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IRC log for #minetest-hub, 2020-04-26

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All times shown according to UTC.

Time Nick Message
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09:21 * Krock hopes the RUN_IN_PLACE 18.04 binaries will work with 20.04
09:23 Krock 191 MiB worth of quick bisecting
09:30 Krock BuckarooBanzai: https://github.com/mt-mods/3d_armor/issues/4  hmm?
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09:34 BuckarooBanzai Krock: Cleaned up stale issues, this was one of them.. :P
09:34 Krock well yeah.. waiting for something to happen
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09:50 BuckarooBanzai Krock: i only got an invite for my old account.. :/
09:50 Krock for which account do you need an invite?
09:51 Krock it must be someone who has the owner role within the organization
09:52 Krock in order to perform a repo movement, if that's acceptable
10:06 BuckarooBanzai Krock: https://github.com/BuckarooBanzay
10:23 Krock invitation sent
13:01 rubenwardy mt-mods :O
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14:12 BuckarooBanzai rubenwardy: yeah, sorry, i had to pack them somewhere... :/ (it also says "unofficial" so... ;)
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17:02 * Sokomine stares at mapgen
17:04 Sokomine even though quite a lot could be deciphered through talking to paramat and hmmm, there are still remaining mysteries, but at least i'm getting close. my goal is to be able to use the heightmap and get a relatively reproducable mapgen
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17:46 Krock Sokomine: get_mapgen_object("heightmap")
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19:06 Sokomine krock: yes. but that's only the start. it's a terribly bad idea to set nodes outside the current mapchunk because the heightmap returned a low value for ground and your mod didn't check if that block was inside its boundaries
19:07 Sokomine that's why my world changed so much when other mapblocks got generated. but at least that error is covered now
19:09 Krock my mod?
19:10 Sokomine https://github.com/Sokomine/simple_villages  so far it generates roads (lots of parallel ones) leading from negative z to positive z
19:10 Sokomine guess i'll still have to use special air nodes above the path to detect how to proceed at mapgen borders
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19:48 Krock I think paramat also wrote a street generator
19:48 Krock !mod walkable_road
19:48 MinetestBot Krock: There are no results for this query :(
19:48 Krock !mod road
19:48 MinetestBot Krock: minetest_road [road] by Other_Cody - https://forum.minetest.net/viewtopic.php?t=22441
19:58 Sokomine yes, but paramats paths mostly follow the height lines, going around hills where needed
19:59 * Sokomine wonders if the bot can be used to read the (again unresponsive) forum
19:59 sfan5 it can't
19:59 sfan5 but if the data is available it can return a git link
19:59 sfan5 !mod basic_materials
19:59 MinetestBot sfan5: Basic Materials [basic_materials] by VanessaE - https://forum.minetest.net/viewtopic.php?t=21000 - https://gitlab.com/VanessaE/basic_materials
20:02 Sokomine ah, well. forum finally loaded. that road mods mentionned there just places the roads. the demo screenshot is of flat terrain...it's easy there. but i need roads/paths that adjust to terrain, that go up and down when needed, perhaps with a bridge or tunnel. basicly a road on which a player could walk. reason for wanting these is to get villages that adjust more to terrain
20:05 Sokomine that's also helpful, sfan5. thanks for the idea of just taking a look at the code directly. though sometimes screenshots are faster
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