Time |
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07:13 |
* VanessaE |
pokes sofar home yet? ;) |
07:15 |
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07:18 |
VanessaE |
jeez, ded |
07:22 |
VanessaE |
!tell Krock merge commits ftw ;) |
07:22 |
MinetestBot |
VanessaE: I'll pass that on when Krock is around |
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07:58 |
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07:58 |
MinetestBot |
Krock: Aug-25 07:22 UTC <VanessaE> merge commits ftw ;) |
07:58 |
Krock |
no no no |
07:59 |
VanessaE |
yes yes yes :) |
07:59 |
Krock |
but why |
07:59 |
VanessaE |
also idk if gitlab has that button either, never really looked. |
08:01 |
IcyDiamond |
what button? |
08:01 |
VanessaE |
I don't like merge commits either, btw. only kidding :) |
08:02 |
VanessaE |
IcyDiamond: merge button in gitlab issues. github's version has a squash-and-merge option |
08:03 |
IcyDiamond |
VanessaE: https://i.lunasqu.ee/Screenshot_18-08-25-11:03:06.png |
08:03 |
VanessaE |
ah, I didn't even look at those checkboxes :P |
08:04 |
IcyDiamond |
:P |
08:17 |
VanessaE |
Krock: merge merge merge :) |
08:23 |
Krock |
eww |
08:24 |
VanessaE |
what? |
08:29 |
Krock |
I wonder whether squash does a rebase too, so that the merge commit is no longer required |
08:29 |
Krock |
should try that one on a test repo |
08:30 |
VanessaE |
I think so |
08:37 |
ANAND |
Would someone be able to explain what a merge commit is? :) |
08:41 |
VanessaE |
something Krock likes to avoid ;) |
08:42 |
Krock |
ANAND: imagine it like glue that holds two branches together |
08:43 |
ANAND |
So a merge commit contains changes from all the commits of a branch? |
08:43 |
Krock |
and depending on the commit date, the final master branch will have commits that are listed in between the commits of the other branch |
08:43 |
ANAND |
oh |
08:44 |
ANAND |
the commits are still separate then |
08:44 |
Krock |
the commits are separate but the merge commit again documents all changes |
08:44 |
ANAND |
Ah I see... that makes it clear |
08:44 |
ANAND |
thanks :) |
08:45 |
Krock |
!next |
08:45 |
MinetestBot |
Another satisfied customer. Next! |
08:50 |
Krock |
ANAND: and you could compare the rebase/squash & merge method with Blockchain. One straight line of changes, where each commit is based on the previous commit. |
08:51 |
Krock |
a nice side-effect is that git log --oneline --graph has only a single level of indents |
08:52 |
ANAND |
umm... what's a Blockchain? |
08:52 |
ANAND |
Sorry for the dumb questions, I'm a git when it comes to Git :P |
08:52 |
VanessaE |
these days, a marketing gimmick :P |
08:53 |
VanessaE |
*rimshot* |
08:54 |
ANAND |
I like the squash-merge method more than the others, as it results in a more straight-forward history |
08:55 |
ANAND |
as Krock said |
08:56 |
Krock |
just use Blockchain, Deep Learning and AI in one sentence and you'll be known as someone who has absolutely no idea about these topics |
08:56 |
VanessaE |
haha |
08:56 |
ANAND |
lol |
08:56 |
Krock |
the irony is that I used them in a sentence |
09:25 |
ChimneySwift |
I agree, although I personally prefer to blockchain my AI workflow to allow for better synergy between the AI and Deep Learning algorithms to achieve a higher degree of distributed cloud networking. |
09:26 |
ChimneySwift |
xP |
09:26 |
ANAND |
haha |
09:38 |
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09:40 |
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09:45 |
VanessaE |
*flops coffee cup down on table* |
09:51 |
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09:51 |
* Krock |
gives ANAND string.format for https://github.com/minetest/minetest/pull/7677/files#diff-c6d551e431c1fb79f5cf714da9b6c604R1071 |
09:52 |
ANAND |
I had half the mind to do that |
09:52 |
ANAND |
Will change it |
09:52 |
Krock |
a half too less |
09:52 |
VanessaE |
some of my code is horrible, but ouch. :) |
09:53 |
Krock |
ANAND: and I think it belongs into a MTG PR because some games might not want that players can lookup others |
09:53 |
ANAND |
it's moderator only |
09:53 |
ANAND |
for that very reason :) |
09:56 |
ANAND |
Krock, updated PR to make use of string.format |
09:56 |
ANAND |
thanks for the extra push ;) |
09:58 |
* VanessaE |
quietly nudges five outstanding PRs in Krock's direction ;) |
09:58 |
VanessaE |
oh btw, |
09:59 |
VanessaE |
in answer to your question, yes there are tons of new recipes, but there doesn't seem to be any problem with that, aside from slightly longer startup time (like 2 seconds on my rather slow box) |
09:59 |
VanessaE |
(Dreambuilder probably has 50'000 or more recipes by now) |
10:00 |
Krock |
VanessaE: oh yes. I'd also like to have my MTE PRs merged soon |
10:00 |
Krock |
(totally not wooosh) |
10:00 |
VanessaE |
heh |
10:01 |
Krock |
you also have to consider that the recipes are cached - but still looked up each craft |
10:02 |
VanessaE |
yep, I expected as much, but there's no way to avoid having tons of recipes, short of only registering crafts for just a subset of colors. |
10:02 |
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10:02 |
VanessaE |
but even with tons of them, I haven't noticed a problem |
10:03 |
Krock |
I kinda liked the previous dye punch mechanism. Only the chat messages were a bit distracting |
10:03 |
VanessaE |
most people hated it. |
10:03 |
VanessaE |
(including me :P ) |
10:04 |
Krock |
it would be great if someone could measure the execution time to get a recipe, which is my main concern of this method |
10:04 |
VanessaE |
it would be fairly trivial to put the punch-to-recolor mechanism back in, as an opt-in from mod to mod. |
10:06 |
VanessaE |
either way, I'm willing to bet it takes less overall CPU now than before :) |
10:06 |
Krock |
Will merge https://github.com/minetest-mods/technic/pull/406 https://github.com/minetest-mods/technic/pull/412 and https://github.com/minetest-mods/technic/pull/434 in 15 mins |
10:09 |
VanessaE |
besides, all of my PRs are live on my servers already, and my server stats page suggests no appreciable change. |
10:10 |
VanessaE |
https://daconcepts.com/vanessa/hobbies/minetest/stats-weekly.html |
10:11 |
VanessaE |
(ignore the increase that started at around "06:00 Sat", that's unrelated) |
10:14 |
Krock |
I see |
10:17 |
VanessaE |
sorry I don't have better benchmarks :) |
10:17 |
VanessaE |
the punch-to-color can always be put back in at a later date. for a mod, it would be a one- or two-line change per node. |
10:18 |
Krock |
Looking at the monthly comparisons there seemed to be a mod which ate a lot memory |
10:18 |
VanessaE |
for unified dyes itself, I should be able to bring the old code back in without change. |
10:18 |
VanessaE |
yeah, that's a memory leak of some kind, been there for years. |
10:19 |
Krock |
now gone.. somehow |
10:19 |
VanessaE |
yeah, still not sure what happened. :) |
10:19 |
VanessaE |
in fact, |
10:20 |
VanessaE |
since those huge ones span weeks at a time, definitely NOT MT. |
10:20 |
VanessaE |
(my servers reboot daily) |
10:20 |
VanessaE |
(those giant CPU spikes every day at about 11:00 are the reboot cycle + minetest mapper) |
10:21 |
Krock |
probably also the backups? |
10:21 |
VanessaE |
(er 12:00) |
10:21 |
VanessaE |
yes, exactly. |
10:21 |
Krock |
merging the PRs.. |
10:22 |
VanessaE |
the basic process does a shut down, rsync for 5-10 mins, a few cleanups, restart, and then it runs the mapper in the background (using the just-made backup as the data source) |
10:22 |
VanessaE |
-=> MERGE ALL THE PR'S "\:D/ <=- |
10:22 |
VanessaE |
(I really should make a macro for that :) |
10:26 |
Krock |
) |
10:27 |
VanessaE |
https://xkcd.com/859/ |
10:28 |
IhrFussel |
Umm...is it possible to hack your client in a way that it allows you to dig blocks without any tool just with your hands? |
10:29 |
VanessaE |
yes, but the server should still be able to block an invalid dig |
10:29 |
VanessaE |
it would just look like lag. |
10:29 |
VanessaE |
I mean, it's not like the server doesn't know what node is being dug. |
10:30 |
IhrFussel |
Well someone just dug moreblocks:stone_tile with no visible tool in hand (wieldview mod) and players file says List hand 1 Width 0 Empty |
10:31 |
VanessaE |
sounds like the server failed to validate the action then |
10:31 |
Krock |
or wieldview updated too slowly |
10:31 |
VanessaE |
or that. |
10:31 |
Krock |
) VanessaE, that's mainly why I closed the bracket above |
10:32 |
VanessaE |
error: unmatched right parenthesis |
10:32 |
Krock |
VanessaE: it came from xkcd |
10:32 |
VanessaE |
heh |
10:32 |
VanessaE |
I know |
10:32 |
Krock |
I think you can dig a node too fast if the next dug node times are normal |
10:32 |
IhrFussel |
Ok that's weird...now he clearly got a tool in his hand but player file still says Empty |
10:32 |
Krock |
there's a little tolerance for it |
10:33 |
Krock |
however, it requires that the tool can actually dig the node |
10:34 |
ANAND |
https://xkcd.com/1597/ |
10:34 |
Krock |
IhrFussel: your server is the first one (and still the only one) on which I played and couldn't use the hand slot :D |
10:34 |
ANAND |
My thoughts exactly :D |
10:34 |
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10:34 |
IhrFussel |
So is it intended that you can't use that slot in inventory? |
10:34 |
Krock |
ANAND: in rare cases that might be actually the best choice (corrupted .git dir, for example) |
10:35 |
IhrFussel |
Or is it a mod that prevents it...I'm confused |
10:35 |
Krock |
IhrFussel: intended to be used by mods/games |
10:35 |
ANAND |
that, or a totally messed up rebase ;) |
10:35 |
Krock |
huh? you can fix the rebase when it's ongoing |
10:35 |
Krock |
and if you solved conflicts the wrong way then it's your fault lol |
10:36 |
Krock |
s/fix/undo/ |
10:36 |
IhrFussel |
Wait a sec...very old player files don't even have a "hand" inventory |
10:37 |
Krock |
IhrFussel: let me guess. those players are older than 3 years |
10:37 |
IhrFussel |
Nope more like 2.5 years |
10:38 |
Krock |
0.4.13 from 20 Aug 2015 does contain it for the first time |
10:39 |
Krock |
wait no, it was delayed |
10:40 |
Krock |
first time appeared in 0.4.15, 22 Dec 2016 |
10:40 |
Krock |
this matches quite well with your 2.5 years |
10:40 |
Krock |
assuming you always used stable versions |
10:41 |
IhrFussel |
No I used -dev versions in 2016 but I only updated every few months |
10:42 |
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10:42 |
IhrFussel |
So does this mean those players cannot use the hand slot or will it be created by a mod if it needs them? |
10:52 |
Krock |
neither |
10:52 |
Krock |
it's created by the engine |
10:54 |
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11:45 |
IhrFussel |
Krock, why is it missing then in my active player file from 2016? |
11:49 |
Krock |
-.- |
11:53 |
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12:09 |
Fixer |
https://i.imgur.com/fADMkl9.png *_* |
12:12 |
ChimneySwift |
what does the hand slot even do? is it for displaying what the player is holding? or something to do with what's in inventory? |
12:14 |
Krock |
it's for mods to let the player upgrade their hand .. like skills |
12:14 |
ChimneySwift |
ahhh that makes sense |
12:14 |
Krock |
!up ente.kak.si 34617 |
12:14 |
MinetestBot |
ente.kak.si:34617 is up (36ms) |
12:15 |
Krock |
^ My 2014/15 testing server |
12:15 |
Krock |
!server Krock |
12:15 |
MinetestBot |
Krock: Krock's 2014 Archive | ente.kak.si:34617 | Clients: 0/15, 0/0 | Version: 5.0.0-dev-debug / minetest_game | Ping: 27ms |
12:15 |
Krock |
Fly & fast is granted on join |
12:19 |
aerozoic |
Wazup peeps! So what's the latest and greatest ban mod? |
12:21 |
ChimneySwift |
sban if you don't mind the extra configuration (Imo) |
12:22 |
ChimneySwift |
xban2 is cool but no good if you have a lot of players (easy to corrupt the database) |
12:28 |
aerozoic |
frustration with xban2 has led to my investigating for a replacement |
12:28 |
aerozoic |
i'll check out sban |
12:30 |
Shara |
I favour sban |
12:31 |
ChimneySwift |
it uses an sqlite3 database so corruption is highly unlikely, it also imports xban2 databases (if you can call it that) if there's still anything left :p |
12:31 |
Shara |
Started with xban2 originally but got to the point where it was corrupting over and over |
12:32 |
Krock |
xban2 could make use of safe_write_file |
12:32 |
ChimneySwift |
yup, it gets annoying, I also doubt it scales well |
12:33 |
ChimneySwift |
in regards to performance, idk |
13:24 |
Krock |
pls ANAND |
13:24 |
Krock |
I did not mean THAT with string.format |
13:26 |
Krock |
check this out: return string.format("%.1f", -631.4324) |
13:45 |
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13:47 |
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13:50 |
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13:59 |
longerstaff13 |
!up mt.xeroxirc.net 30002 |
13:59 |
MinetestBot |
mt.xeroxirc.net:30002 is up (10ms) |
14:08 |
ANAND |
sorry Krock, I'll change it right away :P |
14:09 |
Krock |
don't hurry too much. I'm also not sure whether MTE is the right place for it |
14:13 |
ANAND |
MTE or MTG, the PR should be merge-worthy. If this should go to MTG, I could just copy-paste the code :) |
14:15 |
A-Hamilton |
Question. Does anyone else think that being able to set up an auotcrafter to accept an item from a certain group? |
14:15 |
A-Hamilton |
For example, when making oil extract in an autocrafter, you would be able to set it so that it would take the group of leaves instead of just a single type. |
14:16 |
Shara |
If you mean the whereis command, it's equally bad in MTE or MTG for me. |
14:17 |
Shara |
A-Hamilton: your question is missing some words I think, but if it means what I think it does, would be nice |
14:17 |
A-Hamilton |
I tried to word it as best I could. |
15:01 |
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15:03 |
Krock |
Every 5.0-dev server in a nutshell: http://paste.debian.net/plain/1039295 |
15:03 |
rubenwardy |
Lol |
15:04 |
A-Hamilton |
Krock: my version of firefox can't handle that link. |
15:04 |
A-Hamilton |
heh |
15:06 |
Krock |
A-Hamilton: interesting. It's a text file |
15:11 |
rdococ |
and it's literally 8 lines, how can firefox not handle that |
15:12 |
Krock |
rdococ: plus a bunch of header information |
15:12 |
Krock |
the headers are maybe twice as long than the file there |
15:12 |
rdococ |
Krock: fairy snuff |
15:19 |
rubenwardy |
Please may someone who understands french translate this? https://twitter.com/fred_cm1b/status/1032181842596659201?s=19 |
15:20 |
rubenwardy |
Summarise maybe |
15:20 |
Krock |
expected text. will fail to translate audio properly |
15:21 |
rubenwardy |
Yeah, if it was text I could get the rough idea with some guessing and Google translate |
15:29 |
Krock |
They looked at multiple topics with the students (transport, energy) in multiple groups for each topic. |
15:33 |
Krock |
the background noise doesn't help understanding it, but they re-built the solution which each group found in Minetest |
15:34 |
Krock |
(after doing research about their topics) |
15:36 |
Krock |
A task for the groups was also to present their results |
15:40 |
Krock |
EOT |
15:45 |
xerox123_ |
I'm awful at listening to french, especially when they are talking at full speed |
15:46 |
Krock |
Speed is not a problem here, but the background noise and that they use 10 words where one would suffice |
16:27 |
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16:52 |
Fixer |
irc turns 30! |
17:03 |
rud0lf |
really? |
17:03 |
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17:23 |
rubenwardy |
new feature - https://content.minetest.net/packages/?q=mobs (check the bottom of the page) |
17:28 |
Krock |
"ContentDB © 2018 to rubenwardy | GitHub | Help | Report / DMCA" |
17:28 |
Krock |
nothing special there |
17:28 |
rubenwardy |
:P |
17:28 |
* rubenwardy |
kicks Krock |
17:29 |
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17:29 |
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Krock joined #minetest-hub |
17:29 |
Krock |
reeeee |
17:35 |
rdococ |
> saying 'reeeee' |
17:36 |
Krock |
> implying it's wrong doing so |
17:45 |
rdococ |
> it's associated with a meme that makes fun of autism and you're literally talking to an autistic person |
17:51 |
rubenwardy |
another new feature https://content.minetest.net/packages/?type=mod&q=awards&lucky=sure |
17:51 |
rubenwardy |
also works with forum topics https://content.minetest.net/packages/?type=mod&q=simple+mobs&lucky=sure |
18:04 |
Krock |
rdococ: wasn't targetting that meme |
18:07 |
Krock |
rubenwardy: heh.. can do that too already, just see krock-works.16mb.com/MTstuff/modSearch.php?q=rickroll&lucky=sure |
18:08 |
Krock |
* http://krock-works.16mb.com/MTstuff/modSearch.php?q=rickroll&lucky=sure |
18:08 |
rubenwardy |
I'm aware |
18:08 |
rubenwardy |
nice easter egg |
18:09 |
Krock |
usually aware after clicking |
19:18 |
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19:18 |
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garywhite joined #minetest-hub |
19:19 |
Krock |
Merging https://github.com/minetest-mods/technic/pull/438 in 5 mins |
19:35 |
|
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19:35 |
tenplus1 |
hi folks :) hey Krock |
19:35 |
Krock |
hi tenplus1 |
19:46 |
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Fixer joined #minetest-hub |
19:48 |
tenplus1 |
o/ fixer |
19:49 |
tenplus1 |
Shara: I examined the code for "ColourCubes" and found that you cannot actually craft any of the cubes, it's a creative only mod so NO need for dye/colours at all, just give yourself a block and place. |
19:50 |
tenplus1 |
you can only switch between cubes using crafting, but no initial recipe for the basic cube... pah! |
19:55 |
Shara |
...huh? |
19:55 |
tenplus1 |
o/ |
19:56 |
Shara |
Hi 11 :) |
19:56 |
Shara |
And... not really sure what to say about that. |
19:56 |
tenplus1 |
wuzzy's colour cubes mod, the one where he's moaning about not having unicolor etc. |
19:56 |
tenplus1 |
he doesnt have a creaft recipe fvor the actual cube./.. so it's a creative only mod |
19:56 |
tenplus1 |
so it doesnt need dyes at all, you just need to give yourself the blocks... silly wuxxy |
19:56 |
tenplus1 |
*zz |
20:02 |
Shara |
So that's one mod on the list of five that he's simply wrong about, one mod the author considers "dead" and one mod that would be creative only anyway. |
20:02 |
tenplus1 |
at this point am taking nothing else he says seriously |
20:03 |
Shara |
That's kind of the problem with the whole "issue" |
20:16 |
Fixer |
\o |
20:26 |
Krock |
tenplus1: I wonder what will change when 5.0 is out. Current status of a regular server: http://paste.debian.net/plain/1039333 |
20:27 |
tenplus1 |
hrm,interesting |
20:27 |
Krock |
just to bring you away from the annoying dye topic |
20:27 |
tenplus1 |
lol, am not worried about dye anymore :) |
20:29 |
rdococ |
can't wait for 16 million dye mod |
20:29 |
tenplus1 |
lol,hi rdococ |
20:29 |
rdococ |
you could double the number of colors by having two nodes... per node |
20:30 |
tenplus1 |
with the addition of param colours we only need 1 node and maybe a colour gun to change it's shade/color |
20:30 |
rdococ |
you mean the color palette thing? |
20:30 |
rdococ |
or is there another color system now? |
20:31 |
tenplus1 |
hardware colouring, it's in the engine now |
20:31 |
tenplus1 |
you can register a single node and change it's colour to anything |
20:32 |
rdococ |
wait, so no palettes? |
20:33 |
rdococ |
unless I misunderstand you |
20:33 |
tenplus1 |
not really, but you could use colourmachines or formspec palette selectors to change say a spraycan or paint roller which you use to colour blocks now |
20:34 |
rdococ |
my idea is to double the number of colors by doubling the number of nodes |
20:34 |
* VanessaE |
peeks in |
20:34 |
tenplus1 |
hi Vanessa |
20:34 |
rdococ |
so you'd have one brick node, and another with a different set of colors |
20:34 |
tenplus1 |
rdococ: with h/w colouring oyu only need one node and you can change it to ANY colour |
20:35 |
rdococ |
tenplus1: I'm confused now |
20:35 |
tenplus1 |
lol, VanessaE you got any good examples of it's use |
20:35 |
rdococ |
if you mean the coloring system that uses per-node palettes, I know that exists (if it does exist... does it? crap, I'm mega-confused now) |
20:36 |
VanessaE |
tenplus1: simplest I can think of is the blox mod. |
20:36 |
VanessaE |
full UD palette, with nodes you craft before dying and nodes you can dye right out of default. |
20:37 |
tenplus1 |
rdococ: https://forum.minetest.net/viewtopic.php?id=1960 |
20:37 |
tenplus1 |
thanks Vanessa |
20:37 |
VanessaE |
that's the one |
20:37 |
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20:38 |
VanessaE |
also, I like your spray can idea, tenplus1. consider it stol... ahem, appropriated :) |
20:38 |
tenplus1 |
ahaha that's fine :) |
20:39 |
tenplus1 |
any colour paramtype that can use it woudl benefit from selecting colour and spraying it :D |
20:39 |
tenplus1 |
would save a lot of hassle crafting, just gottamake sure you have appropriate dye in stock fir can |
20:40 |
VanessaE |
lots of people hated the old place-and-punch scheme, but a few people have requested its return, so I'll try to work out something. |
20:40 |
tenplus1 |
I did enjoy punching nodes with dye, and breaking them returned the dye :) |
20:41 |
tenplus1 |
but yeah, a paintcan or spraycan could effectively spray any colour you put into it multiple times |
20:41 |
VanessaE |
right, |
20:41 |
VanessaE |
only this will not return the old dye, because really... that's just stupid now :) |
20:41 |
tenplus1 |
you can safely pick up a node that has been coloured and it will use it's own inventory slot ? |
20:41 |
VanessaE |
yep |
20:42 |
tenplus1 |
kewl, then it's all good |
20:42 |
VanessaE |
works exactly like it used to in the old days before hardware coloring. |
20:42 |
tenplus1 |
and whenplacing said node using set_node you just alter param2 ? |
20:42 |
VanessaE |
pretty much, |
20:43 |
VanessaE |
the engine handles that for the most part |
20:43 |
tenplus1 |
excellent |
20:43 |
VanessaE |
the color is stored in the item's metadata and inherited on place, dig, or drop |
20:43 |
tenplus1 |
then all we need is a colour machine to handleshades and let us pain the town :D |
20:43 |
VanessaE |
exactly. |
20:43 |
tenplus1 |
:)))) |
20:43 |
VanessaE |
Sokomine: ^^^^ |
20:44 |
tenplus1 |
yup, thinking the same |
20:44 |
tenplus1 |
and on that note I sleep... nite folks :)) |
20:44 |
VanessaE |
only drawback is that there's no support in either default creative inventory or in unified inventory for the colored itemstacks feature, so no way to show anything other than the white "neutral" nodes |
20:45 |
tenplus1 |
we'll sort that when it comes time |
20:45 |
tenplus1 |
o/// |
20:45 |
VanessaE |
unless the mod just registers one node per color, which few do. |
20:45 |
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20:46 |
VanessaE |
(colormachine normally handled that) |
20:46 |
Shara |
Well, I'm sticking with registering seperate nodes per colour in my mods for the time being, but I only generally use a limited set of colours anyway, so it's not a big deal |
20:49 |
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21:10 |
VanessaE |
gah, inventory images don't support alpha?? |
21:18 |
Shara |
Nope |
21:18 |
VanessaE |
:( |
21:19 |
Shara |
That is pretty much how I feel about it as well :( |
21:22 |
rdococ |
I wish GUI elements like on the touchscreen were more consistent in their positioning and sizes tbh |
21:27 |
VanessaE |
ok, now about tools.... how do I make on_use repeat continuously while the player holds the button? |
21:28 |
VanessaE |
(i.e. I want the tool to do something other than dig, but repeatedly) |
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