Time |
Nick |
Message |
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03:20 |
ektor |
hello everybody |
03:21 |
ektor |
I need help : how can I repare this error : "Not registering alias, item with same name is already defined:" |
03:22 |
ektor |
stairs:slab_brick -> nether:slab_brick |
03:44 |
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04:00 |
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04:01 |
tentkls_in_casca |
minetest.conf{ client_mapblock_limit = -1 }, but /teleport 500000, 50, 50 errors => out of bounds |
04:01 |
tentkls_in_casca |
isnt minetest an infinite block? |
04:03 |
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04:03 |
tentkls_in_casca |
probably a dumb error on my part, but in my mc world i use a full 100k in a train netwoek |
04:03 |
tentkls_in_casca |
s/netwoek/network |
04:06 |
tentkls_in_casca |
so im a bit worried i wasted my last week / half ":| |
04:07 |
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04:37 |
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04:49 |
Miner_48er |
tentkls_in_casca, it's about 60000^3 |
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06:26 |
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06:34 |
Milan[m] |
hmm i am a bit unhappy that a modded server easily causes 2.8G client memory usage :( |
06:34 |
Milan[m] |
also that minetest is not swappable - this causes freezing computers and so on |
06:38 |
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06:52 |
Milan[m] |
actually i realized that all the partypeople joining my servers and timing out right after their joined potentially had to reset their computers due out of memory |
07:31 |
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08:00 |
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08:23 |
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08:31 |
Dumbeldor |
Milan[m]: You used how many mods ? :O |
08:37 |
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08:38 |
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08:47 |
Milan[m] |
Dumbeldor: why is this important? isn't it more important what kind of mods are used? i think homedecor for example weights alot... |
09:00 |
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09:03 |
Milan[m] |
another thing i don't understand is that creative overrides item ranges ... is the "hand" also an item? |
09:04 |
Dumbeldor |
I don't know sorry |
09:11 |
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09:19 |
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09:19 |
juli |
hi all |
09:19 |
juli |
i have a problem with the model of the minetest player ... |
09:20 |
juli |
the model is one m more down then the selection box how can i change this? |
09:20 |
juli |
i changed the selection box downwards but then the eyeoffset is wrong |
09:21 |
juli |
i use as far as i know the latest stable version of both game and code |
09:25 |
Milan[m] |
+1 >_> |
09:28 |
juli |
? |
09:28 |
juli |
do u have the same problem? |
09:30 |
juli |
oh sorry i use the latest dev not stable ... |
09:34 |
Milan[m] |
juli: yea i have |
09:36 |
juli |
ok interessting ... |
09:36 |
juli |
i go to compile now a second time the latest dev (git -version) |
09:37 |
juli |
and then i test it on minimal-development-test game too |
09:38 |
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09:41 |
juli |
yeah there is the same problem |
09:41 |
juli |
i go to write it on forum |
09:43 |
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09:45 |
Milan[m] |
juli: but it doesn't happen with the default minetest_game and singleplayer in my case |
09:45 |
juli |
hmm i go to clone it from github (do u use the stable or dev? ) |
09:45 |
Milan[m] |
when i merged the character model files didn't update for some reason - but it is not caused by the default mod as i testwise replaced it completly without success in my game |
09:46 |
Milan[m] |
always dev |
09:47 |
juli |
true now i have the cloned the game and there it seems to work ... |
09:48 |
juli |
yes also if i start is as a server ... |
09:49 |
juli |
thats wierd, on my little server i set up, i cloned yesterday the game but it didn't work |
09:49 |
juli |
maybe its a setting in the minetest.conf because i use the old?? |
09:50 |
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09:53 |
Milan[m] |
i don't remember any related settings in that config file... |
09:53 |
juli |
yes i could so far also find nothing |
09:55 |
Milan[m] |
anyway i think the most problem (for me) is that some mods are causing a huge memory usage impact for clients while the mediafiles and stuff are way less than the actual memory usage - also the server needs way less. on illuna.rocks:3000{0,2}, the client needs between 2.8G - 3G ram. -.- |
09:55 |
Milan[m] |
and as the lately added mods like scifi nodes didn't affect that much, i assume it's a mixture of loaded chunks and 3d nodes |
09:56 |
juli |
? so because of that the model is placed wrong? |
09:57 |
Milan[m] |
hm? no i still want to cry about this memory usage problem - has nothing todo with the player model |
09:59 |
juli |
ok .. |
10:00 |
juli |
wierd now it works with my server game too but i changed there nothing ... |
10:00 |
Milan[m] |
o.O |
10:02 |
juli |
oh lol it doesn't work, my eyeoffset is wrong only my model patch works XD |
10:03 |
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10:06 |
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10:07 |
juli |
so since the default minetest_game works i go to move all non-default mods to a fresh minetest_game and test weather it works then |
10:10 |
juli |
ok so far it works, maybe there are other new things away from the mods, which can do this? ... |
10:29 |
rdococ |
yay |
10:34 |
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10:36 |
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10:43 |
juli |
@Milan[m] ok i fixed the character model problem by replacing the old game with a new (not only the mods) and then i readded the old non default-mods and the old minetest.conf ... |
10:43 |
juli |
now it seems to work well |
10:57 |
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10:57 |
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10:59 |
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10:59 |
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11:09 |
Milan[m] |
juli: so its unclear what exactly caused it hmm |
11:17 |
juli |
yes it is ... |
11:19 |
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11:19 |
juli |
but it must be a change in the game or engine, because if i join the server with an old client the third person view is wrong |
11:20 |
juli |
then the model is 1m more upwards + other players are black |
11:20 |
juli |
with a new client it is ok |
11:23 |
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11:24 |
juli |
but with that new client it looks wierd on other servers |
11:24 |
juli |
with old game |
11:33 |
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11:37 |
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11:38 |
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11:39 |
sy |
rubenwardy: what you suggested yesterday doesn't work |
11:39 |
sy |
the 'items' variable looks like userdata: 0x4180a818 when printed |
11:41 |
sy |
creative_list[#creative_list+1] = name .. " 99" lol this worked |
11:41 |
sy |
i can't believe that worked |
11:43 |
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11:44 |
ph3-der-loewe |
you can convert it to a string or table. |
11:44 |
ph3-der-loewe |
if needed. |
11:48 |
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12:03 |
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12:05 |
MinetestBot |
[git] juozaspo -> minetest/minetest: Fix crash when using --go in command line 80ded73 https://git.io/v7gHN (2017-08-03T12:03:15Z) |
12:08 |
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12:08 |
Megaf |
!up mt.megaf.info 30003 |
12:08 |
MinetestBot |
mt.megaf.info:30003 is up (7ms) |
12:08 |
Megaf |
at least that still working |
12:10 |
sy |
!up mt.zm.is |
12:10 |
MinetestBot |
mt.zm.is:30000 is up (2ms) |
12:10 |
sy |
neat. |
12:10 |
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12:31 |
sy |
https://0x0.st/kgP.png quite the view |
12:32 |
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12:34 |
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13:02 |
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13:07 |
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13:07 |
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13:11 |
juli |
oh man sorry but the next mod i install on my server is admin toys, for silly players ;-) |
13:19 |
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13:21 |
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13:25 |
ThomasMonroe |
hi juli |
13:28 |
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13:29 |
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13:33 |
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13:35 |
juli |
hi |
13:37 |
ThomasMonroe |
you the owner of the raspberry planets? |
14:03 |
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14:08 |
juli |
@Thomas yes |
14:15 |
ThomasMonroe |
ah ok |
14:16 |
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14:16 |
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14:18 |
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14:36 |
sy |
Seems the 3d_armor mod is causing the player to look like they are a block shorter |
14:38 |
calcul0n |
sy, it could be an incompatibility between the client and server versions |
14:38 |
calcul0n |
there were a bug like this recently, but it was the inverse |
14:38 |
sy |
one block too big? |
14:38 |
sy |
i've seen that one |
14:38 |
calcul0n |
yes |
14:39 |
sy |
but in this one only the model is too big |
14:39 |
sy |
ie from first person it doesnt look like the player is shorter |
14:39 |
calcul0n |
ha, is it the case here ? |
14:39 |
sy |
yeah |
14:40 |
sy |
so other people seem me as small |
14:40 |
calcul0n |
hmm, funny :) |
14:40 |
sy |
but i don't |
14:43 |
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14:44 |
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14:46 |
Dafoex |
Hello, I'd like some help regarding crash recovery. I've had a power failure and now one of my worlds won't load, giving an error about the server running a different version of minetest |
14:48 |
Dafoex |
I've had a brief poke in the files and it seems that env_meta.txt has become corrupt, and I'd appreciate some help recovering, please. |
14:51 |
juli |
@sy i had an similar problem today, i updated the client and the server to the latest git and then it was ok again, only that my client doesn't work now on older servers anymore well ... |
14:51 |
juli |
u could also switch to stable instead |
14:51 |
juli |
but i gtg |
14:51 |
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14:54 |
Dafoex |
I'm afraid I'm very new to this, I believe I'm on the latest version (0.4.16? the one with mese lamp posts) and I'm pretty sure I'm also on stable. |
14:58 |
DS-minetest |
is there a difference between itemstack:get_definition() and minetest.registered_items[itemstack:get_name()]? |
14:58 |
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14:58 |
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14:59 |
DS-minetest |
i think not, please correct me if i'm wrong |
14:59 |
rdococ |
moo |
15:00 |
DS-minetest |
are you a cow? |
15:00 |
rdococ |
:O how rude |
15:00 |
rdococ |
DS-minetest: anyway, there is - especially if the itemstack is actually a node |
15:01 |
DS-minetest |
oh, please tell me |
15:01 |
rdococ |
I think, anyway |
15:01 |
rdococ |
idk for sure |
15:01 |
* DS-minetest |
didnt want to be rude, he just wondered |
15:01 |
rdococ |
ik |
15:02 |
DS-minetest |
so, if it's a node is itemstack:get_definition() the same as minetest.registered_nodes[itemstack:get_name()] |
15:02 |
rdococ |
idk, I guess? |
15:02 |
DS-minetest |
ok |
15:02 |
rdococ |
I honestly didn't realize :get_definition existed until you mentioned it :P |
15:02 |
DS-minetest |
it's also new to me |
15:02 |
* DS-minetest |
wonders what minetest.get_dig_params is |
15:03 |
DS-minetest |
it's not documented |
15:03 |
DS-minetest |
in lua_api.txt |
15:03 |
DS-minetest |
was it replaced? |
15:18 |
cx384 |
DS-minetest, look https://github.com/search?q=org%3Aminetest+get_dig_params&type=Code |
15:18 |
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15:19 |
DS-minetest |
how awful, why isn't it documented in lua_api.txt? |
15:20 |
rdococ |
is storageref per world as well as per mod? |
15:21 |
DS-minetest |
in ssm yes |
15:21 |
rdococ |
ssm? |
15:21 |
DS-minetest |
server side modding |
15:21 |
rdococ |
ah, server-side |
15:21 |
rdococ |
csm and ssm |
15:21 |
rdococ |
k, good |
15:29 |
Dafoex |
Sorry, I'm a fool. If I'd looked at the wiki first I'd have solved my problem. Thanks anyway! |
15:29 |
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15:29 |
rdococ |
fool detected :P |
15:32 |
sy |
https://0x0.st/kgR.webm this is what happens when you fall 1000 blocks |
15:46 |
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15:48 |
cx384 |
the minetest table: https://paste.debian.net/979655/ not everything of this is documented |
15:52 |
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15:56 |
DS-minetest |
how does minetest.dig_node(pos) check if it's protected, it has no player name |
15:57 |
sy |
it doesn't |
15:58 |
DS-minetest |
* `minetest.dig_node(pos)` |
15:58 |
DS-minetest |
* Dig node with the same effects that a player would cause |
15:58 |
DS-minetest |
* Returns `true` if successful, `false` on failure (e.g. protected location) |
15:59 |
DS-minetest |
hm, does minetest.dig_node call the on_dig of a node? |
16:00 |
cx384 |
I think so. |
16:04 |
rdococ |
wait, what player is designated as "digging" it? |
16:08 |
cx384 |
"minetest.node_dig(pos, node, digger)" |
16:09 |
DS-minetest |
dig_node |
16:09 |
cx384 |
I prefer node_dig. |
16:10 |
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16:14 |
DS-minetest |
but i don't have a digger |
16:23 |
DS-minetest |
does minetest.dig_node simply use csn_dig? |
16:23 |
DS-minetest |
can* |
16:25 |
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16:25 |
DS-minetest |
ah, yes, it does |
16:25 |
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16:32 |
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16:36 |
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16:36 |
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16:39 |
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16:48 |
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16:50 |
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16:50 |
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16:51 |
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16:57 |
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16:58 |
AntumDeluge |
Supposedly, a list of registered ores is contained in 'minetest.registered_ores'. But the indexed values are numbers. Is there a way to extract the ore name from 'minetest.registered_ores'? |
16:58 |
DS-minetest |
i found core.node_dig in builting but not core.dig_node |
16:59 |
DS-minetest |
* `minetest.register_ore(ore definition)` |
16:59 |
DS-minetest |
* returns an integer uniquely identifying the registered ore |
16:59 |
DS-minetest |
* added to `minetest.registered_ores` with the key of `ore.name` |
16:59 |
DS-minetest |
* if `ore.name` is nil, the key is the returned ID |
16:59 |
DS-minetest |
looks like the ore.name is nil |
17:01 |
AntumDeluge |
Okay, so if an ore is registered without the 'name' field, the 'name' field becomes the ID? |
17:01 |
AntumDeluge |
*integer ID? |
17:22 |
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17:29 |
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17:29 |
bhelit |
i was told MT has 60000^3 blocks, but i get a 'out of map bounds' error when i try to `/teleport 50000, 50, 0 |
17:30 |
AntumDeluge |
It looks like I need to use the 'ore' field: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4422 |
17:37 |
AntumDeluge |
Yep, that's what I needed, the 'ore' field. |
17:42 |
bhelit |
is the map bound to 20,000 up/down n/e/w/s ? |
17:43 |
DS-minetest |
bhelit: 30000 to + and - => 60000 |
17:44 |
bhelit |
DS-minetest, thanks for the answer. any hope to be able to mod that? |
17:45 |
DS-minetest |
? |
17:45 |
DS-minetest |
what do you mean? |
17:45 |
bhelit |
for the engine to support million+? |
17:45 |
DS-minetest |
why do you need so much space? |
17:46 |
bhelit |
i use 100,000 on my current minecraft map. 30k in lines in all four directions, with a portal every 2000 blocks |
17:47 |
bhelit |
i like lua, i hate java. i like opensource, i hate uncertain reverse engineering |
17:48 |
bhelit |
MT performs great imo. better than mc. in its mechanics. |
17:49 |
calcul0n |
changing the size limit is probably impossible because of the hashed pos values used everywhere |
17:49 |
calcul0n |
that would break a lot of things |
17:50 |
sy |
any ideas on a cool server name? |
17:51 |
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17:52 |
bhelit |
calcul0n, thanks for the insight. damn damn double-damn |
17:53 |
Wuzzy |
Can someone help me with this?: |
17:53 |
Wuzzy |
https://forum.minetest.net/viewtopic.php?f=47&t=17125 |
17:54 |
bhelit |
minecraft is likely moving out of java and more closed-source. which would make MT more valuable. but these are serious limitations ":| |
17:55 |
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17:56 |
calcul0n |
well, maybe compute 60000^3 by hand and see if it's really too small :) |
17:57 |
bhelit |
30,000 blocks up/down is kinda worthless wouldnt u say :D |
17:58 |
calcul0n |
hehe |
17:59 |
calcul0n |
it's useful in games like space worlds or things like that |
18:00 |
bhelit |
that would be interesting now to think of it |
18:00 |
bhelit |
add a the sky island mod :D make it mario-esk |
18:06 |
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18:06 |
juli |
@Wuzzy have u tested to set cracky=-1? |
18:06 |
juli |
or so |
18:07 |
Wuzzy |
this is not a solution |
18:07 |
Wuzzy |
i can't change the node groups |
18:07 |
juli |
hmm was only an idea |
18:07 |
habeangur |
what will happen if we do cracky=-1 |
18:07 |
juli |
or an other: |
18:07 |
habeangur |
? |
18:07 |
Wuzzy |
nothing |
18:07 |
juli |
replace the digged nodes on_dig |
18:07 |
Wuzzy |
no, if on_dig is calle it is already too late |
18:07 |
juli |
i mean instandly undo it |
18:08 |
habeangur |
Wuzzy: it will act like cracky=1 or acts like if cracky did not exist? |
18:08 |
Wuzzy |
stop the group nonsense please. I can not touch the node groups |
18:08 |
Wuzzy |
the idea is, the tool must be unable to dig anything |
18:08 |
habeangur |
Wuzzy: I just wanted for my information |
18:08 |
Wuzzy |
no matter which node |
18:09 |
habeangur |
Wuzzy: and I don't know what are you doing. |
18:09 |
Wuzzy |
so it doesnt matter if its stone, obsidian, diamond block or a torch. nothing should be diggable |
18:09 |
Wuzzy |
ok |
18:09 |
Wuzzy |
i want a tool which disallows digging |
18:09 |
Wuzzy |
not even hand-level digs |
18:10 |
Wuzzy |
but I can not lose the continuous swinigng either |
18:10 |
Wuzzy |
its for sword |
18:10 |
Wuzzy |
i want to re-implement the Minecraft behaviour of sword in Creative Mode |
18:11 |
Wuzzy |
in MC creative mode, you can dig everything instantly. but if you hold your sowrd, u dont dig anything |
18:11 |
habeangur |
Wuzzy: how about a food?but user can not eat it |
18:12 |
Wuzzy |
i will lose continous swinging then |
18:12 |
Wuzzy |
the sword will start to only swing per-click, not when i hold down mouse |
18:12 |
Wuzzy |
so on_use is out of question either |
18:13 |
Wuzzy |
I start to believe my seemingly simple task is currently impossible |
18:13 |
calcul0n |
Wuzzy, stupid idea : override minetest.is_protected() so that it always returns true when you want |
18:14 |
Wuzzy |
this is lame |
18:14 |
Wuzzy |
i do not want hackish solutions |
18:16 |
bhelit |
job done is a job solved |
18:17 |
bhelit |
but then again im a hacker |
18:24 |
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18:40 |
sy |
is there a mod that can make roads? |
18:40 |
sy |
or can worldedit replace just the top layer with a certain material |
18:41 |
sofar |
it's not too hard to do that with //lua |
18:41 |
bhelit |
sy, i like world edit for its ability to stack |
18:41 |
sofar |
but making nice curvy roads is difficult |
18:41 |
sy |
i like the stack too |
18:41 |
sy |
sofar: i could just replace grass :P |
18:41 |
sy |
but that'd leave grass on the road |
18:41 |
sy |
uh, dirt with grass* |
18:41 |
sofar |
yes, but still hard to make curved roads |
18:42 |
bhelit |
sofar, with //lua? |
18:42 |
sy |
that's hard even by hand |
18:42 |
sofar |
I've tried reimplementing a really nice MC mod that could make roads, bridges as-you-walk |
18:42 |
bhelit |
i've yet to tap into that form of moding |
18:42 |
sofar |
I probably should see if I can recreate it |
18:42 |
bhelit |
i heard of that mod, did u talk about it in a forum? |
18:42 |
sofar |
you could essentially just walk around the map and it would lay roads exactly as you walked around |
18:43 |
sofar |
no, I never posted it I think |
18:43 |
sofar |
it didn't work yet |
18:43 |
sy |
hey that's a nice idea |
18:43 |
sy |
also, what are roads made out of? |
18:43 |
sofar |
the MC mod had an editor where you could design roads and bridges with various shapes and materials |
18:43 |
sy |
i'm thinking just cobblestone for out-of-spawn roads |
18:44 |
sofar |
so you could even use slabs or stairs in them automatically |
18:44 |
sy |
or desert cobble... |
18:44 |
sofar |
and add railings, covers, road lights |
18:44 |
sy |
gravel is noisy af so prolly not that |
18:45 |
sofar |
for reference, this is the bukkit mod I'm referring to: https://dev.bukkit.org/projects/lazyroad |
18:45 |
sofar |
I dislike straight roads, so WE doesn't do it for me |
18:46 |
bhelit |
sofar, you can add a mathematical modifier |
18:48 |
sofar |
that would make curves, but only ones that are easy to describe with a formula |
18:49 |
sofar |
I just really like making free form roads by walking around |
18:49 |
bhelit |
but how would you deal with gradients? |
18:49 |
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18:50 |
bhelit |
would it tunnel thru mountains? |
18:52 |
bhelit |
calcul0n, would it be possible create layers of overworld? 0,[50-30,000], 0 is mostly wasted space |
18:53 |
bhelit |
at 5,000 high it should be high enough for the sky to be rendered as normal, so it maintains an overworld feel |
18:54 |
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18:56 |
bhelit |
[0,5000,0]-[0,6000,0] underworld layer. [0,6001,0]-[0,11000,0] overworld layer ... creating a 5 layer map? |
18:56 |
calcul0n |
bhelit, probably possible yes, but that won't easy i guess |
18:57 |
bhelit |
calcul0n, thats all the hope one ever needs |
18:57 |
sofar |
bhelit: it automatically follows you up and down hill and builds the road according to your path that way |
18:57 |
sofar |
bhelit: and yes, it can even tunnel for you and make bridges |
19:00 |
bhelit |
calcul0n, a benefit is the spawners could work on different y spectrums, allowing a new dimension feel with diff mobs |
19:10 |
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19:56 |
sy |
all right time to bring my server live... |
20:02 |
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20:05 |
sy |
!server Cyberia |
20:05 |
MinetestBot |
sy: Cyberia | 92.26.175.118:30001 | Clients: 1/15, 0/6 | Version: 0.4.16-dev / minetest | Ping: 38ms |
20:05 |
sy |
no |
20:05 |
sy |
!server Puritan |
20:05 |
MinetestBot |
sy: Puritan/Cyberia Semi-Generic Server | mt.zm.is | Clients: 0/15, 0/0 | Version: 0.4.16-dev / puritan | Ping: 1ms |
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20:23 |
bhelit |
is there any mega-tar of all mods? if not I can contribute that to the community. im a scraper by calling |
20:23 |
sfan5 |
i don't think there is one |
20:23 |
sfan5 |
who would ever need that tho? |
20:24 |
bhelit |
i like it. mainly for code reuse then 'as-is' implementation |
20:24 |
sofar |
many mods conflict or duplicate stuff, too |
20:25 |
sofar |
github.com/minetest-mods |
20:25 |
sofar |
no real need to duplicate that I think |
20:25 |
bhelit |
ive never seen this. i think its what i am looking for. thanks for link |
20:26 |
sofar |
140 mods in there atm. some mod devs are refusing to moving mods into there though |
20:27 |
sy |
bhelit: there is |
20:27 |
sy |
look up the minetest megapack |
20:28 |
bhelit |
awesome thanks. wow 2012 was great then it all fell, same thing in minecraft |
20:28 |
bhelit |
but if there is one lesson to learn from Blizzard games. good games never die. starcraft remastered/diablo for instance. they come back always |
20:30 |
sy |
Is it better to have interactless players searching for the keyword in an enclosed area or just in spawn? |
20:40 |
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20:42 |
sy |
also, i'm finding new players don't read the rules at all... |
20:42 |
sy |
maybe it'd be better to have a popup menu |
20:47 |
calcul0n |
some servers have this |
20:47 |
calcul0n |
not sure it would change anything for those who don't wan't to know :) |
20:47 |
sy |
also this damn playermodel bug |
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