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kaeza |
Calinou, http://i.imgur.com/9bex1zL.jpg |
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kaeza |
FaceDeer's PR is quite nice, with a few adjustments here and there |
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07:52 |
PureTryOut[m] |
I have a `on_rightclick` on a node which does some action. how would I allow the regular block placing if certain conditions are true? right now I have to press shift to properly place a block on the noe |
07:52 |
PureTryOut[m] |
*node |
08:11 |
PureTryOut[m] |
(except for placing it myself using minetest.set_node obviously |
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08:29 |
PureTryOut[m] |
nvm got it, minetest.item_place_node did the job |
08:40 |
rdococ |
* Ping reply from rdococ: ? second(s) |
08:40 |
rdococ |
:p |
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Taose |
It's a shame that TNT has a limited cumulative effect... |
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JamesTait |
Good morning all! Happy Wednesday, and happy Susan B Anthony Day! 😃 |
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12:24 |
yusf[m]1 |
Has anyone ever tried to animate with actual game blocks, like cobble or dirt? How hard would it be to accomplish this for instance? https://68.media.tumblr.com/261b9a0a18f1f628a88a201a68c28f26/tumblr_natkxsJr1H1sngmrvo1_r3_500.gif |
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13:08 |
Taose |
Game blocks actually moving...tends to be tricky. There's a mod called "Meshnode" that might be a good idea to look at but generally nodes are fixed. |
13:08 |
Taose |
@yusf[m]1 |
13:09 |
Taose |
Though the bunny could be made in the same way that the "Fire" node works. |
13:10 |
Taose |
I'm not sure if the "Creatures" mod (or similar) are animated as I haven't used them. |
13:26 |
yusf[m]1 |
Taose: No-no, not entities and stuff. If you look at the bunny you see that the blocks don't move, they are just put in a different coordinate. You can teleport (or whatever it's called) blocks, right? Don't get stuck on the actual bunny, I'm not thinking specifically of mobs here. |
13:28 |
yusf[m]1 |
This would be more like the equivalent of pixel animation, but for voxels (and in huge scale given the individual block size) |
13:42 |
Taose |
I think that's what meshnode does I can't be certain |
13:43 |
^7heo |
You'de have to read code to be certain. |
13:43 |
Taose |
and it would be very resource intensive |
13:43 |
^7heo |
And it's a well known fact that nobody can read code. |
13:43 |
Taose |
XD |
13:43 |
^7heo |
So you indeed can't be certain. |
13:44 |
Taose |
I'm making my assumption based on observations of Meshnode and the LAAAAG when you try to make something remotely large. |
13:50 |
yusf[m]1 |
Taose: From my understanding meshnode is converting blocks to one monolithic entity when movable. That is not what I'm looking for here. I'm thinking of how to script "move block on 0,0,0 to 0,1,0" on a bit larger scale, let's say 100 blocks. Thus creating animation. Like the bunny: no transition animation. |
13:51 |
Taose |
I'm building a spaceship in minetest... with a cubic volume apparently in the 10s of thousands. |
13:51 |
* Taose |
applies meshnode |
13:52 |
agaran |
Taose: any screenshots? |
13:52 |
Taose |
Hang on a second |
13:53 |
^7heo |
yeah I'm curious too |
13:53 |
^7heo |
what is that meshnode thing btw? |
13:53 |
agaran |
Taose: can't I just wait?;) |
13:53 |
^7heo |
(I read it's a mod, but I don't know more) |
13:54 |
Taose |
http://imgur.com/a/FeKeL |
13:55 |
Taose |
It's not a complex thing as it's supposed to be post-modern ish (only slightly more advanced than the ISS to be fair) |
13:55 |
^7heo |
WTF is that thing on top? |
13:55 |
Taose |
That will be the residential ring |
13:55 |
Taose |
No artificial gravity on this ship |
13:56 |
^7heo |
Taose: not even with centripetal force? |
13:56 |
^7heo |
and you are doing that in creative mode I assume? |
13:56 |
Taose |
>.> |
13:57 |
Taose |
You think I'd do this in survival!? |
13:57 |
^7heo |
some people have. |
13:57 |
Taose |
(Hasn't tried that at all) |
13:57 |
* Taose |
sweeps projects under the rug |
13:57 |
^7heo |
plus there's no monster in survival. |
13:57 |
Taose |
But yes Creative because it's quicker |
13:57 |
^7heo |
yeah |
13:57 |
^7heo |
tbh |
13:57 |
agaran |
looks great :) |
13:57 |
Taose |
But once it's in space, yes the ring is *supposed* to rotate |
13:58 |
Taose |
hence gravity. |
13:58 |
^7heo |
not gravity |
13:58 |
Taose |
But the main ship will have none |
13:58 |
Taose |
>.> you get my point |
13:58 |
^7heo |
gravity is caused by supposed higgs bosons. |
13:58 |
^7heo |
your force will be centripetal. |
13:58 |
Taose |
Yep |
13:58 |
^7heo |
which will SIMULATE gravity |
13:58 |
Taose |
Mimicking gravity. |
13:58 |
Taose |
Indeedy |
13:58 |
^7heo |
:D |
13:58 |
^7heo |
Taose Flanders. |
13:58 |
^7heo |
Indeedy. |
13:59 |
Taose |
The diameter of the ship will be 270ish cubes |
13:59 |
^7heo |
nice. |
13:59 |
Taose |
(diameter of the ring) |
13:59 |
^7heo |
man |
13:59 |
^7heo |
is it possible to have mobs in minetest? |
13:59 |
^7heo |
in the default one. |
13:59 |
Taose |
Install the mod and yes? |
13:59 |
^7heo |
(i.e. w/out mods) |
14:00 |
Taose |
No |
14:00 |
Taose |
but then |
14:00 |
^7heo |
Ok |
14:00 |
Taose |
you wouldn't have mintest game either |
14:00 |
Taose |
minetest* |
14:00 |
^7heo |
Why? |
14:00 |
Taose |
They're all mods. |
14:00 |
Taose |
everything is a mod |
14:00 |
^7heo |
It's like saying "Everything is bits." |
14:00 |
Taose |
Yep |
14:00 |
^7heo |
I mean, yes, ultimately. |
14:00 |
Taose |
The default is very default |
14:01 |
^7heo |
but you got the question; does the product called "minetest" contains mobs? No. |
14:01 |
Taose |
Minetest-Game includes a few mods for fun |
14:01 |
^7heo |
yeah. |
14:01 |
Taose |
Mobs isn't one of them >.> |
14:01 |
^7heo |
Is there a mod for writing quests btw? |
14:01 |
Taose |
I... yes, yes there is |
14:01 |
Taose |
Somewhere |
14:01 |
^7heo |
Good. |
14:01 |
^7heo |
I have to try those. |
14:02 |
^7heo |
does it support visual ingame programming? |
14:02 |
Taose |
(oh and that thing in the middle... was the smaller version of the ship that I scaled up) |
14:02 |
^7heo |
(aaaah ok, I thought it was the ship) |
14:03 |
Taose |
Still laying the dynamite to get rid of it -_- |
14:05 |
Taose |
But yeah, meshnode doesn't work on something that big |
14:09 |
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14:12 |
^7heo |
is dynamite really faster to get rid of stuff? |
14:12 |
* ^7heo |
has never tried dynamite. |
14:12 |
Taose |
Erm |
14:12 |
Taose |
Well I mean TNT |
14:14 |
^7heo |
yeah I gotcha |
14:14 |
^7heo |
never tried any :) |
14:16 |
PureTryOut[m] |
I don't suppose it's possible to have a node with drawtype "plantlike" appear or be placed 1 pixel lower is it not? :/ |
14:17 |
* PureTryOut[m] |
uploaded an image: Screenshot_2017-02-15_15-17-38.png (434KB) - https://matrix.org/_matrix/media/v1/download/matrix.org/AHmedCwOjMjgSEzLupWMkyfR |
14:17 |
PureTryOut[m] |
because that ^ looks kinda crappy ;) |
14:18 |
PureTryOut[m] |
only the nodebox drawtype seems to be able to do that, but that can't really have a proper plantlike texture |
14:19 |
Taose |
What's the block underneath? |
14:20 |
Taose |
Are you drawing the plant texture lower in the image yourself? |
14:21 |
Taose |
i.e not leaving border |
14:21 |
PureTryOut[m] |
the block underneath is 1 pixel smaller than normal |
14:21 |
PureTryOut[m] |
the plant is just a regular plantlike node with a texture for it, it's not leaving it's border |
14:22 |
Taose |
Why is the block underneath 1pix smaller? |
14:22 |
PureTryOut[m] |
because I want it too? I could say the reason but it's only going to start discussions which I'm not in the mood for |
14:23 |
Taose |
Well you can't have a node spawning a texture outside of itself |
14:23 |
Taose |
(to my knowledge) |
14:23 |
PureTryOut[m] |
yeah, that's why I hoped I could somehow make the node 1px bigger on the bottom like with nodeboxes, but using the plantlike drawtype |
14:24 |
Taose |
I...don't think that's going to work |
14:24 |
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14:24 |
Taose |
(but I could very easily be wrong) Have you tried it yourself? |
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14:26 |
PureTryOut[m] |
obviously :p |
14:26 |
PureTryOut[m] |
the node_box property isn't being used when drawtype isn't set to nodebox |
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14:28 |
agaran |
PureTryOut[m]: you can try visual scale maybe.. not sure how it works tho, but how you got that gap I never saw such |
14:29 |
PureTryOut[m] |
that gap? that's just the nodebox of the block below being 1 px smaller on the top (like I want it) |
14:29 |
agaran |
ah.. some leaves are made to extend above its own node.. |
14:29 |
agaran |
maybe that can be adjusted to extend below too |
14:30 |
PureTryOut[m] |
hmm, you got an example? |
14:32 |
twoelk |
junglegrass? |
14:34 |
PureTryOut[m] |
hmm, that uses visual_scale it seems |
14:35 |
PureTryOut[m] |
yeah that just goes up :( |
14:35 |
agaran |
hmm tried negative scale too? |
14:35 |
PureTryOut[m] |
well that does go down, but it screws up the whole thing :p |
14:36 |
* PureTryOut[m] |
uploaded an image: Screenshot_2017-02-15_15-36-16.png (425KB) - https://matrix.org/_matrix/media/v1/download/matrix.org/ePZNTwznJrNjLBLSFVbuOufd |
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14:38 |
twoelk |
negative value seems to flip it isn't there an offsett value? |
14:39 |
PureTryOut[m] |
note that I can find |
14:39 |
PureTryOut[m] |
http://dev.minetest.net/minetest.register_node |
14:40 |
twoelk |
I think some underwater mod used offset so that the plant did not displace water |
14:42 |
PureTryOut[m] |
well either it's not documented or it uses some other method |
14:46 |
red-001 |
yusf[m]1, you can use voxel maniplator if you need to move large amounts of nodes |
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16:49 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix >5 year old PlayerSAO deletion bug a5e4273 https://git.io/vD1iq (2017-02-15T16:36:47Z) |
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yusf[m]1 |
red-001: Yes, that seems right. |
17:11 |
yusf[m]1 |
Thnx |
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17:18 |
ez |
hey there |
17:19 |
Guest15764 |
consider putting minetest on game jolt and itch.io https://www.reddit.com/r/Minetest/comments/5u4gxm/please_put_minetest_on_game_jolt_and_itchio/ |
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21:39 |
* PureTryOut[m] |
uploaded an image: Screenshot_2017-02-15_22-39-35.png (3KB) - https://matrix.org/_matrix/media/v1/download/matrix.org/eHqpYVlILrkZAkOyCEPlOwWy |
21:39 |
PureTryOut[m] |
what...? |
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21:49 |
sfan5 |
PureTryOut[m]: where did you read that ? |
21:49 |
PureTryOut[m] |
sfan5: http://dev.minetest.net/Mod_interoperability#Mobs |
21:50 |
PureTryOut[m] |
first line |
21:50 |
PureTryOut[m] |
replace first 2 "mods" with "mobs" and it'll be correct :p |
21:52 |
rubenwardy |
fixed |
21:53 |
PureTryOut[m] |
not exactly |
21:53 |
PureTryOut[m] |
now it says "you have various mobs to choose from", should be s/mobs/mods |
21:54 |
rubenwardy |
fixed v2 |
21:54 |
rubenwardy |
attempt 2 |
21:54 |
PureTryOut[m] |
haha seems alright now |
22:19 |
* PureTryOut[m] |
uploaded an image: Screenshot_2017-02-15_23-19-27.png (18KB) - https://matrix.org/_matrix/media/v1/download/matrix.org/aRTkCdvMwnUqErNXKZljYeqE |
22:19 |
PureTryOut[m] |
no matter what I do, for some reason ^ that returns 1 dirt block and 3 "unknown item"s |
22:20 |
PureTryOut[m] |
why doesn't it just drop test:test1 times 3? |
22:24 |
rubenwardy |
max_items = 1 ? |
22:24 |
rubenwardy |
you don't specify max_items |
22:24 |
rubenwardy |
see https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3893 |
22:26 |
PureTryOut[m] |
but it drops stuff (even the dirt) without that as well... and now I've set it, it only drops dirt |
22:27 |
rubenwardy |
I don't know this code well enough, sorry :P |
22:27 |
PureTryOut[m] |
well that's literally all there is too the code lol ^ |
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22:46 |
TheInformer |
could someone help me? |
22:46 |
PureTryOut[m] |
depends on what the problem is |
22:46 |
TheInformer |
modding |
22:47 |
TheInformer |
I want to add a new shield to the shields mod through my own mod |
22:48 |
PureTryOut[m] |
well the modding part is obvious :p but sorry I have not worked with the shield mod |
22:48 |
PureTryOut[m] |
maybe someone else here can help you though |
22:48 |
TheInformer |
ok |
22:50 |
rubenwardy |
!mod shield |
22:50 |
MinetestBot |
rubenwardy: Could not find anything. |
22:51 |
rubenwardy |
do you mean |
22:51 |
rubenwardy |
!mod 3d_armor |
22:51 |
MinetestBot |
rubenwardy: 3D Armor [minetest-3d_armor] by stu - https://forum.minetest.net/viewtopic.php?t=4654 |
22:51 |
rubenwardy |
ah, there's a mod in there called shields |
22:52 |
rubenwardy |
TheInformer, it looks as simple as copying this: https://github.com/stujones11/minetest-3d_armor/blob/master/shields/init.lua#L13-L17 |
22:52 |
rubenwardy |
and changing the group values to match the stats you want |
22:52 |
rubenwardy |
and also making a craft recipe |
22:53 |
TheInformer |
that doesnt work, i used code from that mod for mine and it messes up the player textures when I put on my own shield |
22:53 |
TheInformer |
I made a crafting recipie |
22:53 |
TheInformer |
recipe* |
22:54 |
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TheInformer |
here is a picture of what it looks like http://imgur.com/a/ipC4B |
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TheInformer |
sorry computer froze had to restart |
23:01 |
PureTryOut[m] |
how does that happen? 0_0 |
23:02 |
TheInformer |
what? |
23:04 |
TheInformer |
gtg |
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PureTryOut[m] |
how does your computer randomly crash I asked, but cya |
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kaeza |
greetings |