[Game] MineClone 2 [0.55.1]

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BlazeGamingUnltd
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Re: [Game] MineClone 2 [0.53.2]

by BlazeGamingUnltd » Sat May 04, 2019 13:55

WHY IS MY TEXTURE PACK SET TO PIXEL PERFECTION!!?!!!!!
I HATE THIS!
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Re: [Game] MineClone 2 [0.53.2]

by Lone_Wolf » Sat May 04, 2019 14:29

BlazeGamingUnltd wrote:WHY IS MY TEXTURE PACK SET TO PIXEL PERFECTION!!?!!!!!
I HATE THIS!

MINECRAFT DOESN'T WANT ANYONE TO USE THEIR TEXTURES
If you have Minecraft you could try using the Minecraft -> Mineclone2 texture converter (Mineclone2/tools/ IIRC)
You don't need to use all-caps btw
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Re: [Game] MineClone 2 [0.53.2]

by Violetnred » Mon May 06, 2019 15:12

hello! nice mod, but (yes, i see it is alpha ver) i have two minor complaints: fire caused by lightning spreads too fast throguh trees and powered rail tracks exerts very little force. those aren't exactly issues and i don't really remember how it is in Minecraft, but those two things simply feel wrong.

had to disable fire (the setting is shared with base game, it seems? despite being named differently) because literally the whole world was set on fire :D
 

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Re: [Game] MineClone 2 [0.53.2]

by jjk1 » Mon May 06, 2019 17:08

Hallo. Ich hätte da mal eine Frage: Ist es möglich, feindliche Mobs auszuschalten?
 

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Re: [Game] MineClone 2 [0.53.2]

by Walker » Mon May 06, 2019 17:13

ja ist es ;)

über die SubGame-Einstellung

//edit

Einstellungen > Alle Einstellungen > Spiele > MineClone 2 > Mobs > Spawn only peaceful mobs > Aktivieren
 

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Re: [Game] MineClone 2 [0.53.2]

by GamingAssociation39 » Tue May 07, 2019 01:05

The pickup block rate of endermen needs to be brought down because my world has a lot of blocks everywhere because of endermen.
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Re: [Game] MineClone 2 [0.53.2]

by cHyper » Wed May 08, 2019 17:39

add wield light - hold a torch in your hands and light up your surroundings!
how can i do that feature, this would be a good feature for the future!
 

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Re: [Game] MineClone 2 [0.53.2]

by cHyper » Wed May 08, 2019 17:56

which lines i have to add to the init.lua ?

games\mineclone2\mods\ITEMS\mcl_torches
 

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Re: [Game] MineClone 2 [0.53.2]

by gossamer46 » Thu May 09, 2019 12:24

So... Is anyone else getting oceans full of wolves and horses?

I've got one area near my main base where horses and wolves just spawn in the middle of the sea, or they spawn on land, find their way out to sea and just bob around forever. Can we set a time limit on how long a land mob can stay alive in a body of water?... and if not for everyone using this mod, can someone at least tell me how to do it? Hearing whinnies when I'm building an undersea base is a bit offputting. I also get Endermen, Zombies and Creepers spawning during the day in many cases.

Also the amount of mobs seems to be a tad high. If there's some horses, there's at least ten horses, same goes for everything else but pigs from what I've noticed.

...also double-doors isn't a thing that works. They don't react to being next to eachother so the hinge for the right door just stays in the middle and it swings open to the left.
 

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Re: [Game] MineClone 2 [0.53.2]

by Exilyth » Sun May 12, 2019 22:26

So, after trying out mineclone2 yesterday I'm on my second try now.

First time I spawned in a mushroom biome. Couldn't really do anything as I was busy sitting on a mushroomtree surrounded by wolves. And horses. Lots of horses.

By the time I could move out and look for resources, the day was almost over. Eventually I was able to create a bed which meant I didn't have to run around just to find my stuff on a random 'tree'. Still decided to quit this one as I couldn't even go and explore.


Second try, I got a forest biome. After walking around for a while, I found a nice place to settle down. Crafting stuff, I was able to dig for coal and iron. I'll probably keep playing this one.

Mob spawn rate is weird though - I could spot three endermen in the first night, but it took me multiple days to find three sheep. Meanwhile, the place was swarmed by wolves and horses. Looking down a cliff, I could see a bunch of creepers, spiders and wolves 'surfing' on the ocean waves.


Overall, from what I've seen so far, it's a very faithfull recreation of minecrafts gameplay.

Just
- spawn rate for mobs could be adjusted down at least a bit
- mobs spawn in weird places, like on top of trees
- days feel a bit short. I haven't been able to explore as much as I would have liked before having to turtle up in a dirt hut for the night.


Tbh. I'm a bit nervous about endermen. Don't need mobs stealing my blocks. Is there a config setting to turn them off (e.g. disable only endermen)?
 

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Re: [Game] MineClone 2 [0.53.2]

by 40W » Mon May 13, 2019 11:12

mob spawn rate can be turned down with setting in your minetest.conf "mobs_spawn_chance = " default is 2.5 on my server i have set it at 10 ( higher because "The higher the number, the less often mobs will spawn." as it's written in settingtypes.txt in mineclone2 folder), like this they will overpopulate slowly but they will, when they are too many i just /clearobjects but this deletes all animals, tamed ones too

about endermen in many hours of gameplay i never seen them stealing anything other than grass blocks and sand, don't know if this can make e you less nervous xd, but if you want disable their griefing setting is "mobs_griefing = false" , but this will disable also creepers' griefing
 

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Re: [Game] MineClone 2 [0.53.2]

by Exilyth » Mon May 13, 2019 14:10

Indeed, there is a "mobs can change blocks" setting for mineclone2, which is probably the non-technical name for 'mobs_griefing'.

The thing about the spawn rate is good to know too, especially that it counterintuitively spawns less stuff with a higher number.

Thank you.
 

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Re: [Game] MineClone 2 [0.53.2]

by GamingAssociation39 » Tue May 14, 2019 01:09

Endermen just kept stealing/moving too many blocks in a small amount of time...
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Re: [Game] MineClone 2 [0.53.2]

by BlazeGamingUnltd » Sat May 25, 2019 09:13

Lone_Wolf wrote:
BlazeGamingUnltd wrote:WHY IS MY TEXTURE PACK SET TO PIXEL PERFECTION!!?!!!!!
I HATE THIS!

MINECRAFT DOESN'T WANT ANYONE TO USE THEIR TEXTURES
If you have Minecraft you could try using the Minecraft -> Mineclone2 texture converter (Mineclone2/tools/ IIRC)
You don't need to use all-caps btw

I wan't my textures to be set to anything except pixel perfection.
Sorry for the all-caps tho
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Re: [Game] MineClone 2 [0.53.2]

by GamingAssociation39 » Mon May 27, 2019 05:54

So you'd need to enable a texture pack just for MCL2 or convert your own tp over to MCL2
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Re: [Game] MineClone 2 [0.53.2]

by leo_rockway » Fri May 31, 2019 00:56

I see that the version was bumped from 0.49.0 to 0.53.2 at the beginning of May, but I didn't see an announcement. I try to git pull often and I stay up-to-date, but I'd like to see what actually changed if possible.

Also, Wuzzy, excellent job. I tried Minecraft again recently and I can tell that Minecraft is more polished, but they have many developers and all the money in the world to work on it 24/7. Some things that I'd like to see improved are completely unrelated to MineClone 2, but Minetest proper (like lava flowing being buggy).
 

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Restored changelogs 0.50.0 to 0.53.2

by Wuzzy » Fri May 31, 2019 09:43

Due to the forum crash in the beginning of May 2019, a couple of posts have been lost, including the posts that included the MineClone 2 changelogs. In this post I re-post the lost changelogs for version 0.50.0 to 0.53.2:

0.50.0
  • Start adopting translation system of Minetest 5.0.0 (still WIP)
  • Partial German translation (<20%)
  • Fix inventory-related crash
  • Disable radar mode if Creative Mode is off
  • Add glow effect, blazes, lava droplets and barrier icons
  • Add more death messages
  • Reduce lighting damage
  • Arrows don't deal damage again if target was already dead
  • Mob sounds: Add variation in pitch
  • Mob spawner: Reduce spawn count for big mobs
  • Fix hunger-related crash
  • Fix mob detection of fences/walls
  • Pistions now support banners, signs, armor stands, chests, daylight sensors, jukeboxes and noteblocks and trapped chests
  • Drop armor stand as item if block below breaks
  • Fix crash if item dropped into end portal in the End
  • The End now generates the end stone entirely differently. The ugly borders are gone
  • Generate chorus plants in the End
  • Drop attached chorus plant blocks when detached
  • Remove some outdated crafting recipes
  • Re-introduce melons in v6 mapgen
  • Some tweaks to Mesa biomes: Eroded strata, gold ore, vertical blend
  • New biome: MesaPlateauFM (a mesa forest plateau with a more sparse forest than MesaPlateauF)
  • New biome: MesaBryce (lots of colored terracotta and a little sand near the ocean level)
  • Vertical biome blending for some other biomes
  • Fix crash related to Wither projectiles
  • Crafting guide revised
  • Crafting guide: Comeback of Progressive Mode! Crafting guide now only shows recipes for items that you can craft from items that you have discovered at one point in he game. Explore the world and find more items and your crafting guide will progressively give you more recipes.
  • Fix mob not retaliating if friend died with 1 hit
  • Baby zombies take sunlight damage

0.50.1
  • Fix crash when clicking craftbook icon in furnace

0.51.0
  • Add German translations for a couple of mods (still WIP)
  • Fix translatability problems with a couple other mods

0.51.1
  • Fix crash if breeding sheep that spawned as child
  • Fix crash in mcl_dye when converting unicolor

0.52.0 (“Das deutsche Update”)
  • Game has been completely translated into German, using Minetest's 5.0.0 new translation system
  • Game is now completely translatable
  • Various minor fixes in help texts
  • Improve on help system GUI
  • Noteblock: Add 24 new semitones for each non-piano sound
  • Noteblock: Add 1 new semitone for piano
  • Everyone can now read the commands in a command block

0.53.0
  • Fix progressive mode setting and mcl_doTileDrops settings ignoring the “off” state
  • Fix broken old formspecs of shulker box, dropper, dispenser, ender chest
  • Fix floating vines rarely being generated in jungles
  • Fix many untranslatable strings in help and some GUI dialogues (also thanks to jjk1)
  • Fix some factual mistakes and typos in help
  • Signs: Add more usable characters for signs: colon, backtick (thus completing the ASCII support), and all printable characters from Unicode Latin-1 Supplement
  • Signs: Minor tweaks for a few characters to make them more readable
  • Signs: Add replacement character if a character is unsupported
  • Signs: Close dialogue if sign is destroyed while editing
  • Bone meal now grows flowers that matches the biome
  • Grass blocks now automatically get a dry grass cover when placed/created in a dry/hot biome
  • Help: Squash many near-identical help pages into one (e.g. there is now only 1 help page for stained glass instead of 16 pages for each color)

0.53.1
  • Lightning glows in the dark
  • Hoes now respect protection when trying to till land
  • Shovels now respect protection when trying to turn grass blocks into grass paths

0.53.2
  • Fix items getting fully repaired if moved between containers using hopper or dropper
  • Disabling fire now also disables fire spread
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Version 0.53.3!

by Wuzzy » Fri May 31, 2019 10:19

Version 0.53.3 is out!

Changelog 0.53.3:
  • Fix chorus stems not breaking in protected land
  • Only allow to place chorus stems on end stone or other chorus blocks
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Re: [Game] MineClone 2 [0.53.3]

by leo_rockway » Sat Jun 01, 2019 06:58

According to the information provided:
"Ice is a translucent 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."

I see this piece of code:
Code: Select all
 -- Melt snow
  minetest.register_abm({
          label = "Top snow and ice melting",
          nodenames = {"mcl_core:snow", "mcl_core:ice"},
          interval = 16,
          chance = 8,
          action = function(pos, node)
                  if minetest.get_node_light(pos, 0) >= 12 then
                          minetest.remove_node(pos)
                  end
          end
  })


I could be wrong, but I believe that minetest.remove_node(pos) is just deleting the node, not making the ice block melt into a water source. Am I missing something?

Edit:
According to the API documentation:
* `minetest.remove_node(pos)`
* By default it does the same as `minetest.set_node(pos, {name="air"})`


Edit2:
From the Minecraft wiki:
Ice will also melt into water if the light level immediately next to it on any side is sufficiently high (greater than 11), from light sources other than sunlight.


The code above doesn't discriminate between artificial light and sunlight. Is it possible to do that in Minetest to comply with this?
 

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Re: [Game] MineClone 2 [0.53.3]

by Wuzzy » Sat Jun 01, 2019 19:32

Everything is correct. minetest.get_node_light(pos, 0) tests the light level at night (time of day = 0), therefore it only tests non-Sun light sources, i.e. artificial light.

The water does ot appear in the ABM, but in one of the callbacks of mcl_core:ice.
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Re: [Game] MineClone 2 [0.53.3]

by leo_rockway » Sat Jun 01, 2019 23:30

Wuzzy wrote:Everything is correct. minetest.get_node_light(pos, 0) tests the light level at night (time of day = 0), therefore it only tests non-Sun light sources, i.e. artificial light.

The water does ot appear in the ABM, but in one of the callbacks of mcl_core:ice.

Thank you, I just learned about get_node_light and used it for my Skyblock worldmod to freeze water. I didn't know exactly how it worked when I made my post.

The reason why I was checking this code is because in my Skyblock map ice never turns into water. It simply turns into air. I wonder if the mcl_core:ice callback is biome dependant, I'd have to check that (no biomes in Skyblock, since it was created using singlenode mapgen).

Edit: I just tried it in creative mode in mapgen v7. If you surround a bunch of ice with torches, the ice simply disappears, it doesn't turn into water source. I believe this is a bug.
 

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Re: [Game] MineClone 2 [0.53.3]

by leo_rockway » Sun Jun 02, 2019 03:17

Unrelated to my previous post, but I came across this site that has free ambient music that would be fitting for MineClone 2: https://incompetech.com/music/
 

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