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12:32 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Camera: Improve subpixel movement (#7319) d5d248c https://git.io/vpSCw (2018-05-12T12:30:52Z) |
12:32 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Run detach callbacks on player leave 9dd432c https://git.io/vpSCr (2018-05-12T09:50:04Z) |
12:51 |
andirc8000 |
is there a way to generate an endless forest? (is there such map generator?) |
12:52 |
andirc8000 |
'flat' works but eventually if I walk far enough the forest ceases and desert/plains begins |
12:53 |
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12:53 |
andirc8000 |
'flat' works (after a few tries) but eventually * |
12:54 |
Shara |
Do you want endless forest, or endless flat forest? |
12:54 |
andirc8000 |
Shara: endless flat forest |
12:54 |
andirc8000 |
no hills, cavities |
12:55 |
Shara |
Then use flat and make something to deregister all other biomes? |
12:55 |
andirc8000 |
Shara: what about 'deserts'? |
12:55 |
Shara |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L821 |
12:56 |
Shara |
unregister them |
12:56 |
Shara |
You could also make a mod that starts with clear_registered_biomes() then register a single biome that is forest |
12:57 |
Shara |
then whichever mapgen you use, you'll only get that biome everywhere |
12:58 |
* andirc8000 |
reading https://wiki.minetest.net/Biomes |
12:58 |
Shara |
That's just a list of biomes. It won't help you change them |
12:59 |
Shara |
lua_api is what you should read :) |
12:59 |
andirc8000 |
Shara: ye but first I must understand what a biome is :) |
12:59 |
Shara |
Ah, okay :) |
13:01 |
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13:28 |
edoput |
hello people |
13:29 |
edoput |
is there anyone that can help me use the new settings api? |
13:33 |
sfan5 |
what is that you need help with (specifically) |
13:40 |
edoput |
yeah, I got a warning on using minetest.setting_get for my mod but the newer api is not described |
13:41 |
edoput |
I've seen the lua_api.txt in master and the minetest.settings:get("bla") fails on getting the default setting |
13:42 |
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13:43 |
sfan5 |
it fails? |
13:43 |
edoput |
it returns nil even if I've set a default on the value |
13:43 |
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13:44 |
sfan5 |
how are you doing that? |
13:44 |
edoput |
the setteingtypes contains `statsd_port (Port of the receiving server) int 8125` |
13:45 |
edoput |
but using minetest.settings:get("statsd_port") returns nil |
13:45 |
edoput |
which is very strange |
13:46 |
sfan5 |
I don't think settingtypes is read for the default value |
13:46 |
sfan5 |
and this works with the old api? |
13:46 |
edoput |
that's how I did for another mod using the previous api |
13:47 |
edoput |
let me check |
13:50 |
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13:56 |
edoput |
yeah it works with the minetest.setting_get |
13:56 |
edoput |
very puzzled |
13:56 |
Krock |
to get default values, you'll need an entry in defaultsettings.cpp |
13:57 |
Krock |
settingstypes.txt is only a visual help for the Advanced Settings menu |
13:59 |
edoput |
I know the wiki is not to be trusted but that's the only thing that minetest.setting_get does http://dev.minetest.net/minetest.setting_get |
13:59 |
edoput |
and I think is really important to have this |
14:00 |
sfan5 |
!api |
14:00 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
14:00 |
sfan5 |
^ official reference |
14:00 |
sfan5 |
(dev.minetest.net is also official, but you can only 100% rely on lua_api.txt) |
14:01 |
edoput |
yeah I know but maybe there shouldn't be a warning to upgrade if the api is not compatible |
14:01 |
sfan5 |
the thing is I haven't seen setting_get ever do this |
14:02 |
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14:02 |
sfan5 |
https://github.com/minetest/minetest/search?utf8=%E2%9C%93&q=settingtypes.txt&type= |
14:02 |
sfan5 |
if you look here, none of the code responsible for the Lua API (that would be C++), is even aware of that file |
14:04 |
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14:08 |
cimbakahn |
Ok.  If you put a torch next to an ice brick it will melt. What about lights? Will lights make ice brick melt too? |
14:08 |
edoput |
but that doesn't mean anything, it the api returns a table to the engine then it can read configuration |
14:09 |
edoput |
and the fact that minetest.setting_get does exactly that is a sane way to configure mods |
14:10 |
sfan5 |
but it doesn't |
14:11 |
sfan5 |
unless you have some custom wrapper to make it behave like that, setting_get won't ever care about settingtypes.txt |
14:12 |
edoput |
but it does |
14:13 |
edoput |
I can submit a bug report with examples if you like |
14:13 |
sfan5 |
please do |
14:14 |
edoput |
and my saturday is gone, btw thank you for your help |
14:24 |
Krock |
cimbakahn, it only melts next to lava IIRC |
14:24 |
Krock |
however, this depends much on the mods which are installed |
14:30 |
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14:38 |
cimbakahn |
I decided to put a glo stone on top of one and it did not melt. I remember from the past just sticking a torch on the ground right next to one would make it melt. |
14:53 |
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15:05 |
andirc8000 |
when can I register/deregister biomes in my mod in version 0.4.16? (I see that minetest.register_on_mapgen_init is available only in 0.4.18+)? |
15:05 |
andirc8000 |
is it possible at all in 0.4.16? |
15:05 |
andirc8000 |
ohh sorry it was 0.4.8+ |
15:06 |
Krock |
you can clear all registered biomes |
15:15 |
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15:21 |
andirc8000 |
so where is the right place to register/deregister biomes (hopefully before the map is generated by the mapgen)? I tried: https://hastebin.com/uqeyotoveq.lua and the logfile appears to be empty e.g. no biomes are yet registered in 'minetest.register_on_mapgen_init' callback |
15:21 |
andirc8000 |
didn't find this via googling either |
15:26 |
Krock |
that's not how you use minetest.log. Replace it with minetest.log("action", "text foo bar covfefe") |
15:27 |
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15:28 |
Ruslan1 |
Hello |
15:29 |
Krock |
hi Ruslan1 |
15:29 |
paramat |
andirc8000 there is a way, i'll explain. which forest biome do you want? |
15:30 |
Ruslan1 |
!f |
15:30 |
andirc8000 |
paramat: all of them |
15:30 |
Ruslan1 |
!t |
15:30 |
paramat |
so only forest biomes ok |
15:31 |
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15:31 |
andirc8000 |
paramat: e.g. I want only biomes of type: 'Coniferous forest' , 'Rainforest', 'Taiga', 'Jungle' and none other to exist in my generated world |
15:32 |
andirc8000 |
paramat: so I want to remove biomes of all other types before the terrain is generated |
15:32 |
paramat |
yes a mod with 'minetest.clear_registered_biomes()' as first line, then .. |
15:33 |
andirc8000 |
paramat: or any other way to achieve the desired outcome (which is: I want only biomes of type: 'Coniferous forest' , 'Rainforest', 'Taiga', 'Jungle' and none other to exist in my world) |
15:33 |
paramat |
hang on .. |
15:34 |
paramat |
copy-paste the desired biome registrations from https://github.com/minetest/minetest_game/blob/18956c7f69bd7783b657b50201ab6938f3480282/mods/default/mapgen.lua#L534 |
15:34 |
paramat |
into your mod after the 'clear' |
15:35 |
Krock |
andirc8000, btw, there's also the dump(obj) function. pass anything to 'obj' and it'll convert whatever it is to a human readable string |
15:35 |
paramat |
that should do it |
15:35 |
Ruslan1 |
Nice |
15:35 |
paramat |
your code in the hastebin is unnecessary |
15:37 |
paramat |
then use the mod in the flat mapgen |
15:38 |
paramat |
or yes alternatively unregister all other biomes |
15:38 |
paramat |
as explained |
15:38 |
paramat |
(without a clear) |
15:39 |
paramat |
make sure to also copy-paste the dunes/shore/ocean sub-biomes for each forest biome |
15:40 |
paramat |
for example you can see 'coniferous forest' actually consists of 3 biomes stacked vertically |
15:41 |
andirc8000 |
paramat: your explanation is too 'deep' for me to 'grasp' |
15:41 |
paramat |
and rainforest has a swamp |
15:42 |
paramat |
well it's just copy-paste |
15:42 |
andirc8000 |
paramat: all I want as a first try, is to _not have_ deserts or any other open areas in my newly generated worlds |
15:42 |
andirc8000 |
I like em' dense' with trees is all |
15:43 |
andirc8000 |
paramat: ok, swamp maybe is a little bit of a problem but lets assume that for starters I'm ok even with that |
15:44 |
paramat |
hang on, i'll write the mod for you since it's easy ... |
15:45 |
andirc8000 |
paramat: so for starters, does my algorithm sound ok to you at all: I want to 1) generate a new world via 'flat' mapgen. 2) remove in my mod all the biomes that are non-trees 3) hopefully achieve trees-only flat world |
15:49 |
andirc8000 |
Krock: ok thanks |
15:49 |
Krock |
np |
15:49 |
paramat |
create a mod with 'default' in the depends file and this as the init.lua file: https://gist.github.com/paramat/a155efe0d0c9b6fb760165f9871baba4 |
15:49 |
Shara |
andirc8000: you don't need any algorithm. Just unregister biomes you don't want.. I provided the information for this earlier |
15:50 |
Shara |
You really just need a simple mod that has minetest.unregister_biome(biome_name).. then the biome is gone |
15:51 |
paramat |
then choose flat mapgen when you create a new world, and enable that mod in world configuration before entering that world |
15:52 |
paramat |
also, please be more patient on IRC |
16:03 |
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16:10 |
andirc8000 |
paramat: ok sorry if to hasty I tried your mod it doesn't work I still see desert. |
16:10 |
andirc8000 |
too hasty * |
16:11 |
paramat |
did you enable the mod in world config? |
16:11 |
andirc8000 |
paramat: if irc is too problematic maybe I should ask in the forums instead ... |
16:11 |
andirc8000 |
paramat: well I suppose I'll ask in the forums |
16:11 |
Shara |
andirc8000: add default mod as a depends |
16:12 |
paramat |
IRC is ok. i don't know why it doesn't work, you must have made a mistake :) |
16:12 |
paramat |
^^ |
16:13 |
andirc8000 |
paramat: is it *ok* to ask in forum though? (and cross-link from here?) |
16:14 |
andirc8000 |
paramat: convo gets *too heated* and I'm not *native english* speaker so I suppose I better formulate my thoughts vs. real-time sentences exchange |
16:14 |
paramat |
yes, ask in the 'ask mapgen questions here' thread |
16:14 |
paramat |
in 'modding discussion' |
16:15 |
paramat |
did you set the depends file to 'default'? |
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16:22 |
entuland |
quick curiosity: renaming / cloning a world is just matter of renaming the folder / copying over the folder with a different name, correct? |
16:22 |
entuland |
I just tried it and it seems to work, should I be altering any data file inside the folder accordingly? |
16:23 |
entuland |
cause I don't see any option to rename the world from the main menu |
16:23 |
paramat |
andirc8000 the mod works for me (testing) |
16:23 |
entuland |
I found posts like this but they're a bit old: https://forum.minetest.net/viewtopic.php?f=10&t=13551 |
16:27 |
paramat |
oh i did make small mistake, updated gist andirc8000 |
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17:41 |
Wuzzy |
hey all. does minetest.get_objects_inside_radius take the obeject's collisionbox into account? |
17:41 |
Wuzzy |
i mean, how does it determine if an object is "inside the radius"? |
17:42 |
sfan5 |
vector.distance(pos, object:getpos()) <= radius basically |
17:42 |
Wuzzy |
does it simply compare pos with the pos (=center) of the object? or is it smarter than that? |
17:42 |
Wuzzy |
:( |
17:43 |
Wuzzy |
i like to figure out how to detect object-object collision efficiently |
17:43 |
Wuzzy |
e.g. arrow vs mob |
17:44 |
Wuzzy |
my bow mod hilariously fails often when i shoot arrows at mobs because i only do such a primitive check |
17:44 |
Wuzzy |
the problem is this doesnt account for the different mob sizes :( |
17:44 |
Wuzzy |
minetest 0.5.0-dev does not have on_collide for objects yet, right? |
17:46 |
Krock |
no, that doesn't exist yet because it would require some threshold until a collision callback is called |
17:46 |
Krock |
otherwise it just spams Lua with callbacks |
17:50 |
Wuzzy |
:( |
17:51 |
Wuzzy |
i agree, a raw callback for collisions would not really work, there must be a better way |
17:52 |
Wuzzy |
maybe enable collision notifications only for particular entities for which the modder KNOWS it is needed (e.g. for arrows) |
18:00 |
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18:54 |
andirc8000 |
ehh, so eventually settled for this: https://hastebin.com/burilajifi.lua |
18:55 |
andirc8000 |
probably useless to post this on forums |
18:56 |
andirc8000 |
the mistake was that I indeed didn't include 'depends.txt' with the value 'default' and in that case minetest.registered_biomes table was empty. |
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19:11 |
andirc8000 |
thanks for all the help so far :) |
19:14 |
paramat |
weird way to do it, and don't forget 'deciduous_forest' |
19:15 |
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19:16 |
paramat |
well actually, it's not weird |
19:16 |
paramat |
quite clever |
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