[Game] MineClone 2 [0.71.0]

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soulstenance
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Re: [Game] MineClone 2 [0.68.0]

by soulstenance » Post

@Grigor
I agree with one and two and on the last one, oh god yes please! I hate going outside after a night and seeing what looks like a tornado went through all because of a couple enderman. Perhaps they could pick up items less frequently or just have then not be able to put an item down once picked up. I don't remember how this is handled in Minecraft but it was never that bad.

Grigor
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Re: [Game] MineClone 2 [0.68.0]

by Grigor » Post

@soulstenance
The Endermen wrecking the landscape seemed to make settling anywhere a futile endeavor, unless you wanted to spend your daylight hours chasing them off and patching up the scenery. All I did to "fix" the Endermen was go into mineclone2/mods/ENTITIES/mobs_mc/enderman.lua to lines 37 & 38, and change
local take_frequency_min = 25
local take_frequency_max = 90
to
local take_frequency_min = 99925
local take_frequency_max = 99990

Also in daylight hours if you can repeatedly tip a bucket of near the Enderman (without scaring him off) he'll eventually drown!

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duckgo
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Re: [Game] MineClone 2 [0.68.0]

by duckgo » Post

I have a question about endermans,
if you throw water, it takes damage, but if it stays above water, it takes no damage, I think it can be something easy to solve, I think :)
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Nicu
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Re: [Game] MineClone 2 [0.68.0]

by Nicu » Post

Wuzzy wrote:
Wed Nov 04, 2020 19:58
Wow, 35min loading time is really bad. Can you try removing mods/ITEMS/mcl_jukebox and see how long the loading takes again?
Ok, I removed that folder and I deleted my other worlds, so I can start from scratch. I then created two worlds, one MTG, one MC2. Actually, I did several tests for each.

Startup results, including the first visual render of the world:
- Minetest Game: 16-18 seconds
- MineClone 2: 60-70 seconds

Times clearly vary on multiple world creation attempts, considering that they're different and MC2 has to do some extra work, but now it's reasonable. The FPS are the same, between 9-15, but the game plays reasonably well. I still have to figure out how to run, because MTG/MC2 doesn't seem to spawn you in reasonable places every time. For instance, Minecraft makes sure you get spawned on a grass block, meaning there's a decent environment around you. In my final test, MC2 spawned me in an ice biome, so I had to try my luck in one direction. Considering I couldn't run, I spent quite some time reaching land and trees, so that's not a great start before nightfall.

But I'm happy the culprit was so easy to spot. Are there other ways to figure out exactly what else increases the loading time? Because shaving off some more seconds would be very nice.

This is all I have in debug.txt, related to the world initialization (in the MC2 ice biome):

Code: Select all

2020-11-06 00:16:01: ACTION[Main]: hb.register_hudbar: health
2020-11-06 00:16:01: ACTION[Main]: hb.register_hudbar: breath
2020-11-06 00:16:01: ACTION[Main]: hb.register_hudbar: hunger
2020-11-06 00:16:02: ACTION[Main]: hb.register_hudbar: armor
2020-11-06 00:16:02: ACTION[Main]: [mcl_weather] No weather data found. Starting with clear weather.
2020-11-06 00:16:07: ACTION[Main]: [mcl_skins] Mod initialized with 1 custom skin(s)
2020-11-06 00:16:33: ACTION[Main]: World at [/storage/emulated/0/Minetest/worlds/MineClone2]
2020-11-06 00:16:33: ACTION[Main]: Server for gameid="mineclone2" listening on 0.0.0.0:59178.
2020-11-06 00:17:04: WARNING[Main]: Irrlicht: Could not create ITexture, texture needs to have a non-empty name.
2020-11-06 00:17:08: ACTION[Server]: singleplayer [127.0.0.1] joins game. List of players: singleplayer
2020-11-06 00:17:08: ACTION[Server]: [mcl_skins] Player skin for singleplayer set to skin #1
P.S. Seed for the icy spawn: 4583084032176923450

bzt
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Re: [Game] MineClone 2 [0.68.0]

by bzt » Post

Just a silly question: would it be possible to add more user skins to MCL2?

I'm asking this because I usually play with my boys, and they are refusing to use a girl skin, so right now everybody looks the same, which is somewhat confusing. It would be great to have more male and female characters, I'm sure people running multiplayer servers would appreciate this too.

If the answer is yes, then I can find suitable PD and/or GPL licensed skins for you from other mods and upload a modified mcl_skins here.

Cheers,
bzt

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goats
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Re: [Game] MineClone 2 [0.68.0]

by goats » Post

@Wuzzy - I will try to test that. edit: 5 minutes first load, 2 seconds subsequent loads.
[side note: how do ppl play at all on mobile? the controls... bloody hell.]

@Grigor - There are game settings for mob spawn and mobs griefing, just fyi.

edit: @bzt - Just add skins (and previews if available, if you like) to the skins/textures folder.
P.S., I was shocked to finally realize, at your prompting, that character_1 is supposed to be female. I never play in a third-person view, and from the preview it always looked to me that she had a beard and i never looked closer. :D :D At least there is a female character which i had not thought we had.
+Here's a happy AiTechEye guy in MCL2:
edit: @Nicu - Possible some loading time can be avoided by commenting out references to jukebox stuff. (And maybe avoid unknown items, if not crashes.) Mapgen randomly assigns music discs to dungeon loot, not sure if this causes extra checks if jukebox mod is missing.
So, for 'record' or 'music disc':
/MAPGEN/mcl_dungeons/init.lua
/ENTITIES/mobs_mc_gameconfig/init.lua
/ENTITIES/mobs_mc/creeper.lua

Grigor
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Re: [Game] MineClone 2 [0.68.0]

by Grigor » Post

@goats - I think I toyed with those settings once, but I was looking for specific spawn frequency settings for different creatures. Also wanted a mob-free environment above a certain altitude when I was playing around with Cloudlands.
Also - I too get a slow initial load playing on Windows 10 with a SSD, "Creating Server" for maybe 30 seconds? (Is that right, while playing standalone, offline?) After the 1st load, maybe 2 seconds.
Also - I just noticed that about character_1 just yesterday!

@goats @Nicu - appreciate hearing about the jukebox stuff. Never use it, and would like to streamline game where possible.

@duckgo - Endermen suffer damage on initial water dump, then tend to float above until you recapture the water and dump it again. There are water_vulnerable and water_damage variables at line 440 in enderman.lua that could be fiddled with if you like.

This is where Minetest wins over Minecraft, being able to tweak things where you want!

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goats
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Re: [Game] MineClone 2 [0.68.0]

by goats » Post

Slower initial load is normal for world creation.
Yeah, granular spawn frequency and number limits would be handy in any game.
I only have to spill a bucket once, endermen dying in 30 seconds or so if they don't get off the water somehow. I just hate the insane catastrophic spread of water.

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soulstenance
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Re: [Game] MineClone 2 [0.68.0]

by soulstenance » Post

Yeah if there is a way to reduce the spread of water and have it dissipate slightly faster when source blocks are removed that would be brilliant.

bzt
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Re: [Game] MineClone 2 [0.68.0]

by bzt » Post

goats wrote:
Fri Nov 06, 2020 20:22
Just add skins (and previews if available, if you like) to the skins/textures folder.
You misunderstood. I know that I can put textures there, but that doesn't solve the issue:
a) that only works on one computer
b) every time I upgrade MCL2 those skins will disappear

So that's why I'm asking to add more skins to the default MCL2 game. Here's an updated mod. It contains a "Rouge" and a "Farmer" skin (typical game play characters), in both male and female versions. All licensed under CC0/Public Domain, meaning there's absolutely no restriction on usage. They were originally drawn by @sirrobzeroone, I've just resized those for mcl_skins and I've created preview images for them (I've also quantized the images to save storage space).

@Wuzzy or @kay27, could you please add this to MCL2? I don't think that by default MCL2 should have many different skins, but only 2 is clearly not enough. Having one per typical game play sounds reasonable to me.

Cheers,
bzt
Attachments
mcl_skins.zip
(34.08 KiB) Downloaded 42 times

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Wuzzy
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Re: [Game] MineClone 2 [0.68.0]

by Wuzzy » Post

I don't think the new skins fit too well to the current 2 default skins. The shading seems to be "flatter". I think shading should be (roughly) looking the same for all skins. It just looks wrong to me other wise.

I am OK with the idea of adding more default skins, but the drawn skins need work (see above).

If new skins are added, I like to have a bit of a system (not completely arbitrary) and more variety.
Different skins that differ in:
- Gender
- Skin tone (at least: light, medium and dark)
- Clothing and clothing color
- Other

I think MCL2 could have at least 6 skins, but no more than 18.
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH

bzt
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Re: [Game] MineClone 2 [0.68.0]

by bzt » Post

Wuzzy wrote:
Sun Nov 08, 2020 19:52
If new skins are added, I like to have a bit of a system (not completely arbitrary) and more variety.
Different skins that differ in:
- Gender
- Skin tone (at least: light, medium and dark)
- Clothing and clothing color
- Other

I think MCL2 could have at least 6 skins, but no more than 18.
That sounds great! Exactly my thoughts!
Wuzzy wrote:
Sun Nov 08, 2020 19:52
but the drawn skins need work
Yes, I can see that. I'm not a designer, I've just used some Public Domain skins that fit the game and converted those for mcl_skins. Sadly creating textures from scratch is beyond my capabilities.

Maybe someone on this forum with designer skills and a Photoshop could fix the shading? That would be great!

Cheers,
bzt

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Re: [Game] MineClone 2 [0.68.0]

by bedrockbite » Post

How to deactivate spawning of some mobs?

I plan to introduce the games survival mode to my small children.
I'm convinced there is a lot to learn for life in this game.
But some creature are to scary.
I tried to deactivate spawning of some mobs, but had only the success of braking the game.

I tried this:
1)

IN:
minetest/games/mineclone2/mods/ENTITIES/mobs_mc/init.lua
WHAT:
I commented the "dofile(path .. "/enderman.lua")" >> "--dofile(path .. "/enderman.lua")"
and got errors while playing

2)
IN:
minetest/games/mineclone2/mods/ENTITIES/mcl_mobs/api.lua
WHAT:
read about functions: "mobs:register_mob", "mobs.spawning_mobs" and "minetest.register_entity(name,...."
but had no idea what to do.

3)
last idea:
IN:
minetest/games/mineclone2/mods/ENTITIES/mobs_mc/enderman.lua
WHAT:
to point the
"-- Overworld spawn"
"mobs:spawn_specific("mobs_mc:enderman", mobs_mc.spawn.solid,"
to
"mobs:spawn_specific("mobs_mc:chicken", mobs_mc.spawn.solid,"
But I think this workaround isn't beautiful.

Could you please be so kind and point me at the code where to change what or give me some documentation/links to understand better the spawning process.

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Re: [Game] MineClone 2 [0.68.0]

by duckgo » Post

@bedrockbite, if the problem is the scary monsters of MCL2, have you ever thought about trying another game, for example, this one:
viewtopic.php?f=50&t=21712

so far there are no monsters and the animals are friendly, besides being a game with very colorful elements :)
cdb_qU1abebFAO3jCksTRdqbXRv1P8DHVu8M

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kay27
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Re: [Game] MineClone 2 [0.68.0]

by kay27 » Post

@bedrockbite, folder of MineClone2 contains text file named minetest.conf.
Choose the lines from the following list, modify and add to the file:

Code: Select all

#Mob spawn setup

mobs_mc:bat		= 5000, 2	# interval 20
mobs_mc:blaze		= 5000, 3	# interval 30
mobs_mc:chicken		= 17000, 3	# interval 30
mobs_mc:cow		= 17000, 10	# interval 30
mobs_mc:creeper		= 16500, 2	# interval 20
mobs_mc:donkey		= 15000, 4	# interval 30
mobs_mc:enderman	= 3000, 12	# interval 30
mobs_mc:ghast		= 18000, 2	# interval 30
#mobs_mc:guardian	= 25000, 2	# interval 30
#mobs_mc:guardian_elder	= 40000, 2	# interval 30
mobs_mc:horse		= 15000, 4	# interval 30
mobs_mc:husk		= 6500, 4	# interval 30
mobs_mc:baby_husk	= 65000, 4	# interval 30
mobs_mc:llama		= 15000, 5	# interval 30
mobs_mc:magma_cube_tiny	= 15000, 4	# interval 30
mobs_mc:magma_cube_small= 15500, 4	# interval 30
mobs_mc:magma_cube_big	= 16000, 4	# interval 30
mobs_mc:mooshroom	= 17000, 5	# interval 30
#mobs_mc:parrot		= 30000, 1	# interval 30
mobs_mc:pig		= 15000, 8	# interval 30
mobs_mc:pigman		= 6000, 3	# interval 30
mobs_mc:baby_pigman	= 100000, 4	# interval 30
mobs_mc:polar_bear	= 7000, 3	# interval 30
mobs_mc:sheep		= 15000, 3	# interval 30
mobs_mc:shulker		= 5000, 2	# interval 30
mobs_mc:skeleton	= 17000, 2	# interval 20
mobs_mc:slime_tiny	= 12000, 4	# interval 30
mobs_mc:slime_small	= 8500, 4	# interval 30
mobs_mc:slime_big	= 10000, 4	# interval 30
mobs_mc:stray		= 19000, 2	# interval 20
mobs_mc:witherskeleton	= 5000, 5	# interval 30
mobs_mc:spider		= 17000, 2	# interval 30
mobs_mc:squid		= 5500, 3	# interval 30
mobs_mc:villager	= 8000, 4	# interval 30
mobs_mc:villager_zombie	= 4090, 4	# interval 30
#mobs_mc:witch		= 20000, 2	# interval 12
mobs_mc:wolf		= 9000, 7	# interval 30
mobs_mc:zombie		= 6000, 4	# interval 30
mobs_mc:baby_zombie	= 60000, 4	# interval 30

First number after the equals sign is inverted chance: 0 - don't spawn the mob; 1 - 100% chance of mob spawn (in mob's own time interval).
Second number is aoc - limit number of mobs per location, it discussed here.
Mob interval is a value in seconds, we can't change it via configuration files. Description of minetest.register_abm() function contains more detailed info about chance and interval values.

bedrockbite
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Re: [Game] MineClone 2 [0.68.0]

by bedrockbite » Post

@duckgo
thanks for the gameproposal (I'll have a look), but I think that some adversary are important to have a good survival game and give reasons to build shelter and armour.

@kay27
thank you very much, this is what I was looking for - its working!

Grigor
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Re: [Game] MineClone 2 [0.68.0]

by Grigor » Post

@Kay27, this is interesting and will try it out. As an alternative, most of the mob creature .lua files (in ENTITIES/mobs_mc) has a line toward the end like this:

mobs:spawn_specific("mobs_mc:chicken", mobs_mc.spawn.grassland, {"air"}, 9, minetest.LIGHT_MAX+1, 90, 9000, 3, mobs_mc.spawn_height.overworld_min, 90)

- which I've modified to prevent chickens appearing above 90m altitude (last number in the line). (This is a leftover from when I was experimenting with the Cloudlands mod (DrFrankenstone) and didn't want anything suddenly appearing on an isolated island in the sky.) Not entirely sure what all the other numbers did, but that was how I got fewer animals, specifically fewer horses and cows appearing per map block.

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kay27
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Re: [Game] MineClone 2 [0.68.0]

by kay27 » Post

@Grigor, it is so nice - all the things you're talking about, can't you please share the patch for us to play with your fixes?

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Re: [Game] MineClone 2 [0.68.0]

by Grigor » Post

@Kay27, having never uploaded a patch on MT/MC2 before, what's the best (simplest) way to do this? Do I just zip my entire MC2 game folder and post it, or just the specific parts that I've changed?
Should I also include the additional mods I've added, most of which I've altered to fit MC2?

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Re: [Game] MineClone 2 [0.68.0]

by kay27 » Post

Grigor wrote:
Tue Nov 17, 2020 21:35
what's the best (simplest) way to do this?
@Grigor
Here is a way: https://git.minetest.land/Wuzzy/MineClo ... IBUTING.md
Actually, for testing, the way doesn't matter at all.

Grigor
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Re: [Game] MineClone 2 [0.68.0]

by Grigor » Post

@kay27... Hmmm, I haven't done a lot of online publishing... I'll have to see what cloud storage I've got (I guess?) and link to it (?) Leave it with me. My games/mineclone2 folder is constantly changing. If there's a specific file you want to try out, it looks like I can attach smaller files, like so:
enderman_(by_grigor).zip
(4.36 KiB) Downloaded 28 times
...assuming we all know where to copy it to, and to back up the original file first. Also, not intending to ever publish what I've done, my coding & formatting is pretty woeful... Just enough to make it work.

Bear with me. I'm new to a lot of this stuff.

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Re: [Game] MineClone 2 [0.68.0]

by WarHawk » Post

when items travel down a hopper line they seem to skip to the last one, not passing through each hopper. is this a bug? it really messing with my Redstone contraptions.

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Re: [Game] MineClone 2 [0.68.0]

by WarHawk » Post

when items travel down a hopper line they seem to skip to the last one, not passing through each hopper. is this a bug? it really messing with my Redstone contraptions.

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Re: [Game] MineClone 2 [0.68.0]

by WarHawk » Post

ok dont worry it seems to be fixed in the latest version

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Re: [Game] MineClone 2 [0.68.0]

by K1llawolf » Post

I loved the concept. but currently, when it is added to a new or existing world - it makes the world unable to enter as it causes the world to crash the game until you remove it. Loved the idea of it though

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