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IRC log for #minetest, 2017-04-14

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Time Nick Message
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00:38 AlexYst I just built a mod to add teleporters into the map generator. From one teleporter, you can access any of the others. It occurs to me that I have to ways to set this up now though. I can either make it so all the teleporters are active by default, or I can make it so you can only warp to a given teleporter after you've managed to find it on the map via a non-teleportation means. Does anyone have any advice
00:38 AlexYst or recommendations as to which to choose?
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00:43 Jordach_ find them
00:43 Jordach_ give players a reason to explore
00:45 AlexYst Yeah, that's a good point.
00:46 AlexYst That said, anyone that reads the source code will know exactly where to look for them.
00:47 AlexYst Hmm. Maybe I should use the world seed as a way to pseudorandomize their locations ...
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00:51 benrob0329 <plug> Youtubers etc can join #contentcreators , or #contentcreators:matrix.org for Matrix users. </plug>
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01:00 AlexYst Hmm. The map seed isn't large enough to store a location for all 27 warp points. I'll need to artificially expand the seed in some way to make the placements seem more unique than they are. Or I could shrink the areas in which they're able to show up in.
01:05 Jordach_ all aboard the MC with custom skybox train https://jordach.net/Images/Screenshots/screenshot_20170414_015939.png
01:05 benrob0329 Choo choo!
01:06 AlexYst uri 1
01:06 AlexYst Oops, sorry, that was supposed to be a command.
01:07 AlexYst Jordach_: Wow, that looks very nice!
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02:08 AlexYst Hmm. It looks like Lua doesn't do integers. All numbers are floating point.
02:08 VanessaE it does not.
02:08 VanessaE however,  math.floor(foo)  will give you the integer of some number.
02:11 ThomasMonroe hey Vanessa, i updated my mod today!
02:11 ThomasMonroe i added an ore
02:11 VanessaE cool
02:11 AlexYst Yeah. I was trying to break an existing integer (the map seed) into bits though.
02:11 AlexYst ThomasMonroe: What mod it that? I haven't been on the forum in ages.
02:11 ThomasMonroe ExoticOres
02:12 ThomasMonroe some of the rarest ores around(irl , not necessarily in-game)
02:12 VanessaE AlexYst: oh, well the version of Lua used in Minetest doesn't have bit operations..
02:13 ThomasMonroe hey AlexYst, wht do you need integers for?
02:13 AlexYst VanessaE: I was going to use modulo division. I assume Lua has that, though I haven't checked yet and now have no reason to.
02:13 VanessaE it has.  the % argument
02:13 ThomasMonroe x % y is  x mod y
02:13 VanessaE yup
02:14 ThomasMonroe same in most languages
02:14 AlexYst ThomasMonroe: I need to break the map seed into four pieces and rearange them to get a bunch more numbers, to act as locations for "randomly"-placed structures.
02:14 VanessaE AlexYst: why not feed the seed into the RNG?
02:14 VanessaE that'll give you a predictable sequence of values
02:14 AlexYst VanessaE: Because I need 27 different seeds.
02:14 ThomasMonroe yeah why not, that would then make any number of numbers you need
02:15 AlexYst They aren't ordered, either.
02:15 VanessaE you're trying to generate coordinates or something, right?
02:15 ThomasMonroe use the RNG to get 27 numbers off of the World seed, then use those as seeds themselves
02:15 VanessaE or do that ^
02:15 AlexYst VanessaE: Correct. And I need to know the coordinates in an unknown order, as I don't know what order the map generator will need to generate the locations in.
02:16 ThomasMonroe they wont be in any particular order
02:16 VanessaE maybe you should look into biome_lib then?
02:16 ThomasMonroe but it will be unique to that map
02:16 VanessaE it might be suitable for your mod.
02:17 AlexYst ThomasMonroe: With the huge space between structures, I've got to be able to tie a specific number to a specific structure.
02:17 AlexYst VanessaE: Can biome_lib give me 27 unique coordinates?
02:17 ThomasMonroe use the order that you generate the coords in as thier ID
02:18 ThomasMonroe like the first pair can be ID:1
02:18 VanessaE not really, but you're not really being very forthcoming about the problem you're actually trying to solve.
02:18 AlexYst ThomasMonroe: And generate all 27 numbers every time the map generator is called? I guess that could work.
02:19 ThomasMonroe right bcs the map seed doesnt change, those numbers wouldnt either
02:19 AlexYst VanessaE: I have 27 structures I need placed in the world. Each inhabits a space somewhere within the space you'd have if you divided the map in three along each of the three (x, y, z) coordinates.
02:20 ThomasMonroe ah ok
02:20 ThomasMonroe hmmmm
02:20 AlexYst So nine are high in the sky, nine are deep below ground, and nine have the potential to be near the surface.
02:21 AlexYst Currently, I have them placed in a very gridlike formation, but that's too predictable.
02:21 OldCoder AlexYst, random seems simple enough
02:21 VanessaE use the seed + RNG to crease coordinate offsets.
02:21 VanessaE then add those to your regular grid
02:22 VanessaE result:  27 randomly-placed structures that each stays within its sector of the map
02:22 ThomasMonroe well then you could use the seed + RNG to generate a number between -5000 and 5000, then do that 27*3 times add that to 27 static coordinates wich are in each of the sectors you laid out
02:22 VanessaE s/crease/create/
02:22 AlexYst VanessaE: If I just add something to the regular grid, won't they still be in a grid, just offset from the current grid?
02:22 VanessaE ThomasMonroe: just so.
02:22 VanessaE AlexYst: not if what you're adding is randomly-generated.
02:22 VanessaE each building gets a new coord offset from the RNG
02:23 ThomasMonroe just make sure that the static coords are in the dead center of the sectors
02:23 VanessaE right
02:23 ThomasMonroe sorry if i come across a a know-it-all, i just think fast
02:23 AlexYst VanessaE: Okay, so how do I make sure that the "randomly" generated number for that particular structure is always the same, no mater which order the structures are generated in?
02:24 ThomasMonroe why would you change the order?
02:24 VanessaE AlexYst: the map seed fed to the RNG as the RNG's initial seed
02:24 VanessaE then you use the "next value" function to get the next set of numbers from the RNG
02:24 AlexYst ThomasMonroe: Because players won't generate the map in an expected order.
02:24 VanessaE doesn't matter, alex.
02:24 VanessaE the mapgen doesn't work that way :)
02:25 ThomasMonroe AlexYst: as players find the structures, the map they find will not change after they leave
02:26 ThomasMonroe so the strucure wont up and leave to another spot
02:26 VanessaE hm.
02:26 AlexYst ThomasMonroe: The coordinates need to be calculable on demand. The code needs to know where structure Q is, regardless of when it was generated, or even *if* it's generated yet.
02:27 AlexYst ThomasMonroe: That also prevents the same structure from generating twice in two locations.
02:27 ThomasMonroe hm i see your problem there Vanessa does the lua have any fileI/O abilities?
02:28 AlexYst VanessaE: Okay, let's say I use pseudorandom(mapseed). Is that what you're telling me to do?
02:28 VanessaE it has, but be doesn't need that.
02:28 AlexYst ThomasMonroe: It won't be in a file, no.
02:28 ThomasMonroe AlexYst, why does the code need to know that?
02:28 VanessaE AlexYst: then start the RNG at the start of your mod, using the map seed, and immediately pull off enough numbers to generate 27 sets of offset coords.  inside your mapgen hook, check the coords of the generated block.  If they're the center of one of your "sectors", do some basic math to figure out which of the 27 offsets you generated at mod start applies to that sector.  then generate your structure using those coords + that offset.
02:29 VanessaE AlexYst: I don't remember the correct name of the call, but basically.
02:30 AlexYst ThomasMonroe: Two reasons. First, to ensure there are exactly the right amount of structures. Second, to be able to send players to one, given a name. But neither reason is important to the problem. What's important is that the locations need to be calculable in any order, regardless of when or if they've been generated.
02:31 VanessaE (of course "generate your structure" would involve deliberately calling the mapgen to emerge a few blocks around the final target before placing the structure)
02:31 AlexYst VanessaE: Doing that, I'd get the same offsets for each structure, as pseudorandom(mapseed) will always output the same numbers.
02:31 VanessaE correct.
02:31 AlexYst VanessaE: So that leaves my structures aligned in a predictable grid.
02:31 VanessaE no
02:31 VanessaE you'd pull off 27 offsets from the RNG
02:32 VanessaE big ranges like ThomasMonroe said, +/- 5000 or so.
02:32 ThomasMonroe you could assign a special undestroyable block deeeeeep down underground some meta data to keeep track of the coords
02:32 AlexYst VanessaE: Okay, so the solution that involves calculating all 27 locations every time the map generator is called?
02:32 VanessaE AlexYst: no, calculate them all at the start of the mod, outside the mapgen
02:33 VanessaE i.e. in the first part of the mod where you might normally put tables and constants and such
02:33 ThomasMonroe AlexYst: you check them everytime though
02:33 AlexYst VanessaE: So save them in a file? OH! Save them in an ARRAY (or whatever Lua calls it)!!
02:33 VanessaE yes!
02:33 VanessaE a table, we call it
02:33 ThomasMonroe ^
02:33 VanessaE seed the RNG, call it 27 * 3 times, store the ressults in a table
02:33 VanessaE then reference that table inside your mapgen code
02:33 VanessaE -s
02:34 AlexYst Hmm. That sounds like it'd work very nicely. I think I'll do that. Thank you!!
02:34 VanessaE actually, 27*2 times, because you're probably going to have to search for a good Y coordinate at each destination
02:35 VanessaE (though some perlin functions against the map seed get you exactly on a surface, I think)
02:35 AlexYst Naw, the Y coordinate'll be random too. Some are buried, some are high in the sky.
02:35 VanessaE ok
02:35 VanessaE then 27*3 it is.
02:35 AlexYst Well, maybe the ones near the ground should be on it if possible ...
02:36 AlexYst Oh, wait, never mind. I forgot they're aligned to map blocks for a couple reasons, including to ensure full generation.
02:38 VanessaE good luck :)
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02:41 ThomasMonroe hi Wuzzy
02:44 fireglow hi guys
02:44 fireglow hi VanessaE
02:44 VanessaE hi
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07:06 MinetestBot [git] bigfoot547 -> minetest/minetest: [CSM] Add function to set minimap shape (#5569) e80a83d https://git.io/vSH16 (2017-04-14T07:04:41Z)
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07:29 MinetestBot [git] nerzhul -> minetest/minetest: Fix android build 98286a2 https://git.io/vSHMD (2017-04-14T07:26:11Z)
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07:44 AlexYst I had no idea, but apparently, some of the giant, floating islands in the sky have lakes on them.
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07:58 DS-minetest hi MinetestBot
07:58 MinetestBot Hey DS-minetest.
07:59 VanessaE morning, DS-minetest
07:59 DS-minetest morning VanessaE :)
08:00 DS-minetest (well, evening or midday for you)
08:00 VanessaE early morning actually :)
08:01 DS-minetest and you are still awake? O_o
08:01 VanessaE yep.
08:01 VanessaE I have a pretty random sleep pattern
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08:08 OldCoder
08:08 DS-minetest
08:20 cheapie [02:44:39] <AlexYst> I had no idea, but apparently, some of the giant, floating islands in the sky have lakes on them. <---Typical mapgen brokenness...
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09:16 rdococ I wouldn't mind giant floating islands with lakes, cheapie.
09:17 rdococ BTW. Does anyone know where in the code isolated flowing water is removed (not decreased by one, completely removed)?
09:23 rdococ Ping.
09:23 DS-minetest Pong.
09:25 rdococ ...
09:25 rdococ Does anyone know where in the code isolated flowing water is removed (not decreased by one, completely removed)?
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09:27 rdococ hi Markow.
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09:35 rdococ ...
09:35 rdococ Where in the code is flowing water isolated from other water removed?
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09:40 rdococ Hi.
09:43 Markow Good morning (almost afternoon)
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10:01 rdococ Good appropriate time zone.
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10:19 rdococ I have discovered the secret to making water flow up.
10:19 sfan5 turning the camera upside-down?
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10:21 Calinou that would work, sfan5 :P
10:22 Calinou although you can't do that in vanilla Minetest
10:22 rdococ :P
10:23 rdococ I'm working on a fork of minetest to see how close I can get current water physics to finite water physics
10:23 rdococ so far it isn't going too badly
10:23 rdococ I can create pools of 2x2 flowing water
10:24 rdococ don't tell anyone about how you can flood a savanna, though
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10:37 DS-minetest hey MinetestBot
10:37 MinetestBot Hello DS-minetest!
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11:07 DS-minetest There's still a clientmod in WIP mods. https://forum.minetest.net/viewtopic.php?f=9&amp;t=17060
11:07 DS-minetest please move it
11:12 Krock DS-minetest, just report and it will be moved automatically from a forum mod
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12:07 paramat rdococ please don't spam your question. we've shown you exactly where already
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12:08 paramat btw the lakes in the floatland realm are intentional
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12:55 benrob0329 Hi MinetestBot!
12:55 benrob0329 No?
12:55 benrob0329 Ok -.-
12:55 DS-minetest only
12:55 DS-minetest MinetestBot!
12:55 MinetestBot DS-minetest!
12:55 DS-minetest or hi MinetestBot
12:55 DS-minetest hi MinetestBot
12:55 MinetestBot Hey DS-minetest.
12:56 benrob0329 MinetestBot!
12:56 MinetestBot benrob0329!
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12:56 benrob0329 Ah
12:56 Tre hi DS
13:04 DS-minetest hi Tre
13:04 paramat rdococ ok not exactly, here https://github.com/minetest/minetest/blob/master/src/map.cpp#L873 and floodable_node is air https://github.com/minetest/minetest/blob/master/src/map.cpp#L700
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13:04 paramat you got me curious :]
13:07 rdococ k.
13:08 rdococ I'm attempting to figure out a way to remove water as it flows down, so it doesn't become an infinite stream.
13:08 rdococ I wonder if setting the water level to -1 would do the trick - or would it underflow?
13:08 EDAKIRI Water only flows when a user is nearby
13:08 rdococ So?
13:08 benrob0329 thatd be interesting Fixer
13:09 EDAKIRI So, if no user is nearby, it does not become an inifinite stream -- in case that is relevant.
13:09 benrob0329 Up flowing water, heh
13:09 EDAKIRI This can cause you to fall out of a water stream which has not flowed down far enough or things such as that.
13:10 benrob0329 Would it be made of Helium instead of Oxygen?
13:11 rdococ I like to think that an upside down flow would be a vacuum.
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13:23 rdococ Or some gas.
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13:26 benrob0329 http://bash.org/?414593
13:33 rdococ hm.
13:33 rdococ I want to be able to revert to a previous revision on github.
13:36 MinetestBot [git] nerzhul -> minetest/minetest: ClientIface::sendToAll: honor packet configuration (#5590) b0be7ab https://git.io/vSQqK (2017-04-14T13:34:01Z)
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13:40 cx384 MinetestBot!
13:40 MinetestBot cx384!
13:42 benrob0329 http://bash.org/?127039
13:42 benrob0329 This is great
13:54 rdococ agh, can't get it to treat level<1 water as air
13:56 benrob0329 Hey, if you type /quit whoever it'll quit them from irc
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14:10 MinetestBot [git] nerzhul -> minetest/minetest: Fix wrong channel type in Client/Server CommandFactories 093e621 https://git.io/vSQOm (2017-04-14T13:56:40Z)
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14:26 DS-minetest interesting, with the sneak code of daily ppa you are again able to climb one node high stairs pretty fast
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15:15 ircSparky shaders are installed client-side, right? you don't install them on server?
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15:16 Usuario test
15:16 cx384 yes
15:17 kaeza_ Greetings
15:17 Krock ircSparky, they're required by OpenGL, which is not used on server-side
15:17 Krock hello kaeza_
15:17 kaeza_ o/ Krock
15:18 kaeza_ how's it going?
15:18 ircSparky ok, thats what I thought. A player on my server asked me to install shaders, so thats why i ask :P
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15:21 Krock kaeza_, fine thanks. How about you?
15:22 kaeza_ ircSparky, there's no "official" support for shaders; they just come with the game but are mostly undocumented
15:22 kaeza_ (?)
15:22 Fixer kaeza_: shaders are enabled by default o_o
15:23 kaeza_ Krock, I'm great just got home from vaacation :P
15:23 kaeza_ Fixer, I meant configurable easily the same way TPs are
15:24 kaeza_ will be posting some beautiful pics later :P
15:26 kaeza_ fsm I haet win10
15:26 kaeza_ so much change for the sake of change
15:27 Fixer kaeza_: microsoft needs your money now
15:27 Fixer kaeza_: upgrade now or else
15:27 Krock yes, I already heard that you enjoyed some falls, right?
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15:45 AlexYst cheapie: It doesn't seem very broken. You'd have to deliberately program the map generator to put water nodes above water_level. Also, the lake is fully enclosed. It's not even like the lakes itself came out broken.
15:53 AlexYst Well, I now hove my structures spawning randomly, but I'm starting to doubt the usefulness of my mod. When they spawned predictably, nine of the twenty-seven spawned at or just below ground level. You could stumble upon them. But now .... you're not going to find any of them.
15:54 AlexYst I might make the center structure spawn directly at the center of the map every time, and make that one structure easy to locate.
15:57 benrob0329 http://bash.org/?962108
16:01 AlexYst benrob0329: It looks like AbstractSingletonProxyFactoryBean is userland code, not part of Java itself. If Java "has" that method, any other language could "have" it too. We could put it in a Lua mod, for example.
16:02 benrob0329 ...
16:03 AlexYst Sorry, just saying.
16:04 DS-minetest uuh, never place a mesecons torch to the wall of a mese pyramid
16:05 AlexYst DS-minetest: Does your whole pyramid glow now?
16:05 DS-minetest AlexYst: heh, that would be nice
16:05 DS-minetest but no
16:05 DS-minetest it totally lags
16:05 DS-minetest and the torch is deactivated and activated because of the activated mese
16:06 AlexYst Huh. Well that's not so fun.
16:06 DS-minetest +
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16:10 mogeid does this thing even work?
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16:11 fireglow * Disconnected
16:11 mogeid Kaeza here, btw :p
16:11 fireglow * Disconnected
16:12 benrob0329 Wth I wrong with my bash.org submission? http://m.imgur.com/sE3z43O
16:12 DS-minetest huch
16:12 benrob0329 *is wrong
16:13 fireglow benrob0329: it hates you
16:13 DS-minetest * blabliblup
16:14 benrob0329 Frick
16:14 mogeid Such negativity
16:14 mogeid wow
16:14 Jordach http://bash.org/?23396
16:14 Tre tell me about it *roll eyes*
16:19 mogeid Jordach: plol
16:20 mogeid Jordach: 16 days for partayyyy
16:20 mogeid :D
16:21 * Jordach is now suspicious
16:21 * Jordach realises who it also is
16:21 Jordach ayyyy lmao
16:21 mogeid kek
16:21 Jordach your UY gave you away m8
16:21 mogeid u wot
16:21 Jordach >obviously kazea
16:21 Jordach >can't even spell
16:22 mogeid >not using actuql greentext
16:23 Jordach >using IRC
16:23 mogeid stupid touch kbs
16:23 Tre heh
16:23 Jordach >is this better
16:23 Krock <insert comic sans font here>
16:23 mogeid le androirc not show colors
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16:27 AlexYst WHat's with green text? Why do people think other people's text needs to be green?
16:27 MinetestBot [git] nerzhul -> minetest/minetest: NetworkPacket: don't copy push std::string and std::wstring b1e6c2a https://git.io/vSQzM (2017-04-14T16:26:24Z)
16:27 AlexYst I mean, I'd understand if peopl ewanted their *own* text to be green, but ...
16:29 Jordach >doesn't understand greentext
16:38 mogeid Jordach: Krock, https://imgur.com/LmRsHz4 :D
16:38 Krock alias(mogeid, kaeza)
16:39 Krock lovely falls
16:39 Krock but the weather could've been better
16:40 mogeid yep. It was cloudy most of the week :<
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16:41 mogeid Right now it look like a spring day...
16:45 Out`Of`Control hi
16:45 Out`Of`Control does it matter in what mod you add "minetest.unregister_item....."
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16:50 Krock Out`Of`Control, well, the mod must run after the one that added an item
16:51 Krock otherwise this function doesn't do anything
16:52 Out`Of`Control Krock:  so i can add all  unregister items  to the last mod that loads?
16:52 Out`Of`Control that explain why i get errors, as i add them to default mod
16:54 Krock errors?
16:54 Out`Of`Control yeah as node does not exist
16:58 Out`Of`Control Krock: Not unregistering item fences:acacia because it doesn't exist.
16:58 Krock indeed. happens when you try to unregister it too erly
16:58 Krock *early
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17:02 Out`Of`Control Krock:  thanks
17:02 Krock !next
17:02 MinetestBot Another satisfied customer. Next!
17:03 Fixer !back
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17:05 fireglow !backrub
17:12 AlexYst I remember back in the day, when we couldn't unregister crafts or recipes. Instead, we had to register recipes that overwrote the initial recipe, making the item we didn't want to exist inaccessible.
17:13 DS-minetest was it an extra mod that adds the sulfur lead crafting recipe for technic batteries?
17:14 nore DS-minetest: it has been planned in technic for a long time, I don't know if it has ever been done
17:15 DS-minetest nore: i've already seen it on some servers
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17:32 Jordach >hungry af
17:32 Jordach >ask stomach for food; requests scrambled eggs with noodles
17:32 Jordach >it works out
17:35 DS-minetest if your stomach hates you it means, that you have eaten too much of your fingernails or you've drilled to much in your nose.
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17:49 DS-minetest nore: i'll open a PR to add the recipe, was the lead or the sulfur horizontal?
17:50 nore no idea, I never saw this recipe
17:50 DS-minetest ok
17:50 nore but there were more things than that planned
17:50 nore maybe wait a bit
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18:04 * iisu looks at the code written tonight
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18:05 iisu https://pastebin.com/N8v2CnpG
18:05 iisu Why do I always do this to myself?
18:07 sfan5 that's a good question
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18:29 AlexYst CloudFlare strikes again.
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18:50 DS-minetest where in technic is the oil extract texture saved?
18:53 Jordach $20 on a palette texture
18:54 DS-minetest ah
18:55 DS-minetest umm in which mod of the modpack and whats the name of the palette texture Jordach ?
18:55 Jordach DS-minetest, haven;t touched technic in years
18:55 DS-minetest ouh
18:56 Jordach i just have a feeling it is like that
18:56 DS-minetest ahh
18:56 * DS-minetest is stupid
18:58 DS-minetest it's pipeworks, not technic
19:03 AlexYst Does anyone know if the dash and the underscore the only two nonalphanumeric characters allowed in player names?
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19:14 MinetestBot [git] numberZero -> minetest-mods/mesecons: Improve overheating (#334) 54b9eaf https://git.io/vSQFF (2017-04-14T19:14:17Z)
19:16 Krock o/ more overheating
19:16 AlexYst Isn't overheating ... a bad thing?
19:17 Krock no, it's good to prevent mesecons from consuming too much server-tiem
19:17 Krock *time
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19:23 Fixer spacebar overheating
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19:25 DS-minetest lol
19:28 AlexYst I meant it as a joke. I don't know what overheating is in Minetest, but one of my laptops isn't usable because it overheats too quickly.
19:29 DS-minetest the nodes overhead instead of the cumputer
19:29 Krock Fixer, workflows are important!
19:29 DS-minetest so, it's just sort of safety
19:30 GNU[BDC] mods are loaded after game/mods ?
19:31 DS-minetest they are loaded at the same time AFAIK
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19:33 GNU[BDC] what mod loads last?
19:33 Krock GNU[BDC], *mobs, they are entities and must be registered when the lua mods are loaded
19:33 Krock i.e. no functions to add delays
19:34 Krock if you want to ensure that a mod is loaded after another to use its function, add it as a new line to your depends.txt file of the mod
19:34 GNU[BDC] mobs mod is last one i see
19:35 Krock IIRC, the mods from the subgame are loaded first due directory fetching
19:35 Krock but dependencies sorting may change this a bit
19:36 GNU[BDC] so i can create mod with only unregistering lines and huge  dependencies list
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19:37 DS-minetest Krock: does iirc mean in internet relay chat?
19:37 iisu iirc=if I recall correctly
19:37 Krock If I Remember Correctly
19:37 Krock or recall, as you desire
19:38 Krock IRC alone is the chat
19:38 fireglow I desire entirely different things
19:38 Krock ^ $100, as example?
19:38 fireglow that's one example, yes
19:38 fireglow but it's rather far down on the list
19:39 * Krock sees next point on top: $200, then $1000
19:41 DS-minetest ahh
19:44 Calinou <Krock> <insert comic sans font here>
19:44 Calinou do you happen to be knowledgeable about comic fonts by the way?
19:44 Calinou this font isn't too bad for comics, http://comicneue.com/, but is there better in open source fonts?
19:44 Krock Calinou, what I know is that it's considered as a very, very serious font
19:45 Krock surely, I'm aware that there are opensource ones
19:46 Krock however, thanks for pointing this particular one out
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20:38 AlexYst Never mind, found it.
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20:46 AlexYst There used to be a function for using custom config files for mod settings. Does that still exist? I can't see it in the API doc.
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20:51 AlexYst Found it! I'm just bad at knowing what to control + f for, I guess.
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21:04 DS-minetest MinetestBot!
21:04 MinetestBot DS-minetest!
21:04 DS-minetest bye
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23:18 GreenDimond Another spammer on the forums. KristenPycle.
23:19 GreenDimond VanessaE or Calinou? Looks like you're the only forum mods not afk.
23:19 Calinou done
23:20 GreenDimond Ah ty
23:20 GreenDimond I wonder if there is a way to get a filter for spammers like that.
23:20 GreenDimond Like if they post the same thing more than 3 times.
23:20 GreenDimond Their posts get deleted and they are banned.
23:20 GreenDimond That would be nice.
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23:44 GreenDimond hey sofar? Question about your skybox mod. It's great btw :D
23:45 GreenDimond I am wondering where you got the images from for each skybox.
23:46 Fixer GreenDimond: https://93i.de/p/free-skybox-texture-set/
23:49 GreenDimond Ah cool, thanks. Know any places where I could get more? :D
23:50 GreenDimond nvm. Google is my friend.
23:50 Fixer good luck with that %)
23:50 GreenDimond Ima see what happens :D
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