[Game] MineClone 2 [0.59.2]

r1bnc
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Re: [Game] MineClone 2 [0.57.0]

by r1bnc » Sun Dec 29, 2019 13:39

I've just discovered this game (mineclone2), it works on my GNU+Linux but not on my Android 7 (LineageOS) the minetest just crashes/exists after initialization of the game.
 

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Wuzzy
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Re: [Game] MineClone 2 [0.57.0]

by Wuzzy » Sun Dec 29, 2019 14:18

An error message might be helpful.

Or the last 100 lines of debug.txt (if you can access this file somehow).
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Re: Version 0.57.0 released!

by jjk1 » Sun Dec 29, 2019 17:46

Wuzzy wrote:Add dried kelp, the cheapest food

Solange man es nicht züchten kann, ist es ehrlich gesagt eins der schlechtesten Essen, die es gibt. es sollte so wachsen, wie Zuckerrohr oder Kakteen.
 

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Re: [Game] MineClone 2 [0.57.0]

by Walker » Mon Dec 30, 2019 07:43

is there any advanced nodes like light, light_source etc. ?
 

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Re: [Game] MineClone 2 [0.57.0]

by Wuzzy » Mon Dec 30, 2019 10:30

I don't know what you mean. Of course there are light sources: torch, sea lantern, jack'o lantern, redstone torch, glowstone.
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Re: [Game] MineClone 2 [0.57.0]

by Walker » Mon Dec 30, 2019 11:29

oh sorry ^^

i mean nodes that looks like air ( not visible ) but emit light

would be important to illuminate a cave without having visible light sources (for ambience)
 

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Re: [Game] MineClone 2 [0.57.0]

by Wuzzy » Mon Dec 30, 2019 11:46

No, such a thing doesn't exist in MCL2. But it would be fairly trivial to write a mod that does that. But I won't do it because I don't care. :P Maybe you're lucky and such a mod already exists somewhere.
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Walker
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Re: [Game] MineClone 2 [0.57.0]

by Walker » Mon Dec 30, 2019 12:41

creating a corresponding mod is not difficult for me ...
only I wanted to ask first whether such nodes already exist to avoid redundancies ^^
 

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Re: [Game] MineClone 2 [0.57.0]

by r1bnc » Tue Dec 31, 2019 06:08

Wuzzy wrote:An error message might be helpful.

Or the last 100 lines of debug.txt (if you can access this file somehow).

disregard, it was a missing file.
How to import my existing world from minetest game to mineclone2?
 

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Re: [Game] MineClone 2 [0.56.2]

by Miniontoby » Sat Jan 04, 2020 15:50

Wuzzy wrote:
Miniontoby wrote:Is there an elytra for flying and fireworks for a boost

No. Or at least: Not yet.


I will help you with the code, because I am now making a code for it.
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Re: [Game] MineClone 2 [0.57.0]

by hajo » Wed Jan 08, 2020 10:00

Is there a colors.txt to use with minetestmapper, for maps running MC2 ?
 

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Re: [Game] MineClone 2 [0.57.0]

by Wuzzy » Wed Jan 08, 2020 12:12

No.
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Re: [Game] MineClone 2 [0.57.0]

by Lone_Wolf » Wed Jan 08, 2020 17:40

hajo wrote:Is there a colors.txt to use with minetestmapper, for maps running MC2 ?

I'm pretty sure minetestmapper provides a mod for generating a colors.txt
 

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Re: [Game] MineClone 2 [0.57.0]

by bzt » Sat Jan 11, 2020 09:30

hajo wrote:Is there a colors.txt to use with minetestmapper, for maps running MC2 ?
I've uploaded one in the other topic where you asked the same question.

r1bnc wrote:How to import my existing world from minetest game to mineclone2?
I'm unaware of a script that does that. In theory, it is enough to use sqlite3 on your map.sqlite and issue a few "UPDATE" commands to replace nodes (for example "default:andesite" => "mcl_core:andesite"), but the problem is, the data is zlib compressed and there's no one-to-one relation between MTG and MCL2 nodes. That is especially true if you have used lots of mods in MTG which all define their own node types. @Sokomine's handle_schematics mod is capable of such a conversion (to some extent), so I suppose you could try to save the entire world in an mts file and then import it (but I doubt it would work without glitches, and you'd have to use exactly the same mapgen with exactly the same seed). It worths a shot.

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Re: [Game] MineClone 2 [0.57.0]

by salvamea » Sat Jan 11, 2020 10:42

Hi everyone, I wanted to know if it was possible farm gunpowder whit coal e graver?
 

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Re: [Game] MineClone 2 [0.57.0]

by Wuzzy » Sat Jan 11, 2020 18:09

No.
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Re: [Game] MineClone 2 [0.57.0]

by khampf » Mon Jan 13, 2020 11:10

Hi! I looked into setting up MineClone2 on Minetest on a couple of Android-tablets but the modinstaller Minetest Mods for Android is not able to find it on ContentDB. I am going to troubleshoot but if anyone has gotten further already I would love to know.
 

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Re: [Game] MineClone 2 [0.57.0]

by Linuxdirk » Mon Jan 13, 2020 11:35

khampf wrote:Hi! I looked into setting up MineClone2 on Minetest on a couple of Android-tablets

Have you searched it like "MineClone2" or like "MineClone 2"?
 

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Re: [Game] MineClone 2 [0.57.0]

by Miniontoby » Mon Jan 13, 2020 14:07

khampf wrote:Hi! I looked into setting up MineClone2 on Minetest on a couple of Android-tablets but the modinstaller Minetest Mods for Android is not able to find it on ContentDB. I am going to troubleshoot but if anyone has gotten further already I would love to know.


The Minetest mods for Android app is only for mods, not for games!!
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Re: [Game] MineClone 2 [0.57.0]

by rubenwardy » Tue Jan 14, 2020 01:40

khampf wrote:Hi! I looked into setting up MineClone2 on Minetest on a couple of Android-tablets but the modinstaller Minetest Mods for Android is not able to find it on ContentDB. I am going to troubleshoot but if anyone has gotten further already I would love to know.


Minetest mods only supports mods, this is a game
 

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Version 0.57.1

by Wuzzy » Sat Jan 18, 2020 03:59

Version 0.57.1 released!

Changelog:

  • Sea pickles added (only in Creative Mode). They grow on dead brain coral blocks underwater, have 4 possible sizes and make some light
  • Fix some recipes not being shown in crafting guide
  • Remove “awd” and “awpl” commands
  • Fix crash related to achievements
  • Add message when trying to spawn hostile mob when only peaceful mobs are allowed
  • Add workaround for when mobs try to glitch through walls (thanks, MysticTempest!)
  • Destroy end portal when neighboring bedrock is destroyed
  • Fix mob highlight sometimes not resetting
  • Fix shulker box losing all its contents when recoloring
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Re: [Game] MineClone 2 [0.57.1]

by Chem871 » Mon Jan 20, 2020 02:27

I was playing 0.57.0, and eternal fire was only created on top of netherrack, not the sides. Is this intentional?
What is SCP-055 again? I forgot.
 

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Re: [Game] MineClone 2 [0.57.1]

by Wuzzy » Mon Jan 20, 2020 13:18

Yes.
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Re: [Game] MineClone 2 [0.57.1]

by Chem871 » Mon Jan 20, 2020 15:56

Thx, and are there any sources of light besides daylight that are bright enough to kill zombies?
What is SCP-055 again? I forgot.
 

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Re: [Game] MineClone 2 [0.57.1]

by Wuzzy » Tue Jan 21, 2020 13:08

No.
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