[Game] Mineclonia [0.109.3]

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Melkor
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Re: [Game] Mineclonia [0.105.0]

by Melkor » Post

Haha I thought they were sick

Daons
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Re: [Game] Mineclonia [0.105.0]

by Daons » Post

Hi, It seems that smokers don't work in the latest update but it might just be me.

Thanks

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Re: [Game] Mineclonia [0.105.0]

by ryvnf » Post

Version 0.107.0 is released! This release took one week longer than usual because we wanted to give some changes extra testing time on the main branch.

New features in this release are Powder Snow and a complete overhaul of potions and status effects backported from VoxeLibre. Another highlight is improvements to game loading performance. A Mineclonia server starts in less than two seconds on my machine now, which is around three times faster than before. Other than that it contains many fixes and improvements.

As always. Thanks to everyone who contributed to this release!

Changes
  • Update French, Hungarian and Chinese translations [liulitchi, Gaemy, phileas]
  • Improvements to mob spawning [j-r, kno10]
  • Fix glazed terracotta having incorrect blast resistance [nooneatall]
  • Fix craftguide prev button not looping around [Ocraw]
  • Fix nether forests sometimes being completely dark
  • Fix cauldron interactions with buckets and bottles [goblin_mode]
  • Add new wolf and dog variants [JoseDouglas]
  • Allow zombified piglins to despawn
  • Fix ghast only spawning in dark areas [goblin_mode]
  • Fix mob griefing causing mobs to hit themselves [Ocraw]
  • Fix dolphin grace effect sometimes not clearing [goblin_mode]
  • Fix player still being dead in inventory image after respawning [goblin_mode]
  • Fix mobs growing up incorrectly [goblin_mode]
  • Fix looting sometimes not working [goblin_mode]
  • Fix incorrect recipe for chiseled netherbricks
  • Fix non collectable arrows dropping as items [goblin_mode]
  • Remove unobtainable sapling nodes for bamboo and mangrove
  • Make nether portals able to spawn zombified piglins
  • Fix items only dropping from mobs after death animation is complete [goblin_mode]
  • Fix mobs able to get stuck in a dying state after server crash [goblin_mode]
  • Fix creepers not dropping music discs [goblin_mode]
  • Make pillagers give bad omen on death [goblin_mode]
  • Add powder snow [goblin_mode]
  • Make structure generation more deterministic [kno10]
  • Set arrows on fire when passing through lava or fire
  • Optimize game loading time [goblin_mode, j-r]
  • Adjust range of hopper item suction [j-r]
  • Add VoxeLibre-style hopper callback APIs for compatibility [Ocraw]
  • Global step optimizations [goblin_mode]
  • Resample jukebox music to 22050 kHz to reduce media size
  • Make mcl_spawn.spawn overridable [j-r]
  • Fix crash when the server restarts while fishing [purist]
  • Fix creeper sounds missing
  • Fix crash with shulkers that have weird metadata
  • Make raid captains drop ominous potions [goblin_mode]
  • Tweak mount gravity and jumping [bramaudi]
  • Fix shulkers spawning in air for end boats [bramaudi]
  • Fix villager trade tier unlocked instantly [bramaudi]
  • Update grey parrot texture [goblin_mode]
  • Fix crash when blaze attempts to attack nonexistent object
  • Improve pig and strider steering [halon]
  • Fix crash with screwdriver
  • Fix cactuses damaging one block above [goblin_mode]
  • Fix light initialization in end [kno10]
  • Make witch eggs available in creative inventory [goblin_mode]
  • Add end city structure [JoseDouglas]
Changes backported from VoxeLibre
  • Fix generateImagePart warning
  • Redo potions and effects

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Melkor
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Re: [Game] Mineclonia [0.107.0]

by Melkor » Post

yes! lesser time of loading

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Re: [Game] Mineclonia [0.107.0]

by isaiah658 » Post

I have a mod that supported Mineclone 2. With the split between Mineclonia and VoxeLibre, does anyone know if biome names or item/node groups have changed between the two games or if it's expected that they will in the future? Are there any other forks besides Mineclonia and VoxeLibre that modders should be aware of?

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Re: [Game] Mineclonia [0.107.0]

by Blockhead » Post

isaiah658 wrote:
Wed Sep 25, 2024 02:17
Are there any other forks besides Mineclonia and VoxeLibre that modders should be aware of?
VoxelForge, though it's early days for it, and not as popular.

MineClone5, not that it is updated any more, but some people may be looking to migrate away from it to another game in the game-family.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

rstcxk
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Re: [Game] Mineclonia [0.107.0]

by rstcxk » Post

does anyone know if biome names or item/node groups have changed between the two games or if it's expected that they will in the future
Mineclonia always registers aliases for items, otherwise it would break older worlds

The api is usually the same in 90% of cases
VoxelForge, though it's early days for it, and not as popular.
The thing about voxelforge is that it completely renames all mods, so you would have to basically write double the code, for example

will work on mineclonia and voxelibre
mcl_util.deal_damage()

but on voxel forge you'd need
vf_util.deal_damage()

Im pretty sure voxelforge does this to signal that it dosent plan to be backward compatible with the mineclone2 family

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Melkor
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Re: [Game] Mineclonia [0.107.0]

by Melkor » Post

Hi, it seems there is no bee model in the game, I can, if you are interested, share a fully animated one so you can code one for the game.
The gif doesn't do justice to the animation which looks choppy here...
It lacks some details and I could finish it maybe in a couple of days

By the way, the problem of big heads with baby animals persists and sometimes a new animal spawns outside the corral
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Re: [Game] Mineclonia [0.107.0]

by ryvnf » Post

Melkor wrote:
Thu Sep 26, 2024 02:55
Hi, it seems there is no bee model in the game, I can, if you are interested, share a fully animated one so you can code one for the game.
The gif doesn't do justice to the animation which looks choppy here...
It lacks some details and I could finish it maybe in a couple of days
There is a bee model at: https://github.com/22i/minecraft-voxel- ... /bee.blend

We also recently got models for a number of mobs: https://codeberg.org/mineclonia/mineclonia/issues/2118

If you have made another model maybe you could share it so we can compare and pick the best one.
By the way, the problem of big heads with baby animals persists and sometimes a new animal spawns outside the corral
Does the problem occur with new animals? Or is it old animals that still have the big heads?

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Melkor
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Re: [Game] Mineclonia [0.107.0]

by Melkor » Post

It seems to me that I have to investigate more before posting.

Codeberg Server is Down, I can't see it.
One thing: there is a plugin to export to B3D for Blender 4.2? You export it to B3D, right? If there is not plugin, then i have to re do the model in Blender 2.7, where the plugin seems to work.

On the matter of the large heads, these appear in the new animals, after a while, not instantaneously, and then, they return to normal, as adult animals.
Sometimes a new animal appears outside the fence
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Re: [Game] Mineclonia [0.107.0]

by DragonWrangler1 » Post

Melkor wrote:
Thu Sep 26, 2024 20:25
One thing: there is a plugin to export to B3D for Blender 4.2? You export it to B3D, right? If there is not plugin, then i have to re do the model in Blender 2.7, where the plugin seems to work.
I'm using blender 4.0 and this one works. https://github.com/GreenXenith/io_scene_b3d I'd think this should work for 4.2 as well.

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Melkor
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Re: [Game] Mineclonia [0.107.0]

by Melkor » Post

DragonWrangler1 wrote:
Thu Sep 26, 2024 20:29
Melkor wrote:
Thu Sep 26, 2024 20:25
One thing: there is a plugin to export to B3D for Blender 4.2? You export it to B3D, right? If there is not plugin, then i have to re do the model in Blender 2.7, where the plugin seems to work.
I'm using blender 4.0 and this one works. https://github.com/GreenXenith/io_scene_b3d I'd think this should work for 4.2 as well.
Thanks DragonWrangler1 !

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Re: [Game] Mineclonia [0.107.0]

by InterPotato » Post

I love how development is going forward at this point. Just enough promotion and we will create a GIMP vs Photoshop scenario.
I'm only human, after all...

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Melkor
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Re: [Game] Mineclonia [0.107.0]

by Melkor » Post

InterPotato wrote:
Mon Sep 30, 2024 17:19
I love how development is going forward at this point. Just enough promotion and we will create a GIMP vs Photoshop scenario.
cant wait for GIMP 3.0

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Melkor
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Re: [Game] Mineclonia [0.107.0]

by Melkor » Post

Well, it's finished, I was busy with family and work.
It has 3 animations, I didn't use MC as a reference, but it's wiki. I hope it's useful for the Game...

If something needs a change or adjustment, just tell me.

Use it as you wish, is free
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Bee.zip
The Bee model itself
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mcbee.png
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wheat8
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Re: [Game] Mineclonia [0.107.0]

by wheat8 » Post

Can someone tell me what 'dig_class_speed' is for ?
The actual speed of the tool is 'level' x 'speed', but I don't understand where this group 'dig_class_speed' is used, so I can't figure out what it does.

rstcxk
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Re: [Game] Mineclonia [0.107.0]

by rstcxk » Post

wheat8 wrote:
Sat Oct 12, 2024 21:12
Can someone tell me what 'dig_class_speed' is for ?
The actual speed of the tool is 'level' x 'speed', but I don't understand where this group 'dig_class_speed' is used, so I can't figure out what it does.
It does literally nothing. Its not used anywhere in the code according to ripgrep

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Re: [Game] Mineclonia [0.107.0]

by wheat8 » Post

Okay, thank you rstcxk.

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Re: [Game] Mineclonia [0.107.0]

by corasTenthTry » Post

rstcxk wrote:
Sat Oct 12, 2024 21:38
It does literally nothing. Its not used anywhere in the code according to ripgrep
The digging speed is determined by the nodes' _mcl_hardness - according to those values dig groups are automatically assigned by mcl_autogroup.

And yes looks like dig_class_speed is a relict from an older version of mcl_tools (or possibly mtg even?)

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Melkor
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Re: [Game] Mineclonia [0.107.0]

by Melkor » Post

Update Bee: added new animations, require Blender 4.2.3 LTS
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rstcxk
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Re: [Game] Mineclonia [0.107.0]

by rstcxk » Post

Melkor wrote:
Tue Oct 15, 2024 19:20
Update Bee: added new animations, require Blender 4.2.3 LTS
Mineclonia's codeberg is the best place to post this. You dont have to be a git wizard to contribute, you can just open up an issue about it

Also on the topic of the model. I didnt have time to compare the two, but we already have a bee model by pixelzone

https://codeberg.org/mineclonia/mineclonia/issues/2118

If your model is better, i dont think there will be any issues with just using yours instead

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Melkor
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Re: [Game] Mineclonia [0.107.0]

by Melkor » Post

rstcxk wrote:
Tue Oct 15, 2024 22:06
Mineclonia's codeberg is the best place to post this. You dont have to be a git wizard to contribute, you can just open up an issue about it
Ok i will do it.
Meanwhile...
haha
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Re: [Game] Mineclonia [0.107.0]

by ryvnf » Post

0.108.0 is released! There are fewer changes in this release than usual. We have however gotten lots of translation contributions from the Codeberg "Translathon 2024" event.

A new feature in this release is the addition of Dripstone.

Changes
  • Adjust loudness of mob and node sounds (zombie, gravel and more)
  • Fix bamboo not being plantable on mud nodes [purist]
  • Add mossy cobble/brick craft recipes using moss [nooneatall]
  • Update iron sword texture
  • Add dripstone [goblin_mode]
  • Fix possible mapgen crash with spruce tree and podzol [j-r]
  • Make drop amounts of Lapis Lazuli match Minecraft [j-r]
  • Update anvil collision and selection box [j-r]
  • Make witch always drop redstone [JoseDouglas]
  • Correct blast resistance and hardness for smooth quartz [nooneatall]
  • Fix some copper nodes not being waxable [noneatall]
  • Fix some waxed copper nodes being uncraftable [nooneatall]
  • Update some descriptions in settings menu [Ocraw]
  • Fix possible mod load order crash [j-r]
  • Make crossbow and spyglass work properly on android [grorp]
  • Fix annoyance with creative inventory tab button on android [grorp]
  • Improvement to mod loading time [goblin_mode]
  • Fix compatibility with some mods (like cloudlands)
  • Fix crash when mob tries to despawn in unloaded area
  • Fix putting items in protected smithing tables
  • Fix itemframe nodebox being slightly asymmetrical
  • Fix nether forests somethings generating completely dark
  • Update/add Chinese, Hungarian, Russian, German, Portuguese and French translations [Sotis, Senccy, fnetX, Enlive, Cwpute, 3raven, Benny, phileas, liulitchi]

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Re: [Game] Mineclonia [0.107.0]

by ryvnf » Post

rstcxk wrote:
Tue Oct 15, 2024 22:06
Meanwhile...
haha
You probably want to replace the mcl_dirt_grass_shadow.png texture with a fully transparent image in your texture pack :)

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Re: [Game] Mineclonia [0.108.0]

by adrinux » Post

Anyone else seeing azalea blocks have no texture in 0.108.0? Trying to figure out whether the bug is general or something to do with my server/container build.

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