Time Nick Message 08:48 rubenwardy current method of testing my compiled APKs: emailing them to myself 08:49 rubenwardy right, looks like I'm not doing that 08:49 rubenwardy thanks gmail 10:52 tenplus1 hi folks :) 10:55 tenplus1 * Lucky Blocks updated, nssm has new license, Xanadu has new clear crystal armor to show off skins and molotov cocktails added :D 11:18 Fixer hello 11:18 tenplus1 o/ fixer 11:18 Fixer \\o 11:19 tenplus1 lol, what's new 11:22 Fixer not much 11:22 Fixer paramat activity as usual 11:23 tenplus1 heh 11:23 Fixer with some other people sprinkled in 11:23 tenplus1 been tinkering here, adding little things here and there 11:24 tenplus1 and watching the new X-prize video on youtube, it's kinda silly now 13:21 tenplus1 lol, happens more than ya think 13:52 tenplus1 hi benrob 13:52 benrob0329 hello tenplus1 13:53 tenplus1 hi behalebabo 14:00 tenplus1 yay, who's server is getting it this time around ? 14:02 paramat just the usual paranormal activity 14:03 tenplus1 hi paramat 14:53 tenplus1 hi green 14:53 GreenDimond Hello 16:51 Fixer underground below spawn in voxel game: https://i.imgur.com/u8TRRl1.png 16:54 tenplus1 wow, that looks kewl dude 16:55 tenplus1 hi ruben 16:57 rubenwardy I'd like recommendations for an email host. I need one that is fairly cheap, and supports a main account (rw@rubenwardy.com) and a no-reply account (no-reply@rubenwardy.com) with different passwords, preferably 16:57 rubenwardy I guess I could use different users for that 16:57 rubenwardy fastmail is my current preference 16:59 tenplus1 used to have a fastmail account until they made you pay... pah! 17:00 rubenwardy lol 17:02 tenplus1 hi gary 17:04 garywhite hi 17:05 benrob0329 rubenwardy, I just have a friend host my email so... 17:07 benrob0329 rubenwardy, https://protonmail.com/ perhaps? 17:07 tenplus1 proton is good but slow... yandex is really good tho 17:10 tenplus1 hi Krock 17:10 Krock hii tenplus1 17:10 Krock greetingmasterrace 17:10 tenplus1 lol 17:11 rubenwardy ooh maybe 17:11 rubenwardy I associate it with spam though 17:12 rubenwardy custom domain though 17:12 rubenwardy and I doubt email providers would block it? 17:12 rubenwardy ahh 17:13 rubenwardy it's slightly less secure as one password for apps and me 17:27 Krock bye ruben 17:27 * xerox123 pulls out knife 17:27 xerox123 ur, nothing 17:29 xerox123 welp, bbl 17:29 tenplus1 o/ 17:36 tenplus1 hi aerozoic 17:36 aerozoic hi tenplus1 17:48 aerozoic hey tenplus1 i haven't looked at the code recently but i just noticed the recipe for mob fence outputs the default fence :/ 17:49 aerozoic in game ^ 17:49 tenplus1 it looks like the default fence but is 2 high... 17:49 tenplus1 fence tops are the latest fix to stop the entity gliotching through wall bugs 17:49 aerozoic no the actual identifier is default:fence_wood 17:50 GreenDimond darn entity gliotching 17:50 aerozoic verified with F5 info while pointing at fence 17:50 Krock I see your 24 gigs of RAM and raise you a collection of 2 MB - 16 MB RAM sticks https://i.imgur.com/a2PMu38.jpg 17:50 benrob0329 I've had mobs glitch up cliffs 17:51 tenplus1 if stepheight is 1.1 or over they can glitch through many things 17:51 tenplus1 mob fence and fence top are 2 high so should stop them in theory 17:51 T4im i've died jumping on top of that mob fence and sneaking; what's that about D: 17:52 GreenDimond Krock: rofl 17:52 tenplus1 lol krock, I remember those 17:54 * tenplus1 waits for Paramat to swoop in and roundhouse kick me outta the channel 17:57 tenplus1 could open a museum with half of the tech Ihad :P wan laser routers etc 17:57 aerozoic So do i have an issue with my server or is it a bug with mobs fence? 17:58 tenplus1 what issue ? that they look like normal fences ? or that you fell and died on it 17:58 aerozoic has nothing to do with looks 17:58 GreenDimond The craft for mob fences outputs default fence 17:58 tenplus1 just looks the same, not a bug :P 17:58 aerozoic Craft a mob fence, place it, then use F5 info while pointing at fence. 17:59 GreenDimond ^ 17:59 aerozoic it says default fence, not mob fence. 18:00 tenplus1 you'll see mobs:fence_wood 18:00 aerozoic not on my server. 18:01 aerozoic i can only see mobs fence if i use /give 18:01 GreenDimond aerozoic, are you sure you have the right recipe? 18:02 aerozoic yea it says mob fence in the crafting guide 18:02 GreenDimond And what is the recipe? 18:02 tenplus1 it's 6x normal fences instead of sticks = 6x mob fences 18:02 aerozoic idk i have to go look XD 18:02 GreenDimond tenplus1: waitwhat 18:02 GreenDimond 4x normal fences 18:03 tenplus1 instead of crafting a fence with 6x sticks (3x2), use normal fences and it returns mob fences instreaf 18:04 GreenDimond the recipe clearly has 4x fences and 2x sticks 18:04 tenplus1 hold on, checking 18:04 GreenDimond Because default fences are 4x wood and 2x sticks 18:05 aerozoic yep, 4 fences 2 sticks for mobs fence which outputs default fence. Craft for default fence is 4 planks 2 sticks which outputs default fence 18:05 tenplus1 recipe works fine... 4x wood fence, 2x wood in middle 18:05 GreenDimond Yes, it works fine for me as well 18:05 tenplus1 returns 4x mob fence (forgot I changed recipe) 18:05 aerozoic frak 18:06 GreenDimond aerozoic: Just to confirm, can you jump over the output fence? 18:06 tenplus1 without armor on 18:06 aerozoic how is it possible an unmodifed version of mobs can output default fence? 18:06 tenplus1 do you have any other mods running that could affect it ? 18:06 GreenDimond can you jump over the output fence 18:08 aerozoic well this is bizarre 18:09 tenplus1 working ? 18:09 aerozoic a player reported the issue 2 days ago and i went ingame and confirmed the issue. Now all seems to work fine -_- 18:09 tenplus1 I was going to phase out mob fences and just have the recipe for mob tops... those work better and can be used on any fence 18:10 aerozoic also mob fences do kill you if you use sneak and jump over/on them XD 18:10 tenplus1 havent been killed yet by them 18:10 GreenDimond Invisible razor wire 18:11 aerozoic well i can't figure out how to replicate the issue i was having the other day so disregard i suppose. 18:11 BillyS aerozoic: That has happened to me too 18:11 tenplus1 hi billy 18:11 BillyS But again, couldn't replicate it 18:11 BillyS hi tenplus 18:12 benrob0329 bah, I have 3 songs picked and don't know which to use 18:13 aerozoic BillyS, which part? 18:13 aerozoic dying on the fence or the output issue? 18:14 BillyS aerozoic: The part about it killing you 18:14 aerozoic oh XD 18:14 BillyS dying on the fence 18:14 tenplus1 could be entity collision issue 18:15 T4im is there no support for unpassable nodes in the pathfinding implementation? 18:15 T4im because that would seem much cleaner 18:15 GreenDimond It's not an "unpassable" node really. Just a bigger collision box 18:15 tenplus1 find_path and line_of_sight both need a whitelist of nodes it can pass through... this is very important devs 18:16 T4im GreenDimond: yea, what i mean is, the pathfinding should probably have unpassable nodes that the pathfinding will not try to pass 18:16 GreenDimond I suppose if you got the node def and got the collision box y+ and compared to the mob stepheight you could do something 18:16 tenplus1 the pull I added for line_of_sight has a bool switch to go through buildable_to which seems to cover many of them 18:23 tenplus1 but things would work better with a proper whitelist table for each function 18:24 GreenDimond oh, you mean like adding fences to a table of nodes to "not jump over" 18:24 GreenDimond you should really make mobs avoid liquid too :P 18:24 tenplus1 adding group:flower to pathfinding to walk through, even doors 18:25 tenplus1 definitely liquid and other air types 18:25 GreenDimond just dont let it avoid air itself %) 18:26 T4im hm, avoiding liquid would mess with some of the more unethical player contraptions :x 18:26 tenplus1 the whitelist can be changed depending on what you're using it for 18:27 tenplus1 e.g. line_of_sight in mobs_api has to go through water for swimming mobs, but has to check each node to make sure it can which is time consuming 18:27 tenplus1 having the engine do it for you would speed things up no end 18:31 tenplus1 also a find_light_levels(pos1, pos2, min, max) would be great also :D 18:32 GreenDimond wait that doesnt exist? 18:32 GreenDimond I could have sworn there was already a light checking method 18:32 Krock for single nodes, yes. 18:33 GreenDimond oh, so you'd have to do a loop. 18:33 GreenDimond yeah I can see how a range would be nice 18:33 tenplus1 having an area check for say light levels above 5 and below 10 would be helpful 18:34 tenplus1 so instead of mobs spawning on particular nodes, they could spawn in specifically lit areas 18:34 GreenDimond you could use voxelmanip to check an area 18:36 tenplus1 voxelmanip light levels have to be converted so would still be slow 18:37 GreenDimond well dont use voxelmanip light levels 18:37 GreenDimond or wait 18:38 GreenDimond I guess youd have to 18:38 GreenDimond Because voxelmanip doesnt return the node like minetest.get_node does 18:38 tenplus1 yep, or you'd still need to use get_light_level at a position which calls a get_node from code and it'd still eb slow 18:38 GreenDimond a shame 18:43 tenplus1 hi dumble 18:43 tenplus1 hi lumidify 18:48 tenplus1 hi Cal 18:49 * tenplus1 rides a banana through the splot 18:49 tenplus1 *split 18:50 tenplus1 hey ssieb 18:57 tenplus1 wb 19:04 tenplus1 nite all o/ 19:08 Krock nite all o/ 19:09 Fixer \\o 20:30 Fixer lool https://twitter.com/xxlfunny1/status/1052202572562554883