[Game] MineClone 2 [0.53.2]

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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Lone_Wolf
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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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Violetnred
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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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Walker
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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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GamingAssociation39
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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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cHyper
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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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texmex
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cHyper
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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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texmex
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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
 

Exilyth
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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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GamingAssociation39
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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...
Jesus Is Lord and Savior!!!
 

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