Time Nick Message 10:29 Megaf Hi folks. 10:48 paramat #3887 is needed but merge fails due to line endings problems, any ideas how i can get this to merge? i might try replacing every line ending in my text editor 10:48 ShadowBot https://github.com/minetest/minetest/issues/3887 -- Shaders: Reduce amplitude of waving leaves and plants by paramat 11:05 neoascetic Tests for OSX failed. Again: https://travis-ci.org/minetest/minetest/jobs/117501722 11:05 neoascetic I think it is better to rewrite the test. It is machine/speed/something-else dependent 11:05 paramat that fail happens often, there's an issue for it 11:06 neoascetic Oh, okay 11:06 paramat it happens on good PRs 11:06 red-001 It happens on all PRs 11:07 paramat builds are failing so often now i rarely take notice of them =/ 11:07 neoascetic May I have a link to issue, please? 11:07 neoascetic #3786 11:07 ShadowBot https://github.com/minetest/minetest/issues/3786 -- Unreliably failing unittests on mac 11:07 neoascetic got it 11:43 red-001 #3900 11:43 ShadowBot https://github.com/minetest/minetest/issues/3900 -- Add a button for disabling all mods to world config. by red-001 11:45 paramat nore sfan5 ShadowNinja PilzAdam reviews needed for game#908 game#957 game#959 game#862 game#962 game#964 game#945 11:45 ShadowBot https://github.com/minetest/minetest_game/issues/908 -- Default: New jungletree_top texture with square character by paramat 11:45 ShadowBot https://github.com/minetest/minetest_game/issues/957 -- Doors: Allow schematic placement of wooden doors. by sofar 11:45 ShadowBot https://github.com/minetest/minetest_game/issues/959 -- Default: Make some plant nodes non-flammable by paramat 11:45 ShadowBot https://github.com/minetest/minetest_game/issues/862 -- Tnt: Improvements by sofar 11:45 ShadowBot https://github.com/minetest/minetest_game/issues/962 -- Fire: Allow placing only above flammable blocks by kilbith 11:45 ShadowBot https://github.com/minetest/minetest_game/issues/964 -- Books: Move page buttons at the bottom by kilbith 11:45 ShadowBot https://github.com/minetest/minetest_game/issues/945 -- Creative: Code cleaning + Fix items moving in virtual inventory by kilbith2 11:46 nore paramat: 945 is +1 from me once it is tested 11:46 paramat ok 11:46 sfan5 wat 11:46 sfan5 why would a tree have perfectly square inner structure 11:47 paramat i tried rounding the corners but it looked bad 11:47 sfan5 paramat: https://github.com/minetest/minetest_game/pull/908#issuecomment-195664426 11:48 paramat all our trees have square structure :) 11:48 sfan5 yeah but not like this 11:49 paramat i tried adding those rounded corners to my cross-shape, it looked really bad 11:49 paramat that texture ignores the 4 lianas 11:49 sfan5 but why do we want to plus inside the tree 11:50 paramat that's explained in my comments 11:50 paramat it looks cool and has character 11:51 sfan5 i disagree 11:51 red-001 I looks strange to me 11:51 paramat heh textures are difficult merges 11:53 sfan5 paramat: approve 957 and 959 11:54 paramat ok 11:56 paramat i'll try to test 945 later 11:58 paramat then i'll merge another batch 12:02 paramat i'll re-try rounding my texture 12:10 sfan5 paramat: 964 is ok too 12:11 paramat ok 12:20 red-001 #969 12:20 ShadowBot https://github.com/minetest/minetest/issues/969 -- Refactor the main method in main.cpp 12:20 red-001 game#969 12:20 ShadowBot https://github.com/minetest/minetest_game/issues/969 -- Remove `default:dirt_with_grass_footsteps` and add alias. by red-001 12:22 paramat ^ VanessaE i seem to remember it's used on some servers? 12:28 red-001 so should I keep the texture? 12:29 red-001 that way servers can re add it more easily 12:31 paramat we may have to keep the node, best wait for more input 13:20 VanessaE keep the node, paramat. 13:20 VanessaE some servers/games use it. 13:27 nore I'd say, keep the node, even if it can't be obtained without creative or /giveme 13:27 sfan5 ^ ack 13:29 nore game#852 should be tested and merged before 0.4.14 I think 13:29 ShadowBot https://github.com/minetest/minetest_game/issues/852 -- Call on_place_node() callbacks after placing door. by sofar 13:29 nore #game#862 I meabt 13:29 nore grrr 13:29 VanessaE bbl 13:30 nore well, the TNT one 15:28 paramat 945 is tested and shift-clicking works 15:31 paramat nore sfan5 agree to close game#969 ? 15:31 ShadowBot https://github.com/minetest/minetest_game/issues/969 -- Remove `default:dirt_with_grass_footsteps` and add alias. by red-001 15:31 sfan5 yes 15:34 paramat ok 15:35 paramat done 15:36 paramat will soon merge games 893 945 957 958 959 960 964 968 =P' 15:42 paramat now merging 15:56 paramat merged 16:44 est31 paramat, what PR is do you think more important: the metadata PR or the noclip one? 16:44 VanessaE metadata. 16:45 est31 both still needs lots of work 16:45 VanessaE which one's the noclip one? 16:46 paramat erm metadata, but noclip is needed for new doors 16:46 est31 #3894 16:46 ShadowBot https://github.com/minetest/minetest/issues/3894 -- Add serverside noclip enforcement by est31 16:46 est31 well which one is more important 16:46 Fixer paramat, not only new doors 16:46 est31 i dont think i have time for fixing both this week 16:46 paramat i guess both unfortunately, happy to delay freeze 16:47 Fixer paramat, it is not just doors, there are a lot of problems with cheaters that it can solve (noclip mining, or going through any block) 16:47 paramat hmm 16:48 paramat perhaps noclip is then if it's essential for new doors 16:48 paramat metadata would be really nice to have in but isn't as essential 16:48 Fixer paramat, right now cheater can go through any block and mine everything, with this PR it will not 16:48 est31 noclip needs path search improvement 16:48 est31 metadata pr needs bugfixing 16:49 Fixer please, delay the freeze 16:49 paramat man these new doors have caused trouble 16:49 Fixer why so much rush? 16:49 paramat no rush 16:49 est31 its not rush 16:49 est31 why so feature creep :) 16:51 paramat i almost feel the minor advantages of mesh doors are not worth the trouble and complexity (but hate to say it after so much good work by sofar) 16:51 paramat still i'll stay neutral on that for now :) 16:52 VanessaE est31: metadata is more important imho 16:52 VanessaE fewer people are affected by noclip bugs, imho 16:52 est31 fewer? 16:52 est31 people lag into houses all the time 16:53 VanessaE sure, but *everyone* is affected by performance problems caused by excessive metadata changes :) 16:53 paramat yeah hmm 16:54 paramat perhaps we should delay freeze 16:54 paramat and aask other devs for help on these 2 16:54 paramat (ask) 17:00 paramat ok i would say metadata, and leave noclip to someone else 17:03 paramat and i'm holding freeze until further notice 17:04 VanessaE so you're freezing the freeze? :P 17:05 est31 hehe 17:06 paramat lol 17:07 VanessaE I would say start the freeze and just run it for longer 17:08 VanessaE it's not like you're adding features anyway 17:10 paramat guess it depends on when we consider these 2 PRs 'merged'. anyway announced and lets see how stuff goes over the next few days 17:25 srifqi paramat, I've some question in 2561. (I've updated my last comment) 17:26 paramat !tell ShadowNinja is it possible you could work on noclip 3894 so est can concentrate on metadata 3848? 17:26 ShadowBot paramat: O.K. 17:26 paramat ok looking 17:30 paramat i'll list the defaults 17:37 paramat replied 17:37 srifqi i've read your reply 17:39 srifqi thanks for reply, i'll work asap 'cause it's already late night here (0.39 a.m.) 17:39 paramat est31 since you have a grip on 3848 i recommend focussing on that 17:39 paramat ok 17:41 Hunterz anyone familiar with worldedit? Does MT WE //undo command or something similar? 17:56 Obani Hunterz, no 17:56 Hunterz :( 17:56 Obani paramat, is #3893 mergeable ? 17:57 ShadowBot https://github.com/minetest/minetest/issues/3893 -- Credits: Make that easy to add/remove by Rui914 18:06 ssieb Any comments on https://github.com/minetest/minetest/pull/3899 ? Would be nice to get in for 0.4.14... 18:10 paramat 3893 is low priority 18:11 paramat we're having to prioritise and we're half frozen so .. 18:17 * ssieb should have read the topic more carefully. 18:17 ssieb I didn't realize how close freeze was :-/ 18:35 sofar paramat: the *one* thing that is imho still worth it for doors is that it's only one node update to open/close doors 18:35 sofar we could have done the API changes without it, of course 18:35 sofar but only having 1 node update state is a lot cleaner and safer 18:36 ssieb Is it enough to make a pull request or should I create an issue as well? 18:43 Fixer sofar, it is fine, noclip will solve it anyway and many other problems 18:49 paramat yes i was just grumbling, we should of course continue on with the new doors 18:52 paramat Minetest is semi-frozen, it's in the fridge door next to the fruit juices 18:54 rom1504 so, if we cut the power, minetest will get more activity ? 18:58 celeron55 it will rot and spoil 18:58 rom1504 ah damn 19:03 Krock vacumize it then 19:03 Krock it will prevent Minetest from rot 19:03 Krock for a while at least 19:04 ssieb paramat: Is it enough to make a pull request or should I create an issue as well? 19:08 paramat just the PR is ok we can discuss there, perhaps add more description to explain what this fixes 19:09 ssieb ok 19:13 sofar paramat: I'm very aware that the whole doors PR has been a massive learning curve for me ;) 19:16 red-001 sofar the maximum intensity for TNT should be dependent on the size of the explosion 19:16 red-001 or versa 19:16 red-001 or vice versa 19:16 sofar yes, we need to calculate a square inverse curve to make intensity based on radius 19:17 sofar this is why I protested against using radius earlier 19:17 sofar but, we can inverse calculate it 19:17 paramat ah hm good point 19:17 sofar the conversion factor will be a weird constant, though 19:18 sofar red-001: did you see my TNT video btw? 19:18 sofar https://www.youtube.com/watch?v=c3G-52FV4SI&list=PL0q7atYslWifTuX60rtCaocQiYUSdtZJP&index=3 19:19 red-001 yeah 19:19 paramat assume the outermost removed node always has the same 'intensity'. 'intensity = 1 at midrange of normal tnt' means at radius 2 of radius 3 tnt 19:20 paramat or something 19:20 sofar right 19:21 sofar I'll have to math that out 19:21 paramat or maybe just have intensity = 1 at outermost removed node 19:21 red-001 that would make more sense 19:23 paramat simpler, more intuitive, simpler maths 19:23 sofar actually no 19:24 sofar I had some nice and easy math model laid out before 19:24 sofar but y'all pooped over it 19:24 paramat yeah i remember disagreeing 19:24 sofar so, it's going to be a kludge 19:24 sofar because you guys think that expressing "TNT intensity" as "radius" is a good idea 19:25 sofar the radius is a consequence OF the intensity 19:25 sofar the intensity is the *energy* of the tnt 19:25 sofar that, is simple math 19:25 sofar :P 19:26 paramat intensity = (1 / radius ^ 2) * destructionradius ^ 2 ? 19:27 paramat = 1 at edge, falls as inverse-square 19:27 sofar the whole problem is moot anyway 19:27 sofar we never calculate intensity for nodes getting destroyed 19:28 Obani sofar, your connected nodeboxes are really good looking :D 19:28 red-001 so the feature freeze is today? 19:29 paramat it's more there for mods. with that equation node is removed at intensity >= 1 19:29 paramat fridge door 19:30 sofar https://github.com/sofar/minetest_game/blob/tnt/mods/tnt/init.lua#L247 19:31 sofar the "1" in that line... that's the problem 19:31 red-001 but what to replace it with? 19:31 sofar so here's my proposal 19:31 sofar 1) keep radius 19:31 sofar 2) internally, convert radius to *actual* tnt intensity/energy 19:32 sofar 3) then do math based on the actual energy 19:32 ssieb paramat: ok, I've added a (hopefully clear) explanation of why my change is useful 19:33 red-001 all math or only `on_blast` related? 19:34 sofar why would we do a bad job at it? 19:34 sofar if the internal conversion is good, it doesn't matter 19:34 sofar maybe one day with proper math, we can make softer materials explode futher 19:35 sofar and harder materials explode less 19:35 sofar so the size of the hole becomes variable 19:35 sofar e.g. group:ore is hardest, group:stone less hard, group:cracky even less 19:35 red-001 so rewrite explode? 19:36 sofar to actually calculate intensity per node, yes, and compare it to a threshold 19:36 sofar that would be awesome for sedimentology as well 19:37 sofar now I have to do this: https://github.com/minetest-mods/sedimentology/blob/master/nodes.lua 19:39 red-001 well that wouldn't work too well with voxel manipulator 19:40 sofar sure it will 19:40 sofar doesn't make a difference at all 19:40 red-001 It does 19:40 paramat intensity = (destructionradius ^ 2) / (MAX(radius, 1) ^ 2) = 1 at edge 19:40 red-001 you need to select an area of the map 19:41 sofar just make it large enough 19:41 red-001 that would be slower 19:41 sofar it's fast enough 19:41 sofar did you see my radius=8 explosion? 19:42 sofar https://www.youtube.com/watch?v=QSLOp0afutA 19:42 sofar tell me that that was slow 19:42 red-001 I created an radius 12 explosion 19:43 red-001 I know it's fast 19:43 sofar besides that, the extra radius needed beyond 3 would probably be only 1-2 extra blocks 19:47 red-001 the amount of drops seems to be the largest limiting factor on explosions 19:48 sofar F = U / r^2 <= the core forumula 19:48 sofar U = energy 19:48 sofar F = force 19:48 sofar r = radius (or distance) 19:49 sofar if you want to have a F of 1 at radius 3, then logically U = 9 19:49 sofar so, we can express U (tnt "energy") as "radius*radius" 19:49 Krock isn't P = energy? 19:49 sofar P is power 19:50 Krock force [N], radius [m] -> Nm -> Joule -> Ws 19:50 Krock it's power! :P 19:50 sofar ah , sure, very good 19:50 sofar someone is paying attention! 19:51 Krock nah, just clicked on this tab and seen that 19:52 sofar anyway, now we have a trivial formula to calculate intensity at any radius 19:52 sofar based on tntradius 19:52 Krock and other trivial power conversion method 19:52 sofar P = tntradius*tntradius / radius*radius 19:53 sofar (where radius is never smaller than 1.0) 19:53 Krock aww fuck. It's not P, it's W. 19:53 Krock P is just Watt where W contains the time aswell 19:54 sofar Nm would be correct, I think 19:54 Krock yeah, and so is Joule ;) 19:54 sofar but that's the unit, not the symbol :) 19:54 sofar (darn convention letters) 19:55 paramat that's identical to my equation 19:55 sofar anyway, logically from that curves follow that Nm can't be larger than 0.25 at r=6, for instance, so there's no need to make the voxelmanip that huge 19:55 sofar it gets smaller pretty easily 19:56 sofar paramat: yup, it is 19:56 paramat ok lets update th etnt PR with that 19:56 paramat (the tnt) 19:57 paramat nore sfan5 ShadowNinja i updated game#908 19:57 ShadowBot https://github.com/minetest/minetest_game/issues/908 -- Default: New jungletree_top texture with square character by paramat 19:58 sfan5 now it's diamond formed 19:58 sfan5 i still prefer the texture the way it is 19:59 paramat current one is too round and the lianas are too thin 20:00 Obani paramat, current one is not good, but your new one is worse :s 20:01 paramat lol 20:01 Obani I like Rui914's proposal 20:01 sofar compare them with the other trees 20:01 paramat that one ignores the lianas 20:01 Obani Actually it just doesn't fit in any way with the environment 20:02 sofar well jungles are the worst biome right now 20:02 paramat it perfectly fits the structure of the side texture 20:02 Obani No 20:02 sofar we all hate the side texture 20:02 sofar lol 20:02 Obani It doesn't fit at all 20:03 Obani Just look at the environment and see if it goes out of your view obviously 20:03 Obani Of course it fits with that lianas thing 20:03 Obani Bu nobody cares about looking if there are lianas :p 21:03 paramat thoughts on #3655 ? i support. mgv7 still has a lighting bug at y = 63 but i think making a good impression on reviewers etc is worth it 21:03 ShadowBot https://github.com/minetest/minetest/issues/3655 -- Defaulting to Mapgen V7 21:05 paramat ^ hmmmm 21:21 hmmmm i dunno, that's more of a question for everybody else 21:21 hmmmm ask celeron what he thinks 21:22 hmmmm i'm really curious about his opinion on the matter 21:23 sofar +1 21:23 celeron55 what about all the other options 21:23 nrzkt http://servers.minetest.net/ 21:24 nrzkt v6 and v7 seems to be equal for the most active servers 21:24 celeron55 v5 was what many people realized loving about minetest when v6 had been around for a bit 21:24 nrzkt also v5 isn't used in public servers and seems unpopular 21:25 celeron55 well, it has been around in 0.4 for less time and people probably float towards higher numbers 21:26 celeron55 i mean, i'm not seriously suggesting it, but i have almost just as little reason to suggest v7 21:29 hmmmm i think it's a perception thing thanks to the number versioning 21:29 nrzkt yes version number is important 21:31 celeron55 but i mean, seriously, try v5 sometimes 21:31 celeron55 it will make you smile 21:31 celeron55 it's like "hey, we have this completely freeform voxel world; how about actually using it" 21:39 celeron55 v7's problem is that it is constantly too large-scale and sparing in detail 21:40 celeron55 v5's problem is that it's constantly very playful and just crams the whole world full of small detail that gets repetitive after a while 21:41 celeron55 v6 kind of avoids doing both of those things, instead doing its own signature pattern, kind of 21:43 celeron55 really, there needs to be something with more balls 21:46 celeron55 in my opinion the ideal default mapgen should be able to generate at least both, v5 and v7 like stuff in the same world 21:46 red-001 what about valleys ? 21:46 celeron55 (and why not v6 too) 21:46 red-001 is that too unstable? 21:47 hmmmm well i did learn something valuable from v7 - making a good mapgen is difficult 21:47 hmmmm i suppose you could literally take v7/v5/v6 and mix the terrain together using large-scale perlin noise 21:47 hmmmm but then the interpolation between them all would make its own unique yet monotonous blob 21:48 hmmmm in order for mapgen mixing to work, the interpolation would need to be relatively sharp 21:48 celeron55 i think creating a meta-mapgen that just mixes up individual mapgens could be worth a try 21:49 celeron55 it doesn't even need to be perfect; just something kind of plausible enough 21:50 celeron55 red-001: it kind of is a one-trick pony too 21:50 celeron55 mapgens love being one trick ponies; it allows them to be efficient in the one thting 21:50 red-001 true 21:50 celeron55 thing* 21:55 celeron55 so, really 21:55 celeron55 i don't think v7 would make a good impression on reviewers or anything 21:56 celeron55 you usually spawn on some flat hills with nothing to be seen anywhere; then if you fly fast to some direction you end up to some medium-sized but very boring mountains 21:56 celeron55 with v6, at least the initial impression is more like "this is an okay hilly forest" 21:58 celeron55 with v5, the initial impression is like "there is a weird-shaped floating blob of rock in front of me above this medium-sized body of water" 22:02 celeron55 with valleys, the initial impression is "this is a very hilly forest with small rivers in it" and then at some point you realize those are spaced apart by medium-sized mountains with nothing interesting on them 22:08 celeron55 the thing about map generators is that they allow you to replace static pre-made content with an arbitrary amount of generated content 22:08 celeron55 but it's an illusion 22:08 celeron55 the content is the map generator, and when it runs out of new things to generate, that content has run out like any static content would 22:12 celeron55 the "run out" threshold is hard to notice - at the point a player notices it, they are quite fed up with it already and might not still understand what it even is that they are fed up with 8) 22:13 red-001 why does mg_flat generate caves? 22:14 red-001 and dungeons 22:16 red-001 it isn't really flat 22:25 paramat mgv7 isn't completely stable yet, if we insist on that for the default 22:25 sofar apart from tree massacres though, any other issues? 22:29 paramat good points. mgv6 is good for beginners and the biomes are not huge 22:30 paramat i watched a let's play last night in mgv7, it was the usual 'spawn in grassland biome "there's no trees"' thing 22:31 sofar that's why I really think we should add some scarce mini-tree-shrubs to grassland 22:31 paramat seems to freak some people out if they're used to minecraft 22:31 sofar e.g. one stump and 5 leaves 22:31 paramat i thought that too, bushes 22:31 sofar make it really sparse, but still, just a few pieces 22:32 sofar we can re-use them in jungles as well 22:32 sofar to make the ground cover more varied and really bush-bush like 22:33 paramat bushes would be good for savanna too 22:33 sofar tbh that's what I hate about jungles. to me, jungles are high-diversity eco systems 22:33 sofar our current jungles have 2 things, really 22:33 paramat hmm so perhaps we stick to mgv6 for now 22:33 sofar set a goal for 0.4.15 to improve decorations 22:34 sofar do it early, right after 0.4.14 22:34 sofar maybe open an issue already so we can track and discuss 22:36 paramat i'll put this on my todo list 22:37 nore to my mind, jungles would look a lot better if there were different kind of trees and otger vegetation in them 22:38 nore that is, at least two different kinds of trees, and some big trees (and wide too) 22:38 paramat mgflat is meant to be, or configurable to be, a complete mapgen with lots of flat ground for building / cities. that's why there are options for simple lakes and hills too 22:38 nore maybe vines from bas080's mod, that adds another kind of vegetation in the air 22:39 nore and another kind of vegetation on the ground maybe too 22:39 sofar there's several vines, I have some ideas for them 22:40 nore also, I think that jungles could be greener 22:40 nore imho, textures lack green saturation for something that is supposed to be a rainforest 22:41 paramat you'd like Gambit's texture pack 22:43 nore hm, I should give it a try :) 22:43 nore but nevertheless, jungles lack vegetation, I guess this should be added for 0.4.15 22:44 paramat nore https://github.com/minetest/minetest_game/pull/880#issuecomment-190225443 22:45 nore paramat: thanks ! 22:45 * nore goes to bed now 22:54 celeron55 many mods and subgames do map generation with a lot of stuff quite well 22:54 celeron55 there's not much need to invent anything new there; just look at what works and implement it 22:57 celeron55 how this development should probably work is that the core mapgen generates something, and mods add stuff over it; then it's looked at what mods generally do and that stuff is added to the core mapgen so that it can be done faster, and then mods start using that functionality and can move to figure out more new stuff over it 23:00 VanessaE oh screw it, just add biome_lib, moretrees, and the whole plantlife modpack. Get it overwith ;) 23:05 sofar I don't like mods that replace (we're missing one or two variants of X) with (add 25 variants of X) 23:05 sofar they don't solve any problem 23:05 sofar they don't make singleplayer more interesting 23:06 sofar they make things for multiplayer often worse 23:06 sofar they're only good for creative 23:06 sofar and barely at that 23:09 VanessaE I was joking :P 23:10 sofar I know 23:11 VanessaE now, that said, 23:11 VanessaE imho there *are* a few nodes in plantlife that would be good candidates for inclusion in a vanilla game 23:12 VanessaE such as say one type of fruit bush, maybe one of the beach-ready grasses 23:13 sofar I'm thinking vines are a good addition. Make them craftable into rope 23:13 VanessaE maybe. 23:13 Dragonop I think the fruit bushes need retexturing and remodeling if you want to add them to mtgame 23:14 VanessaE don't use the existing vines code though, it's got a few bugs and is perhaps overthought 23:14 VanessaE Dragonop: make them plantlike drawtype like they used to be 23:15 VanessaE I'm sure the old textures can be found with some effort. 23:15 Dragonop VanessaE, seems like a good idea 23:19 paramat vines should hang from under leaves/branches not signlike hanging off the side of trees, otherwise a 5x5 tree is doubled in volume to 7x7 and unavoidable gaps are created between trees 23:19 paramat plantlike drawtype perhaps 23:19 VanessaE make a new leaves texture that includes the vines already hanging off? 23:20 Dragonop ^ 23:20 VanessaE in a normal working environment though, the vines are added after the trees have spawned. 23:20 VanessaE no new spaces are created, so the trees' volume remains unchanged. 23:21 sofar paramat: we can do a trick 23:22 sofar paramat: hang the vines facing OUT on the outside of the 5x5 23:22 sofar that way they look like they're on the outside, but they're actually inside 23:22 VanessaE the problem comes when trying to cut the vines - the existing code makes a lot of effort to cutting down whole strings of them. 23:22 sofar it even digs holes in the ground when you do 23:23 VanessaE yeah, there's an issue open somewhere about that. 23:23 VanessaE the existing mod puts vines on the bottom-side of dirt(_with_grass) blocks as well. not sure how much I like that idea, but it's been that way since forever 23:24 paramat yeah good trick 23:25 sofar paramat: then make vines cut by craftable into rope 23:25 sofar something you could use in caves to descend 23:25 sofar e.g. if you place a 5-stack of rope on a ceiling, it would descend 5 nodes down 23:25 VanessaE I like that idea. 23:25 sofar would be fun to do it with 99 :) 23:26 VanessaE make sure they can self-extend. 23:26 sofar maybe limit it to 12 and repeatable 23:26 sofar yes 23:26 VanessaE place a stack of 5 against the bottom of a vine, it goes down another 5 23:26 sofar cool, I'll see if I can code that up nicely 23:26 sofar after 0.4.14 gets release ;)) 23:26 kaadmy been thinking about something similar for Pixture :D 23:26 kaadmy extending ropes 23:27 sofar could also make other uses for rope later on 23:27 kaadmy climbing? ;) 23:27 VanessaE sofar: would you mind adding appropriate aliases into mt_game so I can discontinue the vines mod in plantlife? 23:27 sofar sure, I'll consider that, yes 23:27 VanessaE thanks. 23:27 sofar reasonable enough 23:27 Dragonop xDecor has that kind of ropes 23:30 sofar I'll talk with kilbith 23:30 Dragonop Rightclicking a rope with a rope could extend its length 23:32 sofar right