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IRC log for #minetest, 2017-10-18

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All times shown according to UTC.

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05:24 jas_ https://youtu.be/cN3-aX7NpT8
05:24 jas_ !title
05:24 MinetestBot jas_: Schtum - YouTube
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07:03 C0rn3j Hiya
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07:05 C0rn3j First off - why is the supported modding language LUA 5.1 which is EOL and 6 years old?
07:05 C0rn3j as opposed to LUA 5.3  which is the current version
07:06 red-001 LuaJIT
07:07 C0rn3j LuaJIT seems to be on 2.0.5 stable and the wiki says the game uses 5.1
07:07 C0rn3j http://dev.minetest.net/Intro
07:09 red-001 LuaJIT doesn't support 5.2 or 5.3
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07:26 Calinou C0rn3j: yeah, we're bound to stay on Lua 5.1 forever
07:26 Calinou literally everyone uses LuaJIT with Minetest
07:26 Calinou and taking it out is not an option, plain Lua is just slow
07:27 C0rn3j I see
07:27 C0rn3j How much "power" does a modder have with Minetest when compared to Minecraft?
07:27 C0rn3j Some mods like Thaumcraft did complete magic, are such mods possible in Minetest?
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08:01 hisforever Hi Everybody I run a flat setup but would like to have some elvaton in the world. How would I go about it?
08:09 sfan5 you can remove the flat setting from map_meta.txt
08:09 sfan5 this would result in newly generated terrain being hilly as usual without affecting existing flat terrain
08:10 hisforever Thanks sfan5 that elp a lot
08:11 hisforever elp = helped lol
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08:27 C0rn3j Also any chance there'll be Achievements any time soon?
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08:31 Calinou C0rn3j: in the default game? very unlikely
08:32 Calinou C0rn3j: also, in Minetest, there's no "magic" elements in the default game, however there's many mods out there… but most modders prefer going for the "industrial" route rather than the "magic" one
08:33 C0rn3j Was more referring to the magic of screwing with Minecraft insides to render awesome stuff
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08:33 C0rn3j And no Achievs? That's sad. That's one feature I find extremely important.
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08:34 Calinou most players apparently don't find it extremely important :)
08:34 C0rn3j Imagine if Minetest ever gets big and there'll be hundreds of mods for it - if I'll have a 100 or 200 mods I can't possibly remember what all of them do or even have zero information, so achiev screen is really useful for that.
08:34 Calinou oh, Minetest mods usually run on the server exclusively (there's client-side modding now, but it still cannot affect rendering)
08:35 Calinou with a proper client mod (i.e. modifying the C++ core), you could do anything
08:35 Calinou there's mods to add a crafting guide to the inventory, which is probably what you want
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08:40 C0rn3j Calinou: Not really, though I want that also.
08:41 C0rn3j my MC modpacks range from 120 to 200 mods. The crafting inventory is absolutely filled with items there. Achievement screen still tells you "for this mod you can do these things!"
08:46 Calinou oh, that kind of achivements
08:46 Calinou it's more like a "progression tree" then
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09:14 C0rn3j Calinou: Sure, you could call it that but it ends up being the same really
09:18 Calinou C0rn3j: I had Steam-like achivements in mind :P
09:18 Calinou there's the "awards" mod which already provides these
09:18 Calinou no progression trees, though…
09:19 C0rn3j Calinou: yeah I'm more about the tree-like thing from original Minecraft
09:19 C0rn3j Better Achievements remade it into something better, am sure the UI can be still improved tho.
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13:17 JayTheNinja23 hi
13:17 JayTheNinja23 guys?
13:18 JayTheNinja23 who play minecraft?
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13:26 JayTheNinja23 hi calebdavis
13:38 CalebDavis hi Jay
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15:59 Evidlo[m] Are there any mod starter packs?  It would be nice if there was a package of recommended mods to replicate Minecraft gameplay
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16:01 deltasquared I haven't heard of any such modpack, though I have seen mods that specifically seems to attempt replicating minecraft things like the mobs (textures, models and all, that's probably actually infringing somewhere... *shrug*)
16:05 Evidlo[m] It would be nice if there was at list a section on the wiki that said which mods work well together
16:05 red-001 mineclone?
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16:18 VanessaE Evidlo[m]: the heck with MC, just get Dreambuilder and you won't need anything else ;)
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16:34 Raven262 Except maybe a better PC^
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16:45 VanessaE :P
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16:49 Raven262 Okay, I didn't test dreambuilder on my new PC yet. I mean its been only a year since I got it anyway. :P
16:50 Raven262 VanessaE, Is dreambuilder modpack newer than the subgame?
16:50 VanessaE correct.
16:50 Raven262 Okay then.
16:50 VanessaE and dreambuilder isn't as resource-heavy these days compared to say a year ago
16:51 Raven262 Really?
16:51 VanessaE yeah.
16:51 Raven262 I really liked the look of it overall, the only thing why i couldn't play it was the lag.
16:51 VanessaE give it a go sometime.  it's gotten better.
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19:17 d_deadlock Hi, is there a way to change the texture of a node , that does not involve entities or swaps the node?
19:19 o11c d_deadlock: you mean like dyes and stuf?
19:21 d_deadlock actually i would like to make a node, that visually represents the content of its inventory
19:21 d_deadlock similar to the furnace, but with many different states
19:22 d_deadlock so i wonder if can replace one of the textures, instead of replacing the whole node
19:24 d_deadlock i looked at the painting and the signs mod, they use entities. but i would rather avoid that, if possible
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19:42 MinetestBot [git] DS-Minetest -> minetest-mods/mesecons: Check for falling nodes on MVPS move (#371) 1b10610 https://git.io/vdQoM (2017-10-18T19:40:25Z)
19:42 Hijiri_ d_deadlock: no you can't
19:42 d_deadlock thanks
19:42 Hijiri_ np
19:43 d_deadlock that's unfortunate, but it ends my searchings
19:44 Hijiri_ well, there's one way potentially, but it is hacky and I don't know if it's actually supported
19:44 Hijiri_ You could use nodes texture overlays, setting overlay_tiles to have something for every item that exists
19:45 Hijiri_ but you would need to override it in a minetest.after(0) because you need to wait for other items to be registered
19:45 Hijiri_ d_deadlock: ^
19:46 d_deadlock ok, i'm not shure if should try that
19:46 Hijiri_ actually yeah that wouldn't work
19:46 Hijiri_ param2 is not big enough
19:46 d_deadlock well, then
19:47 d_deadlock i think i'll rather create 32 nodes and swap them
19:48 o11c param2 has 256 values?
19:48 Hijiri_ yes I think so
19:48 o11c so what's the problem?
19:48 o11c (also, why is param1 so wasted?)
19:48 Hijiri_ I thought that d_deadlock needed a texture for every item that exists
19:48 d_deadlock oh,no
19:49 d_deadlock i need a visual reference for a counter
19:49 Hijiri_ actually overlay doesn't work the way I thought
19:49 Hijiri_ it just tells the dynamic coloring thing where to put the colors
19:50 d_deadlock so it's just for creating nodes that look similar?
19:51 deltasquared can someone fill me in on the original problem
19:52 deltasquared partial context is confusing
19:53 d_deadlock i was asking if ther is a way to change the texture of node
19:53 deltasquared d_deadlock: change it when exactly
19:53 deltasquared and define "change" here
19:53 deltasquared dynamic/animated? modify it at load time?
19:54 MinetestBot [git] numberZero -> minetest-mods/mesecons: Publish some LuaC API (#348) cc860ac https://git.io/vdQ6f (2017-10-18T19:54:28Z)
19:54 MinetestBot [git] DS-Minetest -> minetest-mods/mesecons: MVPS: pull objects (#374) 748446b https://git.io/vdQ6J (2017-10-18T19:53:22Z)
19:54 d_deadlock e.g. when a player puts something in a chest, the chest displays a fill status
19:55 d_deadlock so dynamic, but not an animation
19:55 deltasquared d_deadlock: currently the only way to support this would be via different nodes, unfortunately.
19:55 o11c d_deadlock: I'm not convinced overlay is worthless here
19:56 d_deadlock Hijiri said so, too
19:56 deltasquared the engine lacks a feature to switch textures based on a param value say - this would be a really cool thing to have though
19:56 deltasquared you can colour them, but not completely diff. base texture
19:56 o11c but it sounds like d_deadlock *doesn't* want a completeley new texture
19:56 o11c just one that differs in a small area
19:57 deltasquared a "fill status" suggests a bar, though.
19:57 deltasquared it may not be completely different but it'd still be a different tile image as far as the game is concerned, *unless* the thing that changes is not part of the node
19:57 d_deadlock yes, i was thinking of a bar, but i'm not set on that
19:57 deltasquared though, that's getting into entities and stuff like that. *shudders*
19:58 d_deadlock ^^
19:58 deltasquared d_deadlock: if you would be willing to indicate fill status just by coloration, you could do it, there exists a paramtype for that already
19:58 deltasquared *squints at docs*
19:58 d_deadlock oh, im willing to consider that, what would i need to do that?
19:59 deltasquared d_deadlock: hangon I'm looking
19:59 d_deadlock take your time
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20:00 deltasquared d_deadlock: can you find lua_api.txt in your minetest installation? it will be handy to have when I do find it
20:00 d_deadlock shure, just a moment
20:01 d_deadlock it's open
20:02 deltasquared d_deadlock: search for "Hardware coloring" in there
20:03 d_deadlock line 433
20:03 deltasquared I'm not too familiar with this area myself, however after that it mentions setting the node def's drawtype to "color", and param2 becomes an index into a palette texture
20:04 d_deadlock oh, i see that now
20:05 deltasquared so, colour multiplication... hmm.  you could tint a node that way, I guess
20:05 deltasquared make it go from green to red as it gets full? :P
20:05 d_deadlock that might be the solution
20:06 d_deadlock thank you, i have to do some reading now
20:07 deltasquared d_deadlock: reading, then several rounds of trial and error. :P
20:08 d_deadlock most likely a lot of trial and error
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20:18 jas_ https://www.twitch.tv/videos/183245707
20:19 jas_ !title
20:19 MinetestBot jas_: Twitch
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21:46 Billre I have an issue where a player detector continues to falsely detect a player when that player logs out and no one else is in the chunk.
21:46 sofar file a ticket against mesecons?
21:48 Billre Is it mesecon or the game?  Can the game itself keep a chunk loaded for a second or two after a player logs out?
21:51 Billre The player detector will reset itself after about a second if the chunk is still loaded
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