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IRC log for #minetest, 2019-05-10

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All times shown according to UTC.

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03:31 Nivla Hi
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05:38 tacotexmex ”504 Gateway Time-out” on the forums
05:41 VanessaE "HTTP status ranges in a nutshell:  1xx: hold on   2xx: here you go   3xx: go away   4xx: you fucked up   5xx: I fucked up"
05:41 VanessaE (apropos, saw this on facebook earlier today :) )
05:50 ChimneySwift XD
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06:15 tacotexmex That’s brilliant, VanessaE
06:17 VanessaE heh
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07:26 ANAND lol
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08:21 BuckarooBanzai i'm having some issues with the lua methods for generating ores and decorations (minetest.generate_ores(vm, pos1, pos2) / minetest.generate_decorations(vm, pos1, pos2)): i'm trying to generate plants and ores on a generated planet chunk at around 7500y height, but nothing happens when i invoke the functions on mapgen. could it be, that the height m
08:21 BuckarooBanzai inimizes the chances of ores/decos drastically?
08:21 BuckarooBanzai My code is here, if anyone wants to take a look: https://github.com/pandorabox-io/planetoidgen/blob/master/mapgen.lua#L80
08:22 BuckarooBanzai !tell paramat thx for pointer to the ore/deco mapgen methods, i completely missed them in the api file :)
08:22 MinetestBot BuckarooBanzai: yeah, sure, whatever
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12:47 kurtzmusch hey, i cant get the link of attached pictures to display on the forum anymore...
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16:09 BuckarooBanzai !tell tacotexmex please review https://github.com/tacotexmex/telemosaic/pull/6 and https://github.com/tacotexmex/telemosaic/pull/7 (i'm cleaning up my PR's) :P
16:09 MinetestBot BuckarooBanzai: I'll pass that on when tacotexmex is around
16:10 benrob0329 https://youtu.be/i9mUI7ZV7I0
16:10 benrob0329 Title: Mesecons Tutorial - Basic Circuits
16:11 tacotexmex BuckarooBanzai: I will, but time! <:/
16:11 MinetestBot tacotexmex: May-10 16:09 UTC <BuckarooBanzai> please review https://github.com/tacotexmex/telemosaic/pull/6 and https://github.com/tacotexmex/telemosaic/pull/7 (i'm cleaning up my PR's) :P
16:14 BuckarooBanzai benrob0329: love it :) is there no such thing as a mesecon-tutorial server?
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18:10 oil_boi Is there any way to make a node emit particles?
18:14 sofar no, you have to maintain and continuously create particles or particle spawners
18:14 sofar so node timer-> on_timer() add a particle spawner with short life span
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19:14 oil_boi sofar I think I found another way
19:15 oil_boi sofar: https://github.com/oilboi/alpha/commit/456c10f27e9694bc1c1617eb93d13cbb4da785f7
19:17 oil_boi Basically you start from the top and scan through x and z in columns downwards and when you hit something with below light level it breaks the y part of the loop and notes the lowest point in the x,z coord and can further use the rad to calculate columns for the particle spawners, an upside down environment map
19:17 sofar A time on `air` might be pretty heavy :)
19:17 sofar timer*
19:17 sofar but yeah
19:17 sofar there's a few ways
19:18 oil_boi This is the super alpha version of it and it only updates when you move around but the next commit is going to include auto updating every quarter second so when you place a shelter it blocks it
19:18 sofar I really think weather should be client side though (CSM)
19:18 oil_boi sofar: There is no air timer, it specifically uses the position and checks around players the air timer is from testing and it's all commented out, this is heavily pre alpha test code
19:19 oil_boi I can't outfly this weather with fly speed 1000
19:19 sofar yeah I've seen your earlier videos
19:19 sofar keep it up
19:24 kurtzmusch i really think 90% of the current stuff should be client side ; )
19:38 sofar na
19:38 sofar maybe 10%
19:46 sofar it matters though, it's the stuff that offloads a huge chunk to the client, and the client only needs to do it for ONE player
19:51 kurtzmusch why isnt csm more popular?
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20:05 oil_boi kurtzmusch: because by default it is disabled and you have to go through a hoop to get it online
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20:13 sofar it's not finished, essentially
20:13 sofar until code sending is implemented it's essentially unusable for anything serious
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21:29 oil_boi Is there a way to set an entity's texture on activate?
21:29 VanessaE yes
21:29 VanessaE look at signs_lib
21:30 VanessaE (those use entities to display text, rendered on-demand)
21:32 oil_boi https://notabug.org/TenPlus1/signs_lib/src/master/init.lua#L416 Thank you VanessaE
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22:25 MinetestBot paramat: May-10 08:22 UTC <BuckarooBanzai> thx for pointer to the ore/deco mapgen methods, i completely missed them in the api file :)
22:27 paramat hmm, BuckarooBanzai i can't yet see a bug in your code. good to see a planetoid generator. MTG ores and decorations do exist from 6000 to 10000
22:29 paramat i have a similar mod https://github.com/paramat/planets that uses those APIs too
22:31 paramat maybe try 'minetest.generate_ores(vm)' without the minp, maxp arguments, just as an experiment
22:36 paramat oh, keep in mind that MTG decorations specify biome. if your planetoid has 'dirt with grass' but is located in the wrong MTG biome the decos won't appear
22:37 paramat you should really register your own decorations for the planetoids. which means clearing MTG decos and reregistering them with the necessary changes
22:37 paramat also, your mod needs to depend on 'flowers' mod
22:38 paramat i can't see why ores don't work for you though, ores do not (yet) specify biome
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22:46 paramat hm your mod fails with an error for me
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23:53 oil_boi minetestbot is real? :O

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