[Game] MineClone 2 [0.57.1]

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Version 0.56.2 released!

by Wuzzy » Tue Dec 17, 2019 02:34

Version 0.56.2 released.

List of changes:

- Bugfix: Players could die even when damage is disabled
- Bugfix: Make sure grass is always green (even with weird param2 value)
- Bugfix: Some fixes related to legacy dry grass conversion
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Re: [Game] MineClone 2 [0.56.1]

by Walker » Tue Dec 17, 2019 04:37

Wuzzy wrote:Are you sure the grass blocks got the param2 of 240 because of the update? I.e. they did not have a different param2 before?

Also, were these blocks dry grass before? Or just normal grass?

oh guilty ... I have to dig up a backup and have a look ^^
otherwise yes ... has been since the update;)
 

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Re: [Game] MineClone 2 [0.56.2]

by icecold » Tue Dec 17, 2019 04:47

First post here and my kids and I love playing MineClone2 - thank you for the work!. I'm just discovering server etc - and while I've just returned to MT/MCL2 after a long time- so a few questions

Update/install questions:
1. How do I update if I have a world in progress? If I just unzip to games folder, do the updates work on on ongoing world? Or do I need to start a new world?

Minetest:
1. There's final minetest and minetest... Looks like at some point there was a fork. What is recommended? FMT seems to have better graphics & perf though but MT was easier for me to build from source (with Redis support). Also FMT also ships a MineClone2 game - so :confused:

Gameplay:
1. Does planting sugarcane work? I cannot seem to get it to plant - even near water block
2. Is there saddle and taming horses? Can you ride horses?
 

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Re: [Game] MineClone 2 [0.56.2]

by Walker » Tue Dec 17, 2019 04:54

icecold wrote:Update/install questions:
1. How do I update if I have a world in progress? If I just unzip to games folder, do the updates work on on ongoing world? Or do I need to start a new world?
I just always replace minetest with the new version and continue to use my world (including my server> German-MineClone2-server) ... so far without problems
So I think yes, the update should work with an existing world

icecold wrote:Minetest:
1. There's final minetest and minetest... Looks like at some point there was a fork. What is recommended? FMT seems to have better graphics & perf though but MT was easier for me to build from source (with Redis support). Also FMT also ships a MineClone2 game - so :confused:
in short:
NEVER USE FMT !!!
Last edited by Walker on Tue Dec 17, 2019 05:00, edited 1 time in total.
 

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Re: [Game] MineClone 2 [0.56.1]

by Walker » Tue Dec 17, 2019 05:00

Walker wrote:
Wuzzy wrote:Are you sure the grass blocks got the param2 of 240 because of the update? I.e. they did not have a different param2 before?

Also, were these blocks dry grass before? Or just normal grass?

oh guilty ... I have to dig up a backup and have a look ^^
otherwise yes ... has been since the update;)
ok, i double check it
param2 was 240 already before update ... but why!?
and it was not noticed before ^^

btw. I fixed it with WorldEdit ... "//param2 0"
 

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Re: [Game] MineClone 2 [0.56.2]

by Wuzzy » Tue Dec 17, 2019 12:18

icecold wrote:1. How do I update if I have a world in progress? If I just unzip to games folder, do the updates work on on ongoing world? Or do I need to start a new world?

MineClone 2, among many other games for Minetest, is hosted on the Content DB. https://content.minetest.net/
It's the official Minetest package system. You can download and update from there within Minetest. This is the easiest way to update MineClone 2.

The older method of updating games manually still works: Just replace the “mineclone2” directory in the “games” directory.

You do not need to start a new world.

I try to not break worlds for no reason, but I note that MineClone 2 is still in alpha stage, which means things can change at any time. But when a big change is happening, you will see it in the release notes.

When I'm at it, I should probably list the things that I expect to do a complete rework at some point (possibly in a breaking fashion):

  • All things redstone
  • Armor
  • Mobs

1. There's final minetest and minetest... Looks like at some point there was a fork. What is recommended? FMT seems to have better graphics & perf though but MT was easier for me to build from source (with Redis support). Also FMT also ships a MineClone2 game - so :confused:

The latest and greatest version of MineClone 2 can be found on in this forum thread and the Content DB. MineClone 2 needs Minetest 5.1.0 to work (but maybe 5.0.0 works as well … no idea). So that is recommended.

Final Minetest is indeed a fork. It's a fork of Minetest 0.4. It's mostly developed by only one developer, OldCoder. It is true that Final Minetest offers a version of MineClone 2 on its website, but it's an old version: version 0.41.3.

If you're unsure about which version you got, read the “README.md” inside the game's directory. It should tell you the version number.

I do neither endorse nor discourage the use of Final Minetest, until someone can proof to me that it is malware. I do neither endorse nor discourage the version of MineClone 2 shipped on minetest.org.

1. Does planting sugarcane work? I cannot seem to get it to plant - even near water block
2. Is there saddle and taming horses? Can you ride horses?


Yes.
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Re: [Game] MineClone 2 [0.56.2]

by icecold » Thu Dec 19, 2019 14:31

Thanks @wuzzy and @Walker for the detailed answers.

I'm going with minetest - esp since I can compile it with Luajit and Redis and deploy on a RPi. Any advice on how to make it look good/better on the client than with defaults?
 

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Re: [Game] MineClone 2 [0.56.2]

by paramat » Fri Dec 20, 2019 02:07

Wuzzy wrote:I do neither endorse nor discourage the use of Final Minetest, until someone can proof to me that it is malware

There are other, just as important, aspects to consider than whether it has malware or not.

icecold, you should read https://forum.minetest.net/viewtopic.php?f=55&t=23615
Last edited by paramat on Sat Dec 21, 2019 23:37, edited 1 time in total.
 

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Re: [Game] MineClone 2 [0.56.2]

by icecold » Fri Dec 20, 2019 02:15

Read that link.. thanks.. was useful. Might help too make it more prominent/sticky
 

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Re: [Game] MineClone 2 [0.56.2]

by Miniontoby » Fri Dec 20, 2019 08:54

Is there an elytra for flying and fireworks for a boost
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Re: [Game] MineClone 2 [0.56.2]

by Wuzzy » Fri Dec 20, 2019 12:10

No. Or at least: Not yet.
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Re: [Game] MineClone 2 [0.56.2]

by icecold » Fri Dec 20, 2019 12:48

Has compass, map and mini map been removed... I only see those in the fmt distro
Somehow that have me the impression that the fmt mcl2 was more advanced!

Also, is there anyplace to look up ALL recipes?
 

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Re: [Game] MineClone 2 [0.56.2]

by Wuzzy » Fri Dec 20, 2019 13:24

No, these items have not been removed, and they are all craftable.

But I can confirm the crafting guide does no longer display the recipe for the compass … OK, I tell you now: It's 4 iron ingots around 1 redstone.

Will be fixed in next version.

I find it hard to believe that the FMT version is more advanced, as it's an older version. Show me one feature that FMT's MCL2 has that my MCL2 doesn't.

Currently, the only way to make more recipes visible in the game is by collecting more items. This will unlock new recipes. To know all recipes, you have to collect all items at some point in time.

But maybe I could add a cheat or something like that to unlock all. The main reason you don't get to see all recipes at the start is because of spoilers. :) Also, Minecraft does that as well. :P

Note that items are craftable even if the crafting guide doesn't show it (but it should not happen that the crafting guide doesn't show something that you can already craft).
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Re: [Game] MineClone 2 [0.56.2]

by icecold » Fri Dec 20, 2019 13:28

Yeah... I checked versions after your earlier posts and was wondering (I had Redstone and iron ingots) since the recipe wasn't shown.. that led to the (false) impression...
 

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Re: [Game] MineClone 2 [0.56.2]

by icecold » Fri Dec 20, 2019 14:33

Any way the map helps in figuring out a saddle location? Driving my kids and me mad :)

On that note, a tech tree would be really nice QoL improvement!
 

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Re: [Game] MineClone 2 [0.56.2]

by Leun » Sat Dec 21, 2019 22:34

icecold wrote:Any way the map helps in figuring out a saddle location? Driving my kids and me mad :)

On that note, a tech tree would be really nice QoL improvement!


For saddles, you just want to look for chests in dungeons, mineshafts, temples and villages. The loot is random, so you might be looking for a while before you find one. As far as I know, vanilla Minecraft maps never showed the locations of chests with saddles in them, so I doubt that feature will get added unless someone makes a mod of that for MineClone2.. but that would take all the fun out of searching for saddles.
 

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Re: [Game] MineClone 2 [0.56.2]

by JiCeyCraft » Thu Dec 26, 2019 19:10

Leun wrote:
icecold wrote:Any way the map helps in figuring out a saddle location? Driving my kids and me mad :)

On that note, a tech tree would be really nice QoL improvement!


For saddles, you just want to look for chests in dungeons, mineshafts, temples and villages. The loot is random, so you might be looking for a while before you find one. As far as I know, vanilla Minecraft maps never showed the locations of chests with saddles in them, so I doubt that feature will get added unless someone makes a mod of that for MineClone2.. but that would take all the fun out of searching for saddles.


Villages? 0.0 You have found villages? In MineClone2? And villagers?
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Re: [Game] MineClone 2 [0.56.2]

by Leun » Thu Dec 26, 2019 20:21

JiCeyCraft wrote:
Leun wrote:
icecold wrote:Any way the map helps in figuring out a saddle location? Driving my kids and me mad :)

On that note, a tech tree would be really nice QoL improvement!


For saddles, you just want to look for chests in dungeons, mineshafts, temples and villages. The loot is random, so you might be looking for a while before you find one. As far as I know, vanilla Minecraft maps never showed the locations of chests with saddles in them, so I doubt that feature will get added unless someone makes a mod of that for MineClone2.. but that would take all the fun out of searching for saddles.


Villages? 0.0 You have found villages? In MineClone2? And villagers?


I meant those are the ways you would find saddles in vanilla Minecraft and that in vanilla Minecraft, maps don't show the location of chests or their contents. Sorry, I didn't mean to mislead you. I play both games and sometimes it is difficult to remember which features are in and out of each game.
 

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FOUR FACTS

by Wuzzy » Thu Dec 26, 2019 22:12

FACT: No villages generate in MCL2 (yet). This is a missing feature.
FACT: The minimap does never show loot. This is by design.
FACT: There are hidden treasures in the world that may or may not contain saddles. Explore!
FACT: There may or may not be a new release within the next 24 hours.
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Version 0.57.0 released!

by Wuzzy » Fri Dec 27, 2019 00:24

Version 0.57.0 released! Nicknamed “The Little Ocean Update”!

Changelog:
  • Add kelp and seagrass, they grow in oceans
  • Add dried kelp, the cheapest food
  • Add dried kelp block, burns well in furnace
  • Add corals, coral fans and coral blocks (in Creative Inventory only)
  • Sponges generate in deep oceans
  • Guardians and guardian elders drop more items on death
  • Ice texture is now opaque by default. This is done because translucency doesn't work well in Minetest (you can re-enable it with a setting, but beware it might look ugly)
  • Player now looks upwards when going to bed
  • Fix end rods falling down
  • Use sand and gravel as ocean floors (except in v6 mapgen)
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Re: [Game] MineClone 2 [0.57.0]

by Walker » Sat Dec 28, 2019 11:17

Das automatische ersetzen von dirt_with_dry_grass arbeitet nichtmehr ... ist es wieder raus ?
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Re: [Game] MineClone 2 [0.57.0]

by Wuzzy » Sat Dec 28, 2019 11:39

Ich vermute mal, dass LBMs dann wohl in Minetest unzuverlässig sind. Seufz.
Ist dir vielleicht Minetest an dieser Stelle vorher abgestürzt oder hast du Minetest brutal abgeschossen?

Tu mal »run_at_every_load = true« in Zeile 763 in mods/ITEMS/mcl_core/nodes_base.lua.
Und mach das wieder weg, wenn du es nicht mehr brauchst.
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Re: [Game] MineClone 2 [0.57.0]

by Walker » Sat Dec 28, 2019 11:56

in Zeile 763 ???

da gehts aber um ice ... bist du dir sicher ?
Code: Select all
761   minetest.register_node("mcl_core:ice", {
762      description = S("Ice"),
763      _doc_items_longdesc = S("Ice is a solid block usually found in cold areas. It melts near block light sources at a light level of 12 or higher. When it melts or is broken while resting on top of another block, it will turn into a water source."),
764      drawtype = ice_drawtype,
765      tiles = {"default_ice.png"},
766      is_ground_content = true,
767      paramtype = "light",
768      use_texture_alpha = translucent_ice,
769      stack_max = 64,
770      groups = {handy=1,pickaxey=1, slippery=3, building_block=1},
771      drop = "",
772      sounds = mcl_sounds.node_sound_glass_defaults(),
773      node_dig_prediction = "mcl_core:water_source",
774      after_dig_node = function(pos, oldnode)
775         mcl_core.melt_ice(pos)
776      end,
777      _mcl_blast_resistance = 2.5,
778      _mcl_hardness = 0.5,
779   })
 

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Re: [Game] MineClone 2 [0.57.0]

by Wuzzy » Sat Dec 28, 2019 12:14

functions.lua

Upps.
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