[Game] MineClone 2 [0.42.0]

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Re: [Game] MineClone 2 [0.33.0]

by zargulthewizard » Fri Dec 29, 2017 02:53

Chem871 wrote:I'm pretty sure that's not a real thing in Minecraft.


I believe you. Movie versus personal experience - for a SR game. :)
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Re: [Game] MineClone 2 [0.33.0]

by Tobl&r0n » Fri Dec 29, 2017 11:07

Hi,

Congratulations for your great job, I'm not playing Minecraft at all anymore.

I noticed that the vine does not grow (whether natural or planted by me).
Is it a bug or a function not coded yet?

Thank you for all the hard work you have done.
 

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Re: [Game] MineClone 2 [0.33.0]

by zargulthewizard » Mon Jan 01, 2018 04:22

Finally tested 0.33! Looking good. But... Redstone is buggy. Slow, no, or even reversed response from a simple pressure plate to lamp connection. Also, has anyone else been having trouble with saddles?
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Version 0.33.1

by Wuzzy » Tue Jan 02, 2018 14:02

Version 0.33.1 is here!

- The in-game help of command blocks has been rewritten (with examples!).
- Spruce door textures are no longer weird
- Fix pistons not properly being powered from the +X side


Comments on the comments:
- Yes, redstone is still incomplete and not perfect. All redstone stuff is subject to heavy changes to make it MC-like.
- About redstone being not instantanously: Sadly, there's not really much I can do about it. For rapid pressure plate detection I might have to query player positions every tick which would be bad for performance. Basically MineClone 2 is restricted by the API of Minetest, I'm waiting for the API to improve. Currently, the API doesn't help me to detect instantanously when a player stepped on the pressure plate node, this is what I really need
- Saddles can only be put on pigs and horses/mules/donkeys. Horses/mules/donkeys need to be tamed beforehand, otherwise they'll reject the saddle. Sorry, this info was missing in the saddle help. :-( See also: Help > Basics > Animals.
- Vines do grow, but slowly. Also, the growth behaviour is kind of weird and the vines do not grow indefinitely. Actually, vines only grow at very specific weird conditions. Maybe I need to rework this later
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Re: [Game] MineClone 2 [0.33.1]

by zargulthewizard » Tue Jan 02, 2018 15:28

The pressure plate response is fine. It's the lamp that wouldn't respond to the signal right.

I will download and try out the new release. Glad for saddle help!
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Re: Version 0.33.1

by Tobl&r0n » Mon Jan 08, 2018 14:30

Wuzzy wrote:- Vines do grow, but slowly. Also, the growth behaviour is kind of weird and the vines do not grow indefinitely. Actually, vines only grow at very specific weird conditions. Maybe I need to rework this later


Thank you for your explanation. Indeed, I saw the vine grow on another map.
 

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Re: [Game] MineClone 2 [0.33.1]

by zargulthewizard » Mon Jan 08, 2018 21:12

Vines are overabundant in plant life. Don't make that happen here. Of course, maybe that's just the biome I was in. Tested 0.33.1, looking good. Unfortunately, I was all the way back in '31 before and didn't remember what to test. I do have a few complaints.

1: TNT emits way too much smoke, not only looking unlike true minecraft, but also causing tremendous lag for larger amounts.
2: In minecraft, different boss types will attack each other.
3: Also, when one is close to a boss, a health bar for the boss appears.

From #1 you may guess that I am an ExplodingTNT fan.
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Re: [Game] MineClone 2 [0.33.1]

by Wuzzy » Tue Jan 09, 2018 13:43

I accept the TNT problem. Yes, it's a problem.
Bosses are completely unfinished and will probably be for a long time.

For this week I plan to finally work on redstone stuff. Beware, I might end up doing breaking changes, but this was expected as redstone was not very useful so far anyway.
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Re: [Game] MineClone 2 [0.33.1]

by zargulthewizard » Tue Jan 09, 2018 13:49

Go redstone! Thankyou wuzzy.
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Re: [Game] MineClone 2 [0.33.1]

by Lone_Wolf » Wed Jan 17, 2018 22:34

IIRC you fixed this but: Can creepers destroy chests with items in them?
 

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Re: [Game] MineClone 2 [0.33.1]

by Wuzzy » Wed Jan 17, 2018 22:38

IIRC you fixed this but: Can creepers destroy chests with items in them?

Yes.
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Re: [Game] MineClone 2 [0.33.1]

by aldicku » Fri Jan 19, 2018 08:31

Hey there,

is mineclone intended and ready enough to be used in a local minetest server?

Cheers
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Re: [Game] MineClone 2 [0.33.1]

by zargulthewizard » Fri Jan 19, 2018 15:04

aldicku wrote:Hey there,

is mineclone intended and ready enough to be used in a local minetest server?

Cheers
Aldicku

Guessing from my experience: intended for servers, maybe. Ready for servers? About as ready as I am to go to the end dimension in actual minecraft.
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Re: [Game] MineClone 2 [0.33.1]

by Lone_Wolf » Fri Jan 19, 2018 15:42

I have played servers that host this subgame. It did pretty well.
 

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Re: [Game] MineClone 2 [0.33.1]

by Wuzzy » Fri Jan 19, 2018 19:11

Yeah, as far I know it should run on servers fine, more or less.
It's not without risk since technically, MCL2 is still in alpha, so in future versions anything can change at any time.
I try to keep breaking changes to a minimum, but there's no guarantee. Especially unfinished (WIP) features might change in a breaking manner. But I usually announce big major changes (like redstone). Complete world breakages are out of question, however.

I haven't really optimized the code for performance yet. Mobs can be very resource-hungry. And some ABMs need improvement.

Note that MCL2 currently is completely ignorant on protection, just like Minecraft. You could try the areas mod, but I don't know how reliable it is.
But I think protection support is an important feature so it's on my almost endless TODO list.
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Re: [Game] MineClone 2 [0.33.1]

by zargulthewizard » Sat Jan 20, 2018 03:11

I'm asking you to add an easy disabler for witches. I'm also asking you not to EVER add the pseudo-epilogue that is displayed in minecraft when one kills the ended dragon and returns to the over world.
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Re: [Game] MineClone 2 [0.33.1]

by Wuzzy » Sat Jan 20, 2018 15:00

Witches are considered WIP, they don't even spawn yet. I plan to give some control over mob spawns one day, but to single out witches seems to be weird.

Yep. I'm NOT adding these weird end credits. So technically, MCL2 will be without any officially sanctioned end goal.
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Re: [Game] MineClone 2 [0.33.1]

by Maurus_adam » Sat Jan 20, 2018 21:58

I created a mod to generaate random buildings in Mine Clone 2.It don´t work by itself (It need to be implemented in the map generator) and isn´t ready yet but is very versatile.
It can be used to create some kind of overworld dungeons / woodland mansions or to rapidly form a house.
Maybe it will be usefull to someone. (I hope.)
See it here : https://forum.minetest.net/viewtopic.php?f=9&t=19484&p=309050#p309050
 

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Version 0.34.0! (“The Disappointing Update”)

by Wuzzy » Sun Jan 21, 2018 06:23

Version 0.34.0 is here! Nickname: “The Disappointing Update”.

Removals
  • Remove paintings for now (too broken and ugly)
  • Remove the so-called end escape pearl

Redstone
  • Hoppers can now be disabled by redstone power
  • New lever model
  • Lever can be placed at all sides and attaches and orientates properly
  • Change open/close behaviour of doors powered/unpowered by redstone
  • Orientation of placed dispensers and droppers is less annoying
  • More work on observers, still experimental (mcl_observers:observer)
  • Fix incorrect node drops of activator rails, powered rails and detector rails when in active state
  • Tweak some redstone component sounds

Note: Redstone is still heavily worked on. There are many changes which didn't make it into the release.

Mobs
  • Rename “Monster Spawner” to “Mob Spawner”
  • Can change the mob in a mob spawner mob by using a monster egg*
  • Generated mob spawners may now only spawn mobs in darkness (depending on mob type)
  • Update Mobs Redo
  • Sea creatures no longer get stranded all the time

* = Note: As soon you do that, this mob spawner will spawn at any light level, regardless of the mob chosen.

Mapgen
  • Water in snowy tops of extreme hill biomes is now frozen
  • Fix vines sometimes appearing horizontally floating in generated worlds
  • Fix some ores spawning in inappropriate biomes
  • v6 mapgen: Higher chance to find dark oak saplings, acacia saplings and birch saplings in treasure chests
  • v6 mapgen: +100% higher chance of nether wart generating in the Nether

Other
  • Prevent player from sleeping if monsters are nearby or if too far from bed
  • Always clear weather after sleeping
  • Sleep now takes 5 seconds instead of 2
  • Remove “Force night skip” button of beds (the night is skipped automatically)
  • Add lava placement sound
  • Can't sprint and sneak at the same time
  • Help updates for: Emerald, observer, saddle, mob spawner, snow, ice and more
  • Melt ice and snow at light level >= 12 (ignoring sunlight)
  • Top snow can now be stacked at 8 layers
  • Carpets are non-walkable again
  • Fix cocoas falling off if breaking a jungle tree next to it to which the cocoa is not even attached
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Re: [Game] MineClone 2 [0.33.1]

by zargulthewizard » Sun Jan 21, 2018 18:25

Wuzzy wrote:Witches are considered WIP, they don't even spawn yet. I plan to give some control over mob spawns one day, but to single out witches seems to be weird.

Yep. I'm NOT adding these weird end credits. So technically, MCL2 will be without any officially sanctioned end goal.


Thankyou! However, you could add actual credits of your own funny ones.

Edit: read the release post, and am pretty sure "can't sleep when monsters are near" is a mistake. I think this technique is actually promoted by mojang as a good escape.
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