Time |
Nick |
Message |
00:01 |
VanessaE |
^^^ tell me to "smd", "suck my"... yeah, no. |
00:03 |
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00:06 |
epoch |
has anyone stood on a sapling when it grows into a tree? |
00:06 |
VanessaE |
yep |
00:06 |
VanessaE |
everything goes all x-ray :) |
00:07 |
epoch |
no check for a player above a tree before it grows? |
00:07 |
epoch |
should it just not grow, or should it push the player up? |
00:08 |
VanessaE |
well if it were up to me the player would get pushed out of the way |
00:08 |
VanessaE |
though up is questionable :) |
00:09 |
epoch |
I was thinking it might be fun to have sapling elevators in the mods where saplings grow as soon as they're planted. |
00:09 |
Hijiri |
make it launch you in the air |
00:09 |
Hijiri |
then an anime character can use it as a clever tactic |
00:09 |
VanessaE |
heh |
00:10 |
epoch |
if you have a monster chasing you plant a sapling under it? :D |
00:10 |
epoch |
tree magic! |
00:10 |
Hijiri |
maybe a good idea for a nature-based magic mod? |
00:10 |
Hijiri |
except that mods can't set player velocity |
00:11 |
epoch |
aww |
00:11 |
epoch |
it'd just be a small change to expose those variables to lua, right? |
00:12 |
Jordach |
*yes* |
00:12 |
calculon |
i think they can, with player physics |
00:14 |
OldCoder |
epoch, I'm patching that now |
00:14 |
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00:14 |
epoch |
the tree thing or player velocity from lua? |
00:14 |
OldCoder |
Skyblock will restart a few times |
00:14 |
OldCoder |
tree issue |
00:14 |
calculon |
but using saplings as elevators looks very complicated :) |
00:14 |
OldCoder |
calculon, that is what I am adding now |
00:14 |
OldCoder |
Sort of |
00:15 |
epoch |
so what is going to happen when I'm standing on the same square when I plant? |
00:15 |
epoch |
sideways, up, or no grow? |
00:16 |
OldCoder |
I am testing |
00:16 |
OldCoder |
Allow time |
00:20 |
epoch |
I was just wonder what the planned fix was. |
00:20 |
OldCoder |
epoch, well, this is interesting |
00:21 |
OldCoder |
One approach won't work well... go into Skyblock and try it |
00:21 |
OldCoder |
I made the sapling shove the player up... but he falls back down |
00:21 |
OldCoder |
I could make it shove him to the side, but that might go badly |
00:21 |
epoch |
moving sideways would have to account for pushing the user into a block that would squish the player. |
00:21 |
OldCoder |
Right |
00:21 |
OldCoder |
Go in and try it |
00:22 |
* epoch |
does |
00:22 |
OldCoder |
Checking to prevent growth is trickier |
00:25 |
Jordach |
teleport the user +5 nodes for oak* (not sure on MTG) |
00:26 |
OldCoder |
Jordach, they will fall back down... I'll just prevent growth to begin with |
00:26 |
OldCoder |
Apparently you can't stand |
00:26 |
OldCoder |
on a sapling |
00:26 |
OldCoder |
So the fix cycles |
00:29 |
OldCoder |
epoch, fix shortly |
00:30 |
OldCoder |
epoch, please test fix |
00:40 |
Out`Of`Control |
hi |
00:40 |
Out`Of`Control |
anyone could give me example of '/deleteblocks (x1, y1, z1) (x2, y2, z2)' |
00:40 |
Out`Of`Control |
as i get error |
00:41 |
VanessaE |
I only know `/deleteblocks here` (and I think you can put a radius after it) |
00:42 |
Out`Of`Control |
uhm |
00:42 |
Out`Of`Control |
VanessaE: thanks |
00:44 |
Out`Of`Control |
ok i delete blocks but they are still there |
00:44 |
VanessaE |
they probably re-generated. |
00:45 |
Out`Of`Control |
its outside mapgen limit |
00:46 |
Out`Of`Control |
area near does not regenerate |
00:46 |
VanessaE |
maybe the mapgen limit also trims the "delete" coords |
00:46 |
Out`Of`Control |
so i need disable limit delete then enable? |
00:47 |
Out`Of`Control |
its just one area far away |
00:47 |
VanessaE |
I'm only guessing, I do not know for sure. |
00:47 |
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00:47 |
Out`Of`Control |
ok thanks |
00:48 |
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04:10 |
sofar |
!mod skins |
04:10 |
MinetestBot |
sofar: Skins for unified_inventory [u_skins] by Krock - https://forum.minetest.net/viewtopic.php?t=9807 |
04:18 |
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08:02 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: doors: Fix craftitem not listed in inventory (#1683) b377aaa https://git.io/vSl6A (2017-04-02T08:01:01Z) |
08:15 |
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08:33 |
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08:33 |
DS-minetest |
hi |
08:37 |
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08:45 |
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08:52 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib… 86b1542 https://git.io/vSlP6 (2017-04-02T08:51:50Z) |
08:52 |
MinetestBot |
[git] sofar -> minetest/minetest: minetest.after(): simplify further, pause in singleplayer (#5500) 75fb3e4 https://git.io/vSlPi (2017-04-02T08:51:16Z) |
09:01 |
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09:48 |
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09:49 |
Jordach |
!tell Fixer http://i.imgur.com/vbpGKsi.png |
09:49 |
MinetestBot |
Jordach: yeah, sure, whatever |
09:50 |
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10:14 |
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10:14 |
MinetestBot |
Fixer: Apr-02 09:49 UTC <Jordach> http://i.imgur.com/vbpGKsi.png |
10:19 |
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12:16 |
ThomasMonroe |
hi xerox123 |
12:19 |
ThomasMonroe |
in anyone on? |
12:19 |
DS-minetest |
yep |
12:20 |
DS-minetest |
irc is always so quite :/ |
12:20 |
ThomasMonroe |
yeah |
12:21 |
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12:21 |
ThomasMonroe |
im a mod on MMS |
12:22 |
DS-minetest |
MMS? |
12:22 |
ThomasMonroe |
MMSurvival |
12:22 |
DS-minetest |
ok |
12:23 |
ThomasMonroe |
most of these ppl here should mark themselves as away |
12:23 |
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12:23 |
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12:23 |
DS-minetest |
no, if you write directly to onhe of them he will answer |
12:23 |
ThomasMonroe |
hi DI3HARD |
12:24 |
* DS-minetest |
will no continue with supply converter |
12:27 |
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12:50 |
DS-minetest |
question: shall the technic supply converter be more precisely configurable with digilines than by hand? |
12:57 |
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13:04 |
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13:12 |
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13:12 |
ThomasMonroe |
hi i'm back |
13:16 |
DS-minetest |
question: shall the technic supply converter be more precisely configurable with digilines than by hand? |
13:24 |
Tre |
what do you mean DS? |
13:24 |
Krock |
no, digilines should only make it easier to switch |
13:24 |
Krock |
(to modify) |
13:25 |
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13:25 |
Tre |
is wool a conductor for mesecons? |
13:25 |
Krock |
lolwhat? no, surely not |
13:25 |
rdococ |
why would it be? |
13:26 |
Tre |
just askin bcs it is in minecraft |
13:26 |
Krock |
unless someone tweaked the node definition a bit to make it a conductor |
13:26 |
rdococ |
since when? |
13:26 |
Tre |
idk |
13:26 |
Tre |
since i read abut it |
13:26 |
rdococ |
you mean in MC, wool is a redstone conductor? seriously? |
13:26 |
Tre |
yeah it is, just look at some of the plans for 3x3 doors |
13:27 |
Krock |
maybe the wool node was modded, so it's possible |
13:27 |
DS-minetest |
you can use mese blocks |
13:27 |
sfan5 |
do you mean a wool block with a repeater in front? |
13:27 |
sfan5 |
then i wouldn't call it conductor |
13:27 |
Tre |
true, but in MC redstone blocks provide power |
13:28 |
rdococ |
I know that all blocks in Minecraft can conduct a signal for one block, but no more |
13:28 |
Tre |
right |
13:28 |
rdococ |
and I think it might require a repeater facing into it |
13:28 |
Tre |
idk, havn't researched it that much |
13:28 |
DS-minetest |
in mesecons is for this a receiver |
13:29 |
Tre |
pls reprhase, idk what u r trying to say |
13:30 |
DS-minetest |
the mesecons receiver mod in minetest-mod-mesecons modpack has conductors that conduct through more than one node |
13:30 |
Tre |
ah ok |
13:30 |
Tre |
i was just wondering bcs none of the plans i have seen in MC were without wool |
13:31 |
rdococ |
they use wool to mark which wires they are, so they don't lose track |
13:31 |
Tre |
ah ok that makes sense now |
13:31 |
DS-minetest |
Krock: there is no difficult to change power of supply converter |
13:31 |
DS-minetest |
i think, in mc some nodes cant do that, like glass |
13:33 |
Tre |
i think there should be a power block, like in MC(redstoneBlock) |
13:33 |
rdococ |
powerplant |
13:33 |
Tre |
i know that |
13:33 |
rdococ |
tell me the difference, then, between a power plant and a redstone block |
13:34 |
Tre |
just one that looks more like a block |
13:34 |
rdococ |
just "looks"? |
13:34 |
Tre |
yeah ones aplant rooted to the ground, and the other is a block |
13:35 |
DS-minetest |
you could make a mod which add an always powering mese block |
13:35 |
Tre |
true |
13:35 |
DS-minetest |
also power plant cant conduct up |
13:36 |
Tre |
but a block could |
13:36 |
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13:37 |
DS-minetest |
it's not the shape that make the difference, the rules are |
13:37 |
Tre |
true touche |
13:38 |
Tre |
has anyone that you know of made a funcctioning 3x3 door? |
13:39 |
DS-minetest |
ghostblocks |
13:39 |
DS-minetest |
or movestones |
13:39 |
Tre |
huh? |
13:39 |
Krock |
or a lua executing node that used worldedit to remove/place the nodes |
13:39 |
Tre |
i meant pistonwise |
13:40 |
Krock |
s/used/uses/ |
13:40 |
Tre |
a piston 3x3 is a real challenge |
13:40 |
Krock |
already build a 2x3 door.. 3x3 will be a bit more complicated |
13:40 |
Tre |
my brother has built a 4x4 piston door |
13:41 |
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13:41 |
Tre |
the lua controller idea sounds interesting, but could create some lag for servers |
13:43 |
DS-minetest |
Tre: Krock meant a command block |
13:43 |
DS-minetest |
not a lua controller |
13:43 |
Tre |
oh well still sounds interesting |
13:43 |
DS-minetest |
and you need creative and worldedit... |
13:44 |
Tre |
yeah true, so it would be only for admins |
13:44 |
DS-minetest |
easiest is still ghoststones |
13:44 |
Tre |
yeah |
13:44 |
DS-minetest |
and movestones are cool |
13:45 |
Tre |
havent experimented with them yet |
13:45 |
Tre |
how do they work? |
13:47 |
DS-minetest |
you power one side and it moves to another |
13:47 |
DS-minetest |
and pushes all node in front of it |
13:48 |
DS-minetest |
sticky one also pulls nodes behind |
13:48 |
Tre |
interesting, how does it move back wards then? |
13:48 |
DS-minetest |
power it on the other side |
13:48 |
Tre |
cool |
13:49 |
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13:49 |
Tre |
do you know how to work the FPGA? |
13:49 |
Tre |
properly? |
13:50 |
sfan5 |
you use the dropdowns to create gate configurations |
13:50 |
sfan5 |
thats it |
13:50 |
Tre |
ok |
13:50 |
Tre |
i meant do you understand all of the notations |
13:51 |
sfan5 |
it's explained here http://mesecons.net/items.html |
13:51 |
sfan5 |
a little... |
13:51 |
Tre |
ok thanks |
13:52 |
Tre |
i know most of the notation i just was wondering if anyone else did |
13:52 |
DS-minetest |
nearly everyone?! |
13:52 |
sfan5 |
the documentation assumes you know some stuff about EE/computers |
13:52 |
Krock |
perhaps the smallest FPGA available nowadays |
13:52 |
DS-minetest |
lol |
13:53 |
Tre |
thats what i thought, stupid question guys sorry |
13:53 |
Tre |
sry guys gtg brb in about 20 min |
13:54 |
DS-minetest |
bye Tre |
13:54 |
Krock |
from what I see it's not possible to program a 16 bit counter with it :< |
13:55 |
DS-minetest |
you could use more fpgas combined |
13:56 |
sfan5 |
^ this |
13:57 |
DS-minetest |
but it could be hard since you only have 4 in/outputs: A.B.C and D |
13:57 |
DS-minetest |
hm |
13:58 |
DS-minetest |
what if it sent via digiline things? |
13:58 |
DS-minetest |
so, add digiline ports |
14:00 |
DS-minetest |
what do you think? |
14:09 |
DS-minetest |
i think, ill do nuce reactor next, before quarry |
14:10 |
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14:11 |
Tre |
i'm back |
14:11 |
DS-minetest |
wb |
14:12 |
Tre |
what is the coolest thing you have seen with mesecon? |
14:12 |
fireglow |
riff-IRC: hi |
14:12 |
fireglow |
riff-IRC: what's the RC irc channel? |
14:12 |
riff-IRC |
Hi? |
14:13 |
riff-IRC |
What's RC? |
14:13 |
riff-IRC |
#redkitten |
14:13 |
fireglow |
cheers |
14:16 |
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15:38 |
DS-minetest |
shall you be able to deactivate the nuce reactor with digilines? |
15:43 |
Krock |
no, let us to overheat it |
15:45 |
DS-minetest |
it looks like it also adds burntime when cable is cut, so ok |
15:45 |
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15:47 |
DS-minetest |
uuh, i made an echo |
15:47 |
fireglow |
!mod abrisglass |
15:47 |
MinetestBot |
fireglow: Could not find anything. |
15:47 |
fireglow |
!mod abriglass |
15:47 |
MinetestBot |
fireglow: Abriglass + Abriflame + Abritorch by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=15211 |
15:50 |
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15:52 |
fireglow |
!mod riventest |
15:52 |
MinetestBot |
fireglow: Riventest [riventest] [staircase] by mauvebic - https://forum.minetest.net/viewtopic.php?t=2399 |
15:53 |
DS-minetest |
!mod digiline_screens |
15:53 |
MinetestBot |
DS-minetest: Could not find anything. |
15:53 |
DS-minetest |
oh |
15:53 |
DS-minetest |
!mod hydro |
15:53 |
MinetestBot |
DS-minetest: Hydroponics [hydroponics] by mtmodder148 - https://forum.minetest.net/viewtopic.php?t=11129 |
15:55 |
fireglow |
!mod signs_road |
15:55 |
MinetestBot |
fireglow: Could not find anything. |
15:55 |
fireglow |
!mod undying |
15:55 |
MinetestBot |
fireglow: Could not find anything. |
15:57 |
Krock |
what are you looking for? |
15:58 |
fireglow |
the signs_road mod and the undying mod |
15:58 |
fireglow |
;) |
15:58 |
fireglow |
I'm on a server they have these mods |
15:58 |
DS-minetest |
search on github |
15:59 |
fireglow |
mmm, good idea |
16:00 |
Krock |
sometimes there are also mods that aren't available anywhere |
16:02 |
fireglow |
mmm indeed |
16:09 |
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16:09 |
MrIbby |
Anyone capable of fixing this? https://forum.minetest.net/viewtopic.php?id=17141 |
16:11 |
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17:15 |
DS-minetest |
can connected nodeboxes be wallmounted? |
17:15 |
DS-minetest |
or turned? |
17:16 |
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17:16 |
agaran |
nodeboxes can be rotated |
17:17 |
paramat |
Out`Of`Control "ok i delete blocks but they are still there" i'll investigate that |
17:21 |
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17:22 |
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17:22 |
ThomasMonroe |
does anyone have any idea why spawn would change by itself/ |
17:22 |
ThomasMonroe |
? |
17:23 |
fireglow |
the coordinates of the spawnpoint, or the area? |
17:23 |
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17:23 |
ThomasMonroe |
the coords |
17:24 |
fireglow |
did you set static_spawnpoint in mintest.conf? |
17:24 |
fireglow |
if it's not set, the coordinates are random |
17:24 |
sfan5 |
well not really random |
17:24 |
fireglow |
oh |
17:24 |
sfan5 |
it chooses some spot in a kinda determinstic way |
17:24 |
sfan5 |
but essentially "random" yes |
17:24 |
ThomasMonroe |
i am not the owner |
17:24 |
fireglow |
right, like not in the middle of a mountain? |
17:25 |
ThomasMonroe |
it has picked two "random" spots, this last one being where it was b4 we changed it |
17:27 |
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17:33 |
googo |
anyone on |
17:33 |
sfan5 |
that's a stupid question |
17:34 |
VanessaE |
^^^ ban evasion, "iamafriend200" |
17:34 |
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googo was kicked by VanessaE: googo |
17:34 |
sfan5 |
your ban mask needs work |
17:34 |
VanessaE |
damn it, that's not the mask I used. |
17:34 |
VanessaE |
there. |
17:34 |
sfan5 |
!unban *!*gateway/w@* |
17:34 |
VanessaE |
thanks. |
17:34 |
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17:35 |
sfan5 |
oh huh |
17:35 |
sfan5 |
!unban *!shangul@*$#fix_your_connection |
17:35 |
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17:36 |
VanessaE |
also, he messaged me claiming he can't be banned because his IP changes. well guess what, I can ban as many times as he can show up. |
17:36 |
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17:36 |
sfan5 |
¯\_(ツ)_/¯ |
17:41 |
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17:52 |
DS-minetest |
can connected nodeboxes be wallmounted? or shall I use facedir? |
17:52 |
sofar |
no |
17:53 |
DS-minetest |
ok |
17:53 |
sofar |
lol, don't ask 2 questions in one line :) |
17:54 |
Krock |
use facedir. |
17:55 |
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17:55 |
sofar |
connected nodeboxes can't use facedir |
17:55 |
DS-minetest |
uuh >_< |
17:55 |
DS-minetest |
how else can they be rotated? |
17:55 |
sofar |
how do you expect the connections to be rotated? |
17:55 |
DS-minetest |
(without registering 6 nodes) |
17:55 |
sofar |
the connections are automatically drawn the right way |
17:56 |
sofar |
can't, connected nodeboxes can't rotate |
17:56 |
DS-minetest |
but the static part could be rotated |
17:56 |
Krock |
well, you can connect them without using the engine. rotating them will be possible |
17:56 |
Krock |
but it's a huge work to design all the connection elements |
17:56 |
sofar |
as written, connected nodeboxes completely ignore rotation |
17:56 |
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17:57 |
sofar |
it's meant for things like wires, fences, walls |
17:58 |
DS-minetest |
ok, then I'll register 6 nodes :P |
18:00 |
Krock |
1x 0 connections, 1x 1 connection, 2x 2 connections (straight and edge), 1x 3 and 1x 4 connections, which are in total 6 nodes |
18:00 |
agaran |
sofar: with -some- tricking you can make connected to work with rotations.. |
18:01 |
agaran |
sofar: I did that for power converter for technic addon (not one in technic) it can work regardles of position only 2 nodes needed |
18:01 |
agaran |
rotation around one axis -does- affect connection, other two don't |
18:02 |
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18:03 |
DS-minetest |
agaran: how is it called? |
18:03 |
agaran |
not in forum |
18:03 |
agaran |
only github |
18:04 |
DS-minetest |
ok, ill search for ur name |
18:04 |
agaran |
https://github.com/agaran/technic_addons/blob/master/init.lua |
18:04 |
DS-minetest |
oh, thx :) |
18:04 |
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18:04 |
agaran |
yw |
18:05 |
Mator_ |
o/ |
18:06 |
kaeza |
greetings, Mator_ |
18:07 |
Mator_ |
Hiya kaeza. Just found out about Minetest today and I'm excited about it :) |
18:07 |
Mator_ |
Reading up right now about all the things ^_^ |
18:07 |
DS-minetest |
so, facedir for connected nodeboxes is not recommended but possible? |
18:08 |
agaran |
DS-minetest: look in code, what is there, works, but it is not as straightforward as it could be.. |
18:08 |
PureTryOut[m] |
Mator_: welcome, how did you find it? |
18:09 |
Mator_ |
PureTryOut: Someone mentioned it on r/place |
18:09 |
PureTryOut[m] |
ooh no not that place... |
18:10 |
Mator_ |
Comment permalink to the mention: https://www.reddit.com/r/place/comments/62yncp/so_i_created_a_liveupdating_rplace_in_minecraft/dfq89q8/ |
18:11 |
Mator_ |
The world size limit and open source nature of the project has me super interested |
18:11 |
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18:11 |
Mator_ |
I've been generating voxel representations of fractals for a bit now, think minetest would be an awesome platform to expand that. |
18:13 |
Mator_ |
https://github.com/matortheeternal/CVoxelEngine < my voxel engine for generating fractals |
18:14 |
ThomasMonroe |
that would be awesome Mtor |
18:15 |
paramat |
Mator_ we actually have a fractal mapgen (i'm not trying to discourage you by saying this, your intent sounds excellent) |
18:15 |
ThomasMonroe |
what kinds of fractals were you thinking of? |
18:15 |
Mator_ |
I'm aware of the fractal mapgen, paramat :) |
18:15 |
Mator_ |
That's not exactly what I'm looking to make though |
18:16 |
paramat |
good :] |
18:16 |
epoch |
heh. atomicraft. |
18:16 |
Mator_ |
ThomasMonroe: Any and every 3d fractal I can manage to math. I find mandelboxes particularly compelling. |
18:16 |
ThomasMonroe |
yeah that would be awesome, especially in fly |
18:17 |
epoch |
I'm reading an artcle about stars making elements. |
18:17 |
ThomasMonroe |
what does that have to do with fractals |
18:17 |
Mator_ |
The only fractal I haven't been able to math to voxels is the dodechahedron fractal. Way too much trigonometry for me. :S https://www.google.com/search?q=dodecahedron+fractal&tbm=isch |
18:17 |
ThomasMonroe |
Mator_: have you thought about MandelBulbs? |
18:17 |
epoch |
supernova can make copper and silver, but gold needs neutron star collisions. |
18:17 |
paramat |
we have no mandelbox mods or mapgens, i'd love to see that in MT |
18:17 |
Mator_ |
I have generated mandelbulbs, yes, Thomas :) |
18:17 |
ThomasMonroe |
cool |
18:18 |
ThomasMonroe |
would it be possible to make it into a mod? |
18:18 |
Mator_ |
That's the plan |
18:18 |
ThomasMonroe |
nice ;) i am a math geek you might say |
18:18 |
Mator_ |
https://github.com/matortheeternal/mandel.js < worldedit generation script for Minecraft I made several years ago |
18:19 |
ThomasMonroe |
thanks |
18:19 |
Mator_ |
Has generation code for a bunch of fractals |
18:19 |
ThomasMonroe |
cool how do i install it into MT? |
18:19 |
Mator_ |
Isn't going to work with MT, I have to make something in lua for MT :) |
18:19 |
ThomasMonroe |
ah ok |
18:20 |
ThomasMonroe |
ouch |
18:20 |
Mator_ |
also my link bad |
18:20 |
ThomasMonroe |
ok |
18:20 |
Mator_ |
https://github.com/matortheeternal/mandelcraft * fixed |
18:20 |
ThomasMonroe |
thanks |
18:20 |
Mator_ |
the things that happen when you freehand all your links :D |
18:20 |
ThomasMonroe |
yeah |
18:21 |
paramat |
you'll need to use a 'lua voxel manipulator' to create large structures, we use that to make lua mapgens, let me know if you need help with LVM or lua mapgen stuff |
18:21 |
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18:22 |
Mator_ |
I haven't done lua before, paramat, so I'm sure there will be some learning curve for me |
18:22 |
Mator_ |
what's the general API behind an LVM? |
18:22 |
DS-minetest |
ahh, ill simply do it with 6 nodes now |
18:22 |
Mator_ |
In the past I usually define code that tests a point at a time |
18:22 |
paramat |
here's a lua mapgen example https://github.com/paramat/stability |
18:23 |
ThomasMonroe |
nice pica Mator_ |
18:23 |
ThomasMonroe |
pics* |
18:23 |
ThomasMonroe |
the mandelbox is my favorite fractal |
18:23 |
paramat |
MT mapgen works in chunks of 80^3 nodes (our name for blocks) at a time |
18:23 |
Mator_ |
Mandelboxes are awesome :D |
18:24 |
Mator_ |
Okay |
18:24 |
Mator_ |
I don't need most of the complex stuf like perlin noise for fractals, generally |
18:24 |
paramat |
each chunk is then written in bulk to the world database |
18:24 |
Mator_ |
just need coordinates |
18:24 |
paramat |
yeah |
18:24 |
Mator_ |
I've done chunk-based generation code before for my CVoxelEngine |
18:25 |
Mator_ |
don't think that'll be too difficult |
18:25 |
ThomasMonroe |
let me know when it is finsihed i'll be around |
18:25 |
paramat |
the LVM is what allows the processing of nodes in bulk |
18:27 |
paramat |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3256 here's our docs for LVM |
18:29 |
paramat |
what you would do is use our core mapgen "singlenode" that creates an empty world of air, then for each mapchunk, after core mapgen finishes, your lua code gets run for that mapchunk in the 'on generated' function |
18:30 |
Mator_ |
yeah, I think I have an idea here |
18:30 |
Mator_ |
minetest.register_on_generated registers my function to be executed whenever a mapchunk is generated |
18:30 |
Mator_ |
then I can execute in there my code to generate a chunk given the input coords |
18:30 |
DS-minetest |
bye, I'll leave for today. |
18:31 |
Mator_ |
minp and maxp are quaternions or..? |
18:31 |
Mator_ |
just Vector3s? |
18:32 |
paramat |
3D vectors for the min and max corners of the mapchunk |
18:32 |
Mator_ |
ok, yuppers |
18:32 |
paramat |
absolute world co-ords |
18:34 |
Mator_ |
quick question, when calling minetest.set_mapgen_params with singlenode, you provide a water_level value |
18:34 |
Mator_ |
do I need to be concerned about that if my mapgen doesn't have a floor of bedrock? |
18:34 |
Mator_ |
should I generate a flat floor for some reason? |
18:35 |
paramat |
singlenode will not generate water, but .. |
18:36 |
paramat |
that value determines lighting behaviour, below it is assumed 'underground', so you need to set that to -31000 (world base) for correct lighting behaviour |
18:36 |
paramat |
'nolight' stops the engine doing lighting calcuations so that you can delay those until after placing your structure |
18:37 |
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18:37 |
paramat |
it's done at the end in 'vm:calc_lighting()' |
18:38 |
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18:38 |
paramat |
and of course you will not need 'vm:update_liquids()' |
18:40 |
Mator_ |
ok |
18:40 |
Mator_ |
I'm making good progress, going to start by just generating a menger sponge |
18:40 |
Mator_ |
because that's always easy |
18:42 |
swift110_ |
hey all |
19:09 |
Mator_ |
paramat - am I on the right track here? https://gist.github.com/matortheeternal/fc44b3bf35cf8f3fff9c66cd761cdac2 |
19:19 |
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19:20 |
paramat |
roughly yes |
19:22 |
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19:22 |
kaeza |
you may get a little bit of improvement in performance by localizing the `index` method |
19:23 |
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19:23 |
paramat |
i'll add comments to the code |
19:23 |
kaeza |
local index = va.index; for ... do local emacs = index(va, ...) ... end |
19:24 |
kaeza |
er, s/va/area/g |
19:25 |
kaeza |
don't take my word for it though; be sure to profile |
19:26 |
paramat |
what is emacs? |
19:26 |
kaeza |
not vi <_< |
19:26 |
* kaeza |
disables addon |
19:26 |
Mator_ |
lol emacs |
19:26 |
paramat |
ah |
19:27 |
Mator_ |
Did I miss anything? |
19:27 |
paramat |
no |
19:27 |
paramat |
well, me writing this is roughly ok |
19:27 |
Mator_ |
okey |
19:28 |
Mator_ |
it's just a first attempt |
19:28 |
Mator_ |
just want to make sure I understand the apis and syntax |
19:29 |
Mator_ |
can I adjust player spawn coords? |
19:29 |
paramat |
yes in settings |
19:29 |
Mator_ |
yus, found it |
19:30 |
Mator_ |
minetest.register_on_respawnplayer |
19:31 |
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19:31 |
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19:34 |
paramat |
also minetest.register_on_spawnplayer for initial spawn |
19:35 |
paramat |
or use 'static_spawnpoint = (0, -768, 0)' in minetest.conf file |
19:35 |
paramat |
simpler |
19:38 |
paramat |
added comments |
19:38 |
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19:48 |
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19:49 |
Mator_ |
lul found a nyancat |
19:49 |
ThomasMonroe |
where? |
19:49 |
sfan5 |
one the moon |
19:49 |
ThomasMonroe |
hows the developemnt coming along? |
19:49 |
sfan5 |
on* |
19:50 |
ThomasMonroe |
Mator_: hows the developmnt coming along? |
19:51 |
Mator_ |
wandering around the void right now trying to figure out if I actually generated anything XD |
19:51 |
ThomasMonroe |
hehe |
19:52 |
Mator_ |
says I'm pointing at stone, but I see nothing but black |
19:52 |
kaeza |
spawned inside stone? |
19:53 |
Mator_ |
kaeza, yeah |
19:53 |
kaeza |
MT doesn't kill you if you get inside a block like in MC |
19:54 |
Mator_ |
paramat: register_on_spawnplayer is nil it seems |
19:55 |
paramat |
chatcommand '/grantme all' than press 'K' for fly and 'H' for noclip (fly through solid nodes) |
19:55 |
paramat |
F5 to see co-ords |
19:56 |
paramat |
don't bother with register on spawnplayer, staic spawnpoint is enough |
19:56 |
paramat |
or just spawn at 0,0,0 and fly |
19:56 |
Mator_ |
hmm |
19:56 |
Mator_ |
well noclip lets me see things, which is nice |
19:56 |
paramat |
default spawn is 0,0,0 |
19:56 |
Mator_ |
the skybox, I mean |
19:58 |
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19:58 |
Mator_ |
looks like it's not writing the blocks to the map at all |
19:58 |
Mator_ |
just used a for loop to write a cube of blocks, nothing |
19:58 |
paramat |
if you push your latest code i can test |
19:58 |
Mator_ |
do the mod scripts get cached, or are they reloaded? |
19:58 |
paramat |
ah did you enable the mod when you created the world? |
19:59 |
Mator_ |
yes |
19:59 |
Mator_ |
from configure |
19:59 |
paramat |
ok |
19:59 |
paramat |
the mos will always be active in that world on restart |
19:59 |
paramat |
*mod |
20:00 |
Mator_ |
I've been recreating the world each time I change the code because I figure the chunks I want to view are generated when I first enter the world |
20:00 |
kaeza |
what happens if you call `/deleteblocks here` |
20:00 |
paramat |
yes good |
20:00 |
kaeza |
oh |
20:00 |
kaeza |
nevermind |
20:01 |
paramat |
your mod is a folder containing init.lua and depends.txt? |
20:01 |
Mator_ |
yes |
20:01 |
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20:02 |
paramat |
ok update your repo and i can look nd test |
20:02 |
paramat |
*and |
20:02 |
Mator_ |
I commented out all of my logic pretty much to just generate a solid cube from 0,0,0 to 729,729,729 |
20:03 |
Mator_ |
https://gist.github.com/matortheeternal/16c92e64ba976d1671a9fccb7dee9184 |
20:03 |
Mator_ |
I figure it must be the return |
20:05 |
paramat |
using F5 to check your co-ords? |
20:06 |
Mator_ |
yeah, I'm adding some debug messages |
20:06 |
Mator_ |
got it to say it's placing blocks in certain regions, so it's either the for loop or writing the blocks to the map |
20:07 |
paramat |
your 'menger block' is set to stability:grass, an undefined node, use default:stone as in my comments |
20:07 |
Mator_ |
oh |
20:07 |
Mator_ |
DERP |
20:07 |
Mator_ |
XD |
20:07 |
Mator_ |
figured it was something dumb |
20:08 |
paramat |
as long as your mod depends on 'default' you can use any node from our lua subgame |
20:08 |
kaeza |
correction: you can use any node from default mod |
20:09 |
Mator_ |
do I need to add default to my depends.txt for that? |
20:09 |
paramat |
and best apply the other comments i made |
20:09 |
paramat |
uh my comments disappeared |
20:09 |
paramat |
yes you do |
20:11 |
agaran |
paramat: Is possible to make mapgens use 8/16 slabs for dirt and sand (not sure what to do with them when dug yet) to make more smooth looking terrain? |
20:12 |
paramat |
yes, i did this in https://github.com/paramat/slabrealm |
20:12 |
Mator_ |
got it, thanks paramat |
20:12 |
Mator_ |
adding the dependency on default and fixing the block placed |
20:12 |
Mator_ |
fixed the issue |
20:13 |
paramat |
it works now? |
20:13 |
agaran |
paramat: yay thanks :) |
20:13 |
Mator_ |
ya |
20:13 |
Mator_ |
although I still have a lighting issue |
20:13 |
Mator_ |
if noclip isn't on |
20:14 |
Mator_ |
do I need to recalculate lighting on empty chunks? |
20:14 |
paramat |
i'll add my missing comments to your latest gist, one is about lighting |
20:14 |
Mator_ |
I see a comment on the older gist |
20:14 |
Mator_ |
I see `L54 to L56: If you return here the lighting will not be done just outside the sponge, that conditional should only disable L56 to L70` |
20:14 |
paramat |
yes you do, that conditional should only disable L61 to L78 |
20:15 |
paramat |
ah you see my earlier comment good |
20:15 |
paramat |
and calc lighting should only be from y0 to y1 |
20:16 |
Mator_ |
Think I had that? `vm:calc_lighting({x = x0, y = y0 - 1, z = z0}, {x = x1, y = y1 + 1, z = z1})` ? |
20:16 |
paramat |
no -1 +1 |
20:16 |
Mator_ |
kk |
20:17 |
paramat |
your triple loop only needs to be from x0 to x1, y0 to y1, z0 to z1 |
20:17 |
paramat |
L14: local dbuf = {} |
20:18 |
paramat |
because you disabled the engine's lighting with 'nolight' you need vm:calc_lighitng() everywhere, fractal or not |
20:19 |
Mator_ |
yeah, got it |
20:19 |
Mator_ |
Things are working |
20:19 |
Mator_ |
http://puu.sh/v79sH.jpg |
20:20 |
Mator_ |
screenshot is with noclip off :) |
20:23 |
Mator_ |
some slight issues with generating some points even though they're not in the set, but I can work that out |
20:25 |
Hawk777 |
That looks neat! |
20:26 |
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20:27 |
kaeza |
Mator_, BTW, F12 takes a screenshot of just the game |
20:27 |
paramat |
good |
20:27 |
kaeza |
it saves wherever minetest.exe is located (actually, in the current directory) |
20:28 |
paramat |
Out`Of`Control PR intended to fix your issue is here #5504 |
20:28 |
paramat |
https://github.com/minetest/minetest/pull/5504 |
20:30 |
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20:30 |
Mator_ |
kaeza - good to know |
20:30 |
Mator_ |
figured there was a key to do it, but I cba at the moment :P |
20:31 |
Mator_ |
is there any way to increase the max RAM Minetest will allocate to storing chunks/blocks? |
20:31 |
Mator_ |
I've been messing around with R and +/- for view distance |
20:31 |
Mator_ |
still getting a lot of unloaded sub-chunks (whatchamakalem) |
20:32 |
paramat |
L52 can probably be inside the conditional |
20:32 |
paramat |
yes there is .. |
20:33 |
paramat |
'max_block_generate_distance = 6' in minetest.conf |
20:33 |
paramat |
block = 16^3 nodes |
20:33 |
paramat |
increase the number to gen further |
20:35 |
paramat |
'block' is the fundamental engine volume of world 16^3 nodes |
20:36 |
paramat |
'chunk' is 5^3 blocks and is how many blocks are generated in one go by mapgen |
20:36 |
Out`Of`Control |
paramat: thank you |
20:36 |
paramat |
'node' is a single cube |
20:38 |
paramat |
'client_mapblock_limit = 5000' in .conf is how many blocks the client can store and display at once |
20:38 |
paramat |
.. before it starts to delete old blocks |
20:38 |
paramat |
5000 is roughly 1GB of RAM |
20:40 |
paramat |
5000 is default |
20:42 |
paramat |
code looks ok now but there is unnecessary conditionals in L68 |
20:44 |
paramat |
the function for first spawn is 'minetest.register_on_newplayer(function(player)' |
20:44 |
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20:44 |
paramat |
but without 'return true' at the end |
20:44 |
kaeza |
but isn't on_respawnplayer also called for new players anyway? |
20:45 |
paramat |
that's for players who died |
20:48 |
Mator_ |
thanks paramat |
20:51 |
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21:39 |
Fixer |
default + big vrange will make you go past 32bit limit on 32bit os |
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23:02 |
Mator_ |
Successfully generated an iteration 10 Menger Sponge |
23:02 |
Mator_ |
59,049 blocks on a side |
23:08 |
paramat |
wut? would that not take years and a huge amount of GB for the world database? |
23:08 |
Jordach |
LuaJIT |
23:13 |
OldCoder |
Mator_, post it |
23:14 |
OldCoder |
Jordach, LuaJIT has very limited RAM, should not work with large and complicated stuff |
23:15 |
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23:17 |
Jordach |
OldCoder, LuaJITGC64 |
23:17 |
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23:20 |
OldCoder |
Jordach, is that new? |
23:20 |
OldCoder |
My understanding is that there is no LuaJIT which supports large RAM |
23:22 |
Jordach |
http://bayesanalytic.com/access-extra-memory-from-lua-jit/ |
23:22 |
Jordach |
https://github.com/LuaJIT/LuaJIT/issues/25 |
23:22 |
Jordach |
it's almost ready for x64 of 4gb alloc |
23:23 |
Jordach |
http://wiki.luajit.org/New-Garbage-Collector |
23:24 |
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23:24 |
OldCoder |
Jordach, thought this would be years away. But - you say almost ready. |
23:24 |
paramat |
even LuaJIT would take years to fill a MT world with a lua mapgen |
23:24 |
OldCoder |
Not working yet, then? |
23:24 |
Jordach |
OldCoder, any system arm64, x64, MIPS |
23:24 |
Jordach |
will be able to go beyond that 52mb limit |
23:24 |
OldCoder |
|
23:25 |
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23:27 |
Jordach |
MT should stop requiring Lua5.1 and go straight for LuaJIT5.1 |
23:27 |
OldCoder |
|
23:27 |
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23:27 |
Jordach |
because MT could theoretically alloc it's own memory blocks |
23:32 |
Mator_ |
paramat: I mean, I didn't GENERATE the whole thing at once |
23:32 |
Mator_ |
but I set the params for the generation to be a menger sponge of that scale |
23:32 |
Mator_ |
it only generated the chunks that were close to me |
23:32 |
Mator_ |
and I flew around a bit just to verify the edges were right and such things |
23:33 |
Mator_ |
also, depending on the world storage, generating a world on that scale is actually reasonable :) |
23:33 |
proller__ |
http://www.fractalforums.com/announcements-and-news/freeminer/ |
23:34 |
Mator_ |
proller__: nice |
23:34 |
Mator_ |
OldCoder: I'll get some screenshots and make a post in the forum with the source code |
23:34 |
Mator_ |
for now it's kind of boring because it's just a giant menger sponge all composed of a single block type |
23:35 |
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23:35 |
Mator_ |
but I'm going to expand to more types of fractals. eventually I want to have a "fractal garden' type of world, which seeds medium-large scale fractals throughout the world space |
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23:37 |
proller__ |
stop doing it in lua |
23:39 |
proller__ |
worlds in link ^ have genegating speed more than 100 nodes per second (you can move with this speed in new area without stucking) |
23:46 |
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23:56 |
paramat |
i see :] |
23:57 |
paramat |
heh i posted about the MT fractal mapgen in fractal forums |