Time |
Nick |
Message |
00:47 |
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00:58 |
tentkls_in_casca |
are there any mods that allow a minecraft-like spawn box? |
00:58 |
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01:30 |
Wuzzy |
tentkls_in_casca: what is a spawn box? |
01:30 |
Wuzzy |
spawning is very VERY basic in Minetest atm. :-( |
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01:34 |
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01:34 |
tentkls_in_casca |
Wuzzy, thanks for the reply https://www.google.com/imgres?imgurl=https%3A%2F%2Fimg2.minebook.me%2Fgallery%2F61677_screenshot20121025at70250am.png&imgrefurl=http%3A%2F%2Fwww.minecraftforum.net%2Fforums%2Fminecraft-playstation-3-edition%2Fmcps3-discussion%2F2150482-no-village-are-the-zombie-villagers-spawning-from&docid=9RI1onMRFwOloM&tbnid=3OJC5lMk5EgoaM%3A&vet=10ahUKEwjp-uOTtLfVAhVhzlQKHXpiCsoQMwg3KA8wDw..i&w=1280&h=800& |
01:34 |
tentkls_in_casca |
bih=954&biw=1213&q=spawner%20bo%20minecraft&ved=0ahUKEwjp-uOTtLfVAhVhzlQKHXpiCsoQMwg3KA8wDw&iact=mrc&uact=8 |
01:34 |
tentkls_in_casca |
derp ":| sorry |
01:35 |
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01:35 |
tentkls_in_casca |
Wuzzy, this is a spawner. i want to control mobs on my server in this fashion, versus advanced spawn modhttps://img2.minebook.me/gallery/61677_screenshot20121025at70250am.png |
01:36 |
Wuzzy |
why didn't you say "monster spawner" right from the start..? |
01:36 |
Wuzzy |
I have these things in MineClone 2 |
01:36 |
Wuzzy |
you can also find a very stupid version of this in Mobs Redo |
01:36 |
Wuzzy |
https://forum.minetest.net/viewtopic.php?f=11&t=9917&view=unread#unread |
01:36 |
tentkls_in_casca |
Wuzzy, i just got into minetest thanks. |
01:37 |
Wuzzy |
oh |
01:37 |
tentkls_in_casca |
minecraft limitations pushed me to opensource :D |
01:37 |
Wuzzy |
okay, be warned: Minetest Game sucks. |
01:38 |
tentkls_in_casca |
lol thats pretty definite |
01:38 |
Wuzzy |
but there are some other games for Minetest. |
01:38 |
Wuzzy |
Minetest is "just" an engine for MC-like games |
01:38 |
tentkls_in_casca |
i've found it to be faster than minecraft |
01:38 |
Wuzzy |
and Minetest Game is the default one. its not very good |
01:38 |
Wuzzy |
yes, its very true but there are many things missing |
01:38 |
tentkls_in_casca |
Wuzzy, good way to put it. yeah im trying to dev a server world |
01:39 |
Wuzzy |
what kind of game are you looking for? |
01:39 |
tentkls_in_casca |
the melee is total shit. but thats why i use casting on my server |
01:39 |
Wuzzy |
there are some gems hidden deep in the community? |
01:39 |
tentkls_in_casca |
im trying to schematic a tower that has a spawner box in it, so all i have to do is paste and get a mob |
01:40 |
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01:40 |
Wuzzy |
how long do you know minetest already? |
01:40 |
Wuzzy |
i am surprise you already know what a schematic is. o_O |
01:40 |
tentkls_in_casca |
a week. been reading up on lua, made like 2 mods |
01:40 |
tentkls_in_casca |
well im a unix guy so :D thanks for the compliment |
01:41 |
Wuzzy |
oh you dig RIGHT into the rabbit hole. i see |
01:41 |
tentkls_in_casca |
that is why having a box, versus an egg, is important |
01:41 |
Wuzzy |
i thought you just wanted to play |
01:41 |
Wuzzy |
spawner* |
01:41 |
Wuzzy |
well as I said. Mobs Redo |
01:42 |
Wuzzy |
but the mob spawner in Mobs Redo suck |
01:42 |
Wuzzy |
I have thought of maybe creating a standalone mob spawner mod |
01:42 |
Wuzzy |
what exactly was your "tipping point" WRT Minecraft btw? |
01:42 |
tentkls_in_casca |
i dont see a spawner box. im in the mod |
01:42 |
Wuzzy |
only in creative mode |
01:43 |
Wuzzy |
if not, /giveme mobs:spawner |
01:43 |
tentkls_in_casca |
i like knowing why something does something. and fix it. so opensource is a must |
01:43 |
tentkls_in_casca |
the minetest modular structure is just like perl, which is my native language |
01:44 |
Wuzzy |
your daily conversations sure must sound strange |
01:44 |
tentkls_in_casca |
yeah well i dont have friends and my wife speaks chinese :D |
01:45 |
Wuzzy |
the mobs redo mob spawner is very simplistic |
01:45 |
Wuzzy |
you just place it, then rightclick it and set some values |
01:45 |
Wuzzy |
but the GUI is awful and half-broken |
01:46 |
Wuzzy |
I think you either wait until a real mob spawner mod appears or you make your own |
01:46 |
tentkls_in_casca |
on my server i want it to have no random spawns. so once you clear an area, its clear |
01:46 |
tentkls_in_casca |
because, like minecraft mods, all spawners suck by design |
01:46 |
Wuzzy |
whats the point of the mob spawner then? |
01:47 |
Wuzzy |
a spawwner is just decoration if it never spawns anything |
01:47 |
Wuzzy |
i have no idea what exactly you want to achieve |
01:48 |
tentkls_in_casca |
oh sorry. in minecraft you have spawners. which are cagelike boxes that spawn the mob |
01:48 |
tentkls_in_casca |
so you can create farms by catching one |
01:48 |
Wuzzy |
i know... |
01:48 |
Wuzzy |
answer my question |
01:48 |
Wuzzy |
what do you want to achive? |
01:49 |
tentkls_in_casca |
i want to worldedit schematics that have a spawner box to place down |
01:49 |
tentkls_in_casca |
so i can go to a location, paste the schematic and the player will upon visiting |
01:49 |
Wuzzy |
I guess you're fucked. |
01:49 |
Wuzzy |
maybe |
01:49 |
tentkls_in_casca |
kill the mons and secure the spawner from spawning |
01:50 |
Wuzzy |
I don't know if WorldEdit schematic save metadata |
01:50 |
Wuzzy |
the mob spawners which we have in MT mods store their information in metadata fields |
01:50 |
Wuzzy |
the metadata is hte part in which you are interested in |
01:50 |
tentkls_in_casca |
oh. hm |
01:51 |
Wuzzy |
I don't know if schematics store metadata... |
01:51 |
tentkls_in_casca |
do you have a tip to solve the issue another way 'zoning mobs' |
01:51 |
tentkls_in_casca |
for example, build a portal that spawns the mobs. like how netherportals spawn pigmen |
01:52 |
Wuzzy |
well you could just write your own spawning algorithm |
01:52 |
tentkls_in_casca |
the point is to make a quick way to go to a new region, place a schematic with a mobspawner, then move on |
01:52 |
Wuzzy |
mobs are entities and you spawn entiteis with minetest.add_entity |
01:53 |
Wuzzy |
it depend on whether schematics support metadata (which I don't know) |
01:53 |
Wuzzy |
if yes, you win |
01:53 |
Wuzzy |
if not, you lose |
01:53 |
tentkls_in_casca |
Wuzzy, thanks for the tip. maybe i can put an explicit condition |
01:54 |
Wuzzy |
but I believe schematics only support nodename, param, param2 and something called “slice probabilities†|
01:54 |
Wuzzy |
but if you need metadat you're out of luck |
01:55 |
tentkls_in_casca |
Wuzzy, i was hoping the spawner box would be a block like minecraft, which is placeable ":| |
01:55 |
Wuzzy |
it is |
01:56 |
Wuzzy |
in Mobs Redo it is a placable block |
01:56 |
Wuzzy |
same for MineClone 2 |
01:56 |
Wuzzy |
which includes Mobs Redo btw |
01:56 |
Wuzzy |
but it has its own monster spawner |
01:56 |
Wuzzy |
which is much closer to that of MC |
01:57 |
tentkls_in_casca |
yeah im been so busy getting into modding... i never learned privs :D so i just got to figure that out |
01:57 |
Wuzzy |
in Minetest, everything which is a node is also automatically an item which you can have in your inventory and you can also automatically place it unless you explicitly forbid it |
01:58 |
tentkls_in_casca |
now i get what you are saying about the metadata now that i figured out how to get the spawner |
01:58 |
tentkls_in_casca |
you are saying that inorder for the spawner to work it has the save the metadata which is user input |
01:58 |
Wuzzy |
metadata is not neccessarily user input |
01:58 |
Wuzzy |
this is only the case for Mobs Redo |
01:59 |
tentkls_in_casca |
Wuzzy, so i could hardcode it? |
01:59 |
tentkls_in_casca |
i think you just showed me my next area to hack :D thanks man |
01:59 |
Wuzzy |
well, look for “node metadata†in lua_api.txt |
01:59 |
tentkls_in_casca |
tho i do feel uncertain about you as you make me doubt my leap into MT |
02:00 |
tentkls_in_casca |
:D |
02:00 |
Wuzzy |
why exactly? |
02:00 |
tentkls_in_casca |
cause you said the game sucks haha |
02:00 |
Wuzzy |
well |
02:00 |
Wuzzy |
only the DEFAULT game |
02:00 |
Wuzzy |
do you think different of Minetest Game? |
02:00 |
tentkls_in_casca |
ok ok i took it the wrong way. i assumed you liked it as i see your forum posts |
02:01 |
tentkls_in_casca |
*by coincidence i swear haha not a stalker |
02:01 |
Wuzzy |
Have you read this already? http://wiki.minetest.net/Minetest explains everything about the big picture well |
02:01 |
tentkls_in_casca |
well if WoW uses lua for its interface... the sky is the limit. java is like the starbucks of programming - $5 shit-in-a-cup |
02:01 |
Wuzzy |
you may be missing the big picture |
02:02 |
Wuzzy |
for me, Minetest is not really about the default game. it is a mistake to reduce Minetest to its default game only. a BIG mistake |
02:03 |
Wuzzy |
i like the following games for Minetest: Minetest Hades, Pixture, Lord of the Test |
02:03 |
Wuzzy |
look in the forums for them |
02:03 |
tentkls_in_casca |
i get it. perl is the same way |
02:03 |
tentkls_in_casca |
my whole deal is getting mods and hacking at them to fit in my world |
02:03 |
tentkls_in_casca |
do you have a github? |
02:04 |
Wuzzy |
hmm i wonder if you have actually *played* anything in Minetest. :D |
02:04 |
Wuzzy |
I do not own GitHub, no. |
02:04 |
tentkls_in_casca |
https://github.com/minetest-LOTR/Lord-of-the-Test |
02:04 |
Wuzzy |
for some reason I am on GitHub as user Wuzzy2 |
02:05 |
tentkls_in_casca |
i guess im too caught up on the code.. it took me the week to get my mod code running |
02:05 |
Wuzzy |
what do you want to achive in the long run? |
02:05 |
Wuzzy |
or are you just randomly hacking right now? :D |
02:06 |
tentkls_in_casca |
no i have a definite goal in mind |
02:06 |
tentkls_in_casca |
create a world where user interations is smooth, and the world changes |
02:06 |
tentkls_in_casca |
different regions different mobs, that once defeated are gone forever |
02:06 |
tentkls_in_casca |
quests via mob-drops and such |
02:07 |
Wuzzy |
be careful not to re-invent the wheel |
02:07 |
Wuzzy |
many proplems have been already solved in mods |
02:07 |
tentkls_in_casca |
is this channel active? |
02:07 |
Wuzzy |
there are a few quest API mods already |
02:08 |
Wuzzy |
well we do have a secret exclusive and locked down to insiders channel where modding is discusssed |
02:08 |
Wuzzy |
to outsiders such as us, #minetest is the place to discuss modding, sadly |
02:08 |
tentkls_in_casca |
alright well ill earn my way :D |
02:08 |
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02:08 |
Wuzzy |
maybe I'll just say "fuck it" one day and just open a minetest modding channel for all |
02:09 |
Wuzzy |
but yes, this channel is busy sometimes |
02:09 |
Wuzzy |
it depends a lot of the time of the day |
02:09 |
tentkls_in_casca |
so you use mobs-redo? |
02:09 |
Wuzzy |
Yes |
02:09 |
tentkls_in_casca |
im trying to decide looking for advice |
02:09 |
Wuzzy |
well mobs is the big tragic thing in Minetest |
02:09 |
tentkls_in_casca |
the code looks cleaner than the other mobs |
02:09 |
Bill_a |
Hey guys does anyone know if there is a way to make a sign sit all the way flat on the block behind it? So there isn't a "gap"? I can screening and show you but don't want to post link here without someone saying thats ok |
02:09 |
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02:09 |
tentkls_in_casca |
Wuzzy, why yo say that |
02:10 |
Wuzzy |
we have no good mobs |
02:10 |
Wuzzy |
or better, no good mobs _framework_ |
02:10 |
Wuzzy |
Mobs Redo is okayish. but not great |
02:10 |
Wuzzy |
This is also the reason why Minetest Game still does not have any mobs |
02:11 |
Wuzzy |
The core developers do not want half-baked mob APIs.they want the real thing |
02:11 |
Wuzzy |
sofar has done some groundwork here, but never finished it |
02:12 |
Wuzzy |
anyway. long story short mobs redo kinda works for *now*. not the best solution but it gives you the simple mobs |
02:12 |
tentkls_in_casca |
my method is to work around weaknesses. if the mob ai is bad, then a bas-em like playstyle is best (diablo3) |
02:12 |
tentkls_in_casca |
s/bas/bash |
02:12 |
Wuzzy |
what Mobs Redo and all other mob mods are lacking is a good well-thought clear and and *extensible* design |
02:13 |
Wuzzy |
well i think the mobs situation will be fixed one day |
02:13 |
Wuzzy |
mobs are far too important to be ignored |
02:14 |
Wuzzy |
Bill_a: no screenshot posted yet. |
02:15 |
Wuzzy |
tentkls_in_casca: my preferred method is to FIX weaknesses |
02:15 |
Wuzzy |
:P |
02:15 |
Bill_a |
Wuzzy: so it is ok if i post one? |
02:15 |
Wuzzy |
of course |
02:15 |
Bill_a |
http://i.imgur.com/sZwZMtb.png |
02:16 |
Wuzzy |
what is THAT? |
02:16 |
Bill_a |
You are looking at a block wiht a sign on each side. |
02:16 |
Wuzzy |
are you complainig about the signlike drawtype? |
02:16 |
Wuzzy |
in this case you want to make a nodebox |
02:16 |
Wuzzy |
look at how MInetest Game fixed this. |
02:17 |
Bill_a |
I'm not complaining about anything. |
02:17 |
Wuzzy |
look into the Minetest Game/mods/default/nodes.lua for default:sign |
02:17 |
Bill_a |
I'm asking if there was a way to make the sign sit flush without that little gap. |
02:17 |
Wuzzy |
look into the Minetest Game/mods/default/nodes.lua for default:sign |
02:17 |
Wuzzy |
you are using the signlike drawtype which is very simple (and ugly) |
02:17 |
Wuzzy |
what you want is a simple nodebox |
02:18 |
Bill_a |
I am using that. |
02:18 |
Wuzzy |
then you are using it wrong |
02:18 |
Bill_a |
The signlike i mean |
02:18 |
Wuzzy |
signlike is not a nodebox |
02:18 |
Bill_a |
i'm going to look at that file now for the simple nodebox |
02:18 |
Wuzzy |
nodebox is a different drawtype. |
02:19 |
Wuzzy |
nodebox means that the node is made of small cuboids |
02:19 |
Wuzzy |
you can use it to make thngs like slabs or stairs, or even things liike chairs or tables |
02:19 |
Wuzzy |
the only requirement is that you can completely make out of cuboids |
02:20 |
Bill_a |
I'm looking that up now. Thank you for pointing me the right way :D |
02:21 |
Wuzzy |
tentkls_in_casca: so you havent really *played* Minetest so far? :D |
02:22 |
tentkls_in_casca |
Wuzzy, well i mean, testing kinda counts :D and that hour bored at work on fri |
02:22 |
Wuzzy |
ok. "playing" as in "playing around".. |
02:23 |
tentkls_in_casca |
haha i promise i will. im very proud of my vanilla-mc world |
02:24 |
tentkls_in_casca |
currently the thunder sword is what i regard as the best mechanics-weapon https://forum.minetest.net/viewtopic.php?id=6154# |
02:25 |
Wuzzy |
yeah this is an interesting mod |
02:32 |
Wuzzy |
cy |
02:32 |
Wuzzy |
cy |
02:32 |
Wuzzy |
cya |
02:35 |
tentkls_in_casca |
well you were right about it. initial tests prove worldedit+spawner doesnt work |
02:42 |
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10:46 |
sy |
is there currently a viable alternative to unified inventory? |
10:47 |
sy |
i was looking into inventory++ but it seems to lack crafting addons |
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10:52 |
DS-minetest |
i think there's nothing that is as good as unified_inv |
10:52 |
DS-minetest |
yet |
10:53 |
sy |
just found this https://github.com/rubenwardy/sfinv_unified_inventory |
10:54 |
DS-minetest |
hm, maybe it's good |
10:54 |
* DS-minetest |
will look at it |
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11:37 |
ThomasMonroe |
hi DS |
11:40 |
DS-minetest |
hi |
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12:03 |
sy |
i'm going to start a server that tries to replicate the feel of some of the old 0.3.1 servers |
12:03 |
sy |
not the current ones, the ones when 0.4 was a dev version in which the most exciting addition was a bucket |
12:06 |
sy |
the whole idea is doing away with UI, teleportation and maybe protection too(!) |
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12:27 |
sy |
how could i have more than one item in the creative inventory? |
12:36 |
calcul0n |
sy you mean in one stack ? it would be useless as stacks are infinite in creative mode |
12:36 |
sy |
calcul0n: i prefer having large stacks and an admin pickaxe |
12:36 |
sy |
on servers you need to be as similar to a player as possible in order to spot bugs |
12:37 |
sy |
and to be able to give items to players |
12:37 |
calcul0n |
hmm, then you should play the grant privs |
12:37 |
sy |
huh? |
12:38 |
calcul0n |
i guess "/grantme item 99" works in creative too |
12:38 |
sy |
you mean /giveme |
12:38 |
calcul0n |
hmm, i mean /giveme |
12:38 |
sy |
i'd prefer to use the creative inventory |
12:38 |
sy |
i've already removed the infinite item stacks |
12:39 |
sy |
https://w1r3.net/rzvhfv.txt here's what I'm working with |
12:41 |
calcul0n |
unified_inventory has a "refill" slot, it could be an idea |
12:41 |
calcul0n |
when you put anything in it the stack is refilled to 99 |
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sy |
i seem to remember an old inventory mod that spawned 999 of each item |
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Trance |
Hi |
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16:13 |
sy |
rubenwardy: in your "Sfinv Unified Inventory" mod, is it possible to set the stack size to more than 1 item? |
16:13 |
sy |
so there's 99 items in every slot |
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sofar |
sy: stack size is a property of the item, not the formspec field |
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16:52 |
sy |
sofar: i mean so the inventory spawns the max stack size of every item in each slot |
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swift110 |
hey guys |
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habeangur |
hooy swift110 |
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swift110 |
how are you habeangur |
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sofar |
sy: shift-click the creative inventory? |
16:56 |
sofar |
I dunno |
16:56 |
sofar |
middle-click takes 10 I think |
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* rdococ |
wishes LuaEntitySAOs could change their pitch and roll, and if they can please disregard this message |
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sy |
sofar: nop |
17:10 |
sy |
shift click places it in the invbentory |
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18:44 |
sy |
so uh |
18:44 |
sy |
anyone fancy teaming up with me to create a server? |
18:48 |
O-Line |
Okay |
18:48 |
O-Line |
what server you planning on creating? |
18:49 |
sy |
O-Line: one with a focus on consistency, fair administration, interoperable mods and an immersive experience |
18:49 |
sy |
sounds wishy washy I know |
18:49 |
O-Line |
Seems cool |
18:49 |
sy |
But basically I want to recreate the comradeship that has been lost since the old servers |
18:49 |
O-Line |
I can be on some of the time |
18:50 |
sy |
Mind if I PM you the address? |
18:50 |
O-Line |
I don't mind |
18:50 |
sy |
It's up in testing right now |
18:58 |
Wuzzy |
My ultimate Minetest Game 0.4.16 review: https://forum.minetest.net/viewtopic.php?f=15&t=9724&p=286949#p286949 |
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DS-minetest |
CalebDavis: and there's a minetest.handle_node_drops(pos, drops, digger) |
19:18 |
CalebDavis |
well i am trying to remove the item that was just dug from the players inventory and i am using a function that is called whenever a node is dug and it works for most things but not for those things that dont drop themselves |
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Wuzzy |
How can I disable the node drops if the player dug a node with the “wrong†tool? |
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DS-minetest |
maybe with an on_dig |
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DS-minetest |
on_dig = function(pos, node, digger) if digger:get_wield_item():get_name() == "right:tool" then return minetest.node_dig(pos, node, digger) end end |
20:51 |
Wuzzy |
hmm |
20:51 |
Wuzzy |
do i have to do this for every node? XD |
20:52 |
Wuzzy |
but i get your idea |
20:52 |
Wuzzy |
hmmmmmmmmm |
20:53 |
Wuzzy |
i look at this |
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sofar |
Wuzzy: you can use tool levels to accomplish that too |
20:54 |
sofar |
I think :) |
20:54 |
Wuzzy |
its not really a feature |
20:54 |
Wuzzy |
docs tell me I'm on my own to implement this |
20:54 |
Wuzzy |
something like "its int the responsiblity of the node def" |
20:54 |
Wuzzy |
so if i just set tool levels, nothing happens :/ |
20:54 |
Wuzzy |
i try to find a solution |
20:55 |
sofar |
like, cracky = 2 instead of cracky = 1 |
20:55 |
Wuzzy |
?! |
20:55 |
Wuzzy |
i thought you meant max_drop_level |
20:55 |
Wuzzy |
sofar. i think you dont understand |
20:55 |
sofar |
I don't think that does anything, as someone else already wrote somewhere |
20:56 |
Wuzzy |
i want to allow the node to be breakable for a tool X, but not allow to yield its drop with tool X |
20:56 |
sofar |
ah |
20:56 |
Wuzzy |
to yield its drop it need a special tool class Y |
20:56 |
Wuzzy |
for example you can use hand to dig stone (very slowly) but it doesnt drop |
20:56 |
Wuzzy |
with pickaxe you can dig it faster and you get its drop |
20:57 |
Wuzzy |
so my real question here is how do I modify the node drops |
20:57 |
Wuzzy |
i only got so far to modify handle_node_drops |
20:57 |
Wuzzy |
but this function already got the node drops fed from some other source |
20:58 |
Wuzzy |
sofar: can I somehow influence the drops input value for minetest.handle_node_drops? |
20:58 |
Wuzzy |
that might be my solution |
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DS-minetest |
A larger level will cause e.g. a weapon of a lower level make much less |
21:02 |
DS-minetest |
damage, and get worn out much faster, or not be able to get drops |
21:02 |
DS-minetest |
from destroyed nodes. |
21:03 |
DS-minetest |
look to special groups |
21:04 |
Wuzzy |
the special groups dont help at all |
21:06 |
DS-minetest |
and #### Maximum drop level |
21:06 |
DS-minetest |
Suggests the maximum level of node, when dug with the tool, that will drop |
21:06 |
DS-minetest |
it's useful item. (e.g. iron ore to drop a lump of iron). |
21:06 |
DS-minetest |
i think, you have to set both |
21:06 |
DS-minetest |
at tool and node |
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21:12 |
Wuzzy |
maximum drop level is useless as there is no actual implementation behind it |
21:13 |
cx384 |
Wuzzy, maybe this would help you https://github.com/tenplus1/mobs_monster/blob/1561ec14477bb1663ebaaf4813b334e54d0ca193/lava_flan.lua#L110 |
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DS-minetest |
Wuzzy: are you sure? |
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21:14 |
Wuzzy |
you can try to convince me other wise by showing me a proof-of-concept |
21:14 |
Wuzzy |
cx384: good point |
21:15 |
Wuzzy |
yeah I am currently trying something along the lines of this |
21:16 |
cx384 |
!next |
21:16 |
MinetestBot |
Another satisfied customer. Next! |
21:18 |
sy |
Anyone know how I could have 99 of every node in the creative inventory, instead of just the 1? |
21:19 |
cx384 |
you can use "/giveme default:cobble 99" |
21:21 |
sy |
i'd prefer to do it in the inventory |
21:21 |
cx384 |
sy can you use unified inventory? https://forum.minetest.net/viewtopic.php?t=12767 |
21:22 |
sy |
not a huge fan of the interface |
21:22 |
sy |
i'm using the sfinv version of it |
21:24 |
cx384 |
I don't see another easy way to to this. |
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21:31 |
sy |
ugh |
21:34 |
* DS-minetest |
tested max_drop_level without success |
21:40 |
rubenwardy |
sy: replace this line https://github.com/minetest/minetest_game/blob/master/mods/creative/inventory.lua#L53 |
21:40 |
rubenwardy |
with local items = ItemStack(name); items:set_count(99); creative_list[#creative_list+1] = items |
21:44 |
sy |
rubenwardy: thanks, will try this tomorrow |
21:45 |
sy |
also, do you know if it's possible to make bags work with sfinv_ui |
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22:08 |
Brackston |
Hi |
22:08 |
ThomasMonroe |
hi Brackston |
22:08 |
Brackston |
Hey ThomasMonroe |
22:09 |
Brackston |
Has anyone noticed that the Mesecon Microcontrollers and the Luacontrollers have the same recipe? |
22:09 |
Brackston |
when i make it I get the microcontroller, not the lua controller on serval servers. |
22:11 |
DS-minetest |
that is known |
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22:21 |
Brackston |
so I guess we change the init.lua to have a different recipe? |
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22:28 |
Brackston |
Thanks DS-minetest I found the commit on github |
22:32 |
Brackston |
Today I made a design using 46 luaC and 19 uC, I like the simplicity of the microcontroller. I am an electrical engineer for many decades so this is nice to have the various parts. |
22:33 |
sfan5 |
Brackston: that's intended since microcontrollers are supposed to be deprecated |
22:33 |
sfan5 |
i also liked their simplicity so i reduced it even further and added programmable logic gates |
22:35 |
Brackston |
I assume you are referring the FPGA as the PLCs? |
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Brackston |
I guess I could go back and remove all of the uc and redo them with LuaC's |
22:37 |
sfan5 |
yes i mean those |
22:38 |
Brackston |
I haven't figured out how to use those yet. Is there a tutorial teaching how to program it? |
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Lone-Star |
hello all |
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Brackston |
Hello Lone-Star |