[Game] MineClone2 [0.86]
Re: [Game] MineClone 2 [0.76.0]
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?
Is that a bug or was it done on purpose?
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Re: [Game] MineClone 2 [0.75.0]
Huh? The button isn't anymore there. There was a button to sign in. You can still log in with github.mrminer wrote: ↑Mon Jun 13, 2022 00:53How do I make an acc? Theres no register button on that gitea.corasTenthTry wrote: ↑Wed Jun 08, 2022 10:57Sounds good :). Most of the development is happening at https://git.minetest.land/MineClone2/MineClone2
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🌐 My Website
Re: [Game] MineClone 2 [0.75.0]
Welp unless you convince the owner of MeseHub to create me an account, I won't be able to work on mcl2.Blockhead wrote: ↑Mon Jun 13, 2022 07:25Someone 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.
I speak C++.
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Re: [Game] MineClone 2 [0.76.0]
Now I can post issues directly there. Thanks!
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Re: [Game] MineClone 2 [0.76.0]
It's nice that you posted this here, but if it can't be found naturally by navigating the site, what's the point?
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Re: [Game] MineClone 2 [0.76.0]
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Re: [Game] MineClone 2 [0.76.0]
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]
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.Chiu ChunLing wrote: ↑Mon Jun 27, 2022 03:18I'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?
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.
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Re: [Game] MineClone 2 [0.76.0]
Okay, good to know. Thanks.
Re: [Game] MineClone 2 [0.76.0]
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.
> 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]
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]
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.Chiu ChunLing wrote: ↑Mon Jun 27, 2022 03:18I'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?
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).
Re: [Game] MineClone 2 [0.76.0]
Right click with bread doesn't work on unemployed ones. Is that a bug?corasTenthTry wrote: ↑Wed Jul 06, 2022 00:05Haha fair enough (probably only tested with unemployed ones)
Thanks it works :)corasTenthTry wrote: ↑Wed Jul 06, 2022 00:05- it was changed in the meantime anyways. You can throw them bread now.
Is there a practical way to move villagers? Because breeding is highly unpractical due to the need of the villagers to be very close.
Thanks a lot for the news :)corasTenthTry wrote: ↑Wed Jul 06, 2022 00:050.77 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.
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]
Try throwing bread at them. If that doesnt work, then either a bug, or I cant remember one release back :).Right click with bread doesn't work on unemployed ones. Is that a bug?
At the moment, no. Unless you plan on digging long water canals to boat them over, no.Is there a practical way to move villagers? Because breeding is highly unpractical due to the need of the villagers to be very close.
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Re: [Game] MineClone 2 [0.76.0]
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]
Putting them in a boat is probably the only practical way - still a bit annoying i guess.
could possibly even be automated to some degree since we have a somewhat ordered processtuxayo wrote: ↑Fri Jul 08, 2022 03:52Request 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]
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.tuxayo wrote: ↑Fri Jul 08, 2022 03:52Request 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 [0.77.0]
0.77 The Netheraquatics updated released
Changelog
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
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)
'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.
Re: [Game] MineClone 2 [0.77.0]
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]
I hid two easter eggs in one of the ocean ruins schematics. See if you can find them, hehehehe.
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