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IRC log for #minetest, 2017-02-15

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01:38 kaeza Calinou, http://i.imgur.com/9bex1zL.jpg
01:43 kaeza FaceDeer's PR is quite nice, with a few adjustments here and there
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07:52 PureTryOut[m] I have a `on_rightclick` on a node which does some action. how would I allow the regular block placing if certain conditions are true? right now I have to press shift to properly place a block on the noe
07:52 PureTryOut[m] *node
08:11 PureTryOut[m] (except for placing it myself using minetest.set_node obviously
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08:29 PureTryOut[m] nvm got it, minetest.item_place_node did the job
08:40 rdococ * Ping reply from rdococ: ? second(s)
08:40 rdococ :p
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09:38 Taose It's a shame that TNT has a limited cumulative effect...
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09:52 JamesTait Good morning all! Happy Wednesday, and happy Susan B Anthony Day! ūüėÉ
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12:24 yusf[m]1 Has anyone ever tried to animate with actual game blocks, like cobble or dirt? How hard would it be to accomplish this for instance? https://68.media.tumblr.com/261b9a0a18f1f628a88a2‚Äč01a68c28f26/tumblr_natkxsJr1H1sngmrvo1_r3_500.gif
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13:08 Taose Game blocks actually moving...tends to be tricky. There's a mod called "Meshnode" that might be a good idea to look at but generally nodes are fixed.
13:08 Taose @yusf[m]1
13:09 Taose Though the bunny could be made in the same way that the "Fire" node works.
13:10 Taose I'm not sure if the "Creatures" mod (or similar) are animated as I haven't used them.
13:26 yusf[m]1 Taose: No-no, not entities and stuff. If you look at the bunny you see that the blocks don't move, they are just put in a different coordinate. You can teleport (or whatever it's called) blocks, right? Don't get stuck on the actual bunny, I'm not thinking specifically of mobs here.
13:28 yusf[m]1 This would be more like the equivalent of pixel animation, but for voxels (and in huge scale given the individual block size)
13:42 Taose I think that's what meshnode does I can't be certain
13:43 ^7heo You'de have to read code to be certain.
13:43 Taose and it would be very resource intensive
13:43 ^7heo And it's a well known fact that nobody can read code.
13:43 Taose XD
13:43 ^7heo So you indeed can't be certain.
13:44 Taose I'm making my assumption based on observations of Meshnode and the LAAAAG when you try to make something remotely large.
13:50 yusf[m]1 Taose: From my understanding meshnode is converting blocks to one monolithic entity when movable. That is not what I'm looking for here. I'm thinking of how to script "move block on 0,0,0 to 0,1,0" on a bit larger scale, let's say 100 blocks. Thus creating animation. Like the bunny: no transition animation.
13:51 Taose I'm building a spaceship in minetest... with a cubic volume apparently in the 10s of thousands.
13:51 * Taose applies meshnode
13:52 agaran Taose: any screenshots?
13:52 Taose Hang on a second
13:53 ^7heo yeah I'm curious too
13:53 ^7heo what is that meshnode thing btw?
13:53 agaran Taose: can't I just wait?;)
13:53 ^7heo (I read it's a mod, but I don't know more)
13:54 Taose http://imgur.com/a/FeKeL
13:55 Taose It's not a complex thing as it's supposed to be post-modern ish (only slightly more advanced than the ISS to be fair)
13:55 ^7heo WTF is that thing on top?
13:55 Taose That will be the residential ring
13:55 Taose No artificial gravity on this ship
13:56 ^7heo Taose: not even with centripetal force?
13:56 ^7heo and you are doing that in creative mode I assume?
13:56 Taose >.>
13:57 Taose You think I'd do this in survival!?
13:57 ^7heo some people have.
13:57 Taose (Hasn't tried that at all)
13:57 * Taose sweeps projects under the rug
13:57 ^7heo plus there's no monster in survival.
13:57 Taose But yes Creative because it's quicker
13:57 ^7heo yeah
13:57 ^7heo tbh
13:57 agaran looks great :)
13:57 Taose But once it's in space, yes the ring is *supposed* to rotate
13:58 Taose hence gravity.
13:58 ^7heo not gravity
13:58 Taose But the main ship will have none
13:58 Taose >.> you get my point
13:58 ^7heo gravity is caused by supposed higgs bosons.
13:58 ^7heo your force will be centripetal.
13:58 Taose Yep
13:58 ^7heo which will SIMULATE gravity
13:58 Taose Mimicking gravity.
13:58 Taose Indeedy
13:58 ^7heo :D
13:58 ^7heo Taose Flanders.
13:58 ^7heo Indeedy.
13:59 Taose The diameter of the ship will be 270ish cubes
13:59 ^7heo nice.
13:59 Taose (diameter of the ring)
13:59 ^7heo man
13:59 ^7heo is it possible to have mobs in minetest?
13:59 ^7heo in the default one.
13:59 Taose Install the mod and yes?
13:59 ^7heo (i.e. w/out mods)
14:00 Taose No
14:00 Taose but then
14:00 ^7heo Ok
14:00 Taose you wouldn't have mintest game either
14:00 Taose minetest*
14:00 ^7heo Why?
14:00 Taose They're all mods.
14:00 Taose everything is a mod
14:00 ^7heo It's like saying "Everything is bits."
14:00 Taose Yep
14:00 ^7heo I mean, yes, ultimately.
14:00 Taose The default is very default
14:01 ^7heo but you got the question; does the product called "minetest" contains mobs? No.
14:01 Taose Minetest-Game includes a few mods for fun
14:01 ^7heo yeah.
14:01 Taose Mobs isn't one of them >.>
14:01 ^7heo Is there a mod for writing quests btw?
14:01 Taose I... yes, yes there is
14:01 Taose Somewhere
14:01 ^7heo Good.
14:01 ^7heo I have to try those.
14:02 ^7heo does it support visual ingame programming?
14:02 Taose (oh and that thing in the middle... was the smaller version of the ship that I scaled up)
14:02 ^7heo (aaaah ok, I thought it was the ship)
14:03 Taose Still laying the dynamite to get rid of it -_-
14:05 Taose But yeah, meshnode doesn't work on something that big
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14:12 ^7heo is dynamite really faster to get rid of stuff?
14:12 * ^7heo has never tried dynamite.
14:12 Taose Erm
14:12 Taose Well I mean TNT
14:14 ^7heo yeah I gotcha
14:14 ^7heo never tried any :)
14:16 PureTryOut[m] I don't suppose it's possible to have a node with drawtype "plantlike" appear or be placed 1 pixel lower is it not? :/
14:17 *¬†PureTryOut[m] uploaded an image: Screenshot_2017-02-15_15-17-38.png (434KB) - https://matrix.org/_matrix/media/v1/down‚Äčload/matrix.org/AHmedCwOjMjgSEzLupWMkyfR
14:17 PureTryOut[m] because that ^ looks kinda crappy ;)
14:18 PureTryOut[m] only the nodebox drawtype seems to be able to do that, but that can't really have a proper plantlike texture
14:19 Taose What's the block underneath?
14:20 Taose Are you drawing the plant texture lower in the image yourself?
14:21 Taose i.e not leaving border
14:21 PureTryOut[m] the block underneath is 1 pixel smaller than normal
14:21 PureTryOut[m] the plant is just a regular plantlike node with a texture for it, it's not leaving it's border
14:22 Taose Why is the block underneath 1pix smaller?
14:22 PureTryOut[m] because I want it too? I could say the reason but it's only going to start discussions which I'm not in the mood for
14:23 Taose Well you can't have a node spawning a texture outside of itself
14:23 Taose (to my knowledge)
14:23 PureTryOut[m] yeah, that's why I hoped I could somehow make the node 1px bigger on the bottom like with nodeboxes, but using the plantlike drawtype
14:24 Taose I...don't think that's going to work
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14:24 Taose (but I could very easily be wrong) Have you tried it yourself?
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14:26 PureTryOut[m] obviously :p
14:26 PureTryOut[m] the node_box property isn't being used when drawtype isn't set to nodebox
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14:28 agaran PureTryOut[m]: you can try visual scale maybe.. not sure how it works tho, but how you got that gap I never saw such
14:29 PureTryOut[m] that gap? that's just the nodebox of the block below being 1 px smaller on the top (like I want it)
14:29 agaran ah.. some leaves are made to extend above its own node..
14:29 agaran maybe that can be adjusted to extend below too
14:30 PureTryOut[m] hmm, you got an example?
14:32 twoelk junglegrass?
14:34 PureTryOut[m] hmm, that uses visual_scale it seems
14:35 PureTryOut[m] yeah that just goes up :(
14:35 agaran hmm tried negative scale too?
14:35 PureTryOut[m] well that does go down, but it screws up the whole thing :p
14:36 *¬†PureTryOut[m] uploaded an image: Screenshot_2017-02-15_15-36-16.png (425KB) - https://matrix.org/_matrix/media/v1/down‚Äčload/matrix.org/ePZNTwznJrNjLBLSFVbuOufd
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14:38 twoelk negative value seems to flip it isn't there an offsett value?
14:39 PureTryOut[m] note that I can find
14:39 PureTryOut[m] http://dev.minetest.net/minetest.register_node
14:40 twoelk I think some underwater mod used offset so that the plant did not displace water
14:42 PureTryOut[m] well either it's not documented or it uses some other method
14:46 red-001 yusf[m]1, you can use voxel maniplator if you need to move large amounts of nodes
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16:49 MinetestBot [git] sfan5 -> minetest/minetest: Fix >5 year old PlayerSAO deletion bug a5e4273 https://git.io/vD1iq (2017-02-15T16:36:47Z)
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17:11 yusf[m]1 red-001: Yes, that seems right.
17:11 yusf[m]1 Thnx
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17:18 ez hey there
17:19 Guest15764 consider putting minetest on game jolt and itch.io https://www.reddit.com/r/Minetest/comments/5u4g‚Äčxm/please_put_minetest_on_game_jolt_and_itchio/
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21:39 *¬†PureTryOut[m] uploaded an image: Screenshot_2017-02-15_22-39-35.png (3KB) - https://matrix.org/_matrix/media/v1/down‚Äčload/matrix.org/eHqpYVlILrkZAkOyCEPlOwWy
21:39 PureTryOut[m] what...?
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21:49 sfan5 PureTryOut[m]: where did you read that ?
21:49 PureTryOut[m] sfan5: http://dev.minetest.net/Mod_interoperability#Mobs
21:50 PureTryOut[m] first line
21:50 PureTryOut[m] replace first 2 "mods" with "mobs" and it'll be correct :p
21:52 rubenwardy fixed
21:53 PureTryOut[m] not exactly
21:53 PureTryOut[m] now it says "you have various mobs to choose from", should be s/mobs/mods
21:54 rubenwardy fixed v2
21:54 rubenwardy attempt 2
21:54 PureTryOut[m] haha seems alright now
22:19 *¬†PureTryOut[m] uploaded an image: Screenshot_2017-02-15_23-19-27.png (18KB) - https://matrix.org/_matrix/media/v1/down‚Äčload/matrix.org/aRTkCdvMwnUqErNXKZljYeqE
22:19 PureTryOut[m] no matter what I do, for some reason ^ that returns 1 dirt block and 3 "unknown item"s
22:20 PureTryOut[m] why doesn't it just drop test:test1 times 3?
22:24 rubenwardy max_items = 1   ?
22:24 rubenwardy you don't specify max_items
22:24 rubenwardy see https://github.com/minetest/minetes‚Äčt/blob/master/doc/lua_api.txt#L3893
22:26 PureTryOut[m] but it drops stuff (even the dirt) without that as well... and now I've set it, it only drops dirt
22:27 rubenwardy I don't know this code well enough, sorry :P
22:27 PureTryOut[m] well that's literally all there is too the code lol ^
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22:46 TheInformer could someone help me?
22:46 PureTryOut[m] depends on what the problem is
22:46 TheInformer modding
22:47 TheInformer I want to add a new shield to the shields mod through my own mod
22:48 PureTryOut[m] well the modding part is obvious :p but sorry I have not worked with the shield mod
22:48 PureTryOut[m] maybe someone else here can help you though
22:48 TheInformer ok
22:50 rubenwardy !mod shield
22:50 MinetestBot rubenwardy: Could not find anything.
22:51 rubenwardy do you mean
22:51 rubenwardy !mod 3d_armor
22:51 MinetestBot rubenwardy: 3D Armor [minetest-3d_armor] by stu - https://forum.minetest.net/viewtopic.php?t=4654
22:51 rubenwardy ah, there's a mod in there called shields
22:52 rubenwardy TheInformer, it looks as simple as copying this: https://github.com/stujones11/minetest-3d_‚Äčarmor/blob/master/shields/init.lua#L13-L17
22:52 rubenwardy and changing the group values to match the stats you want
22:52 rubenwardy and also making a craft recipe
22:53 TheInformer that doesnt work, i used code from that mod for mine and it messes up the player textures when I put on my own shield
22:53 TheInformer I made a crafting recipie
22:53 TheInformer recipe*
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22:56 TheInformer here is a picture of what it looks like http://imgur.com/a/ipC4B
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23:01 TheInformer sorry computer froze had to restart
23:01 PureTryOut[m] how does that happen? 0_0
23:02 TheInformer what?
23:04 TheInformer gtg
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23:05 PureTryOut[m] how does your computer randomly crash I asked, but cya
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23:56 kaeza greetings

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