Time |
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00:04 |
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05:56 |
ANAND |
299 watchers, 3901 stargazers, and 1006 forks! :D |
06:29 |
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09:18 |
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10:41 |
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10:50 |
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10:50 |
tenplus1 |
hi folks o/ |
10:56 |
* tenplus1 |
waits patiently on forum site... F5... F5... F5... F5 |
11:21 |
ANAND |
Heya 11 :) |
11:22 |
tenplus1 |
hi ANAND o/ |
11:37 |
tenplus1 |
am surprised that no-one has made a troll video on Minetest for youtube :P seems to be many for mc |
11:55 |
Fixer |
\o |
11:58 |
tenplus1 |
hi fixer |
12:08 |
tenplus1 |
lolol |
12:10 |
tenplus1 |
no rush, more uses for the items already in-game would be handy tho |
12:23 |
tenplus1 |
added a new setting to mobs api |
12:24 |
Fixer |
nice |
12:26 |
tenplus1 |
also protector redo updated thanks to Vanessa, has a fix for protection tool when in use with areas mod |
12:32 |
tenplus1 |
the is_protected function may need a rework so that it works for multiple protection mods on a server |
12:46 |
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12:46 |
tenplus1 |
o/ ganome |
13:02 |
Ganome317 |
<3 |
13:02 |
Ganome317 |
Thank you |
13:02 |
tenplus1 |
:P |
13:03 |
Ganome317 |
Hey after I take my kids to school. Can I ask a question about mobs redo? |
13:03 |
tenplus1 |
yeah ask away :P |
13:04 |
Ganome317 |
I'm having a little trouble getting mobs_animal to spawn in a Skyblock map |
13:04 |
Ganome317 |
I can't find a good medium. It's either spawn one every 30 seconds or spawn one every four hours |
13:04 |
Ganome317 |
But I am running late, and have to get my daughter ready. I will be back |
13:04 |
tenplus1 |
okie |
13:29 |
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Peppy joined #minetest-hub |
13:32 |
tenplus1 |
wb peppy |
13:32 |
Peppy |
hi, thanks ! |
13:34 |
Peppy |
I should submit new french translations for protector redo |
13:34 |
tenplus1 |
new ? is there something up with the old ones ? |
13:35 |
Peppy |
well, If you were french, your eyes would bleed :D |
13:35 |
tenplus1 |
hehehe, that bad :P |
13:36 |
Peppy |
yes + it written in uppercase iirc |
13:36 |
tenplus1 |
wish I spoke more french :P |
13:38 |
Peppy |
here's the worst offending one : "TAPÉ le bloc" should be "TAPEZ le bloc" |
13:40 |
Peppy |
sorry, I must go, i'll try to create an account on notabug and submit something |
13:40 |
tenplus1 |
no probs :) thanks... |
13:42 |
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13:43 |
tenplus1 |
wb Ganome |
13:52 |
Ganome317 |
Ty |
13:53 |
tenplus1 |
mobs_animals have spawn height limits and some of the animals spawn on top of grass and near grass_1/5 so they wont spawn on empty undecorated dirt areas |
13:58 |
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13:58 |
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DI3HARD139 joined #minetest-hub |
13:58 |
Ganome317 |
Now I'm on WiFi |
13:58 |
Ganome317 |
Ty |
13:59 |
* tenplus1 |
swaps wifi for 56kb modem :P |
13:59 |
Ganome317 |
So far I I'm only working on the cow. So I can figure out the mechanics |
14:00 |
Ganome317 |
I have changed the variables inside cow.lua - min_height = -1000 max_height= 2000, |
14:00 |
Ganome317 |
My question is. Does the interval inside the spawn mob function use the same kind of scale as an ABM interval? |
14:00 |
tenplus1 |
you can comment out the neighbors line and that'll increase spawning |
14:00 |
Ganome317 |
And same for the chance inside the spawn mob function |
14:01 |
Ganome317 |
Oh |
14:01 |
Ganome317 |
I thought that would increase spawn rates |
14:01 |
tenplus1 |
yes, the interval and chance ARE abm valuyes for spawning:) |
14:01 |
Ganome317 |
I had my interval set at 1 and my chance set at 1 |
14:01 |
Ganome317 |
I got about one cow per minute |
14:01 |
Ganome317 |
But with those values, it should be spawning enough cows to crash a server shouldn't it |
14:01 |
tenplus1 |
on grass blocks next to grass decoration ? |
14:02 |
Ganome317 |
I also changed the cows so they spawn on top of default dirt. Not ethereal dirt |
14:02 |
Ganome317 |
Because I don't run a serial, and I wanted extra spawn locations for cows |
14:02 |
tenplus1 |
the neigbors line limits it all |
14:02 |
Ganome317 |
Ok |
14:02 |
Ganome317 |
I'll comment it out and give it a shot |
14:02 |
tenplus1 |
having abm interval set to 1 and chance 1 will stress server more :D |
14:02 |
Ganome317 |
I was pulling my hair out. I could have swore those values were ABM values, they look like it anyways |
14:03 |
Ganome317 |
I didn't care about the stress last night, I just wanted a spawn |
14:03 |
tenplus1 |
you could also hide a mobs:spawner node and have it spawn cows wherever you like :D |
14:03 |
Ganome317 |
I even took the spawn chance inside mobs_redo/setting types.txt to 0.5 and 2.0 |
14:03 |
Ganome317 |
Trying both sides of the spectrum |
14:04 |
Ganome317 |
I was planning on making mob spawners that players cannot right click and change the mob |
14:04 |
Ganome317 |
And then selling said mob spawners in a shop |
14:04 |
Ganome317 |
But I'm kind of leaning away from that idea now |
14:05 |
Ganome317 |
I.e. 1 spawner node for each individual mob |
14:05 |
tenplus1 |
:) easily edited for all mobs, am going to work on spawners soon to make them easier to use |
14:05 |
Ganome317 |
But I don't want to supply a starting player with a mob spawner. I want them to have to barely survive |
14:06 |
Ganome317 |
Well they're not hard to use by any means |
14:06 |
Ganome317 |
I was actually going to take away some functionality from the players. |
14:06 |
tenplus1 |
that's why I have animals spawn in specific settings and not cleared areas where no grass exist :) had to make them a little rarer |
14:06 |
Ganome317 |
So that they could not change the spawn light values or the spawn chance or the mob being spawned |
14:07 |
Ganome317 |
It looks really good on a v7 mapgen |
14:07 |
Ganome317 |
Works |
14:07 |
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sniper338 joined #minetest-hub |
14:07 |
Ganome317 |
I like how it's only node dependent, not biome dependent |
14:07 |
tenplus1 |
with 5.0 I could easily have it check for biomes also |
14:07 |
Ganome317 |
In theory, you could make a room with a lot of different floor nodes and spawn every mob |
14:08 |
Ganome317 |
Make a wicked grinder arena room |
14:08 |
tenplus1 |
hell yeah... also you only get the rare drops if player kills the mob, not through machine/environment kills |
14:08 |
Ganome317 |
I did not know that. But that's good to know |
14:08 |
Ganome317 |
I am an old Minecraft player that got fed up |
14:09 |
tenplus1 |
any drops with a chance starting at 0 is a rare drop :) |
14:09 |
Ganome317 |
That's why I was going to try and make mob spawners that spawn individual mobs |
14:09 |
Ganome317 |
So that players can make a giant grinder, and collect mob drops to sell |
14:09 |
Ganome317 |
But I kind of steered away from that game type I think |
14:09 |
tenplus1 |
hoppers already exist :) so can use those to such in drops |
14:10 |
Ganome317 |
I was using built-in_item - to push items with water streams |
14:10 |
Ganome317 |
But I haven't implemented it in the new server yet |
14:10 |
tenplus1 |
kewl :) it adds many new features as well |
14:11 |
tenplus1 |
I use it in ethereal so you can drop 2x crystal spike and 2x mese crystal into water and they turn into crystal ingots :D |
14:11 |
Ganome317 |
It's nifty because entities don't get slammed in the center of nodes. They instead pop to the surface |
14:11 |
tenplus1 |
my falling_item mod adds few features as well, falling hurt etc |
14:11 |
Ganome317 |
Is that an ethereal thing? Making crystal ingots |
14:11 |
tenplus1 |
yeh |
14:11 |
Ganome317 |
Well there is already fall damage |
14:12 |
Ganome317 |
What do you mean falling hurt excetera |
14:12 |
tenplus1 |
fall damage for falling nodes droppi9ng on your head I meant |
14:12 |
tenplus1 |
gravel falls on you, 2 damage |
14:12 |
Ganome317 |
Oh |
14:12 |
Ganome317 |
Like suffocation |
14:12 |
tenplus1 |
playerplus adds player suffocation and other override features, also on_walk_over function for specific blocks |
14:12 |
tenplus1 |
if you ever visit Xanadu server we use them all there :D |
14:13 |
Ganome317 |
I actually haven't |
14:13 |
Ganome317 |
I'll have to look into it. |
14:14 |
Ganome317 |
My new goal is to use one level, or 10 quest, to introduce players to each mod |
14:14 |
Ganome317 |
But farming and mobs will be in the same quest line because they both deal with food |
14:14 |
* CWz |
waves |
14:14 |
tenplus1 |
hi CWz o/ |
14:14 |
Ganome317 |
Howdy |
14:15 |
tenplus1 |
am on server just now if u wanna tour :P |
14:16 |
Ganome317 |
I'm sitting in my car smoking |
14:16 |
Ganome317 |
And while playing on the phone does work, it's very painful |
14:16 |
tenplus1 |
hehehe |
14:16 |
Ganome317 |
I also use voice to text, so if you see some strange words. don't judge me. Lol |
14:17 |
tenplus1 |
lol, with my scottish accent I wouldnt be able to use it... the elevator scene in "burnistoun" explains it all |
14:18 |
Ganome317 |
I've never seen it |
14:18 |
Ganome317 |
You'd be surprised by Google voice to text. I'm a redneck and it understands y'all |
14:18 |
tenplus1 |
ehehe |
14:18 |
tenplus1 |
the sketch it on youtube :D |
14:19 |
Ganome317 |
It takes a while to get used to your voice. But once it learns you it's pretty good |
14:19 |
Ganome317 |
Unless your microphone is busted like mine, and it makes up words |
14:20 |
Ganome317 |
I increased the start_gap between islands from 32 to 128. To give players much more room to build and expand. |
14:20 |
Ganome317 |
It should also lessen load on the server, because big long consecutive chunks aren't being loaded |
14:20 |
tenplus1 |
good idea, sky islands are very handy to have and I do like the quests and item rewards :D |
14:21 |
Ganome317 |
Consecutive |
14:21 |
tenplus1 |
less lag in that case when players arent on :D |
14:21 |
Ganome317 |
I'm going to keep the same theme, but rework the entire questline |
14:21 |
Ganome317 |
Well if all the players are logged in, their trunks will obviously be loaded |
14:21 |
Ganome317 |
But I won't be loading my neighbor's junk |
14:21 |
tenplus1 |
:P |
14:22 |
Ganome317 |
Or chunk |
14:22 |
Ganome317 |
But that worked out |
14:22 |
tenplus1 |
that reminds me, I still have a skyblock active on another server :D |
14:23 |
Ganome317 |
I'm also going to add a line inside the quest pages. Right now it has you place say 50 cobblestone. But if you pick it back up, you can use 5 cobblestone and place it 10 times |
14:23 |
Ganome317 |
I'm going to add a check, that if you pick up the block you're supposed to put down, it's subtract 1 from a total |
14:23 |
Ganome317 |
This way you actually have to grow your island |
14:23 |
tenplus1 |
hehehehe no more cheats :D |
14:23 |
Ganome317 |
Hopefully |
14:24 |
Ganome317 |
Trying to keep it still beatable, but increase the difficulty in certain ways |
14:24 |
tenplus1 |
gotta thing of all the little things :D |
14:24 |
Ganome317 |
And at the same time give players lots of options. Like bakedclay got building |
14:24 |
Ganome317 |
That's why I had to play through the initial questline myself at least once |
14:25 |
tenplus1 |
yeah, testing is important |
14:25 |
Ganome317 |
I was just getting into it, and then congratulations!!! |
14:25 |
Ganome317 |
It's over already? Like what the hell |
14:25 |
Ganome317 |
If you knew what you were doing, you could seriously beat Skyblock in an hour or less |
14:25 |
Ganome317 |
I plan to change that |
14:25 |
tenplus1 |
the reward/award system works really well also |
14:26 |
Ganome317 |
I do like how it advances you through the stages. And your next quest relies on you beating the previous quest |
14:26 |
tenplus1 |
yeah, progression of quests... |
14:26 |
Ganome317 |
I'm going to use that methodology to introduce mods |
14:26 |
tenplus1 |
games that reward and upgrade etc. so you can get better stuff/features is always more interesting |
14:26 |
Ganome317 |
The first quest page is going to be farming. Keep yourself alive |
14:27 |
Ganome317 |
And then I'll probably take the original first page and put some of it in the second page |
14:27 |
tenplus1 |
breaking grass to get a seed to plant wheat to make food etc. |
14:27 |
Ganome317 |
I was probably going to provide the first seed |
14:27 |
Ganome317 |
But that's not a bad idea |
14:27 |
tenplus1 |
even if you dont get a seed you can place and dig the grass until it gives one :D |
14:28 |
tenplus1 |
and if you use farming redo in any way there's a chance of barley etc as well |
14:28 |
Ganome317 |
Yeah |
14:28 |
Ganome317 |
Same for bones |
14:28 |
tenplus1 |
digging dirt in bonemeal mod |
14:28 |
Ganome317 |
That's what I meant. Because after you did grass the first time it becomes dirt |
14:29 |
Ganome317 |
Speaking of that, I was going to add a recipe to make a grass block. A grass node on top of a dirt node |
14:29 |
Ganome317 |
Danger fashion as duping ores with stone/ore |
14:29 |
Ganome317 |
Same |
14:29 |
tenplus1 |
good idea |
14:30 |
tenplus1 |
unless you want grass to spread slowly through dirt for any reason :D |
14:30 |
Ganome317 |
Because bone meal grows the grass node, it does not grow dirt with grass |
14:30 |
Ganome317 |
Well I still want the natural spread of grass. |
14:30 |
Ganome317 |
But if I want to jump 10 nodes up on the Y. And don't want to wait hours for the grass to spread |
14:30 |
Ganome317 |
I can place one of the grass blocks I just created inside that new plateau, and let it spread |
14:31 |
Ganome317 |
It makes it easier to transplant grass |
14:31 |
tenplus1 |
yeah |
14:31 |
Ganome317 |
I really don't want a server full of dirt and cobblestone haha |
14:31 |
tenplus1 |
a little decoration goes a long way :D |
14:32 |
Ganome317 |
I added more blocks and mymillwork for designer stuff |
14:32 |
tenplus1 |
we added alternative blocks for the metal and diamond blocks :P |
14:32 |
Ganome317 |
Xdecor is coming |
14:32 |
Ganome317 |
Affirmative blocks? |
14:32 |
tenplus1 |
xdecor is good :) and adds a switch for opening doors |
14:32 |
Ganome317 |
Alternative |
14:32 |
Ganome317 |
I have not been able to load the forms for 2 days |
14:33 |
tenplus1 |
yeah, place stel block into crafting and it gives steel block 2, t becomes 3 etc. and last one crafts back into original |
14:33 |
tenplus1 |
so we have up to 5 steel blocvk designs for building :D |
14:33 |
Ganome317 |
Oh |
14:33 |
tenplus1 |
github.com/minetest-mods/ <-- go ther efor mods, or contentdb |
14:33 |
Ganome317 |
So you're saying you basically stack steel blocks, but it only changes the texture |
14:33 |
rubenwardy |
( https://content.minetest.net ) |
14:33 |
Ganome317 |
You stack them inside the craft. |
14:34 |
tenplus1 |
never gotten around to making a chisel mod for decorative alternatives, would be handy having an api |
14:34 |
tenplus1 |
thanks ruben, also hi |
14:34 |
rubenwardy |
o/ |
14:35 |
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Fixer joined #minetest-hub |
14:35 |
tenplus1 |
wb fixer |
14:35 |
Ganome317 |
Affirmative blocks isn't on the GitHub |
14:35 |
Fixer |
ty |
14:35 |
Ganome317 |
Alternative* |
14:36 |
rubenwardy |
it also never existed on the forums |
14:36 |
rubenwardy |
https://fosstodon.org/@rubenwardy |
14:36 |
tenplus1 |
the one's I use ? |
14:36 |
rubenwardy |
oops |
14:36 |
rubenwardy |
https://i.rubenwardy.com/4y1Sf.png |
14:36 |
rubenwardy |
(ContentDB scans the forums, and saves download links, so it's possible that I can get the url from it) |
14:37 |
rubenwardy |
do you mean Extra Blocks? |
14:38 |
Ganome317 |
He said alternative blocks. I thought |
14:38 |
tenplus1 |
do you mean the one's I mentioned ?? |
14:39 |
Ganome317 |
Yes |
14:39 |
Ganome317 |
You said you added alternative blocks for diamond and iron |
14:39 |
tenplus1 |
ahh, those are Xanadu specific... we have features and textures on the server I had permission to use :) you wont find them online |
14:39 |
Ganome317 |
Ahhh |
14:40 |
Ganome317 |
Fancy shmancy =) |
14:40 |
tenplus1 |
also 45+ additional flowers that are biome specific :) |
14:40 |
tenplus1 |
asked a few mc creators from plants megapack and texture packs if we could use them, :D |
14:42 |
Ganome317 |
tenplus1: the interval; it's in seconds, right? |
14:42 |
tenplus1 |
yes |
14:43 |
Ganome317 |
And the Chance is like golf. The lower the number the higher the chance |
14:43 |
tenplus1 |
yep :) |
14:43 |
Ganome317 |
Roger |
14:43 |
tenplus1 |
so for cows 1 in 8000 chance of spawning on dirt near grass |
14:43 |
Ganome317 |
I was doing it right. |
14:44 |
tenplus1 |
thing with spawning is, the player has to be 12 blocks away for things to spawn... if you are too close they wont spawn right beside you :) |
14:44 |
Ganome317 |
And that spawn option inside mobs_redo/settingstypes.txt - the spawn chance float - the lower the number the higher the chance, right? |
14:44 |
tenplus1 |
too many monsters dropping on top of a player before :D ahha |
14:45 |
Ganome317 |
It might be spawn rate not spawn chance |
14:45 |
Ganome317 |
Second to last variable if I recall |
14:46 |
tenplus1 |
it'll end up as: chance * mob_chance_multiplier |
14:46 |
tenplus1 |
so to make them spawn less set multiplier to 2, to spawn more, .5 |
14:46 |
Ganome317 |
Ok, that's what I thought |
14:46 |
Ganome317 |
Lower numbers would increase spawn rates |
14:46 |
tenplus1 |
yeh |
14:47 |
Ganome317 |
It must be that neighbors line |
14:47 |
Ganome317 |
Because I have four different plateaus of dirt with grass, and they weren't spawning on any of them very well |
14:48 |
tenplus1 |
chance works on the nodes, but that 1 in 8000 chance has to be right beside the neighbor block which greatly reduces it also |
14:48 |
Ganome317 |
Between 5 and 10 nodes apart on the y-axis each plateau |
14:48 |
Ganome317 |
Well I had my chance at 1 and 1 |
14:48 |
tenplus1 |
even at 1:1 the grass block must have a grass decoration beside it :D |
14:49 |
Ganome317 |
Interval = 1, chance =1 |
14:49 |
tenplus1 |
so taking out the neighbor will help a lot |
14:49 |
Ganome317 |
I never quite a few flowers. But come to think of it I didn't have any flowers on the top three plateaus |
14:49 |
Ganome317 |
And the cows were only spawning on the bottom level |
14:50 |
tenplus1 |
so your changes of the height levels and removeing neighbors will spawn many cows on grass blocks :D |
14:50 |
Ganome317 |
I also allowed spawning at night and decreased minimum light level=1 |
14:50 |
Ganome317 |
Instead of 14 or whatever it was |
14:51 |
tenplus1 |
also cows per map block exists also |
14:51 |
tenplus1 |
it counts spawns and wont spawn over a certain amount |
14:51 |
Ganome317 |
Well I can leave that alone. I am running on a raspberry pi, currently |
14:51 |
Ganome317 |
I imagine it's less than 10 |
14:51 |
tenplus1 |
inside the mobs:spawn() you also have an active_object_count which defaults to 1... you could increase that also |
14:52 |
Ganome317 |
Would that increase the number of cows naturally spawned per chunk? |
14:52 |
tenplus1 |
yeh |
14:52 |
Ganome317 |
I mean maximum cows in a chunk |
14:52 |
tenplus1 |
yes |
14:52 |
Ganome317 |
Would that limit a player from breeding over that number or just natural spawns |
14:52 |
tenplus1 |
it defaults to 1 per chunk area, if you set to 5 then it'll spawn 5 per chunk area |
14:53 |
tenplus1 |
breeding doesnt take into account the number counter |
14:53 |
tenplus1 |
but it will stop additional cows from spawning |
14:53 |
Ganome317 |
That's what it sounded like. But I had to ask |
14:54 |
tenplus1 |
soooo many variables to take into account when spawning things into the world :) |
14:54 |
tenplus1 |
that's why I'm always looking for better ways to do such a thing |
14:54 |
tenplus1 |
I tried the globaltimer method but it turned out slower |
14:55 |
Ganome317 |
The kraken from nssm seems to love cliff sides =) |
14:55 |
tenplus1 |
cliffs ? as in.. spawning in the air ? |
14:55 |
Ganome317 |
Spotting inside of dirt or cobblestone I don't exactly know where it spawns. But it ends up above water inside of a cliff |
14:56 |
Ganome317 |
Spawning |
14:56 |
Ganome317 |
Always next to water though |
14:56 |
tenplus1 |
that's so weird... lemmie check the nssm redo I have in my notabug page |
14:56 |
Ganome317 |
One time I found one in a cave. If I exaggerated and called it a puddle |
14:57 |
Ganome317 |
Maybe 5x5 water, 3 deep. Held a kraken |
14:58 |
Ganome317 |
If you have to face that sucker in the water, he's deadly |
14:58 |
Ganome317 |
But so far my encounters have been me standing on the edges and beating him to death |
14:58 |
tenplus1 |
in my version the krakken will only spawn at 0 anbd below |
14:58 |
Ganome317 |
Don't investigate too hard. My server was kind of jacked up |
14:59 |
tenplus1 |
but... I have a feature called mobs:spawn_abm_check() that could be added to make sure it's not spawning in a puddle but an actual sea |
14:59 |
Ganome317 |
It had to have been my server then. Because the first one I killed was probably at a y of 20 |
14:59 |
tenplus1 |
I tried not to change the settings of nssm too much, only fix the bugs :) and have it 0.4.17 compatible |
15:00 |
tenplus1 |
https://notabug.org/TenPlus1/nssm |
15:00 |
Ganome317 |
That's the one I use on my server. I haven't cloned it in a couple weeks probably |
15:00 |
Ganome317 |
I will probably end up using nssm lit on Skyblock |
15:00 |
Ganome317 |
Lite |
15:00 |
tenplus1 |
prolly so many ways to tweak it to work better... |
15:00 |
Ganome317 |
And remove the water creatures |
15:01 |
tenplus1 |
nssm is a great mod, just too damn huge :D |
15:01 |
Ganome317 |
It is rather large. |
15:02 |
Ganome317 |
In size and memory footprint |
15:02 |
Ganome317 |
I laughed the first time a duck attacked me and slaughtered me |
15:03 |
tenplus1 |
ahahaha, those were funny... the huge spiders are creepy as hell |
15:04 |
tenplus1 |
while the animations are smooth it adds to the model size making them many Mb's each |
15:04 |
Ganome317 |
I had to implement a "cleaner" mod (thanks to Lupercus) that would clean the thick webs out of the server |
15:04 |
tenplus1 |
and the webs spawn more spiders on top oif that |
15:05 |
Ganome317 |
Yeah, I saw that in the code |
15:05 |
Ganome317 |
Evil |
15:05 |
Ganome317 |
But ingenious. Makes for a good boss fight |
15:05 |
Ganome317 |
Passive spawning of minions |
15:05 |
tenplus1 |
might have spiders in mobs_monster use a web attack as well :D |
15:06 |
Ganome317 |
If I add monsters, I want to do something with the energy balls |
15:07 |
Ganome317 |
Like make a node, that is made from the Superior or greater energy balls. |
15:07 |
Ganome317 |
And if you stand on top of this node, it will heal you slowly |
15:07 |
Ganome317 |
Because you were taking a life force out of the thing you killed blah blah blah |
15:07 |
tenplus1 |
playerplus has the on_walk_over feature so that node could detect player and heal them |
15:07 |
Ganome317 |
I thought about that when you mentioned it and made a note to myself |
15:08 |
Ganome317 |
The hey I could use that API |
15:08 |
tenplus1 |
https://notabug.org/TenPlus1/playerplus |
15:08 |
tenplus1 |
also adds player knockback :D |
15:09 |
tenplus1 |
so you can punch players off a skyblock :D |
15:09 |
tenplus1 |
can be turned off tho if too annoying |
15:09 |
Ganome317 |
I am pm'ing myself |
15:10 |
Ganome317 |
I'm struggling with that decision of PVP. There isn't a way to make a Roman Colosseum that allows PVP and nowhere else |
15:10 |
Ganome317 |
That I'm aware of |
15:10 |
Ganome317 |
I can use the PVP protection inside of areas or the protection node |
15:10 |
tenplus1 |
protector redo has protection_+pvp feature... cant kill or hurt a player inside their own area |
15:10 |
tenplus1 |
:P |
15:10 |
Ganome317 |
Yeah protector that's what I was talking about |
15:11 |
Ganome317 |
Does protector conflict with areas if both mods are trying to protect the same area |
15:11 |
tenplus1 |
not anymore, fixed that last night :D |
15:11 |
Ganome317 |
So I'll need to re clone haha |
15:11 |
tenplus1 |
but try not to overlap areas |
15:12 |
Ganome317 |
If an area is already protected using protector. Can someone use areas to encompass that and surround it |
15:12 |
Ganome317 |
I understand yes it would stop expansion, but what it claimed the area in the person of the name that used areas |
15:12 |
tenplus1 |
probably... areas mod would need to add a check for that also, which is why it's not advised to run multiple protection mods |
15:13 |
Ganome317 |
Hmmm |
15:13 |
tenplus1 |
this is why is_protected() in default needs to be reworked slightly to take into account multiple protection mods... |
15:13 |
Ganome317 |
Protector node is nice. But it has such a limited range for my use I think |
15:13 |
tenplus1 |
areas for huge areas, protectors for smaller builds |
15:13 |
tenplus1 |
you can easily change the radius of each protector in settings |
15:14 |
tenplus1 |
5 by default (11x11x11 area), I have it set to 8 on xanadu (17x17x17) |
15:14 |
Ganome317 |
Does it have a Max? Will going as high as 32 cause lag? |
15:14 |
Ganome317 |
I'm on a pi |
15:14 |
Ganome317 |
But I currently have over 500 megabytes close to six hundred megabytes of RAM available |
15:14 |
tenplus1 |
it uses find_nodes_in_area so the bigger the area the slower the check |
15:15 |
tenplus1 |
also, areas uses a list of areas and the longer the list the slower it becomes |
15:15 |
Ganome317 |
But areas isn't limited to a linear cube |
15:15 |
tenplus1 |
very true, and protector placement can be very precise and leave gaps for players to work with for things like public farms or pvp arenas |
15:15 |
Ganome317 |
You can have custom dimensions defined by the player |
15:16 |
Ganome317 |
This is true |
15:16 |
Ganome317 |
I've been struggling with this decision for the day now. mulling it over while I do other things |
15:16 |
Ganome317 |
Kind of an I'll cross that bridge when I get there attitude |
15:16 |
tenplus1 |
for things like skyblocks I'd personally say protector blocks |
15:17 |
CWz |
well areas doesn't prevent pvp |
15:17 |
tenplus1 |
as players gain them they protect more |
15:17 |
tenplus1 |
so it's a progression, and skyblock islands arent that huge to start with |
15:17 |
Ganome317 |
Well I plan to change that |
15:17 |
tenplus1 |
also the protector tool to place them easily and pvp features |
15:17 |
Ganome317 |
The first level of quest is going to make a player place 200 dirt and not pick it back up |
15:18 |
Ganome317 |
Keep in mind, they have to have a big enough island to spawn mobs naturally to feed themselves |
15:18 |
Ganome317 |
And farm to feed themselves. Grow trees to make tools and progress through level two |
15:18 |
Ganome317 |
I plan to change the typical Skyblock in minetest. I'm going for a completely overpowered Skyblock |
15:19 |
Ganome317 |
I'm going to add Technic and pipe works once I move Skyblock to my computer on the Intel i7 |
15:19 |
tenplus1 |
ouch, lag factory :D |
15:19 |
Ganome317 |
And at quest lines for pipeworks and Technic respectively |
15:19 |
tenplus1 |
ehehe, great mods tho |
15:19 |
Ganome317 |
I'm going to remove some of the nodes like the node breaker |
15:20 |
Ganome317 |
Watching a console, that sucker will run forever without any players logged in |
15:20 |
tenplus1 |
lol |
15:20 |
Ganome317 |
It seems like it is a chunk loader in itself |
15:20 |
Ganome317 |
And then it ends up busting pipes and throwing entities on the ground and just causing chaos |
15:21 |
Ganome317 |
If the pipes and stuff are done correctly, there's not much lag at all |
15:21 |
Ganome317 |
But doing it correctly is easier said than done |
15:21 |
Ganome317 |
And very expensive |
15:21 |
Ganome317 |
I'm kind of trying to use some of mc Skyblock, but trying to get away from the AFK aspect of MC Skyblock |
15:22 |
Ganome317 |
All they do is afk mean and AFK inside mob grinders. I don't want AFK progression |
15:22 |
Ganome317 |
AFK mine |
15:22 |
tenplus1 |
what about basic_machines ? |
15:22 |
Ganome317 |
The only AFK progression I want is crops growing |
15:22 |
tenplus1 |
those arent as heavy and can do mostly the same things |
15:22 |
Ganome317 |
Another player mentioned it. I'll have to look at it |
15:23 |
Ganome317 |
I started off trying to use the SkyFactory Skyblock mod |
15:23 |
Ganome317 |
It used elepower |
15:23 |
Ganome317 |
But that Maude seemed buggy as all hell |
15:23 |
Ganome317 |
Mod |
15:23 |
Ganome317 |
I mean SkyFactory not elepower |
15:24 |
Ganome317 |
I didn't even get a chance to use elepower because SkyFactory was so buggy I couldn't progress or do anything |
15:24 |
Ganome317 |
It might have just been me, but I didn't like the feel |
15:25 |
Ganome317 |
When I could still use the forums, elepower looked cool |
15:25 |
Ganome317 |
And it's related mods |
15:26 |
tenplus1 |
basic machines tend to work using locally connected machines and handle power, items, players etc. by selecting source and dest |
15:27 |
Ganome317 |
So you have to link two devices? |
15:27 |
Ganome317 |
Basically |
15:27 |
tenplus1 |
yeah, so some thought is put into machines and is more precise function |
15:27 |
tenplus1 |
eg.. detector detects a specific player entering and opens hidden door :P |
15:35 |
Ganome317 |
That could be useful. I have to go talk about my son's birthday present with the mechanic real quick. I'll be back |
15:35 |
tenplus1 |
:P |
15:41 |
sofar |
"I have to go talk about my son's birthday present with the mechanic real quick." geesh way to make other parents look like crap |
15:41 |
sofar |
:) |
15:42 |
tenplus1 |
lol, hi sofar |
15:45 |
rdococ |
hi floorpitimesfourminus1 |
15:45 |
tenplus1 |
ehehe hey rdococ |
15:50 |
tenplus1 |
in some cases |
15:53 |
tenplus1 |
isnt that what the intllib mod already is ? |
15:54 |
tenplus1 |
shh :) |
15:54 |
tenplus1 |
*ahh! |
15:54 |
tenplus1 |
wait didnt ruben say that 5.0 has some sort of translation support built in ? |
16:03 |
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16:03 |
tenplus1 |
wb |
16:04 |
Fixer |
ty |
16:05 |
tenplus1 |
lol, never use any of 'em |
16:16 |
tenplus1 |
coffee time :) laters folks |
16:16 |
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17:28 |
TommyTreasure |
well darn, everytime i have an idea tenplus1, i miss him by just a few minutes |
17:28 |
rdococ |
I'm planning to create a programming language as a Lua mod. Would people prefer it to be node-based, or text-based? |
17:35 |
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17:35 |
calcul0n_ |
rdococ, what are you calling a node-based language? |
17:37 |
rdococ |
Scratch, but in Minetest. |
17:38 |
rdococ |
(And with different features such as first-class procedures, but it would visually be like that.) |
17:40 |
calcul0n_ |
hmm, could be interesting |
17:47 |
rdococ |
The other idea I had was something similar to luacontrollers, but run on separate threads or OS processes so that they can use coroutines, run for longer than a single server step, make it much easier to sandbox them and stop them if they take too long. |
17:48 |
sofar |
node based has orientation issues - I would consider inventory based grids |
17:49 |
rdococ |
Hmm... |
17:57 |
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18:01 |
rdococ |
Inventory based has a few other complications, such as maximum widths and heights. |
18:01 |
rdococ |
It wouldn't be too difficult to be able to increase the height, but width would require shifting every item based on what row they're in. |
18:02 |
rdococ |
Node-based could allow for better visualization, though. I could light up the nodes that are currently being executed, for example. |
18:03 |
rdococ |
How does Minetest respond to increasing the size of an inventory dynamically? |
18:42 |
rubenwardy |
https://i.rubenwardy.com/EkazH.png |
19:34 |
sofar |
rdococ: that's trivial |
20:05 |
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