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IRC log for #minetest-hub, 2018-08-13

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All times shown according to UTC.

Time Nick Message
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01:21 garywhite It's really quiet in here, even for the time of day
01:22 rubenwardy :(
01:23 IhrFussel Will wielded:get_name() return nil if the player holds an unknown item?
01:28 shivajiva F5 shows its string so I think it would return something, like the whatisthis command
01:28 shivajiva not sure what mod that originates from tho
01:29 rubenwardy no
01:29 rubenwardy it would return the item name
01:29 rubenwardy minetest.registered_items[itemname]   would then return nil
01:32 shivajiva skyblocks is on 0.4 stable, crosses fingers and hopes for the best =)
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14:16 benrob0329 Grass: That one texture people keep redoing for MTG
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15:54 VanessaE ~seen tenplus1
15:54 ShadowBot VanessaE: I saw tenplus1 in #minetest-hub 19 hours, 58 minutes, and 19 seconds ago saying "nite folks o///"
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15:56 VanessaE well by my clock, he's 4 hours late :)
15:58 VanessaE hm.  need to prod him about a couple of farming_redo oversights I just ran across
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17:09 * sofar rubs eyes
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18:09 benrob0329 Krock: to pebble or not to pebble, that is the question
18:09 Krock only major, important questions here. I see.
18:10 benrob0329 I say pebbles
18:10 benrob0329 It makes the dirt a bit more interesting
18:11 Krock time to study some psychology and philosophy
18:11 Krock only with these one can be able to answer your well thought and deep question
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18:14 IhrFussel is a nodetimer_interval of 0.2 even necessary? Would a lot break if I set mine to 1?
18:14 IhrFussel I feel like no timer depends on decimals
18:14 Krock hello IhrFussel
18:15 Krock IhrFussel: they use floats
18:15 Krock so 0.2 and even 0.000002 should work as intended
18:16 IhrFussel Yes but I mean is 0.2 not a bit heavy? And would most nodes still work correctly if I set it to 1.0?
18:16 IhrFussel And hello =)
18:16 Krock ooh. m_active_blocks_nodemetadata_interval
18:16 Krock there's a setting for it
18:17 IhrFussel Yes and default is 0.2
18:17 Krock well, timed actions might be less accurate
18:17 Krock but since they will be triggered anyway you can increase that to 1.0 if you want
18:18 Krock feel free to measure the execution time and profile the average if it's a concern
18:19 IhrFussel I thought you could tell me if there's a performance impact when I leave it at 0.2 ... ABM intervals are set to 1
18:21 Krock your lags will have larger pikes
18:21 Krock since they're not spread among smaller steps
18:22 Krock same as with the map save interval. save it too often and it'll waste too much disk I/O and time, save it too rarely and too much will have to be written at once
18:24 IhrFussel So setting it lower means less lag? And the compute time for the nodetimers is redundant?
18:24 IhrFussel less larger lags*
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18:26 Krock dunno how high the nodetimer impact is. should at least be quite small
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19:18 tenplus1 hi folks :)
19:18 tenplus1 hey Krock
19:19 Krock hi tenplus1
19:19 tenplus1 :P
19:19 tenplus1 I has an idea for dropped items :D
19:22 Mr_Pardison some go boom? :D
19:22 tenplus1 hi mister :)
19:23 tenplus1 sorta...  was thinking a dropped_in and dropped_on function that's called if true
19:23 tenplus1 e.g.   salt dropped in river water turns it into sea water for instance
19:23 VanessaE_ joined #minetest-hub
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19:23 tenplus1 hi Vanessa
19:23 Mr_Pardison ineteresting.
19:24 Mr_Pardison *interesting
19:24 tenplus1 so that modders can create special items that you drop into or onto certain things to do something :)
19:24 VanessaE_ hi
19:24 tenplus1 this also means that cauldron nodes you can fit items inside can be used for all sorts of business :D
19:25 VanessaE_ tenplus1: you have a forum message to read :)
19:25 tenplus1 ooh, checking...
19:25 VanessaE https://forum.minetest.net/viewtopic.php?f=11&t=9019&p=328195#p328195
19:26 VanessaE that (split) was strange...
19:27 tenplus1 ooh thanks Vanessa, will read and see what changes I can make :)
19:27 VanessaE MAKE ALL THE CHANGES! "\:D/
19:27 VanessaE :)
19:27 tenplus1 ehehe, we have banana pie in pie mod :P but yeah, need more banana recipes
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19:31 tenplus1 VanessaE: farming_plus carrot has an alias set in farming redo ?
19:31 VanessaE apparently something is missing there.
19:32 tenplus1 https://notabug.org/TenPlus1/Farming/src/master/compatibility.lua#L51
19:32 VanessaE hm, I'll investigate that more later.  it's from a user report.
19:33 VanessaE also,
19:33 VanessaE um...
19:33 VanessaE https://notabug.org/TenPlus1/Farming/src/master/compatibility.lua#L64    why?
19:34 tenplus1 lol, cause orange is in ethereal and grows as tree and not bushel, I replace the crop variant with tomato and keep the orange fruit intact
19:34 VanessaE I'll happily agree that orange "bushes" was dumb :)
19:34 VanessaE ok.
19:34 tenplus1 :P
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19:35 tenplus1 any chance of remaking moretrees into say a more_tree's mini version with smaller trees ?
19:35 VanessaE there already is such a mod
19:35 VanessaE I think bas080 made it
19:35 tenplus1 ? what where when ?
19:35 VanessaE tiny trees or some such
19:35 tenplus1 ohhh, checking
19:35 VanessaE idk how much it supports though
19:36 tenplus1 er... it builds the tree node by node... will skip it
19:36 VanessaE ok.
19:36 tenplus1 am thinking more like a few schems per tree around the same size as default one's
19:37 VanessaE oh, I know of no such mod like that
19:37 VanessaE however I'm not against extending moretrees to do something like that
19:38 tenplus1 having extra tree's is great, but humungous one's that overshadow the player is scarey :D
19:38 VanessaE (could be a feature to enable/disable in the config, along with large trees)
19:38 tenplus1 also bushes sugar item can be used in recipes since it has the food_sugar=1 group, same as farming sugar, so it's all good
19:39 VanessaE You should hide one of them
19:39 VanessaE (whichever one the engine "ignores" due to the alias)
19:39 tenplus1 the alias in bushes_classic ?
19:40 VanessaE I mean if I `/giveme foo` and the engine gives me bar, then foo should be hidden from the inventory.
19:40 VanessaE having two options confuses the n00bs :)
19:41 tenplus1 I have no alias set... bushes:sugar and farming:sugar are two separate items that can both be used in same recipes because of group, they also have 2 diff. recipes
19:41 VanessaE hm
19:43 VanessaE well having two recipes is kinda meh.  which mod gets loaded second?
19:43 tenplus1 yours
19:43 tenplus1 want me to add a check for farming:sugar and set alias if found ?
19:44 VanessaE if mine loads second, then Leave yours be; I'll add an override to bushes to defer to your recipe/item
19:45 tenplus1 if minetest.registered_nodes["farming:sugar"] then (hide recipe for bushes:sugar) end
19:45 tenplus1 :P
19:45 VanessaE yeah, something like that
19:46 tenplus1 testing now
19:49 VanessaE https://pastebin.ubuntu.com/p/ZPxxSmj8Hd/
19:50 VanessaE hm, I see an old alias in there related to carrot seeds, I'll remove it in a separate commit
19:52 tenplus1 https://pastebin.ubuntu.com/p/B8ygkGFphM/
19:54 VanessaE well that'll work too, but I prefer to check for the item specifically :)
19:55 VanessaE pushed.
19:56 tenplus1 :p
19:59 VanessaE it's registered_items[] btw. :)
20:00 tenplus1 I know, was just typing too quick :)
20:02 IhrFussel Just to make sure: Wielded items cannot be nil and the engine knows their :get_name() even if the items themselves are not registered anymore?
20:02 tenplus1 ?
20:03 tenplus1 re-phrase that question fussel
20:04 IhrFussel When I get clicker:get_wielded_item() I wanna know if it's possible that :get_name() returns nil or anything that could cause a crash when I later do a string comparison
20:04 tenplus1 should return "" for empty hand so should never be nil
20:04 tenplus1 do a test and make sure though
20:05 IhrFussel Yes but what if the wielded item is unknown... is the stack name still existent?
20:05 VanessaE tenplus1: anyways, what say you about the other items in my list?
20:06 tenplus1 fussel, hold on, will test it out
20:06 tenplus1 still returns the actual name of the unknown node
20:07 Krock farming.mod and farming.mod =="redo"
20:07 Krock can be shortened to  farming.mod =="redo"
20:07 tenplus1 gotta check if farming.mod exists first Krock, default farming doesnt contain it
20:07 Krock tenplus1: doesn't matter
20:08 Krock nil ~= "redo"  would be the other case
20:08 Krock * nil == "redo"
20:08 Krock which evaluates to false too
20:08 tenplus1 hrm, am sure it error'd before when I missed that one out... :P
20:09 VanessaE it would if you left out the "if farming and..." part.
20:10 tenplus1 heh, working :)
20:13 tenplus1 updated to make cocoa pods non-walkable, will go through list and tweak things here and there on my next day off :D
20:13 tenplus1 thinking of banana additions
20:13 VanessaE :D
20:13 VanessaE any commentary on the other suggestions?
20:13 tenplus1 pumpkin and melon will take time tho, gotta redo textuers
20:13 VanessaE oh btw, maybe banana bread instead of a pie.
20:13 tenplus1 all valid suggestions :)
20:14 tenplus1 I have banana bread already added
20:14 VanessaE oh ok
20:14 tenplus1 in ethereal that is
20:14 benrob0329 O/ tenplus1, VanessaE
20:14 tenplus1 hi benrob
20:14 VanessaE then I guess you know what to import :)
20:14 VanessaE hi ben
20:17 VanessaE if you want, I can model rudementary pumpkin and melon meshes, unless you'd rather stick with nodeboxes.
20:17 tenplus1 prefer simple nodeboxes :)
20:17 VanessaE ok
20:17 tenplus1 To that end, farming:pumpkin exists (as a full cube), but it does not grow from farming:pumpkin_* -- I think they used to spawn randomly at mapgen time.
20:17 VanessaE maybe I'll do that in my dreambuilder overrides.
20:18 tenplus1 how do you mean does not grow from farming:pumpkin_*
20:18 VanessaE I mean growing pumpkins stops at pumpkin_8, never producing farming:pumpkin
20:18 tenplus1 yeah, you harvest pumpkin to get slices, 9x slices = 1 whole block pumpkin to build with
20:19 VanessaE eh........
20:19 VanessaE no. :)
20:19 tenplus1 was keeping pumpkin block separate from the crop, mistake ??
20:20 VanessaE imho yes
20:21 tenplus1 heh
20:21 tenplus1 ok, will make a pumpkin block grow bigger
20:22 VanessaE I'd just replace the current pumpkin_* with the block, which is how it used to be
20:22 VanessaE er
20:22 VanessaE pumpkin_8
20:22 tenplus1 ?
20:23 VanessaE I'd just replace the current pumpkin_8 with the block pumpkin, which is how it used to be in farming_plus
20:23 VanessaE that also gets into the multiple sizes of nodebox-based nodes.
20:23 tenplus1 ahh ok
20:23 Bobr_ o/ ten
20:24 tenplus1 hi bob
20:27 tenplus1 VanessaE: so when pumpkin_8 is nodebox, harvesting now will give slices instead of whole pumpkin
20:27 tenplus1 that ok ?
20:28 VanessaE imho give the player the whole cube, let them cut into slices (craft block + sword, return sword  ? )
20:29 tenplus1 we have utensils in farming now, so chopping board would be handy
20:29 VanessaE anything less than _8 could give slices right away maybe
20:35 tenplus1 k, _9 gives whole block, to make into slices for eating of re-planting you craft pumpkin + cutting board = 9x slices and returns board :) hows that ?
20:35 VanessaE sounds good to me
20:36 tenplus1 kewl :D updating git
20:37 VanessaE +1
20:39 tenplus1 :P
20:43 tenplus1 did same with melons, need chopping board to cut those also
20:44 VanessaE nice
20:45 tenplus1 gives more uses for utensils now :D
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20:47 tenplus1 o/ CWz
20:47 tenplus1 updating Xanadu now with farming changes
20:49 Mr_Pardison I hopped on there the other day and it looked great as always.
20:55 VanessaE tenplus1: your changes up to "fix melon drop" will go live on my servers at the morning cycle
20:56 tenplus1 git updated
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21:01 tenplus1 nite folks
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