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proller__ |
https://www.youtube.com/watch?v=D8ua34JYMUY |
00:46 |
paramat |
hmm bookmarked |
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03:53 |
unclouded |
Hi, is it possible to set properties on entities, like get_meta but for entities rather than nodes? |
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04:14 |
sofar |
yup |
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05:09 |
unclouded |
which method? |
05:11 |
unclouded |
does get_attribute work with entities other than players? |
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05:43 |
rubenwardy |
unclouded: no |
05:43 |
rubenwardy |
You should store things in an entity's Lua table instead |
05:44 |
rubenwardy |
And then serialise it with the associated funxruins |
05:44 |
rubenwardy |
*functions |
05:44 |
unclouded |
is it related to on_activate and get_staticdata then? stumbling around in the dark a bit |
05:44 |
rubenwardy |
Yeah |
05:44 |
unclouded |
sweet, cheers. is there an example somewhere or a pointer to a place in a mod that does this? |
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08:22 |
Dr-Frankenstone |
paramat told me that if a mod is placing 'natural' nodes it's best to create new mod nodes that drop the normal version. I've also noticed that his mods do this. Is there an explanation for the thinking behind this anywhere? I don't believe I am able to do this as the right nodes to use will depend on the biome, and minetest.registered_biomes[] can't be accessed until its too later to register custom nodes |
08:26 |
lumberJ |
Dr-Frankentone, What do you have in mind? you may just need to override the registration of the biome you wish to effect |
08:27 |
Dr-Frankenstone |
It's a landscape mod, adds to an existing mapgen, so best to use the blocks the mapgen is uysing |
08:28 |
ANAND |
Dr-Frankenstone, mapgens define aliases like mapgen_stone, mapgen_dirt, etc. which might be of use to you |
08:29 |
ANAND |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L260 |
08:29 |
yusf |
Let’s discuss the Microsoft acquisition of Github here https://forum.minetest.net/viewtopic.php?f=3&t=20223 |
08:30 |
Dr-Frankenstone |
well, I don't know if aliases will be of use to me without knowing the reason paramat recommends building with custom blocks. I have it working by building with the blocks specified in the biome table, but am wondering if I should be doing it differently |
08:34 |
lumberJ |
if it works as intended without performance issues I wouldn't worry about it too much |
08:35 |
Dr-Frankenstone |
thanks |
08:36 |
lumberJ |
usually there is more than one way to do thinks and sometimes it depends what exactly you are trying to do |
08:37 |
lumberJ |
things* |
08:38 |
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08:38 |
ANAND |
Dr-Frankenstone, in order to use native nodes the mapgen itself uses, you need to override the mapgen aliases, by doing something like this: |
08:38 |
ANAND |
minetest.register_alias("mapgen_stone", "dr_franken:stone") |
08:39 |
ANAND |
I'm assuming that you're making a mod that modifies mapgen's behaviour |
08:41 |
lumberJ |
its sounds like the mod is meant modify the map after map is already generated |
08:42 |
lumberJ |
if i understood correctly |
08:42 |
Dr-Frankenstone |
No, it's the other way around, I want my mod to place the same sort of blocks that the main mapgen is placing. I'm not trying to change what the main mapgen is placing |
08:42 |
ANAND |
Ah, I see |
08:43 |
ANAND |
Wait.. isn't that what I was saying just now? :D |
08:45 |
ANAND |
"I want my mod to place the same sort of blocks that the main mapgen is placing." <-- mapgen aliases serve to achieve that. |
08:46 |
Dr-Frankenstone |
the biome determines which blocks to place, how do I place the biome.node_top using aliases? |
08:48 |
ANAND |
If you've done this, register_alias("mapgen_dirt", "dr_frankenstone:dirt"), then biome.node_top should be set to "mapgen_dirt" |
08:49 |
Dr-Frankenstone |
I don't want to change the biome, I want to use the information in the biome |
08:49 |
lumberJ |
so like if it is dirt, do this... |
08:52 |
lumberJ |
can you give a more concrete example of what you are trying to do. that might aid in giving better advice :) |
08:56 |
ANAND |
Dr-Frankenstone, ^ |
08:57 |
Dr-Frankenstone |
https://i.imgur.com/qsccDZI.jpg |
08:57 |
Dr-Frankenstone |
https://i.imgur.com/Ztsduxs.png |
08:57 |
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08:59 |
lumberJ |
so you want the islands to match the biome below, Dr-Frankenstone? |
08:59 |
Dr-Frankenstone |
yes |
09:00 |
lumberJ |
I see how that is a little tricky |
09:00 |
ANAND |
Agreed |
09:03 |
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09:06 |
lumberJ |
If its working now without major performance issues, I think its probably fine. |
09:06 |
lumberJ |
the only reason i can think of that paramat would suggest to use dummy versions is so that if the gen of one node triggers your mods node you don't get some kind of weird looping/feedback from the nodes your mods is placing |
09:07 |
lumberJ |
then if your nodes dropped the default/regular node the player would be none-the-wiser to any difference |
09:07 |
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09:10 |
Dr-Frankenstone |
yeah, it works buy just using the nodes in the biome table. I think he uses custom nodes so that they have is_ground_content = false, but if that's the only reason then I can work around issues from placing nodes that have is_ground_content set true |
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11:22 |
sovetskiy |
do not forget about it http://static.open-open.com/news/uploadImg/20150111/20150111215432_207.jpg |
11:24 |
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12:00 |
LevierMRQ |
Hi. How can i make mods update the best way in order to dont get lost? |
12:01 |
LevierMRQ |
just tell me to reformulate if you do not find my question understandable... |
12:05 |
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12:06 |
NathanS21 |
LevierMRQ do you use Linux or Windows? |
12:18 |
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13:05 |
LevierMRQ |
NathanS21: 16.04 LTS |
13:07 |
NathanS21 |
You can run a cron job and a script to git pull |
13:07 |
NathanS21 |
I have a utility I wrote to do that, let me find it. |
13:07 |
NathanS21 |
https://github.com/NathanSalapat/Minetest_Mods_Updater |
13:08 |
NathanS21 |
You do need to have two locations for your mods with this, but I've been using it for years (4 I guess) and never had a problem with it. |
13:14 |
LevierMRQ |
NathanS21: Thanks alot. |
13:14 |
NathanS21 |
no problem. |
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14:13 |
Stix_ |
hi all |
14:13 |
Stix_ |
any devs online? |
14:14 |
ANAND |
Hello Stix_, is there an issue? |
14:14 |
Stix_ |
@Shara whats permafrost? where is it generated? does it have any uses? what causes the various types of permafrost? |
14:14 |
Stix_ |
oh hi anand |
14:22 |
Stix_ |
@ANAND any chance you know the answer to these questions? |
14:22 |
ANAND |
I'll check |
14:22 |
Stix_ |
thx m8 |
14:23 |
ANAND |
It's provided as an example here: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5685 |
14:23 |
ANAND |
Apparently it belongs to the Tundra biome |
14:24 |
Krock |
Stix_, permafrost was added here: https://github.com/minetest/minetest_game/commit/ace7ec953ea49 |
14:25 |
Krock |
this means you'll need a recent 0.5.0-dev build and an up to date minetest_game aswell |
14:25 |
Stix_ |
ik |
14:25 |
ANAND |
Starts a few layer below the surface and is 3 layers thick |
14:25 |
Stix_ |
i saw it in the 9.5 blocks in the wiki, but no description |
14:25 |
Krock |
according to the definition it's surely not in mgv6, but can be found anywhere else between 48m and 2m above sea level |
14:26 |
Stix_ |
*0.5 |
14:26 |
Stix_ |
what biome? |
14:26 |
Krock |
see code. tundra |
14:26 |
ANAND |
Tundra |
14:26 |
Stix_ |
nvm anand said it |
14:26 |
Stix_ |
um how do you get the different variants? |
14:26 |
Krock |
huh |
14:27 |
Stix_ |
and what is permafrost even supposed to be? is it frosty stone that was said to be added? |
14:27 |
Krock |
adds variety and needs cultivating to be used for farming |
14:27 |
ANAND |
Stix_, https://en.wikipedia.org/wiki/Permafrost |
14:27 |
Stix_ |
ah kk |
14:28 |
Shara |
Stix_: sometimes google is your friend. Maybe look it up |
14:28 |
Shara |
Like ANAND did :) |
14:28 |
Stix_ |
but what is bluestone in the tundra biome? |
14:28 |
ANAND |
or Wikipedia :3 |
14:28 |
Shara |
Bluestone? |
14:28 |
Stix_ |
i saw there was bluestone at the link anand gave me |
14:28 |
Stix_ |
it said register default:bluestone |
14:28 |
MinetestBot |
[git] nOOb3167 -> minetest/master-server: Document serverUp protocol a2b47ff https://git.io/vh8l0 (2018-06-04T14:27:08Z) |
14:29 |
sovetskiy |
guys, when you plan to release 0.5 ? |
14:29 |
Krock |
TODAY |
14:29 |
Krock |
RUSH B |
14:29 |
Stix_ |
i think sometime in june |
14:30 |
sovetskiy |
Krock, joking? |
14:30 |
Stix_ |
@Krock rlly!? today?? |
14:30 |
Krock |
I'm totally being unserious |
14:30 |
Stix_ |
oh btw did anyone else notice microsoft is aquiring github? |
14:30 |
ANAND |
EVERYONE did :) |
14:30 |
sovetskiy |
TODAY MICROSOFT BOUGHT GITHUB! WHAT IS TODAY! |
14:30 |
Krock |
it's not like the bar for these news is 3cm thick on the top of the screen |
14:30 |
Stix_ |
so ill be able to farm over permafrost? |
14:31 |
Krock |
no due to M$ you can't do that |
14:31 |
progysm |
today is the time to move out of github |
14:31 |
Krock |
dig the dirt and make it into grassy dirt instead |
14:31 |
Stix_ |
and so permafrost aquires moss when its near water or what? |
14:31 |
sovetskiy |
time to move to GitLab |
14:32 |
Stix_ |
hpw can i turn permafrost to grassy dirt? put it in a furnace? |
14:32 |
Stix_ |
*how |
14:32 |
ANAND |
Use a hoe -_- |
14:32 |
ANAND |
It rhymes with a toe |
14:32 |
Stix_ |
that makes 0 sense |
14:32 |
Stix_ |
using a hoe melts all the frost!? like wth? |
14:33 |
ANAND |
Did you try it yet? |
14:34 |
Stix_ |
no... |
14:34 |
Stix_ |
anyways bbl rlly gtg |
14:34 |
ANAND |
cya |
14:42 |
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16:14 |
rafalcpp |
sup, did the game mproved much in last year+ ? |
16:14 |
rafalcpp |
mobs/animals are cool now? |
16:16 |
Genshin |
Hello guys |
16:18 |
Genshin |
rafalcpp, maybe this may peak your interest? :) https://cdn.discordapp.com/attachments/443444786607947777/452669895230881792/screenshot_20180602_220424.png |
16:23 |
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16:26 |
Krock |
looks like semi-transparent sprites to me. lovely. |
16:26 |
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16:27 |
Krock |
probably I'll try to join the server again - hopefully without crashing the weak thing of router |
16:28 |
Krock |
might be better to wait for the RAM upgrade first |
16:45 |
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16:55 |
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16:57 |
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16:58 |
CWz_ |
i just read that microsoft is buying github |
17:00 |
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17:01 |
Genshin |
CWz_ Hmm... That doesnt sound good |
17:03 |
Genshin |
Kind of reminds me of this https://cdn.discordapp.com/attachments/307238779662368770/444564337240178689/IMG_20180510_114442.jpg |
17:06 |
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17:13 |
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17:18 |
VanessaE |
CWz_: "Microsoft is acquiring GitHub! Read our blog and Satya Nadella's post to learn more." at the top of github pages now. guess it's definitely official. |
17:18 |
progysm |
it was on slashdot, so it is official |
17:19 |
sovetskiy |
IT IS OFFICIAL https://blog.github.com/2018-06-04-github-microsoft/ |
17:19 |
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17:19 |
VanessaE |
^^^ the aforementioned "our blog" |
17:22 |
sovetskiy |
This deal is the best advertising of GitLab |
17:23 |
sovetskiy |
GitLab now have problems with access. Too many people want to migrate. |
17:23 |
VanessaE |
yeah, they're getting the hell beat out of them right no |
17:23 |
VanessaE |
now* |
17:27 |
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17:34 |
sovetskiy |
VanessaE, are yoy going to migrate? |
17:39 |
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17:42 |
VanessaE |
sovetskiy: yes. |
17:44 |
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18:37 |
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18:42 |
est31 |
I'm trying to migrate some of my repos |
18:42 |
est31 |
doesnt really seem to work |
18:42 |
est31 |
still hung |
18:42 |
est31 |
probably the entire thing is overrun |
18:43 |
est31 |
but gitlab has always been, as far back as I can remember, been slow |
18:45 |
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18:46 |
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18:47 |
VanessaE |
est31: " We're seeing 10x the normal daily amount of repositories #movingtogitlab https://www.dropbox.com/s/uzg9vc5oljr8lin/Screenshot%202018-06-03%2015.52.52.png?dl=0 … We're scaling our fleet to try to stay up. " |
18:48 |
serp |
yah it's way slower than normal |
18:48 |
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19:04 |
sovetskiy |
what version of Lua is used in MT? |
19:05 |
sovetskiy |
I know it is 5.1 in MT 0.4.16 |
19:05 |
VanessaE |
still 5.1 I believe. |
19:05 |
sovetskiy |
and waht about future MT 0.5 ? |
19:05 |
VanessaE |
same. |
19:06 |
VanessaE |
afaik there are no plans to move to Lua 5.3 anytime soon |
19:06 |
sfan5 |
upgrading to either 5.2 or 5.3 is not planned due to backwards compat concerns and because of luajit |
19:06 |
VanessaE |
Maybe if LuaJIT gets full support for it |
19:06 |
VanessaE |
half-ninja'd :P |
19:07 |
sovetskiy |
It's a pity! |
19:08 |
VanessaE |
that said, sfan5 is there anything standing in the way, programatically, of supporting both versions via some mod-provided function call (along the same lines as the secure environment calls) ? |
19:08 |
sovetskiy |
at least 5.2 would to cool. Because of "continue" statement. Without it code becomes compilated. |
19:09 |
VanessaE |
that would provide an upgrade path without breaking backward compat, anyway |
19:09 |
sovetskiy |
sorry, typos. |
19:09 |
sfan5 |
VanessaE: there are ways of making 5.2/3 backwards compatible with earlier versions |
19:09 |
sfan5 |
but you can't have two different lua version in the same "environment" |
19:09 |
VanessaE |
can't compartmentalize it somehow? virtual env, something? |
19:10 |
VanessaE |
that's too bad. I have no use for 5.2/3 myself, but I imagine sooner or later MT will be forced to update. |
19:10 |
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19:11 |
sovetskiy |
the sooner the better |
19:11 |
sfan5 |
if each mod was running in its own lua state, this would be possible |
19:11 |
sfan5 |
but minetest wasn't designed like this and adding it as an afterthought is lots of owork |
19:12 |
sovetskiy |
for me best variant is Python for scripting but it is slower than Lua |
19:13 |
sfan5 |
python is unfortunately not e |
19:13 |
sfan5 |
mbeddable very well |
19:13 |
sovetskiy |
why not? |
19:13 |
sovetskiy |
gimp for example |
19:14 |
sfan5 |
you have a huge standards library that needs to live in files outside somewhere, plus a few modules you either need to somehow link statically or load from .so files |
19:14 |
sfan5 |
with lua you import the source into your project and that's it |
19:14 |
sfan5 |
no external files needed, no thinking about how to link modules |
19:15 |
sfan5 |
re your gimp example: you can embed python, but not the way gamedevs need it |
19:21 |
sovetskiy |
why your docs is plain text file? Very inconvenient |
19:22 |
lumberJ |
what's inconvenient about text files? |
19:22 |
sovetskiy |
to read it obviously |
19:23 |
lumberJ |
its not obvious to me, that's why i asked |
19:24 |
lumberJ |
text is meant to be read... what would you prefer? |
19:24 |
sovetskiy |
look at python docs. everything is structured in chapters withi hyperlinks to related things. |
19:24 |
Shara |
It's as it is so you can link directly to a line number |
19:24 |
lumberJ |
https://rubenwardy.com/minetest_modding_book/lua_api.html |
19:25 |
lumberJ |
personally i prefer the text though. once you are familiar with the api anyway |
19:26 |
sovetskiy |
I must not remember line number of what is interesting to me. Besides, line numbers change all the time text is edited. Search with Ctrl+F does not really help. |
19:27 |
lumberJ |
well to each is own. the html version is there :) |
19:27 |
lumberJ |
*his/her |
19:27 |
Shara |
It's not about you remembering which line number is interesting to you. It's about, for example, if you ask for how to do a certain thing, a dev can then give you a link that takes you to exactly that thing. |
19:27 |
Shara |
If not for that, it would probably have been changed to markdown by now at least |
19:28 |
sovetskiy |
awful decision |
19:28 |
lumberJ |
its also nice when you just need a quick reference to something and do not want a browser hogging up your monitor space |
19:28 |
lumberJ |
lol both options are there, what's aweful about that :D |
19:29 |
Shara |
Clearly someone only thinks their own way is good :) |
19:30 |
sovetskiy |
Only this can help (http://dev.minetest.net/Category:Methods) but not this (https://github.com/minetest/minetest/blob/master/doc/lua_api.txt) |
19:30 |
Shara |
Suit yourself, but I find both very useful. |
19:30 |
Shara |
Just use what works for you. |
19:30 |
sovetskiy |
First is good BUT "This page was last modified on 9 October 2016, at 19:27." |
19:31 |
lumberJ |
sovetskiy, perhaps a good solution would be to contribute to updating the wiki so it keeps up with the text version |
19:31 |
Shara |
^ |
19:31 |
lumberJ |
instead of coming and complaining to a bunch of people who work for free |
19:32 |
sovetskiy |
maybe you need script that make scructured version of your loooong sheet doc? |
19:32 |
lumberJ |
i'll post it once more: https://rubenwardy.com/minetest_modding_book/lua_api.html |
19:33 |
lumberJ |
the link to the script is there |
19:33 |
Krock |
poor ruben is being highlighted every time |
19:33 |
lumberJ |
sorry rubenwardy... :) |
19:33 |
lumberJ |
its his fault for making such useful resources :) |
19:33 |
Shara |
:D |
19:34 |
Krock |
the link is outdated for the python script. it's now https://github.com/rubenwardy/minetest_modding_book/blob/master/utils/update_lua_api.py |
20:01 |
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20:27 |
paramat |
!tell Dr-Frankenstone the only risk when a mod places biome nodes is that they are at risk from being removed by cave generation due to being 'is_ground_content = true'. but if your mod is adding landscape then that's not a problem, you would probably want caves to form in your mod nodes |
20:27 |
MinetestBot |
paramat: yeah, sure, whatever |
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20:33 |
entuland |
"yeah, sure, whatever" ahahahahahahahahah |
20:34 |
entuland |
kudos to whoever coded that ack |
20:37 |
Krock |
entuland, welcome in the world of programmers |
20:39 |
entuland |
:P |
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20:40 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Modernize lua read (part 1): C++ templating insurance (#7394) 180e551 https://git.io/vh4eR (2018-06-04T20:38:07Z) |
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23:07 |
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23:19 |
Teckla |
Hey all, quick question. :) I'm using a bunch of calls to minetest.set_node() to programmatically create a fairly large structure (100x100x100). Is that... okay to do? |
23:22 |
rubenwardy |
probably not |
23:22 |
rubenwardy |
lvm will be a lot faster |
23:22 |
rubenwardy |
https://rubenwardy.com/minetest_modding_book/en/chapters/lvm.html |
23:31 |
paramat |
use LVM, set node could take a minute for that volume |
23:34 |
Teckla |
rubenwardy: Thank you good sir! |
23:34 |
Teckla |
rubenwardy: Also, thank you and great <3 for your excellent documentation! |
23:35 |
Teckla |
paramat: Thank you also :) |
23:35 |
Teckla |
This is my first time toying with Lua and Minetest scripting; it's a nice change from the usual day-to-day corporate Java grind. |
23:36 |
Teckla |
I'm secretly trying to get my daughter interested in coding a bit; I figured if I wrote some Lua code to generate some cool Minetest structures, she might want to try it herself. |
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23:37 |
entuland |
holy crap there is no bitwise shift in Lua??? |
23:38 |
entuland |
am I supposed to mess with dividing / multiplying by powers of 2 and hacking with math.floor() or the alike? |
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23:44 |
rubenwardy |
Luajit has them iirc |
23:44 |
rubenwardy |
And newer versions of Lua, which Minetest doesn't support because luajit doesn't |
23:45 |
DrFrankenstone |
paramat, I asked here just before, but you're online now so I can get it from the hotses mouth... in the v7 rivergen issue you fixed, you mentioned that if a mod is placing 'natural' nodes it's best to create new mod nodes that drop the normal version, and I've also noticed that your mods do this. |
23:45 |
DrFrankenstone |
Is this purely so the nodes can have is_ground_content = false, and is that only to avoid the cavegen cutting through them? |
23:46 |
DrFrankenstone |
Knowing why this is recommended will let me judge whether I can ignore the recommendation. I don't think I'm able to use custom nodes, as the appropriate nodes to use for best interoperability will be the ones specified by the biome, and minetest.registered_biomes[] can't be accessed until its too later to register custom nodes. |
23:46 |
paramat |
this luajit situation is unfortunate |
23:46 |
paramat |
DrFrankenstone see http://irc.minetest.net/minetest/2018-06-04#i_5321806 |
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23:47 |
DrFrankenstone |
ahh, cheers |
23:47 |
paramat |
so yes you are correct |
23:48 |
DrFrankenstone |
I should sort out this icq client to register a permanent name |
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23:56 |
entuland |
rubenwardy, after some googling and after posting on #lua turns out that my gargantuan problem of doing a x >> 2 is just matter of doing math.floor(x/4) |
23:56 |
entuland |
should revise my math skills sooner or later |