Time Nick Message 03:48 Sparrow77 Can trees, blueberry bush, coton and wheat grow in a cave? I'm trying to farm food and wood at -1500 (under sea level) 03:49 MTDiscord I think it's safe to say that such plants would not grow anywhere near that deep. 03:50 Sparrow77 After a while it seems to don't grow... samplings are still samplings and cotton and wheat stopped after first level 03:52 specing Sparrow77: they should 03:53 specing make sure they have water & lighting 03:55 Sparrow77 i've put torches arround trees, i've seen that on youtube 04:11 Sparrow77 is there a minimum ceiling height limitation to grow? 04:18 specing nope 04:18 specing Sparrow77: you probably need to join some server and see how its done 04:31 Sparrow77 specing: I've done it on the surface and it worked fine. Can you recommend an example server to see that? 04:36 Sparrow77 https://ibb.co/yytqr67 here is a screenshot of my test. You can see there lot of torches, water sources, 4 cotton plants at first level (top), 1 jungle tree and 1 apple tree sampling (middle) and 4 wheat plants at first level (bottom) 04:38 Sparrow77 btw, the ceiling distance is about 40 04:41 specing Sparrow77: What if torches aren't enough? 04:41 specing iirc they are light intensity 13. I use super glow glass in my farms, which is 14 04:44 Sparrow77 omg 04:44 Sparrow77 it works using mese lamps 04:44 Sparrow77 i have blueberry now 06:28 Pexin torches are less than 13, i'm sure 06:54 Sparrow77 Pexin: torches are 12, yes :-) With mese-lamps it works fine for the 4 (probably all 6 faces) very next squares and light seems to decay under 13 for other blocks 06:54 Sparrow77 As I saw a youtube video using 4 torches, i thought it should work for me. Probably it worked on previous versions or whatever. Thanks for your time! 09:11 mazes_83 hi, I'm trying to combine 3 png for one texture, this parts is ok, I'm also willing to colorize one of the 3 png (it can be ordered a second or third), but the colorize affects both pictures 09:54 erlehmann mazes_83, how do you do it 10:00 fkbm Yaay! I made a mod for Openblox that adds multiples 2x1, 3x4... 8x8 piece sizes. They kinda work; I still need to handle rotation for them... But how does one handle over 5430 block types? O_O That's over 136 pages of 40 blocks 10:01 fkbm A search function would be best, right? 10:01 fkbm Or a categorisation based on color and piece shape. 10:01 fkbm Nice! thanks guys! 10:16 sfan5 mazes_83: look into the escaping section of texture modifiers 10:21 mazes_83 ok, I was reading the wiki rather than the lua_api.txt 10:22 celeron55 maybe we should study whether the wiki has anything to offer anymore compared to https://minetest.gitlab.io/minetest/ 10:24 celeron55 well it does have more examples 10:25 celeron55 maybe it could be limited to examples and other content removed 10:44 MTDiscord the current part selection in openblox was meant to be temporary before something better was implemented. the long-term plan is having different types of parts available, a colorization tool for coloring them and ability to stretch the parts to several nodes similar to how you can stretch parts in roblox studio. the last mentioned one is probably too far fetched to be implemented, but you can always dream :) 11:38 MTDiscord If anyone is interested in making mingames with arena_lib, I made something to help you out: https://forum.minetest.net/viewtopic.php?f=9&t=27287 11:44 mazes_83 I'm also using https://minetest.gitlab.io/minetest/ sometimes 11:48 mazes_83 misterE: sunday I fetched your planet_mars and planet_moon, they work great but I had to play with symlinks as the directory fetched is planet_moon/planet_moon/ 11:49 mazes_83 would be nice to move content to upper directory 11:49 mazes_83 my son used to play sara's survival and wanted those mods 11:50 mazes_83 one question about "sara's survival": why skin isn't the froggy anymore ? 11:51 MTDiscord Pepe has been associated with hatespeech recently, I suspect thats why. It was gone when I forked it 11:53 mazes_83 ok, internal team troubles 11:54 MTDiscord Idk... 11:58 mazes_83 then I didn't undestand your first answer 12:01 MTDiscord check out the whole game here:https://notabug.org/CenteriaSurvival/mesecraft/src/master 12:01 MTDiscord At work ill explain later 12:02 mazes_83 ok 14:18 mary4 hi 14:18 mary4 :D 14:20 peterz I have the occasional turtle killing my server: https://paste.debian.net/1211718/ 14:20 peterz is that a known issue? 14:26 MTDiscord check the issue tracker of said mod 14:26 MTDiscord if there isnt one, create one 16:40 mazes_83 is there a way to rename existing lua entities 16:42 MTDiscord Not really no 16:42 MTDiscord Why are you trying to remane an entity? 16:44 mazes_83 same entity exists with multiple colors. I now use dies and texture composite to recolor them, so I hoped being able to just end up with one entity declared 16:46 MTDiscord You don't need to change the entity's name for that. You can use entity:set_properties() to change its texture. 16:47 mazes_83 that's what I do 16:47 mazes_83 but before entities were name entity1 for color1 ... 16:47 mazes_83 I just want to end up with one entity name 16:48 mazes_83 I try to change things in an already existing mod 16:48 mazes_83 not self made 16:48 MTDiscord Which mod? 16:48 mazes_83 maidroid 16:49 mazes_83 the only way I see not to lose backward compat would be to be able to rename already declared entities 16:50 mazes_83 or just accept to leave the 15 existing declared entities 16:51 mazes_83 which is quite ennoying for code cleaning 16:52 MTDiscord What you could do, is to turn the 14 other entities into conversion tools. If they spawn, they immediately create your desired one-name entity with all the same properties, before the old entity removes itself. After a long time letting players readjust, it'd be fine to remove the combatibility entities. 16:56 mazes_83 on_activate would be the place so ? 17:00 sfan5 yes 17:00 mazes_83 ok, I was quite blinded by the will to force renaming :) 17:01 mazes_83 thanks for the nice hint Noodlemire 17:02 MTDiscord You're welcome. 17:14 jonadab Sparrow77: Cotton and wheat will grow underground if the light level is high enough. If you have super glow glass in your world, use that next to it. 17:14 jonadab Trees and bushes, I don't think so. 17:15 jonadab (Except via bonemeal.) 17:15 jonadab (Or other fertilisers.) 17:19 specing trees grow underground just fine 17:20 specing they don't even need water, strangely enough 17:31 jonadab Oh, interesting. 17:32 jonadab Now I'm trying to remember which crop needed water to grow underground, and it surprised me. Cactus? I don't think it would've surprised me for papyrus. 18:46 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Add Windows-specific CreateTempFile() implementation 134feb799 https://git.io/Ju5iK (152021-09-14T18:45:41Z) 18:46 MinetestBot 02[git] 04appgurueu -> 03minetest/minetest: Chop game background in mainmenu (#10796) 13719a12e https://git.io/Ju5i6 (152021-09-14T18:46:02Z) 21:01 mazes_83 Noodlemire: again thanks, it works as expected, I however had to delay a bit the object:remove(), else things were crashing 21:02 mazes_83 I don't know how to do it properly, minetest.after is probably just a workaround 21:03 MTDiscord When it was crashing, what was the error that you were getting? 21:03 mazes_83 pos nil 21:03 mazes_83 I thought copying pos from current object would be enough, still ... 21:04 MTDiscord Were you calling object:remove() before copying stuff like its pos into the new object? 21:04 mazes_83 after ofc 21:04 MTDiscord For something like this, I'd need a full stack trace to know why specifically it's crashing, then. 21:08 mazes_83 if it is useful I can wgetpaste, but I'm not sure this is enough: http://dpaste.com/7UFYKYWCM 21:12 MTDiscord It easily could be. What is the current code of your on_activate method? 21:12 MTDiscord Or actually, just the entire api.lua? 21:16 mazes_83 ouch it change every 3secs 21:16 MTDiscord The error? 21:16 mazes_83 the code mainly 21:17 MTDiscord what 21:17 MTDiscord The code itself is changing? 21:17 mazes_83 yes because I'm editing 21:18 mazes_83 wait a bit I wgetpaste current 21:18 MTDiscord Oh. Well, gimme the newest error, and the code you ran to get it, and then I can see. 21:25 mazes_83 I don't get why but I can't reporduce error 21:25 MTDiscord Huh 21:35 mazes_83 there's something unclear for me, it was surely some typo 21:36 MTDiscord Oh well. As long as it works now, right? 21:36 mazes_83 still I let some comment at this place to notice there's probably a bug 21:45 mazes_83 another thing I may ask to more experimented user, the mod saves a counter for each entities type, and each entity know its position in this list. What's the purpose for such counter ? 21:46 mazes_83 counter saves how many entities were created basically, but I don't see no uses for it (in the current code at least) 21:50 MTDiscord You mean "maidroid.manufacturing_data" right? 21:50 mazes_83 yes 21:53 MTDiscord It appears that its purpose is simply to hand out ID numbers to each droid that are guaranteed to be unique. The purpose of the ID is to ensure that each bot gets its own unique detached inventory. 21:55 mazes_83 ah, I see, that was what I was feeling, see TODO: known bugs: maidroid stacks can mix up 21:56 MTDiscord Where does it say that? 21:56 mazes_83 on my gitlab version 21:57 mazes_83 https://gitlab.com/mazes_80/maidroid 21:57 MTDiscord Oh ok 21:58 mazes_83 that's may be some bugs I introduced, or just revealed 21:59 mazes_83 both case very ennoying, I planned to have fun with new functionalities, not spending time on more debug 22:01 MTDiscord When you were replacing the colored maidroids with the versions that all have a single name, did you copy the "manufacturing_number" of each one?