Time Nick Message 00:00 WindHero I can definitely say that it'd be nice if the devs revisited cavegen and made it nicer though... 00:00 Sokomine probably not that easy with cavegen 00:00 twoelk the cavegen-grieving happened with simple //move as well anyways 00:01 Sokomine towelk: the current we format isn't particulary human-readable either. at least not without some reformatting 00:01 twoelk yeah but you can search for certain nodes 00:01 Sokomine twoelk: you misunderstood. use the schematics functions. //mtschemcreate and //mtschemplace. those ought to be relatively mapgen-safe 00:02 Sokomine with schematics, you can just let the nodes be replaced automaticly when it's placed 00:02 twoelk I do miss the old format though, I could easily split files by hand 00:03 Sokomine btw...any ideas how the villages might determine the height of the terrain? i can determine it for *generated* terrain...but not all of that what the village will cover will be known yet 00:03 Sokomine hm :-) what do you want to do by hand with them? 00:03 twoelk uhm did you read how that instant mine was thought to work? 00:03 Sokomine admittedly i did replace node names in that old format with an editor in the past 00:04 Sokomine sounded like you have two parts? 00:04 Sokomine you really ought to consider schematics for it. they can place air as well 00:04 twoelk mo the splitting is from other okder experiments 00:05 twoelk *no 00:05 twoelk hm interesting 00:06 twoelk havent played with mts much yet, still using old tricks 00:06 Sokomine in general, if you want to transfer buildings, and you want to be sure that they're not harmed by mapgen/cavegen, use place_schematic or the functions in worldedit that use it 00:06 Sokomine it's not the solution to everything but pretty good and useful 00:07 WindHero Sokomine: to determine terrain height during generation, make your mod depend on whatever other mapgen is in use (unless it's mgv6/7) 00:07 WindHero then loop for y = y1, y0, -1 00:07 twoelk so I can place the schematic relative to pos1? 00:07 WindHero and find the ground 00:08 Sokomine twoelk: if you want them to be placed respecting your current facedir, use i.e. my apartment mod. that has such a functionality. else they'll be orientated the same way as in the world they came from 00:09 twoelk no, my problem is the building extends underground 00:09 twoelk I want the user to stand at ground level while placing 00:09 Sokomine yes. it may then as well. the apartment control panel respects that. it requires an appropriate filename 00:10 twoelk so that would have 100m of building underground and 60 above 00:11 Sokomine perhaps a more general mod would be helpful there... 00:12 Sokomine twoelk: yes. some of my mods do that. how far the building is burried has to be coded somehow - i.e. in the filename - and then be interpreted by the spawning routine 00:13 twoelk eh too much hassle for that old mine ;-P 00:13 twoelk will have a look at your code though 00:14 twoelk just when I come up with an old trick I want to share it gets outdated 00:16 twoelk Sokomine, have you seen my pics of that hidden village in the screenshots thread? 00:23 Sokomine twoelk: i did :-) i thanked you for them already in a /msg here :-) 00:23 Sokomine oh, i think your trick will still be helpful to some players 00:24 Sokomine and who knows how soon schematics will get outdated? 00:25 twoelk ah, sorry didn't notice other window, was afk for a while 00:29 Sokomine no problem 00:42 WindHero https://mediacru.sh/swOPqUSXYDLl 00:49 twoelk nice cliffs, but I spy rivers on the far left having strange opinions on how water should behave 00:50 WindHero yup 00:50 WindHero I gotta disable those stupid things until I get them working 00:50 WindHero maybe I should just go the mgv7 route and make them all sealevel xD 00:53 twoelk Krock experimented with that terrain preview app for a known seed, so it should be possible to determin what drainbassins are connected to the generated area 00:54 WindHero hm 00:54 WindHero that sounds rather interesting 00:54 twoelk then the mg should simulate water flowing from all points along a ridge and construct a river along the path that gets used by most drops 00:55 twoelk that path must be sunken in by a node so the water keeps to a river bed 00:55 Sokomine twoelk: sounds like a logical approach, although i'm not sure how well that'll work in practice 00:56 twoelk that could be calculated for all drainbassins touched 00:56 WindHero actually, I've been a real idiot here 00:56 twoelk not my idea but some waterdrop model from other terrain generators 00:57 Sokomine perhaps another approach might be intresting: pre-build parts of a river and assemble the final river from these parts. it's astonishing how good ethereal works with a mapgen that's based on a handful of schematics placed randomly (at least the old one) 00:57 WindHero I did manage to make highland pools much faster by generating a lookup table during generation of surface points 00:57 WindHero I could do the same for ridges 00:57 WindHero and try the water flow method 00:59 twoelk the size of a drainbassin would determine the size of a given river 01:00 twoelk I actually did this sort of calculating in real life to determine floodcanal dimensions ;-) 01:02 WindHero hmm 01:02 WindHero heavy calculations still... 01:03 WindHero currently trying to make mesaa 01:03 WindHero *mesas 01:04 * twoelk has always been fascinated by these http://en.wikipedia.org/wiki/Tepui 01:06 WindHero that's about what I'm aiming for 01:22 twoelk trying to remember the waterdrop model I think it was a drop on every node and counting the amount each node gets visited by during the flowing process . Then a minimum amount of visits by drops is set to justify a stream path, which then gets checked for some logical errors befor it is applied to the surface by eroding a stream bed. 01:22 twoelk Stream water flow gets added at conjunctions to add erroding for rivers 01:22 WindHero hmm 01:23 WindHero very good way, imho 01:23 WindHero but the processing 0_0 01:23 twoelk after that I think an error check was added toi stop overly water spread, oh dear that was long ago I read all that 01:25 WindHero hrm.... 01:25 WindHero maybe I better break from this for a while 01:25 WindHero I'm going in circles a bit 01:26 twoelk verry well then, chance for me to drop to bed :-D 01:26 twoelk bye 01:26 WindHero lol, bye 01:28 WindHero I suppose I'll log off a while too... 01:28 WindHero salvete! 01:34 MaxCohen having a few issues with basic_privs not working any one having the same troubles ?? 01:53 someguy hmm hello 03:09 VanessaE Sokomine: *poke* 08:29 raffahacks I think mt cannot run as is on android well 08:30 sfan5 why not? 08:30 LemonLake raffahacks: because Java. 08:30 raffahacks I think sapier should fork it to make it also lighter 08:31 LemonLake you know, mt itself needs a bit of optimization 08:31 sfan5 lighter? 08:31 raffahacks LemonLake: why java? 08:31 LemonLake raffahacks: android is java. 08:31 raffahacks LemonLake: i know 08:31 sfan5 LemonLake: Minetest doesn't use Java on Android 08:31 LemonLake sfan5: I'm aware 08:32 Matsetes Minetest can run on android? 08:32 sfan5 yes 08:32 LemonLake https://github.com/minetest/minetest/releases/tag/0.4.10 08:32 raffahacks Mt is c++ 08:32 LemonLake raffahacks: You didn't think I knew that already? 08:33 raffahacks But i think the main optimisction problem is is the irrlicht port 08:34 LemonLake Android itself is fairly slow 08:34 sfan5 MTs performance has few to do with Android 08:34 LemonLake though I've managed to get a pretty good speed with mine (30-40fps) 08:34 sfan5 +being slow 08:34 LemonLake raffahacks: have you tried changing the settings? 08:34 raffahacks Is optimisation in minetest easy? 08:35 sfan5 depends on what you want to optimize 08:35 LemonLake ^ 08:35 LemonLake I know RealBadAngel has some plans 08:35 raffahacks In some software it just means delete some string when not used 08:35 LemonLake lol no 08:36 raffahacks Where are settings? 08:36 sfan5 defaultsettings.cpp 08:36 LemonLake raffahacks: in the settings tab 08:36 Amaz minetest.conf 08:37 LemonLake hey guys, why not cache item textures per world/server per mod? 08:37 raffahacks Hmm, mine is a quite old concept of optimisation 08:37 sfan5 LemonLake: probably isn't worth it 08:38 LemonLake sfan5: fair point 08:38 raffahacks When computers had 16kb ram and i wasn't born 08:38 LemonLake though I still think RBA's idea of using the nodetex exporter globally is a bit extreme 08:38 LemonLake raffahacks: 16kb ram is quite good still 08:38 LemonLake you got those 16kbs for copy and paste 08:38 sfan5 LemonLake: you can try that by writing all textures to disk in tile.cpp (name=sha1(texturename)) and loading them instead of generating them again 08:39 LemonLake sfan5: what are the results? 08:39 LemonLake im playing super hexagon right now >.< 08:39 raffahacks But i still love the idea bare metal programming on stm32 or other $3 cpu 08:39 sfan5 (that'll cause some problems if textures change, but will show you whether it will be faster) 08:39 sfan5 I dunno 08:39 sfan5 I didn't try that 08:40 sfan5 raffahacks: such as ATtiny* or ATmega* 08:40 sfan5 ? 08:40 raffahacks Yes 08:40 * sfan5 has some of those at home 08:41 raffahacks But something with a bigger mind complexity that arduino 08:41 raffahacks I am still learning the basics 08:42 raffahacks sfan5, do you also like? 08:42 LemonLake raffahacks: https://cdn.mediacru.sh/IkhiKR-xKa7g.png 08:42 LemonLake tweak those to your device's preference 08:43 raffahacks Hmm, cannot open urls at the moment 08:43 sfan5 raffahacks: also like what? 08:44 raffahacks Bare metal 08:44 sfan5 yes 08:45 raffahacks Do you know stm32? 08:46 sfan5 yes, heard of it 08:47 raffahacks On ebay there are some really cute boards with stm32 and touchscreen for 15 euros 08:47 raffahacks 3.2 inch touchscreen 08:49 raffahacks Isn't the idea nice? 08:50 sfan5 yes 08:52 raffahacks When i see these things on aliexpress or ebay i must keep calm and not click the buy now button, but they are VERY attractive :) 08:52 raffahacks LemonLake, I've seen the picture 08:52 LemonLake raffahacks: that's nice 08:53 RealBadAngel sfan5, item textures shall be provided by mods only 08:54 sfan5 RealBadAngel: I don't get what you mean 08:54 RealBadAngel engine shouldnt be treated as a magic box doing everythin for a modder 08:54 LemonLake RealBadAngel: that's cool 08:54 raffahacks I think someone should re write mt in java for a "pocket edition" 08:54 LemonLake i haven't worked on that thing in a while 08:54 LemonLake raffahacks: don't even bother trying 08:55 sfan5 raffahacks: java is slow 08:55 LemonLake ^. 08:55 RealBadAngel sfan5, i mean not working, or working very slowly and faulty approaches to generate item inventory images 08:55 LemonLake fact 08:55 RealBadAngel and wielded items too 08:55 LemonLake i'll go to my linux to continue work on that 08:55 LemonLake brb 08:56 raffahacks You're right 08:56 RealBadAngel engine suffers from tryin to being kind to the modder 08:57 RealBadAngel it should demand the texture and thats all 08:57 raffahacks Now we should have native c++ with android l 08:57 LemonLake Hello again 08:57 raffahacks Minecraft was written in java 08:58 LemonLake Yeah and still to this day nobody has a fuckin clue how they got it to run somewhat well 08:58 RealBadAngel btw, how this tell command for minetest bot works? 08:58 sfan5 raffahacks: Minetest's C++ runs natively on Android 08:58 raffahacks But on xbox it was rewritten in c++ 08:58 sfan5 RealBadAngel: !tell 08:58 LemonLake TIL you don't need a wrapper to run c++ on android, then. 08:59 sfan5 LemonLake: there is a wrapper called NativeActivitiy 08:59 LemonLake raffahacks: that's mainly because m$ give no fucks 08:59 sfan5 but the NDK allows most thing without touching java 08:59 LemonLake they're like "use our xna shit if you wanna develop for our console" 08:59 sfan5 RealBadAngel: so the mod should provide inventory textures by themselves? 08:59 raffahacks Ms is evil 08:59 LemonLake s/Ms/M$ 09:00 RealBadAngel !tell Calinou Your problem with acid liquid is not because of my code but because of the liquid_flowing drawtype. For lightsources <15 its somehow on purpose shading the light 09:00 raffahacks I'm not using windoze since 3 years 09:00 sfan5 LemonLake: you forgot a / 09:00 MinetestBot RealBadAngel: yeah, sure, whatever 09:00 LemonLake sfan5, i always do :/ 09:00 RealBadAngel sfan5, yes, but mt should have a tool to generate such images 09:01 RealBadAngel but a tool, not slowing down startup code 09:01 LemonLake and I can't even open code::blocks to continue development on it 09:02 sfan5 RealBadAngel: thats too unconvenient for modders 09:02 LemonLake hmm 09:02 sfan5 they need to regenerate many images if they change one texture 09:02 sfan5 and it's more to download 09:02 LemonLake yes that's true 09:03 sfan5 RealBadAngel: startup is not slowed down by inventory images 09:03 RealBadAngel sfan5, modders can spend a while to make a image 09:03 RealBadAngel yes it is, when image is not supported 09:03 RealBadAngel preload_item_visuals 09:04 sfan5 no 09:04 sfan5 inventory images are only generated when that setting is enabled 09:04 sfan5 it was disabled by default recently 09:04 RealBadAngel !tell Calinou https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L381 this is the code responsible for how your acid looks like 09:04 MinetestBot RealBadAngel: I'll pass that on when Calinou is around 09:05 RealBadAngel sfan5, if it is disabled its done when you play 09:05 RealBadAngel on-demand 09:05 RealBadAngel thats why inventories are lagging and blinkin 09:05 sfan5 yeah 09:05 sfan5 that only takes time when needed 09:06 MinetestBot Calinou: 08-12 14:00 UTC Your problem with acid liquid is not because of my code but because of the liquid_flowing drawtype. For lightsources <15 its somehow on purpose shading the light 09:06 sfan5 just enable preload_item_visuals if that annoys you 09:06 RealBadAngel and waaaait 09:07 RealBadAngel game is supposed to be fast 09:07 Calinou then it should be darker for darker light sources 09:07 MinetestBot Calinou: 08-12 14:04 UTC https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L381 this is the code responsible for how your acid looks like 09:07 RealBadAngel not a gfx studio for lazy modders 09:07 sfan5 lolwat 09:07 sfan5 then just add cache for inventory cubes 09:07 Calinou item visuals could be cached indeed? 09:07 Calinou in cache/visuals 09:07 RealBadAngel Calinou, sources doesnt have that code, just flowing 09:08 Calinou that code is nice because it makes lava look OK 09:08 LemonLake I'm with sfan5 on this one 09:08 sfan5 I don't think modders want to regenerate 1000 inventory cubes because they changed the mesecons texture 09:08 sfan5 and what about texture packs? 09:08 Calinou but the acid should be darker 09:08 LemonLake However the tool will still be made for external uses ;) 09:08 RealBadAngel no, u dont understand 09:08 sfan5 are they supposed to include those 1000 inventory textures too? 09:08 RealBadAngel try make lava darker 09:08 Calinou sfan5, there could be a way to prevent all inventory cube generation 09:08 RealBadAngel its fucked up 09:08 sfan5 LemonLake: the tool is just saving the texture in tile.cpp 09:08 Calinou RealBadAngel, it should depend on the node's light_source 09:08 sfan5 s/is/would be/ 09:09 Calinou brighter = brighter texture. 09:09 Calinou darker = darker texture. 09:09 Calinou 0 = not affected 09:09 LemonLake sfan5: sorry? 09:09 Calinou my light_source is 5 or so for acid 09:09 RealBadAngel you need a screenie to understand... 09:09 Calinou yes I do 09:09 LemonLake sfan5: im not making this for minetest... 09:09 Calinou don't assume people are stupid 09:09 sfan5 LemonLake: i know, I just said that this is how it would work 09:10 LemonLake sfan5: https://cdn.mediacru.sh/dwdC4rtw-WpF.png 09:10 * sfan5 wgets 09:10 LemonLake wgets? 09:10 Amaz LemonLake, what is that for? 09:10 RealBadAngel Calinou, http://i.imgur.com/eliWGmS.png 09:11 RealBadAngel this is lava lightsource = 5 09:11 LemonLake Amaz: well, mainly to save website makers not having to screenshot, crop, chroma key out of the gmae 09:11 LemonLake game* 09:11 Amaz Nice. 09:11 RealBadAngel WHO THE FUCK thought that shading a LIGHT SOURCE is logical? 09:11 RealBadAngel light source emits light 09:12 sfan5 LemonLake: wgets downloads files 09:12 LemonLake it's not up for download yet :p 09:12 Calinou RealBadAngel, it should be brighter if the area around it is darker. 09:13 Calinou and use the nearby light level if it's brighter around 09:13 Calinou TL;DR pick the highest value between the node light level and 5 (15 for lava) 09:13 RealBadAngel Calinou, anyway you can see the effects 09:13 RealBadAngel blame c55 not me 09:14 RealBadAngel hes responsible for audio visuals 09:15 RealBadAngel and btw could check which commit is responisble for that acid look instead of saying it was me who broke it 09:15 RealBadAngel and forcing me to spend two days to look for a reason 09:15 RealBadAngel in the first place it was never working right before 09:16 RealBadAngel in the second im not responsible for the reason 09:17 RealBadAngel Calinou, that wasnt you who told that, but you were around that time too 09:28 RealBadAngel Calino, http://i.imgur.com/tbEfTJG.png lava light=5, acid = 10 09:29 RealBadAngel Calinou, ^^ does it look ok now? 09:31 jp__ what happen when lava & acid meet ? 09:32 Calinou nothing 09:32 Calinou :p 09:32 Calinou RealBadAngel, seems OK 09:32 Calinou but be sure to put lava back to 15 09:32 Calinou acid is 6 09:33 LemonLake man irrlicht is weird 09:34 Calinou better code mlpgame, LemonLake ;) 09:34 LemonLake calinou stop mockign me 09:34 Calinou not mocking 09:35 LemonLake rude 09:35 LemonLake though i shiuod really remake that game 09:35 LemonLake byt i never have the motivation to actually complete a ganr 09:36 Calinou you removed the old one 09:36 Calinou ganr? 09:36 LemonLake game 09:36 RealBadAngel Calinou, i did that by trashing the code i gave you a link to 09:36 LemonLake cant type well on this teamviewer keyboardd 09:37 RealBadAngel and letting a liquid be treated like any other lightsource 09:42 Calinou but make sure lava looks right 09:43 LemonLake anyone know why i cant type symbols in the teamviewer android app 09:44 * Calinou TeamViewer shrug 09:44 Calinou pay for it 09:44 Amaz !up minetest.org 30018 09:44 Calinou (sarcasm) 09:44 MinetestBot minetest.org:30018 seems to be down 09:54 kaeza mornings 09:54 LemonLake sussed it out 09:54 LemonLake gotta hold shift 12:48 LemonLake https://cdn.mediacru.sh/S-Gz_blIwO61.png 13:35 Jordach pfffffffffffffffffffff 13:35 Jordach >Fibre rollout >est. date Autumn 2015 13:37 PenguinDad >Fibre rollout >est. date Summer math.huge :P 13:37 gaydongs Exio: 13:39 Jordach errr might have downloaded the entire fucking internet 13:39 Jordach https://cdn.mediacru.sh/kJOJbldj6wa9.png 13:39 zash Nah, that'd be more 13:46 NakedFury emulator fun? 14:07 rubenwardy Hi all! 14:07 PenguinDad Hej rubenwardy 14:28 nman3600 Hi! 14:28 Exio \o 14:29 nman3600 My flags mod and my multitest mods were supposed to have an update 1-2 days ago. The reason it's not up is because I've not had time to add finishing touches to them. 14:44 Jordach NakedFury, ya 14:44 Jordach TIL Metorid Prime 1/2 run at 60fps 14:51 NakedFury a few days ago I got zelda twilight princess to play it 14:51 * sfan5 meows at NakedFury 14:57 Jordach NakedFury, i have a copy of it on Cube 14:57 NakedFury I lost mine but still have the guide in super mint condition 14:59 Jordach i'm more surprised Nintendo prefers 60fps 14:59 Jordach that's more next gen than XB1/PS4 15:01 Jordach from 2001 15:04 Rooey a australian game review show, just did a top 100 games. number 74 is The Legend of Zelda: Twilight Princess 15:05 NakedFury well cant say anything about it yet since I barely started 15:05 Rooey 53 is The Legend of Zelda: Majora's Mask. coming in at number 3. The Legend of Zelda: Ocarina of Time 15:06 Rooey ( http://www.abc.net.au/tv/goodgame/ ) 15:06 NakedFury OCarina of time my favorite of them all, followed by the super nintendo version. majoras mask would be after wind waker 15:06 NakedFury it just was weird for me 15:07 Rooey finally 83. The Legend of Zelda: A Link to the Past 15:08 NakedFury wow 15:10 Rooey my bad, 86. The Legend of Zelda: Wind Waker 15:26 Jordach oh fuck sakes 15:27 Jordach render and winrar finished and started at the same time 15:27 sfan5 meow 15:33 eugd ah good 15:44 * CrathvaQnq zrbjf ng fsna5 15:53 Jordach ho shit my PC doesn't 100% perfect speeds with NGC emu 15:53 Jordach ~88% for me :P 15:55 Jordach and turns out xbox controlls are good for smash bros 15:56 * Jordach noticed PenguinDad used ROT13 on his nick and /me 15:58 Sokomine hi 15:58 Sokomine regarding the wiki: i'd like to register there. but i can't. it asks me to mark cat photos - but i can't see a single photo there 15:58 * Sokomine clicks on sfan5 and writes "cat" below 15:58 Sokomine there. hope the wiki's satisified now :) 15:59 * PenguinDad meows at Jordach 16:06 Jordach !tell WindHero even when emulated with a 360 controller, i'll still kick yer ass https://cdn.mediacru.sh/knSeHuFIoZlJ.png 16:06 MinetestBot Jordach: I'll pass that on when WindHero is around 16:13 * Jordach meows at PenguinDad 16:18 sfan5 Sokomine: :D 16:23 Sokomine registering at the wiki worked now. had to allow javascript :-( 16:24 * twoelk is astonished to see Sokomine jump over her shadow 16:39 Sokomine twoelk: i disallowed it immediately afterwards 16:39 twoelk :-) 16:44 twoelk Sokomine, do you plan to describe your mods on the wiki? 16:45 twoelk the wiki could use some well structured mod articles as examples 16:47 twoelk not much here yet http://wiki.minetest.net/Category:Mods 17:48 luizrpgluiz hi 17:55 Krock hi 17:59 Sokomine twoelk: hmm, perhaps. but for now, my intention is to get an overview of all the mods we have into the wiki. right now, new players do not stand a chance to find the mods they may be intrested in 18:00 Sokomine twoelk: i've edited http://wiki.minetest.net/Mod_list and added categories. the plan is to add pages for each category (with subcategories where it fits) and to *link* all forum threads where mods which fit into that category where posted 18:01 twoelk sounds great, but seems a lot of work 18:01 Sokomine so, at first, it'll be a bookmark collection. which is way more than we have now. i want most details to be skipped - dependencies is something people may check in the thread on the forum. what ought to remain are author, short name of the mod, a very short description of what it's good for (especially compared to other, similar mods) - and a link to the forum where all the details are listed 18:01 jp___ This page needs an update too : http://www.minetest.net/mods 18:02 Sokomine yes, i'm afraid so. but there's not much point in having a local bookmark collection only... 18:02 twoelk it took me ages to sort out mistakes in my game list and I still am not sure how to present the information best 18:02 Sokomine jp: yes, certainly. i hope it will be made to link/show to the page i've just edited 18:02 Sokomine once that's more useful, that is 18:03 jp___ it does several months that I've reported the dead links on the main page and no one have fixed it... 18:03 Sokomine that is why i plan to do a link-list mostly. who created the mod won't change so often. if there are forks, we may list them seperately 18:03 PenguinDad TIL about IdleRPG 18:03 Sokomine perhaps because there's no real alternative yet 18:05 twoelk eh? seems like I built that original list on the wiki, I totally forgot that :-D 18:05 Sokomine twoelk: yes, you did :-) 18:06 Sokomine what we do need is categories. just a long list doesn't help. it has to be easy to find things 18:06 jp___ +1 18:06 Sokomine all (or at least most) mods would also be pretty...much..for a single table on a page 18:07 jp___ people need to find quickly, not search for hours in a cluster of names/links 18:08 Sokomine part of why i'm suggesting this (and will start work at the real lists soon) is that i get fed up with having to bookmark each single mod that shows up on the forum. else there's no chance even for me to ever find it back (and i read the forum at least once a day) 18:08 Sokomine well, people may also prefer pictures a lot. i'm not good at these 18:08 twoelk Sokomine, you can view some of the category structure here: http://wiki.minetest.net/Twoelk/sandbox1 at the bottom of the page. Pretty outdated by now though 18:09 Sokomine we've got 19 pages on mod releases. plus mods in modding general... 18:09 Calinou ability to set labels on forum threads would be great 18:09 Calinou maybe phpBB extension can do this? 18:10 Calinou eg. “decoration”, “tools”, “ores”… 18:10 jp___ the prefix 18:10 jp___ [decoration] [tools] 18:10 Sokomine perhaps. still requires searching, and that's not so easy with the forum 18:11 Sokomine but you're right..."ores" ought to be added as well 18:11 Sokomine twoelk: your category list would be extremly useful once all the things the mods add would be included in the wiki 18:11 twoelk actually can't one of sfan5's bot scan the forum and instead of listing missing licenses rather autocreate a wiki starter page for every mod in the forum? 18:12 twoelk the results could be reviewd before going live 18:12 Calinou prefixes would make it too long 18:12 Sokomine i don't see a way to do that manually. would be a hell of a lot of work. can't we take dreambuilder, add all other mods, let a tool automaticly gain the information of each block, and put that in the wiki? 18:12 sfan5 that would be a good use for that 18:12 jp___ Calinou : prefixes ease the forum research 18:12 Sokomine twoelk: that would be great! i suggested that earlier already (to let the bot create a list of mods) 18:13 PenguinDad jp___: prefixes just clutter the topic title 18:13 Calinou by the way sfan5, could you run a bot scan? 18:13 Calinou to update it 18:13 sfan5 no 18:13 Sokomine prefixes are not enough for new players. they may help those who know already about a mod to locate it 18:14 sfan5 the script is not updated for phpbb yet 18:14 Calinou :( 18:21 twoelk hm, I think I will indeed take depends out of the sortable list on the wiki. 18:22 Calinou only put useful things in a table 18:22 Calinou depends are a technical thing 18:22 Calinou mods shouldn't be judged based on their dependencies 18:27 twoelk better now? 18:28 twoelk old version is in my namespace 18:37 twoelk Sokomine we do allready have for example the category "Mobs", seeing what is happening with the category "Lord of the Test" as subcategory of "games" I would rather like to see a more usefull listing 18:38 Krock We need a mod index. 18:42 Sokomine twoelk: hmm. mobs is severely deprecated. wish it would be updated. but for now, i did introduce Mods:Mobs on purpose 18:42 Sokomine krock: that is more or less what i'm doing 18:43 Krock Sokomine, automatic or just... mod by mod? 18:44 Sokomine for now, it's mod by mod. you may also try to convince sfan5 to update his script 18:44 Krock hmm 18:44 Sokomine still, that'd require manual intervention anyway. there's no way to automaticly detect category. and category is the main feature i want to provide 18:45 twoelk whatever the system we choose, was just mentioning one of my old feeble efforts 18:45 Krock I was thinking about a searching machine-like database, where everybody can add their own mod with forum topic, dependencies and download link 18:45 Sokomine a very few mods have been added. i've started with page 19. quite a lot of mods there are deprecated 18:45 Sokomine so it's not much yet. but you can see already what i have in mind. i also considered copying the first 2-3 lines of a mod's description; but that might be problematic 18:46 Krock ugh. that's too much work 18:46 twoelk Krock we had different starts on different systems, it all ends with the amount of work needed 18:46 Sokomine krock: it is. taking into account the time required for searching mods (in vain!) on the forum, the time may be well invested 18:48 Krock MESE at -1262m :D 18:49 Krock Sokomine, well then. then we also have old mods which are still working :) 18:49 Krock twoelk, it would be better if every user adds his/her own mods 18:50 twoelk Ah, Krock volanteers to do all the testing ;-) 18:50 Krock *volunteers 18:50 Krock :P 18:50 twoelk Of course it would be way better and of course only few will do it 18:51 * twoelk had no time or was to lazy to look up some spelling 18:52 twoelk the problem with the list I started is it is way too complicated to add entrys to 18:53 twoelk I wonder if we could have a simple template for mods that lets it's content be added to the list automaticly 18:54 Krock MySQL access would be best for that 18:56 PenguinDad Krock: I prefer MariaDB :P 18:56 Krock I prefer sqlite 18:58 twoelk Sokomine, maybe this list from JPRuehmann comes in handy: https://forum.minetest.net/viewtopic.php?pid=137572#p137572 18:59 Sokomine twoelk: hm :-) might be useful for obtaining a list of all blocks 18:59 Krock agh he does not have mining_plus :( 18:59 Sokomine right now, with all the mods from the beginning of modding history in minetest, most are either deprecated or no longer available 19:00 Sokomine krock: mail him :-) 19:00 Krock Sokomine, nah. that's self-advertisening 19:00 Jordach https://cdn.mediacru.sh/tur3YiLy2Uqj.png 19:00 Sokomine krock: i see no reason against that :-) 19:00 Jordach might be making a MTG based secondary server ;3 19:00 Krock go using base_game :P 19:01 Krock just used > self-advertisening 19:01 MinetestBot Halo: 08-10 01:43 UTC What caused that problem? 19:03 twoelk here's a name only version of the list: http://pastebin.com/hYsEPSZq 19:07 Krock HomelessHedgehog, wat now? leave ot join? 19:08 Mallot1 whos in charge of the justtest server? 19:08 luizrpgluiz its for me? 19:08 HomelessHedgehog sry, getting new to this 19:10 PenguinDad Quits are less expensive that parts :P 19:10 PenguinDad *than 19:10 Krock well then, welcome HomelessHedgehog 19:10 Mallot1 The spawn is stoned over so if you could give me a pickaxe or remove the stone yourself it would be nice 19:10 Mallot1 thanks! 19:12 HomelessHedgehog YAY 19:13 LelixSuper hi, I need help 19:13 HomelessHedgehog now I just have to figure out everything......... 19:13 Krock hi. define please 19:13 PenguinDad LelixSuper: what's your problem? 19:14 Mallot1 LelixSuper:what do you need 19:14 LelixSuper I enrolled on the forum about two years ago, today I wanted to reconnect but I do not recognize the nickname, and when I try to register again says that the email was already used 19:15 HomelessHedgehog WARNING: I am not good at helping because I joined less than ten minutes ago 19:15 LelixSuper I have all the credentials, including passwords. 19:16 Mallot1 HomelessHedgehog: xD Welcome! 19:17 LelixSuper So what? I can no longer access the forum to life? 19:17 HomelessHedgehog So what can i do you for :) 19:20 HomelessHedgehog I went through all of this to get on irc on tabet and all i had to do was go on kiwiirc and click join now. Wow..... 19:21 Jordach !server Jordach# 19:21 MinetestBot Jordach: No results 19:21 Jordach !server Jordach 19:21 MinetestBot Jordach: Jordach's Server | jordach.minetest.net | Clients: 0/15, 0/0 | Version: 0.4.10-dev / dreambuilder_game | Ping: 640ms 19:21 sfan5 !up jordach.minetest.net 19:21 MinetestBot jordach.minetest.net:30000 is up (672ms) 19:21 PenguinDad Dreambuilder O_o 19:21 LelixSuper emh, I was looking for help but apparently abandoned me xD 19:23 sfan5 LelixSuper: what was your problem? 19:23 LelixSuper I enrolled on the forum about two years ago, today I wanted to reconnect but I do not recognize the nickname, and when I try to register again says that the email was already used 19:26 sfan5 hm 19:27 LelixSuper so? 19:28 sfan5 I might be able to help 19:28 sfan5 if the page would load 19:29 LelixSuper ok, thank you! Do you need my email? 19:31 sfan5 LelixSuper: please tell me your email in query like this: /msg sfan5 19:44 * PenguinDad looks at Amaz 19:45 * Amaz stares at PenguinDad 19:45 * sfan5 meows at Amaz 19:46 * Amaz meows at sfan5 and gives him a saucer of milk 19:46 sfan5 Amaz: cloaks do not work with webchat 19:46 sfan5 * Amaz (5c28f911@unaffiliated/amaz) has joined 19:46 sfan5 * Amaz has quit (Changing host) 19:46 sfan5 * Amaz (5c28f911@gateway/web/freenode/ip.92.40.249.17) has joined 19:47 Amaz Yep, I know. 19:47 Amaz How do I disable it when I use we chat? 19:47 Exio you can't 19:48 Amaz s/we chat/webchat 19:48 Amaz Okay. 19:48 Exio you'll do the "Changing host" twice always 19:48 PenguinDad Amaz: don't use webchat :P 19:48 Exio sfan5, unaffiliated cloaks* 19:49 Amaz PenguinDad, good idea! 19:49 * sfan5 meows at Exio 19:49 * Exio stabs sfan5 19:49 Amaz Sometimes, however, needs must... 19:49 Exio use less-sucky things like chatzilla :p 19:49 * sfan5 meows at Exio 19:51 PenguinDad sfan5: how many lives do you still have? 19:51 sfan5 !tell Krock 'solved in mining+' is not much better than proller's 'solved in freeminer' 19:51 MinetestBot sfan5: I'll pass that on when Krock is around 19:51 sfan5 PenguinDad: 8.9 19:52 Amaz XD 19:58 * Exio stabs sfan5 89 times 19:58 * sfan5 licks Exio 19:59 Exio how manuy lives left! :( 19:59 * sfan5 meows at Exio 20:00 sfan5 .00000000000001 20:00 * sfan5 kills Exio 20:01 * Exio rounds sfan5's lives 20:01 * PenguinDad hands sfan5 a medikit 20:02 * sfan5 noms it 20:03 * sfan5 cuts Exio 20:15 twoelk Sokomine. here's an experimental import of that mods list to a wikitable: http://wiki.minetest.net/Twoelk/mods_list_experiments 20:17 Exio https://hackage.haskell.org/package/acme-php-0.0.3/docs/src/Prelude-PHP.html 20:17 Exio hahahahahah 20:18 PenguinDad plol 20:54 Sokomine twoelk: ah, hm. that might be helpful in order to check if i didn't forget a mod. without further information, such a long list doesn't help much i'm afraid 20:56 blaise o.0 20:56 Exio O.o 20:57 blaise !server MidnightSystems 20:57 MinetestBot blaise: MidnightSystems | midnightsystems.net | Clients: 5/25, 0/5 | Version: 0.4.10 / minetest | Ping: 485ms 20:57 blaise sweet mother mary joseph 20:58 PenguinDad o_O 20:58 blaise my server is poppin! 20:58 blaise lmao 20:58 twoelk oh well, so we have so many mods that a complete list of all mods would be too much information lol 21:01 Sokomine twoelk: isn't that nice? :-) 21:02 Sokomine there are really plenty of mods :-) they ought to be more accessible. it'll take time to fill the list 21:03 twoelk Sokomine, I'm not yet really convinced of your plan. The way you are doing it now it will be lots of work that will be hard to keep up with 21:04 twoelk shall all your new pages be put in the mods category? 21:04 Sokomine that's always the trouble :-/ i'd prefer a semi-automatic way as well 21:04 Sokomine hm, yes, i think they fit into the mods category 21:04 Jordach https://www.youtube.com/watch?v=BYZ9Kx5z2bc 21:05 Jordach (watch at 1080p to read co-ords readout) 21:05 blaise ok, so.. is it possible to get rid of source water? 21:05 Sokomine yet the categorization (and detection of deprecated mods) is not always so obvious. that part can't be done automatic 21:05 blaise do I need admin pick ? 21:05 Sokomine only that tedious copying of links..... 21:05 blaise I was trying to make a hydroelectric dam.. 21:05 Sokomine blaise: just place any block on that water source 21:06 blaise and, it's full of sourcewater now 21:06 Sokomine there's a sponge mod somewhere. you might also use torches or papyrus to dry it out as those are easy to dig 21:06 blaise k 21:07 blaise after I dry it out, I gotta figure out how to keep it from getting water logged 21:07 blaise :\ 21:07 twoelk my old plan was a page for each mod and then adding categories, That way the mod makers would have a place for crafting manuals and the mods could be part of multible categories 21:10 Sokomine twoelk: a page for each mod is too optimistic. we'll have difficulty maintaining a simple list. people will not update wiki pages. what they do is write most of the stuff in the relevant threads 21:10 twoelk probably true 21:12 Sokomine with my categories approach, there's still at least one problem: the lists do get long (probably need to switch to ==== instead of ===), and there is no...quality control (or at least very limited one) 21:12 Sokomine it might be a good idea to mark mods which are known to work with latest mt and which are used on multiple servers 21:12 twoelk I wish someone could come up with a way to put the output from this into the wiki https://forum.minetest.net/viewtopic.php?id=2479 21:13 twoelk Letting it run over Dreambuilder would give a lot of info 21:13 Sokomine *nod* that would be very helpful 21:14 Sokomine most people will start search on a wiki and not on the forum.... 21:14 twoelk the category system is a great plus of the wiki 21:15 Sokomine it will need filling (quite a lot of work left). short descriptions for the mods might also be helpful 21:16 Sokomine or, and this might be pretty important for people, screenshots of what the mod adds. or a blocklist 21:17 Sokomine hm. what cornernote did seems to be open source? why not actually let it run over a dreambuilder game? 21:18 Sokomine problem might be that some mods add nodes depending on what other mods they find installed. plenty of them are simple and this doesn't matter much 21:20 Sokomine getting a huge amount of mods installed and working together insofar as the documentation program can extract all required data may be tricky. with plenty of mods installed, one might easily miss one or the other 21:25 twoelk yeah but you would have a good start 21:34 Sokomine yes. definitely. i hope that gets done 21:35 Sokomine for now, i think i'm going to work on the mod list. it's a lot of work 21:46 twoelk looks like it will be a long night 22:38 Sokomine won't be done that fast i'm afraid 22:39 * Jordach makes some coffee 23:23 paramat Sokomine i might know a way to avoid cavegen and mudflow in your mgv6 villages 23:27 paramat in the on-generated function, instead of calling 'place_villages_via_voxelmanip', place a village spawner node at minp. then run an abm with chance = 1 on that node and call 'place_villages_via_voxelmanip' from the abm 23:31 paramat in the place villages function instead of using the mapgen object voxelmanip use the other voxelmanip form 'local vm = minetest.get_voxel_manip()', see my catacomb mod for examples 23:41 Sokomine paramat: sounds promising. but won't the abm run before all those other chunks are created? 23:41 Sokomine and: is it relevant that the node is placed at minp? the village center might be more logical? 23:42 paramat i think the 8 surrounding chunks will generate before the abm runs 23:42 paramat chunks are generated at a larger range than abm range 23:43 paramat i just chose minp as a logical place :), could be village centre or anything 23:44 Sokomine ok. that sounds really promising :-) 23:44 paramat are villages always within a single mapchunk? or perhaps extending to 16 nodes beyond? 23:44 Sokomine i think they may extend more than 16 nodes beyound. villages can get pretty large 23:45 paramat then in the on-generated function is the right place to do terrain blending, because we want cavegen and mudflow on that, so i'll try to code some blending 23:45 Sokomine currently, the village area is determined by the inside_village function. village_size (radius i think - not diameter) can grow up to 90 23:46 Sokomine trouble is: i can't figure out a good height for the village. perhaps it's best to stick with a random height of 0-5 - that works in many cases 23:46 paramat mmm i need to get my head around nore's generation method, not easy for me 23:47 Jordach !c 20000.0/30.0 23:47 MinetestBot 666.6666666666666 23:47 Jordach :O 23:47 Sokomine those villagers twoelk discovered where lucky - they had access to the rest of the world :-) and if there's water nearby, a low village height is preferable anyway. it's just when more than 3/4 of the sourroundings are higher than the village that adjusting height might be appropriate 23:48 Sokomine paramat: i didn't study it too deply. and besides - all that remains is that inside_village function. that's about the only dependency from the mapgen 23:48 Sokomine the rest is...adjusting height while keeping the nodes 23:48 * Sokomine throws a pocket calculator at jordach 23:49 Jordach !c 12*11 23:49 MinetestBot 132 23:49 Jordach !132*4400 23:49 Jordach !c 132*4400 23:49 MinetestBot 580800 23:49 Jordach ;O 23:49 Jordach EU per tick on my solar arrays 23:49 MinetestBot WindHero: 08-12 21:06 UTC even when emulated with a 360 controller, i'll still kick yer ass https://cdn.mediacru.sh/knSeHuFIoZlJ.png 23:51 WindHero !tell Jordach Those be insane skillz 23:51 MinetestBot WindHero: I'll pass that on when Jordach is around 23:51 Jordach eh hum 23:51 MinetestBot Jordach: 08-13 04:51 UTC Those be insane skillz 23:51 WindHero what the- 23:52 WindHero I could have sworn your name wasn't there 23:52 WindHero rofl fail 23:53 paramat the advantage of the non mapgen object voxelmanip is it can be larger than a mapchunk, also light sources are updated when writing to map 23:55 WindHero very early attempt at canyon generation: https://mediacru.sh/2cOsX07feqxl 23:57 Sokomine paramat: ah. that sounds very good. i'd appreciate it anyway if i could do the entire village in one go. would make things easier 23:57 Sokomine windhero: thought you did that on purpose because of the calculation spam :-) 23:58 WindHero eh? 23:59 twoelk hi, WindHero, just the guy I want to through some links at 23:59 twoelk here take this http://www.brothersoft.com/scapemaker-24183.html 23:59 twoelk and this http://ranmantaru.com/blog/2011/10/08/water-erosion-on-heightmap-terrain/ 23:59 WindHero It's dangerous to go alone! Take this! 23:59 WindHero xD