Time |
Nick |
Message |
00:04 |
TheFox |
Or just no one seems to know what's going on? |
00:06 |
est31 |
no, but I guess nobody has the time/motivation |
00:06 |
est31 |
I'm sure when you know an experienced packager for ubuntu, that celeron55 will give them access to the ppa repo, to upload 0.4.12. |
00:08 |
TheFox |
I see. |
00:13 |
TheFox |
Well, I guess I can thank you for trying to help, est31. Just kind of disappointing the lack of communication on the matter, but life happens. |
00:44 |
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01:16 |
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01:21 |
Yves |
Question plz : i made a Minetest server. To date we use our home network setup with local IPs to play. But will have to open outhome. My Internet service provider use dynamic IPs. Plus im unable to fix or to know how some1 out of my home to access to my server. Using one of those stupid TP-link. My Internet provider cant support me about my router and customer service of TP-link tell me thats cauz my Iprovider. |
01:21 |
Yves |
Does som1 have a clue for me plz? |
01:27 |
ShadowNinja |
Yves: Port forward your minetest port over UDP and use your external ip (google "what's my ip" or so). |
01:27 |
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01:28 |
Yves |
ShadowNinja: what's my ip gives me my router IP |
01:28 |
ShadowNinja |
Yves: Yep. |
01:28 |
Yves |
ShadowNinja: Then? |
01:29 |
ShadowNinja |
Yves: Use that IP. |
01:29 |
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01:29 |
ShadowNinja |
Yves: Just anable port-forwarding. |
01:29 |
ShadowNinja |
enable* |
01:30 |
Yves |
ShadowNinja: But we are more than one here to play... Not sure i understand you. |
01:31 |
ShadowNinja |
Yves: Um, so start a server. |
01:31 |
Yves |
ShadowNinja: already done... |
01:32 |
ShadowNinja |
Yves: Then have people connect to it. |
01:33 |
Yves |
ShadowNinja: Using my router IP? |
01:33 |
ShadowNinja |
Yves: If you use NAT they'll connect to your router and you'll configure it to forward to your pc. |
01:34 |
Yves |
In Forwarding, i find : Virtual servers, Port Triggering, DMZ and UPnP |
01:34 |
Yves |
looking at NAT |
01:35 |
Yves |
NAT is enable |
01:36 |
ShadowNinja |
~give Yves google tp-link site:portforward.com |
01:36 |
ShadowBot |
Yves: TP-Link Router Port Forwarding Guides - PortForward.com: <http://portforward.com/english/routers/port_forwarding/TP-Link>; TP-Link Router Passwords - PortForward.com: <http://portforward.com/default_username_password/TP-Link.htm>; Secure and Configure TP-Link Wireless Routers - PortForward.com: <http://portforward.com/english/routers/wireless/TP-Link>; Port forwarding (3 more messages) |
01:37 |
Yves |
ShadowBot: Noted. Will look at that. Thx alot :) |
02:02 |
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02:29 |
Sokomine |
hm. i think i'm going to put the import of .mts and .we files into a seperate mod as that might be needed by other mods as well (apartments, mg_villages, upcoming build_chest for buildings...) |
02:29 |
Sokomine |
wonder which name might be suitable for that... save_restore ? build_chest ? |
02:33 |
est31 |
build_chest? |
02:33 |
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02:35 |
* est31 |
requests rename of ShadowBot to $hadowBot. Now its just breaking too easily the autocomplete for its owner ShadowNinja :) |
02:35 |
Sokomine |
well, a chest you dump somewhere, select the blueprint to spawn, and then it does just that. kind of like towntest |
02:35 |
est31 |
cool |
02:36 |
est31 |
serialize_lib ? |
02:36 |
Sokomine |
trouble is: i need the functionality of reading blueprints (be they .we files or .mts schems) in more than one mod |
02:36 |
Sokomine |
so a new mod for those functions might be in order... |
02:36 |
est31 |
no |
02:36 |
est31 |
or yes |
02:36 |
Sokomine |
reading .mts files fully was not possible before zlib decompression got added to the api |
02:36 |
est31 |
perhaps own directory in worldedit |
02:36 |
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02:37 |
Sokomine |
the worldedit part is more or less taken from worldedit directly |
02:37 |
est31 |
but isn't worldedit already in its own directory? |
02:37 |
frogle6 |
helllo |
02:37 |
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02:37 |
Sokomine |
it's supposed to be independent of worldedit |
02:37 |
Sokomine |
though actually placing a building manually will certainly require a priv (worldedit priv comes to mind there) |
02:38 |
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02:38 |
Sokomine |
there's also the issue with replacing non-existing nodes with other ones... |
02:38 |
frogle6 |
hello |
02:38 |
Sokomine |
hi |
02:38 |
est31 |
but the vanilla worldedit directory is already a library isn't it? which additional functionality do you need? |
02:38 |
est31 |
https://github.com/Uberi/Minetest-WorldEdit/tree/master/worldedit |
02:39 |
est31 |
this one Sokomine ^ |
02:41 |
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02:42 |
Sokomine |
i need a part of the serialization file. just take a look at latest mg_villages. it already contains that code from worldedit |
02:43 |
est31 |
and any additional things Sokomine? |
02:43 |
Sokomine |
i called it worldedit_file.lua there |
02:43 |
Sokomine |
the function i need is local in worldedit. which is not...very practical :-) |
02:44 |
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02:44 |
Sokomine |
see it as a low-level access for reading .we files |
02:45 |
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02:46 |
Sokomine |
hi jordan4ibanez |
02:46 |
jordan4ibanez |
Hello, Sokomine |
02:47 |
est31 |
btw, why is it bad to have a worldedit dependency? |
02:47 |
est31 |
I mean worldedit != other mods in worldedit |
02:48 |
est31 |
its only a library isnt it? |
02:48 |
est31 |
thats the purpose its so generic |
02:49 |
jordan4ibanez |
You shouldn't have a worldedit dependancy, you should check if it exists and if not return |
02:49 |
est31 |
soft dep yes |
02:49 |
jordan4ibanez |
Bam redundancy, but, without halting the game |
02:50 |
Sokomine |
doesn't help me. i do need access on a lower level then the worldedit api provides |
02:50 |
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02:50 |
est31 |
then extend the API and submit a PR |
02:50 |
jordan4ibanez |
Like what exactly? |
02:50 |
Sokomine |
hmm. you're right. that might be a good ide |
02:51 |
Sokomine |
jordan4ibanez: i need the function that reads the file and turns the data into a table but does not place the building anywhere yet |
02:52 |
est31 |
and you should probably license it under AGPL |
02:53 |
jordan4ibanez |
Write this: Use voxel api to load chunks in area, read from the chunks, put the data into a table, close voxel api, take list, read each member, convert each member to the corresponding node string, and bam you have a table full of readable nodes |
02:53 |
est31 |
because worldedit requires that (sadly) |
02:53 |
Sokomine |
i'd also love to have general save-some-data-to-a-file-in-the-world-path function in builtin. something like https://github.com/Sokomine/mg_villages/blob/master/save_restore.lua very simple, very often needed |
02:54 |
est31 |
jordan4ibanez, thats exaclty what the file does, but that function has more features |
02:54 |
est31 |
like compatibility |
02:54 |
Sokomine |
yes. will be easier if it's a seperate mod under agpl. i think i'm going to use gplv3 for the villages part |
02:54 |
est31 |
or it works around bugs in luaJIT |
02:54 |
jordan4ibanez |
Then just write the data to a .txt file lol |
02:55 |
est31 |
agpl requires that *all* stuff that links to it is agpl too |
02:55 |
est31 |
or no sorry |
02:55 |
Sokomine |
ah, even other mods calling it? |
02:56 |
est31 |
dunno if that falls under the linking rule |
02:56 |
Sokomine |
jordan4ibanez: that'd be a bit overkill for this purpose |
02:57 |
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02:57 |
Sokomine |
well...we could write a mod that converts .we to .mts...but maybe agpl isn't so bad either. i'm not sure yet |
02:58 |
est31 |
mg doesnt have a license |
02:58 |
est31 |
weiird |
02:58 |
* est31 |
wonders whether a license was a rule for topics in the mod releases forum |
02:58 |
est31 |
as it was added |
02:59 |
jordan4ibanez |
Well the thing about overkill is that once you write it you can always use it again because it has features that you didn't even know it had at the time |
02:59 |
WarrTab |
It'd be really nice to have an option to store all world files in the chunk store. Then, you could have single-file worlds, and avoid corruption an server power loss... |
02:59 |
jordan4ibanez |
def write_chunks_to_string_then_txt_file(stuff): end |
02:59 |
est31 |
lua is not the right place for that |
03:00 |
jordan4ibanez |
Fine |
03:00 |
jordan4ibanez |
def write_chunks_to_string_then_txt_file(void){return(0);} |
03:00 |
est31 |
and ofc not compressed |
03:00 |
est31 |
please compress 0 |
03:01 |
WarrTab |
0 compresses to 1 |
03:01 |
WarrTab |
Horizontally |
03:01 |
jordan4ibanez |
def write_chunks_to_string_then_txt_file(void){return(-0);} |
03:01 |
WarrTab |
Compresses to - vertically |
03:01 |
est31 |
lol |
03:01 |
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03:02 |
jordan4ibanez |
Are chunks stored in memory as a vector or as an array? |
03:03 |
est31 |
lol good question |
03:03 |
est31 |
first its not chunks but mapblock |
03:03 |
est31 |
http://www.gnu.org/licenses/gpl-faq.html#MereAggregation |
03:03 |
est31 |
"if the semantics of the communication are intimate enough, exchanging complex internal data structures, that too could be a basis to consider the two parts as combined into a larger program." |
03:03 |
est31 |
I think this isn't intimate enough |
03:04 |
Sokomine |
est31: that's not a problem. i've talked to nore, and nore said that gplv3 would be ok. after all mg_villages did start with nores mapgen, and still has a lot from that base. i only extended |
03:05 |
jordan4ibanez |
hmmmm: Can you answer this? |
03:05 |
est31 |
ko |
03:05 |
est31 |
ok* |
03:05 |
hmmmm |
what's a "chunk" |
03:06 |
est31 |
I think jordan4ibanez means mapblocks |
03:06 |
jordan4ibanez |
A mapblock* |
03:06 |
hmmmm |
aren't they stored in a std::map? |
03:07 |
hmmmm |
a way more efficient data structure would be a sparse vector, but we'd have to implement that :( |
03:07 |
jordan4ibanez |
The game would be incredibly fast if you did that holy moly |
03:08 |
hmmmm |
no it wouldn't |
03:08 |
hmmmm |
i know exactly what minetest needs to become fast |
03:08 |
VanessaE |
a total overhaul? :P |
03:09 |
hmmmm |
sure, but not quite |
03:09 |
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03:09 |
est31 |
why would be a vector be better? |
03:10 |
est31 |
you mean every of the 60k^3 possible positions to be indexed? |
03:10 |
hmmmm |
mapblocks are contained within a MapSector |
03:10 |
est31 |
ah ok |
03:11 |
est31 |
then it makes sense yes |
03:12 |
jordan4ibanez |
Load the chunk into memory, create vertexes based on pos/surrounding blocks, make gpu render faces, only collision detect by rounding the nodes on the collisionbox, only update vertexes on chunk updates |
03:12 |
jordan4ibanez |
Or does Minetest already do this? |
03:13 |
hmmmm |
that's a perfect if not simplistic way of describing how minetest already works |
03:13 |
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03:14 |
jordan4ibanez |
Then why is it so slow on windows? I'm not being a smartass I'm legitimately asking |
03:14 |
hmmmm |
which part is slow |
03:14 |
est31 |
mapsector isn't axaxa , but 1xax1 ?? |
03:14 |
est31 |
lol |
03:15 |
hmmmm |
MapSector is a vertical collection of MapBlocks |
03:15 |
est31 |
yes just read the code |
03:15 |
jordan4ibanez |
The entire game, in linux, it runs at 500fps, on windows <30 |
03:15 |
hmmmm |
OpenGL is made to be slower on windows becuz MS |
03:16 |
jordan4ibanez |
I don't know about that, even valve said that it was faster than dx even on windows, is it because of irrlicht? |
03:17 |
hmmmm |
yeah, that's possible |
03:17 |
hmmmm |
I dunno what valve said recently |
03:17 |
hmmmm |
but MS does really give preferential treatment |
03:18 |
est31 |
perhaps its doing stuff like it did on linux once, creating a new window (that isn't shown) and removing it, six times every frame. |
03:18 |
est31 |
fps was quite good for that |
03:18 |
est31 |
(not irrlicht but mt) |
03:23 |
jordan4ibanez |
I wonder what it would be like to make a minetest clone lol |
03:24 |
jordan4ibanez |
I don't know where I was going with that |
03:25 |
est31 |
clone or fork |
03:27 |
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03:28 |
jordan4ibanez |
Pure opengl clone |
03:29 |
Zeno` |
If you're to do that you may as well start from scratch |
03:29 |
Zeno` |
It'd probably be less effort |
03:35 |
est31 |
then its a clone |
03:36 |
est31 |
but I admit it would be cool to have graphics engine choice |
03:36 |
est31 |
for the client |
03:37 |
est31 |
"do you use the irrlicht version?" "no I use the pure open gl clone" "I've heard its faster" "yea." |
03:38 |
est31 |
in server chat ofc |
03:38 |
hmmmm |
well |
03:38 |
hmmmm |
one way to make minetest render faster would be to improve occlusion culling |
03:39 |
hmmmm |
there's currently no good way to tell how much we overdraw |
03:41 |
Zeno` |
what was createForsythOptimizedMesh() intended to be used for? |
03:42 |
hmmmm |
you mean it's not used? |
03:42 |
Zeno` |
nope |
03:42 |
hmmmm |
hmm |
03:42 |
hmmmm |
that was kahrl's thing |
03:42 |
hmmmm |
it optimizes the vertex buffer by drawing order |
03:46 |
Zeno` |
RBA added it didn't he? |
03:46 |
Zeno` |
straight from irrlicht IIRC |
03:46 |
hmmmm |
really? i thought that was kahrl |
03:46 |
hmmmm |
well if you say so |
03:47 |
Zeno` |
But the week he committed that was also the week he got very busy at his new job and it's never actually been used |
03:47 |
hmmmm |
:{ |
03:48 |
Zeno` |
I added it in a few places at one point but I don't know how to see the difference it makes (of course callgrind is useless) |
03:49 |
Zeno` |
gosh, it was ages ago. Time flies. |
03:49 |
Zeno` |
https://github.com/minetest/minetest/commit/016448331061f87a63b8f9ef33671d81e8922ad1 |
03:50 |
est31 |
(Note: no fly privilege) |
03:50 |
est31 |
/privs Time |
03:50 |
Zeno` |
:p |
03:51 |
est31 |
/revoke Time fly |
03:51 |
est31 |
Zeno`, satisfied ? |
03:51 |
Zeno` |
yes, very satisfied. Thank you |
03:51 |
* Zeno` |
might need a sleep now after all that excitement |
03:53 |
jordan4ibanez |
I think netbeans is broken in pcbsd http://i.imgur.com/oeHac19.png |
03:54 |
est31 |
lol wasnt java supposed to be ... umm |
03:54 |
est31 |
platform independent? |
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06:49 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Reset the old HP method on PlayerSAO::setHP 2676d28 http://git.io/hR49 (2015-03-19T07:47:45+01:00) |
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09:39 |
fuznuts |
can i use worldpainter to make minetest maps too? Or can I convert the minecraft maps I make that way to minetest maps? |
09:53 |
Calinou |
fuznuts, yes you can, at least parts of Minecraft worlds |
09:53 |
Calinou |
there is experimental work on converting full worlds |
09:55 |
Calinou |
https://github.com/dgm3333/mcimport |
09:55 |
Calinou |
you might need this (implements Minecraft blocks): https://dl.dropboxusercontent.com/u/21225632/mcblocks.zip |
09:56 |
Calinou |
the former is a Python script, the latter is a Minetest mod |
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09:57 |
fuznuts |
how long are we talking about this taking? |
09:58 |
Calinou |
no idea |
09:58 |
Calinou |
I have never tried it |
10:11 |
JamesTait |
Good morning all; happy Chocolate Caramel Day! :-D |
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MinetestBot |
[git] paramat -> minetest/minetest: Mgv5/mgv7: Sprinkle dust from full_node_max.Y if chunk above is generated d03c299 http://git.io/h0L0 (2015-03-19T10:18:42Z) |
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12:36 |
farfadet46 |
hi / bonjour |
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Calinou |
hi |
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nrzkt |
salut farfadet :p |
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12:59 |
nrzkt |
i didn't know you are on IRC farfadet46 :) |
13:03 |
Jordach |
nrzkt, salut (didn't know you were french) :) |
13:04 |
farfadet46 |
hey |
13:04 |
farfadet46 |
;) |
13:04 |
farfadet46 |
i'm trying to make a little mod but i'm very bad at that :p |
13:05 |
farfadet46 |
somebody know Galaxy55 ? http://galaxy55.com/ |
13:07 |
farfadet46 |
i want to try to make a laser to breack nodes like in galaxy 55 |
13:10 |
farfadet46 |
i started with that, i'm right ? http://dev.minetest.net/minetest.register_tool |
13:11 |
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13:11 |
ThatGraemeGuy |
farfadet46: there is a mining laser in the technic mod, you could try looking at that mod's code for inspiration: https://forum.minetest.net/viewtopic.php?id=2538 |
13:12 |
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farfadet46 |
oh cool thanks ;) |
13:16 |
ThatGraemeGuy |
np |
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14:04 |
est31 |
The stable ppa now gets a 0.4.12 build. Please test and report whether it works |
14:04 |
nrzkt |
slow ! |
14:04 |
nrzkt |
FreeBSD, Archlinux and play store are faster :p |
14:06 |
est31 |
faster than f-droid though :) |
14:06 |
est31 |
umm my project too ... |
14:08 |
est31 |
builds requested... |
14:08 |
ipv6b |
swaaws ran BSD. It's not my fault it was only binaries that counted as "stable" on that server. I wish swaaws was contactable |
14:08 |
* ipv6b |
ran 0.4.9 as "stable" |
14:09 |
* ipv6b |
is gonna play "just test" for a while |
14:19 |
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14:32 |
nrzkt |
yes Jordach :) |
14:32 |
est31 |
whatever, its out :) |
14:41 |
VanessaE |
good morning |
14:41 |
ipv6b |
est31, have you seen the mobs in "just test"? Mobs allow us to get grass and jungle grass so we can grow wheat and cotton. |
14:42 |
ipv6b |
We can grow wheat underground with the help of a "city block" whose main function is to be "antigrief water&lava" but at nearest 4 blocks gives "50 light" which allows me to grow cotton and wheat. |
14:43 |
est31 |
what is your nick mine is est |
14:43 |
est31 |
est31 |
14:44 |
ipv6b |
My nick is ipv6v6 because I lost my password to ipv6 and couldn't recover it... |
14:44 |
est31 |
there killed you |
14:45 |
nrzkt |
VanessaE: good afternoon |
14:45 |
nrzkt |
VanessaE: pull master & try again :) |
14:45 |
VanessaE |
nrzkt: did you fix the death loop also? |
14:46 |
nrzkt |
one old test was retrieved and pushed which fix everything in fact. Not the best design but the working design, and that permit to keep the original commit goal without regression :) |
14:51 |
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14:54 |
meldrian |
Hello everybody :) |
14:54 |
Zeno` |
The Death Loop hheeh |
14:57 |
nrzkt |
it's a new funny entertainement :p |
14:58 |
VanessaE |
... |
15:00 |
nrzkt |
that's a joke ! smile, it's thursday, :p |
15:00 |
VanessaE |
too tired |
15:00 |
nrzkt |
now you can leave the death loop and sleep if you want :p |
15:01 |
VanessaE |
I was serious. |
15:01 |
nrzkt |
maybe, but this is not a reason for me to be tired too, sorry :). The bug is fixed, now please update your servers and we go to other problems |
15:02 |
VanessaE |
not until the death loop is fixed |
15:02 |
VanessaE |
without that fix I can't disable damage on the creative server. |
15:02 |
VanessaE |
I have no idea if other users are also caught up in that loop and just haven't told me |
15:02 |
nrzkt |
i think you are too tired to read what i said :p |
15:03 |
nrzkt |
pull, update restart and play |
15:04 |
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15:06 |
YvesLevier |
VanessaE: I did. My bad :( |
15:06 |
VanessaE |
hm? |
15:13 |
VanessaE |
bbl |
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xenkey |
Hi |
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xenkey |
Hi |
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17:46 |
hmmmm |
http://openssl.org/news/secadv_20150319.txt |
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18:02 |
luizrpgluiz |
hi |
18:03 |
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18:10 |
Krock |
meow? |
18:11 |
STHGOM |
woof |
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18:20 |
luizrpgluiz |
https://forum.minetest.net/viewtopic.php?f=7&t=11261 hahahahahahahahahahahahahahahaha |
18:21 |
xenkey |
Hi |
18:23 |
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18:23 |
Krock |
luizrpgluiz, this is the best content of that topic: http://www.speedextreme.com/funny/DeadHorses/deadhorse_lego.jpg |
18:24 |
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18:24 |
rubenwardy |
Seriously, WTF is up with the forums recently? |
18:25 |
Krock |
nothing? |
18:25 |
Krock |
You've solved the problem as I see |
18:26 |
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18:26 |
rubenwardy |
I have to reset the cache as when I log in, I log back out. |
18:26 |
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18:26 |
rubenwardy |
It happened yesterday as well |
18:26 |
rubenwardy |
It means I have to log out of ALL my websites. |
18:26 |
rubenwardy |
It's a pain |
18:27 |
Krock |
why? Just delete >that< cookie |
18:28 |
rubenwardy |
Requires an extension. I'm using FF |
18:28 |
est31 |
nope |
18:28 |
Krock |
get the extension :P |
18:28 |
est31 |
not for me |
18:29 |
rubenwardy |
found it |
18:29 |
rubenwardy |
I HATE the FF settings. I wish they didn't change it from what it is a year ago. They go rid of disable javascript as well |
18:32 |
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18:34 |
Calinou |
it's in about:config |
18:34 |
Calinou |
people disabled it by mistake |
18:34 |
Calinou |
anyway |
18:34 |
Calinou |
ftp://ftp.gnu.org/gnu/gnuzilla/31.5.0-gnu2/ |
18:34 |
Calinou |
GNU for everyone! |
18:35 |
rubenwardy |
Yeah, I found it, it's just takes longer to get to. (oh well) |
18:40 |
Krock |
luizrpgluiz, you didn't understand what "Don't feed the trolls" means? |
18:44 |
luizrpgluiz |
HEHE |
18:44 |
luizrpgluiz |
sorry |
18:47 |
rubenwardy |
I was wondering whether he was one of those repeat-a-post spam bots. |
18:47 |
rubenwardy |
But no links |
18:47 |
rubenwardy |
Apparently not then :) |
18:48 |
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18:50 |
ekem |
!google |
18:51 |
ekem |
!google modelling minetest |
18:51 |
ekem |
:| |
18:51 |
rubenwardy |
!g modelling minetest |
18:51 |
MinetestBot |
rubenwardy: http://wiki.minetest.net/Using_Blender |
18:52 |
rubenwardy |
If you're making a node/block, and it is going to be cube like, you could use http://rubenwardy.com/NodeBoxEditor |
18:52 |
ekem |
i was going to make a windmill. |
18:53 |
Calinou |
compliacted models are best made in Blender, or Cube 2 (export .obj then import it into .blender) |
18:53 |
est31 |
"This program supports all operating systems Minetest supports." does that include android :) |
18:53 |
rubenwardy |
Lol. Oops |
18:53 |
rubenwardy |
Theoretically, but good luck converting it |
18:53 |
ekem |
Calinou: any field reports about triangle count and where you want to be? |
18:53 |
rubenwardy |
ekem, I guess you want it to be animated? |
18:54 |
ekem |
it would be nice, yeah |
18:54 |
rubenwardy |
You would need to do the pole as a node, and then add the blades as one entity. |
18:54 |
Calinou |
there's no animated model support (for meshnodes) |
18:54 |
rubenwardy |
Outside of my area of experties |
18:54 |
rubenwardy |
^^ |
18:54 |
Calinou |
ekem, triangle count is indicated in both Blender and Cube 2 (wtr) |
18:55 |
ekem |
i mean for limits |
18:55 |
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18:55 |
Calinou |
oh, you can use anything |
18:55 |
Calinou |
don't hesitate to use up to 1,000 triangles per model |
18:55 |
Calinou |
the only limit is the one of the model format |
18:55 |
Calinou |
eg. 4096 for md2 |
18:55 |
ekem |
oh nice, im more worried abuot introducing client lag |
18:55 |
Calinou |
we support md2, md3, obj, x, b3d |
19:01 |
Krock |
sfan5, please http://sfan5.duckdns.org/ircstats/minetest.html if possible :) |
19:01 |
Krock |
*update |
19:02 |
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19:04 |
YvesLevier |
Calinou: Im very courious about triangles. Have a link? |
19:05 |
Krock |
yeah, let's make a triangle that makes sounds when punching it with something iron-y |
19:06 |
Calinou |
YvesLevier, modern GPUs handle millions of triangles fine |
19:06 |
Calinou |
this is a voxel-based game though, so you want your creations to be mostly cubical |
19:06 |
Calinou |
so most models will fit with 500 triangles |
19:08 |
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19:08 |
ekem |
any limit so size of the model? |
19:09 |
Calinou |
the size can be anything (ie. the model can go outside of the node space) |
19:09 |
Calinou |
as for file size, keep it as small as possible. |
19:09 |
Calinou |
.obj and .b3d are smaller than .x, usually |
19:09 |
Calinou |
the former is a text format, the latter is a binary format, the third one is also a text format |
19:09 |
ekem |
ok cool, the node space is what i was after |
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19:57 |
Calinou |
the Ubuntu 14.10 build is no longer, since I stopped using it. Instead, there will be a Debian 8 (testing) build |
19:58 |
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19:59 |
devmarth |
heyo |
20:00 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=42&t=10239 |
20:01 |
rubenwardy |
Does that include NBE 0.8.1? |
20:01 |
Calinou |
it includes latest master |
20:01 |
Calinou |
of everything :P |
20:02 |
devmarth |
Hey Krock, can you please confirm this with me.. you did that Windows compile on a Windows machine, correct? Sorry, I still have not figured this shit out. It's really pissing me off that I can't get it. |
20:03 |
Krock |
confirmed. |
20:03 |
devmarth |
Fedora, Ubuntu, and Debian builds were so much easier. |
20:03 |
Calinou |
I would have made Fedora builds if Fedora worked on this machine :'( |
20:03 |
devmarth |
Ah, that is why. I compile on an Ubuntu machine. Do you have any idea on how to do it with an Ubuntu machine? xD |
20:03 |
Calinou |
devmarth, I have an one-line script |
20:04 |
Krock |
somehow I love your request because about a year ago I asked those to BlockMen :) |
20:04 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=42&t=3837 |
20:04 |
devmarth |
I know how to compile on Ubuntu and stuff though |
20:04 |
rubenwardy |
Do you mean cross compile? |
20:04 |
devmarth |
It's a Windows build I am trying to do. |
20:04 |
devmarth |
You got it rubenwardy |
20:04 |
rubenwardy |
See the buildbot in utils, I think]# |
20:04 |
Krock |
cross compiling should be easier than on windows |
20:04 |
devmarth |
I know how to run buildbot and its successful |
20:04 |
devmarth |
It's the DLL's I cant figure out |
20:05 |
devmarth |
I got all the ones from the compile, but it needs other ones when I run it and it pisses me off |
20:05 |
devmarth |
Especially since Minetests build doesnt have the DLL's its saying it needs |
20:05 |
Krock |
just copy those DLLs from the donwloaded libraries |
20:05 |
devmarth |
I did. |
20:06 |
Krock |
and what's missing? |
20:06 |
devmarth |
That doesnt work because it needs to be "signed" as sfan5 said |
20:06 |
devmarth |
I cant remember what it was missing lemme boot into Windows. |
20:06 |
sfan5 |
i didn't talk about signing |
20:06 |
sfan5 |
devmarth: there should be no DLLs missing |
20:06 |
devmarth |
you said something along the lines of that |
20:06 |
sfan5 |
when? |
20:07 |
devmarth |
a few days ago |
20:07 |
devmarth |
it probably wasnt "signing" but it was that it couldnt be minetests dll's |
20:07 |
sfan5 |
are you sure? |
20:07 |
devmarth |
you needed the ones from the compile folder |
20:07 |
devmarth |
positive |
20:08 |
devmarth |
The build I had, has the following DLL's and says some are missing: freetype6.dll, Irrlicht.dll, libcurl.dll, libiconv2.dll, libintl3.dll, libogg.dll, libvorbis.dll, libvorbisfile.dll, lua51.dll, OpenAL32.dll, zlib1.dll, zlibwapi.dll |
20:09 |
devmarth |
So I think thats all the DLL's and it says ones missing (I cant remember which dll it said it needs but it wasnt a dll that minetest had) |
20:10 |
devmarth |
im gonna upload the build i have (its a minimal build so its smaller) |
20:12 |
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20:56 |
xenkey |
How do I make something walkable? |
20:56 |
xenkey |
I'm tired of walking into signs |
20:56 |
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21:00 |
Calinou |
xenkey, you mean un-walkable? |
21:00 |
Calinou |
add walkable = false, to the definition |
21:00 |
xenkey |
surely if you can walk in it its walkable |
21:00 |
xenkey |
but sure |
21:00 |
xenkey |
thanks |
21:01 |
Calinou |
http://opengameart.org/content/simple-tiles |
21:01 |
Calinou |
might be interesting for modders |
21:02 |
xenkey |
online.net servers do a bad job at hosting minetest |
21:02 |
xenkey |
The labs ones anyway |
21:03 |
Jordach |
xenkey, DigitalOcean VPS are cheap |
21:03 |
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21:04 |
Jordach |
$5 a ./mo for 512mb, 1 core and 15gb ( |
21:04 |
Calinou |
cheap? |
21:04 |
xenkey |
25gb |
21:04 |
Calinou |
2 GB RAM, 2 core is 20$ month |
21:04 |
xenkey |
Those specs |
21:04 |
Calinou |
I've seen much cheaper |
21:04 |
Jordach |
Calinou, technical support is useful there :) |
21:04 |
Calinou |
also bandwidth isn't unlimited |
21:04 |
xenkey |
Currently I have a 4 core 2GB RAM box but it just won't cut it |
21:04 |
Calinou |
https://www.pulseheberg.com/vps/hdd |
21:04 |
Calinou |
this |
21:04 |
Calinou |
7 €/month |
21:04 |
Calinou |
4 cores, 4 GB RAM |
21:04 |
Calinou |
(yeah, this is an HDD, also available with 15 GB SSD at the same price) |
21:05 |
Calinou |
this is an SSHD anyway, better than nothing |
21:05 |
Jordach |
Calinou, they don't support "topup" style payment |
21:06 |
sfan5 |
pretty much same price as DO: https://www.atlantic.net/cloud-hosting/pricing/ |
21:06 |
Jordach |
right now i have $7 worth of credit |
21:06 |
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21:06 |
Calinou |
really, DO is quite expensive |
21:06 |
Calinou |
when you look at PulseHeberg's price |
21:06 |
xenkey |
http://vultr.com |
21:06 |
Jordach |
Calinou, not all of us speak French |
21:06 |
Calinou |
https://www.pulseheberg.com/game |
21:06 |
Calinou |
lol @ Garry's Mod image |
21:06 |
sfan5 |
http://www.ramnode.com/ |
21:06 |
xenkey |
Use SSDVPS code and get $25 |
21:07 |
xenkey |
Wait that's expired |
21:08 |
sfan5 |
vultr has ssd cloud in tokyo |
21:08 |
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21:08 |
sfan5 |
now thats interesting |
21:08 |
Jordach |
is it radioactive water cooled? |
21:12 |
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21:26 |
xenkey |
Can i store leveldb database backups in the form of single sqlite3 files? |
21:26 |
xenkey |
I mean to say i want to convert it without replacing the leveldb files |
21:26 |
paxcoder |
Can centrifuge be made to empty itself only when its input is empty? |
21:28 |
sfan5 |
xenkey: thats (theoretically) possible, there is no code for that though |
21:28 |
paxcoder |
i need a way to detect when a centrifuge is empty |
21:28 |
xenkey |
So I scp all these files across? |
21:29 |
sfan5 |
just tar then before copying them |
21:29 |
xenkey |
There's a delay when placing blocks |
21:29 |
xenkey |
I mean between placing and seeing them appear |
21:30 |
FreeFull |
What sucks is if you place a block, walk onto it, and then it disappears and you fall |
21:30 |
sfan5 |
^ |
21:30 |
xenkey |
tar zcf - map.db | ssh box 'tar zxf -' |
21:30 |
xenkey |
Like so? |
21:30 |
FreeFull |
Which is why I always look at the item count in the bar, and if it doesn't go down, I go forward |
21:30 |
xenkey |
You mean you don't go forward |
21:31 |
sfan5 |
xenkey: yes |
21:31 |
xenkey |
Okay, that's another issue. What about this block disappearing business? |
21:32 |
FreeFull |
xenkey: Well, typically I'm walking backwards when I'm bridging |
21:32 |
xenkey |
Okay you're confusing |
21:32 |
xenkey |
I'm not going to go into the distinction between forward and back when the player's movement direction is reversed |
21:33 |
xenkey |
So I have to be exactly facing forward to have predictable stair placement |
21:33 |
FreeFull |
I'm going to stick with "w is forward, s is back" |
21:33 |
FreeFull |
Yeah, minetest's stairs and slabs are tricky |
21:34 |
FreeFull |
But I like how you can place them sideways |
21:34 |
FreeFull |
You can fix them up later with a screwdriver |
21:34 |
xenkey |
Sometimes the textures don't line up |
21:37 |
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21:38 |
xenkey |
https://a.pomf.se/tbdtbj.png |
21:38 |
xenkey |
thoughts? |
21:38 |
paxcoder |
est31, you should make just an "Injector" instead of the stackwise and the itemwise one, which could inject adjustable amounts of each thing |
21:39 |
xenkey |
being a server admin is harder than i initially envisaged |
21:40 |
est31 |
paxcoder, a stack is basically a given amount of some thing |
21:40 |
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21:40 |
paxcoder |
est31, exactly |
21:40 |
Nytram |
xenkey, You will be building until until your brain melts. good luck. ;) |
21:41 |
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21:41 |
paxcoder |
est31, so this new thing would be a generalization of both the stackwise and the itemwise injector |
21:41 |
xenkey |
There's a LOT more than is in the scrot Nytram |
21:41 |
xenkey |
So much work |
21:41 |
xenkey |
It must be at least 7 on the fucks scale and I don't give that many |
21:41 |
est31 |
paxcoder, only because your use case will then be satisfied doesnt mean everybodies will |
21:42 |
est31 |
also think inside the game, we need itemwise injectors to have an "inferior" version |
21:43 |
paxcoder |
if you want, you can make this an "even more superior" version |
21:43 |
paxcoder |
and you could make one of the recipes be stackwise+itemwise |
21:43 |
paxcoder |
whatever man, just give it to me, i'm desperate! XD |
21:43 |
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21:44 |
paxcoder |
friggin reactor |
21:44 |
est31 |
paxcoder, sorry but right now I'm busy with other things |
21:45 |
est31 |
just build some quarries, and autocrafting centrifuges will be easy |
21:45 |
est31 |
thats also a nice challenge isnt it? |
21:45 |
est31 |
build autocrafter chains? |
21:45 |
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21:47 |
paxcoder |
centrifuges need energy |
21:47 |
paxcoder |
you may have a public grid but i don't |
21:48 |
Calinou |
installed Fedora in a QEMU VM |
21:48 |
Calinou |
I might make builds for it |
21:48 |
paxcoder |
I use Debian. |
21:49 |
Calinou |
the host runs Debian jessie |
21:49 |
Calinou |
switched 2 days ago, from Xubuntu |
21:49 |
est31 |
paxcoder, thats all the challenge connected to this :) |
21:49 |
est31 |
but agree it was easier for me |
21:49 |
paxcoder |
est31, you have no idea how much time i've already put into this |
21:50 |
est31 |
paxcoder, I guess there will be people willing to help you build a public network on your server too wont there? |
21:50 |
paxcoder |
nope |
21:51 |
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21:52 |
paxcoder |
i have an array of 35 geothermal generators just to power this one centrifuge |
21:52 |
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21:56 |
paxcoder |
34* |
21:57 |
est31 |
paxcoder, run off solar energy |
21:57 |
paxcoder |
i have two solar panels |
21:57 |
est31 |
arrayed and which tier? |
21:58 |
paxcoder |
(MV, which each took 3 LV, which each took 3 simple),and each produces 900EU |
21:58 |
paxcoder |
the centrifuge needs 8000 |
21:58 |
paxcoder |
so no thanks, i won't build 9 |
21:59 |
est31 |
at which server do you play btw |
21:59 |
paxcoder |
Remarco's |
22:05 |
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22:14 |
paxcoder |
est31, and i can't automate squat |
22:15 |
est31 |
sqat?? |
22:15 |
Calinou |
I did 3 seconds on the jump server |
22:18 |
paxcoder |
est31, how does quarry work? don't i need HV? |
22:18 |
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22:21 |
paxcoder |
someone tell me so i don't waste resources |
22:21 |
Jordach |
you do need hv |
22:21 |
Jordach |
thats how my quarry on VE-Survival is wired up :) |
22:22 |
Jordach |
i also know reactors are boring |
22:22 |
paxcoder |
Jordach, thanks. Would you know how much EU does it need? |
22:22 |
Jordach |
paxcoder, enough |
22:22 |
paxcoder |
and that would be? |
22:22 |
Jordach |
~15k -> 100k? |
22:22 |
ShadowBot |
Jordach: Error: Spurious ">". You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands. |
22:22 |
Jordach |
ShadowBot, stfu |
22:22 |
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22:23 |
paxcoder |
that would need me to build another 34 geothermal generators |
22:23 |
paxcoder |
actually another 68 |
22:24 |
paxcoder |
and the accompanying converters and wires of course |
22:24 |
Jordach |
paxcoder, i know the reactor used to output 100k eu |
22:24 |
Jordach |
not sure now |
22:24 |
est31 |
its still outputting that amount I think |
22:25 |
est31 |
and quarry needs 10k |
22:25 |
est31 |
in HV |
22:26 |
Jordach |
yes https://github.com/minetest-technic/technic/blob/master/technic/machines/HV/quarry.lua#L14 |
22:27 |
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22:27 |
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22:27 |
paxcoder |
so 34 more :/ |
22:27 |
paxcoder |
hmm |
22:27 |
paxcoder |
or not |
22:27 |
paxcoder |
i've got these two solar panels |
22:28 |
est31 |
place them at +50 |
22:28 |
est31 |
then you get maximum power |
22:28 |
paxcoder |
9000 from geothermal (converted from 10000) + 900 from each solar |
22:28 |
paxcoder |
that's enough |
22:28 |
est31 |
you have to convert it |
22:28 |
paxcoder |
Jordach, i've got the reactor built, if only i could get the darned fuel |
22:29 |
Jordach |
paxcoder, hah |
22:29 |
paxcoder |
est31, oh right. |
22:29 |
est31 |
paxcoder, iran has that problem too |
22:29 |
paxcoder |
one step up again |
22:29 |
paxcoder |
nah it doesn't |
22:29 |
Jordach |
HV solar panels with HV bat boxes are good enough :) |
22:30 |
paxcoder |
Jordach, hv bat boxes? o.O |
22:30 |
est31 |
bat what? |
22:30 |
Jordach |
10m eu for everyone |
22:30 |
est31 |
lol |
22:30 |
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22:31 |
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22:31 |
Jordach |
tip: battery boxes discharge when wired into a transformer |
22:31 |
paxcoder |
<Jordach> HV solar panels with HV bat boxes are good enough :) |
22:31 |
paxcoder |
? |
22:32 |
Jordach |
paxcoder, basically you can ignore goddamn reactors for good :) |
22:32 |
Jordach |
(and if theres a beds mod a solar panel has 0 downtime) |
22:32 |
paxcoder |
sec, it's time to take my remainder ur powder out and punch the stack injector |
22:33 |
paxcoder |
(i know because it stopped producing a noise, since the note block is attached) |
22:34 |
est31 |
bye |
22:34 |
paxcoder |
Jordach, how slow is a single quarry thing? |
22:34 |
Jordach |
depends |
22:34 |
Jordach |
i haven't picked up technic in a while |
22:35 |
Jordach |
and i have a problem with technic |
22:35 |
Jordach |
it's become tedious to do everything now |
22:36 |
paxcoder |
you can say that again |
22:36 |
Jordach |
i preferred it when i could stick a uranium rod into a reactor and got power |
22:37 |
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22:38 |
paxcoder |
i'd be fine if the reactor could just process everything automatically. |
22:38 |
paxcoder |
let it take a week, just don't make me shuffle the powder around a billion times |
22:40 |
Jordach |
i remember the older IC2 where i could get to nuclear in about 15 hours with the correct spawn |
22:41 |
paxcoder |
Jordach, was all ore 3.5? |
22:42 |
Jordach |
? |
22:42 |
paxcoder |
3.5% |
22:42 |
paxcoder |
the reason we need a centrifuge |
22:42 |
Jordach |
yes |
22:43 |
Jordach |
stick ore into compressor and enjoy a fuel rod |
22:49 |
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