Time |
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07:38 |
rdococ |
What does kalite taste like? |
08:19 |
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Topic for #minetest-hub is now Keep offtopic short | Avoid spam with /umode +R | http://hub.minetest.net/ | Logs: http://irc.minetest.net/minetest-hub/ |
09:22 |
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09:22 |
Peppy |
hi |
09:24 |
* Peppy |
makes more coffee for 0.4.17 packagers |
09:24 |
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09:27 |
Fixer |
"voxpance" |
09:27 |
Fixer |
"minespance" |
09:27 |
Fixer |
wth is this... |
09:27 |
Fixer |
https://github.com/minetest/minetest_game/issues/2077#issuecomment-381379197 |
09:27 |
Fixer |
"communismcraft" WHAT? |
09:28 |
* Fixer |
is disgusted |
09:29 |
lumberJ |
i vote cubedump :P |
09:29 |
lumberJ |
sounds a bit painful, but amusing |
09:29 |
Fixer |
toilet inspired |
09:43 |
lumberJ |
actually its a pretty accurate description of mtg |
09:52 |
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10:13 |
rdococ |
Fixer: lol |
10:14 |
rdococ |
I don't think the problem is necessarily MTG's name, I think the engine's name should be changed |
10:15 |
rdococ |
'Minetest' sounds like a name for a Minecraft clone, or at least a game that is similar in gameplay or style but less developed. That's essentially what MTG is, but not the engine. |
10:17 |
rdococ |
I think that for the engine name, maybe something that combines 'lua' + 'voxel'? In the meantime, maybe we should use "Minetest Engine" to refer to the engine until we/the devs/whatever decide on a new one. |
10:20 |
lumberJ |
several people comment that it sounds like a clone or underdeveloped due to the name having 'test' in it, but i've always thought of it in the sense of a challenge |
10:20 |
rdococ |
What would MTG be testing of you though? |
10:22 |
lumberJ |
creativity? building skills? endurance to explore new landscapes? |
10:23 |
rdococ |
Not really. Unless there's actually something ingame you're testing your skills against (say, mobs or even something simple like a time limit) it's not much of a challenge. |
10:23 |
rdococ |
To explore new landscapes all you really need to do is to avoid falling and hold W. |
10:24 |
rdococ |
Minetest Engine can do so much more than Minetest Game, and the name "Minetest" or even "Minetest Engine" doesn't really reflect that. |
10:25 |
rdococ |
And even if we renamed MTG so that "Minetest" for the engine's name doesn't suggest that MTG is all it has to offer, you still have the problem that the name sounds like an unfinished Minecraft clone. |
10:26 |
lumberJ |
i guess i just don't really see that as a problem |
10:26 |
rdococ |
Yes, but the main problem with that is that other people see the problem and are put off the engine because of it. |
10:27 |
lumberJ |
i also don't see that as a problem :P |
10:27 |
rdococ |
lol |
10:27 |
lumberJ |
if it was a profit driven project, then yeah |
10:27 |
rdococ |
I suppose you have a point in that if nobody's making profit off Minetest, then the size of the playerbase doesn't matter as much, but I think it should still be something we should consider trying to increase. |
10:28 |
lumberJ |
but in the realm of FOSS, if people are too focused on names and appearances to look under the hood, they are sort of the problem themselves |
10:28 |
lumberJ |
well, that is the constant debate, quality vs quantity |
10:28 |
lumberJ |
some say you have to start with quantity to find the quality |
10:29 |
lumberJ |
i personally think its more important to focus on building a quality community and that will perpetuate itself |
10:30 |
lumberJ |
honestly, i don't care about the name, or if it changes. |
10:31 |
lumberJ |
i care more about having a fun, flexible platform with a nice (or at least tolerable :P) community |
10:32 |
rdococ |
Fair enough, I suppose. |
10:32 |
lumberJ |
but i can see the point of view of people that want a name change. I say put up a good suggestion :) |
10:33 |
lumberJ |
otherwise, it gets a bit old mulling on how bad the name is |
10:33 |
lumberJ |
i still vote for cubedump :D |
10:37 |
rdococ |
My vote is to change the name of the Minetest Engine, not Game, to LuaVoxel, although that might be a tad too generic. |
10:37 |
rdococ |
On the other hand, MTE (the engine) has enough features that you can create a game that is essentially nothing like MTG or Minecraft apart from the fact that it takes place on a voxel grid. |
10:42 |
rdococ |
Hm, on a somewhat unrelated topic, is there a way to prevent mesecons from diagonally powering a node? |
10:42 |
rdococ |
I'm creating a 'logiblox' mod and don't want mesecons levers from below the mesecon receiver block to power it. |
10:44 |
rdococ |
Aha, mesecon.rules.flat. |
10:44 |
rdococ |
I hope that works for effectors. |
10:53 |
Fixer |
"communismcraft", btw, some dude on beta server made a communism town, with gulag as prominent feature |
11:03 |
rdococ |
How about a server divided into red and blue lands each with their own policies and politics? |
11:03 |
rdococ |
If you want you could throw in more colors. |
11:03 |
rdococ |
You'd have the Communist Lands of +XCoordinateia, and the Capitalist country of US-X |
11:12 |
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11:13 |
IhrFussel |
What could this error mean? "Runtime error from mod '*builtin*' in callback on_chat_message(): /usr/local/share/minetest/builtin/game/chatcommands.lua:98: invalid pattern capture" |
11:14 |
IhrFussel |
At the time of the crash there were Japanese people on my server, that's all I know |
11:16 |
rdococ |
I'll take a look at that line of code |
11:17 |
IhrFussel |
rdococ, it won't be in your chatcommands.lua..the affected line is "if bcread:find(cmd.." ") == nil then" |
11:17 |
rdococ |
Ah. |
11:17 |
rdococ |
Do you know what bcread is? |
11:18 |
IhrFussel |
Yes, I have an external bot on my server and bcread is the existing external bot commands that exist...and I told MT to read the bcread contents if the command is not part of the engine and if the entered command matches one of the bot's then it should execute the external command |
11:20 |
rdococ |
The only two things I could see happen is that either 'bcread' contained Japanese characters, and that messed up :find for some reason, or 'cmd' contained them which would probably be more likely to mess up :find |
11:20 |
rdococ |
That, or the bug is nothing to do with Japanese characters and is something entirely different |
11:28 |
IhrFussel |
rdococ, I asked in #lua and they say it's likely caused by Japanese characters or Unicode in general ... and since the user input for "cmd" var is allowed to be anything but a space ] |
11:28 |
IhrFussel |
<IhrFussel> cmd is user input that could be anything but a space ([^ ]+) I think MT's command check includes Japanese chars |
11:31 |
sfan5 |
you should use the variant of :find that doesn't do patterns |
11:33 |
IhrFussel |
sfan5, but is there a reason to allow everything but a space as command name? Couldn't that be a security risk? |
11:33 |
sfan5 |
no idea |
11:35 |
rdococ |
Unless the user input is being fed into the parameter of :find() then I don't think there would be |
11:41 |
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11:41 |
Tenplus1 |
hi folks |
11:46 |
rdococ |
Eleven is here, now let's wait for twelve! |
11:46 |
Tenplus1 |
heh, hi rdococ |
12:03 |
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12:03 |
Tenplus1 |
hi Jordach |
12:04 |
Jordach |
beep |
12:36 |
rdococ |
I'm working on a logiblox mod that's basically my trigger mod but more survival-friendly and doesn't require a special tool |
12:36 |
rdococ |
I'm not sure what crafting ingredient I should use, though - preferably an ore or metal that doesn't have any uses yet, is reasonably rare (more common than mese, maybe less so than iron) and is already used in a popular mod |
12:37 |
Tenplus1 |
bronze ? |
12:37 |
Tenplus1 |
would give it a good use |
12:39 |
rdococ |
I suppose, but bronze is already kinda useful as armor and tools until you find mese |
12:39 |
Tenplus1 |
yeh, armor and tools but nothing else... would be handy to give it another few good uses |
12:39 |
Tenplus1 |
fill in the gaps |
12:39 |
Tenplus1 |
:) |
12:40 |
rdococ |
True, I suppose |
12:41 |
shivajiva |
did you see this last night https://www.youtube.com/watch?v=Q3jege0p0dQ ? |
12:51 |
Tenplus1 |
bbl |
12:51 |
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12:58 |
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13:07 |
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13:14 |
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13:14 |
Tenplus1 |
back |
13:28 |
rdococ |
forward |
13:28 |
Tenplus1 |
sideways through the multiverse |
13:29 |
Tenplus1 |
o.O wonder if I could make a Discworld library that teleports the player to another library somewhere in the world without them knowing :D L-space |
13:34 |
shivajiva |
build the destination library upside down :') |
13:35 |
Tenplus1 |
ehehe, and watching the player come out to a totally new area of map would be funny |
13:37 |
rdococ |
I have an idea for a tesseract node. It would be part of a mod which adds multiple dimensions, and the basic idea is that the tesseract would appear in the same position in all dimensions when activated. |
13:37 |
shivajiva |
F5 allows them to see where they were shifted unfortunately |
13:37 |
rdococ |
For example, if a tesseract was at (0, 30, 0) and you deleted it in the overworld, it would disappear in every other realm as well. |
13:38 |
Tenplus1 |
sounds good, tesseracts are interesting things |
13:38 |
rdococ |
The idea is that the different realms are essentially three-dimensional 'sheets' overlaid on top of eachother in a stack the size of one node in the fourth dimension, and the tesseract being a 4D object is embedded into every stack. |
13:38 |
Tenplus1 |
+100 |
13:39 |
Tenplus1 |
kinda like the book "The Long Earth"... finding a way to step sideways into the next/previous layer of the world |
13:39 |
Tenplus1 |
all with slight differences :D |
13:40 |
rdococ |
Then there would be some way to rotate the tesseract (preferably in increments of 180 degrees, so that you don't end up in a weird position where you're supposed to be seeing many different realms at once, which may be difficult to do). If you are on or inside the tesseract when it rotates, you will enter a different realm. |
13:40 |
Tenplus1 |
that's gonna be a challenging mod :D |
13:41 |
rdococ |
That, or the tesseract would serve as a node in which mechanisms from different universes could connect - sending a mesecon signal into one would allow mesecon wires from other realms to receive it, for example. |
13:42 |
Tenplus1 |
the tersseract could work as a world anchor |
13:42 |
rdococ |
I was thinking of that too. |
13:42 |
rdococ |
Not sure how that would work, though. |
13:43 |
rdococ |
Also, you'd see different 3D cross-sections of the tesseract depending on which realm you're in. |
13:44 |
Tenplus1 |
hrmmmmmm |
13:45 |
rdococ |
I don't know how possible this is with the current modding system but if the tesseract's mapblock is loaded in one realm, maybe it should be force-loaded in others too. |
13:46 |
Tenplus1 |
could forceload them no probs, but at what cost to lag/server time |
13:46 |
rdococ |
True. |
13:47 |
Tenplus1 |
maybe once placed a tesseract could forceload all the respective areas to pre-load and set the tesseract node, then close on minetest.after() when set |
13:48 |
rdococ |
Another idea I had was qubits. They would be nodes representing superpositions of values until sent a mesecon signal, then they would collapse. Additionally, qubits could also be entangled, meaning that if one qubit in the entangled pair was measured, the others would automatically collapse too. |
13:48 |
Tenplus1 |
heh, mt made quantum computer :) |
13:49 |
Tenplus1 |
could call the server "Skynet" |
13:50 |
rdococ |
Each qubit node that is created would have a separate, randomly generated identification number. Entangled qubits would have the same ID. When an ID collapses, the nodes that are known to have that ID also collapse. |
13:50 |
rdococ |
This ID would be hidden from players ingame, however. |
13:51 |
Tenplus1 |
what would there use be though ? |
13:51 |
rdococ |
Hm. |
13:51 |
rdococ |
Well, performing operations on qubits might be difficult as quantum logic gates can act... weirdly, sometimes. |
13:53 |
Tenplus1 |
yeah, when watched |
14:38 |
aerozoic |
hi Tenplus1 |
14:38 |
Tenplus1 |
hi aerozoic |
14:39 |
aerozoic |
Hey i heard a rumor that your mob rabbits cause lag? You ever heard that? |
14:40 |
Tenplus1 |
nope, not heard of that one... we placed 100+ rabbits in the lucky arena and let them runaway form players, then palced 3x wolves to run after and eat them all... no lag |
14:40 |
aerozoic |
XD |
14:41 |
aerozoic |
Welp i just heard it from a player but they just heard it from somebody else, so just a silly rumor i guess. |
14:42 |
Tenplus1 |
heh |
14:48 |
Tenplus1 |
no issues filed under api or animals, dunno what may have happened to the original player |
14:52 |
aerozoic |
+1 MT Skynet! LOL |
14:52 |
Fixer |
tall grass slow downs player |
14:52 |
Fixer |
thinking_emoji |
14:52 |
Tenplus1 |
o/ fixer |
14:52 |
Fixer |
hi Tenplus1 |
15:12 |
Tenplus1 |
brb |
15:12 |
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15:14 |
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15:19 |
rdococ |
Who is 4w from github? |
15:25 |
tenplus1 |
pie mod updated with fix for hbhunger |
15:31 |
rdococ |
? |
15:33 |
rdococ |
Tastes delicious. |
15:33 |
tenplus1 |
:P |
15:33 |
tenplus1 |
so many cakes |
15:33 |
rdococ |
My logiblox mod is meant for both creative and survival. In survival I want players to be able to get it before they get mese, luacontrollers and can basically play logical god on their circuits. |
15:34 |
rdococ |
So crafting recipes will probably involve steel or bronze. |
15:34 |
rdococ |
Or maybe copper/tin; they don't have much use in vanilla MTG other than crafting bronze. |
15:36 |
tenplus1 |
:P |
15:38 |
rdococ |
Logiblox wire will probably be crafted with 6 copper ingots. Five in a cross shape + then one in the bottom right corner . |
15:41 |
rdococ |
Decided to go with tin |
15:41 |
rdococ |
Now for the inverters (aka NOT gates).. |
15:41 |
tenplus1 |
gotta find more uses for the non-standard ores |
15:43 |
rdococ |
Tin is only useful at the moment in MTG for getting bronze, isn't often given uses in mods unlike copper, and when you use it to craft bronze you don't even need that much |
15:45 |
tenplus1 |
I supopse tin can be used for cans and batteries in technic maybe... also cheap tin buckets |
15:47 |
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15:47 |
tenplus1 |
wb fussel |
15:48 |
rdococ |
Also, at the moment, logiblox requires mesecon levers and buttons, doors and pistons |
15:48 |
rdococ |
So maybe this wouldn't work after all |
15:48 |
IhrFussel |
Thanks and hi =) ... I just installed Sophos Anti Virus on my PC ... Not sure if it's needed though |
15:49 |
tenplus1 |
windows or linux fussel ? |
15:49 |
IhrFussel |
Xubuntu 16.04 ... but i read that there *are* viruses for Linux and although the chance to get one is very slim |
15:50 |
tenplus1 |
true, you'd need to download something that you dont know what it is and run it and give it permission |
15:50 |
tenplus1 |
have never ran a virus tool for linux |
15:50 |
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longerstaff13-m joined #minetest-hub |
15:50 |
tenplus1 |
hi longer |
15:51 |
IhrFussel |
Sophos is a very large program (500 MB) xP |
15:51 |
tenplus1 |
and it'll slow your system down while using it |
15:52 |
IhrFussel |
My most fears are with websites since I click lots of them every day |
15:53 |
tenplus1 |
most browsers are sandboxed and dont have access to system files |
15:53 |
tenplus1 |
you still have to run and give permission for it to do anything major |
15:54 |
tenplus1 |
ClamAV is a good alternative that has you manually check when needed instead of taking up resources by running constantly |
15:55 |
tenplus1 |
https://www.howtogeek.com/135392/htg-explains-why-you-dont-need-an-antivirus-on-linux-and-when-you-do/ |
16:10 |
rdococ |
When cows jump over the moon they go there to replenish the stores of cheese they have on it |
16:11 |
tenplus1 |
cheesy mooon biome :D |
16:14 |
rubenwardy |
!title https://bugzilla.xfce.org/show_bug.cgi?id=14340 |
16:14 |
rubenwardy |
~title |
16:14 |
ShadowBot |
14340 – Allowing detaching tab from dropdown terminal with only one tab |
16:14 |
rubenwardy |
where |
16:15 |
rubenwardy |
where's MinetestBot? :O |
16:15 |
tenplus1 |
hey ruben... it went off to the bathroom |
16:17 |
rubenwardy |
GTK is disgusting |
16:17 |
* tenplus1 |
never did like gtk, the messed it up after gtk2 |
16:17 |
tenplus1 |
qt5 is the way to go |
16:17 |
rubenwardy |
yeah |
16:17 |
rubenwardy |
how OO is QT? |
16:17 |
tenplus1 |
OO ? |
16:17 |
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16:17 |
tenplus1 |
hi Dargod |
16:18 |
tenplus1 |
OO = eye opening ? |
16:18 |
rubenwardy |
object oriented :P |
16:18 |
tenplus1 |
ehehehehe |
16:19 |
tenplus1 |
devs prefer it to gtk, easier to use |
16:19 |
rdococ |
holostorage mod seems to have a bug where I can consistently replace items in my inventory |
16:19 |
tenplus1 |
erk |
16:20 |
rdococ |
it's still a WIP mod, so I'm okay with it |
16:20 |
rdococ |
but it isn't a bug you'd want in a final release |
16:21 |
tenplus1 |
yeah, we've had too many free item bugs before |
16:22 |
rdococ |
Actually, the item just gets removed as opposed to replaced |
16:22 |
rdococ |
So it doesn't even help |
16:22 |
tenplus1 |
ohh, lost items are worse |
16:23 |
longerstaff13-m |
Hey tenplus1 |
16:23 |
tenplus1 |
o/ |
16:24 |
* tenplus1 |
got a new idea to replace player_monoids for speed/gravity/jump |
16:25 |
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16:25 |
tenplus1 |
hi Icy |
16:34 |
rubenwardy |
o/ |
16:34 |
|
Dargod joined #minetest-hub |
16:34 |
tenplus1 |
wb |
16:35 |
rubenwardy |
IcyDiamond: welcome! |
16:35 |
IcyDiamond |
Hello. I have been invited, apparently. |
16:35 |
rubenwardy |
This is a friendly channel for contributors, it's intented for meta discussion |
16:35 |
IcyDiamond |
Alright, sounds cool! |
16:35 |
Shara |
Hi IcyDiamond, and welcome :) |
16:35 |
rubenwardy |
but gets used for offtopic and stuff that should probably be in #minetest |
16:35 |
tenplus1 |
hi shara |
16:35 |
Shara |
Hi ten :D |
16:36 |
Shara |
(and... everyone else :P) |
16:36 |
rubenwardy |
this channel is basically intended to be the bridge between #minetest-dev and #minetest, but is also a friendly disciussion place |
16:36 |
rubenwardy |
https://hub.minetest.net/info |
16:37 |
rdococ |
Hm, I was thinking of creating a simple crafting furnace which would be used for tools such as steel and bronze |
16:37 |
IcyDiamond |
So, I can ask here about my modding problems? |
16:37 |
tenplus1 |
yeah |
16:37 |
rdococ |
Then again, I should probably sort through my tesseract and qubit ideas first |
16:37 |
shivajiva |
Hi Shara, welcome IcyDiamond |
16:37 |
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16:37 |
tenplus1 |
wb mister |
16:38 |
Mr_Pardison |
hai 2 u2 |
16:38 |
|
Jordach joined #minetest-hub |
16:38 |
tenplus1 |
wb Jordach |
16:38 |
IcyDiamond |
Okay here goes. Say I have a custom crafting system and I checked the groups of the ingredients. If the ingredient itself is a group, do I have to do some sort of string parsing or is there an "universal" minetest.get_item_group that gets group for both group: names and names of items? |
16:39 |
Mr_Pardison |
rubenwardy: ^ |
16:39 |
rubenwardy |
not sure what you mean |
16:39 |
Shara |
Mr_Pardison: you know others of us might be able to answer, right? :P |
16:39 |
rubenwardy |
like a thing called food:milk which is also in the milk group? |
16:40 |
tenplus1 |
group:food_milk even |
16:40 |
rubenwardy |
well yeah, that's the better group |
16:40 |
tenplus1 |
lolol |
16:40 |
Shara |
:D |
16:40 |
Mr_Pardison |
ik but my system is on autopilot right now (college application financial aid stuff) |
16:40 |
IcyDiamond |
I don't know how to better explain this, sorry. |
16:41 |
tenplus1 |
icy, check the craftingguide mod cause it does group checks and pulls in a group item for the recipe involved... might help |
16:41 |
tenplus1 |
https://github.com/minetest-mods/craftguide |
16:46 |
IcyDiamond |
How do I get the node being right-clicked when on_place is called on an item |
16:48 |
tenplus1 |
explain usage ? |
16:48 |
IcyDiamond |
pointed_thing.under is the position? |
16:48 |
tenplus1 |
yes, pointed_thing.above is facing |
16:49 |
IcyDiamond |
tenplus1: It's a tool that replaces a node based on a table of groups and what they're replaced by |
16:49 |
tenplus1 |
oh |
16:50 |
IcyDiamond |
I'm just putting together random ideas in my mind into a mod, I have no real goal with this |
16:50 |
IcyDiamond |
:D |
16:50 |
tenplus1 |
you could also use the tool itself to call rightclicking: http://dev.minetest.net/minetest.register_craftitem#Callbacks |
16:50 |
tenplus1 |
and check from the table in question, rather than the node |
16:51 |
rdococ |
I tried to add a fisheye effect to the camera but it didn't work out too well |
16:51 |
rdococ |
I wonder if anyone else has tried |
16:52 |
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16:52 |
tenplus1 |
o/ paramat |
16:57 |
paramat |
IcyDiamond this proof of concept might interest you https://forum.minetest.net/viewtopic.php?f=9&t=15065 |
16:57 |
IcyDiamond |
Oh, wow |
16:58 |
Mr_Pardison |
that is amazing work. |
16:58 |
IcyDiamond |
That's not exactly what I'm aiming for with my planets engine but it's very cool :) |
16:58 |
tenplus1 |
nice :P |
16:59 |
rdococ |
Those are some of the weirdest planets I've seen |
17:00 |
Mr_Pardison |
and I presume you have seem some weird planets. |
17:00 |
rdococ |
I'd like to see spheretest without the wrapping so the world just *looks* like a planet |
17:02 |
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17:02 |
rdococ |
I'd create a tesseract mod now but I don't know of any popular multiple-dimension mods |
17:04 |
Mr_Pardison |
multiple dimensions as in somehow messing with the 4th or making more of them (as string theory does up to 11 that all seem to work out with the math)? |
17:04 |
IcyDiamond |
:D |
17:05 |
rdococ |
I meant dimension as in universe. The idea is that each dimension would be a 3D sheet in four-dimensional space. |
17:05 |
* tenplus1 |
is eager for the layered mapgen |
17:07 |
IcyDiamond |
I don't think I'm ever going to finish my voxel planets engine at this rate |
17:08 |
IcyDiamond |
I haven't even gotten around to render planets yet and I'm already screaming |
17:08 |
IcyDiamond |
A guy like me should just stick to web development or minetest modding ay |
17:10 |
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17:10 |
rdococ |
I like the idea of generating "planets" that are biospheres with flat terrain |
17:15 |
IcyDiamond |
https://gateway.ipfs.io/ipfs/QmYYLr6LQaVzu4idSyLGtXaThNArGcfRVoJqrVJxuZreJD all this needs now is sounds and particles |
17:15 |
IcyDiamond |
also I wish my screen recorder would make smaller clips |
17:17 |
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17:18 |
paramat |
my spherical planets were just for fun, more suitable would be cubic / cubiod with landscape on the top only, like small versions of a standard MT world, because we have a fixed gravity direction |
17:20 |
IcyDiamond |
I want my planet engine to render voxel planets with quadtree LOD |
17:21 |
rdococ |
I like the idea of biospheres where the sea level is at the "equator" |
17:21 |
IcyDiamond |
and I honestly don't know how I could ever pull off such a feat, but my brain won't leave me alone on the topic of it so I kinda have no choice |
17:22 |
rdococ |
There would be an airlike void node that would occupy the space between biospheres, and it would spread to occupy adjacent air nodes |
17:23 |
rdococ |
So if you opened a biosphere without creating an enclosure, you would release all of the air and suffocate |
17:23 |
IcyDiamond |
lol |
17:23 |
tenplus1 |
eek |
17:23 |
rdococ |
Only problem is that you couldn't enter other biospheres easily without releasing the air from those |
17:23 |
IcyDiamond |
How do I know when I've hit the 50 line treshold of off-topic? ban? xD |
17:24 |
rdococ |
There's a threshold now? |
17:24 |
IcyDiamond |
"Please keep offtopic discussions short (under 50 lines)." |
17:24 |
tenplus1 |
o.O |
17:24 |
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17:24 |
rdococ |
Minetest mods aren't off-topic in a minetest channel |
17:24 |
rdococ |
I'm pretty sure |
17:25 |
IcyDiamond |
Well, I'm talking about a separate engine |
17:25 |
IcyDiamond |
:P |
17:25 |
IcyDiamond |
I want it to have a minetest-like modding api though, so it's not THAT far off topic |
17:25 |
IcyDiamond |
:D |
17:27 |
IcyDiamond |
Okay okay, back to minetest. I originally wanted to recreate Thaumcraft in minetest but I don't think I could pull it off. So I'm recreating some components of it and using my imagination to do the rest, I guess. |
17:28 |
Jordach |
you bring back taint i'll kick ye ass |
17:28 |
IcyDiamond |
:D |
17:28 |
IcyDiamond |
I won't :P |
17:28 |
IcyDiamond |
I hated it as well |
17:29 |
Jordach |
yass |
17:29 |
rdococ |
Hm, imagine portable holes in minetest |
17:30 |
rdococ |
You would be able to place a hole that would temporarily hide the nodes it was placed on, so you could walk through |
17:30 |
Jordach |
it's called a shovel rdococ |
17:30 |
IcyDiamond |
How would that work? |
17:30 |
IcyDiamond |
store the removed nodes in memory? |
17:30 |
IcyDiamond |
Jordach: :D |
17:30 |
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17:30 |
tenplus1 |
hi red |
17:30 |
IcyDiamond |
Okay, but how would I store the player's "research points" and other data in general |
17:31 |
Jordach |
i'm shitposting on my macbook while watching red bull soapboxes |
17:31 |
rdococ |
IcyDiamond: The portable hole would be wallmounted, and when placed on a wall it would turn the nodes it was placed on into an airlike block that you can walk through and see through, but still casts full shadows. The original node would be stored in metadata |
17:31 |
rdococ |
The maximum depth would be something like 5 nodes |
17:31 |
IcyDiamond |
hmm, interesting idea |
17:31 |
IhrFussel |
IcyDiamond, player:set_attribute("modname:dataname",data) |
17:31 |
Jordach |
IcyDiamond: player_reference:set_attribute(tostring(number_of_points)) |
17:31 |
Jordach |
^^^^ |
17:31 |
IcyDiamond |
Thanks guys |
17:31 |
Jordach |
and name the string, eg "thaum_research_points" |
17:31 |
rubenwardy |
IcyDiamond: 0.5.0? |
17:32 |
IcyDiamond |
rubenwardy: Yep. |
17:32 |
rubenwardy |
use player:get_meta() instead |
17:32 |
IcyDiamond |
Okay. |
17:32 |
rdococ |
in 0.5.0, players have regular good ol' metadata |
17:32 |
IcyDiamond |
Yay. |
17:32 |
rubenwardy |
it's the new API for attributes, get/set_attribute has been deprecated |
17:32 |
rdococ |
although it essentially functions the same |
17:32 |
rubenwardy |
(Jordach^) |
17:32 |
rubenwardy |
yeah, it stores the same way |
17:32 |
rubenwardy |
just a different API |
17:32 |
Jordach |
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE |
17:32 |
IcyDiamond |
Haha. |
17:33 |
rdococ |
I can't wait for node and item metadata defined textures |
17:33 |
IhrFussel |
Many mods now got used to player attributes and one (technically 2) release later you already deprecate it again |
17:33 |
rubenwardy |
so? |
17:33 |
IcyDiamond |
rdococ: I know right! |
17:33 |
rubenwardy |
doesn't matter |
17:33 |
Jordach |
>stable feature that works well |
17:33 |
Jordach |
>renames it just because |
17:33 |
rubenwardy |
there's no warning messages, and it's good to have a more consistent design |
17:33 |
IcyDiamond |
:D |
17:33 |
rdococ |
If all updates required backwards compatibility then 0.5.0-dev wouldn't exist |
17:33 |
rubenwardy |
no renamed, it uses the standard meta thing |
17:34 |
rubenwardy |
so player:get_meta():set_int("foo", 23) |
17:34 |
Jordach |
i still want mod adjustable shit such as redefinable textures |
17:34 |
Jordach |
entities can goddamn do it |
17:34 |
IcyDiamond |
^^^ |
17:34 |
tenplus1 |
player:set_velocity . set_acceleration |
17:34 |
IcyDiamond |
My tinkers mod requires metadata textures :( |
17:34 |
rubenwardy |
set_pos > setpos |
17:35 |
rdococ |
rubenwardy: when will metadata textures get here? :c |
17:35 |
rubenwardy |
for items or nodes? |
17:35 |
IcyDiamond |
I tried to implement it myself, but I'm not ready for a refactoring of texture system. |
17:35 |
rdococ |
Both |
17:35 |
rubenwardy |
much easier for items, still need to fix caching though |
17:35 |
rubenwardy |
probably harder for nodes |
17:35 |
rubenwardy |
neither in 0.5.0 |
17:35 |
Jordach |
bullshit |
17:35 |
sfan5 |
"fix caching"? |
17:36 |
rubenwardy |
well, change caching |
17:36 |
sfan5 |
also why do you need to refactor the texture system? |
17:36 |
IcyDiamond |
Because it's not possible with the current one. |
17:36 |
rubenwardy |
wield item meshes are cached per content ID |
17:36 |
IcyDiamond |
^^^ |
17:36 |
sfan5 |
oh I thought you meant the texture caching system |
17:36 |
rubenwardy |
so it doesn't take metadata into account |
17:36 |
rubenwardy |
no lol |
17:36 |
rdococ |
Sounds perfect for a big version bump |
17:36 |
IcyDiamond |
aye |
17:36 |
Jordach |
sounds more like something for 0.5 |
17:37 |
Jordach |
i have *hundreds* of uses for something like that |
17:37 |
rubenwardy |
well, submit a PR ;) |
17:37 |
IcyDiamond |
:D |
17:37 |
rubenwardy |
I'm busy with the mod/etc content store |
17:37 |
Jordach |
>fixing the shitty mod manager |
17:37 |
IcyDiamond |
Jordach is pretty sharp-tongued |
17:38 |
Jordach |
i don't eat knives for a living you know |
17:38 |
IcyDiamond |
:D |
17:38 |
IcyDiamond |
That's the kind of reply I wanted |
17:38 |
IcyDiamond |
Thank you |
17:40 |
IcyDiamond |
I tried to make decorations generate in caves but they did not |
17:40 |
Jordach |
http://media.tumblr.com/8a95e026914250e1fca70ae446a92d86/tumblr_inline_nbppnlYdHT1rhpk9w.png |
17:40 |
Jordach |
IcyDiamond: ^ |
17:41 |
IcyDiamond |
:D |
17:41 |
IcyDiamond |
git: 'gud' is not a git command. See 'git --help'. |
17:43 |
IcyDiamond |
Also, I noticed that plantlike can't have alpha but it's not documented |
17:43 |
IcyDiamond |
I tried everything |
17:47 |
IcyDiamond |
aww man, on construct is not called when swapping node |
17:47 |
tenplus1 |
nothing is called on swap |
17:47 |
IcyDiamond |
can i do it manually? |
17:47 |
tenplus1 |
that's why it's fater |
17:47 |
tenplus1 |
*faster... also yes, you can call it manually |
17:47 |
IcyDiamond |
okay cool |
17:49 |
IcyDiamond |
yay it works |
17:49 |
paramat |
the purpose of swap node is to have no callbacks or metadata update for speed |
17:49 |
IcyDiamond |
Okay :) |
17:50 |
IcyDiamond |
I can live with that :p |
18:00 |
rdococ |
I'm sad that the tnt mod doesn't make active TNT an entity |
18:01 |
paramat |
if you write code thst makes that work we might merge it |
18:01 |
tenplus1 |
you can easily add a falling entity from tnt:tnt_burning and they blow up when they land |
18:01 |
paramat |
*that |
18:01 |
tenplus1 |
that's what I use for lucky block traps |
18:02 |
rdococ |
TNT cannons are cool |
18:04 |
tenplus1 |
add falling entity, add horizontal velocity for cannon and when it lands, boom |
18:09 |
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18:10 |
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18:10 |
tenplus1 |
wb |
18:11 |
Mr_Pardison |
I'd sooo use that. |
18:14 |
IcyDiamond |
Are there any mods that add a custom crafting table with a custom recipe system? I want to see how they do it. |
18:15 |
rubenwardy |
https://github.com/rubenwardy/crafting |
18:15 |
rubenwardy |
relevent code in api.lua |
18:16 |
rubenwardy |
there is a big limitation with groups unfortunately |
18:16 |
rubenwardy |
need to fix that |
18:17 |
IcyDiamond |
Okay cool, thanks, got the idea of it |
18:17 |
rdococ |
I think a furnace crafting table would be cool |
18:18 |
rdococ |
put coal in, put your recipe, and watch it begin smelting |
18:18 |
IcyDiamond |
doesn't sound hard to do |
18:18 |
tenplus1 |
that would be kewl, although 2 input slots would be amazing for mixing |
18:19 |
rdococ |
I'd also like a potion brewing system with fungi you can find in forest biomes |
18:19 |
IcyDiamond |
see technic fuel-fired alloy furnace, tenplus1 |
18:19 |
rdococ |
You would have fungi that would have set effects, and then create potions by combining their effects and utilizing emergent properties |
18:22 |
tenplus1 |
+100 for potions |
18:22 |
IcyDiamond |
I might write a status effect api |
18:23 |
IcyDiamond |
unless thats already done, which it probably is |
18:23 |
tenplus1 |
we really need a built in player effect system to change speed/jump/gravity that other mods can use |
18:23 |
IcyDiamond |
ye |
18:23 |
rdococ |
I wrote a status effect API already |
18:24 |
rdococ |
https://github.com/rdococ/effects/ |
18:24 |
IcyDiamond |
kk |
18:24 |
tenplus1 |
great mod rdoc but any other mod that does player overrides can cancel it out |
18:25 |
tenplus1 |
a base system is needed for mods to build on and use |
18:26 |
tenplus1 |
was thinking of a simple table player[name][mod_id].speed .fast .jump and the mod itself totals them up for all mods and applies the overall effect on globalstep every second... that way it's constant |
18:27 |
tenplus1 |
effects can be zero'd out using minetest.after or if player dies/disconnects player[name] = nil |
18:28 |
tenplus1 |
e.g... player["TenPlus1"]["playerplus:ice"].speed = -0.4 <-- removes 0.4 from overall speed for walking on ice |
18:30 |
tenplus1 |
a for loop goes through the table for each player, adds and removes for each effect and applies afterwards so it's stable |
18:35 |
rubenwardy |
I'd like a mod which handles buffs and debuffs which cause status effects |
18:36 |
tenplus1 |
a mod can handle them, that's fine... but... we need a BASE system for mods to use |
18:36 |
rubenwardy |
they can be triggered by the biome, temperature, and events |
18:37 |
rubenwardy |
not sure how different this is from rdococ |
18:37 |
rubenwardy |
's effects |
18:37 |
tenplus1 |
a simple table like above can hold all the buffs for any mod, total them up and apply effect .. this stops other mods overriding them and screwing it all up |
18:37 |
rubenwardy |
there's no straight forward way to combine effects |
18:37 |
rubenwardy |
so having it in the engine could be a bad idea |
18:37 |
tenplus1 |
e.g. playerplus can use monoids, but 3d_armor overrides it all so it's useless |
18:37 |
rubenwardy |
a mod in MTG would be good |
18:38 |
tenplus1 |
we just need the inbuild mod to handle the buff list and total it up... that's all |
18:38 |
rdococ |
rubenwardy: that's effectively my mod, though - though rather than the buffs and debuffs being composed of attribute modifiers they're composed of functions that are meant to modify the attributes such as player physics |
18:38 |
rubenwardy |
do you handle anything yourself? |
18:38 |
rdococ |
e.g. 'heavy' would multiply the gravity by some factor |
18:38 |
rdococ |
rubenwardy: the idea was to allow greater customizability |
18:38 |
tenplus1 |
your mod could easily add and remove buffs from the table tho so works the same just more compatible |
18:40 |
rdococ |
having a set of modifiers rather than functions for each buff/debuff would result in the only effects you can create being composites of some basic buffs/debuffs that I decide to add to the basic modifier system |
18:40 |
rdococ |
so I went with the alternate approach of allowing modders to do whatever for their effects |
18:40 |
tenplus1 |
e.g. if rdoc's mod halves the player speed, then armor overrides it to normal again and the buff wears off doubling the speed to 2.0.... doesnt work |
18:41 |
rubenwardy |
how do things combine them? |
18:41 |
rubenwardy |
*then |
18:41 |
rdococ |
if armor used the effects mod then it would work, assuming the armor did something like double the player speed |
18:42 |
tenplus1 |
we already have MANY mods using override system, it's a mess... which is why we NEED a built in way to handle the effects list properly |
18:42 |
rdococ |
true |
18:42 |
tenplus1 |
then we all use that and all is right with the world :) |
18:42 |
rdococ |
maybe in that specific circumstance, a set modifier system for status effects would be better |
18:43 |
tenplus1 |
we only need it to handle speed/jump./gravity... anything else can easily be handled by the mods |
18:46 |
rdococ |
I'm trying to apply a fisheye shader |
18:47 |
rubenwardy |
rdococ: may you consider adding a "physics" key to the effects definition, and where the value is a multiplier? |
18:47 |
rdococ |
rubenwardy: maybe but I haven't touched the effects mod in a while |
18:47 |
rubenwardy |
sure |
18:47 |
rdococ |
anyway, I'm trying to apply a fisheye shader ingame, but I'm not sure how |
18:47 |
rdococ |
I want to do it with a fragment shader though, at least I think I do |
18:48 |
rdococ |
I don't want to touch the C++ so I'm probably just going to edit an existing one |
18:53 |
IcyDiamond |
well im going to take a break from modding now |
18:58 |
paramat |
one issue is that speed, jump, gravity overrides should not necessarily add up or multiply, sometimes the most recently applied one should just replace a former value. seems very non-trivial |
18:59 |
tenplus1 |
the table method is the simplest and easiest to control |
19:01 |
rdococ |
Hm, I wonder if any mods add iron oxide (aka rust)... you could get it by pouring water on iron ingots or maybe by crafting them together |
19:02 |
tenplus1 |
if default had iron blocks that could rust and steel that couldnt it'd be kewl :D |
19:04 |
rdococ |
what would the rust be useful for? |
19:04 |
tenplus1 |
decoration mostly |
19:04 |
tenplus1 |
same as the copper patina in moreores |
19:04 |
tenplus1 |
sorry, moreblocks |
19:28 |
* sofar |
raises eyebrow |
19:35 |
tenplus1 |
ruben / paramat: here's an example of what I mean: https://pastebin.com/QrdB2a5N |
19:35 |
tenplus1 |
it's very simple in it's operation and use and any mod can use it to set player overrides properly |
19:36 |
tenplus1 |
give yourself the pova:axe and use to change player speed/jump/gravity as test... resets on death/disconnect |
19:44 |
tenplus1 |
https://pastebin.com/R5n9u022 <-- better version |
19:45 |
tenplus1 |
o/ sofar |
19:46 |
tenplus1 |
e.g. your stamina mod's sprint could easily add: pova[name]["stamina:sprint"].speed = 0.4 |
19:46 |
sofar |
ideally this uses player_monoids instead |
19:46 |
tenplus1 |
player monoids can easily be circumvented or reset by mistake |
19:47 |
sofar |
then lets fix it |
19:47 |
tenplus1 |
if this very ssimple table and loop was in player mod then everything could use it |
19:47 |
tenplus1 |
that's the point sofar, we need a built in option... at least this could be simple enough not to interfere with existing mods, no lag and easily used if wanted |
19:50 |
sofar |
no lag is impossible |
19:50 |
sofar |
you mean "acceptable lag" |
19:50 |
tenplus1 |
lol, it scrolls through players and adds up numbers, very minimal :) |
19:50 |
tenplus1 |
if any |
19:51 |
sofar |
yes but other mods will want to influence player physics too |
19:51 |
sofar |
there needs to be a central arbiter |
19:51 |
sofar |
that's what player_monoids does... if it's unreliable or slow then it should be fixed |
19:51 |
sofar |
what stamina/sprinting does is a hack :) |
19:52 |
tenplus1 |
this is it... if in default otehr mods can easily add a setting to the list and it gets totted up |
19:52 |
tenplus1 |
like the stamina example above |
19:52 |
tenplus1 |
pova[name]["stamina:sprint"].speed = 0.4 when active, it gets added onto the total |
19:53 |
sofar |
you're only doing + or - |
19:53 |
sofar |
other mods may want to do other math functions to it |
19:53 |
tenplus1 |
we could easily have a base value as well for a starting point |
19:53 |
sofar |
why does player_monoid not work for you? |
19:53 |
tenplus1 |
3d armor resets it when they are in use |
19:54 |
sofar |
so 3d armor is incomplete |
19:54 |
sofar |
you make mod salad this way |
19:54 |
sofar |
I don't like mod salad |
19:54 |
tenplus1 |
lol... I still think it should be in default for all to use |
19:59 |
paramat |
but does this have the option to not add up override values, in case a new override should set a particular value ignoring the previous value? |
20:00 |
tenplus1 |
this takes the base numbers of 1.0 and adds/subtracts from them and when done sets player override, which is a lot easier and works better tahn each mod doing it themself |
20:00 |
paramat |
do values add up or multiply each other? |
20:00 |
paramat |
after all the physics overrides are multipliers |
20:01 |
paramat |
looks like it adds, that's no good |
20:01 |
rubenwardy |
it needs to multiply |
20:01 |
tenplus1 |
if you wanna double player speed do pova[name]["double_speed"].speed = 1.0 |
20:01 |
tenplus1 |
it adds 1.0 onto speed giving 2.0 final result |
20:01 |
tenplus1 |
once it's cleared or player dies it automatically resets to 1.0 |
20:02 |
rubenwardy |
doesn't help you want to make a potion to go 2x faster |
20:02 |
sofar |
I think you need to study what player_monoids does |
20:02 |
sofar |
https://github.com/minetest-mods/player_monoids/blob/master/API.md |
20:02 |
tenplus1 |
we all know base speed is 1.0... we dont need to * or / if we can add 1.0 or -0.5 to half |
20:02 |
paramat |
basic idea may be ok though |
20:02 |
tenplus1 |
player monoids can USE this mod to set overrides properly |
20:02 |
tenplus1 |
as can all mods |
20:02 |
sofar |
your mod is essentially a hack |
20:02 |
tenplus1 |
without fear of resetting one another |
20:03 |
tenplus1 |
it's not a hack sofar, it's a counter that totals effects up properly and applies |
20:03 |
paramat |
oh i see you actually use it by assuming it adds up |
20:03 |
sofar |
player_monoids makes a solid API that makes things like this consistent and logical if many mods use it |
20:04 |
sofar |
I'm not going to argue, you don't want to study player_monoids? doesn't matter to me |
20:04 |
tenplus1 |
paramat: it totals the whole list for all mods that use it and only then sets override properly |
20:04 |
tenplus1 |
I have studied monoids sofar, it does what it does but mods can override it easily or have no support for it |
20:04 |
tenplus1 |
we NEED something in default for them ALL to use to keep things working properly |
20:05 |
tenplus1 |
this was as simple an option without the need for tons of function calls |
20:05 |
sofar |
default? default is junk, we shouldn't replace it with junk |
20:05 |
sofar |
paraphrasing, of course, it's not terrible it's just really too simplistic |
20:05 |
sofar |
so, let's not replace it with something that is too simplistic either |
20:06 |
paramat |
it's VERY annoying when someone SHOUTS single words ;] |
20:06 |
tenplus1 |
I can easily add simple commands to add an effect or reset |
20:06 |
tenplus1 |
sorry paramat, those needed to stand out |
20:06 |
sofar |
you NEVER listen to me |
20:07 |
sofar |
:P |
20:07 |
sofar |
it's like a dysfunctional marriage |
20:07 |
tenplus1 |
lol |
20:08 |
paramat |
much of the time overrides shouldn't add up, maybe you could add that functionality |
20:09 |
tenplus1 |
can I have an example paramat? |
20:10 |
tenplus1 |
of all the mods I've seen that handle speed/gravity/jump a simple addition or subtraction would work for effects and potions and sprint and armor effects |
20:11 |
shivajiva |
I was thinking an override by nature sets a new value, that would be an override |
20:12 |
tenplus1 |
the player:set_override() does this but using different mods will affect one another's results |
20:13 |
tenplus1 |
this lets you add +1.0 for armor boots, +0.4 for spring, -0.4 for standing on snow etc which all gets added up and set at the end meaning it all works out for every effect added |
20:13 |
tenplus1 |
sorry for rambling folks, in my mind this works really well and is simple enough for modders to use for their own uses... |
20:19 |
tenplus1 |
o/ |
20:30 |
Fixer |
btw, what do you think about ability to control showing of F5 debug info via server like with minimap and zoom? |
20:30 |
Fixer |
for extra thicc survival |
20:48 |
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20:49 |
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21:11 |
IcyDiamond |
minetest_game should have an armour api included |
21:13 |
IcyDiamond |
[Controversial] [Non-trivial] [Won't add] |
21:18 |
rubenwardy |
doesn't make sense without mobs |
21:18 |
rubenwardy |
which we should have too |
21:23 |
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21:27 |
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21:30 |
IhrFussel |
Is it by the way a bug that players cannot teleport while being attached to something? Or is that intentional? |
21:31 |
rubenwardy |
intentional |
21:32 |
rubenwardy |
move the entity they're attached |
21:32 |
rubenwardy |
+to |
21:32 |
IhrFussel |
The logical thought would be "players gets detached and teleports after" |
21:32 |
rubenwardy |
or maybe they should do that |
21:32 |
rubenwardy |
with Krock's PR there's now callbacks fordetachment |
21:32 |
rubenwardy |
so you could do that in /teleport |
21:32 |
rubenwardy |
and any thing that wants the player to remain attached can just cancel it |
21:33 |
rubenwardy |
Make an issue? |
21:33 |
IhrFussel |
Not just /teleport ... I have a few ways of "forcing" teleportation on certain conditions...and players can ignore it when they are in a vehicle for example... now I need to manually add "player:set_detach()" before I set the pos |
21:34 |
IhrFussel |
What happens if I call set_detach() on a player who's not attached to anything? Will the engine just ignore it? |
21:51 |
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22:04 |
Fixer |
rubenwardy: makes sense even without mobs, because multiplayer PVP |
22:04 |
rubenwardy |
nah |
22:04 |
rubenwardy |
MTG mostly aims for singleplayer use, pvp servers can add armor |
22:06 |
Fixer |
where it says that? |
22:15 |
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22:17 |
tumeninodes |
https://hub.minetest.net/info why does this have a bad security certificate? |
22:17 |
tumeninodes |
hub.minetest.net uses an invalid security certificate. The certificate is only valid for the following names: metacrane.com, www.metacrane.com |
22:18 |
rubenwardy |
that domain isn't https |
22:18 |
rubenwardy |
it's inconsistent on minetest.net |
22:18 |
rubenwardy |
unfortunately |
22:18 |
rubenwardy |
(rubenwardy.com is all HTTPS) |
22:18 |
tumeninodes |
well then... |
22:18 |
rubenwardy |
(easy peasy) |
22:18 |
rubenwardy |
then again, I don't use PHP |
22:19 |
tumeninodes |
:P |
22:36 |
paramat |
can anyone help hisforever in minetest channel who has this bug https://imgur.com/a/Fr1t4 ? |