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Wayward_One |
Moar spam: https://forum.minetest.net/viewtopic.php?f=42&t=15567 |
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16:09 |
tenplus1 |
Hi folks, could any game-dev please look at pull game#1286 and comment for it's implementation (or not) |
16:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1286 -- Dynamic Dirt to Grass changes by tenplus1 |
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16:40 |
tenplus1 |
hi nrzkt |
16:40 |
paramat |
specifically tenplus would like opinions other than mine or sofars ;] |
16:40 |
tenplus1 |
yep :) |
16:40 |
paramat |
try to grab rubenwardy sometime |
16:41 |
* tenplus1 |
sends out a ninja messenger |
16:43 |
paramat |
you can discuss in this channel, it's mtgame dev :] |
16:44 |
tenplus1 |
ah no probs :) I still feel that my own changes bring more to the game |
16:45 |
paramat |
sfan and tesse-ract (shadowninja) are still around. nore and pilzadam are more elusive |
16:45 |
tenplus1 |
yeah, hardly see those guys lately |
16:47 |
T4im |
why have a dirt types list at all? isn't that what groups is for? |
16:47 |
tenplus1 |
mod additions, is a lot easier |
16:47 |
tenplus1 |
and faster |
16:47 |
tenplus1 |
hi btw :) |
16:47 |
T4im |
well any mod that defines grass could just add group.grass |
16:47 |
T4im |
yea hi :D |
16:48 |
T4im |
no additional api necessary :D |
16:48 |
T4im |
and perhaps might get around some of the issues |
16:48 |
T4im |
although i only skimmed over the discussion so far |
16:50 |
tenplus1 |
grass_1 to _5 use grass group... my changes do not touch any existing groups (for compatibility) and rely on a simple list which can be added to via mods |
16:50 |
tenplus1 |
which has been in operation on Xanadu server for quite a while and works really well |
16:50 |
T4im |
ah sorry, yea i didn't mean grass, but some type of dirt_with_grass group |
16:51 |
paramat |
hm .. |
16:51 |
T4im |
not that grass node thingy |
16:51 |
tenplus1 |
no probs :P |
16:51 |
tenplus1 |
I feel the decoration checks over-complicates the function and it should derive the dirt_with_grass type from surrounding nodes only... and if none are found, keep as dirt |
16:52 |
paramat |
using a group is worth considering, that didn't occur to us |
16:52 |
tenplus1 |
so dirt holes in the landscape fill in no problem, and spreading grass to newer areas would require a landbridge which brings a new mechanic to the game :) |
16:53 |
T4im |
well it could do that then, too, just instead of running the abm around all air, it will only run around a "grassy" node |
16:53 |
T4im |
or however one would call it then |
16:53 |
tenplus1 |
I will look into that T4im, thanks for the idea :) |
16:54 |
T4im |
sure thing :) |
16:54 |
tenplus1 |
the less checks is has to do the better... am all for K.I.S.S. |
16:54 |
paramat |
also see my alternative PR |
16:54 |
T4im |
instead of checking if the blue grass is in a table, you just check if it's a grassy=1 or something like that |
16:54 |
tenplus1 |
but for now my function stands on it's merit, it works really well |
16:54 |
T4im |
and then let it spread :) |
16:55 |
tenplus1 |
so adding the group 'grassy_dirt' would be an advantage :) |
16:56 |
tenplus1 |
will work on that tomorrow :) for now I gotta go... thanks again... laters all |
16:56 |
T4im |
bye :) |
16:56 |
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17:25 |
paramat |
game#1291 updated to use a group |
17:25 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1291 -- Default: Generalise and optimise grass spread function by paramat |
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22:30 |
paramat |
hi hmmmm this is mapgen stuff so thought i'd notify you #4552 also you may be interested in WIP #4527 |
22:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4552 -- Mgv7: Avoid spawn on disabled mountain terrain by paramat |
22:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4527 -- Mgv7: Add optional floatlands by paramat |
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