[Game] Mineclonia [0.100.0]

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ryvnf
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[Game] Mineclonia [0.100.0]

by ryvnf » Post

Image

Mineclonia is a fork of MineClone 2 with focus on stability, multiplayer performance and features. The goal of the project is to create a free clone of Minecraft. The game is available for download on ContentDB.

More information can be found in the README.

Differences from MineClone 2
  • Overworld depth increased from 64 to 128 nodes
  • Improved nether portals
  • Improved leaf decay
  • Improved villages
  • Suspicious nodes, pottery shreds and decorated pots
  • Deep Dark biome and Ancient hermitage (structure corresponding to Minecraft's ancient city)
  • Functional Loom to apply banner patterns
  • Lush Caves biome
  • Cherry Grove biome
  • No in-game music, twice as small compared to MineClone 2
  • No hamburgers
  • More features but almost 10k lines of code less
Gameplay
  • Sandbox-style gameplay, no goals
  • Survive: Fight against hostile monsters and hunger
  • Mine for ores and other treasures
  • Magic: Gain experience and enchant your tools
  • Use the collected blocks to create great buildings, your imagination is the limit
  • Collect flowers (and other dye sources) and colorize your world
  • Find some seeds and start farming
  • Find or craft one of hundreds of items
  • Build a railway system and have fun with minecarts
  • Build complex machines with redstone circuits
  • In creative mode you can build almost anything for free and without limits
Bonus features not found in Minecraft
  • Natively moddable (thanks to Minetest's powerful Lua API)
  • In-game help system containing extensive help about gameplay basics, blocks, items and more
  • Height limit is increased to around +30900
  • More stairs, slabs and fences
  • Bookshelves can be used to store books
  • Nether portals can be created with custom shapes
Development information
Last edited by ryvnf on Sat May 11, 2024 22:14, edited 24 times in total.

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Re: [Game] Mineclonia

by ryvnf » Post

Our first release version is 0.82.0. It is based on MineClone 2 0.81.0 which is the version we forked from. We have gone through later feature additions and bugfixes in MineClone 2 and backported the things we thought were relevant and necessary.

The game is currently almost identical to the latest MineClone 2 release other than the fact that it does not contain the in-game music added by MineClone 2 which increased the size of the game substantially (~57 MB vs ~29 MB in Mineclonia). It also does not contain the hamburger item added in MineClone 2 0.82.0.

We have also made the following improvements ourselves:
  • Reworked nether portals to be less buggy and behave like they do in Minecraft with respect to linking
  • Improved mapgen performance of biome colored grass generation

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Re: [Game] Mineclonia [0.83.0]

by ryvnf » Post

Version 0.83.0 is released!

The most notable change in this update is that the overworld depth has been increased from 64 to 128 nodes to match Minecraft 1.18. Mineclonia will automatically update worlds from 0.82.0 and MineClone 2 by replacing the bedrock layer and void underneath with newly generated mapchunks. This will trigger regeneration of ores, caves, and structures up to y level -32, but that will only replace ground content nodes and should not affect player-made structures.

Migrating worlds from MineClone 2 to Mineclonia remains fully supported, but with this change, it is no longer possible the other way around. Because of this, we have added documentation of things to be aware of when migrating from MineClone 2 to Mineclonia. MineClone 2 also has increased overworld depth on their backlog which should make the games compatible again in the future, but there is no way to know how long that will take.

Changes
  • Fix XP dupe related to furnaces [chmodsayshello]
  • Fix crash in mobs
  • Add documentation of things to be aware of when migrating worlds
  • Fix deepslate redstone ore turning into redstone ore upon activation
  • Add biome colored leaves
  • Add black, blue, brown and white dyes
  • Fix "next" arrow in craftguide
  • Remove explosive rocket arrows from crossbow
  • Increase overworld depth to 128 nodes
  • Rebalance golden apple and enchanted golden apple
  • Add tooltip about how to remove minecart
  • Make mobs spawn around player in sphere rather than a circle
  • Make non-hostile mobs not spawn at night anymore
  • Adjust portal linking distances to be like Minecraft
  • Prevent portals from being generated in protected areas
  • Add spawn eggs for cats
  • Spawn up to 5 untamed cats in villages
  • Implement slime chunks
Changes backported from MineClone 2
  • Allow specific side textures for mcl_crimson
  • Fix texture modifiers relying on undocumented behavior
  • Fix glided blackstone fortune dupe
  • Add sheep eating animation
  • Fix positional composter sounds

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Re: [Game] Mineclonia [0.83.1]

by ryvnf » Post

Version 0.83.1 is released. This release was made to fix a few crashes.

Changes
  • Remove 100 % drop rate for creeper, end crystal and bed explosions
  • Remove annoying end portal sound when iron golem spawns [chmodsayshello]
Changes backported from MineClone 2
  • Fix elytra crash when flying over unknown nodes
  • Fix math.random argument order that crashes some Lua versions
  • Fix crash when shearing sheep with dispensers 2 times
  • Fix crash when placing cocoa on a jungle tree

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Re: [Game] Mineclonia [0.84.0]

by ryvnf » Post

Version 0.84.0 is finally out! This release took quite a bit longer than expected, largely in part because we have been doing some quite major cleanup of certain parts the code base to make it more maintainable.

Notable additions for this release include the addition of cherry grove forests and cherry blossom. Bamboo is also obtainable now and bamboo rafts have been added. We have also reworked the way leaf decay works so that leaves decay once they are disconnected from logs rather than no longer in proximity to them.

Changes
  • Fix crash when bonemealing sweet berries
  • Make piglins not aggro when wearing enchanted golden armor
  • Update hoglin attack frequency
  • Fix aggro behavior of zombified piglins
  • Remove pigmen
  • Remove polished chiseled blackstone stair/slab
  • Add bamboo rafts
  • Fix issues in translation files
  • Make colored wool dyeable with any dye
  • Make colored beds dyeable with any dye
  • Add cherry blossom and cherry grove forests
  • Make random fires activate nether portals
  • Remove ability to right-click activate pressure plates
  • Make leaves decay once they are disconnected from logs
Changes backported from MineClone 2
  • Remove flower forest beaches from wolf spawn biome
  • Fix a typo in the acquire hardware achievement
  • Add spanish translations
  • Add danish translations
  • Update russian translations
  • Preserve param2 when lightning rod is struck
  • Update sweet berry textures
  • Fix item drops clipping into walls and floors
  • Make pigs mountable without carrot on a stick
  • Fix sign color requirement
  • Make hostile mobs loose aggro if they cannot see their target
  • Add persistent flag for mobs that have been interacted with
  • Make piglin brutes drop golden axes
  • Fix waterlogged mangrove roots leaving water in the nether
  • Update ominous banner description
  • Make sure dying sign text respects protection
  • Add more fishing sounds
  • Prevent slime blocks from connecting to honey blocks
  • Nerf skeleton attack
  • Make end crystals explode when nearby crystals explode
  • Make creeper not walk to player if out of sight
  • Make mobs not look at player when out of sight
  • Only generate dead bush in mega taiga, not normal taiga
  • Fix multishow side arrow directions

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Re: [Game] Mineclonia [0.84.1]

by ryvnf » Post

Version 0.84.1 is released. This is a bugfix release to fix a couple of bugs. Other than a few bug fixes this release also adds ancient hermitage, which is a smaller variant of ancient city. Currently we have not found a reliable way to get large structures working in Minetest, so for now we use smaller replacements for them.

Changes
  • Add who is the killer for explosion death messages
  • Fix several mob names in death messages saying "mobs_mc:mob_name"
  • Add ancient hermitage
  • Fix recipes for stairs and slabs
  • Fix crash for mobs reporting an invalid position
  • Make witches (except for those spawned in witch huts) despawn
  • Fix some fences becoming unknown nodes

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Re: [Game] Mineclonia [0.85.0]

by ryvnf » Post

Version 0.85.0 is released!

Changes
  • Add screwdriver to creative inventory
  • Change the color of all warped nodes to green
  • Slow down spawn interval for passive mobs
  • Make skulkers dyeable
  • Fix obstructions not removing beacon beam
  • Fix dig any node bug with beacon beams
  • Fix crash when creeper is ignited by flint and steel
  • Remove some superfluous temporary recipes
  • Add setting to enable default Minetest dungeons
  • Trigger sniper achievement when killing, not hitting a skeleton
  • Make with potions set fire to nodes when hit
  • Add missing bamboo loot to some structures
  • Add blast resistance as a number to in game help
  • Fix tree growth in smaller areas
  • Do not allow enchanting with incompatible books
  • Make sign colors match their respective wood plank colors
  • Fix wallsigns not properly upgrading text position
  • Make flint and steel enchantable
  • Fix potential crash with creative node drops
  • Add sign dyeing
  • Add ability to make signs glow
  • Fix secondary bamboo drops
  • Remove skulker boxes from inventory when placed in creative mode
  • Add chest minecarts in mineshafts
  • Make creative digging speed consistently instant
  • Make top layer of extreme hills dirt patches grass
  • Also award the sniper achievement when using tipped arrow
  • Update villager trades with newly added items
  • Reduce prismarine drops by elder guardian
  • Remove sponge oceanfloor mapgen
  • Fix bamboo sometimes dropping two bamboo when dug
  • Add crafting guide button for furnace, blast furnace and smoker
Changes backported from MineClone 2
  • Add side textures for warped, crimson and trapdoors
  • Update Russian translations
  • Update formspecs
  • Allow villager to claim filled cauldrons
  • Tweaked aggressive mob speeds
  • Update Spanish translations
  • Enable enchanting on shears
  • Add stonecutter
  • Improve mob floating
  • Fix crash when ghast attacks thorn armor

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Re: [Game] Mineclonia [0.86.0]

by ryvnf » Post

Version 0.86.0 is released! The biggest features added in this release is the ability to apply patterns to banners using Loom and the ability to cook food using campfire.

Changes
  • Add ability to apply banner patterns using Loom
  • Fix crash after encountering pillagers
  • Fix crash when placing banner on unknown node
  • Fix visual size of baby zombies
  • Fix crash when creating map that contains cherry leaves
  • Fix cloud being at incorrect y-levels on some mapgens
  • Fix crash when being killed or damaged by wither
Changes backported from MineClone 2
  • Add campfire cooking and smoke
  • Update Russian translation
  • Increase copper needed for blocks from 4 to 9
  • Add occitan translation for some mods

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Re: [Game] Mineclonia [0.86.0]

by ryvnf » Post

Version 0.87.0 is out! The most notable update in this release is major improvements to the wither boss fight.

Changes
  • Fix tipped arrows dropping as normal arrows
  • Fix arrows getting indefinitely stuck in the air
  • Regenerate health when eating when hunger is disabled
  • Readd missing sign recipes
  • Remove cobweb liquid hack which fixes some issues
  • Fix dogs not following right-click commands by default
  • Add offhand wield view
  • Do not send mycelium particles to distant clients
  • Fix a number of crashes involving unknown nodes
  • Make fish bucket replace buildable_to nodes
  • Update banner colors to look less artificial
  • Fix rare crash in tool_on_place
  • Use particlespawner for campfire smoke
  • Fix all players in the world hearing barrel break sounds
  • Fix custom survival inventory tabs
Changes backported from MineClone 2
  • Lower ruined portal spawn rate
  • Add a few leftover fixes for formspecs
  • Change creeper line of sight check to use raycast
  • Add withering effect
  • Add 3D wither skulls
  • Add blue wither skull attacks
  • Major improvements to the wither boss fight
  • Lower cave spider attack damage
  • Make cave spiders deal poison damage

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Re: [Game] Mineclonia [0.88.0]

by ryvnf » Post

Version 0.88.0 is out! This version adds suspicious nodes and archeology brush.

Changes
  • Add suspicious nodes and archeology brush
  • Fixes to tree growth
  • Update mcl_signs textures
  • Properly remove signs text entity when node is gone
  • Fix missing textures on some cornerstairs
  • Fix a number of crashes
  • Fix beacon inventory not respecting protection
  • Fix book and quill crafting recipe
  • Prevent pistons from moving itemframe entities [MysticTempest]
  • Fix golem not going home to its village
  • Reset fall damage for mobs if they fall into water first [MysticTempest]
  • Make all nearby players hear jukebox music
  • Make signs recipe yield 3 signs instead of 1
  • Make fishbuckets replace buildable_to nodes
  • Make mobspawners use mob specific light levels
  • Updates to villager trading [Codiac]

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Re: [Game] Mineclonia [0.88.0]

by Blockhead » Post

ryvnf wrote:
Tue Oct 03, 2023 19:18
Version 0.88.0 is out! This version adds suspicious nodes and archeology brush.
I'm going to be that guy and say that it's spelled archaeology. "Archeology" to me reads like one of Noah Webster's failed spelling reforms - according to Wikipedia it's not widely used even in US English.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Game] Mineclonia [0.88.0]

by Daons » Post

Liking this mod so far. Is there a way to force villagers to lock their trades?. A setting for this would be great if possible.

I would imaging it would be something modded here?

local function unlock_trades (self)
if not self._trades then
return false
end
local has_unlocked = false

local trades = minetest.deserialize(self._trades)
if trades and type(trades) == "table" then
for trader, trade in pairs(trades) do
local trade_tier_too_high = trade.tier > self._max_trade_tier
if not trade_tier_too_high then
if trade["locked"] == true then
trade.locked = false
trade.trade_counter = 0
has_unlocked = true
end
end
end
if has_unlocked then
self._trades = minetest.serialize(trades)
end
end
end

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Re: [Game] Mineclonia [0.88.0]

by corasTenthTry » Post

what exactly do you mean by locking trades? that they always keep their trades?

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Re: [Game] Mineclonia [0.88.0]

by Daons » Post

corasTenthTry wrote:
Sat Oct 07, 2023 23:08
what exactly do you mean by locking trades? that they always keep their trades?
Yes, I think in the original mineclone 2 there was chance they could lose them.

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Re: [Game] Mineclonia [0.89.0]

by ryvnf » Post

Version 0.89.0 is out! The changelog for this version is quite short, but it brings two significant features, namely Lush Caves and Decorated Pots!

Changes
  • Add pottery shreds and decorated pots
  • Add Lush Caves
  • Rename the xpanes mod to mcl_xpanes
  • Update tga_encoder (to support unicode signs)
Do note that TGA deprecation is under discussion so using the tga_encoder could potentially break some time in the future.
Last edited by ryvnf on Mon Oct 09, 2023 19:39, edited 1 time in total.

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Re: [Game] Mineclonia [0.88.0]

by corasTenthTry » Post

Daons wrote:
Sat Oct 07, 2023 23:20
Yes, I think in the original mineclone 2 there was chance they could lose them.
Trading should be pretty more or less the same as mineclone2 currently.

But please explain a bit more clearly what you are asking here. The "locking" in the code you referred to means that they stop selling a certain item when you have bought it a number of times.

But what you are saying is that this should not happen (with the setting you mentioned) so that you can trade every item as often as you like?

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Re: [Game] Mineclonia [0.89.0]

by Daons » Post

What I mean here is a setting/option to ensure you can still trade for a purchased item as per the highlighted point on the Minecraft Wiki:

A villager's profession dictates the trading pool used to determine its trades. For example, villagers wearing straw hats are farmers, so their trades are based on the Farmer trade pool. Each profession unlocks a pre-defined and finite set of offers. Different professions are assigned to each villager based on their job-site block. This profession is indicated by their appearance and in the trading interface. Novice villagers who have not traded can lose their profession and change back into unemployed villagers if their claimed job site block is removed. Removing and then replacing a job site block can alter the trades offered, and a villager with no experience resets its trades every so often. Once a player trades with a villager, the villager keeps its profession forever and subsequently locks in the offered trades.

Thanks

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Re: [Game] Mineclonia [0.89.0]

by corasTenthTry » Post

Oh i see, yeah should be doable

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Re: [Game] Mineclonia [0.89.0]

by Daons » Post

corasTenthTry wrote:
Tue Oct 10, 2023 19:51
Oh i see, yeah should be doable
If possible it would be a great addition.

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Re: [Game] Mineclonia [0.89.0]

by corasTenthTry » Post

Mmmh Looks like that's already the case though - it checks if they have traded before (which they automatically have if they are higher than novice) and then does not remove the profession again.

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Re: [Game] Mineclonia [0.89.0]

by Daons » Post

That's good to hear, I may not have advanced far enough yet to see it in action.

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Re: [Game] Mineclonia [0.89.0]

by corasTenthTry » Post

I made a 0.89.1 release that fixes a couple of somewhat critical issues:
  • Fix Stone Cutter producing infinite output items
  • Fix lush caves decorations occurring in the nether on certain minetest versions
  • Fix crash when trying to open chests under unknown nodes
  • Fix crash when dispenser tries to dispense items into unknown nodes
  • Allow "unbreaking" enchantment on crossbows
  • Don't wear down anvil when used by players in creative mode
  • Fix creative tabs not showing tooltips (MysticTempest)

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Re: [Game] Mineclonia [0.89.0]

by ryvnf » Post

Version 0.90.0 is released! This release adds armor trims backported from MineClone 2. It also fixes a few bugs, including a pretty severe duplication exploit with stonecutters.

Changes
  • Use MC 1.18+ light levels to control mob spawning [Codiac]
  • Disallow moving items in the creative inventory
  • Fix totem not respecting "bypasses_totem" damage types
  • Rework mobs registration process
  • Mobs only drop XP when killed by player
  • Add monster hunter achievement
  • Fix stonecutter dupe
  • Update ancient hermitage loot
  • Make brewing stands, barrels, droppers, dispensers, anvils and stonecutters piston-movable
  • Add setting to disable piston movable inventory-nodes

Changes backported from MineClone 2
  • Add armor trims
  • Raise player eye height to 1.6 blocks

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Re: [Game] Mineclonia [0.90.0]

by Daons » Post

Liking the new update, Noticed an occasional crash when placing an emerald into your inventory after a trade.

AsyncErr: Lua: Runtime error from mod '??' in callback detached_inventory_OnTake(): ...n\..\games\mineclonia\mods\ENTITIES\mobs_mc/villager.lua:1806: bad argument #1 to 'min' (number expected, got nil)
stack traceback:
[C]: in function 'min'
...n\..\games\mineclonia\mods\ENTITIES\mobs_mc/villager.lua:1806: in function <...n\..\games\mineclonia\mods\ENTITIES\mobs_mc/villager.lua:1745>

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Re: [Game] Mineclonia [0.90.0]

by corasTenthTry » Post

Yeah it's already fixed in main: https://codeberg.org/mineclonia/mineclonia

New release coming soon

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