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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 |
07:22 |
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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? |
07:33 |
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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? |
08:28 |
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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 |
08:33 |
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08:33 |
C0rn3j |
And no Achievs? That's sad. That's one feature I find extremely important. |
08:33 |
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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 |
08:37 |
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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 |
08:48 |
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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 |
16:00 |
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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? |
16:11 |
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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^ |
16:34 |
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16:45 |
VanessaE |
:P |
16:46 |
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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 |
19:59 |
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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 |
20:08 |
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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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