[Game] MineClone2 [0.86]

User avatar
Stix
Member
Posts: 1385
Joined: Fri Aug 04, 2017 14:19
IRC: nil
In-game: Stix [+alts]
Location: USA

Re: [Game] MineClone 2 [0.28.0]

by Stix » Post

firefox wrote:
Wuzzy wrote:
i spent almost an hour for my first wooden house (in pseudo-japanese style) and then an enderman picked holes into my roof and when i tried to fix it, a creeper blew up the wall =(>.<)=
Did you actually see the enderman taking the wood planks, i.e. with the block in hand? Endermen shouldn't pick those up at all and I could not find any endermen which do so.
hm... maybe he didn't.
but he was sneaking around on the roof, and me going up there motivated the creeper to blast my wall =(>.<)=

isn't there a way to protect my builds from creeper explosions?
make you house at water as mobs creepers dont spawn in water, make sure its far away from the mainland so that creepers dont see you and come investigate.
Hey, what can i say? I'm the bad guy.

User avatar
kingoscargames
Member
Posts: 216
Joined: Fri Jul 28, 2017 12:06
GitHub: kingoscargames
In-game: kingoscargames
Location: Netherlands

Re: [Game] MineClone 2 [0.28.0]

by kingoscargames » Post

Or you can just dont build in survival :P

User avatar
GamingAssociation39
Member
Posts: 858
Joined: Mon Apr 25, 2016 16:09
GitHub: Gerold55
IRC: Gerold55
In-game: Gerold55
Location: Maryland, USA

Re: [Game] MineClone 2 [0.28.0]

by GamingAssociation39 » Post

Kingoscargames can you put the code to make carpets walkable so can jump over fence using carpet please
Jesus Is Lord and Savior!!!

User avatar
kingoscargames
Member
Posts: 216
Joined: Fri Jul 28, 2017 12:06
GitHub: kingoscargames
In-game: kingoscargames
Location: Netherlands

Re: [Game] MineClone 2 [0.28.0]

by kingoscargames » Post

GamingAssociation39 wrote:Kingoscargames can you put the code to make carpets walkable so can jump over fence using carpet please
Image
Change "false" to "true".
Attachments
change_to_true.png
change_to_true.png (50.67 KiB) Viewed 725 times

User avatar
Stix
Member
Posts: 1385
Joined: Fri Aug 04, 2017 14:19
IRC: nil
In-game: Stix [+alts]
Location: USA

Re: [Game] MineClone 2 [0.28.0]

by Stix » Post

this how the fact that players can jump over a fence with carpet but mobs will not: carpets in minecraft are walkable and you can place blocks on a fence like it is a solid block, this is where the trick comes in, in MC mobs wont walk on blocks they judge to not be a full block, and a fence isnt seen as a full block.

just wanted to spout some useless MC information.
EDIT:had to edita this as there was a error cuz i was tired when i wrote this, sorry :/
Last edited by Stix on Thu Sep 14, 2017 13:47, edited 1 time in total.
Hey, what can i say? I'm the bad guy.

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

by Wuzzy » Post

I will look at carpets after the next update.

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Version 0.29.0! The Overworld Update!

by Wuzzy » Post

Version 0.29.0 is here! Nicknamed “The Overworld Update”.

I have concentrated mostly on the map generator, especially the Overworld biomes. I am proud to present you a ton of new biomes for the non-v6 mapgens. MineClone 2 now has pretty much the full set of Minecraft biomes, but a few biomes might be tweaked in future.

But I did not forget the v6 mapgen either and applied some updates to this mapgen as well. A nice new treat for v6 users is that the saplings of the 3 missing trees can be found in chests.

Have fun exploring a new world! :-)

Teaser screenshot:
Image

General mapgen updates:
  • Improve overall performance, especially of the vines generation
  • Turn floating sand to sandstone, makes nice desert cave entrances
  • Generate clay in sand AND dirt in a diamond shape
Updates for all mapgens besides v6:
  • Major overhaul of all Overworld biomes and many additions!
  • New biomes:
    • Mega Spruce Taiga
    • Savanna M
    • Jungle M
    • Jungle Edge M
    • Birch Forest
    • Birch Forest M
    • Sunflower Plains
    • Swampland
    • Flower Forest
    • Mesa
    • Mesa Plateau F
    • Extreme Hills
    • Extreme Hills+
    • Extreme Hills M
    • Stone Beach
  • Add various new tree variants: Huge spruce trees, acacia tree, larger jungle tree, another huge jungle tree
  • Balance heat and humidity of all biomes
  • Generate fossils deep below deserts
  • Generate witch huts (without witches)
  • Generate silverfish in Extreme Hills biome only
  • Generate emerald ore in Extreme Hills biome only
  • Generate more gold ore in mesa biome (and variants)
  • Increase melon rarity in non-v6 mapgens
  • Generate pumpkins in all biomes
  • Generate alliums in flower forests only, and blue orchids in swamplands only
  • Disable fallen logs
  • 1/12 chance to generate a super-huge mushroom instead of only huge mushroom
  • Jungle bushes now use oak leaves instead of ungle leaves (because of PC Edition)
  • Savanna: More acacia trees in more variants, more tall grass, double tall grass add a few oak trees
  • Mega Taiga / Mega Spruce Taiga: Move moss stone boulders up 1 unit. Add coarse dirt. Tweak tree generation
  • Remove red desert biome
  • Ice plains: Generate tall grass, oaks, spruces
  • Improve beaches of most biomes
  • Deep ocean has a gravel or stone floor
  • Clear snow if generated below leaves or a terrain overhang
Updates for the v6 mapgen:
  • Unique chance to find dark oak sapling, acacia sapling and birch sapling in treasure chests (these trees do not generate naturally)
  • Genrate ice spike
  • Freeze water in cold beaches
  • Blue orchids only generate close to sea level
  • Generate fossils deep below deserts
  • Generate witch huts
  • Generate clay in sand AND dirt in a diamond shape
  • Rework generation of tall grass, double tallgrass, fern and large fern
  • Fix regression: Minetest-style dungeons have generated again
Singlenode mapgen:
  • Don't generate lava and bedrock
Other changes:
  • Increase speed in fast mode considerably
  • Stone pressure plate now only triggers for players and mobs
  • New mushroom textures
  • Make grass block, podzol and mycelium snowed if placed below snow block
  • Fix cactus not hurting when standing above
  • Remove sapling crafting recipes
  • Fire on bedrock burns eternally in the End
  • No longer place minecarts in mineshafts, those caused too many error messages (sorry!)
  • Fix broken help for mushroom blocks
  • Mention sprint key in help
  • Make pressure plates walkable
  • Jungle leaves decay distance set to 4
  • Bone meal no longer spawns allium and blue orchid
  • Change texture of azure bluet
  • Enable waving plants and leaves (use Minetest settings to disable this)
  • Change crafting recipe for prismarine crystals
  • Update mobs_mc mod: Spiders have animation, endermen place and take blocks less frequently, other updates
  • Tweak redstone rules of some redstone components (still very WIP)
  • Various internal code fixes

For those mapgen nerds among you, here is the heat/humidity chart of all biomes in 0.29.0:
https://i.imgur.com/u5vr6x6.png

User avatar
Sergey
Member
Posts: 784
Joined: Wed Jan 11, 2017 13:28
Location: Russia

Re: [Game] MineClone 2 [0.29.0]

by Sergey » Post

Wuzzy, are you a competitor to MT and its developers?

User avatar
v-rob
Developer
Posts: 970
Joined: Thu Mar 24, 2016 03:19
GitHub: v-rob
IRC: v-rob
Location: Right behind you.

Re: [Game] MineClone 2 [0.29.0]

by v-rob » Post

You should make your own version of MT Game, keeping it as a main base, though. You have the capability to make it amazing.

(Yes, I know that you want it to not be promoted as the main subgame, but too many mods use it and the devs wouldn't agree.)
Core Developer | My Best Mods: Bridger - Slats - Stained Glass

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [Game] MineClone 2 [0.29.0]

by Wuzzy » Post

I'm not in competition with MT because MT is the engine I'm using. Duh!

I don't consider Minetest Game to be a solid base to build upon. It gets many things wrong, including on the technical level. Minetest Game is not a standard, it's a monopoly.

My mission it to break this monopoly (not with MineClone 2, but in general). Dethroning it from the default subgame status would be the first step; Minetest Game just leaves a bad first impression which harms the entire Minetest project.

A big mistake which many modders make is by depending on Minetest Game or any particular subgame when they don't have to. This has to stop. I had thoughts about standardizing the mod landscape to some extent but I have not spent too much thought about it as I am way too busy with MineClone 2 at the moment. And I think I'll need a break again.

User avatar
Stix
Member
Posts: 1385
Joined: Fri Aug 04, 2017 14:19
IRC: nil
In-game: Stix [+alts]
Location: USA

Re: [Game] MineClone 2 [0.28.0]

by Stix » Post

Stix wrote:this how the fact that players can jump over a fence with carpet but mobs will not: carpets in minecraft are walkable and you can place blocks on a fence like it is a solid block, this is where the trick comes in, in MC mobs wont walk on blocks they judge to not be a full block, and a fence isnt seen as a full block.

just wanted to spout some useless MC information.
EDIT:had to edita this as there was a error cuz i was tired when i wrote this, sorry :/
please re-read
im sorry for the mistake it wasa cuz i wrote this when i was sleepy and my brain was foggy :/
Hey, what can i say? I'm the bad guy.

User avatar
Stix
Member
Posts: 1385
Joined: Fri Aug 04, 2017 14:19
IRC: nil
In-game: Stix [+alts]
Location: USA

Re: [Game] MineClone 2 [0.29.0]

by Stix » Post

one more thing, if a boat colides with a lily-pad the lily pad should break.
Hey, what can i say? I'm the bad guy.

User avatar
kingoscargames
Member
Posts: 216
Joined: Fri Jul 28, 2017 12:06
GitHub: kingoscargames
In-game: kingoscargames
Location: Netherlands

Re: [Game] MineClone 2 [0.29.0]

by kingoscargames » Post

Stix wrote:one more thing, if a boat colides with a lily-pad the lily pad should break.
https://github.com/Wuzzy2/MineClone2-Bugs/issues/399

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: Version 0.29.0! The Overworld Update!

by azekill_DIABLO » Post

Wuzzy wrote:Version 0.29.0 is here! Nicknamed “The Overworld Update”.
Sad. I was waiting for the Carpet update xD
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
sil_el_mot
Member
Posts: 13
Joined: Sat Feb 11, 2017 17:49
In-game: sil_el_mot

Re: [Game] MineClone 2 [0.29.0]

by sil_el_mot » Post

did anyone experienced issues with bows again?
i can shoot them, but they do no harm, and just disappear.

User avatar
kingoscargames
Member
Posts: 216
Joined: Fri Jul 28, 2017 12:06
GitHub: kingoscargames
In-game: kingoscargames
Location: Netherlands

Re: [Game] MineClone 2 [0.29.0]

by kingoscargames » Post

Arrows dont really work for me they go trough the entities im trying to shoot and don't hurt them but just disappear.

User avatar
Stix
Member
Posts: 1385
Joined: Fri Aug 04, 2017 14:19
IRC: nil
In-game: Stix [+alts]
Location: USA

Re: [Game] MineClone 2 [0.29.0]

by Stix » Post

kingoscargames wrote:Arrows dont really work for me they go trough the entities im trying to shoot and don't hurt them but just disappear.
same
Hey, what can i say? I'm the bad guy.

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [Game] MineClone 2 [0.29.0]

by Wuzzy » Post

Sorry, I can't reproduce the bow bug in 0.29.0. :-(

But I might end up merging that other MC-like bow and arrows mod.

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Looking for v6 ideas

by Wuzzy » Post

Hi all! I am looking for ideas to use in the v6 mapgen in order to improve it. Note it's not high priority to me, but I want to keep these kind of ideas in mind for the final touches in late development stages. I want MineClone 2 to generate good worlds in all mapgens. :-)

Read this for more info: https://github.com/Wuzzy2/MineClone2-Bugs/issues/402

User avatar
kingoscargames
Member
Posts: 216
Joined: Fri Jul 28, 2017 12:06
GitHub: kingoscargames
In-game: kingoscargames
Location: Netherlands

Re: [Game] MineClone 2 [0.29.0]

by kingoscargames » Post

Image
I don't think this is normal......
Attachments
screenshot_20170915_220137.png
screenshot_20170915_220137.png (301.79 KiB) Viewed 725 times

User avatar
Stix
Member
Posts: 1385
Joined: Fri Aug 04, 2017 14:19
IRC: nil
In-game: Stix [+alts]
Location: USA

Re: [Game] MineClone 2 [0.29.0]

by Stix » Post

kingoscargames wrote:Image
I don't think this is normal......
it isnt.
Hey, what can i say? I'm the bad guy.

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Version 0.29.1! And I take a break.

by Wuzzy » Post

Version 0.29.1 is here!

Changelog:
  • Things now collide with carpets
  • It is now possible to walk over a fence if a carpet is placed on top
  • Make red sand craftable in the v6 mapgen (this recipe has a “v6” icon in the crafting guide)
  • Add achievement for lighting a Nether portal
  • Make sugar canes less common in v6 mapgen (there was way too much of it)
  • Nether portals are now lit with any kind of fire
  • Update hudbars and hbarmor mods
  • Fix Nether portals sometimes being generated outside the Nether and even the void
  • Fix generated Nether portals sometimes being only partially generated
  • Fix crash and bugs with regards to redstone comparators. Note that redstone comparators are still incomplete!
  • Blaze fireballs / fire charges now light the fire at the correct position instead of alwys on the top of a block
  • Close all open chest forms if chest has been destroyed or resized
  • Fix minor desert temple bug

Development notice: In the next weeks, MineClone 2 will be mostly or completely paused. Don't worry, I plan to return.

You can still talk to me, for example in in IRC (#mineclone2 on irc.freenode.net) and in these forums.

In the meantime: Have fun, build interesting things and run away from creepers. ;-)

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Game] MineClone 2 [0.29.1]

by azekill_DIABLO » Post

cool thing wuzzy!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

u34

Re: [Game] MineClone 2 [0.29.1]

by u34 » Post

first i want to say that this subgame is awesome!

how does the script Texture_Converter.py is be used?

User avatar
SonicTheCrafter
New member
Posts: 8
Joined: Tue Jul 02, 2013 23:01

Re: [Game] MineClone 2 [0.29.1]

by SonicTheCrafter » Post

Great work Wuzzy! I look forward to playing this soon. Could you tell me if there's any way to disable mobs? I'm used to playing Minetest survival without them and prefer to play mobless for now. Thanks in advance.

Also, if anyone else is frustrated by the layout of "repo.or.cz", I have forked the repo on GitHub: https://github.com/SonicTheCrafter/MineClone2

Post Reply

Who is online

Users browsing this forum: No registered users and 7 guests