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12:59 |
MinetestBot |
Tenplus1: Sep-16 04:45 UTC <benrob0329> See, this is what you're missing when you dont invite me to a TARDIS building contest :P |
12:59 |
MinetestBot |
Tenplus1: Sep-16 04:45 UTC <benrob0329> https://imgur.com/a/OCtPS6m |
12:59 |
Tenplus1 |
hi folks |
13:00 |
ANAND |
Hiya TenPlus1 |
13:00 |
Tenplus1 |
hi ANAND |
13:00 |
Tenplus1 |
what's nw ? |
13:00 |
Tenplus1 |
*new |
13:04 |
ANAND |
nuffin much :) |
13:04 |
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13:04 |
Tenplus1 |
heh same, catching up on chores :P |
13:04 |
Tenplus1 |
hi fixer |
13:05 |
rubenwardy |
I thought that texture was unknown nodes then |
13:05 |
Tenplus1 |
o/ ruben |
13:05 |
rubenwardy |
but Solar Plains is *gasp* proprietary |
13:06 |
Tenplus1 |
eek |
13:15 |
Mr_Pardison |
muffins! |
13:15 |
Tenplus1 |
ehehe, hi mister |
13:15 |
Mr_Pardison |
alright have to hop, hi and bye. |
13:15 |
Tenplus1 |
bye mister :P |
13:29 |
timdorohin |
Tenplus1: Hi |
13:29 |
Tenplus1 |
hi tim |
13:29 |
ThomasMonroe |
heya Tenplus1 |
13:29 |
Tenplus1 |
o/ thomas :) |
13:29 |
ThomasMonroe |
:D |
13:30 |
Tenplus1 |
we gotta storm happenin' today :D |
13:30 |
ThomasMonroe |
noice |
13:30 |
* Tenplus1 |
flies a kite |
13:30 |
* ThomasMonroe |
holds his rechargable batteries near Tenplus1 |
13:31 |
* Tenplus1 |
keeps an eye out for Franklyn and his key |
13:33 |
Tenplus1 |
hrm, an attack kite mod might be handy :D |
13:35 |
Tenplus1 |
love the new bike mod :) that was kewl |
13:36 |
ThomasMonroe |
I..uh..haven't exactly been keeping up with Minetest lately xD |
13:37 |
Tenplus1 |
been on and off myself, busy irl at the moment |
13:37 |
ThomasMonroe |
hehe |
13:38 |
timdorohin |
Tenplus1: after playing a while with technic i want technic_redo :D |
13:38 |
Tenplus1 |
hahaha, I've looked at technic many times, fixed a few bugs, but sadly no strength to do a rewrite :P |
13:38 |
ThomasMonroe |
I know that IcyDiamond is working on a technic-type mod |
13:39 |
Tenplus1 |
there's a few good one's out there :P elepower, basic_machines etc. |
13:40 |
Tenplus1 |
we need to get authors to sit down and talk about what is needed and somehow merge the best parts together into a workable mod that can be used on servers without killing it |
13:42 |
Tenplus1 |
I remember a mod called "greenstone" which acted like redstone from mc that looked interesting :D |
13:44 |
Tenplus1 |
if pathfinding in the mt engine was configurable e.g. whitelists to go through and custom searches through not just air, we could search between connected machines/items quickly without having to do it 1 node at a time like in mesecons |
13:46 |
timdorohin |
I don't like elepower and want to save all constructions on a server, so... will try hard to rewrite on my own. ) |
13:46 |
Tenplus1 |
yay, always worth a look with fresh eyes :D |
13:47 |
timdorohin |
Tenplus1: btw, https://imgur.com/a/eXQEGqt is any of these looks like gigawatt fusion reactor? |
13:48 |
Tenplus1 |
top right looks good, I dare say you have custom controllers and parts that are to be included also ? so it's not easy to craft |
13:50 |
timdorohin |
Yea, it will be much harder to build then a nuclear reactor. |
13:50 |
Tenplus1 |
keep the shape simple and custom blocks a challenge to strive towards :D |
13:54 |
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13:54 |
Tenplus1 |
hi Jordach |
13:56 |
timdorohin |
Tenplus1: just thought about fusion reactor after partially rewriting forcefield(reduced server load to 0 when running field, but still lags on turn-on/off). Now 300x300x300 field isn't a problem, but power usage is totally extreme. |
13:57 |
Tenplus1 |
you use set_node or swap_node to turn field on/ and off ? |
13:58 |
timdorohin |
Tenplus1: i use voxelmanip :D |
13:58 |
Tenplus1 |
sweet, even better :) |
13:59 |
Tenplus1 |
updating many nodes at once always threatens lag... |
13:59 |
Tenplus1 |
is the forcefield a set size ? unchanging ? |
14:00 |
timdorohin |
Tenplus1: rewrite was pretty simple - just replacing all nodes, not only air, with forcefield, while preserving original node id's in field node meta. After turn-off replace all back. |
14:00 |
Tenplus1 |
hah |
14:00 |
Tenplus1 |
nice one :) |
14:01 |
Tenplus1 |
this is what I like about mt, you can always find a better way of doing something :DD |
14:01 |
timdorohin |
in plain technic field got update every second, what causes massive lags |
14:02 |
Tenplus1 |
if we can connect machine to machine like it does in basic_machines and skip the connections through mesecons it will speed things up |
14:03 |
Tenplus1 |
less to check and that way only the machine routines are working instead of changing nodes every second |
14:03 |
timdorohin |
now trying to implement metaballs algorithm to add fancy field merging |
14:03 |
Tenplus1 |
metaballs ? |
14:03 |
* Tenplus1 |
read that as meatballs to behin |
14:03 |
Tenplus1 |
*begin |
14:05 |
timdorohin |
yea, metaballs, like these https://en.wikipedia.org/wiki/Metaballs#/media/File:Metaballs.png |
14:06 |
Tenplus1 |
interesting, what will those be used for ? |
14:06 |
timdorohin |
merge adjacent fields together |
14:08 |
timdorohin |
i.e. you can place many fields generators across spaceship, not just one in center |
14:09 |
Tenplus1 |
ah ok, gotcha now |
14:09 |
timdorohin |
and they and you will not be limited to just sphere/cube |
14:10 |
Tenplus1 |
am gonna rewrite Protector Redo soon to use invisible nodes and particles to view with special tool, but will still use square area checks |
14:10 |
timdorohin |
but i suxx at math so it will be hard for me to implement :-/ |
14:12 |
Tenplus1 |
google will help you there :) sometimes |
14:13 |
Tenplus1 |
the amount of google searches I had to do for yaw and radians n crap to get mob rotation working was insane |
14:13 |
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14:13 |
Tenplus1 |
hi twoelk |
14:14 |
twoelk |
o/ |
14:14 |
Tenplus1 |
Q. is there any advantages to having a GIT release ? |
14:15 |
timdorohin |
Tenplus1: git supports releases? O_o |
14:16 |
nerzhul |
git tag |
14:16 |
Tenplus1 |
yeah, I'm being asked to make a release for things like mobs redo, but am worried if I do then players will download the release only and not the latest release with all the new fixes and features |
14:16 |
Tenplus1 |
hi nerzhul |
14:16 |
timdorohin |
hi nerzhul |
14:17 |
timdorohin |
Tenplus1: i just grab your mods as subtrees to my server repo whenever i want to :) |
14:18 |
twoelk |
rolling release is actually constant experimental branch with no stable points along the way to take a rest and do some playing |
14:18 |
Tenplus1 |
twoelk: my rolling releases are tested before they are uploaded... I do all my testing local |
14:19 |
twoelk |
I certainly consider them more stable than some so called stable releases |
14:19 |
Tenplus1 |
ehehe |
14:19 |
twoelk |
but then again I tend to solve my issues along the way |
14:19 |
Tenplus1 |
btw latest mob api has pushable mobs setting :) cows/hogs/sheep can be moved around by walking against them |
14:20 |
twoelk |
forgeting to document them |
14:20 |
twoelk |
ooh - I can be pushed of a cliff by a pig as in that other game? |
14:21 |
Tenplus1 |
lol no, you can push the pig off the cliff, but... if you have playerplus enabled and hit a pig they can knockback you off a cliff |
14:22 |
Tenplus1 |
we still need the enevetable player:set_velocity() added, but that wont happen for a while it seems |
14:27 |
twoelk |
I always wanted something to shake a player around |
14:29 |
Tenplus1 |
at present we can only do it by attaching a player to an entity and moving the entity around, but you can prolly notice with playerplus' knockback feature that other players can see you dismounting and teleporting back in... it's not great |
14:32 |
twoelk |
I was thinking of doing getting dizzy effects |
14:33 |
Shara |
Just randomly change which way the player is facing :D |
14:33 |
Tenplus1 |
hi shara... yeah that would make you nausious for sure :D |
14:33 |
Tenplus1 |
would be kewl if player overrides had a {movement=true/false} setting you could use |
14:34 |
Shara |
So many wants... |
14:34 |
twoelk |
adventuretest had some parralyzing spider poisen but I thought of something to make steering and aiming when moving around difficult and not just slow |
14:34 |
Tenplus1 |
true lets player use controls, false lets mods affect player entity with normal set_velocity and set_acceleration functions |
14:35 |
Shara |
I'm trying to work out what poison should actually do to a player at the moment... |
14:35 |
Tenplus1 |
blindness with set fog, set light |
14:35 |
Shara |
Don't know if it should just make them slowly lose hp and/or slow them down or something else |
14:35 |
twoelk |
freezing the player for a while should be easy |
14:35 |
Tenplus1 |
would do both :D |
14:35 |
Shara |
I did think of having a dimmed vision effect, but it might interfere with something else |
14:36 |
Tenplus1 |
any devs around ? |
14:36 |
Tenplus1 |
engine devs |
14:36 |
twoelk |
maybe lessening the healing rate? |
14:36 |
Shara |
twoelk: hmmm... I'm not sure the game I am working on will have any automatic heal over time feature |
14:37 |
twoelk |
well it could cut healing by eating into half or such |
14:37 |
Shara |
yea, something that prevents any healing could be a nasty status effect if you're low on health anyway... especially paired with gradual hp reduction... |
14:38 |
Shara |
urgent rush for a cure... |
14:38 |
Tenplus1 |
we'd need to open heart timings |
14:38 |
* twoelk |
doesn't know what mechanics Shara's game may use for healing |
14:38 |
Shara |
wonder how difficult it would be to have that. |
14:38 |
Shara |
well, the status system is currently being planned |
14:39 |
Shara |
settable max hp is already a thing (though there's issues with it because engine stuff) |
14:39 |
twoelk |
maybe some poison could just block the effects of certain food items |
14:40 |
twoelk |
like this blocks apples only and that bread |
14:40 |
Shara |
I also really don't want food spam as a main healing method |
14:40 |
Shara |
cool downs on item use are really needed |
14:41 |
twoelk |
this is where loads of flowers might come in handy as rare herbs |
14:41 |
Tenplus1 |
*cough* the poppy |
14:41 |
Shara |
Don't know... that sounds a bit fiddly for direct inclusion |
14:42 |
Shara |
I do love the poppy texture |
14:42 |
Tenplus1 |
:) |
14:43 |
Shara |
I would get the person who made that to make lots more plant textures for us, if I could (hint hint :P) |
14:43 |
Tenplus1 |
was added to Ethereal for poppy fields to break up bamboo and a nod to RBA and his work |
14:43 |
Shara |
yes, really happy to include it in HW :) |
14:44 |
twoelk |
https://i.imgur.com/YRKAeXu.jpg still got a long way to go but slowly I'm getting there |
14:44 |
Shara |
twoelk: that's quite some flowers |
14:44 |
Shara |
you made the textures? |
14:44 |
twoelk |
yeah, not my artwork |
14:45 |
twoelk |
er nope, not my artwork |
14:45 |
Shara |
nice collection anyway |
14:45 |
IcyDiamond |
very cool |
14:45 |
Tenplus1 |
that's a lotta flowers :D |
14:46 |
Shara |
I need some good plants for deserts |
14:46 |
Shara |
contributions welcome :P |
14:47 |
ThomasMonroe |
maybe some catcus blooms? |
14:47 |
twoelk |
https://i.imgur.com/jJf5E17.jpg some desert plants are included |
14:48 |
Shara |
hmmm |
14:48 |
twoelk |
at the moment I simply can't get all biomes in all mg versions working as they should |
14:49 |
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14:49 |
Shara |
We already have cactus |
14:49 |
twoelk |
besides the whole documenting and help section needs loads of writing |
14:49 |
Shara |
if curious: https://user-images.githubusercontent.com/7035183/38636541-633797ea-3dc0-11e8-8a9c-5af6542e1ef5.png (note that tetxure is kind of ugh, but has been adjusted a bit since) |
14:50 |
Tenplus1 |
ahh fencelike cactus :D |
14:50 |
Shara |
hehe, actually not, but I should rewrite them to be |
14:50 |
twoelk |
interesting |
14:50 |
Tenplus1 |
ohhhhhh, was wondering if that was model for metal |
14:51 |
Shara |
full fencelike would have joins in the cactus branches |
14:51 |
Tenplus1 |
oh yeah... heh |
14:51 |
Tenplus1 |
whoops |
14:51 |
Shara |
That screenshot was actually way back when I was testing them.. they are not so common in game, but they do come in lots of different shape variations |
14:51 |
xerox123 |
hello o/ |
14:52 |
Tenplus1 |
hi xeros |
14:52 |
Tenplus1 |
*x |
14:52 |
Shara |
Hi xerox123 |
14:53 |
Shara |
twoelk: where did those desert plants come from? |
14:53 |
twoelk |
same as all the others :) |
14:53 |
twoelk |
wait a sec |
14:53 |
Shara |
:) |
14:53 |
Shara |
depending on license, maybe some of them could help me |
14:54 |
twoelk |
https://github.com/Shadows-of-Fire/Plants |
14:55 |
twoelk |
I hope I understood the license correctly |
14:56 |
Shara |
it sounds fine to use, but I'm not sure what the license actually "is" |
14:57 |
Shara |
I wouldn't be sure how to include that in a larger project.. and it sounds more like a license for the code. I don't see mention of textures/media |
15:03 |
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15:04 |
Tenplus1 |
wb |
15:04 |
ANAND |
ty :) |
15:05 |
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15:06 |
Tenplus1 |
o/ |
15:06 |
twoelk |
at the moment I'm musing with having all the plants info in a json database that some magen api just looks up but that may be beyond my abilities and above all availiable time |
15:13 |
IcyDiamond |
sounds simple enough |
15:16 |
IcyDiamond |
Server: poop supplied empty password from ... |
15:16 |
IcyDiamond |
ok |
15:20 |
Tenplus1 |
we have a poop server ??? |
15:21 |
Tenplus1 |
lol |
15:38 |
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15:39 |
Tenplus1 |
hi gael |
15:39 |
Gael-de-Sailly |
Hi tenplus1 |
15:55 |
ANAND |
Does .gitignore have any purpose when placed within MT mods? |
15:56 |
Tenplus1 |
it has a list of files to ignore when uploading to a git repo |
15:56 |
ANAND |
Yes ik, but are there any generated/useless files in a mod dir? |
15:57 |
Tenplus1 |
if you write a mod that creates it's own files like skin lists or whatever it can ignore them |
15:57 |
ANAND |
I used to keep adding gitignore to mods just bc GitHub prompted me to, and didn't put much thought into it |
15:57 |
Tenplus1 |
never used it myself though |
15:57 |
ANAND |
Hmm, so no need for simple mods with a README and lua files, right? |
15:59 |
Tenplus1 |
mod.conf and license.txt and description.txt and screenshot.png as well :D |
16:00 |
ANAND |
I always have a mod.conf and a license, but no depends or description. Screenshot.pngs are rare too |
16:01 |
ANAND |
I have no idea about licenses and how they work, so I just go with MIT always :D |
16:02 |
Tenplus1 |
mit is the safest bet |
16:02 |
calcul0n |
.gitignore is also useful for the backup files generated by many editors |
16:02 |
Tenplus1 |
*shudder* autobackups.... hey calcul0n |
16:02 |
calcul0n |
hello |
16:03 |
ANAND |
Good to know |
16:04 |
Tenplus1 |
what do you guys use to edit code ? |
16:04 |
calcul0n |
emacs, but only because i'm too lazy to learn vim :) |
16:04 |
ANAND |
Tried out Atom and Sublime Text - both of them hogged up my CPU and RAM |
16:04 |
ANAND |
So I'm using VS Code for now |
16:05 |
ANAND |
and the Terminal for most of my Git stuff |
16:05 |
Tenplus1 |
I like the simplicity of MousePad and FeatherPad |
16:05 |
ANAND |
Are they... text editors? |
16:05 |
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16:05 |
Tenplus1 |
yep, but they highlight the code :) which is nice |
16:05 |
Tenplus1 |
wb fixer |
16:05 |
ANAND |
Cool, haven't heard of those before :) |
16:06 |
Tenplus1 |
mousepad is on xubuntu and featherpad is a new entry (very light) on lubuntu qt |
16:06 |
* VanessaE |
peeks in |
16:06 |
Tenplus1 |
hi Vanessa |
16:07 |
xerox123 |
I use Atom |
16:07 |
VanessaE |
hi |
16:09 |
Tenplus1 |
tried atom for a few days, just felt bloated and slow |
16:10 |
ANAND |
Exactly |
16:11 |
ANAND |
Features are nice, but too many would ruin the whole experience |
16:11 |
ANAND |
Btw, what's the use of `weight` field in Object properties? |
16:11 |
Tenplus1 |
gimmie a simple text editor anyday :D |
16:11 |
Tenplus1 |
even nano in terminal is pretty good |
16:13 |
calcul0n |
i guess i use less of 1% of emacs features, but i'd really miss them with something like nano |
16:13 |
* twoelk |
throws in some generic notepad ... and a pencil |
16:13 |
VanessaE |
fuck emacs. fuck vi, too. :) |
16:13 |
VanessaE |
geany and nano or gtfo |
16:13 |
Tenplus1 |
ooh, I installed a terminal editor with macro's built in when I was converting the ethereal tree schems into lua code, was amazingly helpful |
16:14 |
calcul0n |
lol |
16:14 |
ANAND |
Good night o/ |
16:14 |
Tenplus1 |
cya dude |
16:14 |
calcul0n |
agreed for the fuck emacs, i just can't change my bad habits :) |
16:15 |
VanessaE |
Tenplus1: I don't suppose you got a look at those mods? |
16:15 |
Tenplus1 |
been working, got some time off coming up soon ... I did give them a cursory view through code and like beehives |
16:15 |
VanessaE |
ok. |
16:16 |
Tenplus1 |
vines I'm thinking of changing to 1 node per vine instead ot top/middle/bottom.. that seems overkill |
16:16 |
twoelk |
they should react differently though |
16:17 |
VanessaE |
I think bas080 did multiple nodes to make the growing ABM more stable |
16:17 |
Tenplus1 |
can prolly shrink abm's down in size as well |
16:18 |
VanessaE |
the big bad is in the bees mod though - wild hives take an ice age to spawn, inducing 15-20 second lags in the worst cases |
16:19 |
Tenplus1 |
erk, that's not good... will use anotehr way to spawn in world like I do with cocoa pods or etheral shrooms |
16:19 |
VanessaE |
ok |
16:20 |
Tenplus1 |
but yeah, I'll prolly have a look at beehives first :) |
16:25 |
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16:25 |
Tenplus1 |
hi gary |
16:25 |
garywhite |
hi |
16:37 |
sofar |
PRMS status tweet: last full week 580k hits, 4.5gb data, 1400 IPs. 45% android 14% linux 12% windows 5% ios 20% unknown |
16:38 |
Tenplus1 |
o/ sofar |
16:38 |
* sofar |
nods to Tenplus1 |
16:38 |
Tenplus1 |
lol |
16:39 |
Tenplus1 |
20% unknown ?? |
16:39 |
Tenplus1 |
someone out there is using a spectrum 128k |
16:39 |
sofar |
that's likely android clients too that have a different user-agent |
16:42 |
Fixer |
ty |
16:42 |
sofar |
tbh it's a significant drop in usage for the PRMS |
16:42 |
sofar |
it was 2-3x higher before |
16:49 |
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17:08 |
Tenplus1 |
laters all o/ |
17:08 |
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17:13 |
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17:19 |
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17:24 |
Sokomine |
tenplus1: vines afaik have that strange setup for cutting them. there's no good way in mt to handle hanging nodes (like i.e. ropes). the physik's not there |
17:29 |
Shara |
Would be nice to have something like attached_node group, only the node drops as an item if there's no longer something directly above it , maybe.... |
17:35 |
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17:58 |
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18:22 |
* Fixer |
looks through minetest forum |
18:23 |
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18:33 |
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18:38 |
IcyDiamond |
does celeron not work on minetest anymore? they seem very inactive to me |
18:38 |
IcyDiamond |
or i just havent been paying enough attention |
18:48 |
sfan5 |
how does it matter whether celeron is actively working on mt? |
18:55 |
Fixer |
have not seen his commits for a long time, he is afk |
18:57 |
IcyDiamond |
sfan5: it doesnt matter, im just curious |
18:57 |
IcyDiamond |
:P |
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20:12 |
rubenwardy |
wish Github was bought by Google instead, at least then maybe their search what suck less |
20:13 |
Fixer |
you are wrong, I wish it was forum.minetest.net... |
20:13 |
Fixer |
every time I try to search it, I facepalm and then go google//site:... blah-blah |
20:14 |
rubenwardy |
that's PHPBB for you :'( |
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20:25 |
Fixer |
damn, vanessas external depends on modpacks (Plantlife) bs strikes again! https://forum.minetest.net/viewtopic.php?f=6&t=20828 |
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20:42 |
Jordach |
deport plantlife |
20:42 |
Jordach |
we need to build a firewall, a big beautiful firewall |
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22:11 |
* tumeninodes |
is trying to figure out wth allah is doing |
22:14 |
ChimneySwift |
at one point they said Allah is digging lol |
22:15 |
tumeninodes |
idk, but someone said "Allah is mooning" |
22:16 |
tumeninodes |
I think freenode may be running out of letters to add filters |
22:18 |
tumeninodes |
they could add Q for quiet as a mod command to make allah be quiet |
22:19 |
tumeninodes |
meaning, any comment with "allah" in it will not go through to a user who sets it |
22:48 |
ChimneySwift |
they said they won't do that because it would require monitoring all messages before they're sent |
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22:56 |
Fixer |
save this |
22:56 |
Fixer |
m ⅼᥒ e T e s T ⅼs d ഠⅼᥒ g |
22:56 |
ChimneySwift |
XDDD |
22:56 |
ChimneySwift |
yes! XD |
22:57 |
Fixer |
sorry for this, but was not able to resist |
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