[Mods] MineClone2-enabled mods

[Mods] MineClone2-enabled mods

Postby minerdudetest » Tue Oct 09, 2018 10:53 am

This is a topic, where anyone can publish a mod, that was either made compatible or ported to support Mineclone 2.


Posting rules
1. provide screenshot, link to thread to original (base) mod and description.

2. provide:
- download link
- instructions to install your modification
- provide a screenshot
- provide license

3. specify if your work is "compatible" or "ported" mod:
"compatible" means: original mod internal structure was enhanced with ability to run with MineClone 2 (MCL2), in addition to original game (typically MineTest Game, MTG).
At the bottom of this post, you will find instructions how to make mod capable.

"ported" means: original mod was modified to run with MineClone 2. It will not work with original game (typically MineTest Game). This is usually achieved by replacing the item strings directly, its faster, but its a worse solution than "compatible".

- "capable" mods are preferred to "ported" mods.
- in case mod was "made compatible" with MCL2, its recommended that you post a message in original mod thread
- mod should be preferably hosted on a version control hoster, like github or similar; so that your changes can be merged to upstream.

4. you might want to modify mod readme with version bump (like "P": 1.0 -> 1.0P) to:
- distinguish between your version and original
- specify which version your actual port/compatibility enhancement is based on: "1.0P" would imply that its based on "1.0" of base mod.


How to make mod compatible

1) depends.txt
both mcl_ and default should be an optional dependency (?) in depends.txt. If both mcl_ and default are absent, then it means user is running notMCL and notMineTestGame, so game will fail on loading during variable calls (either-either) anyway and return to menu with error (safe).

typical depends.txt:
Code: Select all
default?
mcl_core?
mcl_sounds?


2) switcher in init.lua and other mod code.
Important - place the block after "local S, NS = dofile(MP.."/intllib.lua")" call!:

Code: Select all
...
local moditems = {}  -- declare a var, somewhere at beginning but below intlib.lua call.
...
if core.get_modpath("mcl_core") and mcl_core then -- means MineClone 2 is loaded, this is its core mod
   moditems.IRON_ITEM = "mcl_core:iron_ingot"   -- example, MCL version of iron ingot
   moditems.STRING_ITEM = S("MineClone 2 string")   -- item description if mod is loaded in MPL
   moditems.WOOD_SOUNDS = mcl_sounds.node_sound_wood_defaults()

else         -- fallback, assume default (MineTest Game) is loaded, otherwise it will error anyway here.
   moditems.IRON_ITEM = "default:steel_ingot"    -- iron ingot in stock MT
   moditems.STRING_ITEM = S("MineTest Game string")   -- item description if mod is loaded in MT
   moditems.WOOD_SOUNDS = default.node_sound_wood_defaults()
end

...
-- actual use in the code down somewhere.
material = moditems.IRON_ITEM
sounds = moditems.WOOD_SOUNDS

_doc_items_longdesc = moditems.STRING_ITEM


3. expanding sound check in some mods:
if similar block already exists (as it should be), and equivalent of "sounds" var exist - use that and change "sounds" in this block to however the var is called!
If similar block does not exist or game plays no sounds, you don't need this.

Code: Select all
local sounds

if mcl_sounds then
   sounds = mcl_sounds.node_sound_metal_defaults()
else
   if default.node_sound_metal_defaults then
      sounds = default.node_sound_metal_defaults()
   else
      sounds = default.node_sound_stone_defaults()
   end
end


May the code be with you!
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Tue Oct 09, 2018 10:57 am

List of MineClone2 Enabled mods

Made Compatible with MCL2 in this thread
Trash Can
Teleporter Improved Improved
Pontoons
Hallelujah Mountains (req Minetest 5+)
Amidst (tool, mapedit)
Thirsty

Ported to MCL2 in this thread
todo

Some minor problems known
Orbs of Time

Compatible with MCL2 already without changes
Beware the dark
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Re: [Mods] MineClone2-enabled mods

Postby texmex » Tue Oct 09, 2018 11:03 am

Compatible: Orbs of Time.
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Tue Oct 09, 2018 11:24 am

Trash Can (MCL2)

Link to original thread, not compatible until my changes merged.

Image

Original description (open original link for details): "This mod adds a trash can to the game. Right click it, put in your trash, and click the empty trash button. You can also throw things in the wooden trash can by pressing "q" or throwing them out of your inventory."

Modifications:
- made compatible with MCL2 through switcher: recipes, sound calls
- made UI imitate MCL2 when executed under MCL2

download the mod here
I've pushed my changes to master, until the commit hits you can use my fork.

Installation: save zip, paste to "mods" folder, change folder name to "trash_can", run Minetest game and enable this mod from menu. Tested under 4.17.1
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Tue Oct 09, 2018 11:30 am

texmex wrote:Compatible: Orbs of Time.

I posted on github issue tracker, found a recipe issue in init.lua. Thanks for your work!
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Tue Oct 09, 2018 8:00 pm

Teleport Improved (MCL2)

Based upon "Teleport Improved" by r4nd0m6uy.
Update: my pull requests were upstreamed, so upstream is compatible to MCL2! Get your files from upstream! ^^^

Image

Description:
This mod allows to create teleportation pads.
Travel is limited only between existing and linked pads.
Creation resource costs are pretty expensive and require actual presence on the spot.
Coordinates are not required, you can choose the pad location from the list.
It actually works.

Changelog:
Based upon "Teleporters improved", plus:
- made compatible with MCL, keeping compatibility to Minetest Game
- balanced the resource cost against rail cost, Mese Crystal -> Mese Block
- created new texture from scratch and replaced it
- created pictogram and added it (removed pictogram, minetest autogenerates better thumbnail)
- added "pos" checks to prevent run-time errors
- teleport sound fixed
- when run via MCL2 - UI is white and all infoboxes are hidden; vice versa when run via MTG

License: LGPL 2.1

Installation: save zip, paste to "mods" folder, change folder name to "teleporter", run Minetest game and enable this mod from menu.
Tested under 4.17.1+0.42 MCL
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Tue Oct 09, 2018 10:09 pm

Pontoons (MCL2)

Compatibility for Pontoons mod, source (not compatible with MCL2 until my pull requests accepted).

Image

Pontoons allow to start building on water surface, useful for creating boats or buildings above water.

Changes:
- MCL2 compatibility
- Airtank mod compatibility by switching the recipe slightly on mod autodetection

Download

I've pushed my changes to master, until the commit hits you can use my fork.

Installation: download archive, extract into "Mods" directory, make sure the directory name is "pontoons", play.

License: MIT
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Wed Oct 10, 2018 1:47 pm

Beware the Dark

The original thread. Compatible with MCL2 from ground up, however my version includes few small improvements.

Image

Being in the dark for too long can have effect on your health, think "Don't Starve".
You can actually configure the reverse and create a vampire-like game.

Changes:
- mod is compatible with MCL2, but:
- I have found unused ability to display a closed eye symbol for depleted "fear indicator" and added it
- I have added ability to autohide the sanity bar if its full (same as bubbles for underwater breathing in MCL2),

Commits have been pushed, but until it is accepted, you can use my releases.
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Re: [Mods] MineClone2-enabled mods

Postby DrFrankenstone » Wed Oct 10, 2018 1:56 pm

Already compatible: Hallelujah Mountains, though it requires Minetest 5.

(I run it with MineClone2 in Minetest 5, and some of its best screenshots have come from MineClone2, but I don't know whether Minetest 5 is supported by MC2 officially yet)

LGPL 2.1+
----

And while not a mod, Amidst also comes with MineClone2 biome support built in.

Also the Less Dirt texture pack supports MineClone 2 in MT 5.0
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Wed Oct 10, 2018 3:22 pm

DrFrankenstone wrote:...


Hello, very nice! I see that you are a dev, so I will just add it to the list. Projects look great! :)
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Wed Oct 10, 2018 6:04 pm

Thirsty - IMPROVED

The original thread (not compatible with MCL2 until my pull requests accepted).

Running inside Mineclone 2:
Image
Image

When same mod runs under Minetest Game instead:
Image
Image

Mod adds mechanic for hydration and need to drink as well as several ways to do it.
Download.

Changes:
- add drinking sound with free license
- add Mineclone2 compatibility
- rename the "extender" / "fountain" captions as "Water pipe" and "Water pump"
- modify textures and add: two types of straight pipes, one cross pipe
- reduce price to building Water pipes and pump
- add custom textures for above when running Mineclone 2
- add custom texture to water fountain when running Mineclone 2
- add item and add ability to collect some water into bowl, if in water and not thirsty. Contents will be drunk at once and empty bowl returned
- Mineclone2 uses own native version of bowl instead and its also possible to collect water with it (as well as help drink)
- include two water bottles from Mineclone2 to at-once list (river and usual bottles)

My version is compatible with MCL2 until the changes from pull request and merged.

I have not assigned different version in order for changes to be actually mainlined.
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Thu Oct 11, 2018 3:44 pm

Some upcoming changes to Thirsty, fixes for Teleport, minor edits to Pontoons, Trash Can incoming today. I will update original posts.

Edit: Massive update on "Thirsty", please redownload. Its compatible with all previous.

Edit2: Current errata:
- a problem, where bowls cant be filled/refilled, if hydration value is at maximum. Once there is thirst, bowls work as usual.
- inconsistency, where drinking from bowl and refilling it is done by one click.
- inconsistency, where bowls are trunk using LMB, but bottles using RMB.
this will be addressed soon
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Re: [Mods] MineClone2-enabled mods

Postby Wuzzy » Sun Oct 14, 2018 5:57 pm

Nice. :-)
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Sun Oct 14, 2018 10:45 pm

Wuzzy wrote:Nice. :-)

Thank you very much! I am not yet expanding MCL2 with Minecraft functionality, but I have already "mobs_mc" changes incoming, that allows to flexibly control their amount. I guess this will be very useful for servers if admins want to control exact amount of each mob, as well as for debug.

Code will be pushed soon.

The "Thristy" was much better than I expected. I spent two days on it and I hope my contributions will be of joy for some people.
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Re: [Mods] MineClone2-enabled mods

Postby minerdudetest » Mon Oct 15, 2018 9:15 pm

Still working on minor issue with Thirsty.
Teleport Improved accepted all changes, linking to it instead now. Also author of teleport wished to transfer it to me, where I will transfer it into "minetest-mods" in turn, thus the mod is preserved in global catalog. No changes planned to the mod from my side.
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Re: [Mods] MineClone2-enabled mods

Postby Wuzzy » Tue Oct 23, 2018 3:58 pm

((…) I don't know whether Minetest 5 is supported by MC2 officially yet)

Minetest 5.0.0 does not exist (yet), thus making it bleeding edge. Please say “5.0.0-dev” to refer to the unfinished version.
My official MineClone 2 policy regarding bleeding edge is: I do not support it. I will only aim to support latest stable, which is 0.4.17.1 at the moment. I believe MCL2 still kinda works in 5.0.0-dev, but please don't cry when bad things happen.

Thirsty
I hope you did consider river water in your experiments. All water nodes are in the “water” group, just like in basically any other game.
Also note that MCL2 comes with a water bottle and river water bottle included. They are not doing much in stock MCL2, but you probably want to override them. MCL2 has its own drinking sound, make sure to use that one.
There is also a cauldron which you can fill with water / river water.
All this should be taken into account when making thirsty for MCL2. I have not tried your mod yet, but I strongly suggest to release the finished MCL2-adaption should released separately under a new name because I think there will be quite a few changes required. It would probably be easier to just fork anyway, esp. when it comes to balancing.

I also recommend you try to understand the hunger mechanic of MCL2 (see in-game help), you might want to take this into consideration as well.

If you need any API changes in MCL2 so you can implement your stuff, please suggest it.

Also, finally, the icon for thirst should match MCL2-style and have a size of 8×8 pixels. To figure out how all those items work in MCL2, just use the in-game help.

If you have more problems, feel free to join in IRC. I am often hanging around in #mineclone2 in irc.freenode.net.
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Re: [Mods] MineClone2-enabled mods

Postby Wuzzy » Tue Oct 23, 2018 4:38 pm

My general notes and recommendations about MCL2 mods:

  • Remember that MCL2 is very different from MTG architecture-wise, so don't make to many assumptions
  • Remember the groups in MCL2 are different, too
  • You can try to be compatible with both MCL2 and MTG at the same time, but you don't have to. Keep in mind that both games are different, so expect to add lots of boilerplate code. Sometimes it might be easier to for an MTG mod for MCL2, esp. when many gameplay tweaks are required. Use good judgement
  • Add help support for all your items and gameplay mechanics. MCL2 is using the Help modpack:
    viewtopic.php?t=15912. Besides, it is generally a good idea to write documentation for all your items. The help modpack is only as useful as how many mods support it. :)
  • Read README.md, API.md, GROUPS.md and CONTRIBUTING.md
  • Play MCL2 and read the in-game help and make sure you understand all the mechanics well. Take your knowledge into consideration of the gameplay design
  • Keep writing style consistent
  • As I said before, ask me in IRC if you have questions
  • If your mod re-implements a Minecraft feature very well, please contact me so I can include it in MCL2
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Re: [Mods] MineClone2-enabled mods

Postby Hamlet » Fri Dec 07, 2018 5:34 pm

Thirsty - IMPROVED

Minor issue *[1] *[2]:
WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at ...minetesti/bin/../mods/thirsty/functions.lua:224)


Issue fix:

replace ../thirsty/functions.lua at line 224
Code: Select all
minetest.setting_getbool


with
Code: Select all
minetest.settings:get_bool


*[1] seen on:
Minetest v0.4.17.1
Minetest Game v0.4.17.1
Thirsty v0.10.2 (bendeutsch's OR minertestdude's versions)

*[2] raised every second by the Thirsty's main loop, thus cluttering the console window and most likely the debug.txt log.
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Re: [Mods] MineClone2-enabled mods

Postby Wuzzy » Wed Apr 03, 2019 8:43 pm

Flying Carpet: Quickly explore the vast terrain with the magical flying carpet. Fly safely and preserve your energy to make the most of it.
viewtopic.php?t=12263
Image

Type: Compatible
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Re: [Mods] MineClone2-enabled mods

Postby GamingAssociation39 » Wed Apr 17, 2019 11:38 pm

minerdudetest wrote:This is a topic, where anyone can publish a mod, that was either made compatible or ported to support Mineclone 2.


Posting rules
1. provide screenshot, link to thread to original (base) mod and description.

2. provide:
- download link
- instructions to install your modification
- provide a screenshot
- provide license

3. specify if your work is "compatible" or "ported" mod:
"compatible" means: original mod internal structure was enhanced with ability to run with MineClone 2 (MCL2), in addition to original game (typically MineTest Game, MTG).
At the bottom of this post, you will find instructions how to make mod capable.

"ported" means: original mod was modified to run with MineClone 2. It will not work with original game (typically MineTest Game). This is usually achieved by replacing the item strings directly, its faster, but its a worse solution than "compatible".

- "capable" mods are preferred to "ported" mods.
- in case mod was "made compatible" with MCL2, its recommended that you post a message in original mod thread
- mod should be preferably hosted on a version control hoster, like github or similar; so that your changes can be merged to upstream.

4. you might want to modify mod readme with version bump (like "P": 1.0 -> 1.0P) to:
- distinguish between your version and original
- specify which version your actual port/compatibility enhancement is based on: "1.0P" would imply that its based on "1.0" of base mod.


How to make mod compatible

1) depends.txt
both mcl_ and default should be an optional dependency (?) in depends.txt. If both mcl_ and default are absent, then it means user is running notMCL and notMineTestGame, so game will fail on loading during variable calls (either-either) anyway and return to menu with error (safe).

typical depends.txt:
Code: Select all
default?
mcl_core?
mcl_sounds?


2) switcher in init.lua and other mod code.
Important - place the block after "local S, NS = dofile(MP.."/intllib.lua")" call!:

Code: Select all
...
local moditems = {}  -- declare a var, somewhere at beginning but below intlib.lua call.
...
if core.get_modpath("mcl_core") and mcl_core then -- means MineClone 2 is loaded, this is its core mod
   moditems.IRON_ITEM = "mcl_core:iron_ingot"   -- example, MCL version of iron ingot
   moditems.STRING_ITEM = S("MineClone 2 string")   -- item description if mod is loaded in MPL
   moditems.WOOD_SOUNDS = mcl_sounds.node_sound_wood_defaults()

else         -- fallback, assume default (MineTest Game) is loaded, otherwise it will error anyway here.
   moditems.IRON_ITEM = "default:steel_ingot"    -- iron ingot in stock MT
   moditems.STRING_ITEM = S("MineTest Game string")   -- item description if mod is loaded in MT
   moditems.WOOD_SOUNDS = default.node_sound_wood_defaults()
end

...
-- actual use in the code down somewhere.
material = moditems.IRON_ITEM
sounds = moditems.WOOD_SOUNDS

_doc_items_longdesc = moditems.STRING_ITEM


3. expanding sound check in some mods:
if similar block already exists (as it should be), and equivalent of "sounds" var exist - use that and change "sounds" in this block to however the var is called!
If similar block does not exist or game plays no sounds, you don't need this.

Code: Select all
local sounds

if mcl_sounds then
   sounds = mcl_sounds.node_sound_metal_defaults()
else
   if default.node_sound_metal_defaults then
      sounds = default.node_sound_metal_defaults()
   else
      sounds = default.node_sound_stone_defaults()
   end
end


May the code be with you!


I'm having a really hard time getting my mods to be compatible with MCL2... I was wondering if I could either get help or get better instructions on how to do so.
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