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IRC log for #minetest, 2018-04-24

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All times shown according to UTC.

Time Nick Message
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00:35 MinetestBot [git] paramat -> minetest/minetest: Mgvalleys: Code cleanup 534971c https://git.io/vpsQ1 (2018-04-24T00:34:48Z)
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01:28 MinetestBot [git] paramat -> minetest/minetest: Mgvalleys: Update settingtypes.txt d6272fc https://git.io/vpsFH (2018-04-24T01:25:51Z)
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01:54 Ruslan1 Wb ANAND
01:55 ANAND Thx Ruslan1
01:59 Ruslan1 ANAND: do you think LAN can make server for MT
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02:01 Ruslan1 ANAND:
02:01 Ruslan1 ??
02:01 ANAND LAN is fine if you just want a private server accessible only by those within the LAN, but you need an internet connection if you want to make it public
02:04 Ruslan1 private server
02:04 ANAND Then LAN's just fine
02:05 Ruslan1 Ok
02:06 Ruslan1 I was trying to make server
02:06 Ruslan1 And didn’t work
02:07 ANAND Make sure "Host Server" option is enabled if you are hosting from within Minetest itself
02:08 ANAND If you're starting the server through the command prompt, here's the full command "path\to\minetest\bin\minetest.exe --server --worldname <name of the world you want to host>
02:08 ANAND "
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02:18 Ruslan1 It said the system cannot find the path specified
02:23 Ruslan1 ANAND:
02:23 ANAND path\to\minetest has to be replaced with the actual path of the Minetest root directory
02:24 Ruslan1 Ok
02:25 Ruslan1 It works
02:26 Ruslan1 ANAND: what next
02:27 ANAND so what do you see on-screen now?
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02:33 Ruslan1 No
02:39 ANAND Then what works?
02:41 ANAND ^ Ruslan1
02:43 Ruslan1 Ok
02:43 ANAND You said "It works", but what works?
02:44 ANAND Did you get a new window on screen?
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02:58 Ruslan1 ANAND: can you try join my server
02:58 ANAND Have you enabled 'Host Server' option?
02:59 Ruslan1 How
02:59 ANAND Never mind
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02:59 ANAND What exactly have you done now? Does your server work?
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13:40 nyje_ Hi, just updated my server to 0.5.0-dev, and now all the players are walking around with their legs buried in the ground.
13:40 nyje_ anyone know a fix?
13:41 nyje_ (ie github master branch)
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13:54 rubenwardy update MTG
13:54 rubenwardy lol
13:54 rubenwardy people are idiots
13:55 rubenwardy stay around for a flipping answer
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16:34 clavi "you have to respond within a minute or I'm displeased"
16:38 Krock >expecting answers within a minute
16:38 Krock >on IRC
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17:22 Astrobe Are there mods that regrow apples in trees in a way or another? I find it a bit annoying that you have to cut them down in order to get apples again.
17:23 ANAND If it doesn't exist already, that'd be a great feature to implement
17:24 Shara And quite possibly a laggy one.
17:24 Shara Wouldn't be too difficult though.
17:26 Astrobe Yeah I was thinking "yet another ABM bad bad bad", but maybe start a node timer when an apple is picked...
17:26 Shara Node timer is what I was thinking. It's just a case of making sure they get removed when needed... in case someone chops the trees and you suddenly have a regrowing apple in midair
17:27 Shara Also node timers appearing on mapgen won't work in current stable.
17:27 Astrobe Good point! Check there's wood around before regrowing.
17:28 Shara Wondering how you'd catch them on mapgen at all actually, since the decoration is a schematic, not the apple itself.
17:29 Shara But I guess if you're bored enough you can try figure it out :P
17:33 Astrobe I believe I can override apple nodes to arm the timer in on_after_dig_node()
17:34 Shara Hmm, yes, that should work.
17:34 Shara I'm too used to things needing a timer when you start out, which makes it more complicated
17:34 ANAND "I believe I can!" <---- +1
17:34 Shara Just make the timer when someone takes an apple, then you only ever have timers when needed
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17:34 ANAND Dat's the spirit!
17:35 ANAND But what is the whole place is littered with apple trees?
17:35 ANAND if*
17:35 Shara You could also try and get it so the apple doesn't grow back in the exact same place every time
17:35 Shara Wouldn't be if taking one triggers one timer, which ends when it restores one apple
17:37 ANAND Imagine players running around plucking a hundred apples per minute, wouldn't that result in a hundred timers running at once?
17:37 Shara But you'd need two different kinds of apples as well... or players could place apples anywhere and there'd then regenerate themselves
17:37 ANAND We could have one single master timer, and multiple "triggers" (so to say), one for each apple
17:38 Shara That's not how nodetimers work
17:39 Shara I'll probably make something that does this at some point.
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17:40 ANAND I'm suggesting an alternative nodetimer mechanism, as the current one would just freeze the engine when a hundred timers run at once...
17:40 Astrobe I think with the right checks when the timer expires (wood+leave+no ground+ maybe some light), the exploit would be the same as recreating a basic apple tree.
17:40 Astrobe At this point they're better of just planting saplings.
17:40 Shara ANAND: what you're suggesting would never happen
17:41 Shara Ugh, now I want to write a mod :(
17:41 Astrobe The devs are pushing hard for node timers instead of ABMs, so I guess they are pretty confident about their efficiency?
17:42 Shara Well, I added a mod that relies on nodetimers to MTG not so long ago :)
17:43 Shara Astrobe: are you interested in making a mod for this? Not going to step on your toes if so, but otherwise might give it a go in a bit
17:46 Astrobe I'd say if someone makes it for me, that's even better! :-)
17:51 Shara Well, no promises, but let's see :)
17:58 sofar mapgen can place a special invisible apple seed node
17:58 sofar an ABM starts the node timer on it
17:58 sofar rinse, repeat
17:58 Shara Well, we worked out there's no need to start it on mapgen anyway
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17:59 Shara That was just me being stupid :)
17:59 rubenwardy having an ABM is bad especially if there
17:59 rubenwardy having an ABM is bad especially if there's no nodes
17:59 rubenwardy like, not having any applicable nodes doesn't make it better
17:59 rubenwardy as it adds overhead
17:59 Shara Yup
18:00 Shara I'll write a mod, later or this weekend, since it's something I'll probably need at some point anyway
18:01 Astrobe Is there something that makes an ABM "less bad" other than a large time interval?
18:02 sofar sadly, LBM doesn't work with mapgen well
18:02 sofar but yes, kill all ABM's
18:04 Astrobe minetest.unregister_abm() then? ;-)
18:08 sofar oh, I'm silly
18:08 sofar you don't need an ABM
18:08 sofar just start the nodetimer when the apple is picked
18:08 Shara Yup
18:09 Shara I started with the same mistake
18:09 sofar user interaction == point of action
18:09 sofar not mapgen
18:09 Shara Exactly. My brain was still thinking fireflies though :)
18:09 Shara Needed them to run on mapgen there
18:11 Astrobe Fireflies from the Glow mod?
18:11 Shara fireflies in MTG
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19:00 Shara Astrobe: https://github.com/Ezhh/endless_apples
19:00 Shara Can be improved, but it works
19:00 Shara (timer value is very low for now since I'm still testing)
19:03 Astrobe Nice! will try it. The alt apple is here to avoid re-planting, right?
19:03 Shara Yes
19:04 Shara Of course it introduces the issue that adding this to an existing game where people already collected normal apples could produce a small amount of chaos
19:04 Astrobe Good idea. My treeman poop apples, will be perfect for this.
19:04 Shara But they'll cycle out anyway since the normal ones will get replaced by these after recollecting once
19:06 Astrobe I think that's fine.
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19:11 Astrobe I should really sign up to github; to contribute to this, but also to release the few bits of my subgame that are usable outside of it.
19:12 Shara Astrobe: Sure, would be more than happy to have contributions
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23:46 MinetestBot [git] paramat -> minetest/minetest: Dungeons: Mostly fix missing stair nodes 454f80a https://git.io/vpnqS (2018-04-24T23:44:49Z)

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