Time Nick Message 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? 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 ... 00:51 benrob0329 Youtubers etc can join #contentcreators , or #contentcreators:matrix.org for Matrix users. 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! 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 :) 02:41 ThomasMonroe hi Wuzzy 02:44 fireglow hi guys 02:44 fireglow hi VanessaE 02:44 VanessaE hi 07:06 MinetestBot 02[git] 04bigfoot547 -> 03minetest/minetest: [CSM] Add function to set minimap shape (#5569) 13e80a83d https://git.io/vSH16 (152017-04-14T07:04:41Z) 07:29 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Fix android build 1398286a2 https://git.io/vSHMD (152017-04-14T07:26:11Z) 07:44 AlexYst I had no idea, but apparently, some of the giant, floating islands in the sky have lakes on them. 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 08:08 OldCoder 08:08 DS-minetest 08:20 cheapie [02:44:39] I had no idea, but apparently, some of the giant, floating islands in the sky have lakes on them. <---Typical mapgen brokenness... 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)? 09:27 rdococ hi Markow. 09:35 rdococ ... 09:35 rdococ Where in the code is flowing water isolated from other water removed? 09:40 rdococ Hi. 09:43 Markow Good morning (almost afternoon) 10:01 rdococ Good appropriate time zone. 10:19 rdococ I have discovered the secret to making water flow up. 10:19 sfan5 turning the camera upside-down? 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 10:37 DS-minetest hey MinetestBot 10:37 MinetestBot Hello DS-minetest! 11:07 DS-minetest There's still a clientmod in WIP mods. https://forum.minetest.net/viewtopic.php?f=9&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 12:07 paramat rdococ please don't spam your question. we've shown you exactly where already 12:08 paramat btw the lakes in the floatland realm are intentional 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! 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 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. 13:23 rdococ Or some gas. 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 02[git] 04nerzhul -> 03minetest/minetest: ClientIface::sendToAll: honor packet configuration (#5590) 13b0be7ab https://git.io/vSQqK (152017-04-14T13:34:01Z) 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 14:10 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Fix wrong channel type in Client/Server CommandFactories 13093e621 https://git.io/vSQOm (152017-04-14T13:56:40Z) 14:26 DS-minetest interesting, with the sneak code of daily ppa you are again able to climb one node high stairs pretty fast 15:15 ircSparky shaders are installed client-side, right? you don't install them on server? 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 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? 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 + 16:10 mogeid does this thing even work? 16:11 fireglow * Disconnected 16:11 mogeid Kaeza here, btw :p 16:11 fireglow 05* 04D07i08s03c09o10n11n02e12c06t13e05d 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 03>is this better 16:23 Krock 16:23 mogeid le androirc not show colors 16:27 AlexYst WHat's with green text? Why do people think other people's text needs to be green? 16:27 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: NetworkPacket: don't copy push std::string and std::wstring 13b1e6c2a https://git.io/vSQzM (152017-04-14T16:26:24Z) 16:27 AlexYst I mean, I'd understand if peopl ewanted their *own* text to be green, but ... 16:29 Jordach 03>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 :< 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....." 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 17:02 Out`Of`Control Krock: thanks 17:02 Krock !next 17:02 MinetestBot Another satisfied customer. Next! 17:03 Fixer !back 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 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. 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 18:04 * iisu looks at the code written tonight 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 18:29 AlexYst CloudFlare strikes again. 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? 19:14 MinetestBot 02[git] 04numberZero -> 03minetest-mods/mesecons: Improve overheating (#334) 1354b9eaf https://git.io/vSQFF (152017-04-14T19:14:17Z) 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 19:23 Fixer spacebar overheating 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 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 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 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 20:38 AlexYst Never mind, found it. 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. 20:51 AlexYst Found it! I'm just bad at knowing what to control + f for, I guess. 21:04 DS-minetest MinetestBot! 21:04 MinetestBot DS-minetest! 21:04 DS-minetest bye 21:28 fireglow kk 23:06 iisu quit 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. 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