[Game] MineClone 2 [0.54.1]

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Wuzzy
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Re: [Game] MineClone 2 [0.44.0]

by Wuzzy » Tue Feb 05, 2019 04:10

Would you be willing to do one last name change for "farming_wheat_seed.png"?
More of a personal preference, as I forgot that MTG reuses the inventory image as a slab-like overlay on farming soil when planted.

Done.
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Re: [Game] MineClone 2 [0.44.0]

by MysticTempest » Tue Feb 05, 2019 04:44

Wuzzy wrote:
Would you be willing to do one last name change for "farming_wheat_seed.png"?
More of a personal preference, as I forgot that MTG reuses the inventory image as a slab-like overlay on farming soil when planted.

Done.

Thanks! I really appreciate it. ^-^
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Re: [Game] MineClone 2 [0.44.0]

by Xibbe1 » Tue Feb 05, 2019 10:35

Sorry if this is the wrong place to ask but are there any skin mods compatible with this game now? I want to run this game on a server. I saw another post about someone running a PVP-server with this mod and in an update he put "added skins" but I don't think he mentioned what mods he used.
 

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Re: [Game] MineClone 2 [0.44.0]

by chon » Tue Feb 05, 2019 17:55

mentalmage wrote:Here are some things I noticed:
- Creepers blow up based on proximity even thru walls and even if they don't see you


I think this has been fixed since version 1.45 of mobs_redo. mcl_mobs is based on 1.41 IIRC.

A quick workaround would be to edit ../MineClone2/mods/ENTITIES/mcl_mobs/api.lua, as follows:

before:
Code: Select all
-- obstruction which counts as 'normal' nodebox.
        while minetest.registered_nodes[nn]
        and (minetest.registered_nodes[nn].walkable == false
        or minetest.registered_nodes[nn].drawtype == "nodebox") do


after:
Code: Select all
-- obstruction which counts as 'normal' nodebox.
        while minetest.registered_nodes[nn]
        and (minetest.registered_nodes[nn].walkable == false) do


Here's a quick before/after vid posted on youtube.

Finally, thanks Wuzzy for another release. Will download later today :D.
 

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Re: Version 0.44.0 (“The Elitist Release”) is here

by Termos » Fri Feb 08, 2019 12:52

Wuzzy wrote:[*]Greatly weaken mob knockback


Magnitude is not the real problem here though, it's the fact that there's nothing to stop it.
The solution is not as trivial as stopping the mob after a set time, because there are so many things that could happen to it during knockback time.
There should be some general mechanism to counteract movement.
 

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Re: [Game] MineClone 2 [0.44.0]

by cHyper » Fri Feb 08, 2019 13:25

Modders should use the feature freeze and RC phase for testing their mods with 5.0.0.
 

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Version 0.45.0 (“The Protection Release”) is here!

by Wuzzy » Mon Feb 11, 2019 18:57

Version 0.45.0 is here! Nickname: “The Protection Release”.
Have fun!

Critical bugfixes:
  • Fix crash when eating chorus fruit while pointing at another usable block
  • Fix crash when using milk when damage is disabled

Protection:
  • Recognize protection mods for all relevant blocks (chests, furnaces, item frames, ...)
  • Flint and steel and fire charges respect protection as well

Note: Protection only applies when you use a protection mod. The news here is that MineClone 2 now allows protection mods to protect much more.
Mod developers: The relevant blocks now finally use minetest.is_protected.

Items:
  • Hide a bunch of useless items (like rabbit's foot) in creative inventory and crafting guide
  • Fix bone meal failing to grow crops at night
  • Fix charged bow dropping as charged bow when you die

Note: You can still use “useless” items to decorate your item frames ;-)

Blocks:
  • Fix broken lava lighting
  • Water is much less opaque
  • You can no longer go to bed while you're moving or when the bed is obstructed
  • When you try to respawn and your “home bed” was missing or obstructed, you'll now respawn at the world spawn point instead

Creative Mode:
  • Add mobs tab
  • Move a bunch of items to more logical categories
  • You can eat as fast and often you want
  • Water bottles no longer get emptied when poured into cauldrons
  • Obtain boats and minecarts when punched
  • Weapons no longer wear off when attacking mobs

Map generator:
  • Minecarts might now appear in mineshaft chests
  • Fix lava layer sometimes leaving strange air holes.
  • v6: Fix floating double plants, or weird half double plants in jungles
  • Experimental: You can now disable the simple superflat mapgen and use Minetest's default flat mapgen again (see Advanced Settings, but it's an experimental setting!)

Mobs:
  • Renamed setting: mob_spawn_multiplier → mobs_spawn_chance
  • Reduce overall mob spawn rate by a factor of 2.5
  • Sea creatures spawn again
  • Optimize slime and magma spawning
  • Fix line of sight handling (thanks, chon!)
  • If mob jumped against wall 4 times, it turns around
  • Prevent mobs spawning in places that would be too small for them
  • Remove some useless drops

Texture renames:
Note: Textures have been renamed to fix naming clashes. A rename was done if a texture shares its name with a Minetest Game texture but has a different meaning.
  • cactus
  • hotbar
  • some wool textures
  • some dye items
  • powered rails
  • seeds
  • farmland (wet and dry)

Misc.:
  • Remove achievement: Delicious fish
  • Texture Converter: Now generates description.txt, copies preview image and the original directory name
  • Eating particle/sound effects now work with damage disabled, too

EDIT:
Looks like I screwed up! :-( Will post update soonish!
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Version 0.45.1

by Wuzzy » Mon Feb 11, 2019 19:07

Version 0.45.1 is here! Nicknamed “Whoops!”

Bugfix: Fix crash when using empty bucket on a liquid when a protection mod is running.
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Re: [Game] MineClone 2 [0.45.1]

by JiCeyCraft » Tue Feb 12, 2019 14:49

*Fluttershy Mode ON* .... villages, villagers? ... (hides!)
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Re: [Game] MineClone 2 [0.45.1]

by Thndr » Sun Feb 17, 2019 03:36

I have a couple questions on the tools/Conversion_Table.csv file.
For the Source Path and File columns does it include all assets that Minecraft had at 1.11 in the same folder path structure or is it missing a few items? Is it also a fully complete list of all MineClone2 textures/skins?

I tried the conversion script on a 1.8 texturepack I preferred to use and sofar's converter seemed to convert more files, but I'm not sure if that's because the CSV is referring to newer path structure or not (I know around that version# there were some structure changes which annoyed texturepack makers)

Also, what does the Blacklisted value mean?
And are the xs,ys,xl,yl,xt,yt columns just for the UI?
 

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Re: [Game] MineClone 2 [0.45.1]

by GamingAssociation39 » Wed Feb 20, 2019 18:41

Where is mobs_mc.items.mushroom_red at?
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Re: [Game] MineClone 2 [0.45.1]

by Lone_Wolf » Wed Feb 20, 2019 19:00

GamingAssociation39 wrote:Where is mobs_mc.items.mushroom_red at?

Keywords: Items, Mushroom
Using those the filepath is pretty easy to find: MineClone2/mods/items/mcl_mushrooms/
You might want to learn how to use your file explorer's search bar. Pretty sure Windows has one. idk how good it is though
 

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Re: [Game] MineClone 2 [0.45.1]

by tashbaugh » Thu Feb 21, 2019 15:23

Keep up the good work! I use MineClone 2 in my school district as reward time for students. There are thousands of children whose lives are improved by your work! Thank you!
 

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Version 0.46.0!

by Wuzzy » Thu Feb 21, 2019 22:20

Version 0.46.0 is here! Nicknamed “The Sleepy Update”!

Changelog:
  • Many subtle mineshaft map generation improvements and bugfixes (tsm_railcorridors version 0.14.0)
  • Add /lightning command to let lightning strike
  • Restore missing decorational entities on server restart (if the entity got lost after /clearobjects): sign text, armor stand armor, item frame item, banner, mob spawner doll
  • Chorus fruit no longer teleport you on top of a liquid or to a block that would hurt you
  • Beds:
    • Can be used to set your respawn positions at any time of day
    • Abort sleep when taking damage or bed was destroyed
    • Improve sleep interface
    • Fix player being stuck when server shuts down while asleep
    • Can no longer sleep in occupied bed
  • Add brown mooshroom (thanks, Gerold55!)
  • Limit length of book title and text
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Re: [Game] MineClone 2 [0.46.0]

by GamingAssociation39 » Fri Feb 22, 2019 08:29

So I've learned that when fed any type of flower you can get suspicious stew which can give effects which ik ain't in the game yet. I just wanted to let everyone know this.
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Re: [Game] MineClone 2 [0.46.0]

by GamingAssociation39 » Fri Feb 22, 2019 15:16

I'm gonna be working on some more blocks and such to help out.
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Re: [Game] MineClone 2 [0.46.0]

by GamingAssociation39 » Fri Mar 01, 2019 00:52

Image
Attachments
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Last edited by GamingAssociation39 on Fri Mar 01, 2019 06:22, edited 1 time in total.
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Re: [Game] MineClone 2 [0.46.0]

by Wuzzy » Fri Mar 01, 2019 02:44

That poll was useless. Not only were the screenshots tiny, it is also unclear which screenshots stands for the current colors, and which one for the proposed ones. Also, showing off some example patterns would help, too. Screenshots should be larger and also show the environment in context.

I also never said I will definitely change the colors, just that I will reconsider. It's not really high priority for me, mind you. :P

I don't like your colors because white becomes gray and black becomes dark-grayish, too. If you're serious about this, maybe try to experiment with different saturation levels.
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Re: [Game] MineClone 2 [0.46.0]

by GamingAssociation39 » Fri Mar 01, 2019 06:23

Wuzzy wrote:That poll was useless. Not only were the screenshots tiny, it is also unclear which screenshots stands for the current colors, and which one for the proposed ones. Also, showing off some example patterns would help, too. Screenshots should be larger and also show the environment in context.

I also never said I will definitely change the colors, just that I will reconsider. It's not really high priority for me, mind you. :P

I don't like your colors because white becomes gray and black becomes dark-grayish, too. If you're serious about this, maybe try to experiment with different saturation levels.


I've edited the above post and posted the new banner colors that I've made.
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Version 0.47.0 is here!

by Wuzzy » Fri Mar 01, 2019 17:46

Version 0.47.0 is here!

Changelog:
  • Fix only the pointed vine dropping as item when digging it with shears, but not the attached ones below
  • Fix broken respawning at bed when mapchung was unloaded (thanks, nicklas360!)
  • Add missing exhaustion for taking damage and attacking
  • Put treasure loot into random inventory slots
  • Items that drop off blocks no longer lose their metadata
  • Fix banner dropping annoyingly as item in Creative Mode
  • Increase maximum general banner layer limit to 12
  • Restrict banner layers to 3 if banner contains a gradient layer (workaround for a bug that causes transparent banner pixels)
  • Remove setting: mcl_imitation_mode
  • Add experimental setting: mcl_generate_fallen_logs
  • Fix some internal bugs related to block destruction
  • Add tool groups (pickaxe, shovel, axe, shears, hoe)
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Re: [Game] MineClone 2 [0.47.0]

by texmex » Fri Mar 01, 2019 18:30

Woop! Steady moving forward. Referring to 0.5.0 will soon mean one of two things =)
 

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Version 0.47.1 is here!

by Wuzzy » Mon Mar 04, 2019 05:12

Version 0.47.1 is here!

Changelog of shame:
  • Fix crash when digging banner in protected area
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Re: [Game] MineClone 2 [0.47.1]

by Jaen » Mon Mar 04, 2019 17:57

With dyes and dyeable objects like banners, beds, glass, etc.. in MineClone2, will you be adding the dyeable leather armors? I recently played 0.47.0 after being away from this for long time to see whats been added and fixed, and I'm very impressed how far it has come. I noticed putting a dye into crafting table with a piece of leather armor did not yield a dyeable leather armor piece for any dye color.

On a side note, a friend of mine has started using Minetest with MC2 and is female and wishes to know if at some point, you could add a female skin and a means to toggle between male and female skins?

Glad to see this project is still going, think last time I played was 0.29.0 or close to there, so it's been a while for me. Either way, thank you for your continued work on this project.
 

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