Time Nick Message 00:01 VanessaE ^^^ tell me to "smd", "suck my"... yeah, no. 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 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. 00:47 Out`Of`Control ok thanks 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 08:02 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest_game: doors: Fix craftitem not listed in inventory (#1683) 13b377aaa https://git.io/vSl6A (152017-04-02T08:01:01Z) 08:33 DS-minetest hi 08:52 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib… 1386b1542 https://git.io/vSlP6 (152017-04-02T08:51:50Z) 08:52 MinetestBot 02[git] 04sofar -> 03minetest/minetest: minetest.after(): simplify further, pause in singleplayer (#5500) 1375fb3e4 https://git.io/vSlPi (152017-04-02T08:51:16Z) 09:49 Jordach !tell Fixer http://i.imgur.com/vbpGKsi.png 09:49 MinetestBot Jordach: yeah, sure, whatever 10:14 MinetestBot Fixer: Apr-02 09:49 UTC http://i.imgur.com/vbpGKsi.png 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 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 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 12:50 DS-minetest question: shall the technic supply converter be more precisely configurable with digilines than by hand? 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) 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 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 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 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 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 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 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 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 16:09 MrIbby Anyone capable of fixing this? https://forum.minetest.net/viewtopic.php?id=17141 17:15 DS-minetest can connected nodeboxes be wallmounted? 17:15 DS-minetest or turned? 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 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? 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 17:33 googo anyone on 17:33 sfan5 that's a stupid question 17:34 VanessaE ^^^ ban evasion, "iamafriend200" 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. 17:35 sfan5 oh huh 17:35 sfan5 !unban *!shangul@*$#fix_your_connection 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. 17:36 sfan5 ¯\_(ツ)_/¯ 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. 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 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 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 :) 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 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&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 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 18:37 paramat it's done at the end in 'vm:calc_lighting()' 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 19:20 paramat roughly yes 19:22 kaeza you may get a little bit of improvement in performance by localizing the `index` method 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 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 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 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 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! 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 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)' 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 21:39 Fixer default + big vrange will make you go past 32bit limit on 32bit os 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 23:17 Jordach OldCoder, LuaJITGC64 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 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 23:27 Jordach MT should stop requiring Lua5.1 and go straight for LuaJIT5.1 23:27 OldCoder 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 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 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) 23:56 paramat i see :] 23:57 paramat heh i posted about the MT fractal mapgen in fractal forums