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00:10 |
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MinetestBot |
[git] paramat -> minetest/minetest: Mgvalleys: Code cleanup 534971c https://git.io/vpsQ1 (2018-04-24T00:34:48Z) |
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MinetestBot |
[git] paramat -> minetest/minetest: Mgvalleys: Update settingtypes.txt d6272fc https://git.io/vpsFH (2018-04-24T01:25:51Z) |
01:29 |
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01:54 |
Ruslan1 |
Wb ANAND |
01:55 |
ANAND |
Thx Ruslan1 |
01:59 |
Ruslan1 |
ANAND: do you think LAN can make server for MT |
02:01 |
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02:01 |
Ruslan1 |
ANAND: |
02:01 |
Ruslan1 |
?? |
02:01 |
ANAND |
LAN is fine if you just want a private server accessible only by those within the LAN, but you need an internet connection if you want to make it public |
02:04 |
Ruslan1 |
private server |
02:04 |
ANAND |
Then LAN's just fine |
02:05 |
Ruslan1 |
Ok |
02:06 |
Ruslan1 |
I was trying to make server |
02:06 |
Ruslan1 |
And didn’t work |
02:07 |
ANAND |
Make sure "Host Server" option is enabled if you are hosting from within Minetest itself |
02:08 |
ANAND |
If you're starting the server through the command prompt, here's the full command "path\to\minetest\bin\minetest.exe --server --worldname <name of the world you want to host> |
02:08 |
ANAND |
" |
02:18 |
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02:18 |
Ruslan1 |
It said the system cannot find the path specified |
02:23 |
Ruslan1 |
ANAND: |
02:23 |
ANAND |
path\to\minetest has to be replaced with the actual path of the Minetest root directory |
02:24 |
Ruslan1 |
Ok |
02:25 |
Ruslan1 |
It works |
02:26 |
Ruslan1 |
ANAND: what next |
02:27 |
ANAND |
so what do you see on-screen now? |
02:27 |
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02:33 |
Ruslan1 |
No |
02:39 |
ANAND |
Then what works? |
02:41 |
ANAND |
^ Ruslan1 |
02:43 |
Ruslan1 |
Ok |
02:43 |
ANAND |
You said "It works", but what works? |
02:44 |
ANAND |
Did you get a new window on screen? |
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Ruslan1 |
ANAND: can you try join my server |
02:58 |
ANAND |
Have you enabled 'Host Server' option? |
02:59 |
Ruslan1 |
How |
02:59 |
ANAND |
Never mind |
02:59 |
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ANAND |
What exactly have you done now? Does your server work? |
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nyje_ |
Hi, just updated my server to 0.5.0-dev, and now all the players are walking around with their legs buried in the ground. |
13:40 |
nyje_ |
anyone know a fix? |
13:41 |
nyje_ |
(ie github master branch) |
13:42 |
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13:54 |
rubenwardy |
update MTG |
13:54 |
rubenwardy |
lol |
13:54 |
rubenwardy |
people are idiots |
13:55 |
rubenwardy |
stay around for a flipping answer |
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16:34 |
clavi |
"you have to respond within a minute or I'm displeased" |
16:38 |
Krock |
>expecting answers within a minute |
16:38 |
Krock |
>on IRC |
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17:22 |
Astrobe |
Are there mods that regrow apples in trees in a way or another? I find it a bit annoying that you have to cut them down in order to get apples again. |
17:23 |
ANAND |
If it doesn't exist already, that'd be a great feature to implement |
17:24 |
Shara |
And quite possibly a laggy one. |
17:24 |
Shara |
Wouldn't be too difficult though. |
17:26 |
Astrobe |
Yeah I was thinking "yet another ABM bad bad bad", but maybe start a node timer when an apple is picked... |
17:26 |
Shara |
Node timer is what I was thinking. It's just a case of making sure they get removed when needed... in case someone chops the trees and you suddenly have a regrowing apple in midair |
17:27 |
Shara |
Also node timers appearing on mapgen won't work in current stable. |
17:27 |
Astrobe |
Good point! Check there's wood around before regrowing. |
17:28 |
Shara |
Wondering how you'd catch them on mapgen at all actually, since the decoration is a schematic, not the apple itself. |
17:29 |
Shara |
But I guess if you're bored enough you can try figure it out :P |
17:33 |
Astrobe |
I believe I can override apple nodes to arm the timer in on_after_dig_node() |
17:34 |
Shara |
Hmm, yes, that should work. |
17:34 |
Shara |
I'm too used to things needing a timer when you start out, which makes it more complicated |
17:34 |
ANAND |
"I believe I can!" <---- +1 |
17:34 |
Shara |
Just make the timer when someone takes an apple, then you only ever have timers when needed |
17:34 |
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17:34 |
ANAND |
Dat's the spirit! |
17:35 |
ANAND |
But what is the whole place is littered with apple trees? |
17:35 |
ANAND |
if* |
17:35 |
Shara |
You could also try and get it so the apple doesn't grow back in the exact same place every time |
17:35 |
Shara |
Wouldn't be if taking one triggers one timer, which ends when it restores one apple |
17:37 |
ANAND |
Imagine players running around plucking a hundred apples per minute, wouldn't that result in a hundred timers running at once? |
17:37 |
Shara |
But you'd need two different kinds of apples as well... or players could place apples anywhere and there'd then regenerate themselves |
17:37 |
ANAND |
We could have one single master timer, and multiple "triggers" (so to say), one for each apple |
17:38 |
Shara |
That's not how nodetimers work |
17:39 |
Shara |
I'll probably make something that does this at some point. |
17:39 |
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17:40 |
ANAND |
I'm suggesting an alternative nodetimer mechanism, as the current one would just freeze the engine when a hundred timers run at once... |
17:40 |
Astrobe |
I think with the right checks when the timer expires (wood+leave+no ground+ maybe some light), the exploit would be the same as recreating a basic apple tree. |
17:40 |
Astrobe |
At this point they're better of just planting saplings. |
17:40 |
Shara |
ANAND: what you're suggesting would never happen |
17:41 |
Shara |
Ugh, now I want to write a mod :( |
17:41 |
Astrobe |
The devs are pushing hard for node timers instead of ABMs, so I guess they are pretty confident about their efficiency? |
17:42 |
Shara |
Well, I added a mod that relies on nodetimers to MTG not so long ago :) |
17:43 |
Shara |
Astrobe: are you interested in making a mod for this? Not going to step on your toes if so, but otherwise might give it a go in a bit |
17:46 |
Astrobe |
I'd say if someone makes it for me, that's even better! :-) |
17:51 |
Shara |
Well, no promises, but let's see :) |
17:58 |
sofar |
mapgen can place a special invisible apple seed node |
17:58 |
sofar |
an ABM starts the node timer on it |
17:58 |
sofar |
rinse, repeat |
17:58 |
Shara |
Well, we worked out there's no need to start it on mapgen anyway |
17:58 |
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17:59 |
Shara |
That was just me being stupid :) |
17:59 |
rubenwardy |
having an ABM is bad especially if there |
17:59 |
rubenwardy |
having an ABM is bad especially if there's no nodes |
17:59 |
rubenwardy |
like, not having any applicable nodes doesn't make it better |
17:59 |
rubenwardy |
as it adds overhead |
17:59 |
Shara |
Yup |
18:00 |
Shara |
I'll write a mod, later or this weekend, since it's something I'll probably need at some point anyway |
18:01 |
Astrobe |
Is there something that makes an ABM "less bad" other than a large time interval? |
18:02 |
sofar |
sadly, LBM doesn't work with mapgen well |
18:02 |
sofar |
but yes, kill all ABM's |
18:04 |
Astrobe |
minetest.unregister_abm() then? ;-) |
18:08 |
sofar |
oh, I'm silly |
18:08 |
sofar |
you don't need an ABM |
18:08 |
sofar |
just start the nodetimer when the apple is picked |
18:08 |
Shara |
Yup |
18:09 |
Shara |
I started with the same mistake |
18:09 |
sofar |
user interaction == point of action |
18:09 |
sofar |
not mapgen |
18:09 |
Shara |
Exactly. My brain was still thinking fireflies though :) |
18:09 |
Shara |
Needed them to run on mapgen there |
18:11 |
Astrobe |
Fireflies from the Glow mod? |
18:11 |
Shara |
fireflies in MTG |
18:15 |
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19:00 |
Shara |
Astrobe: https://github.com/Ezhh/endless_apples |
19:00 |
Shara |
Can be improved, but it works |
19:00 |
Shara |
(timer value is very low for now since I'm still testing) |
19:03 |
Astrobe |
Nice! will try it. The alt apple is here to avoid re-planting, right? |
19:03 |
Shara |
Yes |
19:04 |
Shara |
Of course it introduces the issue that adding this to an existing game where people already collected normal apples could produce a small amount of chaos |
19:04 |
Astrobe |
Good idea. My treeman poop apples, will be perfect for this. |
19:04 |
Shara |
But they'll cycle out anyway since the normal ones will get replaced by these after recollecting once |
19:06 |
Astrobe |
I think that's fine. |
19:11 |
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19:11 |
Astrobe |
I should really sign up to github; to contribute to this, but also to release the few bits of my subgame that are usable outside of it. |
19:12 |
Shara |
Astrobe: Sure, would be more than happy to have contributions |
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MinetestBot |
[git] paramat -> minetest/minetest: Dungeons: Mostly fix missing stair nodes 454f80a https://git.io/vpnqS (2018-04-24T23:44:49Z) |