Time Nick Message 02:37 ircSparky how do you get an object property? in this case the nametag string (I need the player's name) 02:37 ircSparky I thought it would just be objectRef.nametag 09:14 tenplus1 hi all 09:20 tenplus1 POVA 0.4 - https://github.com/tenplus1/pova 10:02 tenplus1 hi lisac 10:02 Raven262 hi ten 10:02 tenplus1 hey raven :P 10:02 lisac hey tenplus1 10:09 tenplus1 hi ruben 10:11 rubenwardy o/ 10:19 tenplus1 wb Aello 11:30 tenplus1 wbf ixer 11:30 tenplus1 *fixer 11:30 tenplus1 there, fixed 11:30 Fixer hi 11:41 tenplus1 updated POVA to 0.4, my 3d_armor, sprint and playerplus mods all use pova now 11:42 CWz but does 0.4. support pova? 11:42 tenplus1 hi CWz 11:42 tenplus1 yes, it supports itself fully :P 12:07 tenplus1 hi Jordach 12:07 Jordach *waits for ping timeout* 12:08 * tenplus1 resets timeout to 27 and a half minutes 12:09 Jordach ok good 12:09 Jordach my mac doesn't like bluetooth tethering 12:11 * tenplus1 tethers mac to a fence and leaves it out in the woods 12:13 Jordach no u 12:13 tenplus1 :P 12:21 tenplus1 o.O 12:22 Jordach_ dammit virgin 12:22 Jordach_ you had one job 12:22 tenplus1 are they working in your area ? 12:24 Jordach_ like partially 12:25 tenplus1 hopefully it'll be sorted soon 12:29 tenplus1 hi mister 12:29 Mr_Pardison 'ello 12:29 tenplus1 hey sniper 12:36 tenplus1 hi aerozoic 12:36 aerozoic hey tenplus1 how's it goin 12:36 tenplus1 good thanks, you ? 12:39 aerozoic i'm ok :) 12:39 tenplus1 kewl... updated playerplus, 3d_armor, sprint (on my git) to all use POVA 12:40 aerozoic I forgot to investigate what pova is. 12:41 tenplus1 heh... pova makes it safe for player overrides so they all work together for every mod using it 12:42 aerozoic ah ok 12:42 aerozoic what makes it dangerous without it? 12:42 tenplus1 wearing special boots in 3d_armor could boost player speed 2x, then all of a sudden another mod resets it to 1.0 without you nkowing cause it didnt know 3d_armor changed it 12:43 tenplus1 POVA makes them all play nice 12:43 aerozoic oh cool 12:45 aerozoic oh hey tenplus1, are you interested in hearing feedback about your mods? 12:46 tenplus1 yeah, feedback is always good :) 12:48 aerozoic One of my best server helpers has spent alot of time doing things the hard way and wrote a nice paragraph if ideas: https://pastebin.qbuissondebon.info/?980414e2c1158179#drujisPdaGG9l7br61btP8jRtlewei2v3wFEqawhJdk= 12:50 tenplus1 saved paragraph for future reading :D 12:53 tenplus1 farming redo plants do need some relocation 12:54 aerozoic I also wondered is it really impossible to make new plants spawn on parts of the map already generated? 12:55 tenplus1 only way to do that would be to add an abm, not really worthwhile and all too easy for players to find food if it keeps respawning :D 12:56 Mr_Pardison can you set a limit on the number of times an abm runs? 12:56 aerozoic The issue i've noticed is so much of my map was explored before adding the new onions, green peppers, etc... that they are difficult to find. 12:57 tenplus1 very true... was thinking of adding a "garden" plant that could be broken to give different foods 12:57 aerozoic Also there might be a problem with green peppers. I've been told nobody has found a single one on the map anywhere. 12:58 tenplus1 peppers generally spawn in jungles 12:58 ThomasMonroe hmm, try planting a few somewhere 12:58 tenplus1 nesr trees 12:59 tenplus1 is he using ethereal ? 13:01 aerozoic Me? nope. 13:25 tenplus1 k, farming redo updated with some crop changes, upped rarety so plants appear just that little but more 13:32 tenplus1 pumba spawns on grass for v6, dry grass for v7 and mushroom dirt for ethereal :D 13:34 tenplus1 wb fixer 13:53 tenplus1 hi benrob 13:53 benrob0329 tenplus1: I see the hi script is still working :P 13:55 tenplus1 lol 13:55 tenplus1 what was the idea ? 13:56 tenplus1 lol :P it has been done 13:56 tenplus1 POVA 0.4 now 13:56 tenplus1 my git has 3d_armor, playerplus and sprint mods working with it 13:56 benrob0329 But for the core api 13:56 tenplus1 yeah, we need it in core for ALL to use 13:58 benrob0329 Paramat said none of the suggestions would work because they assume things about the mods, but mine was specifically made so that it didnt (and as to why it didn't accomplish that I'd love to know) 13:58 tenplus1 assume things ???? I dont get that 13:59 benrob0329 Not for the sake of "hurr durr my idea is best" but rather because it helps to communicate more about the issue 13:59 tenplus1 show meh code :P 14:00 benrob0329 Show meh c++ course :P 14:00 tenplus1 ehehehe 14:00 tenplus1 I wanna know what paramat means by out mods assuming ?!?! 14:01 benrob0329 tenplus1: he means that trying to put eg diminishing returns assumes what mods want to do 14:02 tenplus1 k, you lost me with that... dumb it down a bit plz 14:03 benrob0329 We can't make something that assumes what kind of mods will be used 14:03 tenplus1 heh... pova assumes nothing, it only lets modders add modifiers, defaults, min, max and force overrides 14:03 tenplus1 up to modder to do what they want with them 14:04 benrob0329 See, but what of two things override? 14:04 benrob0329 Which one do you choose? 14:04 Shara benrob0329: that sounds off. I'm the one who raised the possibility of diminshing returns as one way to handle the ridivulous high ceilings multiplication can leave you with 14:04 tenplus1 hi shara 14:04 Shara ridiculous* 14:04 tenplus1 that's why I added min/max feature to limit them 14:05 Shara the point is that we should have options 14:05 benrob0329 Shara: I know, I'm just trying to relay what paramat said, if I'm failing please correct me :P 14:05 Shara if the engine is adjusted to say "only multiplocation is allowed".. this seems like yet another assumption about what mods should do anyway 14:06 benrob0329 tenplus1: so you have a hard limit mods can set for overrides? 14:06 tenplus1 pova allows a min/max limiter to be applied, also a force override for things like beds 14:06 benrob0329 Yes but what if another override comes in after? 14:07 Shara then the last applied rules 14:07 tenplus1 then the get_override function can be used to cehck for that and amend accordingly 14:07 Shara assuming you have something that is an absolute and defined to overrule everything else, then that one applies regardless of what was before 14:08 tenplus1 last set last applied, unless you specifically check 14:09 benrob0329 So the mod has to check for the priority of the other override before applying thiers? 14:09 benrob0329 That sounds like its assuming mods actually know about other mods :P 14:09 tenplus1 all depends on the mod writer, but generally things like playerplus (walking faster on ice, slower on snow) doesnt need to check... sprint speed increase doesnt need to check 14:11 benrob0329 Perhaps, I still like the idea of giving things a priority so that they dont have to know about each other, but maybe thats just me 14:11 Shara benrob0329: nope, that isn't what I said 14:12 tenplus1 coudl easily add a priority flag for forced overrides 14:12 benrob0329 Shara: I was mostly replying to ten there 14:12 Shara okay 14:13 tenplus1 min/max/force/default would all need priority... anything else is mod specific 14:13 benrob0329 I think a simple system would work (last applied rules) it just might make more complex physics setups complicated 14:13 benrob0329 tenplus1: why not just the whole rule? 14:13 Shara benrob0329: you should only go with that when something is specifically flagged to work that way 14:14 tenplus1 pova was designed to be very simple to use 14:14 benrob0329 If its key-based (as the current PR is) then each key could have a priority 14:14 Fixer ty 14:14 tenplus1 I dont wanna overcomplicate it if I can help it, which is why the get_override exists 14:21 tenplus1 https://github.com/tenplus1/pova example axe at bottom 15:02 tenplus1 Shara: I've added a priority system for add_override 15:03 tenplus1 uses def to add and defaults to 50 15:05 tenplus1 git updated 15:11 benrob0329 tenplus1: noice, looked at the axe example too 15:11 tenplus1 :P 15:11 benrob0329 Seems a bit odd to make a new rule for every property 15:12 benrob0329 To me anyways 15:12 tenplus1 every add_override has a default priority of 50 unless specified... so super important force settings can be 90 or lower end changes 10 15:15 rdococ There's this weird big yellow ball in the sk 15:16 rdococ s/sk/sky/ 15:16 tenplus1 lol, hi rdococ 15:16 * rdococ becomes a unicorn 15:16 tenplus1 hrm, I dont like the priority control... 15:17 rdococ Array indexing doesn't start at -5 in Lua, which bugs me 15:20 benrob0329 Lua doesn't have arrays tho 🤔 15:20 rdococ But the table library adds functions which treat tables as 1-indexed arrays™ 15:23 rdococ I've seen actual reasons to use 0-indexed arrays over 1-indexed arrays, but the only one I've seen to use 1-indexed arrays over 0-indexed arrays is "to be intuitive". I get that Lua is meant to be an intuitive scripting language but it's not hard to understand array offsets that start at 0. 15:24 rdococ Okay, update: I have seen a legitimate argument for 1-indexed arrays and now I'm on the fence 15:25 * rdococ lands on the 0-indexing side 15:25 tenplus1 lol 15:30 rdococ It'd be fun to create a language like Lua but differet 15:30 rdococ s/differet/different/ 15:30 * tenplus1 likes lua 15:31 * rdococ turns into a bucket of nitric acid 15:34 * tenplus1 sells bucket on ebay for $20 15:35 * rdococ turns into sulfuric acid and corrodes through the bucket 15:35 tenplus1 ah hah... it's glass lined 15:36 * rdococ turns into hydrofluoric acid, allowing him to dissolve the glass 15:37 * tenplus1 adds packet mushroom soup and makes a mess 15:37 * Mr-Pardison turns rdococ into a bucket of corium 15:37 tenplus1 hi Krock 15:37 Krock hi tenplus1 15:38 * rdococ explodes, causing everyone in the channel to mutate into a superhero 15:38 Krock what's new? :D 15:38 Krock (disregarding rdococ's explosion) 15:38 xerox123 tenplus1: according to the stats page you hit 10,000 lines yesterday! 15:38 tenplus1 https://github.com/tenplus1/pova <-- 0.4 with new features 15:38 Krock fresh commits :D 15:38 tenplus1 hi xerox 15:38 tenplus1 10,000 lines in git ? 15:38 rdococ I love the smell of fresh pull requests in the morning 15:39 Krock tenplus1, 10'000 minetest-hub lines I guess 15:39 xerox123 www.xeroxirc.net:81/minetest-hub scroll to the bottom 15:39 Krock tenplus1, consider adding a license notice and settingtypes.txt to your projects 15:39 Krock *project 15:39 tenplus1 ooh, had no idea xerox :P 15:40 tenplus1 settingtypes.txt ? does that add the 1x .conf setting to advanced list 15:42 Mr_Pardison thx. 15:42 tenplus1 wb 15:42 Mr_Pardison in advance :P 15:43 Mr_Pardison when you manage to beat 10+1 to a greeting. 15:45 tenplus1 Krock: git updated, files added 15:46 Krock tenplus1, nice :) 15:46 tenplus1 0.4 has pova_loop setting act as a timer now for loop itself, also priority setting added 15:48 rdococ A table salt mod would be cool, so you could get salami™ 15:48 tenplus1 farming redo has salt added (in container) 15:48 tenplus1 also pepper 15:49 tenplus1 wine mod has tequila :) 15:49 tenplus1 although blue agave plant item is hidden and not on map yet 15:50 Mr-Pardison best tequila is made from blue agave. 15:51 tenplus1 yup, can only get it inside lucky block chest 15:56 ircSparky hey, me again :P I'm making an anti combatlogging mod, and atm i have it set up so when someone's "ghost" (a entity that players can kill after the player logs off) is killed the player is granted a priv called "combatlog" 15:56 ircSparky and it is supposed to e removed after the player is killed when they come online 15:57 ircSparky but it only works after the player comes online, is killed, and then the server restarts 15:57 rdococ I'm experimenting with the debug library in lua 5.1 15:57 rdococ You can set the metatable of a function, which when set applies to all functions 15:58 ircSparky if the player joins again before the server restarts, hey are killed again 15:58 tenplus1 are you using register_on_joinplayer on_respawnplayer on_leaveplayer to reset things ??? 15:59 rdococ I'm going to have to see some code to help you with that 15:59 ircSparky on joinplayer 15:59 tenplus1 k, if you wanna reset anything use the other two for players leaving server and respawning 16:00 rdococ Hm, I think you should remove the combatlog priv on respawn 16:00 tenplus1 yep 16:00 rdococ Or on die, as opposed to on join 16:00 ircSparky ok kill give it a try 16:00 ircSparky ill 16:00 rdococ Either way you get essentially the same functionality (unless you log off when you're dead. IIRC Minetest keeps track of that and re-displays the death screen when you rejoin) 16:03 ircSparky the player still has the combatlog privs after respawning. pasting code 16:03 ircSparky well 16:03 ircSparky pastbinning 16:03 rdococ Pasta binning? but I love pasta! 16:03 tenplus1 lol 16:04 * rdococ eats some pizza 16:04 ircSparky https://paste.ubuntu.com/p/dMqXTGQxSC/ 16:04 ircSparky 136 is when it should be removed 16:05 tenplus1 set to nil 16:05 tenplus1 hi Jordach 16:05 ircSparky ah ok 16:05 Krock o/ Jordach 16:06 Jordach beep boop 16:06 rdococ ah 16:06 * Jordach chunkloads modded MC automining and then goes to shitpost on the mac 16:06 rdococ privs are kind of weird, it treats false as a truthy valuer 16:06 rdococ s/valuer/value/ 16:06 ircSparky thanks 16:07 Krock ircSparky, (or whoever that code wrote) "~= nil" can be omitted in this case 16:07 * rdococ watches as Jordach does something with YKW and forgets to use the safe word for it 16:07 Jordach :eyes: 16:07 Krock since integers are used to represent the state 16:07 ircSparky I think im going to put it back to on_joinplayer, since thats where all the other code is 16:08 Jordach rdococ: >tfw 28k ores to automine 16:08 Jordach and then 3x through one then 5x afterwards 16:08 * tenplus1 places endermine block 16:08 rdococ Jordach: YKW™ 16:08 rdococ Krock: false should still map to a state of not having that priv, though. the fix would be so easy I can do it in lua 16:09 Krock rdococ, yes but in this case you're using integer/double values which would allow that removal 16:09 Jordach rdococ: evangelising both sides is a stupid idea and you know it 16:10 rdococ Jordach: huh? 16:10 Jordach treating MC as a cancer is a stupid idea 16:10 Jordach i look at the modding community and play around with what they do 16:10 rdococ I'm not treating MC as cancer 16:10 Jordach you seem to act like it is ;) 16:11 rdococ It's meant to be a joke that started here, when I started calling MC "You-Know-What". 16:11 rdococ I don't mean to disrespect the modding community that has formed around it. 16:12 Jordach i spent like 4 hours with just one mod trying to get 5x ore processing going 16:12 Jordach and i wasn't even done 16:13 Raven262 I finally managed to make the new amber root system using the 3d noise intersections https://i.imgur.com/fsMk8yb.png 16:13 Mr-Pardison cool. 16:14 Amaz Oo, very nice! 16:14 Krock lovely caves 16:14 Raven262 It also has roots, but they are not very noticeable here. 16:14 tenplus1 wow, looking good :D 16:14 tenplus1 hi amaz 16:14 Amaz Hello ten :) 16:14 Raven262 Hi Amaz 16:14 Krock moment. is that in the ground or in air? 16:14 Raven262 Ground 16:15 Raven262 But it can be done in air too... thats how i initially adjusted the noises 16:16 Raven262 Anyways, thats also why you can't see the roots in there. 16:18 tenplus1 I like the idea of amber in-game :D 16:18 Raven262 :D 16:19 Raven262 I am gonna make it a bit unrealistic for gameplay's sake though. 16:19 * rdococ yays loudly 16:19 tenplus1 the underground and caves needs some excitement :) 16:20 * rdococ accidentally turns into a continuation 16:20 Raven262 Hmm, I am gonna add the option for user to decide how deep will the root system go. 16:21 tenplus1 mystical amber 16:21 Raven262 Also, I am adding the desired amount of lag variable. 16:21 rdococ Mystical yay 16:21 Raven262 Which reduces the fancy effects 16:21 tenplus1 could add to potions etc 16:21 Raven262 I'll probably do a support for some other potion mod there. 16:22 Raven262 Oh yes, btw, I have planned a mobs_redo support... Never made any mobs before though. 16:23 tenplus1 :) kewl... many models out there to use, just need to skin them and make it look good 16:23 Raven262 But I'll probably release the mod without the mobs after I'm done with the mapgen and the gameplay adjustments. 16:23 Raven262 Hmm, yeah I can reskin some existing models... 16:24 Raven262 I need spiders though 16:24 tenplus1 and have custom settings for it to do weird and wonderful things :D 16:24 Raven262 Yeah 16:25 Raven262 But I need to make them a place to live in first. Dungeons are next on the list. 16:25 tenplus1 amber mites :P small and sneaky 16:25 Raven262 Yeah nice idea 16:26 Raven262 I mostly thought to make big amber spiders, but with low HP or low attack damage. 16:26 tenplus1 ooh, nice 16:26 Raven262 As the realm is really near the surface by default 16:27 Raven262 So I don't want to kill the game progression 16:27 Raven262 The AI is gonna have fun trying to climb those caves though... 16:27 tenplus1 can easily make stepheight 2 and jump height higher :) 16:28 Raven262 Really? I'm making jumping spiders then too :D 16:29 tenplus1 api has much to play with :D 16:30 Raven262 Interesting, I am sure going to experiment with it when the time comes. 16:31 tenplus1 :) d00med mobs ans nssm mobs show many features 16:32 tenplus1 wb Jordach 16:33 Mr_Pardison oy 16:34 tenplus1 o/ 16:38 ircSparky would you use get_attribute to get a player's texture? 16:40 ircSparky nvm i think i got it :P 16:40 Krock butwhy.png - there's palyer:get_properties().texture 16:40 * tenplus1 makes coffee 16:41 * Mr_Pardison makes tea 16:43 tenplus1 :P 16:47 ircSparky dosnt seem to work 16:47 Mr_Pardison try having some tea. 16:47 * Mr_Pardison hands ircSparky some freshly-brewed tea 16:48 ircSparky yea for now ima just do the default texture 16:48 * tenplus1 adds some scottish shortbread 16:50 * rdococ ferments the tea with yeast 16:54 tenplus1 sounds good rdococ 16:54 Mr_Pardison eh. 17:02 tenplus1 wb 17:04 * rdococ turns into a function 17:04 * Mr_Pardison graphs rdococ n a 2 dimensional Cartesian plane 17:05 * rdococ errors for every value as he takes two parameters, one of which is a function and one of which is a table 17:06 tenplus1 https://i.pinimg.com/originals/84/c4/7b/84c47bd3f0171f3ca154315621ffdb4d.jpg 17:13 rdococ Snakes in a cube 17:13 tenplus1 hehe 17:13 rdococ and snakes on the three-dimensional surface of a tesseract™ 17:14 tenplus1 I think the snakes would barf 17:14 * rdococ makes tenplus1 glow in the dark, but only to the perspective of other people™ 17:15 tenplus1 all humans glow with infrared naturally 17:21 tenplus1 lol, was watching Amiga vs Atari ST video... ehehe 17:22 Jordach spectrum sound > SID chip 17:22 * Jordach casts a fishing rod with bait 17:22 tenplus1 ahahaha no way... SID wins that one 17:22 * tenplus1 eats bait... tasty! 17:23 * Mr_Pardison steals the fishing rod, upgrades it to a fly fishing combo and gives it back to Jordach 17:23 tenplus1 lol 17:23 Jordach fly fishing, what fancy shit is that 17:23 Jordach gimme a standard floater 17:23 Mr_Pardison I'd actually like to try fly fishing some day. 17:23 tenplus1 only ever done spear fishing 17:25 Jordach warframe has spear fishing 17:25 Jordach space ninja's spear fish 17:25 * tenplus1 hides his space ninja background 17:26 ircSparky heres the mod y'all have been helping me make 17:26 ircSparky https://forum.minetest.net/viewtopic.php?f=9&t=20026 17:27 tenplus1 wow, nice one sparky :D 17:29 ircSparky yea it was hard :P 17:29 Mr_Pardison genius. 17:31 ircSparky iirc ruben came up with the idea of a ghost entity when i asked if it was possible to not allow a client to disconnect 17:32 tenplus1 yeah, so cheating when they disconnect on being ass whooped :D 17:33 Mr_Pardison a large stack of MG notes says that some players won't like this if it's installed on a server but I say that is sounds more like a personal problem. 17:33 Mr_Pardison s/is/it 17:34 ircSparky :P 17:35 tenplus1 heh 17:36 ircSparky and if nobody is actually killing anyone, the logger isnt punished 17:36 ircSparky an "accidental" combat log if you will 17:36 rubenwardy what happens if they log in during combat time? 17:37 ircSparky the hp if the joining player is set to their ghosts, so any hits the ghost takes is put on the player 17:37 rubenwardy the ghost would disappear though? 17:37 ircSparky yea 17:37 rdococ Do the ghosts have the same armor as the player when they left? 17:38 ircSparky yea 17:38 rdococ That is yay™ 17:39 ircSparky might have settings for the ghost to be really weak, and maybe also to automatically ban the combat logger 17:39 ircSparky but I might just leave it 17:39 ircSparky since i kinda like it this way 17:39 rdococ The ghost should look like a chicken 17:39 ircSparky the way it is 17:39 ircSparky lol 17:39 tenplus1 mind you, if they disconnect due to an actual issue, internet loss then you cant punish them for that 17:40 rdococ Representing that the combat logger is chicken 17:40 rdococ Also, tenplus1 is correct 17:40 ircSparky yea 17:40 Mr_Pardison will need a way to determine if the log out is legit or not. 17:40 Shara Course you can (you just shouldn't :P) 17:40 rdococ lol 17:41 ircSparky yea that would be nice, but if your internet is so bad mebbe dont play pvp so much :P 17:41 Shara But serously, nice mod Sparky 17:41 tenplus1 +100 17:41 * rubenwardy may add it to CTF 17:41 rubenwardy although it would need modifications 17:41 rubenwardy so not anytime soon 17:41 rubenwardy should probably fix the lag first 17:41 rubenwardy naaaah 17:42 ircSparky yea 17:42 ircSparky though in ctf you already lose your items and location 17:42 ircSparky but the enemies dont get anything 17:42 ircSparky so i guess its still good 17:43 rubenwardy ah that's true 17:43 rubenwardy you don't loss K/D though 17:44 rdococ ^ 17:45 rdococ exponentiation symbol^ 17:45 rubenwardy xor symbol^ 17:46 rdococ Trademark symbol™ 17:54 Mr-Pardison :steam 17:55 rdococ I'm in the process of considering concepts for a programming language. One of these is the ability to pass the 'return' statement to other functions from a function, essentially acting as call/cc 17:57 tenplus1 lua llready does this 17:57 benrob0329 rdococ: you mean like, take the output of a function and put it into a different function? 17:57 tenplus1 function1() do something ; return function2() end) 17:58 tenplus1 hi Darcidride 17:59 rdococ benrob0329: I don't think so, I mean what is essentially implicit call/cc - 'return' would be an extra hidden parameter, which, when invoked, would pass control back to the function's caller along with the return values 18:00 benrob0329 rdococ: you'll have to give a practical example 18:00 rdococ https://en.wikipedia.org/wiki/Continuation 18:00 rdococ But implemented differently, so that every call is essentially a call/cc 18:00 rdococ The idea is that this would mean that the call stack is embedded in the scope 18:03 benrob0329 o/ all 18:19 tenplus1 laters all o/// 18:21 Jordach [19:03:49] o/ all 18:21 Jordach [19:03:50] <-- benrob0329 (~benrob032@66-227-198-157.dhcp.bycy.mi.charter.com) has quit (Quit: Quit) 18:21 Jordach lmao 18:21 Jordach that's hilarious 18:24 * rdococ turns into a bucket of super yay acid that can dissolve everything except for the bucket 18:24 * Mr_Pardison turns into a bucket 18:25 * rdococ pours himself into Mr_Pardison, watching as Mr_Pardison dissolves as if you look carefully, rdococ said the acid can dissolve everything except for *the* bucket it started out in 18:26 Mr_Pardison syntax. 18:26 * Mr_Pardison sighs 18:27 rdococ Syntactical salt™ 18:27 rdococ I prefer syntactic iodine 18:29 * ThomasMonroe dumps rice in the iodine 18:29 * ThomasMonroe gives rdococ the now blue rice :) 18:30 rdococ Syntactic iodine: Something that you don't know is there, and something that you don't know you need, like iodine is in iodised table salt™ 18:33 * rdococ gives ThomasMonroe some rice that has been dosed with super yay chemicals that turns you into a unicorn 18:34 * ThomasMonroe would rather stay human 18:34 * rdococ watches ThomasMonroe slowly begin the metamorphosis into a unicorn, as rdococ lied. The rice will stop ThomasMonroe from turning into a unicorn. 21:06 sfan5 Krock: it looks like most ctf players actually have no clue wtf they are doing 21:07 ThomasMonroe Krock, looks like they'll win! 21:07 ThomasMonroe the trophy for dumbest bases XD 21:07 Krock sfan5, can confirm. The starting items at the chests are usually gone after ~3 seconds - and lost forever 21:08 Krock ThomasMonroe, somehow they were able to remove that door.. maybe it counted as their door because it was on their half of the map 21:08 rubenwardy correct 21:08 ThomasMonroe lol 21:08 Fixer have you ever seen swastikas in CTF? 21:08 Fixer or enises? 21:08 rdococ ThomasMonroe: Wait, are you talking about the match I was in? 21:08 Krock not yet but I wouldn't be surprised 21:09 * ThomasMonroe shrugs 21:09 ThomasMonroe don't know didn't check :P 21:09 rdococ It was about a minute or two ago 21:09 Krock but I already discovered generated chests 30m above ground.. possibly ignore was counted as solid node too 21:09 rdococ Team red won at 22:07:24, when I captured the flag 21:11 rdococ I'm not sure blue team knew what they were doing, if they were competent enough I wouldn't have won that easily