Time |
Nick |
Message |
00:05 |
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00:07 |
benrob0329 |
o/ |
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09:15 |
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09:15 |
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tenplus1 joined #minetest-hub |
09:16 |
tenplus1 |
hi folks |
09:16 |
Raven262 |
Hi ten |
09:16 |
tenplus1 |
hi raven :P |
09:16 |
tenplus1 |
added a new fence top block to mobs so that animals cant glitch through fences anymore :DD |
09:20 |
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red-001 joined #minetest-hub |
09:20 |
tenplus1 |
hi red |
09:26 |
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longerstaff13_ joined #minetest-hub |
09:26 |
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09:26 |
tenplus1 |
hi longer |
09:31 |
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Amaz joined #minetest-hub |
09:32 |
tenplus1 |
hi amaz |
09:36 |
Amaz |
Hi ten :) |
09:37 |
tenplus1 |
seems falling.lua is causing some issues on server, it is able to remove nodes it shouldn't be able to |
09:41 |
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09:41 |
tenplus1 |
o/ Darcidride |
09:43 |
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09:46 |
longerstaff13 |
hi 11 :P |
09:49 |
tenplus1 |
hi entu |
10:05 |
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Corvus_ joined #minetest-hub |
10:15 |
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ManElevation__ joined #minetest-hub |
10:25 |
tenplus1 |
wb |
10:25 |
Raven262 |
ty ten |
10:51 |
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10:52 |
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atorian37-awy joined #minetest-hub |
11:04 |
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jluc joined #minetest-hub |
11:05 |
shivajiva |
Hi tenplus :P |
11:05 |
tenplus1 |
hishiva :P |
11:05 |
shivajiva |
what ya doing? |
11:05 |
tenplus1 |
rewriting falling.lua |
11:05 |
tenplus1 |
it has issues |
11:05 |
shivajiva |
cool |
11:06 |
tenplus1 |
you .? |
11:08 |
shivajiva |
scanning machine after a browser exploit, did smartshop tool bug fix yesterday so I'm looking for other holes, just closed free items bug |
11:09 |
tenplus1 |
nice :) |
11:09 |
tenplus1 |
I added new fence tops to mobs redo, it overlays any fence to make it glitch proof for mobs to escape :D |
11:09 |
shivajiva |
it shouldn't give free stuff if the owner doesn't add a payment imo |
11:09 |
tenplus1 |
ahh, gotta check that out later, update smartshops on xan |
11:10 |
shivajiva |
still waiting for the tool pr to be accepted |
11:10 |
tenplus1 |
so taht used tools cannot be used ? |
11:11 |
shivajiva |
can't sell worn tools, cant buy with a worn tool ;) |
11:11 |
tenplus1 |
good addition :P |
11:11 |
tenplus1 |
unless ya like antique tools ;D |
11:12 |
shivajiva |
well you know the code isn't pretty it just gives a new tool so I'm just closing the holes in that |
11:13 |
tenplus1 |
yeah, July seems to be security month for mods :D |
11:13 |
shivajiva |
players just use it as a tool repair station |
11:14 |
shivajiva |
the version I run on skyblocks won't accept admin items or maptool nodes either :') |
11:14 |
xerox123_ |
Hello o/ |
11:14 |
tenplus1 |
hi xerox |
11:14 |
shivajiva |
Hi xerox |
11:15 |
shivajiva |
so the extra height prevents the mobs escaping |
11:16 |
tenplus1 |
not so much height, entities with a stepheight > 1.0 can easily glitch through solid walls |
11:17 |
tenplus1 |
this extends the fence top collisionbox downwards over the fence so it cannot glitch through, is essentially making fence 1.5 high :D |
11:17 |
tenplus1 |
1.25 even |
11:17 |
tenplus1 |
works better than the mob fences for now :) |
11:18 |
shivajiva |
:) |
11:20 |
shivajiva |
I like your persistence :D |
11:20 |
|
Fixer joined #minetest-hub |
11:20 |
tenplus1 |
hi fixer |
11:20 |
tenplus1 |
shivajiva: I found a player on server with 50+ panda's inside a penn and she was really testing the escape-proof fences to the max :P |
11:22 |
shivajiva |
heh does she know pandas are a protected species |
11:23 |
tenplus1 |
aparantly not, gotta make them a little more rare and have them eat more bamboo before reproducing |
11:24 |
shivajiva |
makes sense, they should hardly reproduce at all |
11:25 |
tenplus1 |
maybe I'll up the bamboo count to 30 before they do... might help |
11:25 |
tenplus1 |
brb |
11:52 |
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IhrFussel joined #minetest-hub |
11:52 |
tenplus1 |
o/ fussel |
11:52 |
IhrFussel |
I need a quick way to disable screwdriver on certain nodes |
11:52 |
tenplus1 |
on_rotate = nil, |
11:52 |
tenplus1 |
or screqwdriver_disallow |
11:54 |
tenplus1 |
on_rotate = screwdriver.disallow, |
11:54 |
IhrFussel |
All 3 work or just the last one? |
11:55 |
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lumberJ joined #minetest-hub |
11:55 |
IhrFussel |
All 2* |
11:55 |
tenplus1 |
you can do: on_rotate = screwdriver.disallow, on_rotate = screwdriver.rotate_simple, |
11:56 |
tenplus1 |
or leave empty for all access rotation |
12:02 |
tenplus1 |
ouch! |
12:03 |
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Krock joined #minetest-hub |
12:03 |
Krock |
hi tenplus1 |
12:04 |
tenplus1 |
hikrock |
12:04 |
Krock |
sup? |
12:04 |
tenplus1 |
k, finished my tinkering for falling.lua, anyone wanna test ??? |
12:04 |
Krock |
what does it do? |
12:04 |
tenplus1 |
Krock: falling.lua had issues where it would replace nodes it shouldnt, just finished rewrite |
12:04 |
Krock |
aha. protected nodes for example? |
12:05 |
tenplus1 |
this version does same, levels up nodes, floats things on water, replaces buildable_to or water but nothing else |
12:05 |
tenplus1 |
yes, protected nodes, teleport pads, carpets etc. |
12:05 |
tenplus1 |
and on some cases slabs |
12:06 |
tenplus1 |
plop inside empty mod to override original falling nodes: https://pastebin.com/Np6njhs0 |
12:08 |
tenplus1 |
nom time :))))) |
12:10 |
Krock |
nice, but it doesn't handle node metadata |
12:10 |
tenplus1 |
will add that soon, just testing it falls in the right places :D |
12:14 |
tenplus1 |
has meta added: https://pastebin.com/Znz22NFQ |
12:23 |
tenplus1 |
feedback is more than welcome :D |
12:25 |
rubenwardy |
Yay tenplus1 |
12:25 |
tenplus1 |
hi ruben |
12:25 |
rubenwardy |
I disabled it on CTF because of this |
12:25 |
rubenwardy |
It could be used to drop a flag |
12:25 |
rubenwardy |
And then place it again |
12:25 |
tenplus1 |
it kinda works like mc falling now, torches break sand etc. :P |
12:25 |
rubenwardy |
So teams end up with multiple flags |
12:26 |
tenplus1 |
erk... not good for a game |
12:26 |
tenplus1 |
so funny watching ctf on youtube :D |
12:37 |
tenplus1 |
rubenwardy: if it helps lemmie know, will add a pull for the changes :P |
12:40 |
Krock |
Smooth movement + Smooth yaw + Smooth = http://krock-works.16mb.com/u/carts_so_smooth.mp4 |
12:40 |
Krock |
^ smooth movement = ObjectRef:move_to |
12:41 |
tenplus1 |
wow, nicely done :P |
12:42 |
tenplus1 |
heh, is one of my karaoke go-to songs :D |
13:07 |
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ManElevation__ joined #minetest-hub |
13:09 |
* twoelk |
stops working, yawns, stretches, makes sure he's alone in office and has a peek into some irc channels |
13:09 |
tenplus1 |
hey twoelk o/ |
13:09 |
twoelk |
o/ |
13:09 |
twoelk |
\o |
13:10 |
twoelk |
hmm- nice excercise |
13:10 |
tenplus1 |
lol |
13:13 |
* twoelk |
wonders wether he can make use of google maps from within company scripts without letting google gather relevant info |
13:13 |
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entuland joined #minetest-hub |
13:13 |
tenplus1 |
wb entu |
13:13 |
tenplus1 |
twoelk: use a proxy |
13:16 |
twoelk |
don't know, they didn't like requests going over proxies in the past - erm, I did do some bulk requests though, maybe if I can keep the traffic harmless |
13:16 |
twoelk |
although, once the employees find the new feature ..... |
13:17 |
tenplus1 |
:P |
13:21 |
twoelk |
I really should put some of my better scripts on my homepage so I can brag with inovative use of slippy maps - ok, boring to most I guess |
13:22 |
tenplus1 |
slippy maps ? |
13:22 |
twoelk |
aka known as googlemaps style |
13:22 |
tenplus1 |
ohh, was wondering :P |
13:23 |
Fixer |
hi |
13:24 |
twoelk |
o/ |
13:24 |
tenplus1 |
final iteration of falling.lua for now: https://pastebin.com/uED0m0YH |
13:25 |
tenplus1 |
same as before, plop into a blank mod to override original falling entity |
13:28 |
twoelk |
grrr, I can read extra data out of company databases to suplement gpx data for leaflet maps but fail at reading minetest coordinates from mod files |
13:28 |
tenplus1 |
lol |
13:29 |
twoelk |
seems my path tracking toolchain for mt will be delayed |
13:32 |
twoelk |
maybe I should go and pick more flowers --- from mc for mt --- that is at least more rewarding to the eye :-P |
13:33 |
tenplus1 |
hows the flower mod coming along ? |
13:33 |
rubenwardy |
twoelk: could you use openstreetmap? |
13:33 |
twoelk |
I do mostly |
13:34 |
twoelk |
but google does have some nice tempting honey |
13:36 |
twoelk |
tenplus1, I've split it according to the source into a modpack and have most spawning - no interesting uses yet though |
13:37 |
twoelk |
and all the crafting stuff is missing completey |
13:37 |
tenplus1 |
am kinda thinking that flowers in general give too many dye... would be better if it were only 2x per flower |
13:38 |
twoelk |
hm, but I don't like players picking too many flowers |
13:38 |
tenplus1 |
flowers spread though and the more they pick the less abms are working :D |
13:39 |
twoelk |
a good gardening concept is still missing in minetest |
13:40 |
tenplus1 |
we use to have raised flower gardens in xanadu mk.2 that was linked to a main players shop to sell the dye :) was a great way of handling it all |
13:40 |
twoelk |
I will make use of the shovel to replant flowers and other plants as they are in the wild - similar to the bushes in forgothtenameofthemod |
13:41 |
tenplus1 |
explain use of shovel ? |
13:42 |
twoelk |
punch bush and you might get fruit or whatever it drops, dig with shovel and you get a bush or two to replant, dig the bush with something else and it gets destroyed |
13:43 |
tenplus1 |
ohh right... I wish shears were in default game for that exact use |
13:43 |
tenplus1 |
dig grass/leaves and only get the odd seed or sapling |
13:43 |
tenplus1 |
but dig with shears and you get the actual leaves and grass |
13:44 |
twoelk |
this way you can harvest bushes without replanting and can multiply bushes with the shovel |
13:44 |
twoelk |
yeah, give more uses to tools |
13:44 |
tenplus1 |
+20 |
13:47 |
twoelk |
a player should be able to make a garden without having to completely raid the wild - although the fertilizer on xanadu is much fun |
13:47 |
tenplus1 |
heh, bonemeal mod is handy :D |
13:49 |
twoelk |
the flower farms on jt2 are interesting but the do take a while |
13:49 |
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13:49 |
tenplus1 |
that's a good thing, it means players need to prepare in advance for things like dye etc. |
13:50 |
twoelk |
yeah, the scarcity of resources is what made the justtest style servers so interesting |
13:52 |
tenplus1 |
I reworked the mob drops for animals and monsters so they dont give out as much as well, even set them as low as 0 for rare items |
13:52 |
tenplus1 |
it's more fun to strive for something :) |
13:53 |
twoelk |
oh no, not having to kill hundreds of cows for a bag again |
13:53 |
tenplus1 |
ehehe |
13:54 |
tenplus1 |
I split drops into 2 catagories, basic drops (meat) and rare (leather)... you always get a basic drop, but the rare is just a little more rare... isntead of 1-2 items I set to 0-2 so you may not get it |
13:55 |
twoelk |
:-( |
13:56 |
tenplus1 |
again, less items so more players killing mobs and less lag due to less more :)) yay |
13:56 |
twoelk |
hm, poor cows |
13:57 |
twoelk |
can't some of the monsters drop some heap of leather? |
13:57 |
tenplus1 |
hroses now drop leather as well :D |
13:58 |
tenplus1 |
and rabbits drop small hides, 2x2 hide = 1x leather :D |
13:58 |
tenplus1 |
I've added alternatives |
13:58 |
twoelk |
dungeonmasters are big, they should drop at least 5 premium leather :-P |
13:58 |
tenplus1 |
haha, maybe :P |
13:58 |
tenplus1 |
they are kinda large and wooly in a sense |
13:59 |
tenplus1 |
oh yeah, added fence tops earlier to sit atop normal fences and stop mobs escaping :) |
13:59 |
twoelk |
they don't pile up anymore? |
13:59 |
tenplus1 |
stops them using engine bug to glitch through walls and fences now :) adds an overlay to stop them |
14:01 |
tenplus1 |
for now it's jsut a wood texture, but ideas/design are welcome to make fences look better :P |
14:04 |
twoelk |
oooh, I might get navit to read mt coordinates, now I just need more time, hm can I claim this to be relevant for company bussines? |
14:04 |
tenplus1 |
:P |
14:05 |
Sokomine |
tenplus1: i do have a problem with falling as well. my falling snow node covers that crush the wheat below are very annoying. falling just can't decide between "remove plant" and "stop above plant" |
14:05 |
tenplus1 |
should snow in mt have 4 levels of height, 1/4 1/2 3/4 full block ??? |
14:05 |
twoelk |
but snow in real life does sort of destroy crops |
14:06 |
tenplus1 |
my current changes only have it fall as a node IF there's a space, water or something buildable_to below it... anything else and it drops as item isntead |
14:06 |
tenplus1 |
could maybe add a rule for attached_nodes like grass/crops etc. that they can be replaced but has drops |
14:06 |
twoelk |
hm, a wheatfield with lots of snowballs between the plants, might look interesting |
14:09 |
Sokomine |
tenplus1: install my moresnow mod, mg_villages, start new worlds until you get a snow-covered field - and then drop a snowball right next to a snow-covered wheat field. sadly triggers a cascade. i'd be glad for a solution for that. if you've been working on falling.lua, perhaps you're into the matter and can find a solution? |
14:09 |
tenplus1 |
getting moresnow mod :) |
14:09 |
tenplus1 |
I like the idea of leveled snow nodes, but only 4 steps |
14:11 |
Sokomine |
tenplus1: no. we have too *few* dye generation |
14:12 |
tenplus1 |
flowers give 4x dye, I just think that's too many... 2x at most |
14:12 |
tenplus1 |
and maybe a mod to add a grindstone could be used to give more |
14:12 |
tenplus1 |
2nd tier |
14:12 |
* Sokomine |
nods heavily to twoelk regarding destruction of the landscape for material aquisition |
14:13 |
tenplus1 |
should I add in attached node check for falling ? |
14:13 |
tenplus1 |
for things like crops/grasses to drop drops when hit/landed on |
14:14 |
Sokomine |
tenplus1: you could spawn less mobs to begin with. killing non-hostile mobs is a no-go. there need to be other materials as sources for bags |
14:15 |
tenplus1 |
at present leather is obtained from cows, horses and 4x rabbit pelts = 1x leather |
14:15 |
tenplus1 |
ideas are welcome |
14:15 |
Sokomine |
twoelk: only if it gets too heavy. granted, it ought to be harvested before the snow fell...but the inhabitants of the village where a bit late :-) |
14:16 |
Sokomine |
tenplus1: the trouble is that the attached nodes are replaced at all. the snow is soft and fell over a long time... |
14:16 |
twoelk |
wasn't there some sort of natural desaster mods many years ago? |
14:16 |
tenplus1 |
yeah, we had a flooding mod and all... was interesting |
14:17 |
Sokomine |
tenplus1: perhaps once i manage to get rape seed oil ready for usage and if it gets accepted into mtg as a dye extension. then 2 dyes per flower would be ok. even one |
14:17 |
twoelk |
although I do hate the dragen when playing carcassonne |
14:17 |
twoelk |
*dragon |
14:17 |
tenplus1 |
Sokomine: will leave out the attached node check and if anything falls on crops it simple drops as item instead of being placed |
14:17 |
tenplus1 |
Sokomine: yeah, my dye and wool pulls are still up there if any changes need added |
14:17 |
Sokomine |
tenplus1: add leather to hostile mobs. cows, horses and rabbits are all peaceful and therefore not killed by me. so the only way to get the required bags is to wait for mobs to drown. not very efficient in any way... |
14:18 |
twoelk |
hurray for rape ---- sounds weird --- granola? |
14:18 |
tenplus1 |
Sokomine: how about dungeon masters ? they are kinda like big huge chewbacca's anyhoo ???? |
14:18 |
tenplus1 |
canola oil/seed sounds better, rape seed doesnt have the same ring... that's why I added hemp |
14:20 |
twoelk |
linen-flax is one thing that is still missing |
14:20 |
tenplus1 |
hemp fibre :P |
14:21 |
Sokomine |
twoelk: that's the trouble with Raps - the english term is a bit...problematic. and granola seems to be too specific |
14:21 |
Sokomine |
buuh! why do you english-speaking people have so much trouble with that innocent plant? :-) it really is a beautiful sight to see huge fields blossoming |
14:22 |
tenplus1 |
:P |
14:22 |
twoelk |
making linen out of flax is so ridiculously complicated - perfect for a long crafting chain |
14:22 |
tenplus1 |
I see fields of it in the country, is real nice |
14:22 |
Sokomine |
tenplus1: dms would be fine. they need to be killed due to their destructiveness anyway |
14:23 |
twoelk |
oerkis could drop cloaks :-D |
14:23 |
tenplus1 |
hah yeah... |
14:24 |
twoelk |
maybe they could drop lots of fake watches hidden under the cloak, or a seseme street style number |
14:25 |
tenplus1 |
they do seem rather dodgy sneaking around in their cloaks :P |
14:25 |
tenplus1 |
k, dungeon masters can drop mese fragments, diamond, mese crystals and diamond blocks... all set to random chance... will add leater |
14:27 |
twoelk |
actually that fits, you need bags to not drop everything when you die, and source for bags is a mean killer |
14:28 |
tenplus1 |
mese fragment (chance 1, 0-2), leather (chance 2, 0-2), mese crystal (chance 3, 0-2), diamond (chance 4, 0-1), diamond block (chance 30, 0-1) <-- hows that ??? |
14:28 |
twoelk |
they are bigger than cows :-D, lots bigger |
14:29 |
tenplus1 |
0-3 ? |
14:29 |
twoelk |
oh dear, now I need to go dm hunting |
14:29 |
tenplus1 |
dont wanna make it too easy now :P |
14:30 |
twoelk |
I wonder wether dm leather is more fireproof than others |
14:30 |
tenplus1 |
sadly no, they still take fire/lava damage... |
14:31 |
tenplus1 |
they mix gases outside their body to produce the plasma ball they throw at players |
14:31 |
twoelk |
hm, probably smells of burnt fingers near them |
14:32 |
tenplus1 |
stone monsters have a chance of dropping torches, iron or coal... maybe I should add cobble :) |
14:41 |
twoelk |
hm, my app says the shortest way from seattle to newyork by bike is to ferry over lake michigan |
14:41 |
tenplus1 |
ahahah |
14:42 |
twoelk |
a mere 262 hours |
14:45 |
twoelk |
Mt.Everest is not a valid destination? |
14:45 |
tenplus1 |
facedeer's hopper nodes are all kinda specific when it comes to input.output directions, messing with rotation can cause havoc |
14:46 |
IhrFussel |
tenplus1, will screwdriver.disallow work without depending on it? |
14:46 |
IhrFussel |
I'm guessing no |
14:46 |
tenplus1 |
it's still looking for the global 'screwdriver' so it'll need the mod actve |
14:53 |
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14:54 |
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BakerPrime joined #minetest-hub |
15:05 |
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Krock joined #minetest-hub |
15:05 |
tenplus1 |
wb |
15:05 |
Krock |
ty tenplus1 |
15:10 |
tenplus1 |
maybe a switch to enable falling nodes to drop onto attached nodes, if false then falling entity drops as items, if true then it replaces node and drops the node's items ?!?! |
15:16 |
Sokomine |
tenplus1: i need falling nodes that stop right above any node...no matter weather it's an attached one or not |
15:17 |
tenplus1 |
working on that part just now... |
15:17 |
tenplus1 |
wait, even the buildable_to nodes like grass ? |
15:17 |
Sokomine |
exactly...in particular those |
15:18 |
Sokomine |
can't drop a snow cover on them if they're gone at the time the snow has finished falling |
15:18 |
tenplus1 |
hrm, that's gonna make things more complicated :PPP |
15:18 |
Sokomine |
:-/ |
15:18 |
tenplus1 |
at present the changes replace any buildable_to node below... but if it's an attached_node then it'll drop contents if setting true, or stop above it setting false |
15:23 |
tenplus1 |
:P |
15:36 |
tenplus1 |
having a falling entity flaot above non walkable nodes like gras and crops isnt easy |
15:36 |
tenplus1 |
they keep wanting to fall |
15:42 |
longerstaff13 |
o/ |
15:42 |
tenplus1 |
wb longer |
15:42 |
longerstaff13 |
ty 11 |
15:44 |
tenplus1 |
this is my last version:https://pastebin.com/V5KudmTG |
15:45 |
tenplus1 |
it honors drops from falling node and node it falls onto for attached_nodes, as for floating above crops, that isnt gonna happen |
15:45 |
tenplus1 |
everytime you hit the node it tries to fall continuously again and again |
15:51 |
tenplus1 |
so I removed that and opt for drops instead |
16:46 |
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16:46 |
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16:50 |
tenplus1 |
rubenwardy: https://pastebin.com/V5KudmTG for CTF if you wanna use it |
16:55 |
tenplus1 |
hi Cal |
16:56 |
IhrFussel |
How can I disable moretrees jungletrees growing out of default jungletree saplings? |
16:56 |
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16:56 |
tenplus1 |
hi gary |
16:57 |
Krock |
https://gitlab.com/VanessaE/moretrees/blob/master/saplings.lua#L78-84 |
16:57 |
Sokomine |
IhrFussel: keep the moretree jungletrees. they have beautiful leaves |
16:58 |
Krock |
Sokomine: maybe he wants separate saplings for them |
16:58 |
Krock |
surely don't remove them |
16:59 |
IhrFussel |
I commented those lines...so will they now grow as "default:jungletree"? |
16:59 |
Krock |
probably. test ti. |
16:59 |
IhrFussel |
Or does moretrees override them somewhere else? |
16:59 |
garywhite |
hi |
16:59 |
Krock |
grep -r "default:junglesapling" |
17:13 |
Calinou |
hi :) |
17:15 |
Krock |
hi Calinou |
17:15 |
Krock |
same PRs of your repos are waiting for action |
17:21 |
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17:25 |
IhrFussel |
My map doesn't load again...iotop shows minetestserver 0.00% |
17:26 |
IhrFussel |
Everything else works...chat, entities etc |
17:27 |
IhrFussel |
What could be the reason for that? |
17:27 |
IhrFussel |
Other software uses IO just fine |
17:36 |
tenplus1 |
no errors in console ? |
17:38 |
IhrFussel |
Nope, can even dig/place nodes without problem |
17:38 |
IhrFussel |
Just no map loads |
17:38 |
tenplus1 |
just not loading map ? |
17:39 |
IhrFussel |
Even entities load |
17:39 |
tenplus1 |
something is holding up map loading, like a globalstep or abm gone rogue |
17:41 |
IhrFussel |
It worked for a moment now stalls again |
17:42 |
tenplus1 |
biomes_lib might be overstressed |
17:44 |
IhrFussel |
CPU usage was only 5-10%, so no big tasks |
17:47 |
tenplus1 |
could always enable the DEBUG flag in biome_lib and see if anything pops up in console |
17:48 |
tenplus1 |
other than that I dunno, just sounds to me like something is trying to generate on the map and stalling |
17:48 |
tenplus1 |
brb |
17:55 |
IhrFussel |
Can a mod stall the whole mapgen? |
17:55 |
tenplus1 |
oh yes |
17:55 |
tenplus1 |
had issues with the furnace in the past stalling servers |
18:00 |
tenplus1 |
what other mods you got affecting mapgen ? |
18:02 |
Krock |
Lua doesn't have delay functions. It would stall with 100% CPU use |
18:26 |
IhrFussel |
Then it was not caused by a mod since everything except map loading worked |
18:27 |
Krock |
using 0.4.17.1 already? |
18:31 |
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18:39 |
IhrFussel |
Still 0.4.17-dev from Dec but that issue is new I think...it didn't happen a few weeks ago |
18:40 |
IhrFussel |
The map stalling happens to all players so not a client issue...the server doesn't send mapblocks to anyone for some time for some reason...no entries in debug.txt and chat/entities/placing/digging work |
18:56 |
tenplus1 |
any settings in the .conf been changed of late ? |
18:56 |
rubenwardy |
\o/ |
18:57 |
tenplus1 |
wb wuben |
18:57 |
tenplus1 |
:P |
18:59 |
Krock |
tenplus1: yes, the following setting was added: stall_server_at_a_random_time_when_nobody_expects_it = true |
19:00 |
tenplus1 |
knew it :P |
19:00 |
tenplus1 |
lol |
19:06 |
rubenwardy |
nerzhul: I'm making an RPC mod for server-2-server and server-2-client messages |
19:07 |
rubenwardy |
how would you recommend doing it given that a mod hosting a server is a bad idea? |
19:07 |
rubenwardy |
I'm thinking a HTTP broker/message queue |
19:07 |
rubenwardy |
it's not really rpc |
19:07 |
rubenwardy |
it's more like server-2-server channels |
19:11 |
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19:11 |
tenplus1 |
hi Gael-de-Sailly |
19:11 |
Gael-de-Sailly |
Hi tenplus1 |
19:12 |
sofar |
rubenwardy: have both servers talk to a socket that is local and maintained by a relay daemon? |
19:12 |
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19:13 |
rubenwardy |
heh |
19:13 |
tenplus1 |
hi andro |
19:13 |
rubenwardy |
Minetest's http API is nice though |
19:16 |
rubenwardy |
I have loads of usecases for this |
19:16 |
rubenwardy |
such fun |
19:16 |
rubenwardy |
I'd like to make a server moderation app for Android |
19:17 |
rubenwardy |
maybe |
19:18 |
IhrFussel |
tenplus1, I heard you use new spider models/textures by AspireMint? Do you know if the model/texture all compatible with older mobs redo versions? |
19:18 |
IhrFussel |
are compatible* |
19:19 |
tenplus1 |
the new spider model and new textures are included with mobs_monster and have aliases set so that older spider entities are replaced with the new |
19:20 |
IhrFussel |
Yes but I mean should the model/textures work in old mobs redo versions too? Or was anything changed in model definition etc? |
19:21 |
tenplus1 |
the new model cannot use old textures, the new textures replace those for crystal spider and add new one's for mese, snow, cave and tarantula tho |
19:21 |
rubenwardy |
what's the closest format to .conf? |
19:21 |
rubenwardy |
I want to have syntax highlighting in a read me |
19:21 |
rubenwardy |
hmm |
19:23 |
tenplus1 |
IhrFussel: the new spider definition is independent of the api, it should work fine with older api's so long as it has the on_spawn function included, and that's been in the api since december |
19:26 |
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19:47 |
tenplus1 |
nite folks |
19:47 |
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19:53 |
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19:55 |
Calinou |
rubenwardy: C? |
19:55 |
Calinou |
Python? |
19:55 |
Calinou |
PHP, even? :P |
19:55 |
Calinou |
or TOML perhaps… |
19:56 |
rubenwardy |
ew C |
19:56 |
rubenwardy |
*PHP |
19:56 |
rubenwardy |
I'm talking about technologies, not about languages |
19:56 |
rubenwardy |
so message brokers, protocols, etc |
19:57 |
rubenwardy |
oh wait |
19:57 |
rubenwardy |
well, it's not like any of those really |
20:02 |
rubenwardy |
heh |
20:03 |
rubenwardy |
I'm overengineering this |
20:03 |
rubenwardy |
I'll stop |
20:08 |
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20:09 |
* tumeninodes |
pushes rubenpause |
20:10 |
tumeninodes |
So, I took a nice long stroll through 'old mods' section last night |
20:11 |
tumeninodes |
sadly, quite a few dead 404's in there. |
20:12 |
Krock |
dead 404 = it works? |
20:12 |
Krock |
or is the 404 page down? |
20:12 |
tumeninodes |
:| |
20:12 |
tumeninodes |
smartass |
20:12 |
Krock |
:3 |
20:12 |
tumeninodes |
:D |
20:14 |
tumeninodes |
I have decided to gather those which are still available (miraculously), will go through them one by one to see if they are worth updating, and then will host on github |
20:15 |
tumeninodes |
but thought it might be cool, to open an (somewhat) official archive mods repo? |
20:16 |
tumeninodes |
for just such type of mods, and old TPs which were never properly hosted. Does anyone think that might be a good idea? |
20:19 |
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20:25 |
tumeninodes |
there's also a ton of them in WIP mods, which some are pretty cool still, but hosted on mediafire, etc.. Be a shame to lose even more as time goes by. |
20:30 |
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20:39 |
Sokomine |
tumeninodes: good luck! i'm afraid there are just too many mods to handle. i tried years ago to sort them into categories...and eventually gave up. jsut too much |
20:47 |
tumeninodes |
I'm just picking the ones which interest me right now. I have a handful. |
22:20 |
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22:22 |
IhrFussel |
"Could not load mesh mobs_spider.x" is what I get a lot since I replaced the spider model with a .b3d one |
22:24 |
IhrFussel |
Anything I can do about it? Looks like the model name is part of the staticdata in mobs redo |
22:51 |
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23:37 |
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23:42 |
Sokomine |
it's always surprising how code starts to work once erros are removed :/ |
23:42 |
Sokomine |
caught one that was bothering me in my current mod... |
23:43 |
IhrFussel |
The 0.4.17.1 update might've fixed my longtime issue with randomly stopping cars ... it didn't happen in the last 15 minutes |
23:58 |
paramat |
not so sure, 5.0.0dev stops my vehicles |
23:58 |
paramat |
i want to investigate what causes it |