Time |
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02:20 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest_game: Add new texture for leaves, jungle leaves and style simple 0c5f6da http://git.io/vmfY0 (2015-07-13T03:17:26+01:00) |
02:23 |
hoodedice |
nice! |
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luizrpgluiz |
hi all |
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ayy |
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04:59 |
haaaaa |
how do I store a variable even if the game is restarted? |
05:16 |
haaaaa |
What is a good way to generate a random integer? |
05:17 |
VanessaE |
for the first question, save your variable in a file on disk. |
05:17 |
VanessaE |
for the second, look up math.random() |
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06:01 |
haaaaa |
thankyou |
06:02 |
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06:02 |
haaaaa |
how to override action of eating default apple? |
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06:07 |
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06:16 |
RealBadAngel |
haaaaa, best would be to redefine the item |
06:17 |
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06:17 |
haaaaa |
as in I register the item with the same definition except for the part I want to change? |
06:18 |
RealBadAngel |
you will have to use ":default:apple" propably |
06:18 |
RealBadAngel |
to override it |
06:19 |
VanessaE |
you can also use the override_item() call too |
06:19 |
VanessaE |
that one lets you redefine just PART of the item instead of having to do the whole thing |
06:19 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1753 |
06:19 |
VanessaE |
that's the one |
06:21 |
haaaaa |
thankyou |
06:21 |
haaaaa |
i was not aware of this api's existence i thought it is all contained in dev.minetest.net |
06:22 |
RealBadAngel |
the file is present in every build |
06:24 |
LazyJ |
RealBadAngel, would you mind creating a forum post with tips for creating normalmaps in GIMP? |
06:24 |
LazyJ |
Please. :) |
06:24 |
RealBadAngel |
i am not using gimp, effects produced by gimp normalmap plugin are not any good |
06:25 |
LazyJ |
Ah. |
06:25 |
RealBadAngel |
hold on |
06:25 |
LazyJ |
What do you recommend? |
06:25 |
RealBadAngel |
https://github.com/kmkolasinski/AwesomeBump |
06:26 |
LazyJ |
Thanks ;) |
06:26 |
RealBadAngel |
its powerfull tool, but kinda hard to get used to |
06:27 |
RealBadAngel |
ive spent a few days with "fucks" flying around ;) |
06:27 |
LazyJ |
Any harder than using the command-line for minetestmapper? |
06:27 |
RealBadAngel |
i dont think so ;) |
06:28 |
LazyJ |
If not, I've survived that one OK. A bit warped afterwards but still OK. |
06:28 |
RealBadAngel |
one tip: to get rid of built-in grid effects, load diffuse then in its tab "enable preview" and "copy to N-H" then disable preview |
06:28 |
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06:29 |
LazyJ |
Ok, thanks. |
06:29 |
RealBadAngel |
N_H here is normalmap and heightmap |
06:30 |
LazyJ |
It's late for me but normalmaps are something I want to improve on the texture pack I use (a mix of other tp's and custom stuff... a mess). |
06:30 |
RealBadAngel |
and, when exporting the map, select the one combined, with heightmap in normalmap's alpha channel |
06:30 |
RealBadAngel |
thats the format we are using |
06:31 |
LazyJ |
Ah-hah. |
06:31 |
LazyJ |
GIMP's result have been mixed. |
06:31 |
LazyJ |
Wasn't sure what I was doing wrong or if the normalmap feature of Minetest was still too young. |
06:31 |
RealBadAngel |
it is very mature by now |
06:32 |
LazyJ |
Ran into several blackend nodes when using the colorized function on a mod. |
06:32 |
RealBadAngel |
we are using parallax with slope information and relief mapping + bumpmapping ofc |
06:32 |
RealBadAngel |
default mode is relief mapping |
06:33 |
RealBadAngel |
since yesterday mintest_game supports relief mapping (at least for some nodes by now) |
06:33 |
LazyJ |
Which is easier for Minetest to handle atm,... Minetest's shader options or creating normalmaps from AwesomeBump? |
06:34 |
RealBadAngel |
autogen is slow and faulty |
06:34 |
LazyJ |
Ah. |
06:34 |
RealBadAngel |
it cannot simple detect the shapes |
06:35 |
RealBadAngel |
its mean to be used combined with supplied normalmaps |
06:35 |
RealBadAngel |
in case when theres no hand made map, it will make one on the fly |
06:36 |
RealBadAngel |
there are cases it works pretty decent, but also have fails like in case of bricks |
06:37 |
LazyJ |
A limit to how small of detail would be enough to stand out? |
06:37 |
RealBadAngel |
normalmap have to be greater resolution than used 16px |
06:37 |
LazyJ |
Or, probably more likely, what is reasonable given the quality of the monitor, strength of the computer and just plain some things aren't worth being bumpy. |
06:37 |
RealBadAngel |
absolute minimum for it is 128x |
06:38 |
RealBadAngel |
this doesnt make game any slower because of it |
06:38 |
LazyJ |
Heh. So much for enhancing my favorite 64px texture pack. |
06:38 |
RealBadAngel |
only memory reqs may apply there |
06:38 |
RealBadAngel |
wait, thats no problem |
06:39 |
RealBadAngel |
upscale it to 256x |
06:39 |
RealBadAngel |
make map on it |
06:39 |
RealBadAngel |
later on you will use original resolution pack, with upscaled normals |
06:40 |
RealBadAngel |
default minetest_game one are 256x, while textures are 16x |
06:40 |
LazyJ |
Ah. Good info. |
06:41 |
RealBadAngel |
shaders do not care of the image size |
06:41 |
RealBadAngel |
for them coords are in range 0 - 1, no matter the real size of the image |
06:42 |
RealBadAngel |
be it zillions px or 16 px |
06:44 |
LazyJ |
Thanks, RealBadAngel. ;) |
06:44 |
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06:45 |
RealBadAngel |
btw, autogen is using method similiar to gimp one |
06:45 |
RealBadAngel |
so dont expect gimp to produce any better normal map than autogen did ;) |
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06:53 |
LazyJ |
Ah. |
06:53 |
LazyJ |
I hadn |
06:54 |
LazyJ |
Ak.. |
06:54 |
LazyJ |
I hadn't messed with Autogen. |
06:55 |
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06:55 |
LazyJ |
Time for this working stiff to crawl into bed. The Monday grind begins in a few hours. |
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07:44 |
haaaaa |
is there a reason this doesn't work? minetest.override_item("default:apple", {on_use = new_apple()}) |
07:45 |
haaaaa |
new_apple is linked to a function in the mod, there are no errors but the apple doesn't seem to be overridden |
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07:46 |
haaaaa |
nvm I have found the erro |
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08:00 |
haaaaa |
on trying to override item, I get an error saying "attempt to override non-existent item default:apple", is there a reason for this? |
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08:04 |
RealBadAngel |
haaaaa, maybe your mod is loaded BEFORE default |
08:05 |
RealBadAngel |
make it depending on default, so it will be executed after |
08:11 |
haaaaa |
ok thanks |
08:12 |
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08:18 |
haaaaa |
how can I get player from on_use override? |
08:19 |
Krock |
haaaaa, override the field "on_use" with function(itemstack, user, pointed_thing) .. end |
08:19 |
Krock |
user:get_player_name() returns the player name |
08:20 |
haaaaa |
thank you Krock |
08:21 |
Krock |
np. If you want to keep the old on_use function, just add a new variable above the override function: local old_on_use = minetest.registered_nodes["node:name"].on_use |
08:21 |
Krock |
and then call that one in your new on_use function |
08:22 |
haaaaa |
thank you |
08:23 |
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08:29 |
haaaaa |
it is working but for apple isn't removed from inventory, is there a mistake? |
08:29 |
haaaaa |
local oldApple = minetest.registered_nodes["default:apple"].on_use |
08:29 |
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08:29 |
haaaaa |
oldApple(itemstack, user, pointed_thing) |
08:30 |
RealBadAngel |
haaaaa, please paste whole code |
08:30 |
RealBadAngel |
pastie.org |
08:30 |
GrandChaos9000 |
anyone there yet? |
08:31 |
RealBadAngel |
GrandChaos9000, no, we are all just bots |
08:31 |
GrandChaos9000 |
but there was a problem, if you sleep on the bed while walking, it gliched out from walking backwards. |
08:32 |
GrandChaos9000 |
and also sleeping pose was still missing yet |
08:32 |
GrandChaos9000 |
glitched* |
08:34 |
haaaaa |
http://codebin.org/view/b78f2274 |
08:34 |
RealBadAngel |
propably theres no sleep animation yet in |
08:34 |
GrandChaos9000 |
i know, they're would be soon to fix or not. |
08:34 |
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08:35 |
GrandChaos9000 |
they'll* |
08:35 |
RealBadAngel |
GrandChaos9000, fill in an issue on it |
08:35 |
GrandChaos9000 |
so where is it |
08:35 |
GrandChaos9000 |
github? |
08:37 |
haaaaa |
RealBadAngel, have you found reason? |
08:37 |
RealBadAngel |
https://github.com/minetest/minetest/issues |
08:38 |
RealBadAngel |
haaaaa, not yet, reading your code now |
08:38 |
GrandChaos9000 |
ah, |
08:38 |
GrandChaos9000 |
i knew it |
08:38 |
GrandChaos9000 |
i'm trying to join my github account later |
08:40 |
haaaaa |
would you like explanation of what mod is aiming to do? |
08:41 |
RealBadAngel |
nah, i can see it |
08:42 |
RealBadAngel |
haaaaa, https://github.com/minetest-technic/technic/blob/master/technic/tools/flashlight.lua#L38 |
08:42 |
RealBadAngel |
please do read that code |
08:43 |
RealBadAngel |
this should fix your issue |
08:48 |
haaaaa |
what does inv:get_list("main") return? |
08:48 |
RealBadAngel |
haaaaa, players main inventory |
08:48 |
RealBadAngel |
slots 1-8 are hotbar there |
08:48 |
haaaaa |
as a dictionary? |
08:49 |
Krock |
as alist |
08:49 |
RealBadAngel |
table |
08:49 |
GrandChaos9000 |
and finally i joined it! |
08:49 |
haaaaa |
ok |
08:49 |
GrandChaos9000 |
second, i'll decide to post my first issue |
08:49 |
RealBadAngel |
do note that updating the stack is required for changes to be permament |
08:49 |
RealBadAngel |
https://github.com/minetest-technic/technic/blob/master/technic/tools/flashlight.lua#L47 |
08:50 |
RealBadAngel |
without writing the stack back all changes will be lost |
08:50 |
RealBadAngel |
youre working on a copy of a stack, its not the pointer to it |
08:51 |
haaaaa |
oh ok |
08:51 |
haaaaa |
what is the meaning of this line: local meta = minetest.deserialize(hotbar[i]:get_metadata()) ? |
08:52 |
RealBadAngel |
meta can store anything |
08:52 |
RealBadAngel |
data kept there is serialized |
08:52 |
RealBadAngel |
to get table back you need to deserialize it |
08:52 |
haaaaa |
is the amount of item stored in the meta? |
08:53 |
RealBadAngel |
no |
08:53 |
RealBadAngel |
meta is your data, whatever you want to store in it |
08:54 |
haaaaa |
ok |
08:57 |
haaaaa |
for now I will stay with .item_eat() but perhaps in the future I will try to add to current definition rather than replace thanks for the help |
08:59 |
RealBadAngel |
no problemo |
09:01 |
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09:02 |
haaaaa |
nevermind, I will do it now because I think I understand |
09:11 |
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09:13 |
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09:13 |
JamesTait |
Good morning all; happy Monday, and happy Embrace Your Geekness Day! 😃 |
09:17 |
Krock |
moin |
09:22 |
rubenwardy |
lol |
09:22 |
rubenwardy |
oh no! I forgot |
09:22 |
rubenwardy |
"Hi all!" |
09:24 |
Krock |
"\"Hi everybody\"" |
09:25 |
haaaaa |
inv:set_stack() does not seem to be changing the value of the inventory, what is the way to do so? |
09:27 |
Krock |
what's the exact code you're using? |
09:27 |
haaaaa |
I am now getting a different error: expecting item stack, itemstring, or nil, (let me upload my code) |
09:28 |
haaaaa |
http://codebin.org/view/caf97387 |
09:29 |
Krock |
hotbar is not an array |
09:29 |
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09:29 |
Krock |
use hotbar:get_stack(i):get_name() |
09:30 |
haaaaa |
oh ok |
09:30 |
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09:30 |
Krock |
you don't need to use set_stack when take_item is called IIRC |
09:32 |
Krock |
remember on_use can return an item stack, so remove the first line and add "return oldApple(itemstack, user, pointed_thing)" at the end |
09:34 |
Krock |
^ haaaaa |
09:36 |
haaaaa |
wow, that is very helpful, thank you! |
09:36 |
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09:36 |
haaaaa |
^ Krock |
09:37 |
Krock |
np |
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11:47 |
GrandChaos9000 |
there you have it |
11:48 |
GrandChaos9000 |
i've posted my issue from minetest repository on github |
11:52 |
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11:56 |
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11:56 |
SopaXT |
Damn! |
11:57 |
Krock |
Good afternoon, SopaXT :) |
11:57 |
SopaXT |
The git repo branch contains hex digits 'dead' |
11:58 |
Krock |
I'd prefer 0xC0FFEE |
11:58 |
SopaXT |
Hi! |
12:08 |
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12:10 |
SopaXT2 |
Are there any 12-year-olds besides me who use linux |
12:11 |
Calinou |
SopaXT2, well I used to be 12 and to use GNU/Linux :-) |
12:11 |
Calinou |
that was years ago though :) |
12:16 |
crecca |
I wasn't that smart, I got into linux at my first year on polytechnic |
12:17 |
crecca |
most likely I wouldn't drop out then if I started sooner, so good riddance SopaXT2 :) |
12:18 |
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12:22 |
Amaz |
SopaXT2, I probably began using it when I was 12... Not that long ago! |
12:31 |
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12:44 |
swift110-phone |
Hmm |
12:53 |
SopaXT2 |
I am using it for 2-3 years continuous |
12:54 |
SopaXT2 |
I like it! |
12:54 |
SopaXT2 |
Even having a licensed windows-7 HomeExt |
12:55 |
SopaXT2 |
Not even dualboot! |
12:58 |
Krock |
I don't have Linux! Not even dualboot! |
13:02 |
CWz |
your loss |
13:10 |
swift110-phone |
Aww |
13:18 |
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13:21 |
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13:47 |
crecca |
kenney's mods are one of the best ideas I've ever seen in modding |
13:48 |
crecca |
the player model from voxus is simple and brilliant |
13:48 |
crecca |
i.imgur.com/F24Aozp.png |
13:48 |
crecca |
his designs are impecable |
13:49 |
crecca |
impeccable* |
13:50 |
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13:54 |
crecca |
too bad he moved it away from minetest |
13:56 |
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14:00 |
Calinou |
too blocky :P |
14:04 |
crecca |
I would just make it a single node with a smiley face on it! |
14:12 |
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14:23 |
rubenwardy |
How can I change the seed of a world whilst it's running? |
14:24 |
rubenwardy |
I want to reset it from the code - minetest.delete_area the world, then change the seed, then map generates again |
14:25 |
rubenwardy |
damn it https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1959 |
14:25 |
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14:26 |
rubenwardy |
Basically I want to make a Capture the Flag server where the map resets after a game is finished, and a new map is generated, without disconnecting players |
14:26 |
rubenwardy |
The map resetting can't take more than 5 - 10 seconds |
14:29 |
rubenwardy |
I guess it's enough to just reset the map without changing the seeds |
14:29 |
rubenwardy |
but it's pretty slow - 5/10 seconds for just a 40x40x40 area |
14:52 |
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14:55 |
xenkey |
Hi |
14:57 |
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15:44 |
rubenwardy |
XD https://github.com/rubenwardy/capturetheflag/commit/5264cc034a200693905b01304c980823dcf44c92 |
15:47 |
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15:49 |
haaaaa |
How to override digging speed of default hand? is it like any other item? |
15:51 |
rubenwardy |
The item name is "" |
15:51 |
rubenwardy |
So you can do minetest.override_item(":") or minetest.register_craftitem(":", {}) |
15:51 |
rubenwardy |
1sec |
15:53 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L305 |
15:53 |
rubenwardy |
hmmm |
15:53 |
rubenwardy |
maybe not |
15:53 |
rubenwardy |
I don't know |
15:54 |
haaaaa |
thank you rubenwardy |
15:56 |
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16:04 |
RealBadAngel |
haaaaa, creative mod does that |
16:04 |
RealBadAngel |
when using it digging is almost instant |
16:05 |
RealBadAngel |
frankly i hate that "feature" |
16:05 |
haaaaa |
ok I will look into it |
16:05 |
RealBadAngel |
line 137 |
16:06 |
RealBadAngel |
/creative/init.lua |
16:09 |
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16:10 |
haaaaa |
thanks RealBadAngel that was helpful |
16:11 |
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16:29 |
haaaaa |
would it be better to create 2 global steps or 1 if I want an event to occur every 10 seconds and an event every 20 seconds |
16:31 |
nore |
haaaaa: the least globalsteps, the better |
16:31 |
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16:33 |
rubenwardy |
> Editing a file in nano |
16:33 |
rubenwardy |
> Pressed ctrl+z |
16:33 |
rubenwardy |
:'( |
16:33 |
sd1001 |
Why are you editing a file in nano in the first place? :P |
16:33 |
rubenwardy |
vps |
16:34 |
rubenwardy |
I'm ssh-ing into my vps to configure it |
16:34 |
sd1001 |
Sure, but why nano? |
16:34 |
rubenwardy |
because it's simpler than VM or whatever |
16:34 |
rubenwardy |
vim |
16:34 |
sfan5 |
nano is easiest |
16:34 |
sd1001 |
ahh |
16:35 |
sd1001 |
Wait, if ^Z suspended it, try using 'fg' |
16:35 |
sfan5 |
rubenwardy: ctrl+z doesn't do anything in nano for me |
16:35 |
rubenwardy |
It quits the process for me |
16:35 |
sd1001 |
wat |
16:36 |
sd1001 |
Quits, not suspends? |
16:36 |
Calinou |
rubenwardy, type "fg" |
16:36 |
Calinou |
(foreground) |
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rubenwardy |
How can I guarantee that a set_node works? |
16:46 |
RealBadAngel |
read it back |
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16:47 |
RealBadAngel |
you will know if it has failed or not |
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16:48 |
RealBadAngel |
propably it can fail when some protection mods are active |
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rubenwardy |
I was thinking more failing on unloaded blocks. |
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17:33 |
rubenwardy |
RealBadAngel, what I meant was that I want a snippet which is guaranteed to set a node |
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rubenwardy |
ie: it loads the block if it isn't already |
17:33 |
rubenwardy |
or mapgens it |
17:33 |
rubenwardy |
do I use minetest.get_voxel_manip([pos1, pos2])? |
17:37 |
H-H-H |
hey can anyone remind me of the mod that says the item name above the inv hotbar like in MC ? |
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Dartmouth |
unified_inventory does that, altho that it a complete inventory. afaik there is another single one, but I can't remember what it's called... :/ |
18:03 |
H-H-H |
its called 4itemnames i just found it on my hard drive |
18:03 |
H-H-H |
ty anyway though :) |
18:13 |
H-H-H |
4itemnames mod by 4aiman |
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RealBadAngel |
itemnames are a part of UI |
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SopaXT |
******! |
18:41 |
haaaaa |
Do you think the trouble of baking one bread is worth getting another hotbar space? |
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MinetestBot |
[git] paramat -> minetest/minetest: Mgv6/treegen: (Re)Add fallback nodes for compatibility with subgames 66ea356 http://git.io/vmINE (2015-07-13T19:41:26+01:00) |
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19:40 |
AndroidKris |
HI all, I need to know if it is possible to create just a "ring" with the worldedit gui. |
19:42 |
AndroidKris |
I've selected two points of opposite corners of a square, but I'm unsure as to weather or not I can use those two points to create a ring of [node type] |
19:42 |
AndroidKris |
eg: dirt, stone, etc. |
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20:16 |
paramat |
Amaz also, when you define a biome that alters stone only, you need the lines 'depth_top = 0,' and 'depth_filler = -4,' to disable grass and dirt. see my 'underground' biome in my biomesdev mod |
20:16 |
paramat |
also make sure to include the 'clear registered biomes/decorations' lines before your definitions |
20:19 |
Amaz |
Okay, thanks :) |
20:19 |
paramat |
https://github.com/paramat/biomesdev |
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bobomb |
any voxelArea gurus or adepts here? |
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sfan5 |
!op |
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sfan5 |
!deop |
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Soni |
add a diffing client chunk cache, if you don't have one yet |
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luizrpgluiz |
hi all |
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