[Game] MineClone2 [0.86]

Phalkon
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Re: [Game] MineClone 2 [0.76.0]

by Phalkon » Post

Since version 0.72, minimap can be open even when the player has no map or compass in the inventory.
Is that a bug or was it done on purpose?

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Re: [Game] MineClone 2 [0.75.0]

by debiankaios » Post

mrminer wrote:
Mon Jun 13, 2022 00:53
corasTenthTry wrote:
Wed Jun 08, 2022 10:57
mrminer wrote:
Sat Jun 04, 2022 18:09
I wana help with mcl2. I have *some* experience with Minetest modding. (Mostly goofing off I haven't released anything)
Sounds good :). Most of the development is happening at https://git.minetest.land/MineClone2/MineClone2
How do I make an acc? Theres no register button on that gitea.
Huh? The button isn't anymore there. There was a button to sign in. You can still log in with github.

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Re: [Game] MineClone 2 [0.75.0]

by mrminer » Post

Blockhead wrote:
Mon Jun 13, 2022 07:25
mrminer wrote:
Mon Jun 13, 2022 00:53
How do I make an acc? Theres no register button on that gitea.
Someone else can correct me if I'm wrong but it looks like it only supports login via GitHub SSO*, so you must have a GitHub account, be signed into it, then proceed to sign up/sign in with that account.

*Single sign-on, basically a system for account sharing between websites with only one set of login details.
Welp unless you convince the owner of MeseHub to create me an account, I won't be able to work on mcl2.
I speak C++.

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Re: [Game] MineClone 2 [0.76.0]

by corasTenthTry » Post


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Re: [Game] MineClone 2 [0.76.0]

by Cranriold » Post

Now I can post issues directly there. Thanks!

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Re: [Game] MineClone 2 [0.76.0]

by mrminer » Post

Ok, I made an account.
I speak C++.

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Re: [Game] MineClone 2 [0.76.0]

by mrminer » Post

I'm gona try to fix #2315 as my first patch
I speak C++.

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Re: [Game] MineClone 2 [0.76.0]

by corasTenthTry » Post

mrminer wrote:
Tue Jun 14, 2022 22:23
I'm gona try to fix #2315 as my first patch
nice work :)

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Re: [Game] MineClone 2 [0.76.0]

by Blockhead » Post

It's nice that you posted this here, but if it can't be found naturally by navigating the site, what's the point?
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Game] MineClone 2 [0.76.0]

by corasTenthTry » Post

Blockhead wrote:
Wed Jun 15, 2022 14:42
It's nice that you posted this here, but if it can't be found naturally by navigating the site, what's the point?
No idea what got messed up there tbh. i just happened to have it in my history. I'll ask the admin (tacotexmex)

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Re: [Game] MineClone 2 [0.76.0]

by Chiu ChunLing » Post

I've made a version of my Erosion mod that works in MineClone, but I was looking around and the ContentDB page lists "default" as one of the optional mods. If I want to get other mods (like Ethereal) working in MineClone 2, can I just copy the default mod from Minetest and use it as a mod? Is there a specific process for doing this correctly?

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Re: [Game] MineClone 2 [0.76.0]

by Blockhead » Post

Chiu ChunLing wrote:
Mon Jun 27, 2022 03:18
I've made a version of my Erosion mod that works in MineClone, but I was looking around and the ContentDB page lists "default" as one of the optional mods. If I want to get other mods (like Ethereal) working in MineClone 2, can I just copy the default mod from Minetest and use it as a mod? Is there a specific process for doing this correctly?
Someone else can correct me if I'm wrong, but I'm fairly sure that the reason for it being marked that way is because mobs_mc is portable to run on Mineclone2 or Minetest Game, and ContentDB marks all optional dependencies of all mods inside the game on the game's dependencies list.

No aliases are marked inside Mineclone2, and by copying and enabling the default mod from MTG it will just crash due I think to biomes code in MTG messing up mcl_biomes. I'm sure it's not trivial to port default to mcl2 and almost certainly not advisable; I feel like I would have heard of someone else doing it before if it wasn't a bad idea. There are better porting practices to be learned from how other mods do it; I think SFENCE has been making some good mods in that area, although that's more around machinery and Hades Revisited, but definitely look at SFENCE's list of posted topics I would say.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Game] MineClone 2 [0.76.0]

by Chiu ChunLing » Post

Okay, good to know. Thanks.

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Re: [Game] MineClone 2 [0.76.0]

by tuxayo » Post

From 0.75 changelog:

> Villagers can be bred -feed them bread

How does that work? Right click with a bread in hand pops the buy menu.

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Re: [Game] MineClone 2 [0.76.0]

by corasTenthTry » Post

tuxayo wrote:
Sun Jul 03, 2022 19:22
> Villagers can be bred -feed them bread
How does that work? Right click with a bread in hand pops the buy menu.
Haha fair enough (probably only tested with unemployed ones) - it was changed in the meantime anyways. You can throw them bread now.

0.77 is going to be a pretty big update which is why we're taking so long. We call it the netheraquatics update. With lots of mapgen changes including new structures. It will still take a week or 2 though but don't worry we're working hard on it.

The current development version can always be downloaded at https://git.minetest.land/MineClone2/Mi ... master.zip if you want to take a look.

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Re: [Game] MineClone 2 [0.76.0]

by corasTenthTry » Post

Chiu ChunLing wrote:
Mon Jun 27, 2022 03:18
I've made a version of my Erosion mod that works in MineClone, but I was looking around and the ContentDB page lists "default" as one of the optional mods. If I want to get other mods (like Ethereal) working in MineClone 2, can I just copy the default mod from Minetest and use it as a mod? Is there a specific process for doing this correctly?
This is a very complex question. Generally it can be said making a mod made for minetest_game (default mod) work in mcl does involve at least a little bit of work. In case of ethereal it will be a fair bit of work, and some arbitrary decisions too probably because in some cases there is just no clear cut equivalent - no mese in mcl, no lapis in mtg for example. But just thinking of all the dirt types in ethereal - you would have to add the mcl groups to the node definitions (for digging too; choppy vs. axey e.g.). And there are probably a few other things i'm not even thinking of right now.

Here's a commit history of making a mod compatible with mcl: https://git.minetest.land/Mineclonia/mc ... nch/master

This one is by far not as heavy on node definitions as ethereal though (most of which will require attention).

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Re: [Game] MineClone 2 [0.76.0]

by tuxayo » Post

corasTenthTry wrote:
Wed Jul 06, 2022 00:05
Haha fair enough (probably only tested with unemployed ones)
Right click with bread doesn't work on unemployed ones. Is that a bug?
corasTenthTry wrote:
Wed Jul 06, 2022 00:05
- it was changed in the meantime anyways. You can throw them bread now.
Thanks it works :)

Is there a practical way to move villagers? Because breeding is highly unpractical due to the need of the villagers to be very close.
corasTenthTry wrote:
Wed Jul 06, 2022 00:05
0.77 is going to be a pretty big update which is why we're taking so long. We call it the netheraquatics update. With lots of mapgen changes including new structures. It will still take a week or 2 though but don't worry we're working hard on it.

The current development version can always be downloaded at https://git.minetest.land/MineClone2/Mi ... master.zip if you want to take a look.
Thanks a lot for the news :)

Request for the release process: can there be a CHANGELOG.md file with all the changelogs? (at least starting from now, I could submit patches for the last few releases) That would make it easier to find something and read about progress instead of going through the dispersed release posts here.

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Re: [Game] MineClone 2 [0.76.0]

by PrairieWind » Post

Right click with bread doesn't work on unemployed ones. Is that a bug?
Try throwing bread at them. If that doesnt work, then either a bug, or I cant remember one release back :).
Is there a practical way to move villagers? Because breeding is highly unpractical due to the need of the villagers to be very close.
At the moment, no. Unless you plan on digging long water canals to boat them over, no.

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Re: [Game] MineClone 2 [0.76.0]

by PrairieWind » Post

If you are still in 0.75 release, Shift+Right Click on a villager with bread should bypass the menu,

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Re: [Game] MineClone 2 [0.76.0]

by corasTenthTry » Post

tuxayo wrote:
Fri Jul 08, 2022 03:52
Is there a practical way to move villagers? Because breeding is highly unpractical due to the need of the villagers to be very close.
Putting them in a boat is probably the only practical way - still a bit annoying i guess.
tuxayo wrote:
Fri Jul 08, 2022 03:52
Request for the release process: can there be a CHANGELOG.md file with all the changelogs? (at least starting from now, I could submit patches for the last few releases) That would make it easier to find something and read about progress instead of going through the dispersed release posts here.
could possibly even be automated to some degree since we have a somewhat ordered process

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Re: [Game] MineClone 2 [0.76.0]

by corasTenthTry » Post

tuxayo wrote:
Fri Jul 08, 2022 03:52
Request for the release process: can there be a CHANGELOG.md file with all the changelogs? (at least starting from now, I could submit patches for the last few releases) That would make it easier to find something and read about progress instead of going through the dispersed release posts here.
Actually, this seems a bit redundant. You have the full changelog if you look at the commits themselves or the merged PRs if you want more of an overview.

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Re: [Game] MineClone 2 [0.77.0]

by corasTenthTry » Post

0.77 The Netheraquatics updated released
Image
Image
Image
Image
Image

Changelog
  • Better arrow hit detection (epCode)
  • Suspicious Stews (chmodsayshello, cora)
  • Amethyst Geodes (cora)
  • Surface lakes and Lavapools (cora)
  • Nether Biomes (cora)
  • Spyglass (NO11, PrarieWind)
  • /lightning command can strike (other) players now (MrRar)
  • Particle amount of rain, thunderstorm rain, snow and nether dust is configurable now (cora)
  • Coral reefs (cora)
  • Ocean ruins (PrarieWind, cora)
  • Water Mobs: Cod, Salmon and Dolphin (epCode, cora)
  • Jungle Temples (cora)
  • Small variants of some mc structures until we can figure out large structures:
    • Nether Outpost (fortress) (cora)
    • Woodland cabin (mansion) ( RandomLegoBrick, cora)
  • Mapgen performance improved (cora)
  • Lots of new advancements (PrarieWind)
  • Campfires (PrarieWind, Gerold55)
  • Mud (RandomLegoBrick)
  • Items despawn after 5 minutes being *loaded* not 5 minutes in general (MysticTempest)
  • Weather client performance imrpoved (cora)
  • Ruined nether portals (RandomLegoBrick, cora)
  • Small fixes by Lazerbreak12345 mrminer and pepebotella
Full changelog as requested:
Spoiler
'Fix wither dupe' (#2417)
'Spawn mobs in woodland cabin' (#2415)
'Fix crash when no group spawning positions found (#2410)' (#2412)
'Mud fixes' (#2413)
'Fix #2336 (interaction bug when opening chests)' (#2340)
'Replace all melon/pumpkin stems in woodland_cabins with unconnected variants.' (#2409)
'water mobs' (#2403)
'Glorius Mud' (#2402)
'More villager and mob fixes' (#2405)
'Campfires' (#2397)
'Stone Cutter' (#2399)
'Do not emerge while making railcorridors' (#2400)
'Villager fixes' (#2387)
'Fix loom and fletching table textures' (#2383)
'Tweak crying obsidian particles' (#2395)
'Geode fixes' (#2389)
'Fix railcorridors aka make mapgen fast again' (#2384)
'Spawn corals only at -10 and lower' (#2393)
'some mob spawning fixes (#1692)' (#2392)
'Disable the despawn timer catchup for items that were unloaded.' (#2386)
'More New Advancements' (#2382)
'Grand mapgen cleanup Part 1' (#2355)
'Add smithing table bottom texture by @RandomLegoBrick' (#2381)
'Adds Netherite Armor Tools and Ancient Debris' (#2371)
'Fix Anvil stacking dupe II' (#2375)
'Add crying obsidian' (#2378)
'Update textures for nautilus shell and heart of the sea.' (#2373)
'Fix zombie villager curing (crash)' (#2368)
'Nautilus Shell and Heart of the Sea Items' (#2369)
'Tweak hunger/health mechanics:' (#2361)
'Coral reefs' (#2357)
'Lava cauldrons and other cauldron/bucket fixes' (#2350)
'Properly fix smokers, & blast_furnaces to work at twice the rate of a furnace.' (#2344)
'Implement #2312: Add grindstones' (#2342)
'Fix crash on ghast explosions' (#2339)
'Fix weather FPS (and warning)' (#2341)
'Nether biomes' (#2328)
'Make "old" villagers keep their job' (#2325)
'Rate limit pathfinding attempts / Fix pathfind spam' (#2322)
'Fix header depth in `API.md`' (#2329)
'Bell can be activated by redstone' (#2282)
'Lightning command: Strike player by name' (#2326)
'Structure placement api' (#2275)
'Fix horse and wolf spawning biomes' (#2316)
'Cooking potatoes with smokers' (#2319)
'mcl_spyglass by NO11' (#2309)
'Add Smooth Basalt node, Fix several hardness and blast_resistance values' (#2300)
'Fix Global var warnings' (#2305)
'New Advancements' (#2303)
'Raytraced_arrows_fix' (#2297)
'Change arrow hit detection for accruate shooting' (#2289)
'master' (#2290)
'Add sus stews via subtree' (#2288)
'Knockback fixes:' (#2283)
'Use item meta to store effect information' (#1)
'Fix a couple of warnings (game.conf, shipwreck get_mapgen_params)' (#2277)
'Make loaded Crossbow (Corssbow) not show up in creative inventory' (#2281)
'villager_anims_and_sounds' (#2279)
Last edited by corasTenthTry on Sat Jul 16, 2022 16:52, edited 1 time in total.

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Re: [Game] MineClone 2 [0.77.0]

by Nicu » Post

Spectacular update! :D Great work, everyone. \o/ This calls for a brand new world. Game on.

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Re: [Game] MineClone 2 [0.77.0]

by RandomLegoBrick91 » Post

Hooray! :D
I like lego.

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Re: [Game] MineClone 2 [0.77.0]

by PrairieWind » Post

I hid two easter eggs in one of the ocean ruins schematics. See if you can find them, hehehehe.

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