[Game] MineClone2 [0.86]

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Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Post

azekill_DIABLO wrote:river water just only flows three blocks away and isn't renewable. It is here to avoid huge bugs and ABMs fails in valley mapgen.
What does "renewable" mean? Do I call the liquid library and ask them to extend my usage of the water source for a week?
Last edited by zargulthewizard on Thu Dec 07, 2017 17:45, edited 1 time in total.
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Re: [Game] MineClone 2 [0.31.0]

by azekill_DIABLO » Post

Renewable means that by putting source next to each other more source will appear. Just like that:

Code: Select all

Renewable:

XO
OX

-> X will be replaced by source

X = nothing
O = water source
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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Post

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Re: [Game] MineClone 2 [0.31.0]

by azekill_DIABLO » Post

GamingAssociation39 wrote:Image
No?! You did that! wooooo!

EDIT: ah no it's minecraft.
Last edited by azekill_DIABLO on Sat Dec 09, 2017 16:35, edited 1 time in total.
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Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Post

This looks like the dynamic liquid mod, which I like, but it needs pipeworks support to make it (and the PIPE part of pipeworks) really great. Check the dynamic liquid thread for more info. An addon that changes how pipeworks works would probably be best.
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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Post

This is what needs to be added to MineClone 2 in the future I saw it on Twitter. Looks awesome and hopefully can be done.
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Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Post

Or the Minetest dungaree itself. Wuzzy created that one too, you know.
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Version 0.32.0 (“The End of a Dogma”)

by Wuzzy » Post

Version 0.32.0 is here! Nickname: “The End of a Dogma”.

Image
Image
Image

River Water and water
  • Add River Water. This is almost the same as water, but has a brighter color, is not directly renewable and has a reduced flowing distance
  • Add riverwaterlogged sponge. You get this instead of the waterlogged sponge if the sponge sucked up more river water than (ordinary) water
  • Add river water bottle and river water bucket
  • Cauldron can be filled with river water
  • Adding a bottle of water of river water into a cauldron increases the water level by 1, retaining the water type
  • Rain increases the cauldron water level like glass bottles do
  • Dispensers can now dispense water and river water buckets into cauldrons
  • Increase opacity of in-water view a lot
Mapgen stuff
  • River water now generates in the rivers of the valleys mapgen. It doesn't appear in any other mapgen.
  • River-related bugs in valleys are fixed
  • Use red sand as riverbed in mesa biomes (and friends)
  • Use dark oak wood if abandoned mineshaft starts in a terracotta block. In v6 the wood is still random.
The End
  • You can access the End in survival again
  • Hidden End portal shrines now appear randomly in the Overworld. These will bring you to the End
  • Use eyes of ender to find these shrines
  • Destroy end portal if the end portal frame around it is damaged

Blocks
  • New stairs and slabs: Concrete, Polished Andesite, Polished Granite, Polished Diorite, Gold, Iron, Lapis Lazuli, End Stone Brick, Red Nether Brick, Cracked Stone Bricks, Mossy Stone Bricks, Moss Stone, Dark Prismarine
  • Add red nether brick fence
  • Add nether brick fence gate and red nether brick fence gate
  • Item frames no longer have an owner
  • Infested blocks now break instantly
  • Dispensers now can dispense bucket contents into cauldron
  • Fix weird mirrored trapdoor textures when open
  • Draw proper trapdoor side textures
Block renames
  • Monster Egg <Block> → Infested <Block>
  • Wet Sponge → Waterlogged Sponge
Other
  • Get rid of the annoying dropped hand items once and for all
  • Fix weather being reset to sunny after restarting game
  • Fix snow wather not being cleared correctly
  • Fix various minor mistakes in the help
  • Increase pointing range in Creative Mode
  • The void up to 64 blocks above the Nether is no longer deadly. This allows you to fly above the Nether a bit without getting hurt
  • Teleport player to spawn if in deep void and damage is disabled
  • Add death messages for being killed by baby monsters
Compability notes
End portal shrines
In heavily explored worlds, it is possible that an eye of ender leads you to a place without an End portal shrine. This can happen if the spot has already been generated. In new worlds this should never happen.

You can still find another shrine by walking far away from the missing shrine until the eye of ender changes direction. There are over 100

Valleys mapgen
If you used the valleys mapgen before, try a new world for the new river water. The rivers were horribly broken anyway.

Escaping the End
I will probably either remove or replace the temporary end escape pearls in the next version
Last edited by Wuzzy on Mon Dec 11, 2017 05:09, edited 2 times in total.

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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

Can we have animated chests (opening and closing animation)?
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

Oh, I liked it when those came along in Minetest 0.4.16. But the fact that you can get a large chest by putting two chests next to eachother could prevent this.
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

zargulthewizard wrote:Oh, I liked it when those came along in Minetest 0.4.16. But the fact that you can get a large chest by putting two chests next to eachother could prevent this.
Well the single chest doesn't have an opening animation either.
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Re: [Game] MineClone 2 [0.32.0]

by v-rob » Post

GamingAssociation39 wrote:Can we have animated chests (opening and closing animation)?
That would require animated nodes (currently not supported) or entities (annoying, unreliable, and not good for an often used thing such as this)
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

v-rob wrote:
GamingAssociation39 wrote:Can we have animated chests (opening and closing animation)?
That would require animated nodes (currently not supported) or entities (annoying, unreliable, and not good for an often used thing such as this)
You have not played Minetest 0.4.16. The default chests are animated (though it is straight from closed to open; I think it uses node replacing).

As for GamingAssociation39's latest post (I'm too lazy to manually quote it), I wouldn't want one type of chest to be animated and the other not be. But, come to think of it, the nodes obviously become connected, so maybe animation wouldn't be so hard after all.
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

Can someone work on those animations?
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Re: [Game] MineClone 2 [0.32.0]

by azekill_DIABLO » Post

Image
is that a flying coconut? needs testing just for that :P

+1 for Wuzzy!
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

azekill_DIABLO wrote:
Image
is that a flying coconut? needs testing just for that :P

+1 for Wuzzy!
Yeah, everybody knows that the end dimension is really just the lost island of Pacifos, and you of course need a flying coconut to get there.

By the way, I found my first end shrine in I think the valleys mapgen and it was underground. There is no way I would have found it without a creative mode infinite supply of flying coconuts. Also, it was crazy far away from the spawn point. And that was the closest one? Who would want to travel that far to kill a dragon that I have never found spawned naturally in the end dimension anyway?
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Re: [Game] MineClone 2 [0.32.0]

by azekill_DIABLO » Post

normally, the ender eyes drop after poiting the diredtion for a while. In MC, 16 of them might be enoguh.
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Re: [Game] MineClone 2 [0.32.0]

by Wuzzy » Post

You just throw the eyes way too often. Don't be so wasteful. No need to throw the eyes after every few steps. The direction won't change for a long time. And don't forget to pick up your eye when it falls.

Finding the End is not cheap. I agree the distance is high, but it will be easier when I introduce the fast Nether travel (1 block distance in Nether = 8 blocks distance in Overworld).

Sorry, the End is still crappy. Maybe I should state that more clearly in the help.
Last edited by Wuzzy on Wed Dec 13, 2017 02:30, edited 1 time in total.

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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

Shouldn't there be 8 blocks in the Nether and in the overworld?
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

Wuzzy wrote:You just throw the eyes way too often. Don't be so wasteful. No need to throw the eyes after every few steps. The direction won't change for a long time. And don't forget to pick up your eye when it falls.

Finding the End is not cheap. I agree the distance is high, but it will be easier when I introduce the fast Nether travel (1 block distance in Nether = 8 blocks distance in Overworld).

Sorry, the End is still crappy. Maybe I should state that more clearly in the help.
The rest sounds angry to me, not exactly sure why I'm so frustrated. Oh, God, help.

How did you know that's what I did? I smell possible hypocrisy.

You didn't answer the underground thing. What's the deal with that? Why was the shrine in the middle of a mountain?
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

The contents of this post have been removed. For information on the Lost Island of Pacifos, PM me.
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Re: [Game] MineClone 2 [0.32.0]

by v-rob » Post

zargulthewizard wrote:
v-rob wrote:
GamingAssociation39 wrote:Can we have animated chests (opening and closing animation)?
That would require animated nodes (currently not supported) or entities (annoying, unreliable, and not good for an often used thing such as this)
You have not played Minetest 0.4.16. The default chests are animated (though it is straight from closed to open; I think it uses node replacing).

As for GamingAssociation39's latest post (I'm too lazy to manually quote it), I wouldn't want one type of chest to be animated and the other not be. But, come to think of it, the nodes obviously become connected, so maybe animation wouldn't be so hard after all.
No, animations are not supported. That is node replacing, not an animation. An animation makes the lid actually move, not toggling open/shut.
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

That's what I meant. The open and closing chest in 0.4.16 looks like it's an opening and closing node because of how it's setup.
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Re: [Game] MineClone 2 [0.32.0]

by GreenXenith » Post

To answer your question, no, the chest "animations" cannot be added due to a bug in the engine (https://github.com/minetest/minetest/issues/6195) that prohibits using it on large chests, therefore hindering normal chests. I tried to make this work for the Farlands subgame, no dice. Wuzzy tried to help, and that's how we found the bug. Using a new mesh wouldn't work because then you couldn't detect the node to remove when punched, because the chest needs to change into a single chest, depending on which side the player punches. So the desired method is not an option, and a new meshnode is not an option.
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

It could be if when a single chest detects another chest beside it it acts as a double chest. And both single nodes act as one.
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