Time Nick Message 00:35 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Mgvalleys: Code cleanup 13534971c https://git.io/vpsQ1 (152018-04-24T00:34:48Z) 01:28 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Mgvalleys: Update settingtypes.txt 13d6272fc https://git.io/vpsFH (152018-04-24T01:25:51Z) 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 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 02:08 ANAND " 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? 02:33 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? 02:58 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 ANAND What exactly have you done now? Does your server work? 13:40 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) 13:54 rubenwardy update MTG 13:54 rubenwardy lol 13:54 rubenwardy people are idiots 13:55 rubenwardy stay around for a flipping answer 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 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 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. 17:40 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 17:59 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 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 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 23:46 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Dungeons: Mostly fix missing stair nodes 13454f80a https://git.io/vpnqS (152018-04-24T23:44:49Z)