Time Nick Message 08:05 tenplus1 hi folks 10:01 IhrFussel The padlocks mod's door doesn't seem to save the entered users when punching thw door to open it..it erases the meta as soon as I punch it or maybe it#s because it#s different nodes and the 2nd doesn't know about the meta of the first one 10:03 IhrFussel /add NAME works and when I do /list the name is listed... when I try to add the same name it also tells me the player can already access the door ... but after punching it /list says no one is allowed to use it again 10:11 IhrFussel WAIT 10:11 IhrFussel Does minetest.env:add_node(pos, {name = "padlocks:door_bottom_"..t, param2 = p2}) clear the metadata of the node at that pos? 10:12 IhrFussel Shouldn't swap_node() just work there and keep its meta? 10:19 rubenwardy Remove env: 10:19 rubenwardy And yes 10:19 rubenwardy And yes 10:20 IhrFussel It's an old mod and swap_node() works perfect now! The only problem is that /list only lists the allowed users when the door is opened now 10:20 IhrFussel But the allowed users still seem to be able to open/close it at will no matter what /list says 10:59 IhrFussel Can someone help me with what param2 has to be set to when I want the node to function like a door? For example if oldp2 == 2 then newp2 = 3 end 11:13 red-001 the discord stuff would be a lot more useful if someone was willing to go through the approval process for adding a quick join option 11:34 red-001 hi paramat 11:46 paramat IhrFussel see MTG doors mod 12:03 * Sokomine replaces the locked doors with open ones 12:43 Sokomine hmm. guess i really have to buy a new ssd. starting local mt games is noticably slower without 12:47 rubenwardy I'm having issues with lighting and such 12:48 rubenwardy we're placing a schematic onto an LVM, and then using write_to_map which supposedly recalcs lighting 12:48 rubenwardy yet most of the schem is fully exposed 12:48 rubenwardy (we = ANAND&I) 12:48 rubenwardy here's the code: 12:48 rubenwardy https://github.com/rubenwardy/capturetheflag/pull/167 12:48 rubenwardy I had the exact same issue in my local version though, although that was with l 12:49 rubenwardy with LVM to emerge, place schem to place, then fix_light 12:49 rubenwardy kinda weird 12:49 rubenwardy paramat: how much do you know about map loading / LVMs / etc? 12:53 Sokomine i do have trouble with lighting in my villages as well. it cannot be entirely avoided. there kind of is choice between random crashes and huge shadowy areas 12:53 Sokomine that mostly applys to something beeing placed in the shell 12:53 rubenwardy lol 12:53 ANAND I feel that LVMs need better, more comprehensive documentation 12:53 Sokomine paramat knows a whole lot about that :-) 12:53 Sokomine he and hmmm are the experts 12:53 rubenwardy LVMs have nice documentation, just not the edge cases like these 12:55 Sokomine ah. i don't use place_schematic. i'm reading the schematic file as such and placing it directly using lvm 12:55 ANAND Esp. placing schems within LVMs 12:55 Sokomine there's some limits to that. thus, manual placement in my case 12:55 ANAND How do you manually place schems tho? 12:56 Sokomine by placing them block-by-block in my lua code 12:56 ANAND Is that efficient? 12:56 Sokomine it is necessary 12:56 ANAND Interesting... 12:57 Sokomine there's also other stuff going on - like the ground beeing leveled, the biome preserved as much as possible, snow covers kept and placed if possible, cavegen and mudflow damage repaired especially in the shell, ... 12:58 rubenwardy well, my schematics are around 200x200x200 12:58 rubenwardy 230x230x230 12:58 Sokomine the place_schematics function caches almost everything. i couldn't run it with diffrent replacements for diffrent buildings 12:58 Sokomine quite big, yes. the in-build functions may be more efficient for that. you're spawning the arena for pvp fights? 12:58 ANAND yes 12:58 ANAND and the schematics are placed on a singlenode world 12:59 Sokomine yes. that's a very diffrent setup 12:59 paramat erm 12:59 Sokomine hi paramat :-) 13:00 paramat fully exposed = fullbright? 13:00 Sokomine thanks for your work. mtg also develops nicely. just ran a new world yesterday and enjoyed the new dirt type in forrests with needle trees 13:00 rubenwardy yes 13:00 rubenwardy well, partially 13:00 rubenwardy so, split the map into 3 long ways 13:00 rubenwardy the outer thirds are full bright 13:00 rubenwardy the middle is dark with occasional highlight 13:00 ANAND heh 13:01 paramat looking 13:02 ANAND That just applies to one schem tho, the open (outdoor) schems have the correct lighting 13:02 rubenwardy https://i.rubenwardy.com/RhpdX.png 13:02 rubenwardy left is mostly correct 13:03 rubenwardy middle has random highlights 13:03 rubenwardy right is full bright 13:03 rubenwardy I spawned in left 13:03 rubenwardy but last time left was full bright 13:03 rubenwardy so it's non-deterministic 13:03 rubenwardy it also takes like 12 seconds 13:03 ANAND oh wow..... 13:03 rubenwardy whereas the old method (emerge_area, placeschem, fix_light) took about 2 13:04 rubenwardy I guess I may have to go with the preload method if this can't be fixed 13:05 rubenwardy thinking about it 13:05 rubenwardy it may not actually be sending 3x currently as the players aren't teleported until after 13:05 paramat ah i see, a really big schem 13:05 rubenwardy ah 13:05 ANAND You have a point.... 13:05 rubenwardy I'm running in debug mode 13:05 rubenwardy so that could be why it's slow 13:06 rubenwardy ANAND has it loaded in a few second 13:06 rubenwardy well, a really big schem should load fine, just slower than a small one :) 13:06 ANAND whereas the old method ensured that my PC freezes for 10-12 seconds 13:06 ANAND everytime a schem is placed 13:07 paramat oh the code looks wrong .. 13:07 ANAND ah... 13:08 paramat see my usage here https://github.com/paramat/catacomb/blob/5ea2d0739d9bda2a7a9cc633f9e3f0c263899150/init.lua#L288 lines to 291 13:09 paramat the 2 'pos' are provided in 'read from map', even if you don't need 'emin' 'emax' 13:09 rubenwardy not according to the lua docs 13:09 ANAND vm:update_map()?? 13:10 rubenwardy that's deprecated ^ 13:10 ANAND oh 13:10 rubenwardy doesn't do anything 13:10 ANAND afk for a lil 13:10 paramat well, see if it works, docs may be wrong 13:10 rubenwardy https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3121 13:10 rubenwardy surely it should just crash if an area is loaded in anyway? Indices would be all wrong 13:12 red-001 https://github.com/minetest/minetest/blob/3face01a202040e4feff3b0936b4aa89c051c98d/src/script/lua_api/l_vmanip.cpp#L341 13:14 paramat yes but see https://github.com/minetest/minetest/blob/968ce9af598024ec71e9ffb2d15c3997a13ad754/doc/lua_api.txt#L4504 your method results in possibly different behaviour 13:14 paramat minetest.get_voxel_manip([p1, p2]) may be broken or it may be due to a large schem 13:15 rubenwardy it's never due to a large schem 13:15 rubenwardy if it breaks on large schems then there's a bug 13:15 paramat your map is placed in 'on generated'? 13:15 paramat yeah 13:15 rubenwardy or there's an undocumented limitation 13:15 rubenwardy no 13:16 rubenwardy it's loaded using LVM 13:16 rubenwardy changing to read_from_map doesn't change anything 13:16 paramat disabled lighting in singlenode? 13:16 Sokomine aaah. i found my test-world for a specific test again :-) 13:16 rubenwardy it's singlenode with ctf_map:ignore 13:16 rubenwardy not sure what you mean by disabled lighting 13:17 paramat hang on .. 13:17 paramat you may need to disable core mapgen light calculations as they could interfere 13:18 rubenwardy interesting 13:18 paramat https://github.com/paramat/lvm_example/blob/40fd390c3266393eeefafef34b73b0408c832c58/init.lua#L19 13:20 paramat so you allow the whole volume to generate with singlenode placing 'ignore', then place your map? you need to make sure the whole volume generates before placing 13:20 rubenwardy that fixes it 13:20 rubenwardy thanks very much 13:20 paramat oh good 13:20 * paramat is relieved 13:28 rubenwardy https://github.com/rubenwardy/capturetheflag/releases/tag/v1.10.0 13:37 IhrFussel Okay so padlocks mod got a problem regarding sharing meta between top/bottom nodes... my worlaround now is to make the top nodes of the door "dead" nodes that have no interaction whatsoever and manage everything via the bottom 13:37 IhrFussel workaround* 13:39 Sokomine those two-nodes high things like doors etc. tend to change from time to time regarding implementation of workaround 13:44 rubenwardy ha, removing the center barrier causes a shadow 13:47 rubenwardy https://gist.github.com/rubenwardy/0b152bec59cd8a2489bbd984a4db4918 13:47 rubenwardy !title 13:47 MinetestBot rubenwardy: mapreviews.md · GitHub 13:50 rubenwardy https://github.com/rubenwardy/capturetheflag/wiki/Map-Reviews 14:15 * Sokomine watches a poor mob struggle with doors:gate_wood_open 14:16 Sokomine they're quite a challenge... 14:54 IhrFussel Any reason why mapblocks don't load properly after teleporting sometimes? It's not the connection, server lag is 0.3 max and everything else continues to send...just mapblocks appear gray for a bit 14:54 srifqi Maybe, it was generating the map? 14:54 IhrFussel Nope old location 14:55 IhrFussel Just now again...really weird 14:56 IhrFussel Chat works, ingame time works...it's really just the mapblocks 15:03 Krock increase the mapblock sends 15:13 IhrFussel You mean server total or per client? 15:20 IcyDiamond I changed my fluid transfer from abm to on_timer + lbm 15:51 rubenwardy paramat: there's still bugs :'( 15:51 rubenwardy looks like no light only helps in the caverns map 15:51 rubenwardy in the normal maps where you're outside, it causes random shadows 15:54 rubenwardy might have to do a delay then fix light :'( 15:56 Krock IhrFussel, per client. the total server amount was removed 16:00 paramat so you're using the 'nolight' flag i assume. you changed the code too? 16:01 rubenwardy yeah 16:01 paramat are you sure the map is added after all the mapchunks have generated? 16:01 rubenwardy lvm generates chunks 16:01 rubenwardy well, blocks at least 16:01 rubenwardy is it worth chunk aligning it? 16:02 rubenwardy so that the mapgen doesn't generate in that chunk at all 16:02 paramat btw you can't place 'ignore' using singlenode, see https://github.com/minetest/minetest/blob/968ce9af598024ec71e9ffb2d15c3997a13ad754/src/mapgen/mapgen_singlenode.cpp#L40 it reverts to air 16:03 rubenwardy I'm placing ctf_map:ignore 16:03 paramat oh actually, looking at the code, singlenode mapgen isn't affected by the 'nolight' flag 16:03 rubenwardy loool 16:03 rubenwardy so it was chance that it worked when I tested? XD 16:04 paramat no i mean core mapgen 16:04 paramat sorry, context 16:04 paramat that was a reply to ' lvm generates chunks' 16:05 rubenwardy hmmm 16:05 rubenwardy it's possible players are moved before the LVM is donw 16:05 rubenwardy could that start the mapgen async? 16:05 rubenwardy which would then fuck things up 16:05 paramat if you use singlenode core mapgen will generate mapchunks, this generation may affect what you add using LVM 16:06 paramat so your 'ignore' node must have 'sunlight propagates = false' to create darkness 16:07 rubenwardy https://github.com/rubenwardy/capturetheflag/blob/master/mods/ctf_map/nodes.lua#L1-L14 16:07 rubenwardy no 16:07 paramat see https://github.com/minetest/minetest/blob/968ce9af598024ec71e9ffb2d15c3997a13ad754/src/mapgen/mapgen_singlenode.cpp#L45 16:08 paramat core mapgen will set light to 15 with your current 'ignore' node 16:09 rubenwardy hmm 16:10 paramat but anyway, about core mapgen. unless you place the schem after all mapchunks have been through the core mapgen phase some may generate after the schem is placed, no nodes will be placed but the 'set light' will run 16:10 rubenwardy does LVM not load aligned to chunk borders? 16:11 paramat oops actually, see https://github.com/minetest/minetest/blob/968ce9af598024ec71e9ffb2d15c3997a13ad754/src/mapgen/mapgen_singlenode.cpp#L92 the 'nolight' flag does have an effect, sorry 16:11 rubenwardy lol 16:11 ANAND thought so... :P 16:11 paramat so use the flag and leave your ignore node as it is :) 16:11 rubenwardy what's causing the corrent issue then? 16:12 rubenwardy schems which are open to the sky are covered in shadow 16:12 rubenwardy but not every time 16:12 ANAND looks like vm:write_to_map is not calculating lighting at all 16:13 paramat singlenode mapgen placed nodes aligned to mapchunk borders yes, but that's irrelevant to what i said if your schem is bigger than a mapchunk 16:21 paramat when is the schem placed, is it placed in an 'on generated' function? 16:21 rubenwardy it's placed in an on_punch callback 16:22 paramat oh .. 16:22 rubenwardy essentially 16:22 rubenwardy 1. flag is punched 16:22 rubenwardy 2. ctf state is completely dropped 16:23 rubenwardy 3. new map is picked 16:23 rubenwardy 4. LVM created, schm placed, write 16:23 paramat ok so all mapchunks are already generated, i misunderstood 16:23 rubenwardy 5. flag based set using set_node 16:23 rubenwardy 6. chests 16:23 rubenwardy players are moved as 7 or 3.5, I forget 16:23 rubenwardy no 16:23 rubenwardy the area isn't loaded before LVM 16:23 rubenwardy LVM should be loading it 16:24 paramat juhdanad is the person for this issue, probably worth opening an issue for this 16:24 rubenwardy right 16:24 paramat juhdanad wrote the new lighting code used by LVMs 16:25 paramat some bugs may remain, maybe triggered by such a large schem 16:26 paramat i wrote 'generated' not 'loaded' :) as in, 'generated by core mapgen' 16:26 paramat as far as core mapgen is concerned, all mapchunks are generated, so core mapgen will not run again 16:28 paramat to clarify, whenever i have written 'generate' above i mean core mapgen generation 16:28 rubenwardy hmm 16:29 paramat so anyway i don't know what the issue is, possibly a bug just discovered 16:33 paramat erm, the schem is the size of the whole world, so what is above the ctf world? it needs to be something with light 16:34 paramat this use of LVM assumes a volume smaller than the MT world with air or nodes above, not ignore 16:35 rubenwardy ctf_map:ignore 16:35 rubenwardy although 16:35 rubenwardy actually it would be ignore above 16:36 paramat hm but then, since your ignore node has 'sunlight_propagates' singlenode will light those with level 15. so it's not that 16:36 rubenwardy I'll try making the LVM a block higher 16:36 paramat oh, normal ignore may be dark 16:37 rubenwardy no, increasing height doesn't help 16:38 paramat meh this is complex :) 16:38 rubenwardy doing fix_light 2 seconds later doesn't fix it 16:38 rubenwardy so it's something to do with the emerging 16:38 rubenwardy I'll try adding emerge_area instead 16:40 paramat emerge area then a pause i guess since it's async 16:40 rubenwardy in the mean time I've rolled back the server 16:40 rubenwardy well, I have an easy way to do callbacks on emerge area finish 16:41 rubenwardy https://github.com/rubenwardy/capturetheflag/blob/master/mods/ctf_map/emerge.lua 16:41 rubenwardy ctf_map.emerge_with_callbacks(name, pos1, pos2, finished_cb, progress_cb) 16:47 paramat ah so there is a callback on emergeg block .. 16:47 paramat *emerged 16:50 paramat useful 16:52 rubenwardy err 16:53 rubenwardy caves and dungeons are in the flags 16:53 rubenwardy do they work in singlenode? 17:01 paramat erm 17:02 paramat no, singlenode doesn't call cavegen/dungeongen whatever the flags are set to 17:13 rdococ Do survival servers that don't have a dedicated currency, but *do* have exchange shops eventually result in players creating forms of currency themselves out of items like gold ingots? 17:26 Shara rdococ: take a walk around some and check what the shops have? 17:27 Shara Personally I always asked for whatever things I need (often being coal and/or mese so I didn't need to ever mine again :D) 17:28 rdococ Well, IRL I have technology surrounding me and I didn't mine the resources used to create them one bit ;) 17:29 rubenwardy On redcrab, a currency formed based on iron ingots for small and Mese for large transactions 17:29 rubenwardy A shit currency as it would cause hyperinflation by having the ability to obtain it 17:29 rubenwardy Ofc there weren't many players 17:31 Shara On Xanadu I decided I would build a farm... which meant I sold food, saplings and crystals (you grow cystals with the ethereal mod). I'd set the price usually as coal or mese since those would require me to mine otherwise. Result was I got stacks and stacks of both with next to no effort. 17:31 Shara And I could do things with them.. whereas there wouldn't be much to do with gold other than stick it in a chest 17:32 Krock Well, gold can be used to build something. However, not in a larger scale 17:32 Shara Krock: sure, but never cared for the look of it much in buildings. 17:32 Krock It works quite well for industrial builds 17:39 red-001 I wonder could a reserve currency work in minetest 17:40 Krock Alright, after all I might need to write a CSM to generate formspecs as fast as possible to send manipulated/invalid fields to the server.. using an edited client. Finding exploits outside of inventory lists takes much more effort :( 17:40 Krock red-001, what kind of reserve currency? 17:42 * rubenwardy is working on a capitalism game 17:42 Krock rubenwardy, the one which includes buying areas and such? 17:42 rubenwardy you will need to buy land, yeah 17:43 Krock Hint: portable exchange shop node. Does not require the mod around to allow item exchanging. https://github.com/SmallJoker/bitchange/blob/master/shop.lua 17:44 Krock However, I should consider moving it into a separate mod because adding a currency with it is not always desired 17:44 Krock plus shipping currency backwards compat since these shops work very similar. Much work to do for my part :) 17:46 red-001 inflation in minetest seems to be as much an issue with server admin as with money mods 17:47 Shara A lot of servers allow tool repair and so on... so after a point you basically just mine more and more stuff and never use more of it 17:48 red-001 a tax on money at rest could help 17:48 Krock tool repair using money. converting money to mese but not backwards 17:48 Shara Then thos eplayers start giving away whatever, and new players basically get "gifts" given to them that mean they skip so much of the starting part the first players went through 17:49 Shara red-001: then people store rare materials, not "money" 17:49 red-001 because money is useless 17:49 Shara Personally I've never yet been on a server with actual "money" that seemed to handle it in any useful way 17:50 red-001 "money" in minetest seems to never be implemented like real life money 17:50 Shara And if it's that mod where it just spawns in your inventory every so often... that just annoys me... it's like losing an inventory space for something I don't care about because there is nothing worth buying anyway 17:50 rubenwardy captalism will be the first :) 17:50 Shara rubenwardy: I hope so really 17:51 red-001 it's like fiat money without any goverment backing it 17:52 rubenwardy capitalism will have a government 17:52 rubenwardy although not to begin with 17:52 rubenwardy there's a point when I actually need to release it 17:53 red-001 money in games seems to be really hard to get right 17:55 tumeninodes willows https://imgur.com/a/cIC3EM8 I do not get/understand how yslices work, could use some layman's help :/ 17:55 paramat ask away 17:56 Shara tumeninodes: that looks interesting :D 17:56 paramat look nice 17:56 tumeninodes :D awesome thank you... please hold 17:59 tumeninodes here is the saveschem (I used Casimir's tool) https://0bin.net/paste/Olj3KNJouuKJcWSL#ywMbGLEklvQDoiolWLY0MtJl3oBC3BCdU3Cn3uT2RuR 17:59 tumeninodes yslice probs are way off 18:00 tumeninodes I played around with them a little but, does not help when you do not really even understand them 18:01 tumeninodes I looked in the mapgen questions thread and saw some info but none which explains which ypos is for which aspect 18:01 paramat 0 is the lowest layer of nodes 18:01 tumeninodes and yes, I know that code will need to be cleaned up :P 18:02 tumeninodes ok so top setting (ypos=0)? 18:03 paramat the number designates the horizontal node layer in the original schem 18:03 paramat 'top'? lowest layer of nodes 18:04 tumeninodes :/ there has to be either a way to explain in extreme layman speak or someone to do a quick vid tutorial :P 18:05 paramat so you set a probability for whatever horizontal layer of nodes you want to have a chance of being left out 18:05 tumeninodes I thought due to the uppy eyes down layout, of the 4 ypos, the top ypos would represent the bottom layers 18:05 paramat no, forget the upside-down nature of lua tables, just think about the actual upright structure in the world :) 18:06 paramat so by lowest layer i mean 'of the actual upright structure' 18:06 tumeninodes ohhhh, the roots should prob be something like ypos=0 prob=255? 18:06 paramat ypos has nothing to do with whether the lua table is written upright or upsidedown 18:07 rubenwardy erm 18:07 rubenwardy *typos 18:07 rubenwardy /jk 18:07 tumeninodes I am a walking typo :D 18:07 paramat lol 18:07 paramat yes lowest roots will be ypos=0 18:08 tumeninodes ok, that makes some more sense now 18:09 paramat if a node layer is skipped due to probability all the other layers above are moved down one node. however ypos always refers to the layers of the full structure 18:09 tumeninodes this is difficult for me to grasp without visuals haha 18:10 tumeninodes a crayon sketch or something 18:13 paramat well my last message is not important to grasp right now 18:14 tumeninodes that's good..., cuz I didn;t firmly grasp it :D 18:15 paramat essentially, just decide which node layers of the complete upright tree structure you want to have probability applied to. 0 = lowest layer, then it goes 1,2,3.. as you go up 18:15 paramat and 127 is fine as a prob 18:18 tumeninodes so, if a structure is 16 nodes high, there are essentially 16 ypos..., but you basically want to just pick n choose roughly which areas to be effected by a possibility of a change? 18:18 tumeninodes sorry, just trying to work it in my head. Or, are the layers = to the number of sections in the lua table 18:19 tumeninodes I am so amusing to work with :P 18:19 paramat first is correct 18:20 paramat 16 nodes high: ypos 0-15 base to top 18:20 tumeninodes awesome... I think I'm starting to see the light 18:21 tumeninodes thank you paramat..., it definitely makes sense now. 18:22 tumeninodes it's those sort of little details (set into just straight/basic language) that tends to be missing from most if not all docs 18:24 tumeninodes and in the yslice prob section of the code, it does not make any difference where I set any layer? But commonly the rule is to use lowest denomination at the top, and the highest at the bottom of that list, correct? 18:26 tumeninodes meaning ypos=0, prob=127 | ypos=5, prob=127 | ypos=10, prob=127, etc... top > bottom 18:27 tumeninodes I was wondering why almost the entire base/roots of the willows were not generating, and now I know.... (mostly) :) 18:28 paramat order has no effect in the ypos list but i order from 0 -> 18:28 tumeninodes ok, got it now. thank you so much 18:30 tumeninodes As soon as I get them just the way I want..., it will be time to make some much better textures. work work work work work... 18:31 tumeninodes I think I may make these leaves passable too... since they sit so low to the water.. not sure yet but..., I think that might be a good thingto think about with the new small pines in MTG as well 18:33 tumeninodes meaning walkable = false 18:36 paramat nah it's good to have some impassable trees in mtg, travel is too easy otherwise 18:38 tumeninodes true, although I typically forget to view things from the actual "gaming" aspect of it all :P 18:41 Shara Thick forest should take some effort to move through 18:43 tumeninodes not if you have a.... machete 18:43 tumeninodes :) 18:45 tumeninodes hmmm, my trees are still floating in air, and not really producing the full roots :/ maybe a lower prob, like 64? 18:45 entuland can I talk in private to someone about a community thing? are there moderators around? 18:45 red-001 moderators for what? 18:45 red-001 the irc? forums? 18:45 tumeninodes #minetest 18:45 entuland forum / mods, stuff like that 18:46 entuland or should I use the forum facilities instead? 18:46 red-001 doesn't really matter 18:46 red-001 but chances are that will take longer 18:47 Krock entuland, according to the forum last visitors, rubenwardy is online 18:47 Shara entuland: feel free to message me as well 18:47 Krock /query for PMs in IRC 18:47 entuland okay 18:47 rubenwardy que 18:47 entuland thanks 18:47 entuland rubenwardy, can I PM you? 18:47 * Shara apparently isn't good enough 18:47 tumeninodes quiche? 18:47 rubenwardy I'm a bit busy 18:47 rubenwardy D: 18:48 Krock Shara, not anymore ^ 18:48 * rubenwardy defers to Shara 18:48 entuland that's good, I thought about disturbing rubenwardy cause it's related to content.minetest.net as well 18:48 entuland I'll PM Shara 18:48 rubenwardy oh right 18:48 red-001 I also see krock is online 18:48 rubenwardy then I may be better 18:48 tumeninodes there, there Shara... it's ok 18:48 rubenwardy busy = reviewing CTF maps 18:48 Krock red-001, inb4 I have no power on the forums 18:48 entuland eheheh 18:48 rubenwardy so not actually important 18:48 entuland who shall I disturb then? 18:48 Shara tumeninodes: but now I'm sad and sulky :P 18:48 entuland :) 18:49 tumeninodes here... have a kitty 18:49 Krock well, busy is busy. if it wouldn't be important then I wouldn't even mention it lol 18:49 red-001 you can look disapproving 18:49 Shara entuland: in this time you probably could have messaged both of us :P 18:49 entuland ahahaha 18:49 entuland that's okay 18:49 entuland I'll msg both and you'll see 18:49 Krock both in parallel for the double effect 8) 18:49 tumeninodes do first, ask forgiveness later... that's my ideology 18:50 red-001 are devs are particle or a wave? 18:50 tumeninodes abms 18:50 tumeninodes lotsa lag 18:50 Krock it's a slimy something of mass floating in front of luminescent screens 18:51 Krock so, red-001. it's non of them 18:51 Krock *none 18:51 tumeninodes ewww.I'm trying to eat here 18:51 red-001 quantium mechanics wasn't meant to be complex it just ended up lagging really bad 18:51 tumeninodes ha 18:51 tumeninodes too caught up trying to solve itself 18:54 * tumeninodes has to go pretend to try to fix my trees, before I ask someone to fix them XD 19:00 paramat the prob is the prob of the layer appearing btw 19:01 red-001 Shara, shouldn't https://forum.minetest.net/viewtopic.php?f=18&t=17929 be renamed? 19:01 red-001 !title 19:01 MinetestBot red-001: Minetest 0.5.0 is on the road - Minetest Forums 19:02 Shara Maybe. 19:02 Shara Either that or someone should explain the change 19:02 tumeninodes ohhhhhhhh, that's why... hmmm, so ypos=0, prob=255? because prob does not determine variables in placement direction (or rotation on placement) does it? 19:03 tumeninodes that's easy to explain... 5..., minus 0 19:04 tumeninodes brb 19:04 rubenwardy Also what happened to Calinou he doesnt join now 19:05 paramat yslice prob only applies prob, not rotation or anything else 19:07 IcyDiamond What's up fellas 19:20 rdococ this is hilarious: https://content.minetest.net/packages/texmex/commons/ 19:20 rdococ "Abolishes private property by melting the solid chest locks into air." 19:26 Calinou hi :) 19:26 Calinou rubenwardy: I'm still around but don't really play Minetest anymore :/ 19:27 rubenwardy :'( 19:28 rdococ rubenwardy: Looks like someone beat you to communism_game, lol 19:28 rubenwardy dang 19:34 rdococ You could theoretically set up a commune in any survival server, but then you risk people outside the commune stealing your stuff. 19:35 rdococ That is, unless you use shared locked chests. 19:36 tumeninodes ok..., I finally figured out the problem with the willow roots... The first pos when using schemtools, I had set at the level of the bottom nodes :P, And then it only saves from above it, so I need to set pos1 one node below the bottom tree nodes 19:36 tumeninodes bada bing bada boom 19:45 paramat ah 19:46 tumeninodes yeh, it seems the pos have to be set inline with the outermost nodes on sides... but 1 node above and 1 node below the overall structure. I did not know that. 19:58 tumeninodes hmmm, nope. Now I do have the roots (bottom section) but, they are still hovering. :/ wth? These willows sit in the waterline along coasts..., They seem to be setting on the land nodes at waters edge but, the ones which are placed "in" the water... sit atop the water, and not onto the dirt below the water surface. Any ideas? 19:59 tumeninodes these basically take the place of the jungle trees which sit in the water so, jungle swamp (or whatever) and they are registered/set up that way 19:59 tumeninodes brb need to take a call 20:11 paramat if you want the roots to replace water those nodes have to be set with per-node force-placement, all your trunk/branch nodes should have force-place, but the leaves should not. see the lua table schems in 'saveschems' mod as examples 20:18 rdococ I'd like to see 'synchronous digilines': a system which would allow a luacontroller to send a digiline message, wait for the response and continue without using interrupts. 20:20 IhrFussel Does minetest.item_eat() allow floats as value? 20:20 IhrFussel Will floats just be floored/ceiled? 20:20 tumeninodes ok paramat, I'll check those. Thanks again 20:40 tumeninodes Excellent, now I have a fuller understanding of how it all works (thank you paramat) https://imgur.com/a/v0Uznr5 20:40 tumeninodes !title 20:40 MinetestBot tumeninodes: Coastal Willows - Album on Imgur 20:41 tumeninodes still need a little tweaking but, I'm happy with them so far 20:43 tumeninodes I think what I will do, is to create a meadow/meadowlands biome to sweeten the pot. And probably thin out the generation of inland willows, but keep them fairly abundant along coastlines (randomly) 20:45 Krock Looks quite good already - could also be improved more by random removing of nodes so that the trees don't look the same all the time 20:45 tumeninodes adding and utilizing waterlilys, cattails, long types of grass and some other related plantlife (but not over the edge, so it's not over crowded) and possibly 3 variable size of willows 20:45 tumeninodes thanks Krock... yeh, that's what I mean by more tweaking, the top especially is too flat 20:47 tumeninodes the first step should probably be to clean up the code schemtools generates so it matches the code in saveschems. RIght now it looks like jibberish and confusing 20:50 tumeninodes I basically set all tree nodes to force_place = true :P because I could not tell yet which are which quickly. That should be removed so some of the branches dangle at the water surface 20:50 tumeninodes (or "leaves" dangling just above water) 20:52 paramat nice shape and textures 20:52 tumeninodes the textures and basic layout of the tree is from Farlands, just fiddled with, and I will makes new textures but, I'm happy so far and I can work on them more later. Now there are a couple other trees I want to restyle and create 20:53 tumeninodes the textures for these in Farlands are good, I just want to try some different designs and colours 20:55 tumeninodes I always seem to get more work accomplished on rainy days :D 21:02 rdococ Minetest 0.4.17-dev just crashed within a few seconds of me opening it, before I was about to close it. 21:02 rdococ I think, I'm not sure if I may have clicked the close button without realizing it. 21:03 red-001 linux or windows? 21:03 red-001 should be a core dump somewhere if it crashed 21:33 tumeninodes awe... so wanted to kickban "yayz" 21:45 rdococ Looks like the version formatting change from 0.5.0 to 5.0.0 is official now...