Time Nick Message 00:57 benrob0329 So I'm trying to get a node to spawn at the end of a line of nodes, preferably without dipping into VoxelManip as that'll slow the whole thing down by quite a bit 00:57 benrob0329 Any ideas, or is using VoxelManip and checking for a line of nodes really my best bet? 02:13 Sokomine at the end of a line of nodes? can you be more specific? it may also depend on how many nodes per mapblock you intend to spawn. if there are only a few of these nodes, set_node might be good enough. how are the nodes generated that form the line? 02:14 benrob0329 Well that depends on how chaotic the decorations decide to be 02:15 benrob0329 so basically anywhere from 1 to 1000, but mostly around 50-100 02:15 Sokomine so the decorations are spawned by mapgen, and if there're x of them in a line, you want to spawn a specific node? 02:16 Sokomine 50-100 can still be done by set_node if necessary 02:16 Sokomine can you describe what you want to achieve? 02:16 Sokomine perhaps the decorations themshelves can be modified 02:31 benrob0329 Sokomine: unfortunately the decorations don't place in a solid line, the schematics are overwritten by each other and the actual end of them are rarely seen 02:34 Sokomine yes, that's how it is with schematics. usually makes sense for most decorations (trees etc) 02:34 Sokomine can you tell what you have in mind? 02:45 benrob0329 Sokomine: so I'm making a game based on SCP-3008 (which is basically the realm of IKEA) 02:46 benrob0329 So I've decided to split up IKEA into different biomes: warehouse, showroom, cafeteria, stc 02:46 benrob0329 *etc 02:47 benrob0329 Inside the warehouse biome, you have the big storage racks, and these are supposed to have row number signs (not real numbers in this case) 02:55 Sokomine ah, yes. saw that project video. i still wonder how your poor lost visitors will get food and water :-) 02:56 Sokomine but why do you use decorations? isn't that a pretty deterministic world, with shelves arranged at more or less equal distance? 03:19 benrob0329 Because I really don't want to try and figure out how to write a fully custom Lua mapgen for the entire thing and I can get it mostly-right using the already existing tools 03:20 benrob0329 But at this point I'm thinking that I really need to just write a Lua mapgen 03:25 Sokomine lua mapgens are not necessarily bad. they're pretty easy to use and would allow you more freedom. random placement is fine for nature but doesn't look very realistic for a storage area i think 03:46 benrob0329 Sokomine: would it be a horrible idea to use mgflat for the floor and biome placement (thus making the maps somewhat seed-reliable) and use VoxelManip to place everything on top of the floor? 03:47 benrob0329 Or is there a saner way to have biomes in a Lua mapgen? 04:00 Sokomine benrob0329: no. seems like a fine idea to me 04:04 benrob0329 Great 04:04 benrob0329 One less thing to worry about :P 16:10 ANAND Irrlicht supports GLSL versions only up to 1.30 :( 17:03 Krock o/ 17:03 Krock !tell tenplus1 o/ tenplus1 (gotcha) 17:03 MinetestBot Krock: yeah, yeah 17:03 Krock thanks, thanks. 17:49 Sokomine #8680 would be great to have. i hope that its developers can fix the remaining problems fast and that that can be merged. with that pr, mobs could be tought to chat :-) 17:49 ShadowBot https://github.com/minetest/minetest/issues/8680 -- Formspec: Add HTML-like element by kilbith 17:49 * Sokomine is looking forward to that 18:50 Sokomine there's some junk (spam) on the forum that ought to be removed 19:45 * tumeninodes is wondering if there is some way to make sand and gravel fall through leaves, rather than sit on top of them... (it's really annoying) 19:46 tumeninodes doesn't have to be fancy or pretty... just do it :P 19:48 tumeninodes also https://github.com/minetest/minetest_game/pull/2430 19:48 tumeninodes !title 19:48 MinetestBot tumeninodes: default:code cleanup by TumeniNodes · Pull Request #2430 · minetest/minetest_game · GitHub 19:49 tumeninodes figured it's too hot to move today so... I'll just do this 20:09 Sokomine tumeninodes: er, perhaps. but then the falling sand would destroy the leaves. not really an improvement 20:13 tumeninodes no no... just pass through... no destroying. 20:15 tumeninodes idc if they fly around like a balloon let go... they just can't be sittin' there on top of leaves... it's just insanity and chaos. 20:15 tumeninodes :D 20:15 tumeninodes It's just hateful 20:23 Lone_Wolf What would adding walkable=false do? 20:23 tumeninodes makes you fall through leaves... effect the player 20:23 tumeninodes not sand or gravel 20:24 tumeninodes use_pass_through could be nice 20:25 tumeninodes or have all such nodes which fall on leaves, pass through and land on the ground as items...? 20:26 tumeninodes dropped items 20:26 tumeninodes that could be doable 20:27 tumeninodes a lil' "if", a lil' "else"... badaboom badabing... 20:29 tumeninodes of course in this frame of thinking... stone nodes which drop on trees/leaves should damage them but... never mind that 20:33 Lone_Wolf sand goes through water 20:33 Lone_Wolf walkable might work 20:37 Lone_Wolf Even if it doesn't it makes sense, a player can weigh up to 8x4 stacks of 99 sand :smirk: 20:38 tumeninodes idk, I think turning sand and gravel nodes into dropped items when they contact leaf nodes would do the trick fine... I'll mess with it later. I still have to make stuff grow slower on the new dry dirt 20:41 benrob0329 or make leaves ladder-like 20:41 benrob0329 since you can climb on them anyways 20:42 tumeninodes but how does that cause sand/gravel to pass through leaf nodes? 20:42 tumeninodes you can already use climbable = true to climb leaves 20:45 tumeninodes well using walkable = false yes works but here is the problem... now "everything" will fal through them 20:46 tumeninodes which is why a better way is needed 20:46 tumeninodes altering leaves in that fashion would surely tick off quite a few people 20:47 tumeninodes it has to be specific to how sand and gravel like nodes interact with leaves 20:47 tumeninodes not just everything 20:59 tumeninodes well, thinking on it a little more. Seeing as stone nodes are not falling_nodes, changes my mind. But still the only problem with using walkable = false (actually there are two issues) Now players fall through leaves but lets face it, in reality one cannot simply stand on leaves in a tree but, this is MTG and people expect weird things 21:00 tumeninodes the other issue, "snow" 21:01 tumeninodes snow should be able to override walkable = false because snow can build up on trees/leaves.. sand & gravel cannot 21:02 tumeninodes then again, why couldn't player override it as well? (this is starting to look like the tumeninodes channel 21:11 tumeninodes later 21:32 Sokomine ladder-like leaves are a good improvement for any game imho. i always like it when servers offer that 21:34 Sokomine mt just doesn't offer that depth of physics you're aiming for... 22:42 rdococ is there a way to reload textures without restarting a server? 22:42 sfan5 no 23:17 Lone_Wolf THere are hacks for some things though 23:17 Lone_Wolf Like GreenDimond's skin editor 23:17 Lone_Wolf *ingame skin editor