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IRC log for #minetest, 2019-07-12

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All times shown according to UTC.

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13:03 Topic for #minetest is now The official Minetest channel | Latest version: 5.0.1 (2019-03-31) | General, player and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: https://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest
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13:21 fruitsnack hello, I've noticed that the new 5.0.0 kelp and coral nodes are "filled" with water, like in recent minecraft versions, however I can't find anything related to this in lua api and in node definitions
13:31 sfan5 https://github.com/minetest/minetest/pull/5748
13:33 fruitsnack ah, so it's plantlike_rooted drawtype
13:33 fruitsnack thanks
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19:02 MinetestBot [git] SmallJoker -> minetest/minetest_game: Allow opening chests when wielding corals 95aaec6 https://git.io/fjXfQ (2019-07-12T19:01:27Z)
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20:18 lllI1I what's the best way to do balance testing when it comes to long term gameplay effects
20:18 Krock write an AI to fight
20:19 Krock or do it like AoE2 where players duel each other since Y2k to balance the game perfectly from the gained experience
20:19 lllI1I thinking more "should this item be more or less expensive in terms of rare jewels than this other, similar item"
20:20 Krock consider making the cost/effect variable depending on how many times it's in the world
20:20 Krock ..and is used by players
20:21 lllI1I sounds like I should just have a longterm test server where players will have to put up with constant resets as I balance things out
20:21 lllI1I or messed up economies because I made a boneheaded design choice that was only apparently bad after some time in the wild
20:23 nepugia rampant inflation :D
20:23 nepugia but yeah, best way to test that... is too test it
20:23 nepugia rough miscalculations (or exploits) should become apparant quite fast
20:24 lllI1I some unintended exploits seem to be alright and make the game more fun though, from what I've noticed
20:24 nepugia sometimes they do
20:25 nepugia sometimes they don't
20:25 nepugia some exploits become features
20:25 lllI1I also what's the best way to cancel out falling when a player is teleported
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20:26 lllI1I in the code of a teleport mod
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20:27 nepugia well... there is no good way
20:27 nepugia you might want to try placing a small invisible mesh under the player
20:28 nepugia Krock: this is a good example of what i ment btw ;)
20:28 Krock immortal=1 group for a few seconds
20:29 Krock until player velocity = 0
20:29 lllI1I that was my first thought, just cancel out damage
20:29 Krock there was a 5s cooldown after teleporting in the engine, but it was used to evade deadly traps
20:30 Krock or to escape mobs
20:31 lllI1I yeah that seems too easily exploitable to leave as an engine feature
20:31 lllI1I teleportation stuff seems rife with exploitation though
20:31 lllI1I working on a magic mod and the first part I'm doing is the teleport stuff
20:44 nepugia oh, you ment cancel out falling as in no damage
20:44 nepugia not as in, stop the falling
20:44 nepugia maybe a node that absorbs the damage and is invisible too
20:49 lllI1I I did mean stop the falling, but if that's not possible or feasible stopping damage is fine too
20:53 lllI1I so I have 3 mods, a magic mod (on which the other two depend), a teleport mod, and a landmark mod (allows for some area-specific buffs and features)
20:53 lllI1I one of the features of the teleport mod only makes sense when the landmark mod is present, but also vice-versa
20:54 lllI1I if I give them both each other as optional dependencies, I'll have a dependency loop
20:54 lllI1I what's the proper way to handle this?
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21:02 nepugia for stopping falling putting a node where the player will go would work
21:03 nepugia the proper way would be to manipulate physics or movement, you can't in minetest though
21:20 lllI1I no I mean for a separate issie
21:20 lllI1I issue*
21:20 lllI1I one of dependency chains
21:28 nepugia you don't need optional or dependencies at all really
21:28 nepugia unless your goal is for both mods to see each others as loaded before
21:29 nepugia basically either choose one load order (and do the optional dep as that), or make it work in both load orders
21:34 lllI1I can registrations for recipes and such be made before the items being referenced are registered themselves?
21:35 lllI1I also can a mod be known as active but not have loaded yet? that's really what I need to know
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22:04 nepugia first question, yes
22:04 nepugia for the second one, i don't think it can, however you can always do one of those timer triggers (i.e after 0.1 seconds) that will run once the game has started up, that should give you a state in which all loaded mods are known
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