Time |
Nick |
Message |
00:01 |
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Bukki joined #minetest |
00:02 |
Bukki |
Hi, |
00:02 |
Bukki |
is there a way to hide commands when typing /help? |
00:03 |
Bukki |
Especially those which are meaned for Administrator/Moderator Usage only? Or even better make them visible only when you have a certain Privilege? |
00:03 |
KaadmY |
i don't remember that being possible currently |
00:07 |
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Valisade left #minetest |
00:07 |
Taose |
Well, if someone wanted to submit a pull request making the necessary change...that'd be great. |
00:09 |
Bukki |
Where is the /help Command defined in files? |
00:10 |
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00:12 |
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00:14 |
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00:16 |
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00:19 |
Bukki |
okay found it... minetest/builtin/game/chatcommands.lua Why it's not in mods section of minetest_game? :-( |
00:19 |
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00:26 |
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00:27 |
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00:29 |
Taose |
Mostly because it's not supposed to be. These are the main commands that affect the core engine/server. |
00:29 |
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00:30 |
Taose |
You'll find that commands related to mods themselves, while they may be in the list are more likely to actually be being included by the mod itself (and would disappear should the mod be removed). |
00:30 |
Taose |
But main commands are logically kept within the main code. |
00:30 |
Bukki |
ok |
00:31 |
Taose |
You could make an issue out of it though? |
00:31 |
Bukki |
But when I change something there this will however change then for Singleplayer as well for a Server if I set one up? |
00:31 |
Taose |
That's just my opinion and others may think that it should be moved out. |
00:31 |
Taose |
Probably yes. |
00:31 |
Taose |
My advice would be to download two copies? |
00:31 |
Taose |
One edited, the other not |
00:32 |
Bukki |
For sure will safe the original file |
00:32 |
Taose |
Then run whichever one you need. |
00:32 |
Bukki |
or it's possible to deregister a chatcommand? |
00:32 |
Taose |
not a clue |
00:32 |
Bukki |
so I could go by mod and deregister help first and register it then again. |
00:36 |
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00:41 |
kaeza |
greetings |
00:53 |
* Bukki |
notice that it's already implemented, but seems to just working on Servers and feels shamed. :D |
01:11 |
YuGiOhJCJ |
Bukki, it's already implemented in singleplayer mode too: http://yugiohjcj.free.fr/minetest-help.png |
01:12 |
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01:12 |
YuGiOhJCJ |
see the list of available commands before I grant privileges |
01:12 |
YuGiOhJCJ |
and after |
01:16 |
Bukki |
Doesn't work for me... However I somehow start with a lot more Privs. And not be able to revoke them? o.O |
01:17 |
Bukki |
Seems like it's a totally other Problem like I thought. |
01:18 |
Bukki |
But doesn't really matter. Important is Server. |
01:29 |
kaeza |
are you the server admin? i.e. are you the one named in the `name` setting in `minetest.conf`? |
01:30 |
kaeza |
IIRC, Minetest auto-grants some privileges |
01:32 |
Bukki |
in singleplayer I am.... |
01:32 |
Bukki |
or should |
01:33 |
Bukki |
however in minetest.conf there isn't something specifically about this |
01:40 |
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01:46 |
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01:46 |
sweBers |
Hello everyone! |
01:47 |
sweBers |
I'm new to LUA, and haven't used the eclipse IDE before. Which particular platform should I install? |
01:47 |
Hijiri |
I use emacs |
01:48 |
VanessaE |
sweBers: it's Lua, not LUA. :P |
01:48 |
VanessaE |
and don't bother with an IDE for Lua stuff |
01:49 |
VanessaE |
you can get by just fine with a good text editor with syntax highlighting and other code-friendly stuff |
01:49 |
VanessaE |
geany works well for that |
01:49 |
sweBers |
Well, I could run emacs through cygwin, but that'd be more overhead than necessary. |
01:49 |
sweBers |
Anyone recommend Notepad++? |
01:49 |
VanessaE |
I'm sure there are good text editors for windows |
01:49 |
kaeza |
Geany ♥ |
01:49 |
VanessaE |
you don't need a *nix-based dev environment to code minetest mods. |
01:49 |
VanessaE |
you just need a good text editor. |
01:50 |
VanessaE |
kaeza: it's RBA's fault :) |
01:50 |
kaeza |
NP++ should do just fine |
01:50 |
kaeza |
VanessaE, wat |
01:50 |
sweBers |
I use Notepad++ at work for auto hotkey |
01:50 |
VanessaE |
kaeza: RBA got me started using geany. before it was gedit. |
01:50 |
kaeza |
ah :P |
01:51 |
kaeza |
with a couple of plugins, it's quite nice for developing things, actually |
01:51 |
kaeza |
GeanyVC, GeniusPaste, GeanyCTags, and a few others |
01:52 |
kaeza |
only thing it needs are some sort of project templates |
01:52 |
sweBers |
My only concern/nitpick is that I prefer being able to stop and continue code execution. |
01:53 |
sweBers |
nvm, looks like notepad++ can do that. |
01:54 |
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01:56 |
Bukki |
I think on Windows N++ is first choose. |
01:56 |
VanessaE |
sweBers: you can't do that with minetest mods. |
01:57 |
VanessaE |
you have to run them within minetest, the environment isn't something you can just "import" into an IDE. |
01:57 |
sweBers |
Ah, we've got to go the long way! |
01:57 |
VanessaE |
minetest mods are event-driven, callbacks and so forth |
01:57 |
sweBers |
I'm following. |
01:57 |
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01:58 |
kaeza |
`print` is your friend ;) |
01:58 |
VanessaE |
so they will depend on things like digging or placing a node, or the main timer (called dtime or global step) |
01:58 |
VanessaE |
indeed |
01:59 |
sweBers |
Ah, ok. |
02:00 |
Bukki |
Is it possible to starting modpacks by something like dofile? |
02:02 |
kaeza |
Bukki, what are you trying to do? |
02:02 |
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02:02 |
Bukki |
We current need both MinetestGame 0.4.14 and 0.4.15 and change it from time. So I have put both into a Modpack called default. However I manually need to replace them. Is there a way to select a Modpack by a lua file? |
02:02 |
sweBers |
So, the next step for modding is to open up an existing mod and just poke around? |
02:02 |
sweBers |
Or follow the hello world in the intro? |
02:03 |
kaeza |
Bukki, uh... you need two subgames? |
02:03 |
sweBers |
oddly_breakable_by_hand? |
02:03 |
VanessaE |
yep, pretty much that, sweBers |
02:03 |
Bukki |
Not at same time. |
02:03 |
VanessaE |
take a look at some of the code in minetest_game |
02:03 |
VanessaE |
nodes.lua I think is the place to start |
02:03 |
VanessaE |
or poke around in some of the simpler mods out there |
02:03 |
Bukki |
I tried to open the init.luas of the different mods inside. |
02:04 |
Bukki |
However it gets complicated with the modpaths inside. |
02:04 |
VanessaE |
(I recommend gloopblocks, it has a good ratio of simple to complicated) |
02:04 |
kaeza |
Bukki, you should pick one, and patch accordingly |
02:04 |
sweBers |
I think that's going to be tomorrow's project. My wife has been patiently waiting for me to finish whatever I'm doing so that we can watch ER :D |
02:04 |
kaeza |
(a patch may be a direct patch to the game in-place, or patch items from an external mod) |
02:05 |
Bukki |
Problem is Minetestgame 0.4.15 isn't running on 0.4.14 Server as far I know. So I would need both Versions currently until Server is updated. |
02:06 |
sweBers |
Nice talking to everyone! Have a great time! |
02:06 |
Bukki |
cu |
02:06 |
Bukki |
(I'm not hosting the Server myself, just helping developing and I'm myself on 0.4.15) |
02:06 |
kaeza |
Bukki, then choose .14 as game, and backport supported changes from .15, or add temporary workarounds |
02:06 |
Bukki |
ok |
02:06 |
kaeza |
until the server is fully .15 |
02:08 |
kaeza |
i.e. port the specific functions you need, or provide dummy implementations of those |
02:32 |
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02:36 |
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02:56 |
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03:09 |
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03:28 |
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03:33 |
VanessaE |
kaeza: where are the signs_lib extra fonts? |
03:34 |
kaeza |
VanessaE, good question :P |
03:34 |
kaeza |
wherever they go, there they are |
03:35 |
VanessaE |
https://github.com/minetest-mods/homedecor_modpack/tree/5d88c3d25cabb184175654ff4f7aaa2c0c35735a/signs_lib/extra_fonts |
03:35 |
VanessaE |
need to copy those to a separate repo before they get lost. |
03:48 |
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03:55 |
kaeza |
VanessaE, I have the repo split locally. will you create a repo under VE/ or should I create one under my name? |
03:55 |
VanessaE |
go ahead and create it under your name |
03:55 |
VanessaE |
you're likely to have a more valid git history than me anyways |
03:57 |
kaeza |
https://github.com/kaeza/minetest-signs_lib-extrafonts |
03:57 |
VanessaE |
good deal |
03:57 |
VanessaE |
maybe it's a good time to expand it to some really large fonts :) |
03:58 |
VanessaE |
(this gist has my script for the purpose https://gist.github.com/VanessaE/ed19e445245ffd582c7d64c27171bb19 ) |
03:58 |
VanessaE |
(assuming it still works) |
03:59 |
VanessaE |
(lordfingle was asking earlier if any "HD" fonts exist) |
04:02 |
kaeza |
ah would be nice to include that there as well |
04:02 |
VanessaE |
go for it |
04:02 |
VanessaE |
but test it first :) |
04:02 |
VanessaE |
(I'm too lazy :D ) |
04:02 |
kaeza |
nah. I say ship it! |
04:03 |
VanessaE |
heh |
04:04 |
kaeza |
BTW, did you know you can clone gists too? |
04:04 |
kaeza |
nice way to have private repos <_< |
04:05 |
kaeza |
convert: invalid argument for option `-pointsize': -annotate @ error/convert.c/ConvertImageCommand/2320.` : 60 |
04:06 |
kaeza |
oh |
04:07 |
VanessaE |
actually I wasn't aware of that |
04:08 |
VanessaE |
well, I'm sure you can fix it :) |
04:09 |
kaeza |
it works |
04:10 |
kaeza |
but somehow it takes monospaced fonts as proportional |
04:10 |
kaeza |
minor issue. ship it! |
04:10 |
VanessaE |
sounds about right |
04:10 |
VanessaE |
it compiles! SHIP IT! |
04:13 |
kaeza |
okay, what's the license for the textures? CC-BY-SA? |
04:14 |
VanessaE |
yeah |
04:14 |
VanessaE |
should be |
04:14 |
VanessaE |
hm |
04:14 |
VanessaE |
nope |
04:14 |
VanessaE |
WTFPL |
04:14 |
VanessaE |
"* For all images and everything else, WTFPL." |
04:15 |
kaeza |
ah, ok |
04:17 |
whitephoenix |
don't use wtfpl for code |
04:17 |
VanessaE |
not talking about code. |
04:17 |
VanessaE |
just images. |
04:17 |
whitephoenix |
just a side note |
04:20 |
kaeza |
VanessaE, pushed. May want to add a note about it in the signs_lib repo and/or forum topic |
04:21 |
VanessaE |
done |
04:21 |
cheapie |
VanessaE: I'm converting the LTC-4000 into a node instead of a LuaC program. Hopefully I'll have something working soon. |
04:22 |
VanessaE |
cheapie: why convert it? |
04:22 |
cheapie |
It's getting too close to the limits of LuaCs, and more checks Jeija added recently push it over the limit. |
04:23 |
VanessaE |
oh ok |
04:23 |
VanessaE |
guess it'll become part of digistuff? |
04:23 |
cheapie |
I was doing it as its own mod. |
04:23 |
VanessaE |
oh ok |
04:24 |
cheapie |
It'll also hopefully help fix the issue where people have a hard time getting a copy of the firmware, copy/pasting it, etc. |
04:24 |
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04:24 |
cheapie |
Also should make updates easier, even if maybe a bit slower. |
04:24 |
VanessaE |
ok |
04:26 |
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04:43 |
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04:48 |
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05:30 |
lordfingle |
@kaeza @VanessaE - Nice to see the new repository ;) |
05:31 |
VanessaE |
:) |
05:37 |
cheapie |
VanessaE: Almost done: https://cheapiesystems.com/media/images/screenshot_20170110_233617.png |
05:38 |
VanessaE |
nice! |
05:39 |
cheapie |
It's made to look sort of like the older control cabinets, mostly just to save space over the current ones. |
05:39 |
cheapie |
And yes, that one node has enough of a LuaC as well as a touchscreen in it to run pretty much unmodified LTC-4000 firmware. |
05:41 |
VanessaE |
I like the idea |
05:41 |
cheapie |
It's also protected against crashes of that firmware. |
05:42 |
VanessaE |
inb4 first update crashes my server :D |
05:45 |
cheapie |
VanessaE: https://github.com/cheapie/ltc4000e |
05:45 |
Hawk777 |
cheapie: What mod are the signal lights in that screenshot from? |
05:45 |
cheapie |
Hawk777: "roads", my fork of webdesigner97's streets mod. |
05:45 |
Hawk777 |
Thanks. |
05:46 |
cheapie |
Hawk777: https://github.com/cheapie/roads |
05:46 |
TommyTreasure |
are comment lines allowed in world.mt? if so, how do i preface the line? |
06:03 |
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06:11 |
VanessaE |
kaeza: can you re-check the output of that font script? seems -negate is needed, and the font height isn't being trimmed. |
06:11 |
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06:23 |
kaeza |
told you we shouldn't ship it |
06:23 |
kaeza |
<_< |
06:23 |
VanessaE |
heh |
06:24 |
VanessaE |
I still wonder why the font height is wrong... |
06:27 |
kaeza |
VanessaE, you now have write access to the repo |
06:28 |
VanessaE |
too lazy to screw with it :P |
06:28 |
VanessaE |
(my brain is already shut off for the night :P ) |
06:28 |
sofar |
man, we are getting snow dumped here |
06:28 |
sofar |
2-3" in 2 hours |
06:28 |
VanessaE |
sofar: we got about 15 cm of it here couple days ago, much of it has since melted. |
06:28 |
sofar |
we've lost 5 days of school days already |
06:29 |
sofar |
tomorrow #6 |
06:29 |
VanessaE |
eesh |
06:57 |
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08:00 |
cheapie |
The LTC-4000E after some minor (mostly cosmetic) tweaks: https://cheapiesystems.com/media/images/screenshot_20170111_015136.png |
08:01 |
cheapie |
And yes, that's the Advanced Mesecons Devices logo on it :P |
08:09 |
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09:34 |
JamesTait |
Good morning all! Happy Wednesday, and happy Learn Your Name In Morse Code Day! 😃 .___ ._ __ . ... |
09:38 |
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14:55 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Cleanup some header inclusions to improve compilation times 430d3b2 https://git.io/vM0Fm (2017-01-11T14:53:56Z) |
14:55 |
MinetestBot |
[git] Rogier-5 -> minetest/minetest: Performance fix + SAO factorization 6647939 https://git.io/vM0FY (2017-01-11T14:53:56Z) |
14:56 |
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15:55 |
Taose |
uh |
15:55 |
Taose |
question |
15:55 |
Taose |
Do these caves "end"? |
15:56 |
Calinou |
which caves? which mapgen? |
15:57 |
Taose |
v7 |
15:58 |
Taose |
I mean I was expecting a few Kn but seriously -_- |
15:58 |
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15:59 |
Taose |
The mines of Moria have nothing on this |
16:02 |
Taose |
oh look another endless abyss |
16:03 |
zorman2009 |
Taose: I remember going through a cave long ago. I was able find ends to one of them. It was pretty deep though |
16:04 |
Taose |
Remember how deep? |
16:04 |
zorman2009 |
Probably a few hundreds, not more than 1000 |
16:05 |
Taose |
I'm currently at 320 |
16:05 |
Taose |
though I see further down |
16:05 |
Taose |
I lie |
16:05 |
Taose |
I can't see further down |
16:05 |
Taose |
because it's black |
16:06 |
zorman2009 |
Heh |
16:06 |
Taose |
I just know it goes down some more |
16:06 |
Taose |
>.> last time I "bet" I ended up splat on the bottom |
16:06 |
zorman2009 |
If you find caves with water, you will have to explore the sides of the water and under it |
16:06 |
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16:07 |
zorman2009 |
I found once a cave with some kind of waterfall that had a hall on the side of the waterfall |
16:07 |
zorman2009 |
Pretty cool |
16:08 |
Taose |
.... |
16:08 |
Taose |
Well |
16:08 |
Taose |
>.> |
16:08 |
Taose |
I kinda redirected the ocean into one |
16:09 |
zorman2009 |
I'm sure you will find underground water |
16:09 |
zorman2009 |
Naturally-ocurring |
16:10 |
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16:12 |
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16:12 |
Taose |
Maybe |
16:13 |
zorman2009 |
To all people in this channel, I would like to get your opinion on something |
16:13 |
zorman2009 |
I have been, for some time now working on a NPC mod |
16:14 |
zorman2009 |
This mod has been inspired by the NPCs of Harvest Moon. |
16:15 |
zorman2009 |
If anyone has played Harvest Moon games they know the NPCs there are kind of realistic; they do different things at different times, walk to places, have houses, etc. |
16:15 |
zorman2009 |
You can even have relationships with them |
16:15 |
zorman2009 |
I intend to make my mod to have relationships, in fact it does already |
16:16 |
zorman2009 |
But I don't want it to be abused or used in ways that can teach children stuff isn't intended to |
16:16 |
zorman2009 |
To start with, it will have zero absolutely no adult content |
16:17 |
zorman2009 |
I think my concern is related to sexual orientation. How can I make my mod as simple as possible and avoid its relationship features to be misused? |
16:18 |
zorman2009 |
One idea I have, is, for example, add for every player, when they join, to state their sex, be male or female |
16:18 |
zorman2009 |
Then that way the player will only be able to marry NPC of thr opposite sex |
16:19 |
zorman2009 |
However not sure, I think this can be easily cheated |
16:19 |
zorman2009 |
What do you think? |
16:19 |
Polypodiales |
can I make a bot and marry the bot? |
16:22 |
zorman2009 |
Hmmm not sure what do you mean with that |
16:24 |
Taose |
Do the dungeons get bigger as you go further down? |
16:24 |
Taose |
O.o why only opposite sex? |
16:25 |
Taose |
I disagree with that idea fundamentally. |
16:25 |
Taose |
Equal rights. |
16:25 |
Taose |
No discrimination. |
16:25 |
zorman2009 |
I would not have any issue if the game wasn't played by many kids |
16:25 |
zorman2009 |
I know it is a game, but still |
16:25 |
Taose |
Doesn't matter anyway |
16:26 |
Taose |
I for one would fork it and open it up. |
16:26 |
zorman2009 |
Well, that is ok. That is one opinion and I'm open to them |
16:26 |
Taose |
Being gay is not just an "adult" thing |
16:26 |
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16:26 |
zorman2009 |
Maybe not |
16:29 |
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16:30 |
zorman2009 |
So, any more suggestions, opinions, controversies? |
16:32 |
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16:33 |
Taose |
A literally can't think of anything to say that wouldn't be argumentative XD |
16:33 |
zorman2009 |
It's ok to be argumentative, discussion is ok |
16:34 |
zorman2009 |
I don't have a strong stance and that's why I'm looking for input from the community |
16:34 |
zorman2009 |
If I had a strong stance, I wouldn't be asking xD |
16:35 |
Taose |
If other people want to brainwash their children into who it is "okay" to love, that's their responsibility not game designers. |
16:35 |
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16:35 |
Taose |
If you want to be inclusive then you should try not to restrict choice. |
16:35 |
Taose |
Some people are gay and find it odd that men marry women. |
16:35 |
twoelk |
make options configurable |
16:36 |
Taose |
So people who are gay need things to play too. |
16:36 |
Taose |
That's a good idea twoelk |
16:36 |
zorman2009 |
The way my mod is written so far makes it easy to configure, so definetely, configutaration could be the way |
16:36 |
twoelk |
relationships could be all sort of stuff |
16:36 |
Taose |
Would strongly advise it. |
16:37 |
zorman2009 |
Relationships have phases, 6 to be exact |
16:37 |
Taose |
That way misguided people can create their own server. |
16:37 |
twoelk |
parent-child, master-pupil, daimo-samurai |
16:37 |
zorman2009 |
Hmmm I see what you mean |
16:38 |
twoelk |
and there is not only same sex relationship but also larger groups such as in polygamie |
16:38 |
zorman2009 |
That's actually and aspect I haven't considered and for the moment relationships are friendship and love relationships |
16:38 |
zorman2009 |
In the current state, poligamy is possible xD |
16:39 |
zorman2009 |
I like the idea of, for example, master-pupil relationships |
16:39 |
zorman2009 |
I think I should add that later |
16:40 |
twoelk |
I was trying to find a way to express relationships in my roman town simulation. your mod might come in handy ;-) |
16:40 |
Taose |
>.> |
16:41 |
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16:41 |
twoelk |
well, teacher pupil might be usefull for educational purposes, including things like summoning all pupils to the teachers location |
16:41 |
zorman2009 |
Sure, it is not the best code out there, and it is still not finished. You can start taking a look at it though |
16:42 |
zorman2009 |
https://github.com/hkzorman/advanced_npc |
16:42 |
Taose |
Where the hell did all this lava come from |
16:42 |
twoelk |
from hell? |
16:42 |
zorman2009 |
twoelk: Agreed, that is definetely something possible |
16:43 |
zorman2009 |
Well, so far the idea for relationships to be configured is the best |
16:44 |
Taose |
Apparently twoelk |
16:44 |
twoelk |
there are quite some teachers/educaters that are exploring the possabilities of mt at the moment. tools for them might bring more mt into schools |
16:45 |
twoelk |
or themes that might aid in teaching - grouping might be one |
16:45 |
zorman2009 |
That's something I definetely might end up doing as I planned to do something similar, albeit with churchs |
16:46 |
Taose |
....and its right on top of a dungeon |
16:46 |
zorman2009 |
Just because Sokomine's villages modpack put churchs on almost all villages |
16:46 |
zorman2009 |
My goal with the mod is to put life to those villages |
16:47 |
* twoelk |
is happy one of them churches is based on his design |
16:48 |
* zorman2009 |
is happy some day probably twoelk's church will have NPCs preaching on them |
16:49 |
twoelk |
I was starting with a farmer and some bread baking industry - I havn't laid out a complete decission tree yet nor decided how the network should scale itself |
16:50 |
twoelk |
so far I have decided if I have a functioning production system I need a product/resource sink of some kind |
16:51 |
zorman2009 |
I would like to work on that definetely at some point in the future, and have thought a little that the NPCs will indeed be interrelated |
16:51 |
zorman2009 |
The smith needs ores, the baker needs wheat, etc. |
16:52 |
twoelk |
hm, a preacher that walks to his church on every seventh day and some music playing then might be nice to have indeed |
16:53 |
zorman2009 |
Yes, my plans are to add first a schedule of activities par time of day, then activities based on days of the week, which requires a calendar to be implemented |
16:53 |
zorman2009 |
I meant, schedules based on days of the week |
16:53 |
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16:54 |
zorman2009 |
So yeah, I have though of something very similar, a preacher going into a specific week of the day into the church building, as well as other NPC |
16:54 |
zorman2009 |
And that whatever he is saying is readable on the chat if the player is inside church |
16:54 |
twoelk|2 |
in other games, if the player does not use the products, the npc stop producing - crops will not be harvested anymore |
16:55 |
* twoelk|2 |
waits for his lost avatar to time out |
16:56 |
zorman2009 |
That idea actually solves a problem I had in mind. I intend for NPCs to out the result of their works on a chest. But what happens if a chest is full? I wasn't sure |
16:56 |
zorman2009 |
Now that idea makes sense, stop working |
16:57 |
KaadmY |
why not have npcs bake bread etc from wheat in chests? |
16:58 |
* twoelk |
seems to have a bad internet connection today |
16:58 |
zorman2009 |
Well mainly because this particular NPC was just a farmer |
16:58 |
zorman2009 |
And not a baker |
16:59 |
zorman2009 |
It can change, just a lot of logic to work on |
16:59 |
zorman2009 |
:) |
16:59 |
twoelk |
I guess chests as production buffer are essential - the problem rather is what happens if the buffer is full |
16:59 |
KaadmY |
why not have nearby baker NPCs use flour from farmers? |
17:00 |
zorman2009 |
That is the intention |
17:00 |
zorman2009 |
In the long run at least |
17:00 |
KaadmY |
i think minecraft's villagers have their own inventory |
17:00 |
twoelk |
yep have a guy check chests on a path |
17:01 |
KaadmY |
so they can hold quite a bit of material |
17:01 |
zorman2009 |
I'm working now on setting the bases for the NPCs. Then I plan to interconnrct them to create communities on the villages |
17:01 |
zorman2009 |
My NPCs already have an inventory |
17:01 |
zorman2009 |
They can carry 16 items |
17:01 |
twoelk |
did any of you play Die Siedler? or the settlers, the pc game? |
17:01 |
zorman2009 |
16 stacks |
17:01 |
agaran |
twoelk: yes |
17:01 |
zorman2009 |
No |
17:02 |
twoelk |
:-) I loved watching the interaction |
17:03 |
twoelk |
they had guys that carried stuff around - from one place of production to the next |
17:05 |
zorman2009 |
That sounda really cool |
17:05 |
zorman2009 |
Sounds* |
17:05 |
twoelk |
so what happens if the player is somewhere else and the chunk gets unloadedß |
17:05 |
twoelk |
? |
17:06 |
twoelk |
will your villages use map anchors to always stay loaded? |
17:06 |
zorman2009 |
Heh. That is a good question. I wouldn't know yet. The first thing I need to do is to make sure the objects doesn't get deleted just because player is away |
17:07 |
zorman2009 |
I don't know if the Lua Entity step is always run if the object is present |
17:07 |
twoelk |
hm, store stuff in an own file? |
17:08 |
zorman2009 |
You mean, the entity data? NPC data? |
17:08 |
Polypodiales |
I like the mod idea |
17:09 |
Polypodiales |
can you make an npc that looks like a cute girl but is actually a boy? |
17:09 |
twoelk |
isn't the nodeboxtrees mod doing something like that - storing data about it's current leaves? |
17:09 |
zorman2009 |
Polypodiales: the texture is different from sex, so yes |
17:09 |
twoelk |
so it can update the tree to the next level |
17:10 |
zorman2009 |
twoelk: I will take a look at this mod |
17:10 |
zorman2009 |
And see if it has useful stuff |
17:10 |
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17:12 |
agaran |
twoelk: maybe use lbm handlers to denote when object got reloaded (for nodes at least), to find if it gets reloaded |
17:13 |
twoelk |
? |
17:13 |
zorman2009 |
Agaran: aren't LBM only run at start time? I don't know much about LBMs |
17:13 |
twoelk |
yeah, NPC's on ticks :-D |
17:14 |
agaran |
they are triggered on mapblock load.. |
17:15 |
zorman2009 |
Oh... They could be useful then |
17:15 |
agaran |
I use that to notify that mapblock was loaded and needs to be refreshed/rescanned |
17:15 |
twoelk |
http://dev.minetest.net/lbm but maybe abm's are more usefull http://dev.minetest.net/abm |
17:15 |
agaran |
abms are triggered every X seconds.. eating cycles |
17:16 |
agaran |
lbm are only when block got loaded again (assuming as long as it is loaded it is up to date) |
17:17 |
twoelk |
well I wanted the NPCs to consume resources - though I was rather thinking of bread |
17:17 |
agaran |
ah.. well |
17:20 |
zorman2009 |
So, I wonder. I did a simple test. Dropped an node to the floor. Set home. Flyed away very far and came back with teleport. The dropped node was there |
17:20 |
agaran |
node gets eradicated when mapblocks need to be purged |
17:21 |
agaran |
some number of them can be kept in mem.. for some time |
17:22 |
zorman2009 |
I see. Which objects are destroyed when mapblock is unloaded? Do they get destroyed or just remived for now and reloaded later? |
17:22 |
agaran |
I think -some- stay, but I don't know really which and when.. |
17:22 |
zorman2009 |
Would minetest save the object state? Objects do have some variables |
17:22 |
twoelk |
you can put the value of mapblocks kept in memory to a low value in the minetest config to make testing easier |
17:23 |
zorman2009 |
Yeah, need to test this at some point |
17:23 |
twoelk |
there is a mod for giving mobs names - if done so they are not deleted. same as taming in mobs-redo |
17:24 |
zorman2009 |
I'm using mobs redo as a base |
17:24 |
twoelk |
seen that |
17:24 |
zorman2009 |
Right, so only thing I have to do is make my NPC unremovable |
17:24 |
zorman2009 |
Or tamed or something at least |
17:25 |
twoelk |
is the pathfinding the same maikerumine used for his smart-mobs? |
17:25 |
twoelk |
I like the idea that things with a name stay ;-P |
17:26 |
zorman2009 |
No, I tried using pathfinding from other mods, and even tried to code one, but none of them had the goal I have. NPC needs to go from one point to another |
17:26 |
zorman2009 |
So I use an external library that uses A* pathfinding algorithm |
17:26 |
zorman2009 |
It works pretty well |
17:27 |
zorman2009 |
But the current limitation is that is 2D only |
17:28 |
twoelk |
https://forum.minetest.net/viewtopic.php?t=13616 <-esmobs |
17:28 |
zorman2009 |
All NPC should stay. I plan to make a special spawner for them. They will spawn on village houses (probable on the plotmarker) and only a few will spawn. Then they should remain until they die |
17:29 |
zorman2009 |
Hm, forgot about this mod. Ok, I will see how its pathfinding works |
17:31 |
* twoelk |
imagines a record keeping place in each village that has a list of births, professions, current health and death of each mob :-D |
17:32 |
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17:32 |
zorman2009 |
It would actually be very useful to have thay info, at least in the future when I intend to create communities |
17:32 |
twoelk |
hehe, maybe records can be kept in files in the gedcom format |
17:32 |
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17:32 |
zorman2009 |
That goes a little bit far haha |
17:33 |
twoelk |
after years of playing a map, one could study the family trees ofs NPCs |
17:34 |
twoelk |
hmm, the basis for an evolution mod ;-P |
17:34 |
zorman2009 |
Yeah, would be very cool |
17:35 |
twoelk |
but to be honest, a database about a community might be very usefull to keep count of numbers and assigning to jobs |
17:36 |
zorman2009 |
Yes, I haven't given thought to the implementation of communities, but that sounds like it is needed |
17:36 |
twoelk |
I guess the villages might need an recordkeeper NPC |
17:37 |
zorman2009 |
I intend to bring some form of government to this communities, so this seems fitting |
17:37 |
twoelk |
We did have issues with overpopulations of sheep, deer, flowers, vines and mushrooms in the past |
17:38 |
zorman2009 |
NPCs need a life span |
17:38 |
zorman2009 |
Just wondering what life span that might be |
17:38 |
zorman2009 |
Because it would be sad to see your husband/wife and friends die |
17:38 |
twoelk |
a flexible one depending on ... |
17:39 |
zorman2009 |
While one is immortal |
17:39 |
twoelk |
the vampire dilema |
17:39 |
zorman2009 |
Heh yes. Maybe the spouse NPC shouldn't die |
17:39 |
zorman2009 |
At least |
17:40 |
twoelk |
only their kids, friends and animals? |
17:40 |
zorman2009 |
Then no one would die.... |
17:41 |
zorman2009 |
Maybe the family of the player |
17:41 |
zorman2009 |
Only immortal |
17:41 |
zorman2009 |
Oh God I just made a family of vampires |
17:42 |
twoelk |
I rather think you should define rules for states of equilibrium (if that word works like that in english) |
17:42 |
zorman2009 |
How would that work? |
17:42 |
twoelk |
like so much space=so many houses=so many villagers |
17:43 |
twoelk |
or, if not enough recourses then starving or leaving to spawn new villages |
17:43 |
twoelk |
*resources |
17:44 |
zorman2009 |
I see. It is a good idea. I planned to only spawn like half of the NPC a house can hold |
17:44 |
zorman2009 |
Example, a house in medieval villages have many beds, count the beds, then only spawn half the number of beds |
17:45 |
zorman2009 |
And those are the NPCs of that house |
17:45 |
zorman2009 |
The spawner would probably not work again, or maybe just work in very long intervals of time and check the number of NPC still on the house |
17:45 |
twoelk |
keep in mind things can be changed by the player - a house might get destroyed |
17:46 |
twoelk |
or he might ad new houses |
17:46 |
zorman2009 |
Right, but then the mod gets too complicated. I will adhere to the villages as they are spawned for now |
17:47 |
twoelk |
minecraft used to check wether enough doors where under some sort of roof to decide to spawn villagers |
17:48 |
zorman2009 |
True. I saw a video about that two days ago. It is two nodes in the floor behind a door, and covered on toop of the door by two nides as well |
17:48 |
twoelk |
a spawning block could be included in some sort of lore - the holy family stone |
17:49 |
zorman2009 |
Yes, there should be things like this added at some point |
17:50 |
twoelk |
so maybe a spawning block checks for beds and populates a portion of them if the family list gets too short |
17:50 |
twoelk |
this would tie NPCs to a family house though |
17:50 |
zorman2009 |
While that would be good, I would prefer that the NPC reproduce to fill the house, while the spawner only checks if the house is empty to spawn NPC |
17:52 |
twoelk |
well NPCs could be wandering around, so that is why I though of a list of members that is checked if these NPCs still exist |
17:52 |
zorman2009 |
A family house is not such a bad idea considering villages are almost all old, and family houses were common in the past |
17:52 |
zorman2009 |
I see. I can consider that |
17:53 |
twoelk |
actually soldiers in watchtowers or whatever could work on a similar basis |
17:54 |
zorman2009 |
It would be usable in many instances, and sounds reasonable |
17:54 |
zorman2009 |
I like the idea of the spawner checking for families, and specially habitation of a house by that family |
17:55 |
zorman2009 |
I plan that beds and chests are owned by NPCs |
17:55 |
twoelk |
the length of the list could be changed according to resources in the family chests |
17:55 |
zorman2009 |
Yes, and it could help in determining habitation of a housr |
17:55 |
zorman2009 |
House |
17:55 |
twoelk |
so only spawning if enough food is around for example |
17:56 |
zorman2009 |
Actually that is great for breeding too |
17:56 |
zorman2009 |
NPC will only have child if so |
17:57 |
twoelk |
if a player decides to destroy farms belonging to a village, the village could stop developing |
17:57 |
agaran |
just don't make villagers smart enough to invent fire, computers and make own minetest within minetest.. |
17:57 |
twoelk |
aww |
17:57 |
twoelk |
runaway simulations are so much fun |
17:58 |
agaran |
well.. Lem wrote nice short story about it. |
17:58 |
zorman2009 |
Definetely won't do that haha |
17:58 |
twoelk |
hm, the one with tha crab robots? |
17:59 |
agaran |
no.. I think not |
17:59 |
zorman2009 |
Twoelk: the idea about farms getting destroyed is good too. I had thoughts in my mind about players invading villages, so this fits |
18:02 |
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18:02 |
xerox123 |
why might my server not be announcing to servers.minetest.net? I do have server_announce = 1 set in conf |
18:02 |
xerox123 |
it keeps timing out 2017-01-11 18:02:30: ERROR[CurlFetch]: servers.minetest.net/announce not found (Timeout was reached) (response code 0) |
18:02 |
agaran |
proxy blocking http post maybe? |
18:02 |
twoelk |
it might take time - and servers sometimes fall of the list for some time |
18:02 |
zorman2009 |
You need to have a port open I think? |
18:03 |
xerox123 |
try and connect to xerox.us.to:30000 |
18:04 |
xerox123 |
and lmk if it works |
18:04 |
sfan5 |
!up xerox.us.to |
18:04 |
MinetestBot |
xerox.us.to:30000 is up (30ms) |
18:07 |
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18:08 |
xerox123 |
using --verbose to see if it shows up |
18:12 |
garywhite |
!up mt.rrhgameservers.ml |
18:12 |
MinetestBot |
mt.rrhgameservers.ml:30000 seems to be down |
18:12 |
garywhite |
!up mt.espteam.org |
18:12 |
MinetestBot |
mt.espteam.org:30000 is up (90ms) |
18:12 |
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18:13 |
xerox123 |
still timeouts |
18:13 |
sfan5 |
check that servers.minetest.net is reachable from your server |
18:15 |
xerox123 |
https://paste.ubuntu.com/23782873/ |
18:15 |
twoelk |
ah "Crabs On The Island" by Anatoly Dneprov was the short story I was refering to |
18:16 |
sfan5 |
try curl instead |
18:17 |
xerox123 |
yeah it shows the html for the page |
18:18 |
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18:19 |
xerox123 |
I'm still not ready to say it's minetests fault |
18:19 |
xerox123 |
but I am using the latest git version |
18:19 |
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18:20 |
xerox123 |
let me try with just 0.4.15 stable |
18:20 |
zorman2009 |
Have you forwarded port 30000 to your machine? |
18:20 |
Polypodiales |
just use hamachi :^) |
18:21 |
xerox123 |
yes |
18:21 |
xerox123 |
Polypodiales: lolno |
18:21 |
Calinou |
Hamachi is horrible, use port forwarding or a VPN |
18:21 |
Polypodiales |
hamchi is a vpn :^) |
18:25 |
Calinou |
a really bad one :P |
18:27 |
zorman2009 |
So, any more opinions regarding the player having marital relationsips with NPCs? |
18:27 |
zorman2009 |
To recap for those not present before: Im working on a NPC mod where player will be able to marry NPCs |
18:28 |
zorman2009 |
The question was if we should allow players to marry NPCs of any sex or should it be restricted |
18:28 |
zorman2009 |
Taose said should be free, twoelk suggested a good compromise, make it configurable |
18:30 |
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18:30 |
Calinou |
don't do politics in mods, so be neutral :P |
18:32 |
zorman2009 |
Calinou, how can I be neutral? |
18:33 |
garywhite |
No offense zorman, but the idea of this mod is not that great |
18:33 |
Calinou |
don't implement anything specific |
18:33 |
zorman2009 |
So, maybe relationships shouldn't be part of the mod? At least not love-based ones |
18:34 |
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18:34 |
garywhite |
That'd probably be the best idea |
18:34 |
zorman2009 |
My idea was to do something like Harvest Moon NPCs, but those have strict sex options |
18:37 |
zorman2009 |
Garywhite, relationships is just part of the mod. I was undecided on this particular issue, as, yes, I feel it might be controversial. |
18:38 |
xerox123 |
right compiled and testing again |
18:38 |
xerox123 |
it's still timing out |
18:41 |
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18:45 |
xerox123 |
:o it announced |
18:45 |
xerox123 |
http://i.imgur.com/YRreEDP.png |
18:47 |
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18:52 |
zorman2009 |
xerox123: nice |
18:52 |
TelepathicVampir |
does anyone know a mod based on mob redo api that spawns animals instantly on newly generated chunks, rather than over time? |
18:53 |
TelepathicVampir |
i find it annoying when animals pop up behind you in a spot you already visited |
18:54 |
TelepathicVampir |
the spawn method supplied by the api doesnt supply such a feature |
18:55 |
Taose |
Whoops died -_- |
18:55 |
Taose |
New world me thinks |
19:01 |
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19:06 |
Taose |
... |
19:06 |
Taose |
I spend more time using Wuzzy's mods than anyone elses... |
19:07 |
Taose |
Give the man a medal. |
19:10 |
Taose |
Are there any plans to slowly blend morex mods into the main mods? |
19:10 |
Taose |
(as in, moreores, moreblocks, morefoods etcetera) |
19:10 |
agaran |
morebugs ? |
19:10 |
agaran |
*grins* |
19:11 |
Taose |
X3 |
19:11 |
cheapie |
Maybe they need morePRs? :P |
19:11 |
Taose |
Credit where Credit is due...not found an actual bug yet. |
19:11 |
cheapie |
Although you might get morecomplaints. |
19:11 |
Calinou |
Taose: honestly I don't see much point |
19:11 |
Calinou |
minetest_game has a decent amount of ores and building blocks now |
19:12 |
Calinou |
more isn't going to bring more creativity to players |
19:12 |
agaran |
hmm glostone slabs? |
19:12 |
swift110 |
hmm |
19:12 |
Taose |
I think having more things to explore is a good thing and I don't really see the point of ores not being a complete set of ores. |
19:13 |
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19:13 |
Taose |
(I'm assuming there's a standard ores mod here, brb) |
19:13 |
agaran |
Taose: you know, more ores make sense if you actually have uses for them. |
19:13 |
Taose |
(there isn't) |
19:13 |
Taose |
Very true |
19:14 |
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19:14 |
cheapie |
The "gloopjunk" ores are a decent example of that.... sure, they're pretty, but near useless aside from maybe kalite. |
19:14 |
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19:14 |
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19:15 |
Taose |
All the ores should have at least the basic block crafts |
19:15 |
agaran |
cheapie, still I like them.. |
19:15 |
Taose |
(stair, slab and block) |
19:15 |
agaran |
Taose: heh.. but you know how many nodes registration it creates? |
19:15 |
Taose |
Not a clue |
19:15 |
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19:16 |
Taose |
I'm actually astonished by how Minetest isn't lagging at all with all its cave generation and ore placements |
19:16 |
Taose |
(which causes a lot of lag over in Terasology) |
19:16 |
Taose |
I don't think this thing runs at less than 60fps... |
19:16 |
agaran |
still I'd like to see more proper metalurgy.. iron -> steel (technic or somewhat alike), (carbon or alloy..) |
19:16 |
Taose |
^ |
19:17 |
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19:17 |
Taose |
Speaking of which |
19:17 |
Taose |
Is there a mod for block identification? |
19:17 |
sfan5 |
what do you mean |
19:17 |
Taose |
So lets say for instance |
19:17 |
Taose |
I combine glass and wood to make a magnifying glass |
19:18 |
Taose |
then I use magnifying glass on object (right click?) |
19:18 |
Taose |
It would tell me what that block is. |
19:18 |
twoelk |
Wuzzy made one, Sokomine another |
19:18 |
Taose |
Whether it's sand, or stone or something |
19:18 |
Taose |
>.> I had a feeling |
19:19 |
sfan5 |
worldedit also has an //inspect command that can tell you the "technical" names for nodes |
19:19 |
Taose |
I'm just having trouble finding it. |
19:19 |
Taose |
I'm trying to avoid using commands. |
19:19 |
Taose |
(Again, credit given, I've only had to use commands to set time speed) |
19:20 |
twoelk |
use this to find mods http://krock-works.16mb.com/MTstuff/modSearch.php |
19:20 |
Taose |
>.> or just y'know the forum search function |
19:21 |
Taose |
Damn Wuzzy has created a lot of mods |
19:21 |
Krock |
*triggered* |
19:21 |
Taose |
X) |
19:22 |
Krock |
Taoki, yeah. have fun tuning all forum search options or clicking in the player's profiles to see their mods |
19:22 |
Taose |
Tuning all the search options? |
19:23 |
Taose |
Search in Mod Releases...about it. |
19:23 |
Bukki |
There's something on a german Server. You can use chat command /identify_node X,Y,Z and get as result for example default:stone |
19:23 |
Bukki |
However it's not publicly released you can ask Admin about it. |
19:23 |
Krock |
well, many good mods can't be found in the mod releases forum |
19:23 |
Taose |
If it's WIP I'm unlikely to be interested. |
19:23 |
Krock |
Bukki, when F5 information isn't accurate enough |
19:23 |
twoelk |
https://forum.minetest.net/viewtopic.php?t=15225 Lookup Tool |
19:24 |
Bukki |
It's not WIP I think. It's just not server internal private small tool. |
19:24 |
Krock |
Taoki, some people just don't request to move it. That's why you will find nice mods (yeah, and some garbage) in the WIP Mods-Subforum |
19:24 |
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19:24 |
Fritz01 |
Hello |
19:24 |
Bukki |
hi |
19:24 |
Krock |
hi Fritz01 |
19:24 |
Taoki |
Krock: Why are you speaking to me while I am completely inactive here :P |
19:25 |
Bukki |
xD |
19:25 |
Taose |
XD |
19:25 |
Fritz01 |
:) |
19:25 |
Fritz01 |
How can i make the hotbar bigger? |
19:25 |
Taoki |
I have to worry whether my ghost is here or something. |
19:25 |
Taoki |
Um... not IRC ghost xD |
19:25 |
Taose |
https://forum.minetest.net/viewtopic.php?f=11&t=7498 |
19:25 |
twoelk |
https://forum.minetest.net/viewtopic.php?f=9&t=10095&p=172069#p172069 there was also this |
19:26 |
Krock |
lol. A friend of mine always wanted to make it smaller |
19:26 |
Krock |
Fritz01, have you tried changing the gui scale factor? |
19:26 |
Fritz01 |
? |
19:26 |
MinetestBot |
[git] Rui-Minetest -> minetest/minetest: Make nametag removable with set_nametag_attributes (#5021) 5d60a6c https://git.io/vMEVX (2017-01-11T19:25:25Z) |
19:27 |
Krock |
Fritz01, in the advanced settings under Client->Graphics->Menus |
19:27 |
Taose |
Nah the look up tool by Wuzzy is not exactly what I was after. |
19:28 |
Krock |
Fritz01, a value higher than 1.0 will make your menus and (possibly) the HUD bigger |
19:29 |
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19:30 |
Krock |
I'm wrong. that doens't change anything |
19:31 |
Fritz01 |
Oh |
19:32 |
twoelk |
https://forum.minetest.net/viewtopic.php?t=15912 is probably the most informative node info lookup toolset as of now |
19:32 |
Taose |
I think sokomine removed theres. |
19:33 |
Taose |
Yeah I think I'll have to use it instead. |
19:33 |
Krock |
Fritz01, there's most likely no way to make it bigger, sorry |
19:34 |
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19:34 |
Fritz01 |
Ok, thanks anyway. What does gui_scale_factor do? |
19:34 |
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19:35 |
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19:35 |
Krock |
Fritz01, tested that one just some minutes ago and I didn't see any difference in the size |
19:36 |
Fritz01 |
Ehm, this is another question |
19:37 |
* Taose |
grabs Paramat's footprint mod because it looks cool. |
19:40 |
Taose |
VanessaE, your images at digitalaudioconcepts aren't showing. Could you upload your pipeworks image to another host? |
19:40 |
Taose |
Says Server not found |
19:41 |
cheapie |
Taose: It was moved to daconcepts.com a while ago. |
19:41 |
agaran |
so links need to be updated somewhere? |
19:42 |
cheapie |
Probably. |
19:42 |
Taose |
Yeah but the thread hasn't been updated |
19:44 |
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19:44 |
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19:45 |
garywhite |
cheapie: Was 9.5GB a lot for a laptop HDD from 2000? |
19:45 |
cheapie |
Dunno. |
19:46 |
Taose |
Looks like the Charcoal mod got deleted... |
19:46 |
garywhite |
Cause I have an HP Pavilion n5210 c. 2000 with a 9.5GB HDD & Windows Me |
19:46 |
swift110 |
garywhite, wow how much ram |
19:46 |
garywhite |
64 whole MB |
19:47 |
Krock |
well, I got here a 2160 MB from JUL-96, Laptop HDD |
19:48 |
Krock |
compared with this, a 10 GB one in 2000 doesn't look too special |
19:48 |
swift110 |
wow garywhite is that what you are on right now? |
19:49 |
garywhite |
No, no. That one doesn't boot anymore |
19:49 |
swift110 |
lol |
19:49 |
swift110 |
what are you on now? |
19:50 |
garywhite |
My normal HP EliteBook 8460p |
19:50 |
Fritz01 |
Bye |
19:50 |
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19:50 |
swift110 |
garywhite, how much ram |
19:50 |
garywhite |
4GB, Intel Core i5-2520M, Win7 Pro, 320GB HDD (with worst.partitioning.ever.) |
19:51 |
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19:51 |
swift110 |
ouch 4 gb can it take 8 |
19:51 |
garywhite |
idk, never looked |
19:52 |
garywhite |
Besides, the main programs I run are MT, IE, and MS Word, so it works fine for my needs |
19:52 |
swift110 |
lol |
19:52 |
juhdanad |
Dear modders! I need your help to decide how to implement an API that can make the grass blocks' sides colorized. |
19:54 |
juhdanad |
Are two separately colorizable texture layers enough? |
20:05 |
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20:08 |
Fixer |
juhdanad: i think you also need to post on forum |
20:08 |
juhdanad_ |
You are right. |
20:13 |
swift110 |
garywhite, it can take 8 |
20:18 |
sfan5 |
juhdanad_: paramtype2=color nodes could take masks for each side of the node |
20:18 |
sfan5 |
those mask then specify on which pixels the color is applied |
20:18 |
sfan5 |
however that might not be easy with shaders, but i don't know |
20:19 |
juhdanad_ |
sfan5: paramtype2=color is finally not implemented, there are palettes instead. |
20:19 |
juhdanad_ |
And I made experiments: I could combine two textures at render time. |
20:19 |
sfan5 |
well then the same but with palettes |
20:21 |
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20:21 |
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20:21 |
juhdanad_ |
But I don't know if I should add a new drawtype "overlay" which is a cube, but adds its special tiles as overlay, |
20:21 |
juhdanad_ |
or make tile definitions into arrays. |
20:22 |
juhdanad_ |
The latter is more general because it can be applied to all drawtypes. |
20:22 |
juhdanad_ |
But the first is simpler and easier to implement. |
20:24 |
Taose |
Hey Krock, does your Boost Cart turn the player at the same time as it turns? |
20:28 |
Taose |
Huh someone claimed that carts is now already boost_cart |
20:31 |
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20:32 |
Taose |
Oh Calinou |
20:32 |
Taose |
Mithril |
20:32 |
Taose |
it's Trademarked and Copyright to LOTR |
20:33 |
Taose |
Pathfinder got slapped really hard for that. |
20:33 |
Calinou |
it's a bit late to rename it to Tuxil |
20:33 |
Taose |
Tuxil XD |
20:36 |
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20:36 |
* Taose |
does research |
20:37 |
Taose |
...Diamond is supposed to form 140000 nodes down... |
20:37 |
Taose |
(assuming each node is a meter) |
20:40 |
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20:42 |
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20:42 |
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20:43 |
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20:54 |
Taose |
Could someone enable the numpad in minetest... |
20:54 |
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20:58 |
Taose |
Quick question what's the Seed's length? |
20:59 |
Taose |
and don't say infinite, it's probably not true and generating a 9046 long number is not a problem |
21:00 |
sofar |
src/mapgen.h: u64 seed; |
21:00 |
paramat |
zorman2009 it's your mod so you can do what you want. but i feel it should allow all kinds of loving relationships. teaching kids that only hetero is acceptable is much much worse than making them aware early on of homosexual, bisexual, asexual, polygamy. it's all love after all ^_^. at least make it configurable |
21:01 |
sofar |
Taose: 64bit integer (unsigned) |
21:02 |
Taose |
Thank you |
21:02 |
sofar |
zorman2009: stardew valley (steam, $9.99) allows same-sex marriage, so other games just don't distinguish either |
21:04 |
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21:12 |
Taose |
*sighs* |
21:12 |
Taose |
Gotta remove Paramots footprint mod |
21:12 |
Taose |
Paramat's* |
21:13 |
Taose |
Vanessa hasn't done the textures for it yet XP |
21:14 |
Polypodiales |
*farts* |
21:14 |
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21:14 |
kaeza |
Taose, tip: par<tab> :) |
21:15 |
kaeza |
Paramoth sounds like the name of some mon |
21:15 |
Taose |
That's assuming they're in the chat... |
21:15 |
Taose |
... |
21:15 |
kaeza |
<_< |
21:15 |
Taose |
which they are |
21:15 |
Taose |
(sorry Para) |
21:17 |
* Taose |
looks at Minetest |
21:17 |
Taose |
C'mon |
21:17 |
Taose |
I used the same seed |
21:17 |
Taose |
stop spawning me in random places |
21:17 |
sfan5 |
the spawn point is not related to your seed |
21:17 |
Taose |
>_> |
21:18 |
KaadmY |
why does everyone here use these emoji >_> |
21:18 |
Taose |
Mostly just me |
21:18 |
KaadmY |
>_> |
21:18 |
kaeza |
^_^ |
21:18 |
KaadmY |
<_< |
21:19 |
KaadmY |
O.O |
21:19 |
KaadmY |
:+ |
21:19 |
sfan5 |
those aren't emoji |
21:19 |
KaadmY |
:< |
21:19 |
paramat |
(.. and to be clear, there's nothing wrong with making them aware early on) |
21:19 |
KaadmY |
whatevmoji |
21:19 |
sfan5 |
this is an emoji 😄 |
21:19 |
KaadmY |
😄 |
21:20 |
KaadmY |
💩 + 🽠= 😱 |
21:20 |
Taose |
oh c'mon minetest |
21:20 |
KaadmY |
just /teleport |
21:21 |
* agaran |
is not able to parse that |
21:21 |
* KaadmY |
/give s |
21:21 |
paramat |
mgv7 tunnels don't end but sometimes go around in loops |
21:21 |
KaadmY |
yay |
21:21 |
* Taose |
was spawned in what amounts to be a deep stone hole with cliffs of at least five blocks (so can't jump) and no pickaxe |
21:21 |
Taose |
Thanks Para |
21:22 |
KaadmY |
:D |
21:22 |
Taose |
oh no |
21:22 |
Taose |
wait |
21:22 |
kaeza |
as long as you hae 2 dirt blocks, you can climb infinitely high cliffs |
21:22 |
Taose |
I'm standing on some sand |
21:22 |
kaeza |
:D |
21:22 |
Taose |
one block |
21:22 |
KaadmY |
lol |
21:22 |
Taose |
With a blade of grass |
21:22 |
KaadmY |
kaeza: can't in minecraft, drops might get lost |
21:23 |
kaeza |
or with item_drop mod :) |
21:23 |
agaran |
Taose: /giveme pickaxe? |
21:24 |
Taose |
That's cheating |
21:24 |
agaran |
nah, fixing game bug;) |
21:24 |
agaran |
just to get out of start hole |
21:24 |
KaadmY |
then /pulverize |
21:24 |
agaran |
yup |
21:24 |
paramat |
dungeons are equal size throughout, but they have a large-scale (500 node) variation of their density |
21:24 |
KaadmY |
then /give default:tnt 99 /give default:torch |
21:24 |
Taose |
Right now I have to go find food before I die of starvation |
21:25 |
* Taose |
was spawned in the snow biome -_- |
21:25 |
KaadmY |
minecraft doesn't have anything equivalent to /pulverize |
21:25 |
KaadmY |
you have to dig a 1x1 pit and chuck item drops in there |
21:25 |
kaeza |
spawning in a snow boime seems annoyingly common |
21:25 |
KaadmY |
at least you have wood, kinda |
21:25 |
KaadmY |
if it's a forest |
21:25 |
kaeza |
and snow biomes are annoyingly large, BTW :( |
21:26 |
kaeza |
all those leveled snow nodes kill FPS |
21:26 |
KaadmY |
whee |
21:26 |
Taose |
wYes...we have noticed that we can't agjust how the map generator generates (and no preview either t.t) |
21:26 |
kaeza |
huh, you can |
21:26 |
KaadmY |
"we"? |
21:27 |
kaeza |
but you must summon paramat to do the required incantations |
21:27 |
kaeza |
o hai |
21:27 |
KaadmY |
an isometric preview would be neat |
21:27 |
paramat |
heh |
21:27 |
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21:28 |
garywhite |
I've seen that a lot about the snow biomes |
21:30 |
paramat |
total world area of each biome is roughly equal, but due to how medium biomes tend to create a 'web' between more extreme biomes the extreme biomes tend to be wider |
21:30 |
paramat |
medium biomes tend to be thinner and elongated |
21:30 |
KaadmY |
MT's biome system is rather messy |
21:30 |
KaadmY |
you have almost no control of where biomes are |
21:30 |
KaadmY |
or how large they are |
21:30 |
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21:31 |
paramat |
you can't control where they are 'because noise' |
21:31 |
paramat |
size is adjustable |
21:31 |
paramat |
relative size too |
21:31 |
Taose |
not from the world generation screen |
21:32 |
paramat |
indeed |
21:33 |
Taose |
I think I'm gonna starve before i find any food -_- |
21:34 |
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21:37 |
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21:42 |
xerox123 |
how do I set myself as admin on a server that ive created? |
21:43 |
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21:44 |
KaadmY |
i actually have no idea how minecraft's mapgen works |
21:44 |
KaadmY |
it's more playable that MT's |
21:44 |
KaadmY |
than* |
21:45 |
kaeza |
xerox123, `name = xerox123` in `minetest.conf` |
21:45 |
xerox123 |
on the server or for me? |
21:45 |
kaeza |
in the server |
21:45 |
swift110 |
hmm |
21:45 |
xerox123 |
k |
21:45 |
kaeza |
and then `/grant xerox123 all` (or `/grantme all`) |
21:46 |
xerox123 |
alright |
21:50 |
xerox123 |
thanks! |
21:50 |
zorman2009 |
paramat: Thanks for your insight. Again, I don't have a strong stance on this, so therefore I wanted to know the opinion of the community. |
21:53 |
nore |
KaadmY: why so? |
21:53 |
zorman2009 |
sofar: Thanks for thr information. I would say pretty interesting that games actually offer that. |
21:55 |
KaadmY |
biomes are more "blobular" and evenly shaped, less uneven patches |
21:56 |
emunand |
KaadmY: minecraft or minetest? |
21:56 |
paramat |
MC's mapgen is dumbed-down and small-scale, biomes are alway similar size and laid out like jigsaw pieces |
21:57 |
paramat |
unevenness is good |
21:57 |
paramat |
(always) |
21:58 |
paramat |
and of course, a pathetic vertical height |
21:58 |
zorman2009 |
paramat: It will be configurable so that people can have whatever they feel correct |
21:59 |
paramat |
cool |
22:01 |
twoelk |
zorman2009: keep it as open as possible, people might have ideas you are not yet thinking of |
22:01 |
paramat |
heh |
22:02 |
zorman2009 |
Yeah, I will try to do so. I'm just going to focus on how to get to the marriage part and how can you interact with the married NPC |
22:04 |
zorman2009 |
Thanks for your answers, all. When I get the mod to a more polished state, I will be posting it into the forums |
22:04 |
zorman2009 |
For now I will keep working on it on Github |
22:05 |
zorman2009 |
https://github.com/hkzorman/advanced_npc |
22:05 |
zorman2009 |
If you are interested to see what I'm talking about |
22:05 |
zorman2009 |
Thanks again! |
22:07 |
twoelk |
paramat: can't I persuade you to add big patterns or geometry as choosable options at the world creation menu? Like choosing a world edge type or starting on a central island in a lake or having spawn area being a large plain |
22:08 |
twoelk |
some options that influenz or override base mapgen only in chosen areas |
22:15 |
paramat |
erm maybe |
22:16 |
paramat |
every mapgen would need changes to terrain gen code, can't do these things using perlin noise |
22:19 |
twoelk |
I rather thought of overriding normal mapgen in certain areas - might need a second pass for decoration though |
22:21 |
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22:21 |
twoelk |
I had been talking to some teacher again that wanted a certain type of terrain at spawn and a natural border at a set distance while leaving everything else to normal mapgen |
22:22 |
twoelk |
I couldn't help him as I couldn't merge created terrain nicely with normal mapgen in an automated way |
22:24 |
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22:27 |
paramat |
a mod could do that |
22:28 |
paramat |
i have a mod that flattens areas and blends the edges |
22:28 |
paramat |
out of date though |
22:41 |
twoelk |
I remember that one, does it still work? |
22:42 |
paramat |
it might not work with our new nodes |
22:43 |
twoelk |
indeed I tried to create a mod for that but I think a set of options in a world creating menu is what most are looking for |
22:45 |
twoelk |
so you could at world creating time for example to live in OZ and have your map surrounded by a desert at a given distance combining that with the abbility to choose a world edge distance and thus map size |
22:46 |
twoelk |
+choose (to live) |
22:52 |
paramat |
difficult and complex |
23:14 |
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23:21 |
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23:37 |
twoelk |
definitivly beyhrmph - why do I need to git init befor I pull to local some times? this is making my time saving pull (=update) scripts useless as I can't make out a pattern |
23:39 |
kaeza |
mybe the directory is not a repo? |
23:40 |
twoelk |
yeah, but why does it works sometimes and sometimes not? makes my scripts stumble |
23:41 |
twoelk |
maybe its a repo on monday and not so on tuesday and on thursdays github throws some dices to decide |
23:42 |
kaeza |
not sure without seeing your layout, but I just `cd $mod; test -d .git` before pulling |
23:43 |
twoelk |
oh, didn't know there was a test thing |
23:43 |
twoelk |
might help :-P |
23:46 |
twoelk |
I wonder wether it is caused by me trying get everything working portable |
23:49 |
twoelk |
oops, stupid me, you just tested wether .git exists - not using some built in test (well actually git does just that internally) |
23:50 |
twoelk |
I really should read befor I comment |
23:51 |
kaeza |
my update script looks like this: https://gist.github.com/kaeza/309e5230bf183049b7394b309c9361b9 |
23:51 |
kaeza |
it's not pretty, but gets the work done :P |
23:52 |
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23:53 |
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23:54 |
twoelk |
never tried the builtin bash in my github for windows - might be simpler than converting to batch |
23:54 |
twoelk |
although I do also have a portable grep in my setup |
23:55 |
* twoelk |
is still dreaming of a complete minetest and friends suite on a stick |
23:56 |
kaeza |
minetest and friends? |
23:56 |
KaadmY |
i've tried using a full linux install in a stick |
23:56 |
KaadmY |
worked perfectly, except you can only plug it into one computer correctly, anything else will have driver/config issues |
23:57 |
KaadmY |
and it was pretty much single tasking |
23:57 |
twoelk |
programs that are usefull for playing and modding |
23:57 |
KaadmY |
you could only do one thing before everything else basically froze |
23:57 |
KaadmY |
i might try getting one stick with a couple games i could play at libraries etc |
23:58 |
KaadmY |
or other public places |
23:59 |
twoelk |
my base is portableapps and some custom made stuff aaand my little experiments |