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IRC log for #minetest, 2017-08-02

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Time Nick Message
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00:58 tentkls_in_casca are there any mods that allow a minecraft-like spawn box?
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01:30 Wuzzy tentkls_in_casca: what is a spawn box?
01:30 Wuzzy spawning is very VERY basic in Minetest atm. :-(
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01:34 tentkls_in_casca Wuzzy, thanks for the reply https://www.google.com/imgres?imgurl=https%3A%2F%2Fimg2.minebook.me%2Fgallery%2F61677_screenshot20121025at70250am.png&imgrefurl=http%3A%2F%2Fwww.minecraftforum.net%2Fforums%2Fminecraft-playstation-3-edition%2Fmcps3-discussion%2F2150482-no-village-are-the-zombie-villagers-spawning-from&docid=9RI1onMRFwOloM&tbnid=3OJC5lMk5EgoaM%3A&vet=10ahUKEwjp-uOTtLfVAhVhzlQKHXpiCsoQMwg3KA8wDw..i&w=1280&h=800&
01:34 tentkls_in_casca bih=954&biw=1213&q=spawner%20bo%20minecraft&ved=0ahUKEwjp-uOTtLfVAhVhzlQKHXpiCsoQMwg3KA8wDw&iact=mrc&uact=8
01:34 tentkls_in_casca derp ":| sorry
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01:35 tentkls_in_casca Wuzzy, this is a spawner. i want to control mobs on my server in this fashion, versus advanced spawn modhttps://img2.minebook.me/gallery/61677_screenshot20121025at70250am.png
01:36 Wuzzy why didn't you say "monster spawner" right from the start..?
01:36 Wuzzy I have these things in MineClone 2
01:36 Wuzzy you can also find a very stupid version of this in Mobs Redo
01:36 Wuzzy https://forum.minetest.net/viewtopic.php?f=11&t=9917&view=unread#unread
01:36 tentkls_in_casca Wuzzy, i just got into minetest thanks.
01:37 Wuzzy oh
01:37 tentkls_in_casca minecraft limitations pushed me to opensource :D
01:37 Wuzzy okay, be warned: Minetest Game sucks.
01:38 tentkls_in_casca lol thats pretty definite
01:38 Wuzzy but there are some other games for Minetest.
01:38 Wuzzy Minetest is "just" an engine for MC-like games
01:38 tentkls_in_casca i've found it to be faster than minecraft
01:38 Wuzzy and Minetest Game is the default one. its not very good
01:38 Wuzzy yes, its very true but there are many things missing
01:38 tentkls_in_casca Wuzzy, good way to put it. yeah im trying to dev a server world
01:39 Wuzzy what kind of game are you looking for?
01:39 tentkls_in_casca the melee is total shit. but thats why i use casting on my server
01:39 Wuzzy there are some gems hidden deep in the community?
01:39 tentkls_in_casca im trying to schematic a tower that has a spawner box in it, so all i have to do is paste and get a mob
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01:40 Wuzzy how long do you know minetest already?
01:40 Wuzzy i am surprise you already know what a schematic is. o_O
01:40 tentkls_in_casca a week. been reading up on lua, made like 2 mods
01:40 tentkls_in_casca well im a unix guy so :D thanks for the compliment
01:41 Wuzzy oh you dig RIGHT into the rabbit hole. i see
01:41 tentkls_in_casca that is why having a box, versus an egg, is important
01:41 Wuzzy i thought you just wanted to play
01:41 Wuzzy spawner*
01:41 Wuzzy well as I said. Mobs Redo
01:42 Wuzzy but the mob spawner in Mobs Redo suck
01:42 Wuzzy I have thought of maybe creating a standalone mob spawner mod
01:42 Wuzzy what exactly was your "tipping point" WRT Minecraft btw?
01:42 tentkls_in_casca i dont see a spawner box. im in the mod
01:42 Wuzzy only in creative mode
01:43 Wuzzy if not, /giveme mobs:spawner
01:43 tentkls_in_casca i like knowing why something does something. and fix it. so opensource is a must
01:43 tentkls_in_casca the minetest modular structure is just like perl, which is my native language
01:44 Wuzzy your daily conversations sure must sound strange
01:44 tentkls_in_casca yeah well i dont have friends and my wife speaks chinese :D
01:45 Wuzzy the mobs redo mob spawner is very simplistic
01:45 Wuzzy you just place it, then rightclick it and set some values
01:45 Wuzzy but the GUI is awful and half-broken
01:46 Wuzzy I think you either wait until a real mob spawner mod appears or you make your own
01:46 tentkls_in_casca on my server i want it to have no random spawns. so once you clear an area, its clear
01:46 tentkls_in_casca because, like minecraft mods, all spawners suck by design
01:46 Wuzzy whats the point of the mob spawner then?
01:47 Wuzzy a spawwner is just decoration if it never spawns anything
01:47 Wuzzy i have no idea what exactly you want to achieve
01:48 tentkls_in_casca oh sorry. in minecraft you have spawners. which are cagelike boxes that spawn the mob
01:48 tentkls_in_casca so you can create farms by catching one
01:48 Wuzzy i know...
01:48 Wuzzy answer my question
01:48 Wuzzy what do you want to achive?
01:49 tentkls_in_casca i want to worldedit schematics that have a spawner box to place down
01:49 tentkls_in_casca so i can go to a location, paste the schematic and the player will upon visiting
01:49 Wuzzy I guess you're fucked.
01:49 Wuzzy maybe
01:49 tentkls_in_casca kill the mons and secure the spawner from spawning
01:50 Wuzzy I don't know if WorldEdit schematic save metadata
01:50 Wuzzy the mob spawners which we have in MT mods store their information in metadata fields
01:50 Wuzzy the metadata is hte part in which you are interested in
01:50 tentkls_in_casca oh. hm
01:51 Wuzzy I don't know if schematics store metadata...
01:51 tentkls_in_casca do you have a tip to solve the issue another way 'zoning mobs'
01:51 tentkls_in_casca for example, build a portal that spawns the mobs. like how netherportals spawn pigmen
01:52 Wuzzy well you could just write your own spawning algorithm
01:52 tentkls_in_casca the point is to make a quick way to go to a new region, place a schematic with a mobspawner, then move on
01:52 Wuzzy mobs are entities and you spawn entiteis with minetest.add_entity
01:53 Wuzzy it depend on whether schematics support metadata (which I don't know)
01:53 Wuzzy if yes, you win
01:53 Wuzzy if not, you lose
01:53 tentkls_in_casca Wuzzy, thanks for the tip. maybe i can put an explicit condition
01:54 Wuzzy but I believe schematics only support nodename, param, param2 and something called “slice probabilities”
01:54 Wuzzy but if you need metadat you're out of luck
01:55 tentkls_in_casca Wuzzy, i was hoping the spawner box would be a block like minecraft, which is placeable ":|
01:55 Wuzzy it is
01:56 Wuzzy in Mobs Redo it is a placable block
01:56 Wuzzy same for MineClone 2
01:56 Wuzzy which includes Mobs Redo btw
01:56 Wuzzy but it has its own monster spawner
01:56 Wuzzy which is much closer to that of MC
01:57 tentkls_in_casca yeah im been so busy getting into modding... i never learned privs :D so i just got to figure that out
01:57 Wuzzy in Minetest, everything which is a node is also automatically an item which you can have in your inventory and you can also automatically place it unless you explicitly forbid it
01:58 tentkls_in_casca now i get what you are saying about the metadata now that i figured out how to get the spawner
01:58 tentkls_in_casca you are saying that inorder for the spawner to work it has the save the metadata which is user input
01:58 Wuzzy metadata is not neccessarily user input
01:58 Wuzzy this is only the case for Mobs Redo
01:59 tentkls_in_casca Wuzzy, so i could hardcode it?
01:59 tentkls_in_casca i think you just showed me my next area to hack :D thanks man
01:59 Wuzzy well, look for “node metadata” in lua_api.txt
01:59 tentkls_in_casca tho i do feel uncertain about you as you make me doubt my leap into MT
02:00 tentkls_in_casca :D
02:00 Wuzzy why exactly?
02:00 tentkls_in_casca cause you said the game sucks haha
02:00 Wuzzy well
02:00 Wuzzy only the DEFAULT game
02:00 Wuzzy do you think different of Minetest Game?
02:00 tentkls_in_casca ok ok i took it the wrong way. i assumed you liked it as i see your forum posts
02:01 tentkls_in_casca *by coincidence i swear haha not a stalker
02:01 Wuzzy Have you read this already? http://wiki.minetest.net/Minetest explains everything about the big picture well
02:01 tentkls_in_casca well if WoW uses lua for its interface... the sky is the limit. java is like the starbucks of programming - $5 shit-in-a-cup
02:01 Wuzzy you may be missing the big picture
02:02 Wuzzy for me, Minetest is not really about the default game. it is a mistake to reduce Minetest to its default game only. a BIG mistake
02:03 Wuzzy i like the following games for Minetest: Minetest Hades, Pixture, Lord of the Test
02:03 Wuzzy look in the forums for them
02:03 tentkls_in_casca i get it. perl is the same way
02:03 tentkls_in_casca my whole deal is getting mods and hacking at them to fit in my world
02:03 tentkls_in_casca do you have a github?
02:04 Wuzzy hmm i wonder if you have actually *played* anything in Minetest. :D
02:04 Wuzzy I do not own GitHub, no.
02:04 tentkls_in_casca https://github.com/minetest-LOTR/Lord-of-the-Test
02:04 Wuzzy for some reason I am on GitHub as user Wuzzy2
02:05 tentkls_in_casca i guess im too caught up on the code.. it took me the week to get my mod code running
02:05 Wuzzy what do you want to achive in the long run?
02:05 Wuzzy or are you just randomly hacking right now? :D
02:06 tentkls_in_casca no i have a definite goal in mind
02:06 tentkls_in_casca create a world where user interations is smooth, and the world changes
02:06 tentkls_in_casca different regions different mobs, that once defeated are gone forever
02:06 tentkls_in_casca quests via mob-drops and such
02:07 Wuzzy be careful not to re-invent the wheel
02:07 Wuzzy many proplems have been already solved in mods
02:07 tentkls_in_casca is this channel active?
02:07 Wuzzy there are a few quest API mods already
02:08 Wuzzy well we do have a secret exclusive and locked down to insiders channel where modding is discusssed
02:08 Wuzzy to outsiders such as us, #minetest is the place to discuss modding, sadly
02:08 tentkls_in_casca alright well ill earn my way :D
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02:08 Wuzzy maybe I'll just say "fuck it" one day and just open a minetest modding channel for all
02:09 Wuzzy but yes, this channel is busy sometimes
02:09 Wuzzy it depends a lot of the time of the day
02:09 tentkls_in_casca so you use mobs-redo?
02:09 Wuzzy Yes
02:09 tentkls_in_casca im trying to decide looking for advice
02:09 Wuzzy well mobs is the big tragic thing in Minetest
02:09 tentkls_in_casca the code looks cleaner than the other mobs
02:09 Bill_a Hey guys does anyone know if there is a way to make a sign sit all the way flat on the block behind it? So there isn't a  "gap"? I can screening and show you but don't want to post link here without someone saying thats ok
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02:09 tentkls_in_casca Wuzzy, why yo say that
02:10 Wuzzy we have no good mobs
02:10 Wuzzy or better, no good mobs _framework_
02:10 Wuzzy Mobs Redo is okayish. but not great
02:10 Wuzzy This is also the reason why Minetest Game still does not have any mobs
02:11 Wuzzy The core developers do not want half-baked mob APIs.they want the real thing
02:11 Wuzzy sofar has done some groundwork here, but never finished it
02:12 Wuzzy anyway. long story short mobs redo kinda works for *now*. not the best solution but it gives you the simple mobs
02:12 tentkls_in_casca my method is to work around weaknesses. if the mob ai is bad, then a bas-em like playstyle is best (diablo3)
02:12 tentkls_in_casca s/bas/bash
02:12 Wuzzy what Mobs Redo and all other mob mods are lacking is a good well-thought clear and and *extensible* design
02:13 Wuzzy well i think the mobs situation will be fixed one day
02:13 Wuzzy mobs are far too important to be ignored
02:14 Wuzzy Bill_a: no screenshot posted yet.
02:15 Wuzzy tentkls_in_casca: my preferred method is to FIX weaknesses
02:15 Wuzzy :P
02:15 Bill_a Wuzzy: so it is ok if i post one?
02:15 Wuzzy of course
02:15 Bill_a http://i.imgur.com/sZwZMtb.png
02:16 Wuzzy what is THAT?
02:16 Bill_a You are looking at a block wiht a sign on each side.
02:16 Wuzzy are you complainig about the signlike drawtype?
02:16 Wuzzy in this case you want to make a nodebox
02:16 Wuzzy look at how MInetest Game fixed this.
02:17 Bill_a I'm not complaining about anything.
02:17 Wuzzy look into the Minetest Game/mods/default/nodes.lua for default:sign
02:17 Bill_a I'm asking if there was a way to make the sign sit flush without that little gap.
02:17 Wuzzy look into the Minetest Game/mods/default/nodes.lua for default:sign
02:17 Wuzzy you are using the signlike drawtype which is very simple (and ugly)
02:17 Wuzzy what you want is a simple nodebox
02:18 Bill_a I am using that.
02:18 Wuzzy then you are using it wrong
02:18 Bill_a The signlike i mean
02:18 Wuzzy signlike is not a nodebox
02:18 Bill_a i'm going to look at that file now for the simple nodebox
02:18 Wuzzy nodebox is a different drawtype.
02:19 Wuzzy nodebox means that the node is made of small cuboids
02:19 Wuzzy you can use it to make thngs like slabs or stairs, or even things liike chairs or tables
02:19 Wuzzy the only requirement is that you can completely make out of cuboids
02:20 Bill_a I'm looking that up now. Thank you for pointing me the right way :D
02:21 Wuzzy tentkls_in_casca: so you havent really *played* Minetest so far? :D
02:22 tentkls_in_casca Wuzzy, well i mean, testing kinda counts :D and that hour bored at work on fri
02:22 Wuzzy ok. "playing" as in "playing around"..
02:23 tentkls_in_casca haha i promise i will. im very proud of my vanilla-mc world
02:24 tentkls_in_casca currently the thunder sword is what i regard as the best mechanics-weapon  https://forum.minetest.net/viewtopic.php?id=6154#
02:25 Wuzzy yeah this is an interesting mod
02:32 Wuzzy cy
02:32 Wuzzy cy
02:32 Wuzzy cya
02:35 tentkls_in_casca well you were right about it. initial tests prove worldedit+spawner doesnt work
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10:46 sy is there currently a viable alternative to unified inventory?
10:47 sy i was looking into inventory++ but it seems to lack crafting addons
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10:52 DS-minetest i think there's nothing that is as good as unified_inv
10:52 DS-minetest yet
10:53 sy just found this https://github.com/rubenwardy/sfinv_unified_inventory
10:54 DS-minetest hm, maybe it's good
10:54 * DS-minetest will look at it
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11:37 ThomasMonroe hi DS
11:40 DS-minetest hi
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12:03 sy i'm going to start a server that tries to replicate the feel of some of the old 0.3.1 servers
12:03 sy not the current ones, the ones when 0.4 was a dev version in which the most exciting addition was a bucket
12:06 sy the whole idea is doing away with UI, teleportation and maybe protection too(!)
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12:27 sy how could i have more than one item in the creative inventory?
12:36 calcul0n sy you mean in one stack ? it would be useless as stacks are infinite in creative mode
12:36 sy calcul0n: i prefer having large stacks and an admin pickaxe
12:36 sy on servers you need to be as similar to a player as possible in order to spot bugs
12:37 sy and to be able to give items to players
12:37 calcul0n hmm, then you should play the grant privs
12:37 sy huh?
12:38 calcul0n i guess "/grantme item 99" works in creative too
12:38 sy you mean /giveme
12:38 calcul0n hmm, i mean /giveme
12:38 sy i'd prefer to use the creative inventory
12:38 sy i've already removed the infinite item stacks
12:39 sy https://w1r3.net/rzvhfv.txt here's what I'm working with
12:41 calcul0n unified_inventory has a "refill" slot, it could be an idea
12:41 calcul0n when you put anything in it the stack is refilled to 99
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12:51 sy i seem to remember an old inventory mod that spawned 999 of each item
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14:27 Trance Hi
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16:13 sy rubenwardy: in your "Sfinv Unified Inventory" mod, is it possible to set the stack size to more than 1 item?
16:13 sy so there's 99 items in every slot
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16:33 sofar sy: stack size is a property of the item, not the formspec field
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16:52 sy sofar: i mean so the inventory spawns the max stack size of every item in each slot
16:52 swift110 hey guys
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16:55 habeangur hooy swift110
16:56 swift110 how are you habeangur
16:56 sofar sy: shift-click the creative inventory?
16:56 sofar I dunno
16:56 sofar middle-click takes 10 I think
17:02 * rdococ wishes LuaEntitySAOs could change their pitch and roll, and if they can please disregard this message
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17:10 sy sofar: nop
17:10 sy shift click places it in the invbentory
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18:44 sy so uh
18:44 sy anyone fancy teaming up with me to create a server?
18:48 O-Line Okay
18:48 O-Line what server you planning on creating?
18:49 sy O-Line: one with a focus on consistency, fair administration, interoperable mods and an immersive experience
18:49 sy sounds wishy washy I know
18:49 O-Line Seems cool
18:49 sy But basically I want to recreate the comradeship that has been lost since the old servers
18:49 O-Line I can be on some of the time
18:50 sy Mind if I PM you the address?
18:50 O-Line I don't mind
18:50 sy It's up in testing right now
18:58 Wuzzy My ultimate Minetest Game 0.4.16 review: https://forum.minetest.net/viewtopic.php?f=15&t=9724&p=286949#p286949
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19:17 DS-minetest CalebDavis: and there's a minetest.handle_node_drops(pos, drops, digger)
19:18 CalebDavis well i am trying to remove the item that was just dug from the players inventory and i am using a function that is called whenever a node is dug and it works for most things but not for those things that dont drop themselves
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20:32 Wuzzy How can I disable the node drops if the player dug a node with the “wrong” tool?
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20:48 DS-minetest maybe with an on_dig
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20:51 DS-minetest on_dig = function(pos, node, digger) if digger:get_wield_item():get_name() == "right:tool" then return minetest.node_dig(pos, node, digger) end end
20:51 Wuzzy hmm
20:51 Wuzzy do i have to do this for every node? XD
20:52 Wuzzy but i get your idea
20:52 Wuzzy hmmmmmmmmm
20:53 Wuzzy i look at this
20:53 sofar Wuzzy: you can use tool levels to accomplish that too
20:54 sofar I think :)
20:54 Wuzzy its not really a feature
20:54 Wuzzy docs tell me I'm on my own to implement this
20:54 Wuzzy something like "its int the responsiblity of the node def"
20:54 Wuzzy so if i just set tool levels, nothing happens :/
20:54 Wuzzy i try to find a solution
20:55 sofar like, cracky = 2 instead of cracky = 1
20:55 Wuzzy ?!
20:55 Wuzzy i thought you meant max_drop_level
20:55 Wuzzy sofar. i think you dont understand
20:55 sofar I don't think that does anything, as someone else already wrote somewhere
20:56 Wuzzy i want to allow the node to be breakable for a tool X, but not allow to yield its drop with tool X
20:56 sofar ah
20:56 Wuzzy to yield its drop it need a special tool class Y
20:56 Wuzzy for example you can use hand to dig stone (very slowly) but it doesnt drop
20:56 Wuzzy with pickaxe you can dig it faster and you get its drop
20:57 Wuzzy so my real question here is how do I modify the node drops
20:57 Wuzzy i only got so far to modify handle_node_drops
20:57 Wuzzy but this function already got the node drops fed from some other source
20:58 Wuzzy sofar: can I somehow influence the drops input value for minetest.handle_node_drops?
20:58 Wuzzy that might be my solution
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21:02 DS-minetest A larger level will cause e.g. a weapon of a lower level make much less
21:02 DS-minetest damage, and get worn out much faster, or not be able to get drops
21:02 DS-minetest from destroyed nodes.
21:03 DS-minetest look to special groups
21:04 Wuzzy the special groups dont help at all
21:06 DS-minetest and #### Maximum drop level
21:06 DS-minetest Suggests the maximum level of node, when dug with the tool, that will drop
21:06 DS-minetest it's useful item. (e.g. iron ore to drop a lump of iron).
21:06 DS-minetest i think, you have to set both
21:06 DS-minetest at tool and node
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21:12 Wuzzy maximum drop level is useless as there is no actual implementation behind it
21:13 cx384 Wuzzy, maybe this would help you https://github.com/tenplus1/mobs_monster/blob/1561ec14477bb1663ebaaf4813b334e54d0ca193/lava_flan.lua#L110
21:13 DS-minetest Wuzzy: are you sure?
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21:14 Wuzzy you can try to convince me other wise by showing me a proof-of-concept
21:14 Wuzzy cx384: good point
21:15 Wuzzy yeah I am currently trying something along the lines of this
21:16 cx384 !next
21:16 MinetestBot Another satisfied customer. Next!
21:18 sy Anyone know how I could have 99 of every node in the creative inventory, instead of just the 1?
21:19 cx384 you can use "/giveme default:cobble 99"
21:21 sy i'd prefer to do it in the inventory
21:21 cx384 sy can you use unified inventory? https://forum.minetest.net/viewtopic.php?t=12767
21:22 sy not a huge fan of the interface
21:22 sy i'm using the sfinv version of it
21:24 cx384 I don't see another easy way to to this.
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21:31 sy ugh
21:34 * DS-minetest tested max_drop_level without success
21:40 rubenwardy sy: replace this line   https://github.com/minetest/minetest_game/blob/master/mods/creative/inventory.lua#L53
21:40 rubenwardy with         local items = ItemStack(name);      items:set_count(99);        creative_list[#creative_list+1] = items
21:44 sy rubenwardy: thanks, will try this tomorrow
21:45 sy also, do you know if it's possible to make bags work with sfinv_ui
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22:08 Brackston Hi
22:08 ThomasMonroe hi Brackston
22:08 Brackston Hey ThomasMonroe
22:09 Brackston Has anyone noticed that the Mesecon Microcontrollers and the Luacontrollers have the same recipe?
22:09 Brackston when i make it I get the microcontroller, not the lua controller on serval servers.
22:11 DS-minetest that is known
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22:21 Brackston so I guess we change the init.lua to have a different recipe?
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22:28 Brackston Thanks DS-minetest I found the commit on github
22:32 Brackston Today I made a design using 46 luaC and 19 uC, I like the simplicity of the microcontroller. I am an electrical engineer for many decades so this is nice to have the various parts.
22:33 sfan5 Brackston: that's intended since microcontrollers are supposed to be deprecated
22:33 sfan5 i also liked their simplicity so i reduced it even further and added programmable logic gates
22:35 Brackston I assume you are referring the FPGA as the PLCs?
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22:36 Brackston I guess I could go back and remove all of the uc and redo them with LuaC's
22:37 sfan5 yes i mean those
22:38 Brackston I haven't figured out how to use those yet. Is there a tutorial teaching how to program it?
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22:53 Lone-Star joined #minetest
22:53 Lone-Star hello all
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23:40 Brackston Hello Lone-Star

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