Time |
Nick |
Message |
00:11 |
Hijiri |
is nametags on non-player entities a development version feature? |
00:11 |
Hijiri |
and will it work with non-dev clients |
00:11 |
Hijiri |
(if it is a dev feature) |
00:14 |
Hijiri |
I don't see it in the 0.4.13 tag version, so it must be dev |
00:19 |
rubenwardy |
I think so |
00:19 |
rubenwardy |
pretty sure |
00:20 |
rubenwardy |
Old clients just won't see them, probably |
00:20 |
kaeza |
o/ |
00:20 |
Hijiri |
rubenwardy: thank you |
00:21 |
Hijiri |
does that mean it won't show on a 0.4.13 client, or do you mean clients even older |
00:24 |
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00:49 |
sofar |
hmm, I really wish minetest_game just had a nice birch or aspen tree in it. I really don't like all the insanely large moretrees versions |
00:55 |
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01:00 |
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01:15 |
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03:05 |
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03:22 |
Hijiri |
If you attach a player to an entity, can you rotate it to effectively change the player's camera roll |
03:22 |
Hijiri |
I guess I'm just asking if the player's camera will match the rotatino |
03:22 |
Hijiri |
rotation |
03:24 |
Hijiri |
actually I'm just looking for any way to change the player's camera roll |
03:26 |
Hijiri |
but I don't think rotational velocity is kept track of clientside so that will probably look nonsmooth |
03:26 |
Hijiri |
so nevermind I think |
03:26 |
Hijiri |
(I wanted smooth rotations) |
03:39 |
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04:52 |
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05:02 |
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05:02 |
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05:06 |
XeonSquared |
I have accomplished the impossible! |
05:06 |
XeonSquared |
wait wrong channel again |
05:06 |
XeonSquared |
never mind me |
05:08 |
Emperor_Genshin |
lol |
05:10 |
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05:23 |
sofar |
man I wish that there was a html perlin noise generator toy on a web page that I could use to play with sliders for all the aspects of perlin noise |
05:26 |
VanessaE |
well, celeron55 had something like that at one time on his website |
05:26 |
VanessaE |
don't remember the URL though |
05:26 |
sofar |
I'm looking at jsfiddle scribblets |
05:26 |
sofar |
but, nothing pops out as usable to me |
05:41 |
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05:50 |
Hijiri |
I realized something about what I want out of playereffects, or a replacement |
05:50 |
Hijiri |
to have it mesh well with permanent things, like privileges, or any custom status people want to apply, and to also have an effect apply to set of players rather than one |
05:51 |
Hijiri |
it would basically have to comandeer the property so that everything needs to go through ti |
05:51 |
Hijiri |
it |
05:51 |
Hijiri |
and probably for convenience's sake would have to redefine the privs command to intercept any privlege that's controlled by an effect group, and handle it personally |
05:52 |
Hijiri |
but I think that is an ok direction to go |
05:54 |
Hijiri |
I have been thinking about it and more and more I think it just needs to take over everything it needs to |
05:55 |
Hijiri |
and that is the only way for temporary effects to mix with permanent effect affecting the same thing |
05:56 |
Hijiri |
if it is monoidal and registered centrally you don't have to save the state before applying the effect so you can cancel it or anything, temporary status just gets mixed with the permanent status and it basically just applies the current mix soup |
05:59 |
Hijiri |
The main issue is it would break compatibility with any mod that doesn't use it and also changes the same things |
05:59 |
Hijiri |
playereffects has the same problem, but this would be on a larger scale |
06:12 |
RealBadAngel |
Hijiri, you can set players yaw and pitch |
06:12 |
Hijiri |
I want to set roll |
06:12 |
Hijiri |
for spinny effect |
06:12 |
Hijiri |
what if you do an awesome anime finishing move, you need to spin |
06:13 |
RealBadAngel |
theres no method to set roll, only yaw and pitch |
06:13 |
Hijiri |
that's why I was looking for hacks |
06:13 |
Hijiri |
actually I have another hack-related question |
06:14 |
Hijiri |
If you detach a player from an entity, do they retain momentum? |
06:14 |
RealBadAngel |
no idea, sorry |
06:14 |
Hijiri |
When I'm in a minecart from the mod, it looks like the client is predicting the player motion |
06:14 |
Hijiri |
so the client is keeping track of the velocity I think |
06:14 |
Hijiri |
it could be used as a hack to change player velocity, just temporarily attach them to an entity and set the entity's velocity |
06:15 |
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06:19 |
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06:36 |
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07:01 |
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07:24 |
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07:30 |
sofar |
http://i.imgur.com/b8HOzw2.jpg |
07:42 |
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08:00 |
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08:21 |
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08:25 |
celeron55 |
07:26:47 < VanessaE> well, celeron55 had something like that at one time on his website |
08:25 |
celeron55 |
http://c55.me/random/2012-11/noisegen/ |
08:25 |
celeron55 |
it's still there |
08:25 |
celeron55 |
sofar: ^ |
08:26 |
celeron55 |
i don't know if that's useful at all but that's the referred thing anyway |
08:29 |
celeron55 |
(i didn't know where that was, but google immediately knew when i searched for "c55.me perlin noise") |
08:36 |
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08:50 |
MyTeke_ChrisWMas |
Oh My Gosh.. The Famous, Celeron55. Can the ServerThread communitcate with an external ServerThread. |
09:00 |
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09:10 |
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09:10 |
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09:27 |
celeron55 |
MyTeke_ChrisWMas: i don't know what you are talking about, but hi 8) |
09:32 |
Fritigern |
sfan5: If you are around. the WorldEditi function "Orient" seems to be borken. When I select a region (any size) and try to orient by 90 deg, it's a 100% crashboom. Downloaded latest WE to make certain. MT 0.4.13 (pulled and built today) https://paste.kde.org/p5rzqs5mg |
09:34 |
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09:35 |
Fritigern |
It must be noted that this happens when using "Orient" via the WE GUI, accessed through Unified Inventory |
09:35 |
MyTeke_ChrisWMas |
Celeron55. Can a Minetest ServerThread communitcate with an external ServerThread which is a different Minetest Server. |
09:38 |
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09:39 |
JamesTait |
Good morning all; happy Tuesday, and happy Golden Gate Bridge Day! 😃 |
09:39 |
Emperor_Genshin |
Good mornin JamesTait |
09:41 |
MyTeke_ChrisWMas |
Good Morning and Happy, George Washington Bridge day too. :-) If it wasn't for Bridges how would we cars from one side of the river to the next. :-) |
09:45 |
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09:49 |
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09:57 |
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09:59 |
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10:03 |
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10:05 |
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10:15 |
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10:18 |
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10:28 |
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10:38 |
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10:41 |
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10:42 |
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10:45 |
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10:45 |
sfan5 |
MyTeke_ChrisWMas: of course it can, you just need to add communication via unix sockets |
10:47 |
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10:48 |
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11:01 |
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11:12 |
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11:20 |
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11:29 |
MinetestBot |
[git] sfan5 -> Uberi/MineTest-WorldEdit: Fix Orient in WorldEdit GUI https:/ http://git.io/vu89i (2016-01-05T12:24:06+01:00) |
11:29 |
sfan5 |
^ Fritigern |
11:29 |
Fritigern |
Woot! I dod not expect it to happen so quickly! |
11:35 |
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11:43 |
MinetestBot |
[git] sfan5 -> Uberi/MineTest-WorldEdit: Fix Save/Load from WorldEdit GUI, fixes #90 https:/ http://git.io/vu85w (2016-01-05T12:42:01+01:00) |
11:45 |
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11:48 |
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11:51 |
twoelk |
has this been fixed? https://forum.minetest.net/viewtopic.php?p=191570#p191570 |
11:57 |
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11:59 |
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12:01 |
sfan5 |
twoelk: thats what i just fixed |
12:01 |
twoelk |
hmm just crashed some old worlds, trying some others |
12:09 |
twoelk |
ok will have to have a more detailed look somewhat later.......... |
12:15 |
MinetestBot |
[git] sfan5 -> Uberi/MineTest-WorldEdit: Fixed dropdown menus in the WorldEdit GUI (closes #78, thanks to @sponce) https:/ http://git.io/vu4ee (2016-01-05T13:14:47+01:00) |
12:32 |
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12:33 |
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12:35 |
MinetestBot |
[git] Rui914 -> Uberi/Minetest-WorldEdit: Fix undeclared global variable 7a19c53 http://git.io/vu4tw (2016-01-05T13:33:12+01:00) |
12:56 |
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12:59 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Fix //stack2 not working (closes #94) e0a2661 http://git.io/vu4Ct (2016-01-05T13:57:48+01:00) |
13:03 |
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13:13 |
MinetestBot |
[git] Sebastien.Poncecern.ch -> Uberi/Minetest-WorldEdit: Fixed Issue #83 : upsidedown pyramid not working well 2e2fcfd http://git.io/vu4BJ (2016-01-05T14:11:04+01:00) |
13:19 |
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13:23 |
Fritigern |
sfan5: I don;t mean to complain so much, but the back button in the GUI now seems to take several clicks before it will take you back to the previous menu. 10 clicks is not unusual. |
13:23 |
sfan5 |
i noted that too |
13:24 |
sfan5 |
no idea why it does that |
13:24 |
sfan5 |
ohhh |
13:24 |
sfan5 |
i know why |
13:24 |
sfan5 |
complain to minetest devs |
13:24 |
Emperor_Genshin |
lol |
13:25 |
sfan5 |
Fritigern: when you select something in a dropdown the mod explicitly needs to show the formspec again |
13:25 |
sfan5 |
there are 2 different dropdown modes |
13:25 |
sfan5 |
lua_api.txt mentions those |
13:25 |
sfan5 |
but it doesn't say how to select the one we want |
13:25 |
sfan5 |
so we'll have to work with this |
13:27 |
* H-H-H |
is doing clean builds of minetest and server and the android client as he kinda broke the last one lol |
13:31 |
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13:31 |
Thomas-S |
hi |
13:31 |
Emperor_Genshin |
yo |
13:32 |
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13:34 |
MyTeke_ChrisWMas |
Thank You, sfan5.. |
13:37 |
H-H-H |
are the defaulot keymappings in minetest.conf or if i want to use different ones do i need to change them anywhere else ? |
13:42 |
MyTeke_ChrisWMas |
Hi, Thomas-S |
13:42 |
Thomas-S |
hello! |
13:55 |
sfan5 |
H-H-H: you can change them in the menu and in minetest.conf |
13:55 |
H-H-H |
ty sfan5 im just used to using the arrow keys to move instead of wasd |
14:00 |
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14:03 |
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14:08 |
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14:14 |
twoelk |
in https://github.com/Uberi/Minetest-WorldEdit the link https://forum.minetest.net/viewtopic.php?pid=103341 doesn't seem to work as expected |
14:18 |
twoelk |
also rotation in WE still gives uncomplete results: http://i.imgur.com/Xbqikiq.png (unrotated stairs and some trunks) |
14:24 |
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14:59 |
sfan5 |
twoelk: 6d facedir rotation is part of a larger that wasnt merged yet |
14:59 |
sfan5 |
larger pull* |
14:59 |
* twoelk |
keeps waiting |
15:05 |
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15:05 |
reber |
hi all |
15:06 |
red-0001 |
hi reber |
15:06 |
reber |
how to have pigs, and all mobs like in minecraft ? |
15:07 |
red-001 |
get a mobs mod |
15:07 |
red-001 |
like mobs_redo |
15:08 |
Emperor_Genshin |
speaking of mobs_redo, are the sharks fixed? |
15:17 |
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15:26 |
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15:45 |
Krock |
Emperor_Genshin, your GitHub link is still broken :< |
15:46 |
Emperor_Genshin |
I know, I've been busy lately with other things :< |
15:47 |
Emperor_Genshin |
sorry :( |
15:52 |
Emperor_Genshin |
I'm just going to hide it till i solve that problem Krock. |
15:52 |
Emperor_Genshin |
whenever I can |
15:53 |
Krock |
Don't worry, just publish a mod with GitHub and the problem is fixed :P |
15:53 |
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16:05 |
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16:07 |
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16:08 |
reber |
my son played about 1 year with minetest |
16:09 |
reber |
and then at school ... He heard about minecraft ... |
16:09 |
Emperor_Genshin |
mehcraft, yuck lol |
16:09 |
reber |
how to get an env the closest to minecraft to let it forget it ;) |
16:09 |
Emperor_Genshin |
if only minetest had better animations and shaders XD |
16:10 |
reber |
i personnaly don't play them so i don't see any differences , but according to him, there are a lot of ! Especially mobs (pigs, etc), and the nether ... :( |
16:10 |
edj |
reber: I have a daughter who played a bunch of Minetest and has mostly switched over to Minecraft too |
16:11 |
reber |
:( |
16:11 |
reber |
weird ... |
16:11 |
edj |
Largely because Minecraft has villager mobs, monster mobs, villages, etc. The world is more "alive" and interesting. |
16:11 |
Krock |
I have no kids and they all play Minetest. |
16:11 |
reber |
these games seems so close |
16:11 |
reber |
edj, yes that's it ! |
16:11 |
reber |
more alive |
16:11 |
edj |
reber: "Vanilla" Minecraft is far more interesting than "vanilla" Minetest imo :( |
16:11 |
reber |
yep exactly |
16:12 |
reber |
but i'm shure with some mods they can just act the same isn't it ? |
16:13 |
reber |
i saw several projects on github (minitest, etc.) but they all look like they are abandonned :/ |
16:13 |
edj |
reber: I have the same questions |
16:13 |
twoelk |
well - vanilla minetest is not meant to be interesting but rather to make taste for more - allas adding mods still isn't trivial for the casual player - so of they wander |
16:15 |
edj |
A curated list of mods you can install right from the Minetest GUI would be awesome |
16:16 |
H-H-H |
well in my world i have allsorts lol mobs,villages clothing armour and even electricity |
16:16 |
twoelk |
using this list http://wiki.minetest.net/List_of_Subgames and sorting by type yeilds some seven mt-subgames (aka collections of mods) that attempt to be mc-clones |
16:18 |
twoelk |
I personally think Stampy's subgame comes quite close https://forum.minetest.net/viewtopic.php?f=12&t=8592 |
16:18 |
H-H-H |
i goto look into those im currently running over 150 mods lol might find some more cool stuff |
16:27 |
twoelk |
for mobs there is this list to work through http://wiki.minetest.net/Mobs |
16:29 |
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16:29 |
twoelk |
use Sokomine's Village Modpack for diverse villages and add your own https://forum.minetest.net/viewtopic.php?f=9&t=13589 |
16:31 |
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16:32 |
H-H-H |
wow the mymonths mod is a lagfest lol |
16:34 |
H-H-H |
twoelk ty for these links as im trying to setup a game for a server and these links are helpfull to see what mods are working well together etc etc |
16:36 |
twoelk |
just visit and study other servers :-P |
16:37 |
twoelk |
Adventuretest for example has some villagers that give out quests or can interact in other ways |
16:37 |
sofar |
https://github.com/minetest/minetest_game/pull/771 |
16:37 |
sofar |
needs more thumbs ups... ;^) |
16:38 |
H-H-H |
i use Sokomines villages and theyre really cool |
16:40 |
Emperor_Genshin |
If minetest had villagers that can open and close doors lol |
16:43 |
H-H-H |
i wonder how hard that would be ? |
16:47 |
sofar |
hard. doors are not easy to open. |
16:47 |
sofar |
first of all, you'd need to be able to recognize a door |
16:47 |
red-001 |
check for the node |
16:47 |
sofar |
second, you'd need to be able to calculate a path through the door |
16:48 |
sofar |
third, doors are multi-node objects with 50 lines of lua code attached to them to make them work |
16:48 |
sofar |
it's all doable, but it's not trivial |
16:48 |
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16:48 |
YouSuck2 |
Fuck you fuck you fuck you |
16:48 |
sofar |
the one thing that's needed is a door API that provides open() and close() methods |
16:49 |
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16:49 |
twoelk |
didn't the workers https://forum.minetest.net/viewtopic.php?t=2576 allready do stuff that could be adjusted for such actions? |
16:50 |
sofar |
plus, should villagers close the door behind them? |
16:51 |
red-001 |
sofar It would be nice to have an API to open and close doors |
16:51 |
red-001 |
but I don't think that has a lot of uses |
16:52 |
sofar |
mesecons needs it |
16:52 |
sofar |
plus my keys thing also needs it |
16:52 |
sofar |
it's... a mess |
16:52 |
red-001 |
well I wouldn't be hard to do |
16:53 |
H-H-H |
i would kill for the mesecons system to open doors to be brought back |
16:53 |
H-H-H |
or even digilines |
16:53 |
red-001 |
It might be a bit hard to get it merged |
16:55 |
sofar |
a door API needs to really go into minetest_game |
16:55 |
Emperor_Genshin |
Indeed |
16:55 |
sofar |
maybe I'll take it on as a next project |
16:55 |
sofar |
but I've got quite a few ones pending :) |
16:55 |
red-001 |
well I might do it |
16:56 |
red-001 |
I don't have another projects |
16:56 |
H-H-H |
i know xdoors2 had a mesecons system to open/close them but thats so old noww its unusable |
16:59 |
red-001 |
did steal trapdoors get merged? |
17:01 |
twoelk |
stolen trapdoors? |
17:01 |
red-001 |
steel* |
17:02 |
red-001 |
but you can't steal steel trapdoors |
17:02 |
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17:05 |
sofar |
red-001: yes, got merged, and, first bug discovered! |
17:06 |
red-001 |
ohh |
17:06 |
red-001 |
time to rebase |
17:06 |
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17:06 |
exio4 |
is there any default mapgen that generates a flat world? |
17:06 |
sofar |
no |
17:06 |
red-001 |
yes |
17:06 |
red-001 |
it's not very good |
17:07 |
sofar |
yes? |
17:07 |
sofar |
you could modify the perlin noise params to get a flat world I think |
17:07 |
red-001 |
the "flat" flag |
17:07 |
red-001 |
in mgv6 |
17:07 |
sofar |
ahhh |
17:07 |
red-001 |
It's not good |
17:07 |
sofar |
how bad can flat be? |
17:08 |
red-001 |
biomes stil generate |
17:08 |
sofar |
it's not flat? :) |
17:08 |
red-001 |
it looks a bit strange |
17:08 |
Calinou_ |
you could change desert/beach frequency so that they never generate, disable trees and caves... |
17:09 |
twoelk |
exio4: what do you need the flat world for? |
17:09 |
exio4 |
twoelk: placing schematics which would make up for the real world |
17:09 |
red-001 |
singlenode then? |
17:10 |
red-001 |
that makes an empty world |
17:10 |
red-001 |
no land |
17:11 |
exio4 |
I need the empty land though |
17:11 |
twoelk |
flatgen https://forum.minetest.net/viewtopic.php?f=11&t=8952 and https://forum.minetest.net/viewtopic.php?f=9&t=9772 kann be adjusted to ones needs |
17:11 |
exio4 |
will use a mapgen mod then |
17:15 |
twoelk |
Universal terrain flattener for towns: https://forum.minetest.net/viewtopic.php?f=11&t=7701 might still work |
17:15 |
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17:15 |
blaze |
Calinou_: have you seen this project https://github.com/colobot/colobot ? |
17:17 |
Calinou_ |
heard of it, yes |
17:17 |
Calinou_ |
the graphics just scream "I made Quake 2 into a RTS" though :D |
17:18 |
kaadmy |
heh |
17:18 |
red-001 |
has anyone heard of warzone 2100? |
17:19 |
exio4 |
it's cool |
17:19 |
kaadmy |
red-001: no |
17:19 |
Calinou_ |
development of Warzone 2100 is mostly halted IIRC :/ |
17:19 |
red-001 |
yes |
17:20 |
Calinou_ |
0 A.D. has a brighter future :p |
17:20 |
Calinou_ |
also better graphics |
17:20 |
red-001 |
I think it heard of that |
17:20 |
* blaze |
is still waiting for some sandbox game with programmable robots |
17:20 |
red-001 |
and played it |
17:20 |
Calinou_ |
there could be a libre Garry's Mod, with elements from free software games and movies |
17:22 |
red-001 |
I think there was a game were you made robos in python or java |
17:23 |
Emperor_Genshin |
I play warzone 2100 :3 |
17:23 |
Emperor_Genshin |
fun game, though wonders why has development halted |
17:23 |
red-001 |
did you play that mod that added designing buildings? |
17:23 |
Emperor_Genshin |
yes |
17:24 |
twoelk |
https://forum.minetest.net/viewtopic.php?f=9&t=13823 probably not what blaze is looking for but hey - it's a robot! |
17:24 |
red-001 |
too bad the source code is lost |
17:24 |
exio4 |
what happened to the flat mg_flags? |
17:24 |
red-001 |
? |
17:24 |
red-001 |
is it gone? |
17:25 |
exio4 |
oh |
17:25 |
exio4 |
mgv6_spflags |
17:25 |
Emperor_Genshin |
lel |
17:26 |
exio4 |
there, it kinda works |
17:26 |
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17:26 |
twoelk |
https://github.com/boppreh/minetesting might be something blaze wants to play with |
17:26 |
* Emperor_Genshin |
wonders why some devs don't appreciate enet =/ |
17:26 |
red-001 |
enet? |
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17:30 |
blaze |
twoelk: added to bookmarks, gonna study it |
17:32 |
Emperor_Genshin |
well guys, will be back later, need to catch some sleep o/ |
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18:14 |
exio4 |
omg my island works |
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18:18 |
H-H-H |
who mentioned colobot |
18:20 |
blaze |
who? |
18:21 |
H-H-H |
<<blaze>> Calinou_: have you seen this project https://github.com/colobot/colobot ? |
18:21 |
H-H-H |
i just built it lol and it seems fun :P |
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H-H-H |
if anyone has any other sugestions for stuff like that pls let me know |
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18:28 |
* sfan5 |
purrs at exio4 |
18:28 |
* exio4 |
hugs sfan5 |
18:28 |
exio4 |
d'aww |
18:28 |
sfan5 |
aww |
18:29 |
kaadmy |
? ^ |
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18:30 |
exio4 |
sfan5, do you like my island https://github.com/EXio4/randomcode/blob/master/Haskell/gen-map/gm_points.png |
18:30 |
exio4 |
what, that's the old one |
18:30 |
exio4 |
brb pushing new |
18:31 |
sfan5 |
<sfan5> peoples drawing skills... but in 3D! |
18:32 |
kaadmy |
;) |
18:36 |
exio4 |
sfan5: don't kill me plz |
18:36 |
exio4 |
sfan5: but this is mostly test input! |
18:37 |
sfan5 |
nice tool tho' |
18:37 |
sfan5 |
might become useful for people |
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18:53 |
jomat |
Is a 35 blocks long MV cable a problem? Does it need repeated switching stations or so? |
18:53 |
kaadmy |
no length limit |
18:54 |
kaadmy |
but if the cable's too far from you, about 50-100 nodes away, it wok'r work |
18:54 |
kaadmy |
won't- |
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18:55 |
jomat |
Mhh... I have a switching station at the end of the cable, and if I'm next to it, it tells me: Supply: 0 … if I walk a few steps in the direction where the cable comes from, it changes to Supply: 27000 |
18:56 |
sfan5 |
sounds like you need a few force load thingys |
18:56 |
jomat |
Placing administrative world anchors doesn't help neither :-/ |
18:59 |
sfan5 |
then it must be a bug |
18:59 |
sfan5 |
try asking someone who actually knows something about technic |
18:59 |
jomat |
Hmm... the power comes from an 57 meters long array of geothermal generators... perhaps thats too long |
18:59 |
kaadmy |
try standing near the generators |
19:00 |
jomat |
I'm near... the whole thing is in an Ushape |
19:01 |
jomat |
The problem seems to be solved if i put another switching station on the LV (not MV) cables |
19:02 |
jomat |
.... hm, well... perhaps |
19:03 |
twoelk |
jomat: be aware of what brought VE-Survival server down :-P https://forum.minetest.net/viewtopic.php?p=203120#p203120 |
19:03 |
exio4 |
sfan5: still not finished(tm) |
19:03 |
sfan5 |
exio4: needs more hired enterprise devs |
19:04 |
exio4 |
yes |
19:04 |
jomat |
Ah, now the supply dropped to 9k … so two of my converters aren't active anymore if i don't look at them |
19:04 |
jomat |
twoelk: I have a cronjob to restart my server every minute :-) |
19:05 |
jomat |
there are too much other obscure bugs :-) |
19:05 |
twoelk |
exio4: what city are you planning to recreate? |
19:05 |
jomat |
There is a cave if you step on the wrong stone, the server crashes :-) |
19:06 |
twoelk |
had a tree like that on VE-creative for some time |
19:06 |
jomat |
There is this info-tool (torch+stick), if you use it with superglowglass ... crash :-) |
19:06 |
exio4 |
twoelk: it's just my city/town, a little bit of the river, roads, etc :p |
19:06 |
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19:06 |
twoelk |
exio4: I got that part - was wondering which city by name |
19:06 |
exio4 |
twoelk: oh |
19:07 |
twoelk |
that island didn't look familiar |
19:07 |
exio4 |
that island is just a test |
19:07 |
exio4 |
my city data isn't finished |
19:07 |
twoelk |
:-) |
19:08 |
exio4 |
I needed something with water, grass, sand, and "big enough" to take a second... |
19:08 |
exio4 |
... that island is still too small for my FX :p |
19:09 |
sfan5 |
exio4: the one next to uruguay? |
19:09 |
sfan5 |
or the one farther away? |
19:10 |
exio4 |
sfan5: wut |
19:10 |
exio4 |
sfan5: Entre Rios |
19:10 |
sfan5 |
so not next to uruguay |
19:10 |
sfan5 |
the other one |
19:10 |
sfan5 |
google maps showed multiple places |
19:10 |
sfan5 |
¯\_(ツ)_/¯ |
19:11 |
twoelk |
ah - nice grid-town |
19:12 |
twoelk |
now who names a town Strobel? :-D |
19:12 |
exio4 |
don't ask :p |
19:13 |
twoelk |
hm - the main grid might fit into a 3km by 3km square |
19:14 |
exio4 |
twoelk: my idea was having the river in one side, and then go til Crespo |
19:14 |
exio4 |
twoelk: but that's quite a lot |
19:14 |
twoelk |
indeed |
19:15 |
exio4 |
I might avoid most of the roads, though, and make what'd be 8~km in roadways just 750blocks or so |
19:15 |
exio4 |
but it'd ruin the scale.. :p |
19:16 |
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19:16 |
Megaf1 |
(19:03:25) twoelk: jomat: be aware of what brought VE-Survival server down :-P https://forum.minetest.net/viewtopic.php?p=203120#p203120 |
19:16 |
Megaf1 |
And that's why my server will never ever have technic |
19:16 |
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19:16 |
Megaf |
!server Megaf |
19:16 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 5/10, 1/7 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 7ms |
19:16 |
twoelk |
Libertador San Martin has a more complicated layout |
19:17 |
jomat |
that's my setup, doesn't look as large as what crashed vanessas server: http://pastebin.com/raw/zSfz4eFR |
19:18 |
exio4 |
twoelk: indeed, <_< |
19:18 |
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19:21 |
jomat |
all the MV machines bottom left are centrifuges.... and the switching station next to them tells 0 supply if i'm too far left :-/ |
19:21 |
twoelk |
the voxel version of Pripyat was interesting in how it adjusted the layout to the voxel grid to keep the general look as authentic as possible |
19:22 |
exio4 |
Pripyat? |
19:22 |
twoelk |
that ukrainian ghost town |
19:22 |
exio4 |
oh |
19:23 |
jomat |
adding this "short circuit" (switching station on LV) tells my centrifuges they have 9k available: http://pastebin.com/raw/kGJmthdn |
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Megaf |
!up Megaf |
19:37 |
MinetestBot |
Megaf: invalid address |
19:38 |
Megaf |
!server Megaf |
19:38 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 6/10, 1/7 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 6ms |
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20:35 |
Hijiri |
lua numbers should be sufficiently enough for a unique id right |
20:36 |
swift110 |
hey guys |
20:36 |
Hijiri |
hi |
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Thomas-S |
bye |
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23:38 |
MinetestBot |
[git] sofar -> minetest/minetest_game: Fix endless trapdoor bug. 9542d11 http://git.io/vuEZU (2016-01-05T23:29:24Z) |
23:38 |
MinetestBot |
[git] kilbith -> minetest/minetest_game: Minor polishing of creative 7488f48 http://git.io/vuEZT (2016-01-05T23:29:15Z) |
23:38 |
MinetestBot |
[git] sofar -> minetest/minetest_game: Allow books to be copied on the craft grid. b0ec8f1 http://git.io/vuEZk (2016-01-05T23:29:08Z) |
23:38 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest_game: Fix TNT drops being placed inside nodes c76a919 http://git.io/vuEZI (2016-01-05T23:28:59Z) |
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23:50 |
Megaf |
!up mt.megaf.info 30003 |
23:50 |
MinetestBot |
mt.megaf.info:30003 is up (7ms) |
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23:52 |
kaeza |
o/ |