Time Nick Message 01:38 kaeza Calinou, http://i.imgur.com/9bex1zL.jpg 01:43 kaeza FaceDeer's PR is quite nice, with a few adjustments here and there 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 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 09:38 Taose It's a shame that TNT has a limited cumulative effect... 09:52 JamesTait Good morning all! Happy Wednesday, and happy Susan B Anthony Day! 😃 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 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 14:12 ^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 Taose (but I could very easily be wrong) Have you tried it yourself? 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 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 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 16:49 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix >5 year old PlayerSAO deletion bug 13a5e4273 https://git.io/vD1iq (152017-02-15T16:36:47Z) 17:11 yusf[m]1 red-001: Yes, that seems right. 17:11 yusf[m]1 Thnx 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/ 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...? 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 ^ 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* 22:56 TheInformer here is a picture of what it looks like http://imgur.com/a/ipC4B 23:01 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 23:05 PureTryOut[m] how does your computer randomly crash I asked, but cya 23:56 kaeza greetings