[Game] VoxeLibre (formerly known as MineClone2) [0.86]
Re: [Game] MineClone 2 [0.64.0]
Wuzzy, please, add dynamic light to wielded items like torches. It's also a miss of original game.
Re: [Game] MineClone 2 [0.64.0]
I also had question: is it normal that hitboxes don't turn when mob's model really changes the angle while creature moves& Is it possible to be fixed ?
Re: [Game] MineClone 2 [0.64.0]
I've been using the illumination mod for this. Seems to work fine with it.Anyone wrote:Wuzzy, please, add dynamic light to wielded items like torches. It's also a miss of original game.
Re: [Game] MineClone 2 [0.63.0]
MineClone 2 is about offering a Minecraft experience and, as silly as it seems, apples only grow in oak trees in Minecraft. :))Codesound wrote:Minetest 5.2, Mineclone 2 0.63.0
I don't find apples tree
@nelkat: I spent some time killing all the mobs and their drops were a parting gift. :P They're still more than what we'd find in Minecraft but it's more reasonable now. I hope the mobs generation will reflect that of Minecraft, as soon as possible.
P.S. Illumination is a useful mod, but the unmodded Minecraft doesn't have that feature.
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Re: [Game] MineClone 2 [0.64.0]
all animals migrate towards the water and attempt to drown themselves en masse . could you at least put them out of thier misery after they get stuck and respawn them on dry land , all that splishing and sploshing is driving me nuts .
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Re: [Game] MineClone 2 [0.64.0]
i have modified the games/mineclone2/mods/ENTITIES/mcl_mobs/api.lua: to get mobs to take damage from Magma Blocks (in mineclone the node is called mcl_nether:magma). At first i tried to modify the damage_per_second in mcl_nether/init.lua .. but this had no effect on the mobs.... why? Here is the code where the magma block is registered... the damage_per_second line i have added does not have any affect on the mobs....
after that i decided to modify the local do_env_damage = function(self) in the games/mineclone2/mods/ENTITIES/mcl_mobs/api.lua .. i thought that only mobs which can receive fire damage can also receive damage from magma blocks so i added the following code:
.. but the mobs do not try to run away when standing on the magma_block which harms them even though I added the following line in local is_node_dangerous = function(self, nodename):
so magma blocks do damage now in my modified version ... but the mobs are not afraid of the damage and maybe it is not the best way to do it...
Code: Select all
minetest.register_node("mcl_nether:magma", {
...
damage_per_second = 4*2, --does not work for mobs?
...
})
Code: Select all
local do_env_damage = function(self)
....
-- fire damage
elseif self.fire_damage > 0
--ME: added check if standing on magma block: all mobs which can take fire damage are also damaged by magma blocks, unlike general damage_per_second, which applys to any mob?
and (nodef.groups.fire) or self.standing_on == "mcl_nether:magma" then
--ME: is this not redundant? look at the elseif above
if self.fire_damage ~= 0 then
self.health = self.health - self.fire_damage
--ME: like in the real game: do not burn the mob, if it is standing on Magmablocks:
if self.standing_on ~= "mcl_nether:magma" then
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
if check_for_death(self, "fire", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
--ME: do not cook the dropped loot of mobs which died on the magma block like in minecraft:
elseif check_for_death(self, "water", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
Code: Select all
local is_node_dangerous = function(self, nodename)
...
if self.fire_damage > 0 then
--ME: added second condition for magma blocks
if minetest.get_item_group(nn, "fire") ~= 0 or nn == "mcl_nether:magma" then
return true
end
end
...
end
Re: [Game] MineClone 2 [0.64.0]
@cuthbertdoublebarrel You seem to be new to MineClone 2. :P They don't try to drown themselves. They're malformed fish, in shapes of land mammals, that live on water indefinitely. :))
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Re: [Game] MineClone 2 [0.64.0]
well the fish are not at all happy with this and are leaping onto the banks in protest in the main game.
prehaps if we let these entities mix it would solve the identity crisis .?
Project BrutalTest...hide your Petz
Re: [Game] MineClone 2 [0.64.0]
Code: Select all
2020-05-02 13:08:12: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_mc' in callback on_leaveplayer(): ...test/games/mineclone2/mods/ENTITIES/mobs_mc/villager.lua:627: attempt to index local 'inv_t' (a nil value)
2020-05-02 13:08:12: ERROR[Main]: stack traceback:
2020-05-02 13:08:12: ERROR[Main]: ...test/games/mineclone2/mods/ENTITIES/mobs_mc/villager.lua:627: in function 'return_fields'
2020-05-02 13:08:12: ERROR[Main]: ...test/games/mineclone2/mods/ENTITIES/mobs_mc/villager.lua:672: in function <...test/games/mineclone2/mods/ENTITIES/mobs_mc/villager.lua:670>
2020-05-02 13:08:12: ERROR[Main]: ...etest520/bin/../share/minetest/builtin/game/register.lua:429: in function <...etest520/bin/../share/minetest/builtin/game/register.lua:413>
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Re: [Game] MineClone 2 [0.64.0]
Oooh! :D villager.lua? I haven't found villagers in MineClone 2. Are there any?
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Re: [Game] MineClone 2 [0.64.0]
There are, but they don't spawn naturally, and there are no villages spawning.They also can't talk. Trading is possible to some degree. Join the "Sono un altro clone" server, go to the (manually spawned) village there, search for the crossing with the sign in the village, dig the right gravel (the only one you can), and you'll get villagers spawning from a manually placed spawner.Nicu wrote: Oooh! :D villager.lua? I haven't found villagers in MineClone 2. Are there any?
A list of my mods can be found here.
Re: [Game] MineClone 2 [0.64.0]
Hey, just wanted to post a big thanks for this mod. I'm hosting my daughter's Socially Distant Birthday Party on a Mineclone 2 creative-mode server tomorrow. My girls have been playing with it for weeks. Thanks for the tips earlier about skins, folks, they work great.
Only thing I can't find is commands - I've been using /time and /teleport and /grant, so I've got the rough stuff on how to manage the kids, but I can't see how to control weather and I'm curious what I can toggle. Is there any guide to MC2's console commands? Does it offer any beyond the built-in MT ones (documented here:https://wiki.minetest.net/Server_commands)? I can see stuff in the "grant all" list that implies some powers I don't know how to access.
Only thing I can't find is commands - I've been using /time and /teleport and /grant, so I've got the rough stuff on how to manage the kids, but I can't see how to control weather and I'm curious what I can toggle. Is there any guide to MC2's console commands? Does it offer any beyond the built-in MT ones (documented here:https://wiki.minetest.net/Server_commands)? I can see stuff in the "grant all" list that implies some powers I don't know how to access.
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Re: [Game] MineClone 2 [0.64.0]
Pxtl,
I think there’s hardly any extra commands for MCL2. But alot of the commands in command mods for MT are generic, thus fitting MCL2 too.
I think there’s hardly any extra commands for MCL2. But alot of the commands in command mods for MT are generic, thus fitting MCL2 too.
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Re: [Game] MineClone 2 [0.64.0]
You should be able to run /help all to see all available commandsPxtl wrote: ↑Sun May 03, 2020 02:38Hey, just wanted to post a big thanks for this mod. I'm hosting my daughter's Socially Distant Birthday Party on a Mineclone 2 creative-mode server tomorrow. My girls have been playing with it for weeks. Thanks for the tips earlier about skins, folks, they work great.
Only thing I can't find is commands - I've been using /time and /teleport and /grant, so I've got the rough stuff on how to manage the kids, but I can't see how to control weather and I'm curious what I can toggle. Is there any guide to MC2's console commands? Does it offer any beyond the built-in MT ones (documented here:https://wiki.minetest.net/Server_commands)? I can see stuff in the "grant all" list that implies some powers I don't know how to access.
Re: [Game] MineClone 2 [0.64.0]
how do iron golems spawn?
- Wuzzy
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Re: [Game] MineClone 2 [0.64.0]
Place 4 iron blocks + 1 pumpkin like so:
. = air
P = pumpkin
I = iron block
Place the pumpkin last.
I should probably find a way to expose this behavior to the player more directly …
Code: Select all
.P.
III
.I.
P = pumpkin
I = iron block
Place the pumpkin last.
I should probably find a way to expose this behavior to the player more directly …
Re: [Game] MineClone 2 [0.64.0]
thx very much
Re: [Game] MineClone 2 [0.64.0]
also how does the end dragon spawn?
Re: [Game] MineClone 2 [0.64.0]
and why is there a minecart with tnt yet not one with a hopper?
sorry for all the questions :p
sorry for all the questions :p
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Re: [Game] MineClone 2 [0.64.0]
The end dragon can be gotten with the /give command only, but it's very incomplete and buggy anyway.
And there's no minecart with hopper because I didn't create one yet. I'm still waiting that Minetest adds entity inventories. This is an important precondition.
And there's no minecart with hopper because I didn't create one yet. I'm still waiting that Minetest adds entity inventories. This is an important precondition.
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Re: [Game] MineClone 2 [0.64.0]
So you're teaching your kids to depend on provably insecure, proprietary spyware for communication? Nice.
Zoom might be more convenient to use, but you have to make a lot of sacrifices to use it …
Using a Zip file is even worse, I fully agree. But FOSS developers really hate in dealing with anything Windows-related, because it's not fun to work with. As far I know, there is not real standard way to install things. As far I know, there is no official MS-made installer tool, so there's a amount of 3rd-party installer tools and as a dev you have to figure out which to use. Not fun. The Minetest devs could try to figure out how the installer stuff works, but I doubt nobody really wants to do that. I can totally understand.
This installer nonsense is a direct result of Windows' lack of software package management. On GNU/Linux, you usually have a software package manager, and the installation process there is pretty straight-forward. Just select Minetest in your package manager and you'll get it. No need to trust third party EXEs to barf files into the correct system locations.
Zoom might be more convenient to use, but you have to make a lot of sacrifices to use it …
They are obviously trying very hard to lure you into their walled garden. When the crisis is over, they will start to lock things down again. That's for sure. They do not do this out of niceness, this is just clever marketing. Eventually, when everyone depends on Zoom and is mentally unable to use anything else, they will start to dictate prices and introduce more restrictive rules and most people will just obey since they are unable to resist.
Zoom seems to be consistently dropping the 40 minute limit for free accounts over the weekends, which was a big help. Honestly the biggest thing that impresses me with zoom, at least on desktop, is that they eschew the normal setup of accounts and logins and all that process - you download an exe for the meeting you've been invited to and you're rolling. No setting up a username and password, no entering in a meeting ID. It was the one bit of tech we didn't have to worry about.
I know, I know. You are right in everything. About the graphics being “ugly”: I have heard a lot of opinions on these, and they are very split. Some people like them, some people hate them. I guess I need to switch the textures eventually (again :-( ). But in my defense, MineClone 2 is not finished. Not even close. Bugs are mentioned very clearly on the title screen. MCL2 is in alpha stage. This is very important to keep in mind!For hardcore minecraft fans: Mineclone 2 is a pale imitation. The graphics are a bit uglier, it's a bit slower, the monsters are dumber, animals keep walking into the river and floating away, there are gaps in the gameplay, and there's no villages.
How about giving feedback directly to the Mumble devs? FOSS devs generally suck at usability, so feedback in this area is very important.When we realized that Mumble was a usability disaster, we changed the plan to just use Zoom for the minetest game too.
Well, there is an installation process. It's called ContentDB.On the other hand, Mineclone 2 also lacks an installation process, but in a good way: you just connect to my Minetest world and you'll automatically download Mineclone 2.
This suggests Minetest needs a new command for “teleport all players at once”.It was a hit. I had to furiously type teleport commands as fast as I could to get the kids all into the same area to introduce them and give them the lay of the land:
Thanks for your bug report. https://github.com/minetest/minetest/issues/9823Also, apparently you can't teleport somebody out of a minecart in minetest.
This was basically the stress-test for MCL2, and MCL2 failed. I'm not surprised at all at this, as the code that handles my mobs sucks and is very clunky.I had to wipe the objects from the world multiple times because mineclone's animals are not coded to support large-scale use and the world would crawl when they created too many of them.
We have dropped the term “subgame” a long time ago. Now we're just calling it “game”.subgame
The “proper” Windows installation process on any software is quite insane. You ship an additional EXE with the only purpose of installing things. And this EXE just barfs files into your system as it likes to.The biggest challenge with minetest is the installation process: it doesn't have one. The game is packed up as a raw zip file and you unzip it on your machine. You have to suss out that the executable lives in the "bin" folder (which makes perfect sense to nobody but us programmers), and when you run the exe you'll have to agree to numerous Windows warnings about this unsigned, unverified program that has been unceremoniously dumped into a folder on your computer and is asking for network privileges.
Using a Zip file is even worse, I fully agree. But FOSS developers really hate in dealing with anything Windows-related, because it's not fun to work with. As far I know, there is not real standard way to install things. As far I know, there is no official MS-made installer tool, so there's a amount of 3rd-party installer tools and as a dev you have to figure out which to use. Not fun. The Minetest devs could try to figure out how the installer stuff works, but I doubt nobody really wants to do that. I can totally understand.
This installer nonsense is a direct result of Windows' lack of software package management. On GNU/Linux, you usually have a software package manager, and the installation process there is pretty straight-forward. Just select Minetest in your package manager and you'll get it. No need to trust third party EXEs to barf files into the correct system locations.
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Re: [Game] MineClone 2 [0.64.0]
Videochat, Cupcakes and Minetest – This sounds wonderful!
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Re: [Game] MineClone 2 [0.64.0]
The engine is to blame, as get_objects_inside_radius is still using a linear search. As soon as this is "fixed", that stress test should work just fine. Also, a RPi is a bit weak for hosting many mobs because of it's bad single-thread performance.This was basically the stress-test for MCL2, and MCL2 failed. I'm not surprised at all at this, as the code that handles my mobs sucks and is very clunky.
Re: [Game] MineClone 2 [0.64.0]
why cant i place blocks on top of the bedrock floor in the nether? or is it supposed to be like that?
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