Time Nick Message 01:21 garywhite It's really quiet in here, even for the time of day 01:22 rubenwardy :( 01:23 IhrFussel Will wielded:get_name() return nil if the player holds an unknown item? 01:28 shivajiva F5 shows its string so I think it would return something, like the whatisthis command 01:28 shivajiva not sure what mod that originates from tho 01:29 rubenwardy no 01:29 rubenwardy it would return the item name 01:29 rubenwardy minetest.registered_items[itemname] would then return nil 01:32 shivajiva skyblocks is on 0.4 stable, crosses fingers and hopes for the best =) 14:16 benrob0329 Grass: That one texture people keep redoing for MTG 15:54 VanessaE ~seen tenplus1 15:54 ShadowBot VanessaE: I saw tenplus1 in #minetest-hub 19 hours, 58 minutes, and 19 seconds ago saying "nite folks o///" 15:56 VanessaE well by my clock, he's 4 hours late :) 15:58 VanessaE hm. need to prod him about a couple of farming_redo oversights I just ran across 17:09 * sofar rubs eyes 18:09 benrob0329 Krock: to pebble or not to pebble, that is the question 18:09 Krock only major, important questions here. I see. 18:10 benrob0329 I say pebbles 18:10 benrob0329 It makes the dirt a bit more interesting 18:11 Krock time to study some psychology and philosophy 18:11 Krock only with these one can be able to answer your well thought and deep question 18:14 IhrFussel is a nodetimer_interval of 0.2 even necessary? Would a lot break if I set mine to 1? 18:14 IhrFussel I feel like no timer depends on decimals 18:14 Krock hello IhrFussel 18:15 Krock IhrFussel: they use floats 18:15 Krock so 0.2 and even 0.000002 should work as intended 18:16 IhrFussel Yes but I mean is 0.2 not a bit heavy? And would most nodes still work correctly if I set it to 1.0? 18:16 IhrFussel And hello =) 18:16 Krock ooh. m_active_blocks_nodemetadata_interval 18:16 Krock there's a setting for it 18:17 IhrFussel Yes and default is 0.2 18:17 Krock well, timed actions might be less accurate 18:17 Krock but since they will be triggered anyway you can increase that to 1.0 if you want 18:18 Krock feel free to measure the execution time and profile the average if it's a concern 18:19 IhrFussel I thought you could tell me if there's a performance impact when I leave it at 0.2 ... ABM intervals are set to 1 18:21 Krock your lags will have larger pikes 18:21 Krock since they're not spread among smaller steps 18:22 Krock same as with the map save interval. save it too often and it'll waste too much disk I/O and time, save it too rarely and too much will have to be written at once 18:24 IhrFussel So setting it lower means less lag? And the compute time for the nodetimers is redundant? 18:24 IhrFussel less larger lags* 18:26 Krock dunno how high the nodetimer impact is. should at least be quite small 19:18 tenplus1 hi folks :) 19:18 tenplus1 hey Krock 19:19 Krock hi tenplus1 19:19 tenplus1 :P 19:19 tenplus1 I has an idea for dropped items :D 19:22 Mr_Pardison some go boom? :D 19:22 tenplus1 hi mister :) 19:23 tenplus1 sorta... was thinking a dropped_in and dropped_on function that's called if true 19:23 tenplus1 e.g. salt dropped in river water turns it into sea water for instance 19:23 tenplus1 hi Vanessa 19:23 Mr_Pardison ineteresting. 19:24 Mr_Pardison *interesting 19:24 tenplus1 so that modders can create special items that you drop into or onto certain things to do something :) 19:24 VanessaE_ hi 19:24 tenplus1 this also means that cauldron nodes you can fit items inside can be used for all sorts of business :D 19:25 VanessaE_ tenplus1: you have a forum message to read :) 19:25 tenplus1 ooh, checking... 19:25 VanessaE https://forum.minetest.net/viewtopic.php?f=11&t=9019&p=328195#p328195 19:26 VanessaE that (split) was strange... 19:27 tenplus1 ooh thanks Vanessa, will read and see what changes I can make :) 19:27 VanessaE MAKE ALL THE CHANGES! "\:D/ 19:27 VanessaE :) 19:27 tenplus1 ehehe, we have banana pie in pie mod :P but yeah, need more banana recipes 19:31 tenplus1 VanessaE: farming_plus carrot has an alias set in farming redo ? 19:31 VanessaE apparently something is missing there. 19:32 tenplus1 https://notabug.org/TenPlus1/Farming/src/master/compatibility.lua#L51 19:32 VanessaE hm, I'll investigate that more later. it's from a user report. 19:33 VanessaE also, 19:33 VanessaE um... 19:33 VanessaE https://notabug.org/TenPlus1/Farming/src/master/compatibility.lua#L64 why? 19:34 tenplus1 lol, cause orange is in ethereal and grows as tree and not bushel, I replace the crop variant with tomato and keep the orange fruit intact 19:34 VanessaE I'll happily agree that orange "bushes" was dumb :) 19:34 VanessaE ok. 19:34 tenplus1 :P 19:35 tenplus1 any chance of remaking moretrees into say a more_tree's mini version with smaller trees ? 19:35 VanessaE there already is such a mod 19:35 VanessaE I think bas080 made it 19:35 tenplus1 ? what where when ? 19:35 VanessaE tiny trees or some such 19:35 tenplus1 ohhh, checking 19:35 VanessaE idk how much it supports though 19:36 tenplus1 er... it builds the tree node by node... will skip it 19:36 VanessaE ok. 19:36 tenplus1 am thinking more like a few schems per tree around the same size as default one's 19:37 VanessaE oh, I know of no such mod like that 19:37 VanessaE however I'm not against extending moretrees to do something like that 19:38 tenplus1 having extra tree's is great, but humungous one's that overshadow the player is scarey :D 19:38 VanessaE (could be a feature to enable/disable in the config, along with large trees) 19:38 tenplus1 also bushes sugar item can be used in recipes since it has the food_sugar=1 group, same as farming sugar, so it's all good 19:39 VanessaE You should hide one of them 19:39 VanessaE (whichever one the engine "ignores" due to the alias) 19:39 tenplus1 the alias in bushes_classic ? 19:40 VanessaE I mean if I `/giveme foo` and the engine gives me bar, then foo should be hidden from the inventory. 19:40 VanessaE having two options confuses the n00bs :) 19:41 tenplus1 I have no alias set... bushes:sugar and farming:sugar are two separate items that can both be used in same recipes because of group, they also have 2 diff. recipes 19:41 VanessaE hm 19:43 VanessaE well having two recipes is kinda meh. which mod gets loaded second? 19:43 tenplus1 yours 19:43 tenplus1 want me to add a check for farming:sugar and set alias if found ? 19:44 VanessaE if mine loads second, then Leave yours be; I'll add an override to bushes to defer to your recipe/item 19:45 tenplus1 if minetest.registered_nodes["farming:sugar"] then (hide recipe for bushes:sugar) end 19:45 tenplus1 :P 19:45 VanessaE yeah, something like that 19:46 tenplus1 testing now 19:49 VanessaE https://pastebin.ubuntu.com/p/ZPxxSmj8Hd/ 19:50 VanessaE hm, I see an old alias in there related to carrot seeds, I'll remove it in a separate commit 19:52 tenplus1 https://pastebin.ubuntu.com/p/B8ygkGFphM/ 19:54 VanessaE well that'll work too, but I prefer to check for the item specifically :) 19:55 VanessaE pushed. 19:56 tenplus1 :p 19:59 VanessaE it's registered_items[] btw. :) 20:00 tenplus1 I know, was just typing too quick :) 20:02 IhrFussel Just to make sure: Wielded items cannot be nil and the engine knows their :get_name() even if the items themselves are not registered anymore? 20:02 tenplus1 ? 20:03 tenplus1 re-phrase that question fussel 20:04 IhrFussel When I get clicker:get_wielded_item() I wanna know if it's possible that :get_name() returns nil or anything that could cause a crash when I later do a string comparison 20:04 tenplus1 should return "" for empty hand so should never be nil 20:04 tenplus1 do a test and make sure though 20:05 IhrFussel Yes but what if the wielded item is unknown... is the stack name still existent? 20:05 VanessaE tenplus1: anyways, what say you about the other items in my list? 20:06 tenplus1 fussel, hold on, will test it out 20:06 tenplus1 still returns the actual name of the unknown node 20:07 Krock farming.mod and farming.mod =="redo" 20:07 Krock can be shortened to farming.mod =="redo" 20:07 tenplus1 gotta check if farming.mod exists first Krock, default farming doesnt contain it 20:07 Krock tenplus1: doesn't matter 20:08 Krock nil ~= "redo" would be the other case 20:08 Krock * nil == "redo" 20:08 Krock which evaluates to false too 20:08 tenplus1 hrm, am sure it error'd before when I missed that one out... :P 20:09 VanessaE it would if you left out the "if farming and..." part. 20:10 tenplus1 heh, working :) 20:13 tenplus1 updated to make cocoa pods non-walkable, will go through list and tweak things here and there on my next day off :D 20:13 tenplus1 thinking of banana additions 20:13 VanessaE :D 20:13 VanessaE any commentary on the other suggestions? 20:13 tenplus1 pumpkin and melon will take time tho, gotta redo textuers 20:13 VanessaE oh btw, maybe banana bread instead of a pie. 20:13 tenplus1 all valid suggestions :) 20:14 tenplus1 I have banana bread already added 20:14 VanessaE oh ok 20:14 tenplus1 in ethereal that is 20:14 benrob0329 O/ tenplus1, VanessaE 20:14 tenplus1 hi benrob 20:14 VanessaE then I guess you know what to import :) 20:14 VanessaE hi ben 20:17 VanessaE if you want, I can model rudementary pumpkin and melon meshes, unless you'd rather stick with nodeboxes. 20:17 tenplus1 prefer simple nodeboxes :) 20:17 VanessaE ok 20:17 tenplus1 To that end, farming:pumpkin exists (as a full cube), but it does not grow from farming:pumpkin_* -- I think they used to spawn randomly at mapgen time. 20:17 VanessaE maybe I'll do that in my dreambuilder overrides. 20:18 tenplus1 how do you mean does not grow from farming:pumpkin_* 20:18 VanessaE I mean growing pumpkins stops at pumpkin_8, never producing farming:pumpkin 20:18 tenplus1 yeah, you harvest pumpkin to get slices, 9x slices = 1 whole block pumpkin to build with 20:19 VanessaE eh........ 20:19 VanessaE no. :) 20:19 tenplus1 was keeping pumpkin block separate from the crop, mistake ?? 20:20 VanessaE imho yes 20:21 tenplus1 heh 20:21 tenplus1 ok, will make a pumpkin block grow bigger 20:22 VanessaE I'd just replace the current pumpkin_* with the block, which is how it used to be 20:22 VanessaE er 20:22 VanessaE pumpkin_8 20:22 tenplus1 ? 20:23 VanessaE I'd just replace the current pumpkin_8 with the block pumpkin, which is how it used to be in farming_plus 20:23 VanessaE that also gets into the multiple sizes of nodebox-based nodes. 20:23 tenplus1 ahh ok 20:23 Bobr_ o/ ten 20:24 tenplus1 hi bob 20:27 tenplus1 VanessaE: so when pumpkin_8 is nodebox, harvesting now will give slices instead of whole pumpkin 20:27 tenplus1 that ok ? 20:28 VanessaE imho give the player the whole cube, let them cut into slices (craft block + sword, return sword ? ) 20:29 tenplus1 we have utensils in farming now, so chopping board would be handy 20:29 VanessaE anything less than _8 could give slices right away maybe 20:35 tenplus1 k, _9 gives whole block, to make into slices for eating of re-planting you craft pumpkin + cutting board = 9x slices and returns board :) hows that ? 20:35 VanessaE sounds good to me 20:36 tenplus1 kewl :D updating git 20:37 VanessaE +1 20:39 tenplus1 :P 20:43 tenplus1 did same with melons, need chopping board to cut those also 20:44 VanessaE nice 20:45 tenplus1 gives more uses for utensils now :D 20:47 tenplus1 o/ CWz 20:47 tenplus1 updating Xanadu now with farming changes 20:49 Mr_Pardison I hopped on there the other day and it looked great as always. 20:55 VanessaE tenplus1: your changes up to "fix melon drop" will go live on my servers at the morning cycle 20:56 tenplus1 git updated 21:01 tenplus1 nite folks