Time Nick Message 00:34 turtleman is there a design reason why wool cannot be dyed white? 00:38 Fritigern turtleman: I'm no dev, but if I were to guess, I'd say it was an oversight. 00:38 turtleman ill file an issue 00:45 sofar can you re-dye red wool to white? 00:46 sofar can you re-dye red wool to green? 01:01 paramat now merging 3541 01:09 paramat merged 03:33 paramat will merge later https://github.com/minetest/minetest/pull/3552 'Mgflat: Set blank default spflags. Unhide' 04:05 paramat now merging 3552 04:11 paramat merged. finally mgflat is usable and unhidden 04:20 sofar neat 05:13 Soni any #minetest ops around? 06:42 paramat change of plan. i will not make existing mapgens able to use custom atmosphere nodes, it is complex, problematic and they are unsuitable anyway. instead, only new dedicated space/alien mapgens will use a custom 'mapgen_atmosphere' alias node 06:44 paramat i am considering adding an experimental lunar mapgen, and a vacuum node to game, to start working on the issues 08:15 Hijiri you could make space a fluid 10:24 neoascetic Hi everyone. line_of_sight checks only loaded nodes, am I right? 10:24 nrzkt yes 10:26 neoascetic I want it to work on not loaded nodes. How to do this? 10:58 sfan5 rewrite the function to load a block if it hits non-loaded nodes 10:59 neoascetic Is this possible with Lua? 11:13 neoascetic Okay, seems like I may use minetest.emerge_area... but it is async so I am not sure... 13:35 yunfan hi, can you add more datatype supporting for nodemetaref? 13:35 yunfan i think a set datatype is really needed for many member relationship check 13:35 yunfan or allow/disallow list 13:38 yunfan currently i saw many mod author just use a simple ':' split format, and just check one by one is the target is hit, this is a O(N) algorithm campared to a O(1) set 20:10 paramat hmmmmm celeron55 i have reviewed c++ valleys mapgen and it is now suitable for merge https://github.com/minetest/minetest/pull/3508 would you like to review and/or approve? for screenshots of the lua and c++ versions see https://forum.minetest.net/viewtopic.php?f=9&t=11430 pages 1 and 8 21:05 red-001 sofar what's with the meshnode doors? I though you finished them? 21:22 Fritigern The flat mg does not really behave like MC migrants would expect. In MC a flat map will have no trees so tht it's easier to build big projects. And although one can remove all trees using worldedit (which many builders would have anyway), the trees do create an extra hurdle for those that wish to build a big project. So perhaps it would be a good idea to consider disabling tree spawn for that mapg 21:22 Fritigern That is, if at all possible. 21:30 Fixer i think you can disable that in mapgen settings imo, look in config example 21:50 Fritigern I wasn't qaware that there are separate configs for mapgens. Which folder do they live in? 21:51 Calinou minetest.conf, mg_flags = notrees 21:51 Calinou I think 21:51 Fritigern Oh, but that's a global setting. Not a per-mapgen one. 21:52 paramat the global trees flag is deprecated, use nodecorations 21:53 paramat for the new mgflat 21:53 Fritigern What i am looking for is a way to turn off trees in mgflat, but leave them on for all the other mgs. Is this possible? 21:54 paramat the global trees and flat flags have been moved into mgv6 spflags, but they remain in global flags for backwards compatibility 21:55 paramat yes, set nodecorations when you create your mgflat world, then unset it before starting any other world 21:56 paramat the flags set when you create a world remain stored in, and active on, that world (in map meta txt) 21:57 paramat see end of conf.example for more info on flags 21:57 Fritigern Although i am comfortable with editing config files by hand, "normal' users may not be. I therefore think it would be a good ide to make this easier for the end user to enable/diable 22:03 paramat oh you can do it in the settings menu too 22:04 paramat mapgen->advanced 22:08 paramat ->mgflat 22:10 Fritigern I feel that nodecorations would be better off being part of the default mgflat spflags, that way you get a flat terrain the way most people would expect it. Those that would like decorations can then turn it on. 22:10 paramat without trees a world will lack resources, the lakes flag is there to provide certain resources. forest biomes can be big, just try a few seeds until you get grasslands around spawn 22:11 Fritigern 99% of the time people want flat land to build without having to modify the terrain 22:11 paramat i see your point though 22:22 paramat mgv6 in flat mode also has all options enabled by default (trees, decorations, caves, dungeons) it makes a more interesting world. what MC migrants expect is not important 23:08 sofar red-001: I went out for a forest hike with the kids 23:09 sofar red-001: I've got it pretty much working at this point, I wonder if I should just make it a PR against minetest_game already 23:11 sofar I think I can have it replace all the old doors, but there's some problems that may need adjustment 23:14 sofar I'll throw it in a separate github 23:17 sofar red-001: https://github.com/sofar/newdoor 23:35 sofar https://www.youtube.com/watch?v=GCGA0LFvi0 fyi - mesh node doors 23:36 red-001 cool 23:36 sofar code is on github - github.com/sofar/newdoor 23:36 red-001 the video doesn't work 23:36 sofar huh 23:36 sofar https://www.youtube.com/watch?v=GCGA0LFvi0g ? 23:37 red-001 that worked 23:38 sofar it's important to note that there's hardly a visual difference from the old doors 23:38 sofar the missing black line half-way, and the see-through parts are the only hints 23:38 sofar and you could enable back face culling to remove that 23:40 red-001 strange 23:40 red-001 minetest is being buggy 23:41 red-001 http://imgur.com/JFD8nst 23:42 red-001 it acts like it's in a node 23:43 sofar the darkness? 23:43 red-001 yes 23:43 sofar I spotted that too 23:43 sofar oh, may know what that is 23:43 red-001 it think it's newdoor:hidden 23:43 sofar yes 23:43 red-001 it shouldn't look like that 23:44 red-001 it's airlike 23:44 red-001 the code looks a lot cleaner 23:45 red-001 maybe you should open a PR? 23:45 sofar I tried to clean up as much as I could 23:45 sofar not ready yet 23:45 sofar close, but still missing fallback/compatibility 23:45 sofar plus, trapdoors 23:45 sofar it's a good start, we can likely make it work nice and quickly 23:46 red-001 trap doors can use nodeboxes right? 23:46 sofar yes, but we want the same API 23:46 sofar to work for them too 23:47 red-001 in the old code trapdoors where an ugly copy of door code 23:47 red-001 at least at face vaule 23:52 sofar weird 23:52 sofar adding paramtype2 = light and sunlight_propagates doesn't fix the issue for me 23:52 sofar sorry paramtype = light 23:53 red-001 should there be one register function or two? 23:53 sofar two 23:53 red-001 ok 23:53 sofar well three with the hidden node 23:53 red-001 no 23:54 red-001 I meant newdoor.register 23:54 red-001 if you add trapdoors 23:54 sofar oh 23:54 sofar it'll be door.register_door and door.register_trapdoor 23:54 sofar so two separate ones 23:54 red-001 ok 23:54 sofar doors.* 23:57 paramat nice doors 23:58 sofar if only I could figure out the light problem 23:59 * red-001 is adding trapdoors