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00:16 |
guy |
hello |
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00:27 |
LinuxGuy2020 |
When on the server tab, press configure, what do the items in blue indicate? Are they missing dependencies or something? |
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00:40 |
est31 |
I think they are game mods |
00:40 |
est31 |
you cant modify on them I think |
00:40 |
est31 |
yup |
00:40 |
est31 |
you cant |
00:41 |
asl97 |
you can override them though |
00:41 |
LinuxGuy2020 |
k thank you |
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Thenextlevel |
hey does any one here know the ethic rush irc |
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asl97 |
crazyR: ^ |
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Thenextlevel |
oh crazy is here aswell |
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01:51 |
Sokomine |
hm |
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01:52 |
bb94 |
Nadenva, navo |
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02:44 |
arsdragonfly |
the advanced_market mod has been updated with a few tweaks and fixes, check it out https://github.com/arsdragonfly/advanced_market |
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03:00 |
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03:02 |
sloantothebone |
What would I do if I wanted to add a hundred different types of nodes without defining every single one by hand? |
03:03 |
sloantothebone |
Hello? |
03:05 |
OldCoder |
Hi |
03:05 |
OldCoder |
You would write |
03:05 |
OldCoder |
a script to generate that code sloantothebone |
03:05 |
OldCoder |
In your favorite script language |
03:06 |
OldCoder |
Such as Perl or Python; maybe shell |
03:06 |
sloantothebone |
Umm, I think I just found out that the Beds mod generates bed nodes in several different colors |
03:09 |
sloantothebone |
... |
03:09 |
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03:12 |
sloantothebone |
Hi Higgs_Bonbon |
03:13 |
sloantothebone |
https://github.com/PilzAdam/beds/blob/master/init.lua |
03:13 |
bb94 |
RED BED! |
03:14 |
sloantothebone |
Naw white bed |
03:14 |
* sloantothebone |
is too cheap to use dye |
03:14 |
bb94 |
Naw RED BED |
03:14 |
bb94 |
I will make all my beds red |
03:14 |
* sloantothebone |
snuggles in soft white sheets |
03:15 |
sloantothebone |
This is america, I have the freedom to use any color bed I want |
03:16 |
bb94 |
Why the heck is there no Ran bed |
03:16 |
sloantothebone |
BUT the point is that the bed nodes are generated by only a few lines of code and a value, you could potentially generate a hundred different nodes using math |
03:17 |
Higgs_Bonbon |
So I'm having this same discussion over on #minecraftforge, and my moronic-self decided to go with making a super complex geology system. Sloantothebone is trying to convince me to switch to this game, which I've been aware of for years but never picked up due to a poor adoption rate. |
03:17 |
Higgs_Bonbon |
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2464011-prealpha-bonbons-big-boulder-overhaul |
03:19 |
bb94 |
Well |
03:19 |
bb94 |
Better sleep in the Yukari bed |
03:19 |
sloantothebone |
Hmm splitting blocks |
03:20 |
sloantothebone |
Ok I've seen multiple items mined out of a block and I've seen microblocks, so I'd say that is also possible |
03:21 |
Sokomine |
what's a "ran bed"? |
03:21 |
bb94 |
è— |
03:21 |
sloantothebone |
typo of red? |
03:21 |
bb94 |
No |
03:21 |
sloantothebone |
Oh chinese beds? |
03:21 |
sloantothebone |
Ran and yukari, hmmm |
03:21 |
bb94 |
http://jisho.org/search/%E8%97%8D |
03:22 |
Higgs_Bonbon |
Like, does that ore ratio system I'm describing make sense? A base stone type which wouldn't need extra data, but for ore it would use say granite, and subtract x/16 units out of the bl;ock, so you get a bit of ore and a bit of stone in the same block yeah? |
03:22 |
bb94 |
There are already Chen and Yukari beds |
03:22 |
sloantothebone |
Ik I'll just stick to black that way if I spill something (like water) the stain wont be too bad |
03:22 |
Sokomine |
Higgs_Bonbon: adaption rate may really be poor. but it's fun, modding is very easy, and it runs very well on a lot of hardware (usually far better on low-end graphics, like smartphones and older hardware). but there are improvements beeing worked on as well |
03:22 |
bb94 |
Water? |
03:22 |
est31 |
and its open source! |
03:22 |
bb94 |
What kind of water are you drinking? |
03:23 |
Sokomine |
Higgs_Bonbon: let me read your article first, please :-) |
03:23 |
bb94 |
I already hit the limitations of the API on my first day of modding |
03:23 |
sloantothebone |
Well lava does more than stain |
03:23 |
Higgs_Bonbon |
I like that Sokomine, I was primarily concerned about having a safety net of supports so to speak. Like, what's the most complex mod for this game right now? |
03:23 |
est31 |
Higgs_Bonbon, you can emulate carrying weight by setting speed lower and lower |
03:23 |
sloantothebone |
Umm |
03:23 |
asl97 |
Higgs_Bonbon: i say technic |
03:24 |
est31 |
yea technic |
03:24 |
sloantothebone |
What about mesecons |
03:24 |
Sokomine |
uff...i'm working on pretty complex ones myshelf (spawning villages...). mobf is also pretty complex |
03:24 |
bb94 |
Mesecons is pretty simple IMO |
03:24 |
sloantothebone |
Vilages? can I test it? |
03:24 |
Higgs_Bonbon |
Mmhm that was the idea- technic? For minetest? |
03:24 |
bb94 |
it's based on redstone |
03:24 |
asl97 |
although it still quite simple when compare to other mods on mc |
03:24 |
sloantothebone |
Yes technic for minetest |
03:24 |
asl97 |
technic^ |
03:24 |
* Higgs_Bonbon |
googles |
03:25 |
asl97 |
the only complex part of mobs is the AI, the other part is fairly simple |
03:25 |
Sokomine |
stone is heavy? :) i usually point out that we carry thousands of cubic meters of stone in our pockets and that reality went out of the window long ago and hasn't been seen since :-) |
03:26 |
sloantothebone |
Imo part of the reason minetest mods lack complexity is because of a lack of mod makers, so I thought I'd try to get minecraft mod makers interested in helping us |
03:26 |
Sokomine |
sloantothebone: it's all on my github page: https://github.com/Sokomine/mg_villages you'll also want handle_schematics (on which it depends) and probably mobf_trader and my cottages mod |
03:26 |
Sokomine |
*continuing to read* |
03:26 |
asl97 |
it cause the api is limited imo |
03:27 |
est31 |
the api is serverside only |
03:27 |
sloantothebone |
Yeah I've discussed improving the api with #minetest-dev too |
03:27 |
est31 |
(currently) |
03:28 |
Sokomine |
Higgs_Bonbon: hmm. maybe you could replace "mined" stones with partly-mined ones. that might look pretty intresting but would perhaps require some intresting-looking meshes |
03:28 |
sloantothebone |
Yeah we need a way to say "I want this done client side" |
03:28 |
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03:28 |
sloantothebone |
in the lua |
03:28 |
bb94 |
Maybe we should decouple client and server stuff? |
03:28 |
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03:28 |
asl97 |
there isn't any node animated yet, other than the windmill i saw somewhere |
03:28 |
asl97 |
animated node* |
03:29 |
est31 |
I think the windmill does it with entities |
03:29 |
sloantothebone |
bb94 I dont like the idea of people having to rewrite their mods to client side api |
03:29 |
Higgs_Bonbon |
That's what I was afraid of, I might get frustrated with the limitations. I KNOW my idea can work on minecraft because there's stuff that's just as complex |
03:30 |
sloantothebone |
Higgs_Bonbon, I really appreciate you joining us btw |
03:30 |
est31 |
well you CAN do complex things in minetest, you just can't use certain features |
03:30 |
Higgs_Bonbon |
Thanks, I appreciate your invitation |
03:30 |
bb94 |
sloantothebone Just put it in 0.5 |
03:30 |
exio4 |
if you find a way to send code over the interwebz in a safe manner... |
03:31 |
Higgs_Bonbon |
Yeah I need complete control over p much everything. I basically want to use minecraft/test to make my own game. I love making content but I suck at backend stuff. |
03:31 |
Sokomine |
Higgs_Bonbon: there can only be one block in a given place at a given time. there are ways to circumvent that, but those require the use of nearby blocks. might that be a problem for your use-case? or could you only stack rocks of the same type in one square meter? |
03:31 |
est31 |
well you can have different block types for every single of those 16 stages |
03:32 |
Higgs_Bonbon |
I was planning to use entities actually, on break a rock becomes 2-16 entities with varying sizes or weights, you can't just pocket them |
03:32 |
sloantothebone |
Higgs_Bonbon, you could tell #minetest-dev about your issues with limitations, that is my philosophy I dont program so I bug report, complain, and try to offer constructive criticism |
03:32 |
Sokomine |
est31: depends on the windmill. mine are flat 2d ones and just animated images. i've seen a more complex, intresting version of wheels, but i didn't have the time yet to check it out |
03:32 |
Higgs_Bonbon |
so mining would require just as much mucking out |
03:32 |
est31 |
Higgs_Bonbon, that works |
03:33 |
Sokomine |
ah, ok. diffrent entities might also be a possibility |
03:33 |
Sokomine |
too early perhaps to go to #minetest-dev |
03:33 |
Higgs_Bonbon |
Yeah |
03:34 |
Higgs_Bonbon |
Block contains rick/mineral data, distributes said data to child entities |
03:34 |
Higgs_Bonbon |
*rock even |
03:34 |
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03:35 |
Higgs_Bonbon |
Different textures too for mineral content but I haven't even considered that yet |
03:35 |
Sokomine |
maybe all that could happen when you break the block |
03:35 |
asl97 |
entities is just not there yet, it lags and is (bandwidth) heavy (see pipeworks), once client side scripting is done, it should become less laggy |
03:35 |
Higgs_Bonbon |
I'm just hoping the 1/16 fractions make sense |
03:36 |
est31 |
the different textures part can be done by registering different node types |
03:36 |
Higgs_Bonbon |
Yes, but that most likely means making a seperate node type for each ratio of ore, which is entirely what I want to avoid |
03:36 |
Sokomine |
do you want the player to mine one block 16 times, or to split the block into 16 parts upon mining? |
03:37 |
Higgs_Bonbon |
2-16 parts of different sizes all depending on stone type, tool used etc |
03:37 |
est31 |
Higgs_Bonbon, you can store data with nodes, you only have to have separate nodes for different textures |
03:37 |
Higgs_Bonbon |
one moment |
03:37 |
bb94 |
I created a Github issue on changing block appearance based on blockdata by the way |
03:37 |
bb94 |
Of course, a full-blown client API would be nice |
03:38 |
Higgs_Bonbon |
http://higgs-bonbon.tumblr.com/post/123002397286/i-spent-the-day-autisming |
03:38 |
Higgs_Bonbon |
Very poorly written thing, goes into more detail I hope |
03:38 |
Higgs_Bonbon |
with !PICTURES! |
03:39 |
bb94 |
why the heck are you using autism as a verb |
03:39 |
bb94 |
This insults me |
03:39 |
Higgs_Bonbon |
4chan bruh |
03:39 |
Higgs_Bonbon |
I'm actually autistic to so /it's okay/ |
03:39 |
bb94 |
Oh |
03:39 |
bb94 |
so am U |
03:39 |
bb94 |
*I |
03:39 |
Higgs_Bonbon |
kek etc. |
03:40 |
Higgs_Bonbon |
I like it as a verb though, "overly complex and meticulous" |
03:40 |
Higgs_Bonbon |
Like yes, I really do care how much azurite is in that rock even if it's just a smidgen |
03:40 |
Sokomine |
clashing art styles...hmmm...that's a problem minetest certainly has. but that can't be avoided. and anyone who truely dislikes it can always release a nice texture pack :-) |
03:41 |
Higgs_Bonbon |
Lol yeah, good thing I plan on this being a total conversion. Working with other mods isn't my priority |
03:42 |
Higgs_Bonbon |
and the ore richness is there fore gameplay reasons, so you might only have a little bit of rich ore but the entire area could be low-grade ore that would take ages to mine |
03:42 |
Sokomine |
the transportatin part may be difficult |
03:42 |
Higgs_Bonbon |
*for any reasonable profit |
03:42 |
bb94 |
Wouldn't even non-ticking tile entities take some extra CPU to iterate over? |
03:42 |
Higgs_Bonbon |
hence the emphasis on infrastructure |
03:42 |
Higgs_Bonbon |
yes |
03:42 |
Higgs_Bonbon |
but that's the only solution I've been able to find |
03:43 |
Higgs_Bonbon |
I can't use metaIDs because you can't reference more than one value at a time |
03:43 |
bb94 |
Hmm, wait for blockstates |
03:43 |
Sokomine |
bb94: depends. if entities get too much, the game does get problems on servers. there's even a limit on the amount of entities that can be stored in one mapblock (16x16x16 nodes each) |
03:43 |
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03:43 |
bb94 |
I was talking about tile entities |
03:43 |
Sokomine |
what is a metaid? |
03:44 |
bb94 |
4 bits of extra data per block |
03:44 |
Sokomine |
ah. we don't do that that way in minetest |
03:44 |
Higgs_Bonbon |
metaID is like a nibble of data a block can have. All wood in minecraft is the same block with a different metaID |
03:44 |
bb94 |
Well until 1.7 |
03:44 |
Higgs_Bonbon |
yeah |
03:44 |
Higgs_Bonbon |
1.8 actually |
03:44 |
est31 |
we do have something like that |
03:44 |
est31 |
param1 and param2 |
03:44 |
bb94 |
It was 1.7 that added acacia and dark oak |
03:44 |
est31 |
both 8 bits I think |
03:44 |
Sokomine |
each block has a name (and an id, but that may vary from game to game). it also has a facedir value and (in some situations) a light value. and it may contain metadata |
03:45 |
est31 |
param0 is the node's id, 16 bits |
03:45 |
bb94 |
param1 can store the light level |
03:45 |
est31 |
yea facedir and light are stored in param1 and 2 |
03:45 |
bb94 |
param2 the facedir |
03:45 |
Sokomine |
yes, i was taking a look at those blockids and their values. i plan to add an import filter for my handle_schematics mod so that it can import minecraft schematics as well |
03:46 |
Higgs_Bonbon |
Yeah that's not enough params for what I wanna do sadly |
03:46 |
est31 |
you can then store strings |
03:46 |
est31 |
every block can have a string |
03:46 |
Sokomine |
storing further data about a block works as metadata - same as chests and so on. it's useful and less limited than the minecraft way i think |
03:46 |
Higgs_Bonbon |
I was thinking I could have split the metaIDs up for different ore ratios with multiple minerals but again, you can only use one at a time |
03:46 |
Higgs_Bonbon |
Ah |
03:47 |
bb94 |
Use param2 for the fraction of stone left and store the rest in MT metadata? |
03:47 |
Sokomine |
you can store strings, int, tables... |
03:47 |
Higgs_Bonbon |
ohhhhh |
03:47 |
Higgs_Bonbon |
yes that's better |
03:47 |
bb94 |
Except API limitations |
03:48 |
Higgs_Bonbon |
Have a main class or whatever with all minerals, ahve it read them and split them up depending on context |
03:48 |
est31 |
lua has no classes I think |
03:48 |
est31 |
or it does |
03:48 |
est31 |
I'm not sure |
03:49 |
est31 |
non-ticking entities are entities who don't have physics? |
03:49 |
est31 |
which* |
03:49 |
bb94 |
TILE entities |
03:49 |
bb94 |
which don't tick |
03:50 |
est31 |
what are tile entities |
03:50 |
sloantothebone |
http://lua-users.org/wiki/SimpleLuaClasses |
03:50 |
sloantothebone |
Lua doesnt have classes by default |
03:50 |
sloantothebone |
but u can define a class |
03:50 |
Higgs_Bonbon |
They don't send data to the main thread every tick, they ONLY store data without changing |
03:50 |
Higgs_Bonbon |
that is non-ticking TEs |
03:51 |
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03:51 |
Sokomine |
hi oldcoder |
03:51 |
sloantothebone |
Hi oldcoder |
03:51 |
est31 |
ah I see |
03:51 |
est31 |
yea you wont need tile entities |
03:52 |
est31 |
minetest has metadata |
03:52 |
est31 |
much better |
03:52 |
Higgs_Bonbon |
Better than Minecraft's? |
03:52 |
sloantothebone |
Hmm |
03:52 |
Higgs_Bonbon |
Multiple IDs at a time? |
03:52 |
Higgs_Bonbon |
Like, quantum IDs? IDK |
03:52 |
Sokomine |
what are multiple ids at a time? |
03:52 |
est31 |
as Sokomine said, you have a string. |
03:53 |
est31 |
you can store everything in it as you want |
03:53 |
est31 |
what* |
03:53 |
est31 |
http://rubenwardy.com/minetest_modding_book/lua_api.html#node-metadata |
03:54 |
OldCoder |
hi |
03:54 |
Higgs_Bonbon |
Ohhhhhhk |
03:55 |
Higgs_Bonbon |
and soko, multiple IDs at once. Like, imagine if a block could be oak and birch wood at the same time...? |
03:55 |
Higgs_Bonbon |
something like that |
03:56 |
est31 |
well, you can store in it what you want |
03:56 |
est31 |
but one block only has one entry for one key |
03:56 |
Sokomine |
Higgs_Bonbon: well, i thought that was just minecraft's way of getting around with having fixed id's for blocks and running out of numbers? we don't work by numbers. the node names are all strings. i.e. "default:stone", "default:wood", "moretrees:oak_trunk" etc |
03:56 |
est31 |
you can make a second key if you want with different content. |
03:56 |
Higgs_Bonbon |
Ah, that's great |
03:56 |
est31 |
yea, node names are strings for us. |
03:57 |
est31 |
but, internally we do store every node type with a 16 bit id. |
03:57 |
Sokomine |
you can of course have something like "higgs_heavy_stones:stone1", "higgs_heavy_stones:stone2", "higgs_heavy_stones:granite3bv1" etc |
03:57 |
est31 |
yup |
03:58 |
bb94 |
Until you run out of 16 bit IDs |
03:58 |
Sokomine |
you'll want a new node/block whenever you want a block with a new texture |
03:58 |
est31 |
well you have 64 000, thats alot |
03:58 |
OldCoder |
Higgs Bonbon is a play on Higgs Boson |
03:58 |
est31 |
dreambuilder, a very complex minetest game has only 20 000 |
03:58 |
* OldCoder |
assumes |
03:58 |
Sokomine |
*nod* vanessae's dreambuilder game has well over 4000 diffrent block types afaik |
03:59 |
Sokomine |
oh, 20000 by now? :-) |
03:59 |
* OldCoder |
silvercrab is larger :P |
03:59 |
est31 |
Sokomine, perhaps only 4000. |
03:59 |
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03:59 |
est31 |
dunno, perhaps it should be counted |
03:59 |
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03:59 |
Sokomine |
est31: i think it was more than 4000 when the ids got increased so that more blocks can be stored :-) |
03:59 |
Higgs_Bonbon |
bluhhhh, that goes back to not wanting to manually code in each different ratio out of 16 |
04:00 |
est31 |
well you can register them in a loop |
04:00 |
Sokomine |
well, there are loops.... |
04:00 |
est31 |
either way, I suck at explaining the differences between minetest and minecraft, because I don't know minecraft :) |
04:00 |
Sokomine |
Higgs_Bonbon: when the world is generated...do you intend to decide for each block already what will be inside, or is the type of blocks needed for that more limited? (after all you need textures for each) |
04:01 |
Higgs_Bonbon |
Nope, decided on world gen. Like, imagine a rich vein, then less rich stone as you radiate outward, until there's none at which point you can just use plain granite with no extra data |
04:02 |
asl97 |
Higgs_Bonbon: that would be very slow and would cause the world size to explode unless i am wrong |
04:02 |
bb94 |
est31 the developers of Minecraft actively condone crowdfunding |
04:02 |
est31 |
? |
04:03 |
Higgs_Bonbon |
The richest vein could be a plain block type too but everything inbetween needs to be ratiod |
04:03 |
bb94 |
That would lead to a lot of edge cases |
04:04 |
bb94 |
It depends on how much of each extreme there is |
04:04 |
est31 |
for every different texture you will need a different node type |
04:04 |
Sokomine |
you could go with a handful of types and then decide in detail when the player mines one |
04:04 |
asl97 |
est31: well, one main different i notice is that (some) top mc server have big fat rules while mt server doesn't have long rules |
04:04 |
Higgs_Bonbon |
But Soko, then there's no point to prospect. |
04:04 |
est31 |
asl97, what does that have to do with crowdfunding? |
04:04 |
est31 |
and with the topic |
04:04 |
Higgs_Bonbon |
I'm thinking 1/16 ratios bb94 |
04:05 |
bb94 |
That's with the servers |
04:05 |
asl97 |
[12:00:49] <est31> either way, I suck at explaining the differences between minetest and minecraft, because I don't know minecraft :) |
04:05 |
bb94 |
Not the game itself |
04:05 |
bb94 |
because MC servers tend to be bigger |
04:05 |
Sokomine |
hmm. one difference in rules is that we usually don't care about "no advertisement". it's ok to talk about other mt servers on mt servers. mc servers seem to ban players if those talk about other servers |
04:05 |
est31 |
ah I see |
04:05 |
bb94 |
Higgs sure |
04:05 |
est31 |
yea bb94 mc servers are bigger |
04:05 |
est31 |
and servers do have rules on minetest too |
04:05 |
est31 |
the big ones |
04:05 |
Higgs_Bonbon |
MC is huge which is great but awful at the same time |
04:06 |
Sokomine |
Higgs_Bonbon: why not? if you hit a rock, you may not know in detail how ressourceful it will be - if it's just a thin cover on top or goes through the whole stone... |
04:06 |
bb94 |
Relevant: one MC server had a plugin that let admins read PMs |
04:06 |
bb94 |
and an admin caught me advertising (a personal server) |
04:06 |
Higgs_Bonbon |
If you can break a rock Soko, and find traces, you can keep digging or do some exploration to find the richeer stuff |
04:06 |
bb94 |
Luckily it was just a stern warning. |
04:07 |
Sokomine |
i think most rules boil down to more or less the same. though there's more freedom on mt servers. you can in general do what you like...as long as you don't grief or harm anybody else |
04:07 |
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04:08 |
Sokomine |
bb94: well, that's pretty heavy |
04:09 |
Sokomine |
Higgs_Bonbon: how big do you want your ore-fields to be? |
04:10 |
Uruwi |
That's what I use on the forums |
04:12 |
Higgs_Bonbon |
frickin huge, several dozen meters minimum |
04:12 |
Higgs_Bonbon |
an entire area might be made of low-grade iron ore for example |
04:12 |
asl97 |
Higgs_Bonbon: that is small in terms of minetest worlds |
04:12 |
Higgs_Bonbon |
Think geologic formations |
04:13 |
Higgs_Bonbon |
I want to be as fantastic and realistic as possible |
04:13 |
asl97 |
it would be huge in mc though |
04:13 |
Higgs_Bonbon |
mmhm |
04:13 |
Higgs_Bonbon |
though |
04:13 |
asl97 |
too huge imo |
04:13 |
Higgs_Bonbon |
terrafirmacraft doubles the world height |
04:13 |
Uruwi |
As in |
04:13 |
Higgs_Bonbon |
and it works kinda ok |
04:13 |
Uruwi |
the whole buildable area or the ground? |
04:14 |
est31 |
we have a world height of 31 000 up and 31 000 down |
04:14 |
Higgs_Bonbon |
Both? An entire area of rock might have traces of magnetite for example |
04:14 |
Uruwi |
You still hit bedrock 128m below ground |
04:14 |
asl97 |
in mt, you can go all the way down to -31000 |
04:14 |
est31 |
but without bedrock |
04:14 |
Uruwi |
What's the deepest ever mined in survival? |
04:14 |
Higgs_Bonbon |
I was aware of that, and that's great for what I wanna do |
04:14 |
asl97 |
Uruwi: depend on the mod available |
04:15 |
Uruwi |
Let's talk minetest_game for now. |
04:15 |
Higgs_Bonbon |
but everything else besides block strings is underdeveloped, it looks like I can't make an actual functioning game even with being able to store that data |
04:15 |
asl97 |
Uruwi: i make it to about 1500 in just a few day, no real point in going deeper |
04:15 |
est31 |
whats missing in your eyes |
04:16 |
Uruwi |
in what? |
04:16 |
Higgs_Bonbon |
Complex entities, tile entities, multiblocks etc. I haven't even gotten to the industrial multiblock stuff I'm imagining. |
04:16 |
Uruwi |
Woo |
04:16 |
Higgs_Bonbon |
Think using heavy machinery to move lots of muck out of a shaft |
04:17 |
asl97 |
Higgs_Bonbon: all those are possible if you compromise a litt.... maybe a lot |
04:17 |
Higgs_Bonbon |
NO COMPROMISES |
04:17 |
est31 |
what are multiblocks |
04:17 |
Higgs_Bonbon |
a workinmg structure made of several blocks |
04:17 |
asl97 |
est31: something like the reactor in technic |
04:17 |
asl97 |
but much more fancy |
04:18 |
Higgs_Bonbon |
look at the Immersive Engineering mod, very nice multiblocks |
04:18 |
est31 |
asl97, Higgs_Bonbon whats the main difference there? |
04:18 |
Uruwi |
How do people do multiblocks? |
04:18 |
Uruwi |
using different block IDs? |
04:19 |
asl97 |
the block look change a little bit when it's complete and change back when a node is dug |
04:19 |
Higgs_Bonbon |
Very carefully. Usually a tile entity looking for other blocks it works with and changing accordingly (?) |
04:19 |
Higgs_Bonbon |
but the whole thing acts as a single system |
04:19 |
asl97 |
like a big entity |
04:20 |
est31 |
well that is doable with minetest as an engine |
04:20 |
Higgs_Bonbon |
https://s3.amazonaws.com/patreon/9454ff5ced8a5854a92dfaf3caa86104.jpg |
04:20 |
est31 |
but I havent seen a mod do it |
04:20 |
asl97 |
i doubt it |
04:20 |
est31 |
entirely doable |
04:21 |
est31 |
tile entities are as we said not needed |
04:21 |
asl97 |
dynamic multiblocks |
04:21 |
est31 |
what are Complex entities |
04:21 |
est31 |
and what are "dynamic multiblocks"? |
04:22 |
asl97 |
that could be done in minetest, but the animated part is what i doubt |
04:22 |
est31 |
we don't have animated nodeboxes, true |
04:23 |
Uruwi |
I'd like to see a multiblock library, though |
04:23 |
asl97 |
Uruwi: the logic of the multiblock is simple enough |
04:23 |
Uruwi |
Would make things easier for people who want to do that kind of thing |
04:23 |
Higgs_Bonbon |
Another image. This mod basically does everything I'd like, engineering-wise. https://pbs.twimg.com/media/CF96rkqUoAIaVZw.png:large |
04:24 |
Uruwi |
asl97 for less boilerplate? |
04:24 |
sloantothebone |
Mesecons is multiblock isnt it? |
04:24 |
est31 |
no |
04:24 |
asl97 |
sloantothebone: mesecon is a network |
04:24 |
est31 |
Uruwi, yea perhaps a library would be nice |
04:25 |
Uruwi |
One year-city in 5 minutes? |
04:25 |
Higgs_Bonbon |
And equally complex entity vehicles for backhoes, diggers, etc. But that's for later, I just want the basic oregen stuff figured out first... |
04:25 |
Uruwi |
Holy shoot |
04:25 |
asl97 |
only the dynamic multiblock is complex, it mean it could be in any size and maybe shape as long as it fit the rules of the structure |
04:26 |
sloantothebone |
That machine doesnt looks like it needs an entity |
04:26 |
sloantothebone |
That machine looks like it needs an entity* |
04:27 |
est31 |
yea |
04:27 |
Higgs_Bonbon |
The entity is bound to the multiblocks I believe |
04:27 |
Higgs_Bonbon |
I'm not sure if its just for looks and the multiblock does the work, or vice versa |
04:29 |
Higgs_Bonbon |
here's a more abstract multiblock concept |
04:29 |
Higgs_Bonbon |
https://pbs.twimg.com/media/CAGsD26WQAA5194.png |
04:30 |
asl97 |
Higgs_Bonbon: flexible cable doesn't exist on minetest yet iirc, a better example would be something from big reactors |
04:30 |
est31 |
yea, no cable |
04:31 |
sloantothebone |
Is an iron golem a multiblock structure? |
04:31 |
asl97 |
sort of i suppose |
04:31 |
sloantothebone |
Hmm |
04:32 |
Higgs_Bonbon |
I believe its just a visual thing, its mostly static I believe but rather than rendering cable blocks it renders a long cable as the established connection |
04:32 |
asl97 |
when the structure is form, it change into an entity so it apply i guest |
04:32 |
asl97 |
guess* |
04:32 |
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04:33 |
est31 |
sloantothebone, for the golem mod, just remove the nodes, and make an entity |
04:33 |
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04:33 |
sloantothebone |
Okay |
04:33 |
Higgs_Bonbon |
like on right click between two connections it forms a string like between a player and a mob |
04:34 |
Higgs_Bonbon |
but it isn't like, actually there yknow |
04:34 |
sloantothebone |
So yeah Higgs_Bonbon I guess a multiblock entity generation is possible |
04:35 |
Higgs_Bonbon |
that's reassuring |
04:35 |
sloantothebone |
https://forum.minetest.net/viewtopic.php?id=7128 |
04:36 |
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04:37 |
asl97 |
melon helmets make me think of the melon pants :| |
04:37 |
Uruwi |
Melon pants? |
04:38 |
asl97 |
a mc animation |
04:38 |
asl97 |
https://www.youtube.com/watch?v=Za_Dqgod-8U |
04:38 |
sloantothebone |
https://github.com/BlockMen/creatures |
04:39 |
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04:39 |
sloantothebone |
Creatures has a spawner node I believe |
04:40 |
Higgs_Bonbon |
nooo, this is just way too basic. You really need to see some minecraft mods to see what I mean in terms of complexity |
04:40 |
Higgs_Bonbon |
The ONLY reason I'm looking at minecraft or minetest is because they're existing voxel engines |
04:41 |
Higgs_Bonbon |
I don't have the knowhow to do engine crap, I can make content though |
04:41 |
Higgs_Bonbon |
but nothing supports the content I want to create |
04:41 |
Higgs_Bonbon |
I'm so frustrated |
04:41 |
Sketch2 |
Oh, I kind missed a lot of the convo, but it sounds doable to me |
04:42 |
sloantothebone |
https://github.com/BlockMen/creatures/blob/master/spawners.lua |
04:42 |
est31 |
yea, I dont see any aspect you cant do |
04:42 |
Sketch2 |
just add a metadata to the block that shows which 16/ths still exist |
04:43 |
Sketch2 |
so you have a code that's a hex digit, and it says which exist, and which have been broken away |
04:44 |
Uruwi |
The catch is that you can't change appearance based on metadata. |
04:44 |
Sketch2 |
why not? |
04:45 |
asl97 |
Sketch2: because the engine doesn't support it, you would have to swap the node |
04:45 |
est31 |
yup |
04:46 |
asl97 |
the idea itself is possible, the way Higgs_Bonbon wanted to do it, not so much. |
04:46 |
est31 |
yea |
04:47 |
Uruwi |
Get that change out already |
04:47 |
sloantothebone |
Does anyone want to help Higgs_Bonbon? |
04:47 |
Uruwi |
I'm waiting on it too |
04:48 |
Higgs_Bonbon |
I'm completely burnt out, all this stuff and I've made no progress. Thanks for the conversation guys, but I don't think minetest is capable of covering my needs; the scope is too big. It may be more optimized than Minecraft but it doesn't have the features or flexibility I require. |
04:48 |
sloantothebone |
So you wanna make this in minecraft instead? |
04:49 |
est31 |
Higgs_Bonbon, it has everything you said you require |
04:49 |
Sketch2 |
I'm certain it's doable |
04:49 |
Uruwi |
Make it in Minecraft for now but switch over to Minetest when it has the APIs you need |
04:49 |
asl97 |
Higgs_Bonbon: do you mind if i quote your message you send me from the pm? |
04:50 |
Higgs_Bonbon |
ok |
04:50 |
Uruwi |
NO IT'S NOT OK |
04:50 |
sloantothebone |
Huh? |
04:50 |
asl97 |
[11:58:56] <Higgs_Bonbon> No, the block would need to either change or despawn and be replaced with a "big" boulder entity |
04:50 |
asl97 |
[11:59:36] <asl97> you would only be able to punch it then, you can't hold the mouse button to dig it |
04:51 |
Uruwi |
When I was in 5th grade I was a big racist and fattist, so I used to go to the counselor's office often |
04:51 |
sloantothebone |
... |
04:51 |
Uruwi |
And the counselor interpreted "OK" as "What I did is OK" instead of "I understand" |
04:51 |
Sketch2 |
sounds very off topic |
04:52 |
asl97 |
my post above > entity limitation |
04:52 |
Uruwi |
So you're screwed by having an entity for each stone block? |
04:52 |
est31 |
err no |
04:52 |
est31 |
you only need the entity for such a digging machine |
04:53 |
est31 |
or if you dig a node and you want it to "split up" |
04:53 |
sloantothebone |
Yeah but in this case nobody ids in trouble and deserves to hear no its not ok, because things are quite ok, HOWEVER it is not ok for you to go off topic like that |
04:53 |
sloantothebone |
Ok? |
04:53 |
asl97 |
Uruwi: he mean after digging the node, spawn an entity which need to be dug further |
04:53 |
Uruwi |
Yes. |
04:53 |
Uruwi |
As in I understand. |
04:54 |
Uruwi |
But why does the already-dug node need to be punched? |
04:54 |
est31 |
well thats a detail, certainly not a reason why I wouldn't want to start something |
04:54 |
Uruwi |
Instead of mined the normal way. |
04:54 |
est31 |
minetest is in constant development |
04:54 |
asl97 |
it can spawn any number of entity on dig, but we can't dig the entites, only punch them |
04:55 |
asl97 |
[12:00:07] <Higgs_Bonbon> Oh, good thing I want to change how tools work, right click, hold, release to hit |
04:55 |
Uruwi |
Why have to punch the stone after mining it the first time? |
04:55 |
asl97 |
and the tool usage and animation limitation ^ |
04:55 |
Sketch2 |
hates the term understand. I don't wish to stand beneath you, nor you me. The plan is to reach a common ground, equal footing. |
04:55 |
sloantothebone |
What about an entity that spawns a node |
04:56 |
Uruwi |
And carpooling does NOT involve swimming. |
04:56 |
Uruwi |
It's just the English language. |
04:56 |
sloantothebone |
If thats not possible u can forget anything like endermen lol |
04:56 |
Uruwi |
What about pickaxe? |
04:57 |
asl97 |
sloantothebone: what i said has nothing do to with entity spawning node |
04:57 |
Uruwi |
Peanuts and pineapples |
04:57 |
Uruwi |
together |
04:57 |
Uruwi |
You're not rescuing a girl here |
04:57 |
sloantothebone |
A node can spawn an entity upon being dug but u cant dig the entity |
04:57 |
asl97 |
Uruwi: what does peanuts and pineapples have anything to do with what we are talking about? |
04:57 |
Uruwi |
What I'm asking is why it needs to be that way in the first place |
04:58 |
Uruwi |
asl97 because someone started a debate about compound words |
04:59 |
sloantothebone |
ok? |
04:59 |
Sketch2 |
what's there to debate about? it was an opinion. I hate it, end of story. |
04:59 |
Uruwi |
Ah |
04:59 |
Uruwi |
I interpreted sloan's comment to be about compound words too |
05:00 |
sloantothebone |
Well i must take care of my hygiene now, maybe higgs'll be back 2morow |
05:00 |
Sketch2 |
so, his idea just sounds like an extended/revised microbloks mod |
05:03 |
Sketch2 |
instead of chopping out a whole block, it changes the node to one that's got a microblock chunk taken out |
05:04 |
Sketch2 |
In my mind, that sounds doable |
05:04 |
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05:05 |
asl97 |
the way you descripe, doable yes but the way he wanted it done is not so much |
05:06 |
Sketch2 |
I missed a lot. there musta been some added detail, and I'm too tired to pull it in |
05:06 |
Sketch2 |
it would 'prolly swim past me like jibberish. gonna grab a glass of milk, then sleep. |
05:10 |
sloantothebone |
Nvm good night |
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05:33 |
Sketch2 |
Ok, so here's my take on the idea: when you dig, it replaces the node you are chipping with a microblock that's missing the proper chunk |
05:33 |
Sketch2 |
no biggie, we get that. here's the trick: |
05:34 |
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05:34 |
Sketch2 |
instead of receiving that item, the item you receive is based upon the surrounding nodes. |
05:35 |
Sketch2 |
so if it's 100% stone, you get cobble |
05:36 |
Sketch2 |
if there's 75% stone, 25% diamond in the area, then you'd have a 1/4 chance of getting a diamond |
05:37 |
Sketch2 |
I know that's not how it's set up now, but that's along the same lines of what he's talking about |
05:37 |
Sketch2 |
and it's way easier than the 16/ths thing |
05:37 |
asl97 |
Sketch2: too easy to abuse, place stone after digging it up to get unlimited supply of diamond |
05:37 |
Sketch2 |
oh... |
05:38 |
Sketch2 |
k, well, I'm brainstorming on empty. ty for the feedback tho |
05:39 |
Sketch2 |
gonna sleep anyway. maybe there's another method that'll come to mind |
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05:42 |
Sketch2 |
when you chip away a block, by that point in time, it would read the metadata, right? |
05:43 |
Sketch2 |
maybe a metadata tag that says original = true for all blocks that were map-gen'd |
05:43 |
Sketch2 |
and any blocks a player places says original = false |
05:43 |
Sketch2 |
so it will only count original map blocks in it's ratios |
05:50 |
* VanessaE |
peeks in |
05:52 |
mazal |
Morning VanessaE |
05:52 |
VanessaE |
hi |
06:08 |
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06:30 |
MinetestBot |
[git] est31 -> minetest/minetest: Settings: pass name to callbacks by reference cb8978f http://git.io/vqiYO (2015-07-09T08:25:17+02:00) |
06:30 |
MinetestBot |
[git] est31 -> minetest/minetest: Update clouds enable_3d_clouds when setting changed 4ece2b9 http://git.io/vqiYs (2015-07-09T08:24:51+02:00) |
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06:55 |
est31 |
RealBadAngel, that dude even makes lets play videos with opengl 1.1 https://www.youtube.com/watch?v=XMXaUVHR2Zw |
06:57 |
VanessaE |
holy crap |
06:57 |
VanessaE |
looks like it's on a game boy :) |
07:07 |
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07:09 |
addi |
Is a minetest forum moderator online? |
07:09 |
addi |
evry time i try to login into minetest board it says my account is inactive |
07:12 |
Calinou |
yes |
07:12 |
Calinou |
"User is inactive:Profile details changed" |
07:12 |
Calinou |
I'll activate your account |
07:13 |
Calinou |
done |
07:13 |
Calinou |
can you log in now? |
07:15 |
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07:15 |
addi |
yes thanks a lot |
07:17 |
addi |
if you want you can also delete my accounts addi2 and addi3. I tried to create new accounts, but it was not successfull |
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09:02 |
JamesTait |
Good morning all; happy Sugar Cookie Day! 😃 |
09:08 |
Krock |
moin |
09:09 |
diemartin |
salut |
09:14 |
Krock |
I wonder how deep I can go with the core voltage.. doing it too low will cause instability but also saves power.. |
09:15 |
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09:18 |
TBC_x |
duh... I have to parse crappy austrian code |
09:20 |
TBC_x |
diff -yw 1 2 returns following: strncpy(pport,_itoa(tmp_port,pport,10),32); | *pport = tmp_port; |
09:20 |
TBC_x |
(it is a diff of two function bodies) |
09:20 |
est31 |
Krock is from switzerland not austria |
09:21 |
Krock |
why are you talking about me? |
09:21 |
TBC_x |
yes, why are you talking about him? |
09:21 |
est31 |
ah has nothing to do with you |
09:21 |
Krock |
lol |
09:21 |
TBC_x |
i just had to share that, otherwise my brain would melt |
09:22 |
TBC_x |
i'm porting uvnc repeater to linux |
09:22 |
Krock |
I solved the melt-effect by decreasing the voltage of my CPU.. maybe you could do the same with your brain! |
09:22 |
est31 |
uvnc? |
09:22 |
TBC_x |
ultra vnc |
09:23 |
est31 |
cool |
09:23 |
TBC_x |
maybe i'm doing it the wrong way, but this is unfortunately the only way i know |
09:24 |
est31 |
? |
09:24 |
TBC_x |
reverse engineering code |
09:24 |
TBC_x |
there's a ton of winapi calls |
09:24 |
est31 |
thats bad |
09:25 |
TBC_x |
and the code is pretty much unreadable |
09:25 |
est31 |
especially if you want to port |
09:26 |
TBC_x |
I'll probably rewrite it in python |
09:26 |
est31 |
heh |
09:26 |
TBC_x |
it is that bad, yes |
09:27 |
est31 |
well you can rewrite it in c/c++, too. |
09:27 |
TBC_x |
well it is in c++ |
09:27 |
TBC_x |
but very ugly |
09:27 |
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09:29 |
est31 |
I am trying to optimize a function that needs 80% CPU at the most popular minetest server |
09:29 |
est31 |
if my calculations are right |
09:30 |
TBC_x |
your profilers should be right |
09:32 |
TBC_x |
I'm not playing minetest very much |
09:32 |
TBC_x |
but I like thist community |
09:33 |
TBC_x |
s/thist/this/ |
09:34 |
Krock |
great, there are now two unified inventories in the mod database :/ |
09:34 |
technomancy |
sounds like maybe they need to be |
09:34 |
technomancy |
... unified |
09:34 |
technomancy |
( •_•) ( -_-)~âŒâ– -â– (âŒâ– _â– )> |
09:34 |
TBC_x |
hmm |
09:34 |
diemartin |
Krock, it's the same one |
09:34 |
diemartin |
read last post on topic by RBA |
09:34 |
Krock |
diemartin, yeah but not the same topic.. perhaps I must blacklist the old one |
09:35 |
diemartin |
possibly |
09:38 |
VanessaE |
Krock: created as a workaround for a forum glitch |
09:38 |
VanessaE |
I'll move the old thread to somewhere out of the way |
09:38 |
Krock |
VanessaE, isn't it possible to move the topics from the old one to the new? |
09:38 |
Krock |
*posts |
09:39 |
VanessaE |
Krock: nope. they'll end up out of order. |
09:39 |
Krock |
too bad, the might be helpful for future questions |
09:40 |
VanessaE |
I'll move it to "Old Mods" since both it and the new thread have forward and backward links anyway |
09:54 |
TBC_x |
guys, could you give me a feedback on this coding style? http://sprunge.us/EHNh |
09:55 |
est31 |
you program your water cooler? really hacky! |
09:56 |
TBC_x |
better ideas? I'd like to hear! |
09:56 |
TBC_x |
it is code for boiler |
09:56 |
technomancy |
I used erlang for my shed heater |
09:56 |
technomancy |
https://github.com/technomancy/prometheus |
09:56 |
jin_xi |
very inconsistent use of { and } |
09:56 |
est31 |
welll good that you use tabs |
09:57 |
est31 |
} else{ |
09:57 |
TBC_x |
yeah |
09:57 |
TBC_x |
that else is a bit off |
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09:59 |
TBC_x |
it is gonna run on a microcontroller, so i have to be a bit careful |
09:59 |
TBC_x |
don't have the piece of hardware yet tho |
09:59 |
TBC_x |
will probably move fan_init() elsewhere |
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10:00 |
est31 |
void fan_output(){ has lines with trailing spaces |
10:00 |
est31 |
git will hate it |
10:00 |
TBC_x |
will get rid of those |
10:01 |
TBC_x |
and that function is not even implemented |
10:04 |
TBC_x |
this is my mainloop so far http://sprunge.us/BXYY |
10:08 |
TBC_x |
I kinda like short local variable names and zero spaces between func() and { |
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10:14 |
TBC_x |
I didn't know about BeagleBone, it looks amazing |
10:15 |
TBC_x |
and I love the architecture with an CPU and PRUs |
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10:20 |
Krock |
good variable names ftw |
10:20 |
TBC_x |
are you talking about specific variable names? |
10:21 |
Krock |
p, s, w, etc should be longer, more percise IMO |
10:22 |
Krock |
but you said you like short variables |
10:22 |
TBC_x |
well I kinda take advantage of short functions |
10:22 |
TBC_x |
if it wouldn't fit on a screen i'd definitely use long names |
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10:27 |
TBC_x |
I kinda hate looking up what the variable represents in long functions so I can put it in my brain context |
10:28 |
TBC_x |
though that's probably just a tool issue |
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12:29 |
technomancy |
TBC_x: the beaglebone *is* amazing, but it's overkill for many microcontroller projects |
12:30 |
technomancy |
in my case I needed it because adding ethernet to an atmega-based setup is a waste of time, but if you don't need networking it can be hard to justify |
12:30 |
swift110-phone |
Hey |
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TBC_x |
technomancy: I realized, I probably wouldn't want to have both on the same board |
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12:50 |
ElectronLibre |
I have a question related to the engine: when looking into a sqlite rollback file I discovered that whenever in the rollbacks are recorder type-2 (aka. TYPE_MODIFY_INVENTORY_STACK actions), no position is recorded for it. Is that normal? I mean, I'm supposed to know where this action happened, am I not? |
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14:28 |
rubenwardy |
Shiprekt is pretty cool |
14:28 |
rubenwardy |
Do you know of any similar FOSS games? |
14:28 |
rubenwardy |
It's basically like a 2D top down VAE system |
14:29 |
rubenwardy |
where you make boats and attack each other |
14:37 |
Krock |
that's like that 2d airships game in water.. |
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farfadet46 |
hi |
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19:06 |
Calinou |
wow 12 players on my HG |
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19:29 |
Calinou |
13! |
19:30 |
* Sokomine |
builds a bakery there |
19:31 |
AnotherBrick |
i remember Penguin's HG had ~20 players.. why is it more popular? or was.. |
19:31 |
Sketch2 |
I just wish there was more to do in the lobby. |
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19:34 |
luizrpgluiz |
hi |
19:34 |
AnotherBrick |
oh.. Calinou's HG has players limit= 16 :-( |
19:35 |
Sokomine |
his non-hg-server is better. go there and build a nice house :-) |
19:36 |
AnotherBrick |
i'm not into building. murder murder murder kill kill kill! |
19:37 |
Sokomine |
:-( |
19:37 |
* Sokomine |
takes out a pick and diggs the brick |
19:37 |
* Sokomine |
reassembles all those individual bricks into a brick block again |
19:38 |
Sketch2 |
lols |
19:38 |
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20:02 |
AnotherBrick |
GG Calinou :D |
20:02 |
Calinou |
gg |
20:02 |
Calinou |
AnotherBrick, will raise it to 20 when server is empty |
20:02 |
Calinou |
I estimate the server can handle just about 20 players |
20:02 |
Calinou |
will also need to create 4 new playerstarts |
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20:32 |
Uruwi |
I would like to join his HG server |
20:37 |
MinetestBot |
[git] kilbith -> minetest/minetest_game: Improved stairs model 407b32e http://git.io/vqyvk (2015-07-09T21:35:53+01:00) |
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TBC_x |
cpd has interesting output http://sprunge.us/QZPP |
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21:46 |
paramat |
sloantothebone, your join/leave messages are still spamming the channels |
21:46 |
sloantothebone |
Ok there, I turned off automatic reconnect |
21:46 |
paramat |
thanks |
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