Time |
Nick |
Message |
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13:25 |
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13:41 |
Krock |
Depends on what kind of "fun" you need. There are lovely PvP servers where you can fight with other players |
13:43 |
Krock |
I think what you need are mobs ( http://krock-works.16mb.com/MTstuff/modSearch.php?q=mobs ) and perhaps a different looking map generator |
13:46 |
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14:02 |
ANAND |
timokoesters[m], you've got to select from three branches of gameplay first - Survival, PvP and Creative. |
14:02 |
ANAND |
Survival and PvP generally go together, and since you mention "challenging", I think Creative mode is out of option... |
14:06 |
LazyJ |
"Technic" |
14:07 |
LazyJ |
It's dependency mods include Mesecons, Pipeworks, and some raw material mods. |
14:07 |
Krock |
!mod technic |
14:07 |
MinetestBot |
Krock: Technic [technic] by RealBadAngel - https://forum.minetest.net/viewtopic.php?t=2538 |
14:07 |
Krock |
there are also other machine and factory mods |
14:08 |
LazyJ |
I'm not sure if Technic still comes as a modpack or if players have to download the individual mods. |
14:10 |
LazyJ |
There is a hoppers mod to feed into chests. |
14:10 |
LazyJ |
Advanced Trains for the model railroader. |
14:10 |
Krock |
it's still a modpack |
14:12 |
LazyJ |
Only the ones you set for yourself. |
14:12 |
LazyJ |
Ultimately, you can create a nuclear reactor with Technic. |
14:13 |
LazyJ |
But it takes a very long time to acquire all the components and such in survival-mode. |
14:14 |
LazyJ |
Create Rube Goldberg contraptions with Mesecons. |
14:14 |
rubenwardy |
would be cool to see a ftb style modpack |
14:15 |
LazyJ |
Mostly, trying to fashion the world in the way you want is a very long term goal... for some. |
14:16 |
LazyJ |
The active_block_range will limit the functionality of expansive contraptions or logistical aspects (trains and carts). |
14:16 |
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14:17 |
LazyJ |
Mining, yes. |
14:17 |
LazyJ |
Farming... not sure. |
14:17 |
LazyJ |
Somethings aren't quite as refined as they are in Minecraft. |
14:18 |
LazyJ |
Recently Minetest was given the ability to have water uproot plants but I don't know if hoppers will accept them. |
14:18 |
CWz |
a LazyJ |
14:18 |
LazyJ |
A worm of chaotic nature. :0)- |
14:19 |
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14:19 |
LazyJ |
For the new-comers "CWz" is short for "ChaoticWormz". |
14:24 |
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14:24 |
lumberJ |
There are mods that allow the automation of farming, timokoesters |
14:25 |
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14:28 |
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14:30 |
entuland |
a nice setup I've found for inventory is using a ton of 2x2 drawers' blocks combined with normal pipes (not filtering ones) |
14:30 |
entuland |
for the forging, since pipes dont' play very well with furnaces, I'm filtering just once for fuel and ores, which put into chests, which use hoppers to communicate with the furnace |
14:31 |
entuland |
which in turn drops back to the main entry point of the inventory system (a regular chests that pulls out stacks and puts them into the piping system) |
14:31 |
entuland |
the trick of using a luacontroller block to drive the item injector doesn't work well |
14:32 |
entuland |
so I used a stackwise item injector driven by a blinky plant |
14:32 |
entuland |
the only problem with all of this setup is that some items don't play well with drawers |
14:32 |
entuland |
so I simply avoid putting them in the system |
14:32 |
entuland |
all of this ensures a good organization without the need for manually setting up filters along the pipes |
14:37 |
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17:11 |
Genshin |
The minimap seems to be picking up entities with a nametag, wouldn't it be better if entities get a "type" value to be able to separate player entities with non-player entities? |
17:12 |
Krock |
there's already a is_player boolean for the GenericCAO - clientside, so that shouldn't be too much work |
17:12 |
Krock |
but then only players with a nametag should be shown there, otherwise it allows seeing players that should be hidden |
17:15 |
Genshin |
If that's the case then why Im still able to see players with no nametags? |
17:15 |
Genshin |
On the minimap I mean. |
17:17 |
Genshin |
It's pretty interesting that it works only for non-player entities. |
17:18 |
Genshin |
If I add a nametag to a entity it would show up on the minimap. If a player has their tag hidden the player still appears on the minimap. |
17:24 |
Genshin |
If it's a non-player entity, if it doesn't have a nametag it will not show up, but if it does it will appear on the minimap. |
17:34 |
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17:57 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Kelp: Add 'paramtype = light' to avoid black plantlike extension b389f38 https://git.io/vphL4 (2018-05-19T17:57:01Z) |
18:08 |
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19:54 |
Krock |
Emperor_Genshin, you're multiplying |
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20:52 |
Ruslan1 |
Anyone here |
20:52 |
serp |
no |
20:52 |
Ruslan1 |
Why |
20:53 |
Ruslan1 |
Tell me please |
20:54 |
Ruslan1 |
Hello |
20:54 |
rubenwardy |
it's a joke response to a stupid question |
20:54 |
Ruslan1 |
Ok |
20:56 |
Krock |
Yesn't |
20:58 |
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23:27 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Add screenshots to online content browser 122eed7 https://git.io/vphWq (2018-05-19T23:25:17Z) |
23:36 |
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23:42 |
entuland |
uhm... |
23:42 |
entuland |
ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'darkage' in callback environment_OnGenerated(): not enough memory |
23:42 |
entuland |
2018-05-20 01:39:59: ERROR[Main]: Current Lua memory usage: 74 MB |
23:42 |
entuland |
playing LOTT |
23:48 |
paramat |
ugh darkage |
23:49 |
paramat |
it's common to get OOM from darkage if using LuaJIT, it's one of the more memory-intensive mods that trigger that |
23:50 |
paramat |
thre's something called GC64 that makes LuaJIT not cause OOM (windows only?) otherwise use normal Lua |
23:50 |
paramat |
*there's |
23:51 |
paramat |
technic mod and lua mapgens tend to cause OOM too |
23:53 |
entuland |
uhm... I simply downloaded minetest and fiddled with it... though I installed lua 5.1 separately, I just have no idea about how to use lua or that GC64, I'll google that stuff, thanks for the pointers :) |
23:59 |
paramat |
i think there's a compilation flag for LuaJIT |