Time Nick Message 00:02 red-001 https://github.com/minetest/minetest/issues/3507 00:02 red-001 opened a bug report 00:27 red-001 rubenwardy why should the TNT API be put here https://github.com/red-001/minetest_game/blob/tnt-api/game_api.txt#L147 00:28 red-001 the files doesn't appear to be ordered in anyway.. 00:28 red-001 file* 00:43 rubenwardy mods are alphabetically ordered 00:43 rubenwardy except for more generic stuff at the bottom of the file 00:43 rubenwardy which really should go in "D" 00:43 rubenwardy default 00:44 rubenwardy it's all alphabetical, except for default which is at the bottom 00:44 rubenwardy red-001, 00:46 red-001 ok that makes sense 00:46 red-001 why markdown format? 00:48 rubenwardy all the files are pretty much 00:48 red-001 shouldn't extensions be change to .md then? 00:48 rubenwardy .txt is used rather than .md for windows support, irc 00:49 rubenwardy writing in md makes this easier: http://rubenwardy.com/minetest_modding_book/lua_api.html 00:49 rubenwardy There are a lot of links to .txt files, mainly lua_api.txt, it'll be hard to change. 00:49 rubenwardy Admittedly lua_api.txt links break all the time 00:50 rubenwardy I'd support changing to .md 00:50 red-001 github could render it then 00:50 rubenwardy yeah 00:51 red-001 looks strange to read raw markdown 00:51 rubenwardy I just use http://rubenwardy.com/minetest_modding_book/lua_api.html now. 00:52 * red-001 finds no begin tag 00:52 rubenwardy hmmm 00:52 * red-001 assumes all site is selfpromation 00:53 red-001 reverse cross site scripting 00:55 red-001 happy new year 00:56 red-001 everyone in UTC-1 01:05 red-001 I made a bug report for the cursor locking on loading https://github.com/minetest/minetest/issues/3507 01:16 cmdskp anyone know this function: nodeupdate? https://github.com/cmdskp/minetest_game/blob/master/mods/fire/init.lua#L239 01:17 cmdskp I can't find it defined anywhere and it has no namespace 01:17 sofar heh 01:18 cmdskp it's used in another file too, but again, no definition of it 01:26 sofar ./game/falling.lua:function nodeupdate(p, delay) 01:26 sofar it's builtin 01:26 sofar https://github.com/minetest/minetest/blob/master/builtin/game/falling.lua#L187 02:16 gregorycu How's everyone's 1st day of the year? 02:49 gregorycu VanessaE/paramat: Do we know the cause of the shadow bugs? https://github.com/minetest/minetest/issues/3455 03:01 paramat the shadows in issue 3345 are probably due to moretrees mod, the patches of light might be too but i haven't seen those before 03:03 paramat here's the most critical lighting bug, still a mystery, does not affect mgv6 https://github.com/minetest/minetest/issues/2759 03:07 paramat spawning schematics (growing saplings) sometimes causes shadows too. i think 'updateLighting' needs work to be more robust 03:14 gregorycu Yeah, I plan to look at it 03:14 gregorycu After doing a touch of perf work on that functiopn 03:14 gregorycu I can repo locally 03:15 paramat coolness 03:19 gregorycu Nothing like exceptions to slow shit down 04:09 Fritigern gregorycu: You may want to team up with RealBadAngel for that one. According to VanessaE, he may not only have found a solution, but may even have found a way to enhance the lighting system 04:12 Fritigern gregorycu: I pastebinned the chat in question here: https://paste.kde.org/p0noxb5cd 04:17 gregorycu Yeah, I know about RBA's ideas 04:17 gregorycu But it's possible that the lighting bug in quesiton is easily fixed without requiring another library 04:20 gregorycu I'm not convinced hardware lighting would be better, to be honest 04:20 sofar see my question in #minetest - my map now has lots of dark areas, how can I fix those up manually? 04:21 gregorycu Follow the directions in the pastebin? 04:22 kaadmy i found out that the dark areas are caused by a single(or sometimes 2-3) nodes that are lit wrong, if you can figure out the center of the dark area, place some nodes and the problem may get fixed 04:22 sofar oh 04:23 sofar I tried //fixlight :( 04:23 kaadmy you have to update the badly lit node, so it's tricky to get it to work 04:23 gregorycu When you say node, do you mean block? 04:23 sofar fixing badly lit nodes isn't a problem - place a torch on it and it's fine 04:24 sofar I'm talking huge areas that are dark 04:25 sofar meh, fixed up only half the area with //replace air air 04:25 sofar ah, a second run turned the whole area dark again 04:27 gregorycu I'm going to look at this bug right now 04:28 sofar welp, my map is hoooooosed 04:34 sofar and it's only because of moretrees planting saplings even when I told it not to plant anything :( 04:34 gregorycu um... 04:35 gregorycu Damn 04:44 gregorycu Fucking visual studio 04:47 sofar gheghe 04:48 sofar wouldn't want to be you :) 04:48 gregorycu Trying to multitask to work on two things at once 04:48 gregorycu Which is the definition 04:49 gregorycu But yeah, doing optimisation work and trying to fix that bug 05:31 sofar ughhh I wish worldedit had a //drain function 05:38 Fritigern Then perhaps someone show look at sfan5 with their best puppy dog eyes ;-) 05:42 sofar I pretty much coded it up, I'll post him some proto code he can use 05:44 kaadmy well, good night to anybody still up ;) 05:44 sofar I added a //drain and a //extuinguish 05:48 sofar https://github.com/Uberi/Minetest-WorldEdit/issues/98 code here 07:10 gregorycu I made spawn_ltree faster by 70% 07:52 sofar lol 07:54 gregorycu That wasn't a joke, I did it 08:07 * sofar pops champagne 08:07 sofar gregorycu: nice, PR incoming? 08:56 VanessaE gregorycu: [12-31 21:16] How's everyone's 1st day of the year? <--- got sufficiently drunk for a bit, and walked away without a hangover. I'd call that a good start. :) 12:59 cmdskp ooo, I like the new fire flames hugging close to the blocks - neat! 13:13 red-001 It was like that for the past few months 13:13 red-001 at least the past few months 13:14 cmdskp I've been playing mostly on an old Carbone server, it only got updated a couple weeks ago 13:15 red-001 and you only got around to setting things on fire now? 13:15 cmdskp I usually put things out 13:15 red-001 the fire is a lot slower then it used to be 13:15 red-001 just as cpu expensive through 13:16 cmdskp I've made some modifications to speed it up a little and allow flammable nodes to handle what happens to them when the flammable nodes finally get burnt/removed 13:16 red-001 thats a good idea 13:17 red-001 so a callback like on_burn? 13:17 cmdskp yep, on_burnt 13:17 cmdskp could be on_burn 13:17 cmdskp mmm, choices 13:17 red-001 or there could be two 13:17 red-001 on for burning one for burnt 13:18 red-001 so did you do it all in lua? 13:18 cmdskp well, I allow the on_burn(t) to return a true/false/nothing and remove based on that, thus allowing the on_burn(t) to either handle the removal or by default, fire will remove 13:19 cmdskp yeah, it's only a 1 in four chance of burnt happening originally 13:19 cmdskp I kept that bit in 13:19 red-001 so it's like the new tnt callback on_blast ? 13:20 cmdskp yes, I think so 13:21 red-001 maybe you should open a PR then 13:23 cmdskp I pass in the position, node name that's burning it and an action string "remove" - to tell the flammable node what's potentially happening to it. The action string isn't really necessary, but offers potential in other situations 13:23 cmdskp I was thinking about our the idea on_damage 13:24 cmdskp where different actions can cause damage 13:25 cmdskp but it's not desirable to have tons of callback functions for each possible cause of damage, hence the idea of an action string parameter 13:25 red-001 good idea 13:28 cmdskp I like your suggestion of on_burn, changing to it - makes more sense, since it's not necessarily removed/burnt until the function returns 13:30 cmdskp I better check furnaces don't have that though 13:44 cmdskp here's a thought - define a fire.version to allow mods to determine if they need to handle later version functionality themselves or not 13:44 cmdskp same with other default mods that get new, added API features? 13:47 celeron55 feature lists are better than version numbers for that purpose 13:48 cmdskp but how can you tell if a mod uses a call-back function? 13:50 cmdskp e.g. fire gets the ability to call node.on_burn, other mods either need to replicate this functionality for version of fire mod that don't have it, or they can utilise the same ABM the higher version Fire has, rather than create their own duplicate 13:51 cmdskp a fire.version number provides a means to determine this and reduce ABM registering by other mods 13:52 celeron55 you add a fire.features = {} and fire puts on_burn_callback = true in it if it supports that 13:53 cmdskp ah, I see what you're getting at 13:53 celeron55 the "version"-checking code then becomes much more understandable and doesn't require federated control of the fire mod; i.e. forks work fine no matter what features they choose to support 13:54 red-001 do any mods in minetest game do this? 13:54 cmdskp never hurts to start =) 13:54 celeron55 minetest does this itself too, altough it's rarely used because most features can be checked without it 13:55 celeron55 https://github.com/minetest/minetest/blob/master/builtin/game/features.lua 13:57 celeron55 none of those features can be checked in any other reasonable way, which is why they are there 13:59 red-001 makes sense 13:59 celeron55 usually new features can be detected by just checking if a function exists, or are backwards compatible in a way that makes a mod not have to care if they exist or not 15:00 cmdskp default Fire on_burn callback, includes a small optimisation by removing a duplicate call to find_node_near before removing flammable nodes: https://github.com/minetest/minetest_game/pull/766 15:32 red-001 could you document this in game_api.txt? 15:32 cmdskp good point! 15:32 red-001 use the markdown format 15:46 celeron55 https://github.com/minetest/minetest/issues/3084 15:47 celeron55 this has gotten no comments during all this time 15:47 celeron55 i think i will do what i describe in it then 15:54 cmdskp @red-001: I've added a section now: https://github.com/minetest/minetest_game/pull/767 15:56 celeron55 https://gist.github.com/celeron55/27245358fb5cdcc90c3e 15:56 red-001 you should do it as one PR 15:56 celeron55 so does somebody now suddenly after half a year find an issue in this proposed fix? 15:57 celeron55 i guess no but i'll wait for 10 minutes 15:57 cmdskp How do you merge two PRs done via the github website? 15:57 red-001 what os do you have? 15:57 cmdskp currently, I'm unable to use other tools 15:58 red-001 ok then edit the branch cmdskp:patch-2 15:58 red-001 with the documentation 15:59 red-001 https://github.com/cmdskp/minetest_game/tree/patch-2 16:00 cmdskp ty for link! 16:23 celeron55 did it https://github.com/minetest/minetest/commit/64c060e1f2d94d8277246d8cdd8a886010564770 16:46 paramat any help appreciated https://github.com/minetest/minetest/pull/3501#issuecomment-168315892 16:56 red-001 how could ignores be place accidently? 16:57 red-001 maybe users shouldn't be able to use giveme to get ignore 16:58 red-001 there is no good reason for them to be able to anyway 16:59 red-001 it is impossible to place it with setnode 17:00 celeron55 paramat: you didn't add reading of it from lua 17:01 paramat thanks 17:01 celeron55 script/common/c_content.cpp 17:02 paramat ok 17:04 paramat found it 17:07 cmdskp I was wondering, who are the current core developers in minetest? (and their areas of interest?) 17:07 red-001 ^ 17:10 paramat https://github.com/orgs/minetest/people except calinou rubenwardy 17:10 celeron55 wait why is the minetest team secret? 17:10 cmdskp do any of them use siginifcantly different aliases on chat? 17:10 celeron55 did github change some defaults or something 17:11 paramat most are currently elusive :} 17:11 celeron55 https://github.com/orgs/minetest/teams/team-minetest https://github.com/orgs/minetest/teams/minetest-website-team 17:12 celeron55 now it's not secret 17:12 kaadmy they are for me ;) 17:12 cmdskp I recognise most of them, except kahrl, kwolekr, Ekdohibs 17:12 kaadmy need to sign in for both links 17:12 celeron55 cmdskp: people use all kinds of names, sometimes i don't even know them myself 17:13 cmdskp How about 'asl97' and 'troller'? 17:13 paramat ekdohibs == nore kwolekr == hmmmmm 17:13 cmdskp ah, ty, paramat :) 17:14 red-001 thanks 17:14 kaadmy ty :) 17:14 kaadmy cmdskp: i think it's 'proller'? 17:14 red-001 could be 17:15 paramat luckily pr/troller is not a dev 17:15 celeron55 also shadowninja uses some weird name sometimes 17:15 celeron55 i... think 17:15 paramat 'tesseract?' 17:15 paramat troller == proller 17:16 cmdskp ty again 17:17 celeron55 the areas of interest thing is a difficult question 17:17 celeron55 i don't even know my own areas of interest 17:17 celeron55 so there you go 17:18 cmdskp =] 17:19 celeron55 i guess it would be possible to write some kind of a list of what people generally do but that hasn't been done 17:19 red-001 where does the server decide what blocks does it sent to clients? 17:20 celeron55 clientiface.cpp 17:20 red-001 thanks 17:20 celeron55 well, mostly 17:21 red-001 I what way? 17:21 red-001 in* 17:22 paramat in a partial way 17:25 celeron55 8D 17:25 celeron55 i'm pretty sure it's what you are asking; ask again with more details if it turns out not to be 17:26 celeron55 it's again one of the things my far-map branch reworks in a major way though 17:26 kaadmy farmesh* 17:46 red-001 where does the server decide to load a block/sector from disk or generate it? 17:47 celeron55 that's kind of uncomfortably spread around; but you're looking at emerge.cpp and then whatever that calls from map.cpp 17:47 celeron55 and whoever calls the stuff in emerge.cpp 17:47 celeron55 mostly it's called by clientiface.cpp but there are other minor cases 17:49 red-001 ok thanks 17:54 red-001 wow loadBlock still supports loading maps form versions of minetest that didn't use databases 17:55 red-001 I didn't know minetest is that backwards compatible 18:00 celeron55 i wouldn't be so sure that it works because nobody ever tests it 18:00 celeron55 i have a mini test framework for testing world compatibility though: https://github.com/celeron55/minetest-worldtest 18:00 celeron55 that doesn't include pre-sqlite versions by default though 18:01 celeron55 and it's 3 years old 8) 18:03 celeron55 i don't remember why i made that to begin with... i guess there was some rework being done and i wanted to make sure things stayed compatible 18:05 celeron55 i guess it would be fairly easy to add a rule for modern minetest versions which would stay compatible for a long time 18:05 celeron55 0.4.3's hacks needed for that aren't going to apply to 0.4.13 18:11 red-001 so how do positions work in minetest? Is the position of a mapblock the node at its center? 18:12 celeron55 the position of the node at the mapblock's origin (which is at a corner) is the mapblock's position * 16 18:12 BlockMen Taking a break from Minetest for a bit now. Backported a few things from blockplanet, see #3513 #3514 #3515 #3516 18:14 paramat thanks for those 18:36 red-001 est31 18:43 red-001 when breaking a line like return true or false do you indent once or twice? 18:46 cmdskp looking at the style guide, I'd say once after the 'or' 18:46 cmdskp http://dev.minetest.net/Code_style_guidelines 18:47 red-001 well some people complain about others not reading style guides and don't know the guides themselves 18:48 red-001 does this also apply to lua? 18:48 cmdskp I'm looking at the examples shown on that page, like the "bool success = " 18:49 cmdskp http://dev.minetest.net/Lua_code_style_guidelines 18:50 cmdskp It would appear to be two tabs... 18:50 cmdskp in Lua 18:51 red-001 the lua example only show continuing lines in if/else statements and function arguments 18:51 cmdskp I would consider a return with an or, similar to an if/else 18:52 red-001 what about a variable definition with a or statement 18:54 cmdskp For all these, if they are short together, I'd put them on the same line, if long, I'd follow the two-tabs as it seems to be mentioned in all other line breaks on that guide 18:55 cmdskp unless it's particularly many 'or's, where having them on separate lines aids readability 18:55 red-001 yeah 18:56 red-001 I looks strange to have a double indent in the middle of variable definitions 19:01 cmdskp I tend to follow the cardinal rule of using non-abbreviated, meaningful variable names - with the added benefit of them stretching over to those double tabs =) 19:58 paramat just realised i don't need to add a 'floodable' node property, i can check for 'buildabe to' and not 'ignore' 19:58 red-001 ..... 19:58 kaadmy yep 19:58 paramat then water can be used to clear areas of long grasses 19:59 cmdskp that's good 20:01 cmdskp It looks like it'd be useful to have a find_total_nodes_in_area that just returns the number found(up to a limit parameter, if supplied), rather than the heavy uses of find_nodes_in_area in Fire and Flowers currently. find_nodes_in_area creates two table results and processes every node in big blocks usually, when often mods only want to check if there are X matches present and don't care about positions or overall total tables returned 20:02 paramat no drops, 'buildable to' nodes are destroyed when 'built to', we can consider the water node is being built in the node 20:04 red-001 well someone will use this for griefing 20:04 red-001 sooner or latter 20:05 cmdskp This is true, esp. I imagine with arranged flowers? 20:05 cmdskp or would they survive? 20:05 red-001 greifers heaven 20:06 red-001 maybe it time minetest get protection integrated 20:06 red-001 gets* 20:06 paramat hm, so it may still be preferable to have a 'floodable' property, it's actually faster to process 20:07 red-001 how much faster? 20:07 paramat only slightly, one bool to check instead of a bool and a content id 20:08 paramat i don't often think about griefers.. 20:08 cmdskp a 'floodable' property does allow more control...and games can easily overwrite it to change default behaviour of water/lava removing plants, flower, etc. 20:08 cmdskp though lava already does that =) 20:08 cmdskp I think 20:09 paramat there are probably cases where someone would not want water to destroy 'buildable to' 20:09 red-001 true 20:09 paramat ok floodable it is 20:10 cmdskp it seems preferable, all ways round =) 20:13 sofar I like it 20:14 sofar flooding water just needs to check protection 20:14 sofar of course, that would prevent people from flood-farming their own crops 20:14 cmdskp sounds costly, performance-wise though - the code does a lot of removal/re-adding water round the fringe nodes 20:15 * cmdskp was experimenting with trying to change it from draining away to air and instead leave a block - I got a very nice crust round about it, instead. 20:15 paramat i think protection checks in liquid flow was rejected recently for performance reasons 20:16 paramat servers can just be careful what nodes they make 'floodable' 20:17 red-001 is there any reason that protection isn't integrated into minetest 20:17 red-001 other then no one adding it of course 20:18 sofar well, I personally don't care too much about griefing problems 20:18 sofar so, full steam ahead with "floodable" :) 20:19 red-001 in what corner of the block is the origin? 20:21 paramat minimum point 20:22 paramat all co-ords at minimum value 20:22 red-001 thanks 20:24 cmdskp I'm limited to a text editor atm, anyone know the MAX constant name for u64? 20:25 paramat yeah um.. 20:26 paramat U64_MAX i think 20:27 cmdskp much appreciated! 20:31 celeron55 UINT64_MAX 20:32 cmdskp tyvm 21:03 paramat okay https://github.com/minetest/minetest/pull/3501 'Liquids: Flow into and destroy 'floodable' nodes' is ready for review. this is a step towards enabling space subgames and mapgen < hmmmm 21:29 cmdskp paramat, possibility for dropping the node as an item as well as destroying the node? E.g. washed off torches in water, etc. 21:31 kaadmy cmdskp: afaik that's what MeinCrapt does with farming stuff; if you flood a field of harvestable wheat, it'll harvest it all 21:31 kaadmy then you can have auto-harvesting, too 21:31 kaadmy and itemdrops flow with water ;) 21:31 cmdskp I didn't know about farming stuff doing that there 21:31 kaadmy only in MC 21:31 kaadmy MT doesn't have it 21:34 paramat yeah i should some text about drops 21:35 kaadmy imho just having water floodand drop buildable_to nodes would be nice, having itemdrops flow in water wouldjust be better :) 21:35 paramat no drops for simplicity and speed, and because it's not much needed, this is meant to be similar to 'buildable to' in that the node is destroyed when liquid is 'built to' it 21:36 paramat drops could be coded later i guess 21:37 cmdskp It should be relatively easy then, just add an item entity when floodable found 21:38 paramat this commit is mainly about allowing liquids to flow into 'airlike' nodes, stuff you don't want dropped 21:39 cmdskp ah 21:40 sofar can it cause on_destroy() to get called? 21:41 paramat hm i'm not sure it will do that.. 21:41 cmdskp I doubt it will 21:41 paramat it might not do that for speed 21:42 sofar alternatively you'd have an ABM for fluid nodes, check the fuild level is high enough then flood certain items, all from lua 22:34 est31 I'd like to announce: I'll do a pause from minetest. plan is that you don't hear alot from me for the next 8 weeks. 22:34 est31 have fun. 22:34 celeron55 is this stuff organized somewhere outside of this channel because BlockMen just did the same 22:36 paramat coincidence i think 22:39 paramat now we're really short of devs :) 22:45 celeron55 maybe; i'm just wondering 22:45 celeron55 i guess people decide to want to focus on something new as it's a new year again 22:47 celeron55 but it doesn't exactly create a very upbeat atmosphere when people disagree about things and then some of those leave for months 22:48 celeron55 i'm just numb to this already; if everything is exploding and i just don't see it, good luck to everyone lol 22:49 paramat nah many devs are busy, some just feel they need a break 22:50 dzho it's healthier for people to realize they need a break, and then to take it, then to reach the breaking point anyway and it turn unpleasant 22:50 dzho s/then/than/ 22:50 red-001 talking about explosions https://github.com/minetest/minetest_game/pull/667 22:52 celeron55 dzho: for sure yes; it's often hard to discern those two... altough i have seen that the burnout is often preceded by a rant of some kind somewhere 8) 22:52 celeron55 (yes i have seen too much of that) 22:53 paramat some of our devs are now at university age and are increasingly busy 22:54 celeron55 one failure mode of a free-time project like this is that people get old and go to universities and start families and become so busy they can't do anything anymore 22:55 celeron55 i'm sure most people will end up being like that 22:56 paramat well luckily we do have some 'older' devs 22:56 celeron55 the question is whether there are enough remaining ones and whether there is enough influx of people that there's at least some that will stick for a while 23:07 paramat it's ok, there's enough for slower, simpler dev, and there are some new people 23:14 red-001 https://github.com/minetest/minetest/pull/3504 23:14 red-001 add back the old settings tab 23:26 VanessaE celeron55: I think it's more a matter of frustration than burnout 23:26 est31 Note i am not in cahoots with blockmen, i just saw what he announced, and thought well I can do similar as well 23:27 est31 I'd wanted to focus on other projects for some few months already 23:27 est31 but didnt have the time, always uni and minetest and other stuff 23:27 celeron55 no worries; but it's nice if people explain what they're doing instead of minetest 23:28 celeron55 i do a lot of "other projects" personally too 23:28 est31 I want to learn the rust programming language 23:28 est31 I've already done some projects 23:28 est31 small ones 23:29 est31 https://github.com/est31/podiff-review 23:29 est31 I want to write an ogg decoder in rust 23:29 kaadmy est31: i plan on learning Rusy, too :) 23:30 est31 but I am new to the subject of audio codecs so its time intensive 23:30 kaadmy this is one reason:https://www.reddit.com/r/programming/comments/3qp5j9/rustdoom_a_reimplementation_of_doom_in_idiomatic/ 23:31 est31 and uni testing phase is in those 8 weeks as well 23:32 est31 including the preparation phase 23:35 est31 I'll still follow + review sofar 's nodebox connection pr, i really like the feature. 23:35 VanessaE it almost looks like that ^^^ could supply the "cable like" thing wanted for technic 23:36 est31 yeah, if it isnt able to support it, I won't +1 it 23:36 est31 only problem will be switching station I think 23:36 est31 because it only allows cable to be below 23:37 est31 would break some builds probably... 23:37 VanessaE well that was how technic originally intended the cabling to work 23:37 VanessaE I'm pretty sure that cables connecting from the sides originated as a bug 23:38 est31 well even that can be encoded into the nodedef 23:38 VanessaE yeo 23:38 VanessaE yep 23:38 est31 it just gets bit complicated 23:39 est31 so you'll have 7 values in the nodedef or so, each of them containing a list of node groups, to which the defined node should connect to, to which side (6 sides, and one for "connect no matter which side") 23:40 sofar wait what? 23:40 sofar is this about my PR? 23:40 est31 yes. 23:40 sofar sorry I just rebooted after adding 6gb to my system, missed the backlog until just now 23:41 est31 http://irc.minetest.ru/minetest-dev/2016-01-01#i_4490537 23:41 est31 there it starts 23:42 est31 but the pr is already looking really good 23:42 sofar I hope people saw the third cross-bar in the fence in the screenshot ... 23:43 VanessaE I saw it. 23:43 sofar ah ok thanks for posting the logs 23:43 VanessaE not sure what I think of that other than "nice touch", given that everyone's used to two-rung fences. 23:44 sofar it was to demonstrate that it really was a different fence model 23:44 sofar I can do a picket fence too if you desire :) 23:44 VanessaE I assumed, yeah 23:44 VanessaE oooohhh.... 23:44 VanessaE you got my attention with that :) 23:45 sofar I'm letting the PR accrue some thought and will resubmit in a few days when I get to addressing all the comments 23:45 sofar my brain works better not touching code for a few days before I code it all up at once 23:46 sofar est31: the wires aren't necessarily ideal just yet, if you ask me, but it works. It's just different than current wires 23:46 sofar also the question as to what-does-it-connect-to needs to be solved 23:47 sofar which will need a new lua option 23:47 VanessaE sofar: treat it like that "connected fences" PR 23:47 sofar I'm thinking, by default, just connect to only the same node name 23:47 VanessaE i.e. a node def field for the object the connected-nodebox-thing should connect to 23:48 VanessaE i.e. the wire has a field that says "connect to foo in direction +Y" 23:48 sofar well I can see multiple ways 23:48 sofar e.g. group fences connect to group 23:48 sofar but also, connect to drawtypes perhaps 23:48 VanessaE or, put multiple fields into the node connected to, e.g. the generic machine has a field that says "wire of node name foo:bar can connect to me from direction -Y" 23:48 sofar and some to just specific nodes? of course that could be groups 23:49 sofar oh 23:49 VanessaE (s/node name/node or group name/) 23:49 sofar the node lookup currently is too stupid to know that if it can connect to the North, the other end may not connect to the South 23:49 sofar so that needs fixing as well 23:50 sofar but if the switching station only has connections downwards, that would solve that problem 23:50 sofar anyway, I need to AFK some more 23:50 sofar I'll catch any irc log tho 23:50 sofar ------ 23:50 VanessaE also, supply converters aree only supposed to connect from top and tbottom 23:51 VanessaE -e -t 23:52 VanessaE (personally, I'd be happy if ALL technic machines, save for supply converters and battery boxes, only connected from the bottom, and those two specifically top-or-bottom) 23:52 est31 well it does make building nice walls consisting from machines impossible 23:59 VanessaE_ netsplit?