Time |
Nick |
Message |
00:06 |
Pilcrow |
sofar, your crops mod just keeps improving |
00:09 |
sofar |
Pilcrow: I assume you've seen the taters |
00:12 |
Pilcrow |
yup. haven't tried them yet, but they're an awesome idea. |
00:13 |
Pilcrow |
oh, you may want to update your readme though; the taters aren't listed. ;) |
00:24 |
* Pilcrow |
is now trying to grow some of sofar's crops |
00:35 |
Pilcrow |
sweet. I like the tomatoes. is it just me, or do they grow faster than the rest? |
00:35 |
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00:39 |
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00:48 |
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00:58 |
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01:09 |
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01:18 |
Pilcrow |
sofar: I made the waving_plants shader setting work with your plants (except corn and attached melon plant), and made the selection box slightly smaller so you could access the dirt under potato plants. would you like me to make a PR? (still relatively new to github) |
01:26 |
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01:27 |
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01:27 |
Botch |
I'm about to join a minetest server, any suggestions for this round? |
01:28 |
Pilcrow |
Botch: I don't play on servers, so I don't have many ideas, but you may want to try one of VanessaE's servers... :) |
01:30 |
Pilcrow |
https://forum.minetest.net/viewtopic.php?f=10&t=4057 or https://forum.minetest.net/viewtopic.php?f=10&t=7017 |
01:31 |
Pilcrow |
you can check here to see what mods are in those servers: https://forum.minetest.net/viewtopic.php?f=15&t=9196 |
01:32 |
Botch |
I'm not very advanced nor do I have ANY Minecraft experience but I would like to roam and hang out and so on and so on. |
01:34 |
Pilcrow |
Botch: you might like one of the links above then. they have lots of extra building materials and the screenshots look like they have lots of cool structures and people. not sure weather you'd like creative mode or survival, so I gave both links. |
01:53 |
Botch |
Apparently, I'm way too new to the PPA download process. As I do have homework to do tonight, I'm heading offline. Thank you for all of your help. |
01:54 |
Pilcrow |
bye Botch! \o |
01:56 |
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01:59 |
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01:59 |
Pilcrow |
hi est31 :) |
02:00 |
est31 |
hi Pilcrow :) |
02:00 |
Pilcrow |
so, how are things? |
02:07 |
Pilcrow |
things are silent apparently... :P |
02:07 |
Hijiri |
how can I split my code across multiple files without creating additional mods? I could figure it out with dofile/require, since neighboring files aren't in the path |
02:07 |
Hijiri |
mod code |
02:08 |
Pilcrow |
Hijiri: dofile(minetest.get_modpath("your_mod_name").."/your_extra_file.lua") |
02:10 |
Hijiri |
Pilcrow: thanks |
02:10 |
Pilcrow |
np :) |
02:11 |
* Pilcrow |
feels like he is helping a lot today, and is happy |
02:19 |
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02:39 |
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02:45 |
AndroidKris |
I'm trying to enable the technic 0.4.11 mod as well as the mesecons mod linked in within the technic release thread. Located here - > https://forum.minetest.net/viewtopic.php?f=11&t=2538 |
02:45 |
AndroidKris |
I keep getting a "failed to load" error on both mods. |
02:48 |
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02:48 |
AndroidKris |
Also, on the mod list screen before i load the world, I don't have a check box like I do for moreores, moreblocks, and pipeworks mods..instead I have a button that says "Enable MP" |
02:48 |
AndroidKris |
What does is all mean....??? |
02:50 |
Pilcrow |
an MP is a modpack. multiple mods in one folder. that's no problem; technic and mesecons are both modpacks I think. |
02:52 |
AndroidKris |
I deduced that exact thing just before I came back to read your response.lol. However the error it keeps throwing is saying that it failed to load the *mod name*.lua file...of every mod. |
02:52 |
AndroidKris |
it only lists the first mod that fails though, so I go in, disable the failed mod, try again, and it fails the next one. |
02:52 |
AndroidKris |
etc. etc. you get the point. |
02:53 |
Pilcrow |
needs more info. would you mind opening your debug.txt and copying its contents to http://pastebin.com/ |
02:54 |
AndroidKris |
np brb |
02:59 |
AndroidKris |
This thing is HUGE.. |
02:59 |
AndroidKris |
lots of png load errors on startup though. |
03:02 |
Pilcrow |
lol. your debug log is a log from every time you've run minetest. it's good to delete the log sometimes and start fresh. especially before testing new mods, since it'll be easier for people to help... :P |
03:03 |
AndroidKris |
yeah. I'm not digging for useful info. I'll delete, try again, then just take the whole thing.lol |
03:04 |
Pilcrow |
mmkay, that sounds good. make sure to enable the mods you were having problems with, so we can tackle it from the beginning ;) |
03:05 |
AndroidKris |
http://pastebin.com/pVKmyKwY |
03:05 |
AndroidKris |
Short and sweet |
03:06 |
AndroidKris |
lol, c'mon man have some faith. I'm not a complete imbecile. :P |
03:12 |
Pilcrow |
ah. looks like it can't find the minetest.override_item function. that's a built-in function. I think it was introduced in minetest version 0.4.12. are you using something older? |
03:16 |
AndroidKris |
0.4.9 installed from the Ubuntu Software Center.. |
03:17 |
AndroidKris |
Which is showing that it's up to date..go figure. |
03:20 |
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03:20 |
Pilcrow |
oh. I don't use ubuntu, so I don't know where you can get an up-to-date ubuntu package (besides compiling it from source)... but yeah, 0.4.9 is very old. you want 0.4.12 |
03:22 |
Pilcrow |
ah. AndroidKris. check here for a more recent version: https://code.launchpad.net/~minetestdevs/+archive/ubuntu/stable |
03:22 |
AndroidKris |
I'm adding the ppa now, will be up to date shortly, as well as not having to compile from source. 0.4.9 was the last version that was uploaded to ubuntu's main ppa. After that, it looks like they went off and hosted their own ppa for minetest. |
03:25 |
Pilcrow |
ok. well, glad we figured it out. yeah, those mods should work just fine with the newer version. 0.4.9 was released over a year ago, so a lot has changed! :P |
03:29 |
Pilcrow |
sofar, you still up and about? |
03:33 |
sofar |
Pilcrow: yes on the waving, no on the potato hitbox (I want people to dig twice) |
03:34 |
Pilcrow |
aww, why? it's so inconvenient that way... |
03:35 |
sofar |
hehe |
03:35 |
sofar |
that's exactly why |
03:35 |
sofar |
I don't want to make easy crops |
03:35 |
sofar |
farming is hard work :) |
03:35 |
AndroidKris |
waiting for update to download and install now. |
03:37 |
AndroidKris |
Pilcrow, you said you don't use Ubuntu, What do you use? |
03:37 |
AndroidKris |
If you don't mind me asking. |
03:38 |
Pilcrow |
AndroidKris: Arch linux. well, technically Chakra, but it is a fork of arch and works mostly the same way. honestly, I've never used a version of minetest that I *didn't* compile myself... :P |
03:39 |
AndroidKris |
Well, when using arch (or a fork of it), wouldn't you wan't to compile just about everything you install? |
03:41 |
sofar |
if you do development and stuff, yes. otherwise, maybe not |
03:42 |
Pilcrow |
sofar: ok, I'll give you the waving plant code, but I may fork your mod; there's a few things I'd very much like to change and I don't think you'd want them in your copy: 1) smaller hitboxes. 2) potato and corn plants that re-grow their crop and don't need re-planting. 3) I want the final, crop-bearing plants to be dig_immediate, so you can punch them to harvest instead of holding the button. |
03:42 |
sofar |
yuck |
03:43 |
sofar |
you're doing horrible things :( |
03:43 |
sofar |
the game is already way too easy |
03:44 |
Pilcrow |
why is it horrible? also, I was thinking about making everything grow slower, but having a watering can that speeds them up some. |
03:44 |
sofar |
I took the grow rate from other planting mods |
03:44 |
sofar |
I agree it's too fast |
03:45 |
sofar |
I also haven't figured out why... I need to verify that my expected growth rate matches what I calculated from statistical probability |
03:45 |
sofar |
it seems to grow a lot faster |
03:45 |
sofar |
look, mining is hard because you can't punch the same node over and over again |
03:45 |
sofar |
that's good game balance |
03:46 |
sofar |
farming crops that you don't even need to re-seed or maintain? that's way too easy |
03:46 |
sofar |
that's why in MC everyone just farms melons |
03:46 |
sofar |
that's not good game balance |
03:46 |
sofar |
it's boring too |
03:47 |
sofar |
take a look at other farming mods out there - they're ugly, and all they do is repeat the same, trivially simple game mechanic of a block that grows to mature level, and then you harvest it. |
03:47 |
est31 |
and in minetest, everyone farms cactus as burning material |
03:47 |
sofar |
that's not fun either |
03:47 |
sofar |
heh, didn't know you could |
03:48 |
sofar |
so instead, I'm making a farming mod that PISSES players off by being complex and requiring every crop to be somewhat different |
03:48 |
Pilcrow |
well, mostly I don't like the focus of your "difficulty"... the challenge should be keeping your plants alive. if I fork your mod, I may even make the watering can a necessity for certain plants to not die. but I think, come harvest-time, that part should be easy... :) |
03:48 |
sofar |
if you fork it and undo it... you're promoting that people avoid my mod and you should just use one of the existing farming mods |
03:48 |
sofar |
which are BORING :P |
03:49 |
sofar |
it's not too complex. harvesting only takes 4 seconds or so, including cleanup |
03:49 |
sofar |
you can't just race across your crops and farm 30 nodes in 5 seconds |
03:49 |
sofar |
that's stupidly wrong, too |
03:50 |
sofar |
sorry, afk a bit :) |
03:58 |
* cheapie |
gets yet another serialization error |
03:58 |
cheapie |
*This* is why UDP is a bad idea. |
04:03 |
Pilcrow |
well, sofar, I think you are wrong about harvesting. that part *should* be easy; when a game relies too much on the boring parts of realism, it becomes less fun to play. on the other hand, it should be a hard struggle to keep your plants healthy and growing (especially since minetest has no rain, lol). you should have to water, and nurture them. there should be plant diseases and "drought" that affect the growth and survival of al |
04:03 |
sofar |
Pilcrow: how about this (as a compromise) - we make dig|dig_immediate configurable and set it off by default. A server operator can then toggle it on. |
04:05 |
sofar |
but you don't make mining diamond nodes dig_immediate either... |
04:05 |
sofar |
hell I'd make it take longer |
04:05 |
sofar |
actually, ideally there would be a natural limit of size of farm you could maintain by yourself |
04:06 |
sofar |
simply because you don't have time to maintain all the crops that'd fit in a larger farm |
04:09 |
Pilcrow |
man, our ideas are so different, lol. while I agree with you about size and maintainence time, that, again, brings up the idea of nurturing; I think your plants should die off because you fail to water them well, or notice disease. maybe also a timer to kill them if they take too long to harvest, but I still think the harvest should be the easy part. |
04:11 |
Pilcrow |
which is why I'm still thinking about making my "harvest moon" mod. |
04:12 |
Pilcrow |
actually, even the harvest moon games don't have this much focus on nurturing, but now I'm really attached to the idea... :) |
04:17 |
Pilcrow |
in fact, I think I will start from scratch. I know one thing that would be hard to do by forking your mod, even with a lot of hacking: I'd like to make an api to register different crops, having a group:crop and a single abm that handles everything's growth instead of seperate abms per plant. |
04:21 |
AndroidKris |
tsch. I'm just trying to figure out how to make a hidden staircase into the ground.lol |
04:21 |
AndroidKris |
goals. |
04:24 |
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04:24 |
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04:31 |
Pilcrow |
oh, sofar. I did make one other change to your crops that you probably will be interested in. your melon-spawning code checked to make sure there was ground, but didn't check if the destination was already occupied (say, by another plant, or even a fence or wall). I fixed it so it checks the destination's buildable_to value, so a melon should only spawn if there's not something occupying the space. |
04:39 |
AndroidKris |
What's the best way to navigate my way back if I get lost? |
04:40 |
sofar |
Pilcrow: hum, that was on purpose. in MC melons actually crush plants, and I liked that idea |
04:40 |
sofar |
Pilcrow: I do like the watering can idea, and I have an idea how to implement it |
04:41 |
sofar |
it's not simple, but I can make it work, even account for wet/dry soil. You could even make overwatering hurt the plant |
04:41 |
Pilcrow |
there isn't really a way with the default mods, AndroidKris, but if you're using technic I think you can use the home button in your inventory to save/teleport home. |
04:41 |
sofar |
one thing tho, if you really want to make plants rot/wither, it means making new textures for those stages. |
04:41 |
AndroidKris |
I'll look into it. thanks. |
04:43 |
sofar |
spawn is somewhere near 0,0,0, so you could just push f5 and walk to those coordinates |
04:43 |
everamzah |
AndroidKris: f5 shows compass and coordinates. look in debug.txt log to see where you built stuff. |
04:43 |
sofar |
usually spawn is 100 nodes away from the origin, or so |
04:44 |
AndroidKris |
sweet, thanks everamzah |
04:44 |
Pilcrow |
sofar: if you want the melons to crush plants, there should still be a change; right now they crush *everything*... can you imagine if someone kept their seeds and harvests in a chest next to their melons, and suddenly it was replaced by a melon? I'll look into fixing it without getting rid of the plant-crushing, ok? :) |
04:45 |
sofar |
it shouldn't crush chests or other nodes |
04:45 |
sofar |
the code already checks for "plantlike" and "flora" group nodes, and only crushes those |
04:45 |
sofar |
https://github.com/sofar/crops/blob/master/melon.lua#L185 |
04:46 |
est31 |
~ping |
04:46 |
ShadowBot |
pong |
04:46 |
Pilcrow |
sofar: oh. down there. didn't see that. now I feel silly, haha. |
04:46 |
sofar |
np |
04:47 |
sofar |
I'm happy to see you think about edge cases |
04:47 |
sofar |
more eyes == better code |
04:47 |
sofar |
again, I'm happy with the attention and interest/discussion ... at least people care |
04:47 |
sofar |
maybe I'll work on my beanpoles a bit later today |
04:51 |
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04:51 |
Consortium |
Hi |
04:59 |
Pilcrow |
sofar, I made a PR for the waving ability, but left the other stuff out since you didn't like them. |
05:00 |
Consortium |
Pilcrow what? |
05:02 |
Pilcrow |
Consortium: I was talking to sofar about a change I made to his crops mod. now he can choose to merge it or reject it. |
05:02 |
Pilcrow |
Consortium: and hi, by the way... :P |
05:08 |
Consortium |
Has anybody made a MOBA subgame? |
05:09 |
Pilcrow |
oh, sofar. Just so you know, I will continue to check out your mod, and help fix bugs if I find any, but I am probably going to make my own plant farming mod anyway. Our ideas are just too different. I want to register all the plants that were in the first Harvest Moon game (for Super NES), and focus entirely on my nurturing idea. Rot, disease, drought and neglect will all play a part, and will all have a different affect on the p |
05:11 |
Pilcrow |
minetest needs more "challenging" farming mods. we have different ideas of where the challenge should be, but having a choice is good as well... :) |
05:12 |
Pilcrow |
Consortium: I don't think anyone has made a MOBA subgame yet. sorry. |
05:14 |
Consortium |
I don't know what a MOBA is anyway... but Team Fortress and Counter Strike is more my thing |
05:14 |
Consortium |
>Challenging farming mods |
05:14 |
Consortium |
Like the 8 stages of plants in Minecraft? |
05:16 |
Pilcrow |
no, minecraft farms are easy. I'm talking about plants that really need your attention or they will die. you either mine, or you farm. no time to do both, or you will be neglecting your plants and they will wither and die. |
05:17 |
Consortium |
Pilcrow: it should be easy to automate but hard to do manually |
05:18 |
Consortium |
E.g. Weather can destroy crops |
05:19 |
Pilcrow |
minetest has no weather though, so something else has to be added for challenge. I'm thinking plant diseases, that need a fungicide to cure. |
05:23 |
AndroidKris |
trying the /giveme command just to see, and it says "added to inventory" but it's not there.... |
05:23 |
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05:24 |
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05:24 |
Pilcrow |
AndroidKris: what did you give yourself? for example "/giveme default:stone" will give you 1 stone, or "/giveme default:wood 99" will give you 99 wood. |
05:25 |
AndroidKris |
steel_ingot |
05:25 |
AndroidKris |
"/giveme default:steel_ingot" |
05:26 |
Pilcrow |
hmm. did you already have some steel ingots? if you did, the command will just add one to the existing stack. |
05:26 |
AndroidKris |
don't have any. |
05:26 |
Rick-Rolled |
Hey guys, I'm needing donations for my server. I was hoping to give in-game currency to donors. This currency would then be exchangable in a shop for rarer items. Do you think it would work? |
05:27 |
Pilcrow |
Rick-Rolled: it might. similar things have been done before in other games... I don't know how many people would want to donate though. |
05:28 |
Rick-Rolled |
What's a good hosting company for a game which could have around 10 people at once? |
05:29 |
Pilcrow |
Rick-Rolled: no idea. sorry. |
05:29 |
Rick-Rolled |
thanks Pilcrow |
05:29 |
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05:35 |
* Pilcrow |
pokes #minetest to see if it jumps |
05:37 |
Consortium |
Pilcrow: but weather is fun! Randomness |
05:46 |
Pilcrow |
Consortium: but weather is too hard to program and doesn't exist yet in minetest. so I can't make it affect my plants. see? |
05:48 |
Consortium |
Oh, maybe that could be in the future, Pilcrow ... so PRNG to make plantation die if not in care? |
05:53 |
Pilcrow |
I'm thinking PRNG to make the plant catch a disease/fungus, and maybe another PRNG for drought? obviously the affects will happen more often if you do not properly water and take care of the plants. |
05:53 |
Pilcrow |
but this is all just ideas for now. I want to program it, but haven't started yet, and I have a lot of other projects to finish first. |
06:05 |
Consortium |
Pilcrow: parasites |
06:05 |
Consortium |
Drought = Weather |
06:06 |
Pilcrow |
the drought affect would not really be like the normal weather drought though; it would only affect the plants, not change the ground. |
06:07 |
Pilcrow |
and parasites are a good idea, but would work exactly the same as fungus, so there's no need for them. |
06:16 |
Consortium |
Pilcrow: Edible mushrooms vs parasites? |
06:19 |
Pilcrow |
maybe. anyways, I'm tired. going to bed in a few minutes. |
06:37 |
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06:47 |
sofar |
I hate to say it but it's annoying when people say "I like your mod" and then propose to fork it. |
06:50 |
Krock |
sofar, fork from what? |
06:50 |
sofar |
a mod I've been heavily working on for the last week: https://forum.minetest.net/viewtopic.php?f=9&t=11795 |
06:52 |
Krock |
Oh yeah, I've seen it already. Looks god how it currently is. |
06:57 |
AndroidKris |
sofar, thats better than "your mod is crap, Let me fork it, make changes, then take all the credit" |
06:57 |
sofar |
I know. I just wish he'd be willing to make a compromise, as I attempted to do with the setting |
06:57 |
sofar |
and the watering can idea... I've already worked out how to implement that |
06:59 |
Consortium |
Maybe automatic farming? |
06:59 |
sofar |
no |
06:59 |
sofar |
crops requiring maintenance during growth |
07:02 |
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07:06 |
Krock |
VanessaE, are you still awake? https://forum.minetest.net/viewtopic.php?f=3&t=11859 |
07:07 |
VanessaE |
hi |
07:07 |
Krock |
hi |
07:07 |
VanessaE |
gone, banned. |
07:07 |
Krock |
(there are more) |
07:07 |
VanessaE |
I see them |
07:16 |
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07:35 |
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07:36 |
Consortium |
sofar: i meant a mod possibility that is to simulate modern agriculture |
07:37 |
Hijiri |
parasites could be fun |
07:37 |
Hijiri |
what if your grain could grow ergot |
07:38 |
Hijiri |
then you could make some lsd |
07:38 |
Hijiri |
but as far as I know, mods can't apply any graphical filters/shaders/whatever |
07:38 |
Consortium |
Hijiri: any other drugs mod you can think of? |
07:38 |
Consortium |
Hijiri: potions? |
07:39 |
Hijiri |
I don't know, I haven't looked around in the mods much |
07:39 |
Hijiri |
are you hinting at something or actually asking me if there is a mod like that? |
07:52 |
Consortium |
Hijiri: generating new ideas <3 |
08:04 |
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08:47 |
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08:47 |
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08:48 |
JamesTait |
Good morning all; happy Microvolunteering Day! :-D |
08:48 |
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08:53 |
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08:57 |
Consortium |
JamesTait hi |
09:10 |
OldCoder |
Hello. Can player names be changed on the fly in Lua? |
09:11 |
Krock |
Nope. |
09:16 |
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09:18 |
OldCoder |
Krock thank you. One player had asked about displaying AFK above himself and changing the name seemed a way to do it, |
09:19 |
Krock |
Lua can't control the names above the players |
09:19 |
OldCoder |
C++ server can, though |
09:19 |
OldCoder |
Might it be simple for me to provide an API for that? |
09:19 |
OldCoder |
If I patched the core, that is |
09:23 |
Krock |
There was a mod which added a health bar above the player. you could abuse that to display an afk graphic |
09:25 |
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09:28 |
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09:36 |
Consortium |
Hi OldCoder Krock |
09:40 |
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09:41 |
JamesTait |
Hey Consortium. :) My boys took a look through your enormous list, and I think it broke their brains. ;) |
09:42 |
Consortium |
JamesTait: They gone... ququ? |
09:42 |
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09:43 |
JamesTait |
Well, some would argue they already were... :-P |
09:43 |
Consortium |
Did you get feedback from them? |
09:44 |
Consortium |
(Remeber, we are being Willy Wonka in this Minetest modding factory) |
09:44 |
Consortium |
JamesTait: ? |
09:44 |
JamesTait |
The most telling feedback I got was (paraphrashing) "Minetest with mods already does most of what we want." |
09:45 |
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09:45 |
Consortium |
Well... that was... awkward |
09:46 |
JamesTait |
They want to be able to play Hunger Games and Block Hunt (and maybe there are mods for that, I dunno), but otherwise they're happy. |
09:46 |
Consortium |
Nice, Hunger Games mods (because i know what they are) |
09:47 |
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09:50 |
Consortium |
JamesTait: heard of arch linux? |
09:50 |
JamesTait |
Yeah, I'm struggling a bit with that as well. Block Hunt seems to basically be Hide & Seek, but the hiders turn into other blocks. Hunger Games seems to be "Everyone gathers in a lobby, there's a countdown, then everyone gets transported to an arena and has to kill each other, only you don't die, you just get transported back to the lobby, until there's only one person left, and they're the winner." |
09:50 |
JamesTait |
I know of Arch. I've never used it, but I know a few people who do. |
09:51 |
Consortium |
No, JamesTait see the movies first... Arch linux has an open repo right? |
09:53 |
JamesTait |
I've always assumed so, being a Linux distro, and more Freedom-oriented people tending to prefer it to, say, Ubuntu. |
09:53 |
Consortium |
If only Minetest has a repo auto-install function... |
09:53 |
SylvieLorxu |
Consortium: Arch has one big repo with foss and proprietary mixed together |
09:54 |
SylvieLorxu |
Well, and user-contributed packages (AUR) |
09:56 |
Consortium |
Could we have a function where people can choose to install individual "mods" from the library/repo instead of "mod incompatibility"? |
09:56 |
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09:57 |
Consortium |
JamesTait SylvieLorxu ? |
09:59 |
JamesTait |
I thought Minetest had a mod manager? |
10:00 |
Krock |
afaik, it's still broken |
10:01 |
Consortium |
JamesTait: so mods won't be incompatible ? |
10:02 |
JamesTait |
I don't know enough about it to be able to answer that. |
10:02 |
Consortium |
That was the biggest problem in Minecraft, all the mods are basically incompatible |
10:03 |
Krock |
"was" = they solved it? |
10:05 |
OldCoder |
Krock, thank you. Name change API has other uses though; may look at it. |
10:07 |
Consortium |
Krock: They never solved it |
10:07 |
Consortium |
Mod packs can never mix |
10:07 |
Consortium |
So Minecraft is basically a mess |
10:07 |
Krock |
yay! |
10:08 |
Consortium |
Krocks: why the yay? |
10:12 |
Consortium |
Krock: why the yay? |
10:13 |
Krock |
dunno. For me it's either Minetest or Minecraft, nothing in between |
10:13 |
Krock |
and I'm clearly on the Minetest-side |
10:15 |
Consortium |
Krock: you the man! Still, i think Minetest mods must be open sourced i.e. no binary-only mods |
10:15 |
OldCoder |
^ |
10:15 |
* OldCoder |
is not a big blob fan |
10:16 |
Krock |
It definitely would be possible to add support for LuaJIT-pre-compiled mods :3 |
10:17 |
Consortium |
Krock: what does that mean? |
10:18 |
Consortium |
OldCoder GNU who the grand wizard is |
10:18 |
OldCoder |
Consortium, Hm? |
10:18 |
Krock |
Consortium, against your sentence " i.e. no binary-only mods": LuaJIT could create binaries of mods |
10:18 |
OldCoder |
Would there be a reason to? |
10:20 |
Krock |
not yet. but there might be some special guys who want to hide the source code |
10:22 |
Consortium |
Krock: i meant that some people would only give out mod binaries without the source code (it happened to Minecraft) |
10:24 |
Consortium |
That type of asshole behavior where "Binary is yours, Source is mine" is really against the ideal of "Everybody can fuck with any sourc ecode they want" |
10:35 |
Consortium |
Krock: ? |
10:35 |
Krock |
Yes I know that |
10:36 |
Krock |
I also know the feeling when you listen music with the 1.1x speed and go back to normal speed |
10:37 |
* Krock |
wonders where tat topic switch comes from |
10:46 |
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10:47 |
* Consortium |
hugs Krock |
10:47 |
Consortium |
We are all FOSS here, Krock |
10:47 |
* Krock |
pushes Consortium away |
10:50 |
* Consortium |
plays Fight Club music to Krock |
10:50 |
SylvieLorxu |
Consortium: I agree with FOSS mods too, which is why the GPL would've been better for Minetest, but oh well. At least we can have a policy to only promote FOSS mods in the mod repository |
10:57 |
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10:59 |
* Consortium |
hi5 SylvieLorxu |
11:00 |
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11:00 |
FruitGish |
Guys |
11:00 |
FruitGish |
How to install mapgen? |
11:01 |
FruitGish |
Guys? |
11:06 |
Krock |
Do you mean a Lua mapgen? |
11:06 |
Krock |
Just like any other mod |
11:06 |
Krock |
If you want a built-in mapgen, then you need a minetest version newer than 0.4.9 |
11:07 |
Krock |
FruitGish ^ |
11:07 |
FruitGish |
Thx, dude |
11:08 |
FruitGish |
U helped meh alot |
11:08 |
FruitGish |
Thx again |
11:23 |
FruitGish |
Dude |
11:23 |
FruitGish |
It doesnt works |
11:26 |
FruitGish |
How to install mapgen? |
11:27 |
FruitGish |
Putting in mods folder don't works |
11:30 |
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11:30 |
FruitGish |
Hi |
11:30 |
FruitGish |
Dude |
11:31 |
FruitGish |
Can u help me? |
11:32 |
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12:00 |
FruitGish |
Anyone can hear me? |
12:00 |
Krock |
FruitGish, ping me the next time and you must activate it after copying |
12:00 |
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12:00 |
FruitGish |
Where? |
12:00 |
Krock |
In the main menu |
12:01 |
Krock |
singleplayer tab |
12:01 |
FruitGish |
I activated it |
12:01 |
FruitGish |
Create new world? |
12:01 |
Krock |
better create a new world _and_ _then_ activate it, not earlier |
12:06 |
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14:24 |
luizrpgluiz |
hi |
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14:44 |
luizrpgluiz |
I can promote my Portuguese in server minetest of servers in a forum? |
14:44 |
luizrpgluiz |
because I was with this question and I may have thought that if I put in Portuguese can have my post removed |
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15:09 |
mar-kolya |
Hi. I've got a question about ore distributions in minetest |
15:09 |
mar-kolya |
I've tried creating different several worlds using v6 mapgen with technic mod and it looks like that sometimes zinc ore is impossible to find |
15:10 |
sfan5 |
impossible to find |
15:10 |
mar-kolya |
whereas lead, for example, occurs quite often in the same world. |
15:11 |
mar-kolya |
I looked at the code and it looks like that should have similar distributions and y=2 and below but they often are not |
15:12 |
mar-kolya |
I use technic from github master and 0.4.12 minetest |
15:12 |
mar-kolya |
is this something that is expected? |
15:13 |
sfan5 |
it is possible that it's just the randomness |
15:14 |
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15:15 |
mar-kolya |
well, how often should I expect to see it? |
15:16 |
mar-kolya |
I've tried 'flying though walls' in those worlds deep undeground and in lava caves I never see it |
15:19 |
sfan5 |
i don't know how often you should find zinc ore |
15:20 |
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15:29 |
Calinou |
heh, Bootstrap reached 80,000 stars |
15:30 |
xenkey |
Cool |
15:31 |
mar-kolya |
is there some sort of way to see how many nodes of a given type exist in the world? maybe a mod or something? |
15:33 |
xenkey |
mar-kolya: not reliably |
15:33 |
xenkey |
It would have to be external to be reliable |
15:34 |
mar-kolya |
it doesn't have to exact, I'm just looking for some sort of estimate - I have a suspicion that it would be zero when it should not be |
15:35 |
xenkey |
Yeah go ahead and write a script to access the database |
15:39 |
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15:49 |
AndroidKris |
hola |
15:49 |
AndroidKris |
como esta? |
15:50 |
Krock |
plsa speaka english |
15:54 |
AndroidKris |
I'm just messing around |
15:54 |
Krock |
Congrats, you were successfull |
15:58 |
AndroidKris |
I keep getting an error (glitch?) in the game though. I'll be mining, or doing anything for that matter, and the screen will go black and I'll start falling. (i only know I'm falling because of the debug info). An error reads "ERROR[main]: WARNING: updateListener: invalid value" about 15 to 20 times per second, scrolling under the debug info. |
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17:47 |
AndroidKris |
It happened again...dang falling through nothing. got Debug log this time though. http://pastebin.com/8cr5K4DJ |
17:47 |
AndroidKris |
Anyone? |
17:48 |
sfan5 |
AndroidKris: this is a known bug on linux |
17:49 |
sfan5 |
nobody knows how to fix it though |
17:49 |
AndroidKris |
lovely. it only happens when I'm in the v6 world. Not in the v5 or v7. |
17:50 |
sfan5 |
must be a coincidence |
17:50 |
sfan5 |
afaik the bug isn't dependent on the mapgen you're using |
17:50 |
AndroidKris |
Wish I knew how to run a logcat |
17:51 |
sfan5 |
when this bug happens there is no useful output irrc |
17:51 |
sfan5 |
iirc* |
17:51 |
AndroidKris |
But I lost my whole castle because of it. |
17:51 |
AndroidKris |
:( sad sad sad |
17:52 |
sfan5 |
you can just teleport back |
17:52 |
sfan5 |
this bug makes one of your coordinated by -Infinity |
17:52 |
sfan5 |
nothing of the world gets lost |
17:53 |
AndroidKris |
wish I had known that. |
17:53 |
AndroidKris |
it's gone now cause I couldn't get anything to work. |
17:53 |
AndroidKris |
< - stupid |
17:54 |
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18:24 |
AndroidKris |
sfan5, what was that teleport trick you were talking about to "fix" that falling glitch? |
18:24 |
sfan5 |
just teleport somewhere |
18:24 |
AndroidKris |
how? |
18:24 |
sfan5 |
using the teleport command |
18:25 |
sfan5 |
or if you're on android edit the player file |
18:29 |
AndroidKris |
tried to teleport. just says "teleporting to (coordinates)" and nothing changes |
18:30 |
sfan5 |
then try changing the coords in the player file |
18:31 |
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19:16 |
AndroidKris |
so, changing the player file worked, but instead of moving me, it acted as if I had started the world from scratch. |
19:16 |
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19:47 |
AndroidKris |
Anyone got any good world seeds? |
20:00 |
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20:23 |
MinetestBot |
[git] ShadowNinja -> minetest/master-server: Fix highly loaded server penalty 3976573 http://git.io/vvVct (2015-04-15T16:20:21-04:00) |
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22:00 |
xenkey |
Starting a hosting business. |
22:01 |
marktraceur |
Good for you xenkey |
22:01 |
xenkey |
First VPS host to offer Minetest :) |
22:01 |
marktraceur |
Uh-huh |
22:01 |
xenkey |
Still unsure on the customization implementation |
22:01 |
xenkey |
Any ideas? |
22:02 |
xenkey |
I can change the files at install or as a script afterwards |
22:02 |
marktraceur |
What do you have so far? |
22:02 |
marktraceur |
Ah. |
22:02 |
marktraceur |
I'd say at install, but I can see how it would be nice to change it later. |
22:03 |
xenkey |
I have nothing right now, I'm working as part of a team. We need to make detailed business plans. |
22:04 |
xenkey |
This is potentially one of them :) |
22:05 |
xenkey |
The world *should* just use CLI and DIY but it's convenient for the lesser technically adept users. |
22:07 |
xenkey |
I guess I could run the minetest customization script as part of the installer scripts that set the hostname and update the box. |
22:07 |
marktraceur |
As an employee at a company trying to profit from people not wanting to use the command line, you probably shouldn't go on record saying that it's preferable. |
22:09 |
xenkey |
Hm, maybe, shows how untechnical today's world is. |
22:09 |
xenkey |
*People * are |
22:13 |
Hijiri |
what is it called when you open your jaw too far and your jaw locks |
22:14 |
xenkey |
See a doctor, that's not normal |
22:20 |
Jordach |
>8.9 / 59.1GB of GTA V completed at 256kb/s |
22:20 |
Jordach |
damn steem |
22:23 |
xenkey |
Lol |
22:23 |
xenkey |
Wait. 59 gigs? |
22:23 |
Jordach |
i throttled it due to not knowing if my ISP doesn't count steam as part of my cap |
22:28 |
xenkey |
Huh? |
22:28 |
Jordach |
my ISP gives me really unlimited internet access |
22:28 |
Jordach |
(afaik, ~60gb is given per 24 hours) |
22:29 |
Hijiri |
well is there a minimum abm interval? |
22:29 |
Jordach |
1 second |
22:29 |
Hijiri |
oh |
22:29 |
Hijiri |
thanks |
22:30 |
xenkey |
Jordach: how can your ISP differentiate between steam and non steam traffic? |
22:41 |
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22:43 |
Rick-Rolled |
Hey guys, what server specs should I use if I want to have about 10-15 players on at once? |
22:44 |
Rick-Rolled |
I have a few mods as well. |
22:47 |
OldCoder |
Rick-Rolled, Hi! |
22:47 |
wilkgr |
Plenty of ram |
22:47 |
OldCoder |
minetest.conf is important |
22:48 |
OldCoder |
Gather opinions on the right settings to use for performance |
22:48 |
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22:49 |
wilkgr |
Good internet connection - people will complain if its very laggy |
22:49 |
Rick-Rolled |
That's a must LOL |
22:49 |
wilkgr |
Unless your doing it over local LAN |
22:50 |
wilkgr |
Ethernet is a good idea because there is less intereference and less chance of dropouts |
22:50 |
wilkgr |
But not a must |
22:50 |
Rick-Rolled |
I was thinking about purchasing a full-fledge VPS. |
22:51 |
OldCoder |
Full-fledged? What do you mean? |
22:52 |
Rick-Rolled |
Nothing, it's something I've been using to sugar my language lately. Don't know why but I can't stop saying it. |
22:52 |
wilkgr |
Do you mean full-fledged like dedicated? |
22:53 |
wilkgr |
That's the only thing I can think of |
22:53 |
Rick-Rolled |
Maybe if need be LOL |
22:53 |
Rick-Rolled |
Although dedicated would be expensive so probably not. |
22:53 |
wilkgr |
Hey, maybe an intel nuc would do it, no idea |
22:54 |
wilkgr |
Even better, mintbox |
22:54 |
wilkgr |
You could leave Mintbox running all day and night. It's silent, it's got usb for external hard drive (if your world is that big) |
22:54 |
wilkgr |
T |
22:54 |
wilkgr |
And its small |
22:55 |
Rick-Rolled |
I'm fully firewalled though. That's my problem. |
22:57 |
wilkgr |
Router or computer based? |
22:58 |
wilkgr |
the firewall, that is |
23:00 |
Rick-Rolled |
Router and if it weren't, I'd still have to ask my neighbor (who I'm borrowing the connection from) to port forward all incoming connections. I don't think he'd like it much. The game would probably have a bit of lag b/c it would be going through 2 wifi boxes (repeater). |
23:00 |
wilkgr |
Why are you borrowing a connection? Doesn't matter |
23:01 |
Rick-Rolled |
Because I have no connection of my own. |
23:01 |
wilkgr |
Can u use IPv6? |
23:02 |
Rick-Rolled |
Not sure. Haven't really dug around to find out. Let me test. |
23:03 |
wilkgr |
http://test-ipv6.com/ |
23:03 |
wilkgr |
You don't need port forwarding for IPv6 |
23:03 |
OldCoder |
Rick-Rolled, you could tunnel through http |
23:03 |
wilkgr |
you only need to allow it through the firewall |
23:03 |
OldCoder |
Would need special software though |
23:04 |
wilkgr |
Sorry wrong link before |
23:04 |
wilkgr |
http://ipv6-test.com/ |
23:04 |
wilkgr |
That's the one I meant to post |
23:04 |
Rick-Rolled |
IPv6 is a no go. test-ipv6.com gave me a 0/10. |
23:04 |
wilkgr |
Oh dear |
23:05 |
wilkgr |
Then you will need either http tunneling or port forwarding+firewall |
23:06 |
wilkgr |
This'd be a lot easier if you could have your own internet connection... |
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wilkgr |
Who was that before who asked about hosting a server? |
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