well digging leaves has a chance of dropping saplings but playing myself i also thought maybe leaves/saplings and wood should be a bit more common, currently all nodes have the same chance
For 2. the particles are relatively easy, for the achievement it turns out you get it when you have waxed and removed wax from all copper blocks, that makes it a bit more complex, not sure how to best do that rn.
Yeah I'll have a look, i guess the issue is that it used to be the case mobs always dropped XP when dying, we changed that a while back and in this case it apparently doesn't detect being killed by a player. -> https://codeberg.org/mineclonia/mineclonia/pulls/1287
There was another issue that was somewhat similar to this, we'll look into it, if you have a way to reliably reproduce it don't hesitate to let us know, that makes fixing it a lot easier. (should be fixed in 0.98)
a. probablly won't work super well in minetest, might be able to fake it somewhat though
b. probably not any time soon unless a dev turns up that's super into that kind of stuff ^^
c. you can actually put torches in and place them while wielding tools or nothing, i personally think we could allow all items there too but any interaction with them is always going to be "complicated" as minetest doesn't have true dual wielding yet (PR was recently revived though so we'll see i guess https://github.com/minetest/minetest/pull/14427 )
d. there used to be a weird rocket arrow but this basically depends on someone implementing fireworks
e. the issue isn't so much implementing degrading strength in a redstone wire per se but making redstone nodes use it - currently redstone is basically just a modified mesecons (the mods are still called that as well).
Thanks for reporting!
Let's see if i can fit the answer in 1 Post :p
Yeah I guess it is not, made a PR to add it to creative inv
Known issue, not sure how well it can be fixed.
It's not cleanly possible to only make it climbable if above a ladder that's why open trapdoor is always climbable
From what I could tell that's how it is in mc
Yeah looks like you're right, although I think this used to work once, I'll look into it
Yeah lot's of mob behaviors aren't great, this kind of stuff is famously hard (in particular time consuming) to get right.
From testing real quick it looks like you're right, this is probably related to the light-level spawning changes we did a while back, I'll see if i can fix it
/1 I can assure you there is a good amount of ancient debris, but yeah maybe we can make it a bit more common.
/2 Yeah I've noticed that too, redstone in general isn't great and planned for a complete rewrite soon(tm) but maybe i can mitigate this particular issue in the meantime ..
/3 As said in 6. mob behavior isn't great and this is particularly true for flying mobs; the ender dragon has absolutely 0 specific movement like the phases or whatever, just the "teleport back" hack to prevent it from flying away that you have noticed. I've been working on making a kinda fake death animation a while back, might get back to it some time ... Dragon breath can currently be crafted (row of 3 glass bottles with a chorus fruit in the middle above them - see https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/MISC/mcl_temp_helper_recipes/init.lua )
We could probably make it compatible with the privilege scheme relatively easily by changing the gamemode on_grant / on_revoke if I think about it. I'll try it and maybe make a PR
This deserves a thumbs up just for the chess implementation itsself which I think would be nice as a standalone mod as well (particularly the multi player variant could be nice for servers). The bot is extremely weak but that is to be expected. And the unexpected events actually kind of make up for it because no matter how good you are at regular chess calculating doesn't really help a lot usually bc eventually something like "remove all pawns" happens and everything is different anyways.
The texture pack converter was just updated, you'll still have to adapt some textures manually but it should work for most of the textures, it's in tools/Texture_converter.py
yeah that's the one i tried too. turns out it's because that registers an item that mcl does not have so we're going to go the route of renaming xpanes in mcla, already working on it:
MineClone2 is also maintained, they're just not doing releases as often - I would recommend downloading the latest master branch at https://git.minetest.land/MineClone2/MineClone2 which is probably better than the current version on contentDB.
Also I suppose our dev team (mostly ryvnf and me) has been a bit more active recently.
The fact that it's lighter comes mostly from the fact that mineclonia does not have menu- and ingame music and has better optimized textures (i think).
That it appears more stable is probably mostly because we're generally quick at fixing issues as they come up - mcl2 has a few critical issues at the moment with fixes available but they have not yet merged them last I checked.
Yeah these compatibility things are generally known.
About the default thing - that's in 99% of the cases because a mod uses the node sound(functions) from default, i've been thinking about the feasibility of providing a compat layer for this kind of stuff for a while (might just be as an external mod though since other games could profit from it as well).
Regarding the xpanes, if you provide the exact error you're getting (or what mod you were trying to use that requires xpanes) that might be easily fixable.
Mesecons (heavily modified and used as redstone, but still named mesecons in mcl*) is an even bigger issue since that is going to be more or less completely incompatible.
These issues arise from the fact that parts of the codebase are very old (predating contentdb even i think) and a lot of times were just quickly added, modified a bit to be more like mc and then never touched again and hence this all applies to mcl2 as well.
In general i can say your criticism is completely justified and something i've been thinking about how to best fix before, it's just not an easy decision to make: renaming the mods probably needs to happen sooner or later however.
Thanks but to be fair there are not too many differences to mcl2 at this point. It's mostly that mineclonia does not have the tons of music files mcl2 has recently added which almost doubled the size of the game.
For some context: the check is there to prevent hackers from accessing the enderchest inventory without and actual echest. Regarding detached inventories I recommend taking a look at mcl_entity_invs that basically manages "ad-hoc" inventories for entities like chest minecarts and saves the content in a table in the entity.
I've thought about making something like this before.
For the water level at mapgen time you might want to look at the on_generated in my climate change mod as it does more or less the same (except just in 1 direction hehe).
there are many clones which are similarly close to the original - the most well known ones probably being openttd (transport tycoon) and freeciv (civilzation). But you might notice that list even has a number of minecraft clones - and yeah some of them are similarly "clones" - or "reimplementations" or whatever anyone likes to call it.
The fact of the matter is if microsofts sends a dmca takedown it doesn't seem likely anyone would go to court over it. In light of that there is basically 2 things we can do: change everything that migh piss of microsoft in the slightest and live in constant fear or just accept that this risk exists.
You might not realize this but the codebase of mcl2 is huge. Going that first route would be considerable effort. And its not like we can't still do that if something like it were to happen.
But foss game clones aside, as long as the appstores are full of minecraft clones that ... yk cost money or have ads its probably realistic to not worry too much.
Not giving you an upvote until legal problems get resolved.
Essentially meaning until the project doesn't exist anymore - the potential copyright problems are a fundamental thing, aren't they it's not like that can be "resolved" by changing a couple of names here and there.
Furthermore right now there aren't any legal problems (i am aware of). It's not like we're talking about criminal law. It only becomes a legal problem at the point where the holder of the alleged copyrights decides to do something about it. There is really no clear right and wrong with this stuff (or anything in civil law tbh)
Now i'm not saying you're wrong, indeed i've made similar points before, but it's not like you're definitely right either. Many clones of games exist and there are court rulings to both sides.
Pretending this is a clear cut issue is neither doing the issue itsself justice nor the people who have put hard work into this. And diffuse fearmongering ("the game is a legal hazard for Minetest community" - how ?) is probably not helpful either.
To make it very clear: you are not a judge assigned to a copyright case regarding mineclone2 (afaik?!) in turn you are not who decides what is a violation of copyrights - a maybe similar real world case:
We'll probably support minetest 5.6 with the next version as no additional problems were found so far. If you install it manually it's going to work as well - just might crash sometimes.
I like it also how are the shops too far ? There is a node you can right click that teleports you. Didn't feel like the longest journey to me at all ... (are you noclip flying there ? ^^ )
well digging leaves has a chance of dropping saplings but playing myself i also thought maybe leaves/saplings and wood should be a bit more common, currently all nodes have the same chance
yeah chests don't have a digging animation just keep digging
For 2. the particles are relatively easy, for the achievement it turns out you get it when you have waxed and removed wax from all copper blocks, that makes it a bit more complex, not sure how to best do that rn.
The crash (6.) should be fixed in 0.98.0 - see https://codeberg.org/mineclonia/mineclonia/issues/1223
0.98.0 is out now some of your last suggestions/issues have been implemented/fixed
a. probablly won't work super well in minetest, might be able to fake it somewhat though
b. probably not any time soon unless a dev turns up that's super into that kind of stuff ^^
c. you can actually put torches in and place them while wielding tools or nothing, i personally think we could allow all items there too but any interaction with them is always going to be "complicated" as minetest doesn't have true dual wielding yet (PR was recently revived though so we'll see i guess https://github.com/minetest/minetest/pull/14427 )
d. there used to be a weird rocket arrow but this basically depends on someone implementing fireworks
e. the issue isn't so much implementing degrading strength in a redstone wire per se but making redstone nodes use it - currently redstone is basically just a modified mesecons (the mods are still called that as well).
Thanks for reporting! Let's see if i can fit the answer in 1 Post :p
We could probably make it compatible with the privilege scheme relatively easily by changing the gamemode on_grant / on_revoke if I think about it. I'll try it and maybe make a PR
Thanks, well it turns out signs in minecelone2 have seemingly been specifically crafted to make this kind of thing hard :D.
Should be fixed in latest release, should also respect protection now since I noticed that was missing.
If everyone expects something unexpected the most unexpected thing is to make something entirely expected :p
But to be fair if this is the theme and you're good enough with words you can make everything fit ^^
This deserves a thumbs up just for the chess implementation itsself which I think would be nice as a standalone mod as well (particularly the multi player variant could be nice for servers). The bot is extremely weak but that is to be expected. And the unexpected events actually kind of make up for it because no matter how good you are at regular chess calculating doesn't really help a lot usually bc eventually something like "remove all pawns" happens and everything is different anyways.
If it weren't for the unexpected stuff your skill wouldn't matter much because just a tiny bit of it would suffice to beat the bot ^^
The texture pack converter was just updated, you'll still have to adapt some textures manually but it should work for most of the textures, it's in tools/Texture_converter.py
xpanes is now renamed to mcl_panes in the latest release
yeah that's the one i tried too. turns out it's because that registers an item that mcl does not have so we're going to go the route of renaming xpanes in mcla, already working on it:
https://codeberg.org/mineclonia/mineclonia/pulls/604
I have made an Issue tracking the progress on this:
https://codeberg.org/mineclonia/mineclonia/issues/603
MineClone2 is also maintained, they're just not doing releases as often - I would recommend downloading the latest master branch at https://git.minetest.land/MineClone2/MineClone2 which is probably better than the current version on contentDB.
Also I suppose our dev team (mostly ryvnf and me) has been a bit more active recently.
The fact that it's lighter comes mostly from the fact that mineclonia does not have menu- and ingame music and has better optimized textures (i think).
That it appears more stable is probably mostly because we're generally quick at fixing issues as they come up - mcl2 has a few critical issues at the moment with fixes available but they have not yet merged them last I checked.
We also backport most changes from Mcl2.
Thanks! Yeah we've tweaked the cavegen parameters a bit. Lush caves are coming soon as well: https://codeberg.org/mineclonia/mineclonia/pulls/261
Yeah these compatibility things are generally known.
About the default thing - that's in 99% of the cases because a mod uses the node sound(functions) from default, i've been thinking about the feasibility of providing a compat layer for this kind of stuff for a while (might just be as an external mod though since other games could profit from it as well).
Regarding the xpanes, if you provide the exact error you're getting (or what mod you were trying to use that requires xpanes) that might be easily fixable.
Mesecons (heavily modified and used as redstone, but still named mesecons in mcl*) is an even bigger issue since that is going to be more or less completely incompatible.
These issues arise from the fact that parts of the codebase are very old (predating contentdb even i think) and a lot of times were just quickly added, modified a bit to be more like mc and then never touched again and hence this all applies to mcl2 as well.
In general i can say your criticism is completely justified and something i've been thinking about how to best fix before, it's just not an easy decision to make: renaming the mods probably needs to happen sooner or later however.
Thanks but to be fair there are not too many differences to mcl2 at this point. It's mostly that mineclonia does not have the tons of music files mcl2 has recently added which almost doubled the size of the game.
For some context: the check is there to prevent hackers from accessing the enderchest inventory without and actual echest. Regarding detached inventories I recommend taking a look at mcl_entity_invs that basically manages "ad-hoc" inventories for entities like chest minecarts and saves the content in a table in the entity.
I've thought about making something like this before.
For the water level at mapgen time you might want to look at the on_generated in my climate change mod as it does more or less the same (except just in 1 direction hehe).
https://git.minetest.land/cora/climate_change/src/branch/master/init.lua#L207
https://osgameclones.com/
there are many clones which are similarly close to the original - the most well known ones probably being openttd (transport tycoon) and freeciv (civilzation). But you might notice that list even has a number of minecraft clones - and yeah some of them are similarly "clones" - or "reimplementations" or whatever anyone likes to call it.
The fact of the matter is if microsofts sends a dmca takedown it doesn't seem likely anyone would go to court over it. In light of that there is basically 2 things we can do: change everything that migh piss of microsoft in the slightest and live in constant fear or just accept that this risk exists.
You might not realize this but the codebase of mcl2 is huge. Going that first route would be considerable effort. And its not like we can't still do that if something like it were to happen.
But foss game clones aside, as long as the appstores are full of minecraft clones that ... yk cost money or have ads its probably realistic to not worry too much.
Thank you for volunteering your time doing it anyways though :P
Essentially meaning until the project doesn't exist anymore - the potential copyright problems are a fundamental thing, aren't they it's not like that can be "resolved" by changing a couple of names here and there.
Furthermore right now there aren't any legal problems (i am aware of). It's not like we're talking about criminal law. It only becomes a legal problem at the point where the holder of the alleged copyrights decides to do something about it. There is really no clear right and wrong with this stuff (or anything in civil law tbh)
Now i'm not saying you're wrong, indeed i've made similar points before, but it's not like you're definitely right either. Many clones of games exist and there are court rulings to both sides.
Pretending this is a clear cut issue is neither doing the issue itsself justice nor the people who have put hard work into this. And diffuse fearmongering ("the game is a legal hazard for Minetest community" - how ?) is probably not helpful either.
To make it very clear: you are not a judge assigned to a copyright case regarding mineclone2 (afaik?!) in turn you are not who decides what is a violation of copyrights - a maybe similar real world case:
https://en.wikipedia.org/wiki/Tetris_Holding%2C_LLC_v._Xio_Interactive%2C_Inc.
just to show that things are more complicated than you make them out to be even though that ruling isn't exactly in "our" favor.
In some cases it might not be so easy but don't hesitate to ask - i'm a big fan of having configuration settings for features not everyone likes.
/gamemode creative (then they wont jump off your shoulder when you jump or fly)
Regarding the mangroves - yeah maybe a bit less; but they're supposed to be quite dense - have you ever seen an actual mangrove swamp ? ^^
https://images.indianexpress.com/2021/08/Tall-stilt_Mangroves_Rhizophora_apiculata_15851577945.jpg
Thank you <3 many people have put a lot of work in it
I have a few on my mesehub that aren't on cdb and there's a github repo too
https://git.minetest.land/cora
https://github.com/orgs/mineclone2-mods
We'll probably support minetest 5.6 with the next version as no additional problems were found so far. If you install it manually it's going to work as well - just might crash sometimes.
Good news withers can be spawned by players now. And Iron golems spawn in villages (try v7 seed "apple" - it has a village right at spawn).
(google translate says this: "It is not 100% like Minecraft, no one should expect this. The gameplay is more abundant than Minetest Game")
谢谢你 这是一项正在进行的工作 (Thank you, it's a work in progress)
Uh was this edited ? Pretty sure it said something like "there's an error in init.lua" before.
Anyways:
Villages: yes they exist, in my experience they are kind of common.
Iron golems: exist too (maybe just try before saying "Pretty sure you don't" ^^ )
withers: exist but can't be spawned by the player yet but that is likely to change fairly soon.
Please provide the full error message.
There are a lot of init.lua files in mineclone2 (just like in all minetest games i dare say).
I like it also how are the shops too far ? There is a node you can right click that teleports you. Didn't feel like the longest journey to me at all ... (are you noclip flying there ? ^^ )