Time Nick Message 00:00 lumberJ np 00:43 paramat orbea for underground farming meselamp or mese post lamp directly next to the plant as a face-neighbour, not a diagonal neighbour 00:43 orbea paramat: thanks, does it have to be next to every plant? 00:46 paramat well, every plant must have a mese light as an immediate neighbour 00:47 paramat but there's an efficient arrangement that means you don't need 1 light per plant 00:48 paramat ... 1 light with 4 surrounding plants in a cross shape, then interlock many of these cross arrangements 00:49 orbea ah, thanks 00:50 paramat http://mathworld.wolfram.com/images/eps-gif/GreekCrossTiling_700.gif 00:51 paramat there are blobs of silver sand underground to enable the crafting of glass for the lamps 01:19 orbea testing that now :) 01:43 paramat no other light source (or combination) in vanilla MTGame is bright enough 01:45 paramat oh cactus and papyrus will need a stack of mese lamps 4 nodes tall because light is sampled at the top node as it grows 01:47 asl97 #6544 < cool stuff, require testing, paramat: you can probably remove the wip label. 01:47 asl97 https://github.com/minetest/minetest/pull/6544 01:49 paramat done 10:07 Enriko Hi Telesight 10:13 Telesight Hello? 10:20 Enriko Hi Krock :) 10:20 Krock hello Enriko 10:21 Krock your nick seems familiar but I don't know if that wasn't another user 10:22 Enriko Ich bins Enrico 11:37 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest_game: Add loot to dungeons (#1921) 1349cc4c7 https://git.io/vFTR9 (152017-10-27T11:34:41Z) 14:06 jas_ hello 14:07 * jas_ np home made polysynth by afx, https://youtu.be/aw-6riBuD5s 15:40 salahzar Just a question about this animation https://www.youtube.com/watch?v=kKzs-5H_DPc is this animation mod already published? Or possibly other similar experience that can be used to teach how to import animations into minetest? 15:42 sfan5 !title 15:42 MinetestBot sfan5: Minetest T-rex Blender walk cycle demo. - YouTube 15:42 deltasquared salahzar: "animation mod" well I have no idea where that model was used, but there's no import stage per se, you just reference the mesh file in an entity definition 15:44 deltasquared it would be more of an export stage from whatever model editor you use really, as long as you can save the animated mesh in a form the game can handle. 15:48 salahzar I wasnt able to find something specific, the only hint so far was from this page: https://wiki.minetest.net/Using_Blender#Animation 15:48 salahzar but it is really quite "terse" 15:54 deltasquared salahzar: the stuff listed there seems to suggest that it's not trying to be a blender tutorial. I would look for that elsewhere. that wiki page seems to only describe restrictions on the meshes you create so that they'll work correctly 15:55 deltasquared *in theory*, as long as you follow the advice there you should be able to throw any mesh at it AFAIK, so any old blender tutorial should do to create the model itself 17:38 deltasquared fireglow: I've just noticed you opened an issue on pipeworks, I'll have a look at that later 17:38 deltasquared but must run now 17:40 fireglow ok cool! 17:40 fireglow that was quick\ 17:41 * deltasquared pokes fireglow 17:41 fireglow hey deltasquared 17:41 fireglow that was quick! 17:41 deltasquared I got the timing wrong :P 17:41 deltasquared I'm sorry to be an ass but could you possibly spell out the steps to reproduce that crash a bit more plainly in the bug report? 17:41 fireglow is ok =) 17:41 fireglow sure 17:41 deltasquared is it literally "get server to have unknown node above a chest" 17:41 fireglow I'll fire up my test server 17:41 fireglow yes 17:42 fireglow that's it :D 17:42 deltasquared that figures that def would be nil there, as unknown nodes would not look up correctly 17:43 deltasquared would you mind hopping on #minetest-technic also? me and VanessaE usually talk there 17:43 fireglow we had a mod change its naming scheme without proper aliases and a lot of nodes became unknown, that's how it was discovered 17:43 fireglow ok 18:34 greeter greetings. i'm trying to use a mod to generate a colors.txt file for minetestmapper and minetest keeps crashing whenver i use it with this: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'dumpnodes' in callback on_chat_message(): Mod security: Blocked attempted write to nodes.txt 18:34 greeter i've specifically added it to the list of secured mods but the server crashes each time. is there something i'm missing? 18:34 sfan5 disable security 18:35 greeter ah, that works too, should have thought of that 18:35 greeter that would be secure.enable_security = false right? the info i read about it came from 0.4.12 just want to make sure it still applies 18:37 sfan5 yea 18:38 greeter awesome, turning off security did the trick. so easy to miss the obvious sometimes 21:27 o11c isn't there a finer-tuned way of disabling it? 21:28 sfan5 i could make the dumpnodes thingy work using the request_insecure_environment() api 21:28 sfan5 but it's not like anyone needs it permanently enabled so why bother 21:29 o11c alternatively just dump it all to stdout/stderr and cut off the other bits 21:30 sfan5 that's more effort for the user so no 21:30 * deltasquared reads the docs to see what's being referred to 21:30 sfan5 deltasquared: this https://github.com/minetest/minetestmapper/blob/master/autogenerating-colors.txt#L1 21:52 swift110 hey all 21:54 * deltasquared waves 23:16 Cooljar10 Hi all