big building would be a lot more layers than a small building.

I was wondering what other people think of this approach?
screenshot_20230820_145622.png
screenshot_20230820_145622.png (711.34 KiB) Viewed 1569 times
screenshot_20230820_145713.png
screenshot_20230820_145713.png (426.56 KiB) Viewed 1569 times
screenshot_20230820_151122.png
screenshot_20230820_151122.png (837.91 KiB) Viewed 1569 times

ancientmariner
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Re: Village building foundations

by ancientmariner » Post

Codiac wrote:
Sun Aug 20, 2023 05:34
Hi, I have been messing around with villages and have been trying to make a nice way of structuring the foundations. I've come up with a kind of top structure.

The ground in these images is generated, it's not part of the building schematic. The top two layers are the biome's top node and the nodes below the are the filler. For sandy nodes the top is changed slightly so that the sand doesn't collapse.

I went with circles because I found rectangles to be too regular.

The radius of the top layer is the max of x and z with a small padding, the second layer is 2 wider, and the layers below that of 1 less until a minimum of 3. So a big building would be a lot more layers than a small building.

I was wondering what other people think of this approach?

screenshot_20230820_145622.pngscreenshot_20230820_145713.pngscreenshot_20230820_151122.png
I have no idea what the right approach is, but that is a massive improvement. I like it :).

Codiac
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Re: Village building foundations

by Codiac » Post

ancientmariner wrote:
Wed Aug 23, 2023 01:00
I have no idea what the right approach is, but that is a massive improvement. I like it :).
I shall name it mcl_util.create_ground_turnip!

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Re: [Game] MineClone2 [0.84.0]

by Sokomine » Post

Codiac wrote: Hi, I have been messing around with villages and have been trying to make a nice way of structuring the foundations. I've come up with a kind of top structure.
Doesn't really have much to do with MineClone2. It's a problem all village mods (or structure spawning mods) have to a degree.
Codiac wrote: The radius of the top layer is the max of x and z with a small padding, the second layer is 2 wider, and the layers below that of 1 less until a minimum of 3. So a big building would be a lot more layers than a small building.
Bigger buildings are often far more problematic to integrate, yes. I'm fighting with similar problems while trying to get a mixture of mg_villages and the settlements mod. Still not satisified with the results. Especially since villages need paths as well.
A list of my mods can be found here.

cHyper
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Re: [Game] MineClone2 [0.84.0]

by cHyper » Post

Why don't studs have chests?

ancientmariner
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Re: [Game] MineClone2 [0.84.0]

by ancientmariner » Post

MineClone2 have started the process of a rename/rebrand. We've had name suggestions open for a few weeks, and very shortly we'll be moving to a vote. See here for more info:

https://git.minetest.land/MineClone2/Mi ... ssues/3897

If you have any name suggestions, feel free to get them in shortly before we move on to the next phase.

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Re: too gosh darn easy

by ancientmariner » Post

chef trip wrote:
Thu Aug 17, 2023 08:05
greetings all, please excuse me if this is the wrong place but i have to vent here about Mineclone 2. it's really quite an amazing game, BUT, it is now soooo f*cking easy! when i first played years ago, i never found any portals or villages or not much of anything, besides mines and spawn cubes. but now, and i have tried this on many many different seeds, u spawn, walk a few meters, and there's a portal with a chest or 2 full of goodies, gold horse armor, gold weapons and nuggets, saddle(s), etc. walk a few more meters, more portals, and how many times do i see one or 2 other portals from one i'm standing at?

i recently watched a youtube vid critical of minecraft has gotten too easy, and that the sheer number of places u can find starts to get boring fast because they are so abundant. i was thinking, gosh, he should see how MCl2 is, stuff everywhere. just now i had to stop playing to come here and vent. i created a new world, v7 mapgen, seed i called lyn, if u wanna try for urself. within a few meters u will find so many portals it's just ridiculous. and this is not something rare on this seed.

as the youtuber said, i just checked the name of the video, and it's 'why minecraft isn't fun anymore', when it's too easy to just walk around and find stuff and freebies all around you you lose the sense of excitement and discovery, or the work of earning your tools and weapons and enchanting when everything is just so easily given to you.

in the screenshots i've included here, i used fly priv to go up a few meters to show just how many portals with free gold and all sorts of goodies u can see just within a single loaded chunk, if u have a 360 degree view u can count at least 7 portals! come on, that is just ridiculous! (unable to attach screenshots :-( )

devs, will you please tone it down and make discovering these things more rare?
One of our contributors have decreased the amount by 40%, and it has been merged so will be in the next release 0.85.

We knew it was too much, but didn't quite know what the right amount is and it takes lots of testing and tweaking to get it right. This game is made by volunteers in their spare time, so we are often waiting for people to contribute. We have over 800 issues/bugs open atm.

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Vort
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Re: [Game] MineClone2 [0.84.0]

by Vort » Post

Hello.
I want to test MineTest and what the best Minecraft clone it allows to make (this one probably?).
But singleplayer is too boring for me.
Do this game have at least one maintained multiplayer server to actually test its features?
If yes, please give its address.

Also I'm not sure if my old PC is capable of running it.
Do anyone know if Windows 7 with 10 year old CPU and internal video is enough for Minetest?
Minecraft works fine with it.

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Midnight
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Re: [Game] MineClone2 [0.84.0]

by Midnight » Post

Vort wrote:
Mon Sep 18, 2023 06:03
Hello.
I want to test MineTest and what the best Minecraft clone it allows to make (this one probably?).
But singleplayer is too boring for me.
Do this game have at least one maintained multiplayer server to actually test its features?
If yes, please give its address.

Also I'm not sure if my old PC is capable of running it.
Do anyone know if Windows 7 with 10 year old CPU and internal video is enough for Minetest?
Minecraft works fine with it.
If you want to play multiplayer try playing on a mineclonia server, it is much suited for multiplayer

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Midnight
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Re: [Game] MineClone2 [0.84.0]

by Midnight » Post

Hey the maker of this fantastic game could you add biome based villages like there are in Minecraft, cuz I miss it a lot

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Vort
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Re: [Game] MineClone2 [0.84.0]

by Vort » Post

Midnight wrote:
Tue Sep 19, 2023 13:12
If you want to play multiplayer try playing on a mineclonia server, it is much suited for multiplayer
Thank you!
Turned out client works fine on Win 7 and I successfully joined "oysterity" server.

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Midnight
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Re: [Game] MineClone2 [0.84.0]

by Midnight » Post

Vort wrote:
Tue Sep 19, 2023 13:48
Midnight wrote:
Tue Sep 19, 2023 13:12
If you want to play multiplayer try playing on a mineclonia server, it is much suited for multiplayer
Thank you!
Turned out client works fine on Win 7 and I successfully joined "oysterity" server.
Ya potato pc's work fine with mtg after all its lightweight

Nebbie
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Re: [Game] MineClone2 [0.84.0]

by Nebbie » Post

So, coming back to this again to see how it plays vs. Minecraft using seed 0 as a test world, here's my basic observations from just an hour or so:
  1. Movement is still overly "floaty", with it possible to pogo up mountainsides...and there's no way to sprint?
  2. There's still multiple missing shift click niceties with inventory, such as the ability to craft as much as possible from a crafting input in one click, or to move something to the hotbar.
  3. There's too many structures (I see the post above saying this'll be addressed, note, though I'd argue a 25% reduction in density would be fine), and Ruined Portals especially are a bit too good (there are two right near each other not far from spawn, one is missing a block, the other isn't missing any and has gold blocks!)
  4. There seems to be too many large ravines.
  5. Mobs make a weird poof sound when their corpse vanishes, which is confusing and puts I feel a bit too much fanfare on their deaths.
  6. Animals still don't seem keen on getting out of the ocean.
  7. There are unusual little islands with only a single layer of stone/sandstone under them, seeming like a worldgen mistake.
  8. Shipwreck loot seems like it has too much iron and too little gold.
  9. The light fades too sharply in the water. A shipwreck that nearly pokes out to the surface...is pitch black in the main body.
  10. Speaking of lighting, the Nether has no ambient light, which combined with the very range-limited lighting, leads to overly-contrasted crimson forests.
  11. The combat is still...odd, with just too much spam clicking. I don't necessarily like Minecraft's current combat, but I certainly don't like the feeling I'm in a boxing match when I'm using a sword either. Just a small extra cooldown on swing speed, and some more knockback to the enemy, I think would be good.
I'll test speedportalling and actually trying to get blaze rods sometime soon, I know bucket mechanics were fixed at some point.

Codiac
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Re: [Game] MineClone2 [0.84.0]

by Codiac » Post

Hi,
Nebbie wrote:
Fri Sep 22, 2023 04:25
...and there's no way to sprint?
This is the aux1 key, which defaults to 'e'.

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Re: [Game] MineClone2 [0.84.0]

by Codiac » Post

Codiac wrote:
Fri Sep 22, 2023 05:38
Hi,
Nebbie wrote:
Fri Sep 22, 2023 04:25
...and there's no way to sprint?
This is the aux1 key, which defaults to 'e'.
The place to find this in game is 'i' for inventory, click the question mark '?', then Basics->Controls.

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Re: [Game] MineClone2 [0.84.0]

by Nebbie » Post

Would never have guessed aux1 is sprint, anyways, continued list, including some things I noticed but forgot about:
  • There's no animation when you're in a nether portal, so no indication it's preparing to send you off.
  • Mobs seem to spawn more in caves than even old Minecraft (before they needed light level 0), which makes even minorly off torch placement a nightmare.
  • Beds are overly restrictive about conditions for entering them (why is a slight bit of movement a problem? I know in Minecraft there's an issue with fly detection and beds, but that should already not be an issue here with the range check. The movement thing is mainly an issue because jumping onto a bed has it bounce you.)
  • Water takes longer to go away than in Minecraft, meaning you can't place water for a moment to just get it to spread out once and bucket it away so it only spreads once, which is important for easy obsidian casting.
  • Spiders still aren't hostile in underground during day, which is bizarre (I know this one was present back in the day, but it's just so jarring).
  • The shield doesn't immediately raise with a weapon equipped, making combat even with it rather messy.

Codiac
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Re: [Game] MineClone2 [0.84.0]

by Codiac » Post

Nebbie wrote:
Fri Sep 22, 2023 06:23
[*] Mobs seem to spawn more in caves than even old Minecraft (before they needed light level 0), which makes even minorly off torch placement a nightmare.
The light rules follow pre MC 1.18. See https://git.minetest.land/MineClone2/Mi ... ssues/3942 for discussion of supporting MC 1.18+ light rules.

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Re: [Game] MineClone2 [0.84.0]

by Codiac » Post

Nebbie wrote:
Fri Sep 22, 2023 04:25
[*]Movement is still overly "floaty", with it possible to pogo up mountainsides
You can try changing movement_speed_jump in mineclone2/minetest.conf. It's 6.6, I changed it to 6.0 and it seemed OK.

There are a bunch of movement settings in there, I'm not sure how they impact each other. I tried searching for some good settings, but didn't find anything useful :(

You can find the docs for the settings at https://github.com/minetest/minetest/bl ... ample#L861

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