[Game] MineClone 2 [0.42.1]

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Re: [Game] MineClone 2 [0.28.0]

by Stix » Wed Sep 13, 2017 17:21

firefox wrote:
Wuzzy wrote:
i spent almost an hour for my first wooden house (in pseudo-japanese style) and then an enderman picked holes into my roof and when i tried to fix it, a creeper blew up the wall =(>.<)=

Did you actually see the enderman taking the wood planks, i.e. with the block in hand? Endermen shouldn't pick those up at all and I could not find any endermen which do so.

hm... maybe he didn't.
but he was sneaking around on the roof, and me going up there motivated the creeper to blast my wall =(>.<)=

isn't there a way to protect my builds from creeper explosions?

make you house at water as mobs creepers dont spawn in water, make sure its far away from the mainland so that creepers dont see you and come investigate.
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Re: [Game] MineClone 2 [0.28.0]

by GamingAssociation39 » Wed Sep 13, 2017 20:20

Kingoscargames can you put the code to make carpets walkable so can jump over fence using carpet please
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Re: [Game] MineClone 2 [0.28.0]

by kingoscargames » Wed Sep 13, 2017 20:31

GamingAssociation39 wrote:Kingoscargames can you put the code to make carpets walkable so can jump over fence using carpet please

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Change "false" to "true".
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Re: [Game] MineClone 2 [0.28.0]

by Stix » Wed Sep 13, 2017 22:55

this how the fact that players can jump over a fence with carpet but mobs will not: carpets in minecraft are walkable and you can place blocks on a fence like it is a solid block, this is where the trick comes in, in MC mobs wont walk on blocks they judge to not be a full block, and a fence isnt seen as a full block.

just wanted to spout some useless MC information.
EDIT:had to edita this as there was a error cuz i was tired when i wrote this, sorry :/
Last edited by Stix on Thu Sep 14, 2017 13:47, edited 1 time in total.
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by Wuzzy » Thu Sep 14, 2017 02:37

I will look at carpets after the next update.
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Version 0.29.0! The Overworld Update!

by Wuzzy » Thu Sep 14, 2017 02:39

Version 0.29.0 is here! Nicknamed “The Overworld Update”.

I have concentrated mostly on the map generator, especially the Overworld biomes. I am proud to present you a ton of new biomes for the non-v6 mapgens. MineClone 2 now has pretty much the full set of Minecraft biomes, but a few biomes might be tweaked in future.

But I did not forget the v6 mapgen either and applied some updates to this mapgen as well. A nice new treat for v6 users is that the saplings of the 3 missing trees can be found in chests.

Have fun exploring a new world! :-)

Teaser screenshot:
Image

General mapgen updates:

  • Improve overall performance, especially of the vines generation
  • Turn floating sand to sandstone, makes nice desert cave entrances
  • Generate clay in sand AND dirt in a diamond shape

Updates for all mapgens besides v6:
  • Major overhaul of all Overworld biomes and many additions!
  • New biomes:
    • Mega Spruce Taiga
    • Savanna M
    • Jungle M
    • Jungle Edge M
    • Birch Forest
    • Birch Forest M
    • Sunflower Plains
    • Swampland
    • Flower Forest
    • Mesa
    • Mesa Plateau F
    • Extreme Hills
    • Extreme Hills+
    • Extreme Hills M
    • Stone Beach
  • Add various new tree variants: Huge spruce trees, acacia tree, larger jungle tree, another huge jungle tree
  • Balance heat and humidity of all biomes
  • Generate fossils deep below deserts
  • Generate witch huts (without witches)
  • Generate silverfish in Extreme Hills biome only
  • Generate emerald ore in Extreme Hills biome only
  • Generate more gold ore in mesa biome (and variants)
  • Increase melon rarity in non-v6 mapgens
  • Generate pumpkins in all biomes
  • Generate alliums in flower forests only, and blue orchids in swamplands only
  • Disable fallen logs
  • 1/12 chance to generate a super-huge mushroom instead of only huge mushroom
  • Jungle bushes now use oak leaves instead of ungle leaves (because of PC Edition)
  • Savanna: More acacia trees in more variants, more tall grass, double tall grass add a few oak trees
  • Mega Taiga / Mega Spruce Taiga: Move moss stone boulders up 1 unit. Add coarse dirt. Tweak tree generation
  • Remove red desert biome
  • Ice plains: Generate tall grass, oaks, spruces
  • Improve beaches of most biomes
  • Deep ocean has a gravel or stone floor
  • Clear snow if generated below leaves or a terrain overhang

Updates for the v6 mapgen:
  • Unique chance to find dark oak sapling, acacia sapling and birch sapling in treasure chests (these trees do not generate naturally)
  • Genrate ice spike
  • Freeze water in cold beaches
  • Blue orchids only generate close to sea level
  • Generate fossils deep below deserts
  • Generate witch huts
  • Generate clay in sand AND dirt in a diamond shape
  • Rework generation of tall grass, double tallgrass, fern and large fern
  • Fix regression: Minetest-style dungeons have generated again

Singlenode mapgen:
  • Don't generate lava and bedrock

Other changes:
  • Increase speed in fast mode considerably
  • Stone pressure plate now only triggers for players and mobs
  • New mushroom textures
  • Make grass block, podzol and mycelium snowed if placed below snow block
  • Fix cactus not hurting when standing above
  • Remove sapling crafting recipes
  • Fire on bedrock burns eternally in the End
  • No longer place minecarts in mineshafts, those caused too many error messages (sorry!)
  • Fix broken help for mushroom blocks
  • Mention sprint key in help
  • Make pressure plates walkable
  • Jungle leaves decay distance set to 4
  • Bone meal no longer spawns allium and blue orchid
  • Change texture of azure bluet
  • Enable waving plants and leaves (use Minetest settings to disable this)
  • Change crafting recipe for prismarine crystals
  • Update mobs_mc mod: Spiders have animation, endermen place and take blocks less frequently, other updates
  • Tweak redstone rules of some redstone components (still very WIP)
  • Various internal code fixes


For those mapgen nerds among you, here is the heat/humidity chart of all biomes in 0.29.0:
https://i.imgur.com/u5vr6x6.png
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Re: [Game] MineClone 2 [0.29.0]

by Sergey » Thu Sep 14, 2017 02:58

Wuzzy, are you a competitor to MT and its developers?
 

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Re: [Game] MineClone 2 [0.29.0]

by v-rob » Thu Sep 14, 2017 04:36

You should make your own version of MT Game, keeping it as a main base, though. You have the capability to make it amazing.

(Yes, I know that you want it to not be promoted as the main subgame, but too many mods use it and the devs wouldn't agree.)
 

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Re: [Game] MineClone 2 [0.29.0]

by Wuzzy » Thu Sep 14, 2017 11:48

I'm not in competition with MT because MT is the engine I'm using. Duh!

I don't consider Minetest Game to be a solid base to build upon. It gets many things wrong, including on the technical level. Minetest Game is not a standard, it's a monopoly.

My mission it to break this monopoly (not with MineClone 2, but in general). Dethroning it from the default subgame status would be the first step; Minetest Game just leaves a bad first impression which harms the entire Minetest project.

A big mistake which many modders make is by depending on Minetest Game or any particular subgame when they don't have to. This has to stop. I had thoughts about standardizing the mod landscape to some extent but I have not spent too much thought about it as I am way too busy with MineClone 2 at the moment. And I think I'll need a break again.
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Re: [Game] MineClone 2 [0.28.0]

by Stix » Thu Sep 14, 2017 13:53

Stix wrote:this how the fact that players can jump over a fence with carpet but mobs will not: carpets in minecraft are walkable and you can place blocks on a fence like it is a solid block, this is where the trick comes in, in MC mobs wont walk on blocks they judge to not be a full block, and a fence isnt seen as a full block.

just wanted to spout some useless MC information.
EDIT:had to edita this as there was a error cuz i was tired when i wrote this, sorry :/

please re-read
im sorry for the mistake it wasa cuz i wrote this when i was sleepy and my brain was foggy :/
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Re: [Game] MineClone 2 [0.29.0]

by Stix » Thu Sep 14, 2017 14:04

one more thing, if a boat colides with a lily-pad the lily pad should break.
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Re: [Game] MineClone 2 [0.29.0]

by kingoscargames » Thu Sep 14, 2017 14:28

Stix wrote:one more thing, if a boat colides with a lily-pad the lily pad should break.

https://github.com/Wuzzy2/MineClone2-Bugs/issues/399
 

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Re: Version 0.29.0! The Overworld Update!

by azekill_DIABLO » Thu Sep 14, 2017 15:18

Wuzzy wrote:Version 0.29.0 is here! Nicknamed “The Overworld Update”.

Sad. I was waiting for the Carpet update xD
 

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Re: [Game] MineClone 2 [0.29.0]

by sil_el_mot » Thu Sep 14, 2017 21:47

did anyone experienced issues with bows again?
i can shoot them, but they do no harm, and just disappear.
 

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Re: [Game] MineClone 2 [0.29.0]

by kingoscargames » Thu Sep 14, 2017 21:56

Arrows dont really work for me they go trough the entities im trying to shoot and don't hurt them but just disappear.
 

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Re: [Game] MineClone 2 [0.29.0]

by Stix » Thu Sep 14, 2017 21:58

kingoscargames wrote:Arrows dont really work for me they go trough the entities im trying to shoot and don't hurt them but just disappear.

same
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Re: [Game] MineClone 2 [0.29.0]

by Wuzzy » Fri Sep 15, 2017 16:39

Sorry, I can't reproduce the bow bug in 0.29.0. :-(

But I might end up merging that other MC-like bow and arrows mod.
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Looking for v6 ideas

by Wuzzy » Fri Sep 15, 2017 19:13

Hi all! I am looking for ideas to use in the v6 mapgen in order to improve it. Note it's not high priority to me, but I want to keep these kind of ideas in mind for the final touches in late development stages. I want MineClone 2 to generate good worlds in all mapgens. :-)

Read this for more info: https://github.com/Wuzzy2/MineClone2-Bugs/issues/402
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Re: [Game] MineClone 2 [0.29.0]

by kingoscargames » Fri Sep 15, 2017 20:12

Image
I don't think this is normal......
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Re: [Game] MineClone 2 [0.29.0]

by Stix » Fri Sep 15, 2017 20:41

kingoscargames wrote:Image
I don't think this is normal......

it isnt.
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Version 0.29.1! And I take a break.

by Wuzzy » Tue Sep 19, 2017 18:06

Version 0.29.1 is here!

Changelog:
  • Things now collide with carpets
  • It is now possible to walk over a fence if a carpet is placed on top
  • Make red sand craftable in the v6 mapgen (this recipe has a “v6” icon in the crafting guide)
  • Add achievement for lighting a Nether portal
  • Make sugar canes less common in v6 mapgen (there was way too much of it)
  • Nether portals are now lit with any kind of fire
  • Update hudbars and hbarmor mods

  • Fix Nether portals sometimes being generated outside the Nether and even the void
  • Fix generated Nether portals sometimes being only partially generated
  • Fix crash and bugs with regards to redstone comparators. Note that redstone comparators are still incomplete!
  • Blaze fireballs / fire charges now light the fire at the correct position instead of alwys on the top of a block
  • Close all open chest forms if chest has been destroyed or resized
  • Fix minor desert temple bug


Development notice: In the next weeks, MineClone 2 will be mostly or completely paused. Don't worry, I plan to return.

You can still talk to me, for example in in IRC (#mineclone2 on irc.freenode.net) and in these forums.

In the meantime: Have fun, build interesting things and run away from creepers. ;-)
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Re: [Game] MineClone 2 [0.29.1]

by cHyper » Wed Sep 20, 2017 17:21

first i want to say that this subgame is awesome!

how does the script Texture_Converter.py is be used?
 

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Re: [Game] MineClone 2 [0.29.1]

by SonicTheCrafter » Wed Sep 20, 2017 21:56

Great work Wuzzy! I look forward to playing this soon. Could you tell me if there's any way to disable mobs? I'm used to playing Minetest survival without them and prefer to play mobless for now. Thanks in advance.

Also, if anyone else is frustrated by the layout of "repo.or.cz", I have forked the repo on GitHub: https://github.com/SonicTheCrafter/MineClone2
 

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