Time |
Nick |
Message |
00:03 |
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02:02 |
rocky1138 |
two things: one, I can't register on the forums because my IP complains about spamhaus spam complaints :( can someone register me? |
02:02 |
rocky1138 |
two: would there be any interest in putting Minetest on steam? I've got a steamworks account. |
02:06 |
STHGOM |
i think Steam might;ve been talked about before |
02:06 |
STHGOM |
so, I make an account for you? |
02:09 |
rocky1138 |
yes please. rocky1138 (username), email: jrockefeller1gmail.com |
02:09 |
STHGOM |
https://forum.minetest.net/viewtopic.php?id=8321 older Steam discussion |
02:09 |
STHGOM |
k |
02:09 |
rocky1138 |
thx. I just sent an email to Perttu about it. |
02:09 |
rocky1138 |
I did a search on the forums for steam but didn't see anything. I'll read this. Thanks! |
02:10 |
STHGOM |
1138 :3 |
02:11 |
rocky1138 |
teehee! |
02:11 |
STHGOM |
ok, email send |
02:11 |
rocky1138 |
thanks. |
02:12 |
STHGOM |
t |
02:12 |
DonBatman |
Steam has been talked about and As far as I know it is not something that will happen anytime soon |
02:13 |
rocky1138 |
Judging from this forum thread it seems like the common reason is that the game isn't ready yet |
02:14 |
KaadmY |
rocky1138: btw Perttu(celeron55) is currently in #minetest-dev, in case he's not afk |
02:14 |
KaadmY |
seems he's away right npow |
02:14 |
KaadmY |
now* |
02:14 |
rocky1138 |
awesome, thx |
02:15 |
KaadmY |
he's fairly active there |
02:15 |
KaadmY |
#minetest-dev: "Consider this instead of /msg celeron55" |
02:15 |
rocky1138 |
it's okay, I won't bug him. I wrote an email and it seems like people have talked about italready |
02:16 |
KaadmY |
i'm not even sure if steam's licensing allows LGPL |
02:16 |
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02:16 |
KaadmY |
the apple app store doesn't |
02:16 |
rocky1138 |
the "game" on steam could be a launcher |
02:16 |
rocky1138 |
which downloads the actual game |
02:17 |
KaadmY |
don't know about that |
02:17 |
rocky1138 |
and reading the discussion, I'm thinking actually itch.io might actually be a better place for getting minetest out to people |
02:17 |
rocky1138 |
people there understand they're playing new games |
02:17 |
rocky1138 |
could build it up and get it ready for a steam release in a couple years |
02:18 |
KaadmY |
hmm |
02:18 |
KaadmY |
i actually though it was already in itch.io |
02:18 |
KaadmY |
it apparantly isn't |
02:27 |
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02:47 |
rocky1138 |
what's the max view distance you guys have ever been able to play with? |
02:48 |
greeter |
i've never set the max view distance, other than pressing r. i can play with max viewing distance on, but i drop to about 12 fps in the worst cases |
02:49 |
KaadmY |
i play with about 40 view range with 0.4.13, 5 view range in 0.4.14 |
02:49 |
KaadmY |
45* |
02:49 |
KaadmY |
s/40/45 |
02:51 |
rocky1138 |
greeter, same (GTX970, i5 6700k) |
02:51 |
rocky1138 |
I personally don't like unlimited view range |
02:51 |
rocky1138 |
I like the fog |
02:51 |
rocky1138 |
~120 view is nice for me |
02:51 |
ShadowBot |
rocky1138: Error: You must be registered to use this command. If you are already registered, you must either identify (using the identify command) or add a hostmask matching your current hostmask (using the "hostmask add" command). |
02:52 |
rocky1138 |
around 120 is nice for me |
02:52 |
greeter |
fog looks more realistic |
02:53 |
rocky1138 |
yes. |
02:53 |
rocky1138 |
so I'm wondering why the minetest_game doesn't come with more mods by default? |
02:54 |
KaadmY |
120 view range is about 20 fps on flat ground |
02:55 |
rocky1138 |
is this game cpu heavy or gpu heavy? |
02:56 |
KaadmY |
rocky1138: cpu heavy, i'd guess |
02:56 |
KaadmY |
some people have problems on good graphics cards |
02:56 |
Void7 |
cpu-heavy if shaders are disabled, cpu-heavy and gpu-heavy if shaders are enabled :P |
02:56 |
rocky1138 |
whoa |
02:57 |
rocky1138 |
how do I enable shaders? |
02:57 |
Void7 |
^ just joking :P |
02:57 |
KaadmY |
Settings->Shaders |
02:57 |
KaadmY |
if it's still the settings tree, you might have to dig around to find it |
02:58 |
rocky1138 |
yeah it is |
02:58 |
rocky1138 |
I see it |
02:58 |
rocky1138 |
thanks |
02:58 |
rocky1138 |
I had shaders turned on but no other boxes ticked |
02:58 |
KaadmY |
ah |
02:58 |
KaadmY |
shaders don't look too good atm |
02:58 |
KaadmY |
basically tonemapping and waving objects |
02:59 |
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03:00 |
rocky1138 |
sucks that I have to leave the server to change my graaphics settings |
03:00 |
KaadmY |
yeah :/ |
03:03 |
rocky1138 |
so why doesn't the base game come with more stuff like mobs? I see there are mods for them. |
03:03 |
KaadmY |
yes |
03:03 |
Void7 |
most mob mods add a LOT of lag |
03:03 |
KaadmY |
MT's philosophy is kinda along the lines of "not default, MODS |
03:03 |
KaadmY |
" |
03:03 |
Void7 |
yes |
03:03 |
KaadmY |
MODSMODSMODS |
03:04 |
KaadmY |
then you end up with every mod being unique at being broken :P |
03:04 |
rocky1138 |
are there any VR mods? I've got a Vive and a Rift |
03:04 |
Void7 |
no, mods are server-side |
03:04 |
KaadmY |
rocky1138: mods are server side |
03:04 |
KaadmY |
VR can't be a mod |
03:05 |
rocky1138 |
I see. no client side "mods" then? |
03:05 |
KaadmY |
not yet |
03:08 |
rocky1138 |
so the client in this case is minetest_game right? and when I log into a server, it sends me the "mods" so my client can understand what to do? or is my client reaely dumb? |
03:08 |
rocky1138 |
and just sends keypresses to the server |
03:08 |
KaadmY |
client does rendering and mesh generation |
03:09 |
KaadmY |
and movementn input, etc |
03:09 |
KaadmY |
movement* |
03:09 |
DonBatman |
Some VR is supported by minetest |
03:09 |
KaadmY |
minetest_game is essentially a large mod on the server |
03:09 |
Void7 |
no, minetest_game is a collection of mods that don't break when you combine them |
03:10 |
KaadmY |
technically, that's a subgame :P |
03:10 |
Void7 |
yes |
03:10 |
rocky1138 |
when my client connects, the server must send me sound files that mods are using, right? |
03:10 |
KaadmY |
"don't break when you combine them" -- therefore minetest_game isn't a subgame :D |
03:10 |
KaadmY |
rocky1138: yes |
03:10 |
rocky1138 |
I see |
03:10 |
KaadmY |
unless you already have them locally |
03:10 |
KaadmY |
i think it's similar to quake's server-client mode |
03:10 |
KaadmY |
model* |
03:10 |
Void7 |
no, quake has client-side prediction |
03:10 |
ThomasJaguar1212 |
there is some stereoscopic output modes in minetest. |
03:11 |
rocky1138 |
does it cache them? or if I close the client does it have to redownload them |
03:11 |
KaadmY |
rocky1138: it's cached |
03:11 |
KaadmY |
~/.minetest/cache on linux |
03:11 |
Void7 |
my cache is 101 megabytes right now |
03:13 |
rocky1138 |
Just 21MB for me on Winders |
03:21 |
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03:24 |
rocky1138 |
When a new version of MT comes out, how likely are mods to break? |
03:24 |
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03:32 |
hmmmm |
highly unlikely |
03:36 |
rubenwardy |
You can get client mods, but they're not real mods they're C++ patches |
03:36 |
rubenwardy |
so a lot harder |
03:37 |
rubenwardy |
although no ones made a C++ patch mod style yet |
03:40 |
rocky1138 |
I mean when a new version of MT server comes out, how likely is it that it will break a server mod? |
03:40 |
rocky1138 |
or is that what you were saying "highly unlikely" to? because that's a constant pain in the arse wrt bukkit, et al. |
03:42 |
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03:42 |
dlaboratory |
I have a problem with sqlite3 dependency |
03:43 |
dlaboratory |
cmake says ``Could NOT find SQLite3 (missing: SQLITE3_LIBRARY SQLITE3_INCLUDE_DIR)'' |
03:43 |
dlaboratory |
I have no idea how to solve this |
03:43 |
rocky1138 |
do you have sqlite-dev installed? |
03:44 |
rocky1138 |
probably sqlite3 sources are not installed |
03:44 |
rocky1138 |
if they are, SQLITE3_INCLUDE_DIR may need to be defined in your environment variables |
03:44 |
rocky1138 |
what command are you running |
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08:18 |
JamesTait |
Good morning all! Happy Tuesday, and happy Pecan Pie Day! 😃 |
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08:31 |
Gael-de-Sailly |
I don't manage to apply noise params to a scatter ore |
08:32 |
Gael-de-Sailly |
some tests: with a noise_threshold that is impossible to reach, the ore is still generated |
08:33 |
Gael-de-Sailly |
with another test ore, the same noise_params works |
08:43 |
Gael-de-Sailly |
https://github.com/Gael-de-Sailly/minetest-minetestforfun-server/blob/93eaccc/minetestforfun_game/mods/default/mapgen.lua#L552-L589 |
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14:55 |
rdococ |
I'm having trouble making two signals cancel out |
14:56 |
rdococ |
in a mesecons-like mod |
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16:16 |
rdococ |
do you think salt would be a good addition to minetest or not? just asking... I seriously just want your opinion, I'm not going to try to push for it in minetest... I'm just asking! |
16:16 |
KaadmY |
hmm |
16:16 |
KaadmY |
salt would be interesting |
16:17 |
KaadmY |
any uses though? |
16:17 |
rdococ |
all I've got right now is a good furnace fuel... but that only makes sense with food |
16:17 |
rdococ |
I have a few other ideas, but I don't think Minetest needs yet another water type |
16:17 |
KaadmY |
maybe use it to attract mobs? |
16:17 |
rdococ |
maybe... but I'm terrible at compatibility |
16:17 |
KaadmY |
iirc some irl animals like salt |
16:18 |
rdococ |
I mean, mobs is a mod, right? |
16:18 |
KaadmY |
several mods |
16:18 |
KaadmY |
there's probably 5-10 mob mods |
16:18 |
rdococ |
hmm... maybe some other non-mob use |
16:18 |
rdococ |
since I plan on it being a really rare ore |
16:18 |
rdococ |
(in the mod I'm making) |
16:19 |
rdococ |
salt has the ability to preserve things in real life, but cube games like minetest don't really have a variable of decay in them |
16:19 |
KaadmY |
salt could be a rare ore, but also rarely appear in deserts |
16:19 |
rdococ |
like a salt sand? |
16:21 |
rdococ |
what if it could be used to melt ice? (or can you just break ice to melt it? lemme test) |
16:22 |
KaadmY |
maybe put it on surfaces to prevent snow buildup? |
16:22 |
rdococ |
hmm... how would it show on those surfaces? |
16:22 |
rdococ |
I'd say it should be able to melt ice, and maybe stop snow buildup |
16:22 |
Void7 |
afaik breaking ice melts it in carbone |
16:22 |
rdococ |
oh. hm. |
16:23 |
rdococ |
does it require a tool? |
16:23 |
Void7 |
no |
16:23 |
Void7 |
afaik |
16:23 |
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16:23 |
Void7 |
might need pick though |
16:23 |
rdococ |
I couldn't break it in basic minetest with bare hands |
16:23 |
rdococ |
which I found kinda weird |
16:27 |
rdococ |
I've got two kinds of salt rn, unrefined and refined. I plan to only make these features accessible with refined, smelted salt, but do you think I should change the unrefined salt? |
16:29 |
twoelk |
living in a region that at one time became rich trading with salt, I find the idea of adding salt quite interesting |
16:29 |
rdococ |
okay, now I've made the salt melt the ice when you right click the ice with the salt |
16:29 |
everamzah |
fun stuff |
16:30 |
twoelk |
can I pickle herings? |
16:30 |
rdococ |
I really should add mod compatibility... |
16:31 |
rdococ |
hmm... if you could put string values in groups, e.g. {salted="mod:salted_thing"} |
16:33 |
twoelk |
hmm, no wait "pickling" doesn't seem to be used for salty medium in english - what do you call salt water that you store food like fish or feta in? |
16:33 |
rdococ |
nah, I knew what you meant |
16:34 |
twoelk |
brine - thats the word - oh pickling can be done using brine - seems I was right from the start :-D |
16:35 |
rdococ |
do you think I should add salt water/brine to my mod? |
16:35 |
twoelk |
only if it works with some food mod and food otherwise goes waste |
16:35 |
rdococ |
maybe not then - I don't think Minetest needs another water |
16:36 |
twoelk |
or just for good taste |
16:36 |
rdococ |
(after all, it already has river water) |
16:36 |
Volkj |
salt water... would make a more realistic/extreme hunger mod with drink |
16:36 |
twoelk |
well I would rather group it with other liquids like coffee ore cacao |
16:37 |
rdococ |
I guess so... are there other food mods with those liquids? |
16:37 |
twoelk |
several I guess |
16:38 |
rdococ |
does river water freeze...? |
16:39 |
twoelk |
think so, else ask paramat about water when he's online |
16:39 |
twoelk |
I think he added it |
16:40 |
rdococ |
I never really liked the idea of two waters, I mean normal water could be used as a river if you put it in a deep enough river bed |
16:40 |
* twoelk |
all of a sudden craves for salty herring on bread |
16:40 |
rdococ |
now I'm craving salt too |
16:41 |
twoelk |
it is used to manage two ways of spreading |
16:41 |
rdococ |
but why des there have to be two ways of spreading? I never liked the water flowing system... |
16:42 |
twoelk |
find a better way and everybody will praise you |
16:42 |
twoelk |
normal spreading was uncontrollable with rivers |
16:43 |
rdococ |
really? |
16:43 |
rdococ |
I think I managed to do it once |
16:43 |
twoelk |
dump normal water on a hill and watch it spread out to a large fan |
16:44 |
rdococ |
but then it wouldn't be a river even if it didn't spread as much |
16:44 |
twoelk |
no one has come up with an algorithm yet to tell water when it is a flood and when it should be a river |
16:44 |
rdococ |
why not just cut a deeper river? |
16:50 |
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16:52 |
rdococ |
if you make the river deep enough and the water not too high, it won't flood out |
16:52 |
rdococ |
I remember doing it once |
16:53 |
twoelk |
you do not really know how the water flows beforhand - at the moment most rivers are indeed confined to deeper riverbed but placing water at higher places is a tricky goal |
16:54 |
rdococ |
what if the rivers originated underground? |
16:54 |
twoelk |
so if mapgen places water and then cuts riverbeds where it flows it doesnt look plausible |
16:54 |
rdococ |
hmm... |
16:55 |
twoelk |
and we seem to not have an algorithm to calculate good rivers from a given hightmap |
16:56 |
twoelk |
minetest one meter block maps are actually to course for any good water-drop-algorithms |
16:56 |
twoelk |
*too |
16:56 |
Void7 |
coarse* |
16:57 |
twoelk |
oops, any more? |
17:00 |
twoelk |
convincing rivers would be really lovely and it seems there are quite a few people pondering on that problem |
17:01 |
twoelk |
and waterfalls of course |
17:02 |
rdococ |
is it possible to override an alias with a mod? so I could turn river water into normal water to test |
17:05 |
rdococ |
omg I spawned in a tree |
17:09 |
twoelk |
maybe just use an old minetest version |
17:10 |
rdococ |
nvm, it worked |
17:10 |
rubenwardy |
rdococ, KaadmY: could make a tool to filter it from default:water but not default:river_water |
17:10 |
rdococ |
...huh? filter? |
17:10 |
rdococ |
replacing river water with normal water is a bit buggy, but you could make the water shallower |
17:11 |
twoelk |
filtered water? |
17:11 |
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17:12 |
rubenwardy |
You either need to filter or evaporate sea water to get salt, I have a feeling that it's the latter |
17:12 |
rdococ |
at the moment, my mod has salt ore |
17:13 |
KaadmY |
hmm |
17:13 |
rdococ |
maybe lava plus water could sometimes make salt ore? |
17:13 |
KaadmY |
maybe for a subgame with huger/thirst it would be better |
17:13 |
KaadmY |
maybe obsidian+water? |
17:13 |
rdococ |
salt isn't really for eating though |
17:13 |
KaadmY |
totally unrealistic, but |
17:14 |
rdococ |
maybe fire+water |
17:14 |
KaadmY |
rdococ: could make salt edible and make you less hungry, but make you really thirsty |
17:14 |
KaadmY |
in that case, salt water should be a thing |
17:14 |
rdococ |
that's an interesting idea |
17:14 |
KaadmY |
then you have to cook salt water to drink it |
17:14 |
Void7 |
hm. maybe craft salt with any food and it gives you salted foot |
17:14 |
Void7 |
food * |
17:14 |
rdococ |
wouldn't that remove the salt? |
17:14 |
rdococ |
(cooking it, I mean) |
17:14 |
KaadmY |
rdococ: probably |
17:14 |
KaadmY |
that's the point though |
17:14 |
rdococ |
Void7: having salt as a fuel, even though it's unrealistic, I think it's kinda like that |
17:14 |
KaadmY |
so you can drink the clean, salt-free water |
17:15 |
rdococ |
maybe river water would be the safe water, and you'd have to clean normal water? |
17:16 |
rdococ |
adding salt water would mean replacing mapgen water with salt water, which I can't help but feel would be a little bit compatibility-breaking |
17:16 |
rdococ |
(since the sea is salty) |
17:16 |
KaadmY |
yes |
17:16 |
rdococ |
additionally, for the original minetest game, cleaning water with smelting would be useless |
17:16 |
KaadmY |
ideally, this sould be put in a new survival game |
17:16 |
KaadmY |
seperate from minetest_game |
17:17 |
rdococ |
(well, except if you want river water for some reason) |
17:17 |
KaadmY |
so you can add compat-breaking stuff |
17:17 |
KaadmY |
hunger, thirst, survival stuff |
17:17 |
rdococ |
I might make it compatible with the hunger/thirst mod, but not necessarily depend on it |
17:18 |
twoelk |
uhm we only have very few mapgen mods with oceans, most water is just large lakes |
17:18 |
rdococ |
really? that's kinda interesting |
17:19 |
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17:20 |
twoelk |
btw in the north sea marshes people used to burn dirt to get salt - not the best idea when you live on a low island |
17:20 |
twoelk |
people got rich but islands vanished |
17:25 |
rdococ |
do you think that you should have to refine salt after mining it, or should you get the salt straight away? |
17:25 |
rdococ |
or should you get some kind of rock salt lump? |
17:28 |
twoelk |
https://en.wikipedia.org/wiki/Rungholt a place that exported salt from burning salty dirt |
17:31 |
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17:40 |
rdococ |
well, I know what rock salt looks like... |
17:40 |
rdococ |
should I make rock salt? |
17:47 |
rdococ |
what is minetest's licence? I might have took an ore texture or two... |
17:47 |
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17:52 |
Krock |
rdococ: https://github.com/minetest/minetest/blob/master/README.txt#L404 |
17:52 |
rdococ |
ty |
17:56 |
rdococ |
okay, I've decided that you'd get rock salt from salt ore, and you have to smelt it to get usable salt |
17:56 |
rdococ |
rock salt has a modified mese crystal texture, like how it appears in real life |
18:02 |
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18:09 |
rdococ |
you guys have been much more accepting of a salt in minetest, or at least one of the main subgames, than others have at Minecraft (I know some people here haven't heard of it before though) |
18:09 |
rdococ |
although I haven't submitted my suggestion to the Minecraft forums yet... they'll probably find a way to kill the suggestion, with no way of improving it because that's how they are |
18:11 |
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18:12 |
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18:16 |
twoelk |
you can make any mod you want for minetest and everybody can decide to use it or not = opensource |
18:16 |
rdococ |
additionally, it's really easy to quickly whip up simple mods for minetest |
18:19 |
twoelk |
I guess sorting out dependencies and getting compatible with other mods is the more dificult part, as there are lots of mods doing similar things |
18:20 |
rdococ |
that's true, I guess |
18:20 |
rdococ |
are there other salt mods? |
18:20 |
twoelk |
for example all the farming and food mods that might be spiced up with salt |
18:22 |
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18:23 |
paramat |
river water becomes ice in some biomes |
18:23 |
twoelk |
hmm are you BlueTangs Rock? |
18:23 |
twoelk |
https://forum.minetest.net/viewtopic.php?f=5&t=15111 lists salt |
18:24 |
paramat |
normal water can't be used for sloping rivers (mgvalleys) because it is 'renewable', so spreads out endlessly in a plane |
18:25 |
rdococ |
bluetangs rock? |
18:25 |
paramat |
also the range is limited to allow steep river slopes |
18:26 |
rdococ |
not at all |
18:26 |
rdococ |
my salt is much rarer and spawns from -256 to the bottom of the world |
18:27 |
rdococ |
it's as rare as diamond is at -128 to -255 |
18:27 |
rdococ |
by flying around though I did spot a few veins of salt |
18:27 |
rdococ |
right now, it's a fuel with a burn time of 40 |
18:27 |
paramat |
we considered calling river water 'fresh water' but decided to not specify the idea of saltwater vs. freshwater |
18:28 |
rdococ |
maybe you could convert normal water into salt + river water? |
18:28 |
paramat |
i doubt we would accept salt into mtgame, not fundamental enough |
18:29 |
Krock |
there was a mod where you could cook regular water and got salt |
18:29 |
Krock |
but I don't remember how it was called |
18:30 |
twoelk |
salt might be good against goblins ;-P |
18:30 |
rdococ |
nah... I'm planning on making my salt kinda powerful |
18:30 |
rdococ |
e.g. being used as a non-standard fuel in a furnace for 60 seconds, perhaps |
18:31 |
est31 |
thats not what salt usually does |
18:31 |
rdococ |
well, it kinda does to food if you stretch the definition |
18:31 |
rdococ |
I don't know of any other possibilities... |
18:32 |
Krock |
combine salt with mese and make glitter |
18:32 |
rdococ |
I know it doesn't make sense in the context of smelting, but there's no way to separate foods that need to be cooked from lumps |
18:32 |
rdococ |
(of ore) |
18:33 |
twoelk |
https://forum.minetest.net/viewtopic.php?f=9&t=11820 <=the thirsty mod :-D |
18:35 |
twoelk |
caverealms has a salt-crystal-biome https://forum.minetest.net/viewtopic.php?f=11&t=9522 |
18:36 |
twoelk |
agriculture mod also ads some salt https://forum.minetest.net/viewtopic.php?f=9&t=13882 |
18:37 |
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18:45 |
MinetestBot |
[git] thevoxelmanonyxgmail.com -> minetest/minetest: Translated using Weblate (French) e323ba4 https://git.io/vKWVg (2016-07-12T20:44:14+02:00) |
18:45 |
MinetestBot |
[git] ikmaak -> minetest/minetest: Translated using Weblate (Dutch) 23933dc https://git.io/vKWV2 (2016-07-12T20:44:14+02:00) |
18:45 |
MinetestBot |
[git] srifqi -> minetest/minetest: Translated using Weblate (Indonesian) bda12dd https://git.io/vKWVa (2016-07-12T20:44:14+02:00) |
18:46 |
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18:55 |
MinetestBot |
[git] est31 -> minetest/minetest: Run updatepo.sh 7eeb735 https://git.io/vKWrt (2016-07-12T20:50:20+02:00) |
18:55 |
MinetestBot |
[git] est31 -> minetest/minetest: Update minetest.conf.example, and settings_translation_file.cpp 24ca754 https://git.io/vKWrq (2016-07-12T20:49:33+02:00) |
18:58 |
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19:02 |
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19:02 |
DonaldTrump |
WE HAVE TO MAKE MINETEST GREAT AGAIN |
19:06 |
paramat |
lol |
19:10 |
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19:14 |
yusf |
Is there a way to disable a specific mod from a subgame, in world.mt for example? |
19:15 |
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19:17 |
rubenwardy |
Should make a bot to join channels and say: |
19:18 |
rubenwardy |
"WE HAVE TO MAKE " + channel.toUpperCase().replace("#","") + " GREAT AGAIN!" |
19:18 |
* est31 |
joins #hillary |
19:21 |
Krock |
too bad there's no trap channel like on Rizon :3 |
19:21 |
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19:22 |
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19:24 |
DI3HARD139 |
I love the bots Rizon has |
19:24 |
* est31 |
joins #uranus |
19:24 |
est31 |
bad joke :) |
19:24 |
DI3HARD139 |
That one sounds like a trap |
19:25 |
DI3HARD139 |
Yep its "that" uranus |
19:25 |
Krock |
why joke? |
19:25 |
Krock |
not sure if it's a trap :3 |
19:25 |
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19:25 |
DI3HARD139 |
eh. Depends on ur stance on "gay" |
19:26 |
DI3HARD139 |
as I just found out. Its not the planet "Uranus" as I thought it was. |
19:27 |
Krock |
I've read u-anus first, then thought: "Oh it actually means Uranus" |
19:27 |
Krock |
was kinda disappointed after "bad joke :)" |
19:28 |
swift110-phone |
lol |
19:29 |
swift110-phone |
make a world xals |
19:29 |
swift110-phone |
make a world called uranus |
19:29 |
Calinou |
Krock: there are K-Line channels on freenode |
19:29 |
Krock |
\o/ |
19:30 |
Fixer |
rubenwardy: is that you on cash server? |
19:31 |
Fixer |
LOL |
19:31 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=17&t=15121&p=224785 |
19:31 |
Calinou |
"This fragmovie is gonna rule." |
19:31 |
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19:32 |
Krock |
hehe |
19:34 |
MinetestBot |
[git] duane-r -> minetest/minetest: Lua_api.txt: Fix description of node drop behaviour d6865c4 https://git.io/vKWXE (2016-07-12T20:23:46+01:00) |
19:34 |
MinetestBot |
[git] paramat -> minetest/minetest: Treegen: Improve use of signed vs. unsigned integers 91f68e7 https://git.io/vKWXu (2016-07-12T20:22:26+01:00) |
19:34 |
DI3HARD139 |
@Calinou Great find! lol |
19:35 |
Fixer |
Calinou: flawless paint.exe |
19:35 |
DI3HARD139 |
I hate to ask this again but. What was the line that needs to be added to cmake to enable the debug build? |
19:36 |
Fixer |
DI3HARD139: -DCMAKE_BUILD_TYPE=Debug |
19:37 |
DI3HARD139 |
tyvm |
19:38 |
swift110-phone |
would love minetest for osx |
19:38 |
FirePowi |
Compile it on OS X ? |
19:39 |
Calinou |
it is in Homebrew, swift110-phone |
19:39 |
Calinou |
http://www.minetest.net/downloads/ |
19:39 |
swift110-phone |
i mean play it on my ipas |
19:39 |
swift110-phone |
ipas |
19:39 |
swift110-phone |
ipad |
19:40 |
Calinou |
oh, iOS is not going to happen |
19:40 |
Calinou |
I don't think we can do it legally (LGPLv2.1+) |
19:40 |
Calinou |
and nobody seems to be motivated to do it anyway |
19:40 |
swift110-phone |
oh ok |
19:40 |
Calinou |
but we could at least distribute it for jailbroken devices, if someone manages to do it |
19:40 |
* DI3HARD139 |
loves Android! |
19:41 |
swift110-phone |
android sucks sometimes |
19:41 |
FirePowi |
iOS sucks everytimes. |
19:41 |
DI3HARD139 |
that reminds me. I've been meaning to test Android 5.0 x86-64 on my PC |
19:46 |
Krock |
Calinou, sorry for destroying your beautiful website |
19:46 |
swift110-phone |
ok |
19:46 |
swift110-phone |
ios lol |
19:51 |
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19:52 |
MinetestBot |
[git] t4im -> minetest/minetest: Builtin/profiler: Replace game profiler (#4245) d7060c2 https://git.io/vKWyI (2016-07-12T21:51:10+02:00) |
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20:26 |
yusf |
No-one knew how to disable individual subgame mods? (without deleting them ofc) |
20:28 |
KaadmY |
yusf: don't think you can |
20:29 |
yusf |
KaadmY: I tried load_mod_yadayada = false in world.mt to sort of override something, but it didn't work :( |
20:30 |
Krock |
Like those in "worldmods" you can't disable them |
20:32 |
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20:34 |
yusf |
Huh. |
20:35 |
yusf |
Since the lord of subgames kaadmy is here I might as well ask if server-side fonts is possible. Are they? |
20:35 |
KaadmY |
nope |
20:35 |
KaadmY |
only client-side |
20:35 |
KaadmY |
have to change the client config manually to do custom fonts :/ |
20:35 |
* Calinou |
just bought the Kenney 1/2 assets |
20:36 |
Calinou |
will upload them and all :) |
20:38 |
KaadmY |
what license are they under? |
20:38 |
KaadmY |
because most are also under CC0 |
20:42 |
yusf |
KaadmY: Alright, thanks! |
20:42 |
Calinou |
KaadmY: both packs are CC0 |
20:44 |
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20:46 |
KaadmY |
Calinou: btw do you know Kenney Studio's demo or something is on itch.io for ~$20? |
20:49 |
Calinou |
KaadmY: I heard about it, yes |
20:50 |
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21:07 |
rubenwardy |
Fixer: no |
21:09 |
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21:11 |
hisforever |
Hi I have a problem , I was searching for flowers and hit set home instead of go home. is there anyway I can teleport to coordinates? |
21:12 |
KaadmY |
hisforever: are you on a server, or singleplayer? |
21:12 |
hisforever |
server |
21:12 |
KaadmY |
hmm |
21:13 |
KaadmY |
you can teleport, but you either need the "teleport" priv, or you'll have to ask someone who does |
21:14 |
hisforever |
is there a way I can see where I am? |
21:14 |
KaadmY |
press F5 |
21:14 |
hisforever |
thanks kaadm brb |
21:16 |
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21:22 |
hisforever |
Kaadmy thanks I found my home thanks to your help |
21:24 |
KaadmY |
np |
21:24 |
KaadmY |
hisforever: you should also set your current home :) |
21:25 |
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21:25 |
hisforever |
I already did Kaadmy ty again |
21:35 |
MinetestBot |
[git] est31 -> minetest/minetest: HTTP lua API docs: correct some function references 6621dae https://git.io/vKlvf (2016-07-12T22:47:14+02:00) |
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