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IRC log for #minetest, 2017-04-02

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All times shown according to UTC.

Time Nick Message
00:01 VanessaE ^^^ tell me to "smd", "suck my"...  yeah, no.
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00:06 epoch has anyone stood on a sapling when it grows into a tree?
00:06 VanessaE yep
00:06 VanessaE everything goes all x-ray :)
00:07 epoch no check for a player above a tree before it grows?
00:07 epoch should it just not grow, or should it push the player up?
00:08 VanessaE well if it were up to me the player would get pushed out of the way
00:08 VanessaE though up is questionable :)
00:09 epoch I was thinking it might be fun to have sapling elevators in the mods where saplings grow as soon as they're planted.
00:09 Hijiri make it launch you in the air
00:09 Hijiri then an anime character can use it as a clever tactic
00:09 VanessaE heh
00:10 epoch if you have a monster chasing you plant a sapling under it? :D
00:10 epoch tree magic!
00:10 Hijiri maybe a good idea for a nature-based magic mod?
00:10 Hijiri except that mods can't set player velocity
00:11 epoch aww
00:11 epoch it'd just be a small change to expose those variables to lua, right?
00:12 Jordach *yes*
00:12 calculon i think they can, with player physics
00:14 OldCoder epoch, I'm patching that now
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00:14 epoch the tree thing or player velocity from lua?
00:14 OldCoder Skyblock will restart a few times
00:14 OldCoder tree issue
00:14 calculon but using saplings as elevators looks very complicated :)
00:14 OldCoder calculon, that is what I am adding now
00:14 OldCoder Sort of
00:15 epoch so what is going to happen when I'm standing on the same square when I plant?
00:15 epoch sideways, up, or no grow?
00:16 OldCoder I am testing
00:16 OldCoder Allow time
00:20 epoch I was just wonder what the planned fix was.
00:20 OldCoder epoch, well, this is interesting
00:21 OldCoder One approach won't work well... go into Skyblock and try it
00:21 OldCoder I made the sapling shove the player up... but he falls back down
00:21 OldCoder I could make it shove him to the side, but that might go badly
00:21 epoch moving sideways would have to account for pushing the user into a block that would squish the player.
00:21 OldCoder Right
00:21 OldCoder Go in and try it
00:22 * epoch does
00:22 OldCoder Checking to prevent growth is trickier
00:25 Jordach teleport the user +5 nodes for oak* (not sure on MTG)
00:26 OldCoder Jordach, they will fall back down... I'll just prevent growth to begin with
00:26 OldCoder Apparently you can't stand
00:26 OldCoder on a sapling
00:26 OldCoder So the fix cycles
00:29 OldCoder epoch, fix shortly
00:30 OldCoder epoch, please test fix
00:40 Out`Of`Control hi
00:40 Out`Of`Control anyone could give me example of '/deleteblocks (x1, y1, z1) (x2, y2, z2)'
00:40 Out`Of`Control as i get error
00:41 VanessaE I only know `/deleteblocks here`  (and I think you can put a radius after it)
00:42 Out`Of`Control uhm
00:42 Out`Of`Control VanessaE: thanks
00:44 Out`Of`Control ok i delete blocks but they are still there
00:44 VanessaE they probably re-generated.
00:45 Out`Of`Control its outside mapgen limit
00:46 Out`Of`Control area near does not regenerate
00:46 VanessaE maybe the mapgen limit also trims the "delete" coords
00:46 Out`Of`Control so i need disable limit delete then enable?
00:47 Out`Of`Control its just one area far away
00:47 VanessaE I'm only guessing, I do not know for sure.
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00:47 Out`Of`Control ok thanks
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04:10 sofar !mod skins
04:10 MinetestBot sofar: Skins for unified_inventory [u_skins] by Krock - https://forum.minetest.net/viewtopic.php?t=9807
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08:02 MinetestBot [git] SmallJoker -> minetest/minetest_game: doors: Fix craftitem not listed in inventory (#1683) b377aaa https://git.io/vSl6A (2017-04-02T08:01:01Z)
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08:33 DS-minetest hi
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08:52 MinetestBot [git] nerzhul -> minetest/minetest: Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib… 86b1542 https://git.io/vSlP6 (2017-04-02T08:51:50Z)
08:52 MinetestBot [git] sofar -> minetest/minetest: minetest.after(): simplify further, pause in singleplayer (#5500) 75fb3e4 https://git.io/vSlPi (2017-04-02T08:51:16Z)
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09:49 Jordach !tell Fixer http://i.imgur.com/vbpGKsi.png
09:49 MinetestBot Jordach: yeah, sure, whatever
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10:14 MinetestBot Fixer: Apr-02 09:49 UTC <Jordach> http://i.imgur.com/vbpGKsi.png
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12:16 ThomasMonroe hi xerox123
12:19 ThomasMonroe in anyone on?
12:19 DS-minetest yep
12:20 DS-minetest irc is always so quite :/
12:20 ThomasMonroe yeah
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12:21 ThomasMonroe im a mod on MMS
12:22 DS-minetest MMS?
12:22 ThomasMonroe MMSurvival
12:22 DS-minetest ok
12:23 ThomasMonroe most of these ppl here should mark themselves as away
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12:23 DS-minetest no, if you write directly to onhe of them he will answer
12:23 ThomasMonroe hi DI3HARD
12:24 * DS-minetest will no continue with supply converter
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12:50 DS-minetest question: shall the technic supply converter be more precisely configurable with digilines than by hand?
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13:12 ThomasMonroe hi i'm back
13:16 DS-minetest question: shall the technic supply converter be more precisely configurable with digilines than by hand?
13:24 Tre what do you mean DS?
13:24 Krock no, digilines should only make it easier to switch
13:24 Krock (to modify)
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13:25 Tre is wool a conductor for mesecons?
13:25 Krock lolwhat? no, surely not
13:25 rdococ why would it be?
13:26 Tre just askin bcs it is in minecraft
13:26 Krock unless someone tweaked the node definition a bit to make it a conductor
13:26 rdococ since when?
13:26 Tre idk
13:26 Tre since i read abut it
13:26 rdococ you mean in MC, wool is a redstone conductor? seriously?
13:26 Tre yeah it is, just look at some of the plans for 3x3 doors
13:27 Krock maybe the wool node was modded, so it's possible
13:27 DS-minetest you can use mese blocks
13:27 sfan5 do you mean a wool block with a repeater in front?
13:27 sfan5 then i wouldn't call it conductor
13:27 Tre true, but in MC redstone blocks provide power
13:28 rdococ I know that all blocks in Minecraft can conduct a signal for one block, but no more
13:28 Tre right
13:28 rdococ and I think it might require a repeater facing into it
13:28 Tre idk, havn't researched it that much
13:28 DS-minetest in mesecons is for this a receiver
13:29 Tre pls reprhase, idk what u r trying to say
13:30 DS-minetest the mesecons receiver mod in minetest-mod-mesecons modpack has conductors that conduct through more than one node
13:30 Tre ah ok
13:30 Tre i was just wondering bcs none of the plans i have seen in MC were without wool
13:31 rdococ they use wool to mark which wires they are, so they don't lose track
13:31 Tre ah ok that makes sense now
13:31 DS-minetest Krock: there is no difficult to change power of supply converter
13:31 DS-minetest i think, in mc some nodes cant do that, like glass
13:33 Tre i think there should be a power block, like in MC(redstoneBlock)
13:33 rdococ powerplant
13:33 Tre i know that
13:33 rdococ tell me the difference, then, between a power plant and a redstone block
13:34 Tre just one that looks more like a block
13:34 rdococ just "looks"?
13:34 Tre yeah ones aplant rooted to the ground, and the other is a block
13:35 DS-minetest you could make a mod which add an always powering mese block
13:35 Tre true
13:35 DS-minetest also power plant cant conduct up
13:36 Tre but a block could
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13:37 DS-minetest it's not the shape that make the difference, the rules are
13:37 Tre true touche
13:38 Tre has anyone that you know of made a funcctioning 3x3 door?
13:39 DS-minetest ghostblocks
13:39 DS-minetest or movestones
13:39 Tre huh?
13:39 Krock or a lua executing node that used worldedit to remove/place the nodes
13:39 Tre i meant pistonwise
13:40 Krock s/used/uses/
13:40 Tre a piston 3x3 is a real challenge
13:40 Krock already build a 2x3 door.. 3x3 will be a bit more complicated
13:40 Tre my brother has built a 4x4 piston door
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13:41 Tre the lua controller idea sounds interesting, but could create some lag for servers
13:43 DS-minetest Tre: Krock meant a command block
13:43 DS-minetest not a lua controller
13:43 Tre oh well still sounds interesting
13:43 DS-minetest and you need creative and worldedit...
13:44 Tre yeah true, so it would be only for admins
13:44 DS-minetest easiest is still ghoststones
13:44 Tre yeah
13:44 DS-minetest and movestones are cool
13:45 Tre havent experimented with them yet
13:45 Tre how do they work?
13:47 DS-minetest you power one side and it moves to another
13:47 DS-minetest and pushes all node in front of it
13:48 DS-minetest sticky one also pulls nodes behind
13:48 Tre interesting, how does it move back wards then?
13:48 DS-minetest power it on the other side
13:48 Tre cool
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13:49 Tre do you know how to work the FPGA?
13:49 Tre properly?
13:50 sfan5 you use the dropdowns to create gate configurations
13:50 sfan5 thats it
13:50 Tre ok
13:50 Tre i meant do you understand all of the notations
13:51 sfan5 it's explained here http://mesecons.net/items.html
13:51 sfan5 a little...
13:51 Tre ok thanks
13:52 Tre i know most of the notation i just was wondering if anyone else did
13:52 DS-minetest nearly everyone?!
13:52 sfan5 the documentation assumes you know some stuff about EE/computers
13:52 Krock perhaps the smallest FPGA available nowadays
13:52 DS-minetest lol
13:53 Tre thats what i thought, stupid question guys sorry
13:53 Tre sry guys gtg brb in about 20 min
13:54 DS-minetest bye Tre
13:54 Krock from what I see it's not possible to program a 16 bit counter with it :<
13:55 DS-minetest you could use more fpgas combined
13:56 sfan5 ^ this
13:57 DS-minetest but it could be hard since you only have 4 in/outputs: A.B.C and D
13:57 DS-minetest hm
13:58 DS-minetest what if it sent via digiline things?
13:58 DS-minetest so, add digiline ports
14:00 DS-minetest what do you think?
14:09 DS-minetest i think, ill do nuce reactor next, before quarry
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14:11 Tre i'm back
14:11 DS-minetest wb
14:12 Tre what is the coolest thing you have seen with mesecon?
14:12 fireglow riff-IRC: hi
14:12 fireglow riff-IRC: what's the RC irc channel?
14:12 riff-IRC Hi?
14:13 riff-IRC What's RC?
14:13 riff-IRC #redkitten
14:13 fireglow cheers
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15:38 DS-minetest shall you be able to deactivate the nuce reactor with digilines?
15:43 Krock no, let us to overheat it
15:45 DS-minetest it looks like it also adds burntime when cable is cut, so ok
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15:47 DS-minetest uuh, i made an echo
15:47 fireglow !mod abrisglass
15:47 MinetestBot fireglow: Could not find anything.
15:47 fireglow !mod abriglass
15:47 MinetestBot fireglow: Abriglass + Abriflame + Abritorch by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=15211
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15:52 fireglow !mod riventest
15:52 MinetestBot fireglow: Riventest [riventest] [staircase] by mauvebic - https://forum.minetest.net/viewtopic.php?t=2399
15:53 DS-minetest !mod digiline_screens
15:53 MinetestBot DS-minetest: Could not find anything.
15:53 DS-minetest oh
15:53 DS-minetest !mod hydro
15:53 MinetestBot DS-minetest: Hydroponics [hydroponics] by mtmodder148 - https://forum.minetest.net/viewtopic.php?t=11129
15:55 fireglow !mod signs_road
15:55 MinetestBot fireglow: Could not find anything.
15:55 fireglow !mod undying
15:55 MinetestBot fireglow: Could not find anything.
15:57 Krock what are you looking for?
15:58 fireglow the signs_road mod and the undying mod
15:58 fireglow ;)
15:58 fireglow I'm on a server they have these mods
15:58 DS-minetest search on github
15:59 fireglow mmm, good idea
16:00 Krock sometimes there are also mods that aren't available anywhere
16:02 fireglow mmm indeed
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16:09 MrIbby Anyone capable of fixing this? https://forum.minetest.net/viewtopic.php?id=17141
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17:15 DS-minetest can connected nodeboxes be wallmounted?
17:15 DS-minetest or turned?
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17:16 agaran nodeboxes can be rotated
17:17 paramat Out`Of`Control "ok i delete blocks but they are still there" i'll investigate that
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17:22 ThomasMonroe does anyone have any idea why spawn would change by itself/
17:22 ThomasMonroe ?
17:23 fireglow the coordinates of the spawnpoint, or the area?
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17:23 ThomasMonroe the coords
17:24 fireglow did you set static_spawnpoint in mintest.conf?
17:24 fireglow if it's not set, the coordinates are random
17:24 sfan5 well not really random
17:24 fireglow oh
17:24 sfan5 it chooses some spot in a kinda determinstic way
17:24 sfan5 but essentially "random" yes
17:24 ThomasMonroe i am not the owner
17:24 fireglow right, like not in the middle of a mountain?
17:25 ThomasMonroe it has picked two "random" spots, this last one being where it was b4 we changed it
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17:33 googo anyone on
17:33 sfan5 that's a stupid question
17:34 VanessaE ^^^ ban evasion, "iamafriend200"
17:34 googo was kicked by VanessaE: googo
17:34 sfan5 your ban mask needs work
17:34 VanessaE damn it, that's not the mask I used.
17:34 VanessaE there.
17:34 sfan5 !unban *!*gateway/w@*
17:34 VanessaE thanks.
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17:35 sfan5 oh huh
17:35 sfan5 !unban *!shangul@*$#fix_your_connection
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17:36 VanessaE also, he messaged me claiming he can't be banned because his IP changes.  well guess what, I can ban as many times as he can show up.
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17:36 sfan5 ¯\_(ツ)_/¯
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17:52 DS-minetest can connected nodeboxes be wallmounted? or shall I use facedir?
17:52 sofar no
17:53 DS-minetest ok
17:53 sofar lol, don't ask 2 questions in one line :)
17:54 Krock use facedir.
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17:55 sofar connected nodeboxes can't use facedir
17:55 DS-minetest uuh >_<
17:55 DS-minetest how else can they be rotated?
17:55 sofar how do you expect the connections to be rotated?
17:55 DS-minetest (without registering 6 nodes)
17:55 sofar the connections are automatically drawn the right way
17:56 sofar can't, connected nodeboxes can't rotate
17:56 DS-minetest but the static part could be rotated
17:56 Krock well, you can connect them without using the engine. rotating them will be possible
17:56 Krock but it's a huge work to design all the connection elements
17:56 sofar as written, connected nodeboxes completely ignore rotation
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17:57 sofar it's meant for things like wires, fences, walls
17:58 DS-minetest ok, then I'll register 6 nodes :P
18:00 Krock 1x 0 connections, 1x 1 connection, 2x 2 connections (straight and edge), 1x 3 and 1x 4 connections, which are in total 6 nodes
18:00 agaran sofar: with -some- tricking you can make connected to work with rotations..
18:01 agaran sofar: I did that for power converter for technic addon (not one in technic) it can work regardles of position only 2 nodes needed
18:01 agaran rotation around one axis -does- affect connection, other two don't
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18:03 DS-minetest agaran: how is it called?
18:03 agaran not in forum
18:03 agaran only github
18:04 DS-minetest ok, ill search for ur name
18:04 agaran https://github.com/agaran/technic_addons/blob/master/init.lua
18:04 DS-minetest oh, thx :)
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18:04 agaran yw
18:05 Mator_ o/
18:06 kaeza greetings, Mator_
18:07 Mator_ Hiya kaeza.  Just found out about Minetest today and I'm excited about it :)
18:07 Mator_ Reading up right now about all the things ^_^
18:07 DS-minetest so, facedir for connected nodeboxes is not recommended but possible?
18:08 agaran DS-minetest: look in code, what is there, works, but it is not as straightforward as it could be..
18:08 PureTryOut[m] Mator_: welcome, how did you find it?
18:09 Mator_ PureTryOut: Someone mentioned it on r/place
18:09 PureTryOut[m] ooh no not that place...
18:10 Mator_ Comment permalink to the mention: https://www.reddit.com/r/place/comments/62yncp/so_i_created_a_liveupdating_rplace_in_minecraft/dfq89q8/
18:11 Mator_ The world size limit and open source nature of the project has me super interested
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18:11 Mator_ I've been generating voxel representations of fractals for a bit now, think minetest would be an awesome platform to expand that.
18:13 Mator_ https://github.com/matortheeternal/CVoxelEngine < my voxel engine for generating fractals
18:14 ThomasMonroe that would be awesome Mtor
18:15 paramat Mator_ we actually have a fractal mapgen (i'm not trying to discourage you by saying this, your intent sounds excellent)
18:15 ThomasMonroe what kinds of fractals were you thinking of?
18:15 Mator_ I'm aware of the fractal mapgen, paramat :)
18:15 Mator_ That's not exactly what I'm looking to make though
18:16 paramat good :]
18:16 epoch heh. atomicraft.
18:16 Mator_ ThomasMonroe: Any and every 3d fractal I can manage to math.  I find mandelboxes particularly compelling.
18:16 ThomasMonroe yeah that would be awesome, especially in fly
18:17 epoch I'm reading an artcle about stars making elements.
18:17 ThomasMonroe what does that have to do with fractals
18:17 Mator_ The only fractal I haven't been able to math to voxels is the dodechahedron fractal.  Way too much trigonometry for me.  :S  https://www.google.com/search?q=dodecahedron+fractal&amp;tbm=isch
18:17 ThomasMonroe Mator_: have you thought about MandelBulbs?
18:17 epoch supernova can make copper and silver, but gold needs neutron star collisions.
18:17 paramat we have no mandelbox mods or mapgens, i'd love to see that in MT
18:17 Mator_ I have generated mandelbulbs, yes, Thomas :)
18:17 ThomasMonroe cool
18:18 ThomasMonroe would it be possible to make it into a mod?
18:18 Mator_ That's the plan
18:18 ThomasMonroe nice ;) i am a math geek you might say
18:18 Mator_ https://github.com/matortheeternal/mandel.js < worldedit generation script for Minecraft I made several years ago
18:19 ThomasMonroe thanks
18:19 Mator_ Has generation code for a bunch of fractals
18:19 ThomasMonroe cool how do i install it into MT?
18:19 Mator_ Isn't going to work with MT, I have to make something in lua for MT :)
18:19 ThomasMonroe ah ok
18:20 ThomasMonroe ouch
18:20 Mator_ also my link bad
18:20 ThomasMonroe ok
18:20 Mator_ https://github.com/matortheeternal/mandelcraft * fixed
18:20 ThomasMonroe thanks
18:20 Mator_ the things that happen when you freehand all your links :D
18:20 ThomasMonroe yeah
18:21 paramat you'll need to use a 'lua voxel manipulator' to create large structures, we use that to make lua mapgens, let me know if you need help with LVM or lua mapgen stuff
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18:22 Mator_ I haven't done lua before, paramat, so I'm sure there will be some learning curve for me
18:22 Mator_ what's the general API behind an LVM?
18:22 DS-minetest ahh, ill simply do it with 6 nodes now
18:22 Mator_ In the past I usually define code that tests a point at a time
18:22 paramat here's a lua mapgen example https://github.com/paramat/stability
18:23 ThomasMonroe nice pica Mator_
18:23 ThomasMonroe pics*
18:23 ThomasMonroe the mandelbox is my favorite fractal
18:23 paramat MT mapgen works in chunks of 80^3 nodes (our name for blocks) at a time
18:23 Mator_ Mandelboxes are awesome :D
18:24 Mator_ Okay
18:24 Mator_ I don't need most of the complex stuf like perlin noise for fractals, generally
18:24 paramat each chunk is then written in bulk to the world database
18:24 Mator_ just need coordinates
18:24 paramat yeah
18:24 Mator_ I've done chunk-based generation code before for my CVoxelEngine
18:25 Mator_ don't think that'll be too difficult
18:25 ThomasMonroe let me know when it is finsihed i'll be around
18:25 paramat the LVM is what allows the processing of nodes in bulk
18:27 paramat https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3256 here's our docs for LVM
18:29 paramat what you would do is use our core mapgen "singlenode" that creates an empty world of air, then for each mapchunk, after core mapgen finishes, your lua code gets run for that mapchunk in the 'on generated' function
18:30 Mator_ yeah, I think I have an idea here
18:30 Mator_ minetest.register_on_generated registers my function to be executed whenever a mapchunk is generated
18:30 Mator_ then I can execute in there my code to generate a chunk given the input coords
18:30 DS-minetest bye, I'll leave for today.
18:31 Mator_ minp and maxp are quaternions or..?
18:31 Mator_ just Vector3s?
18:32 paramat 3D vectors for the min and max corners of the mapchunk
18:32 Mator_ ok, yuppers
18:32 paramat absolute world co-ords
18:34 Mator_ quick question, when calling minetest.set_mapgen_params with singlenode, you provide a water_level value
18:34 Mator_ do I need to be concerned about that if my mapgen doesn't have a floor of bedrock?
18:34 Mator_ should I generate a flat floor for some reason?
18:35 paramat singlenode will not generate water, but ..
18:36 paramat that value determines lighting behaviour, below it is assumed 'underground', so you need to set that to -31000 (world base) for correct lighting behaviour
18:36 paramat 'nolight' stops the engine doing lighting calcuations so that you can delay those until after placing your structure
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18:37 paramat it's done at the end in 'vm:calc_lighting()'
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18:38 paramat and of course you will not need 'vm:update_liquids()'
18:40 Mator_ ok
18:40 Mator_ I'm making good progress, going to start by just generating a menger sponge
18:40 Mator_ because that's always easy
18:42 swift110_ hey all
19:09 Mator_ paramat - am I on the right track here?  https://gist.github.com/matortheeternal/fc44b3bf35cf8f3fff9c66cd761cdac2
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19:20 paramat roughly yes
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19:22 kaeza you may get a little bit of improvement in performance by localizing the `index` method
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19:23 paramat i'll add comments to the code
19:23 kaeza local index = va.index; for ... do local emacs = index(va, ...) ... end
19:24 kaeza er, s/va/area/g
19:25 kaeza don't take my word for it though; be sure to profile
19:26 paramat what is emacs?
19:26 kaeza not vi <_<
19:26 * kaeza disables addon
19:26 Mator_ lol emacs
19:26 paramat ah
19:27 Mator_ Did I miss anything?
19:27 paramat no
19:27 paramat well, me writing this is roughly ok
19:27 Mator_ okey
19:28 Mator_ it's just a first attempt
19:28 Mator_ just want to make sure I understand the apis and syntax
19:29 Mator_ can I adjust player spawn coords?
19:29 paramat yes in settings
19:29 Mator_ yus, found it
19:30 Mator_ minetest.register_on_respawnplayer
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19:34 paramat also minetest.register_on_spawnplayer for initial spawn
19:35 paramat or use 'static_spawnpoint = (0, -768, 0)' in minetest.conf file
19:35 paramat simpler
19:38 paramat added comments
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19:49 Mator_ lul found a nyancat
19:49 ThomasMonroe where?
19:49 sfan5 one the moon
19:49 ThomasMonroe hows the developemnt coming along?
19:49 sfan5 on*
19:50 ThomasMonroe Mator_: hows the developmnt coming along?
19:51 Mator_ wandering around the void right now trying to figure out if I actually generated anything XD
19:51 ThomasMonroe hehe
19:52 Mator_ says I'm pointing at stone, but I see nothing but black
19:52 kaeza spawned inside stone?
19:53 Mator_ kaeza, yeah
19:53 kaeza MT doesn't kill you if you get inside a block like in MC
19:54 Mator_ paramat: register_on_spawnplayer is nil it seems
19:55 paramat chatcommand '/grantme all' than press 'K' for fly and 'H' for noclip (fly through solid nodes)
19:55 paramat F5 to see co-ords
19:56 paramat don't bother with register on spawnplayer, staic spawnpoint is enough
19:56 paramat or just spawn at 0,0,0 and fly
19:56 Mator_ hmm
19:56 Mator_ well noclip lets me see things, which is nice
19:56 paramat default spawn is 0,0,0
19:56 Mator_ the skybox, I mean
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19:58 Mator_ looks like it's not writing the blocks to the map at all
19:58 Mator_ just used a for loop to write a cube of blocks, nothing
19:58 paramat if you push your latest code i can test
19:58 Mator_ do the mod scripts get cached, or are they reloaded?
19:58 paramat ah did you enable the mod when you created the world?
19:59 Mator_ yes
19:59 Mator_ from configure
19:59 paramat ok
19:59 paramat the mos will always be active in that world on restart
19:59 paramat *mod
20:00 Mator_ I've been recreating the world each time I change the code because I figure the chunks I want to view are generated when I first enter the world
20:00 kaeza what happens if you call `/deleteblocks here`
20:00 paramat yes good
20:00 kaeza oh
20:00 kaeza nevermind
20:01 paramat your mod is a folder containing init.lua and depends.txt?
20:01 Mator_ yes
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20:02 paramat ok update your repo and i can look nd test
20:02 paramat *and
20:02 Mator_ I commented out all of my logic pretty much to just generate a solid cube from 0,0,0 to 729,729,729
20:03 Mator_ https://gist.github.com/matortheeternal/16c92e64ba976d1671a9fccb7dee9184
20:03 Mator_ I figure it must be the return
20:05 paramat using F5 to check your co-ords?
20:06 Mator_ yeah, I'm adding some debug messages
20:06 Mator_ got it to say it's placing blocks in certain regions, so it's either the for loop or writing the blocks to the map
20:07 paramat your 'menger block' is set to stability:grass, an undefined node, use default:stone as in my comments
20:07 Mator_ oh
20:07 Mator_ DERP
20:07 Mator_ XD
20:07 Mator_ figured it was something dumb
20:08 paramat as long as your mod depends on 'default' you can use any node from our lua subgame
20:08 kaeza correction: you can use any node from default mod
20:09 Mator_ do I need to add default to my depends.txt for that?
20:09 paramat and best apply the other comments i made
20:09 paramat uh my comments disappeared
20:09 paramat yes you do
20:11 agaran paramat: Is possible to make mapgens use 8/16 slabs for dirt and sand (not sure what to do with them when dug yet) to make more smooth looking terrain?
20:12 paramat yes, i did this in https://github.com/paramat/slabrealm
20:12 Mator_ got it, thanks paramat
20:12 Mator_ adding the dependency on default and fixing the block placed
20:12 Mator_ fixed the issue
20:13 paramat it works now?
20:13 agaran paramat: yay thanks :)
20:13 Mator_ ya
20:13 Mator_ although I still have a lighting issue
20:13 Mator_ if noclip isn't on
20:14 Mator_ do I need to recalculate lighting on empty chunks?
20:14 paramat i'll add my missing comments to your latest gist, one is about lighting
20:14 Mator_ I see a comment on the older gist
20:14 Mator_ I see `L54 to L56: If you return here the lighting will not be done just outside the sponge, that conditional should only disable L56 to L70`
20:14 paramat yes you do, that conditional should only disable L61 to L78
20:15 paramat ah you see my earlier comment good
20:15 paramat and calc lighting should only be from y0 to y1
20:16 Mator_ Think I had that?  `vm:calc_lighting({x = x0, y = y0 - 1, z = z0}, {x = x1, y = y1 + 1, z = z1})` ?
20:16 paramat no -1 +1
20:16 Mator_ kk
20:17 paramat your triple loop only needs to be from x0 to x1, y0 to y1, z0 to z1
20:17 paramat L14: local dbuf = {}
20:18 paramat because you disabled the engine's lighting with 'nolight' you need vm:calc_lighitng() everywhere, fractal or not
20:19 Mator_ yeah, got it
20:19 Mator_ Things are working
20:19 Mator_ http://puu.sh/v79sH.jpg
20:20 Mator_ screenshot is with noclip off :)
20:23 Mator_ some slight issues with generating some points even though they're not in the set, but I can work that out
20:25 Hawk777 That looks neat!
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20:27 kaeza Mator_, BTW, F12 takes a screenshot of just the game
20:27 paramat good
20:27 kaeza it saves wherever minetest.exe is located (actually, in the current directory)
20:28 paramat Out`Of`Control PR intended to fix your issue is here #5504
20:28 paramat https://github.com/minetest/minetest/pull/5504
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20:30 Mator_ kaeza - good to know
20:30 Mator_ figured there was a key to do it, but I cba at the moment :P
20:31 Mator_ is there any way to increase the max RAM Minetest will allocate to storing chunks/blocks?
20:31 Mator_ I've been messing around with R and +/- for view distance
20:31 Mator_ still getting a lot of unloaded sub-chunks (whatchamakalem)
20:32 paramat L52 can probably be inside the conditional
20:32 paramat yes there is ..
20:33 paramat 'max_block_generate_distance = 6' in minetest.conf
20:33 paramat block = 16^3 nodes
20:33 paramat increase the number to gen further
20:35 paramat 'block' is the fundamental engine volume of world 16^3 nodes
20:36 paramat 'chunk' is 5^3 blocks and is how many blocks are generated in one go by mapgen
20:36 Out`Of`Control paramat: thank you
20:36 paramat 'node' is a single cube
20:38 paramat 'client_mapblock_limit = 5000' in .conf is how many blocks the client can store and display at once
20:38 paramat .. before it starts to delete old blocks
20:38 paramat 5000 is roughly 1GB of RAM
20:40 paramat 5000 is default
20:42 paramat code looks ok now but there is unnecessary conditionals in L68
20:44 paramat the function for first spawn is 'minetest.register_on_newplayer(function(player)'
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20:44 paramat but without 'return true' at the end
20:44 kaeza but isn't on_respawnplayer also called for new players anyway?
20:45 paramat that's for players who died
20:48 Mator_ thanks paramat
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21:39 Fixer default + big vrange will make you go past 32bit limit on 32bit os
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23:02 Mator_ Successfully generated an iteration 10 Menger Sponge
23:02 Mator_ 59,049 blocks on a side
23:08 paramat wut? would that not take years and a huge amount of GB for the world database?
23:08 Jordach LuaJIT
23:13 OldCoder Mator_, post it
23:14 OldCoder Jordach, LuaJIT has very limited RAM, should not work with large and complicated stuff
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23:17 Jordach OldCoder, LuaJITGC64
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23:20 OldCoder Jordach, is that new?
23:20 OldCoder My understanding is that there is no LuaJIT which supports large RAM
23:22 Jordach http://bayesanalytic.com/access-extra-memory-from-lua-jit/
23:22 Jordach https://github.com/LuaJIT/LuaJIT/issues/25
23:22 Jordach it's almost ready for x64 of 4gb alloc
23:23 Jordach http://wiki.luajit.org/New-Garbage-Collector
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23:24 OldCoder Jordach, thought this would be years away. But - you say almost ready.
23:24 paramat even LuaJIT would take years to fill a MT world with a lua mapgen
23:24 OldCoder Not working yet, then?
23:24 Jordach OldCoder, any system arm64, x64, MIPS
23:24 Jordach will be able to go beyond that 52mb limit
23:24 OldCoder
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23:27 Jordach MT should stop requiring Lua5.1 and go straight for LuaJIT5.1
23:27 OldCoder
23:27 OldCoder left #minetest
23:27 Jordach because MT could theoretically alloc it's own memory blocks
23:32 Mator_ paramat: I mean, I didn't GENERATE the whole thing at once
23:32 Mator_ but I set the params for the generation to be a menger sponge of that scale
23:32 Mator_ it only generated the chunks that were close to me
23:32 Mator_ and I flew around a bit just to verify the edges were right and such things
23:33 Mator_ also, depending on the world storage, generating a world on that scale is actually reasonable  :)
23:33 proller__ http://www.fractalforums.com/announcements-and-news/freeminer/
23:34 Mator_ proller__: nice
23:34 Mator_ OldCoder: I'll get some screenshots and make a post in the forum with the source code
23:34 Mator_ for now it's kind of boring because it's just a giant menger sponge all composed of a single block type
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23:35 Mator_ but I'm going to expand to more types of fractals.  eventually I want to have a "fractal garden' type of world, which seeds medium-large scale fractals throughout the world space
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23:37 proller__ stop doing it in lua
23:39 proller__ worlds in link ^ have genegating speed more than 100 nodes per second (you can move with this speed in new area without stucking)
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23:56 paramat i see :]
23:57 paramat heh i posted about the MT fractal mapgen in fractal forums

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