Time |
Nick |
Message |
00:51 |
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08:39 |
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08:39 |
Tenplus1 |
hi folks |
08:45 |
lumberJ |
hello Tenplus1 |
08:46 |
Tenplus1 |
hey lumberJ |
08:50 |
longerstaff13 |
o/ |
08:50 |
Tenplus1 |
hey longer |
08:53 |
Tenplus1 |
looks like we're removing hoe's from farming afterall... |
08:54 |
lumberJ |
pimps up hoes down |
08:54 |
lumberJ |
sorry, couldn't resist low fruit |
08:54 |
Tenplus1 |
so that'll just leave wood, stone and steel... no more |
08:54 |
Tenplus1 |
ehehe |
08:59 |
Tenplus1 |
hrm, should I remove them from farming redo as well ya think ? |
09:03 |
lumberJ |
all kinds of hoes are sort of pointless. i doubt too many people are making mese/diamond hoes |
09:04 |
Tenplus1 |
it's more of a bling thing... to show how many diamonds etc they have :D |
09:04 |
lumberJ |
i think there should probably be just one steel hoe with a moderate amount of speed and durability |
09:05 |
Tenplus1 |
yeah, that's already been merged into minetest_Game... steel hoe's are up to 500 uses like diamond hoe's were... and bronze/mese/diamond hoes can no longer be crafted |
09:05 |
lumberJ |
people that rich pay peasant to hoe for them |
09:05 |
Tenplus1 |
it's official |
09:05 |
Tenplus1 |
aha yeah... here's 2 diamonds, go hoe my farm |
09:05 |
Tenplus1 |
lol |
09:06 |
lumberJ |
if there should be something more elaborate it should be something like a plow |
09:07 |
Tenplus1 |
there's a mod that multi-hoe's fields... lets you do 3x3 or 6x6 patches at a tinme |
09:07 |
lumberJ |
you can hitch to a mob or something and set it going in one direction making a row plantable dirt until you click off of it |
09:07 |
Tenplus1 |
or the maidbot's can be used to do it |
09:07 |
lumberJ |
yeah, i'd be surprised if i was the first one to come up with something like that. something that you can mount like a minecart would be fun though |
09:08 |
Tenplus1 |
a huge tractor with additions. 1 to plow, 1 to remove grass etc:D |
09:10 |
Tenplus1 |
ooh, how about a plow bomb... you throw it at grass and it removes the top node, turns grass into wet soil :) |
09:10 |
Tenplus1 |
can have different sized bombs |
09:10 |
Tenplus1 |
damn, I may add that to lucky blocks as a special item :DDDDDD |
09:12 |
Tenplus1 |
brb |
09:13 |
lumberJ |
you should also add a doodoo bomb |
09:13 |
lumberJ |
it can fertilize a 3*3 area |
09:13 |
lumberJ |
:P |
09:17 |
Tenplus1 |
heh, that's what bonemeal mod does :D |
09:23 |
Tenplus1 |
brb |
09:23 |
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09:23 |
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09:24 |
TenPlus1 |
:P |
09:25 |
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09:40 |
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09:41 |
TenPlus1 |
wb red |
09:54 |
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Fixer joined #minetest-hub |
10:03 |
TenPlus1 |
hi fizer |
10:03 |
TenPlus1 |
er... hi fixer :P |
10:04 |
lumberJ |
TenPlus1, bonemeal mod has doodoo bombs? :P |
10:04 |
TenPlus1 |
not bombs, but you use the mulch, bonemeal, fertilizer to fertilize areas and grow crops/saplings |
10:04 |
TenPlus1 |
btw, almost done with the hoe_bome in farming :) will add it as a lucky block prize |
10:06 |
Fixer |
hi |
10:07 |
lumberJ |
ik, just messsing. i use bonemeal on my server ;) |
10:09 |
TenPlus1 |
I kept the bronze/mese./diamond hoe's as lucky block rewards... the only way a player will get 'em |
10:09 |
lumberJ |
sounds fair |
10:13 |
TenPlus1 |
how big a radius should the hoe_bome affect ? |
10:14 |
TenPlus1 |
am thinking 8 to make it a worthwhile item |
10:17 |
lumberJ |
sounds generous |
10:18 |
TenPlus1 |
5 ? |
10:18 |
TenPlus1 |
yeah, that seems better |
10:24 |
lumberJ |
yeah, will allow a little more precision in placement |
10:26 |
TenPlus1 |
you win 10 in a lucky block anyhoo, so should suffice :D |
10:33 |
TenPlus1 |
Farming Redo updated with hoe-bomb lucky block item |
10:33 |
lumberJ |
guess i'll have to put in a github issue for doodoo bombs :D |
10:33 |
TenPlus1 |
lol |
10:36 |
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10:36 |
TenPlus1 |
hey raven |
10:39 |
Raven262 |
hey ten |
10:45 |
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10:45 |
TenPlus1 |
hi longer |
10:45 |
rubenwardy |
capital T today? |
10:45 |
rubenwardy |
madness |
10:45 |
TenPlus1 |
hey ruben |
10:46 |
rubenwardy |
o/ |
10:47 |
TenPlus1 |
farming redo updated with new hoe changes, new lucky blocks and hoe bomb lucky item |
10:47 |
rubenwardy |
TenPlus1: https://i.rubenwardy.com/P6c18.png |
10:47 |
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10:47 |
rubenwardy |
you can even enable texture packs from there with a new buttom |
10:47 |
rubenwardy |
much more user friendly |
10:48 |
TenPlus1 |
nicely done :))) |
10:48 |
TenPlus1 |
its coming together nicely dude |
10:51 |
rubenwardy |
TenPlus1: https://i.rubenwardy.com/poqpp.png |
10:51 |
TenPlus1 |
:P |
10:53 |
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11:08 |
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11:20 |
TenPlus1 |
bbl o/ |
11:20 |
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11:20 |
rubenwardy |
quick, TenPlus1 is gone |
11:21 |
rubenwardy |
everyone say things about him! |
11:21 |
rubenwardy |
like he's such a cool guy! |
11:26 |
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11:26 |
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11:26 |
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11:32 |
Fixer |
rubenwardy: does it download from github? |
11:32 |
rubenwardy |
depends |
11:33 |
rubenwardy |
if the release of the package is made using a git commit, then it links directly to the download of that git commit on github |
11:33 |
rubenwardy |
however you can also upload .zips, in which case it links to that file on the content server |
11:33 |
rubenwardy |
this is hidden from the client |
11:34 |
rubenwardy |
the client just requests a URL like https://contentdb.rubenwardy.com/mods/rubenwardy/awards/download/ |
11:34 |
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11:35 |
rubenwardy |
you can't actually upload .zips yet as my server disallows it |
11:38 |
Krock |
upload .7z or .tar.gz |
11:39 |
rubenwardy |
the engine doesn't support that |
11:39 |
Krock |
well then, rename the .zip to .zip1 |
11:39 |
rubenwardy |
the issue is that the files are too large |
11:39 |
rubenwardy |
not the extension |
11:39 |
Krock |
oh lol |
12:21 |
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12:26 |
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12:36 |
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12:53 |
Fixer |
minetest has some of those bugs https://www.youtube.com/watch?v=mXO6tYkjYMc |
12:53 |
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12:54 |
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13:12 |
Fixer |
nice, we need that in minetest too https://www.youtube.com/watch?v=5dhs3ithXDA |
13:15 |
* Krock |
prefers in cases like these non-native english speakers.. easier to understand |
13:18 |
Krock |
Fixer, it's much more risky to do that SkyGrid in MT due the depth you can fall |
13:18 |
* Mr_Pardison |
jumps |
13:18 |
Mr_Pardison |
banzai! |
13:20 |
* Mr_Pardison |
hits a node on the way down and dies |
13:21 |
Fixer |
Krock: still kinda nice to see it |
13:27 |
Krock |
Fixer, found him on a meme: https://i.redd.it/ugr7cqzn8oq01.jpg |
13:27 |
Fixer |
lol |
13:33 |
Fixer |
hah https://www.youtube.com/watch?v=wT7UZZ7unj0 |
13:39 |
Krock |
Fixer, I already expected this kind of trick |
13:39 |
Fixer |
sorcery https://www.youtube.com/watch?v=dTUUYWNupvg |
13:50 |
Fixer |
loool https://www.youtube.com/watch?v=gCIYqAFwr38 |
14:19 |
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15:23 |
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15:27 |
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15:39 |
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15:41 |
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15:44 |
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15:50 |
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16:23 |
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16:30 |
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16:36 |
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17:23 |
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18:01 |
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18:01 |
tenplus1 |
hi folks |
18:01 |
Mr_Pardison |
hello hooman. |
18:02 |
tenplus1 |
lol, hi mister :P |
18:03 |
Krock |
hi tenplus1 |
18:04 |
tenplus1 |
hey krock o/ |
18:08 |
shivajiva |
Hi peeps :) |
18:09 |
tenplus1 |
hey shiva |
18:09 |
ThomasMonroe |
o/ |
18:09 |
shivajiva |
some kind soul tell me how to make the ball float in the soccer mod pls :') |
18:09 |
Krock |
hi shivajiva |
18:09 |
ThomasMonroe |
put it on your face and blow really hard :P |
18:10 |
shivajiva |
only works with ping pong balls :P |
18:10 |
ThomasMonroe |
oh. :( |
18:10 |
ThomasMonroe |
:P |
18:10 |
shivajiva |
;) |
18:10 |
tenplus1 |
lol, remove gravity acceleration |
18:10 |
ThomasMonroe |
go live in the ISS XD |
18:11 |
Mr_Pardison |
tie a string to it ofc. |
18:11 |
Krock |
tie a tie to it |
18:11 |
Mr_Pardison |
Krock: mono-filament is less visible. |
18:12 |
tenplus1 |
shivajiva: change this line: self.object:setacceleration({x = 0, y = -10, z = 0}) to all 0's |
18:12 |
shivajiva |
so essentially negate gravity if the node below is water |
18:13 |
shivajiva |
makes sense |
18:13 |
tenplus1 |
that line removes gravity and will eventually slow ball to 0 in all directions when kicked |
18:15 |
shivajiva |
hmm but that wont make the ball rise up to the surface |
18:15 |
tenplus1 |
you'd have to do a node check to see if it's in water and change Y to +5 to float |
18:15 |
ThomasMonroe |
^ |
18:16 |
shivajiva |
cool :D |
18:17 |
shivajiva |
just need throw and we have water polo! |
18:17 |
tenplus1 |
heh, use throw code from teleport potions, that's a simple one |
18:17 |
shivajiva |
throw/catch |
18:29 |
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18:29 |
tenplus1 |
wb |
18:30 |
Mr-Pardison |
danke. |
18:30 |
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18:32 |
shivajiva |
now the ball bobs perpetually lol |
18:32 |
shivajiva |
must be heavy |
18:33 |
Fixer |
shivajiva: is your skyblock stable enough? Wonder this is not included as another game into distribution, as well as CTF, ISB, MC2 etc |
18:33 |
tenplus1 |
the +/- y speeds shoudl be close to stop major bobbing, but... on a laggy server it might fgloat away |
18:37 |
shivajiva |
needs some thinking, this thing is going down 2 nodes into the water and then popping out and the cycle repeats |
18:38 |
tenplus1 |
make +y accel 2 if you are doing it live dtime |
18:39 |
shivajiva |
it's in the timer so it's running at 0.1 |
18:40 |
tenplus1 |
that shoudl be ok... when under water set +y to 2 so it rises slow enough that it wont bob too hard |
18:41 |
shivajiva |
yea I think that's the best place to dampen it |
18:41 |
tenplus1 |
that's what I do for mobs in water |
19:14 |
paramat |
boats mod in mtg has good buoyancy code |
19:15 |
shivajiva |
thanks paramat I'll have a look |
19:15 |
tenplus1 |
o/ paramat |
19:18 |
paramat |
hi. i tackled cyclic bobbing too when i worked on boats code |
19:20 |
shivajiva |
wow you pull the boat up hard when it's underwater :D |
19:22 |
paramat |
yes but only when it's going downwards, it's all tuned from trial and error :] |
19:22 |
shivajiva |
what happens if the player places it on the bottom? |
19:22 |
tenplus1 |
zooooooom! right into space :) lol |
19:23 |
shivajiva |
the test is for water below isn't it |
19:24 |
paramat |
one test is |
19:24 |
tenplus1 |
do you get multiple nodes when checking for water ? |
19:25 |
paramat |
then below a certain y velocity the velocity is set to 0 to stop y motion and the boat placed at the surface. that was necessary to avoid endless bobbing and seasickness, but also reduces processing |
19:25 |
tenplus1 |
ahh, handy |
19:26 |
paramat |
see code, i think it works for any liquid |
19:26 |
shivajiva |
that's what I'm after :) |
19:28 |
shivajiva |
if you place the boat on the bottom it stays under |
19:28 |
paramat |
even when getting in? |
19:29 |
shivajiva |
can't get in underwater |
19:30 |
paramat |
ok. yes boats are still a little weird, it's tough to get the right behaviour |
19:30 |
tenplus1 |
:P |
19:31 |
shivajiva |
I appreciate that having tried to make a ball float xD |
19:32 |
shivajiva |
so far I can do bobs 4 nodes down up 1 or sinking :D |
19:34 |
shivajiva |
as for getting in the boat when it's under isn't that because the water is effectively selected not the boat? |
19:37 |
shivajiva |
paramat: I still had the boat stack in my wield hand, that's why I couldn't get in |
19:38 |
shivajiva |
they pop you to the surface on attach |
19:44 |
paramat |
ok |
19:48 |
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19:48 |
tenplus1 |
hi sniper |
20:17 |
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20:40 |
sniper338 |
tenplus1: Yo! o/ |
20:41 |
tenplus1 |
:p |
20:41 |
tenplus1 |
hi raven |
20:41 |
sniper338 |
:) |
20:41 |
tenplus1 |
hows thigns sniper |
20:42 |
Raven262 |
Hi ten |
20:43 |
sniper338 |
tenplus1: ok on ma side but been a bit busy wiz doin some backups etc. n wbu btw? |
20:50 |
shivajiva |
got a nice behaviour for floating soccer balls now :) |
20:51 |
tenplus1 |
working on farming :) added some new lucky blcoks and a special item :D |
20:51 |
tenplus1 |
Xanadu has latest farming changes if anyone wants a play around |
20:55 |
shivajiva |
basically just needed to remove the velocity when it hits the water surface and push it up if it's under replicating reality, suppose I could try and get it to pop out and come to rest on the surface on the fall |
20:59 |
tenplus1 |
nitefolks :D |
20:59 |
tenplus1 |
o// |
20:59 |
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21:05 |
paramat |
yes soccer balls are so buoyant they tend to just slap the surface and stop instantly |
21:31 |
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21:39 |
shivajiva |
Hi longer o/ |
21:56 |
longerstaff13 |
o/ shivajiva |
22:02 |
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22:03 |
longerstaff13 |
hull osn |
22:03 |
longerstaff13 |
hullo sniper338 * |
22:44 |
sniper338 |
longerstaff13: ohayo! :) |
22:50 |
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23:12 |
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23:41 |
ircSparky |
is there a way to "force" a client to stay connected for a few more seconds? |
23:41 |
ircSparky |
this could be useful for an anti combat logging mod |