Time |
Nick |
Message |
00:29 |
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00:46 |
entuland |
sorry for the perhaps dumb question, but I can't find it googling or reading the docs nor the bodding book: |
00:47 |
entuland |
I can happily build stuff with the voxel manipulators |
00:47 |
entuland |
but I can't remove nodes |
00:47 |
rubenwardy |
set to air |
00:47 |
entuland |
setting them to the content id of air seems to be a no-op |
00:47 |
entuland |
minetest.get_content_id("air") gives me 126 |
00:47 |
entuland |
which is what I'm putting there |
00:48 |
entuland |
but I see no effect |
00:48 |
entuland |
nodes get added but not removed |
00:48 |
entuland |
I must be doing something stupig |
00:48 |
entuland |
stupid* |
00:48 |
entuland |
let me recheck my code |
00:50 |
entuland |
yep, definitely something wrong in my code |
00:56 |
entuland |
found the culprit, the function was the same for both tests |
00:56 |
entuland |
only that the two areas were orientated differently |
00:56 |
entuland |
I was trying to iterate with a for loop from the max to min instead of the other way around :P |
00:57 |
entuland |
solved by maxing and minning the values to account for any orientation |
00:57 |
entuland |
thanks for confirming that I just needed to set them to air, rubenwardy |
00:57 |
entuland |
blatantly copied the voxel manip example from your book :P |
00:58 |
rubenwardy |
which I copied from CTF |
00:58 |
rubenwardy |
which was copied from Jump |
00:58 |
entuland |
eheheh |
00:58 |
rubenwardy |
which was copied from hmmmm |
00:59 |
rubenwardy |
who wrote the feature |
00:59 |
entuland |
gotta love open source :P |
00:59 |
rubenwardy |
it's like proprietary code |
01:00 |
rubenwardy |
but when we nick code, we do it legally |
01:01 |
entuland |
eheheh |
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10:39 |
* M-JLuc |
discovers https://rubenwardy.com/minetest_modding_book/en/index.html |
10:40 |
M-JLuc |
(that url should appear in minetest footer !) |
10:40 |
rubenwardy |
XD |
10:46 |
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12:15 |
TwistedGate |
Meep |
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12:43 |
entuland |
yeep |
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17:08 |
erstazi |
Anyone ever have issues where stairs don't show in Unified Inventory but you can build them? |
17:12 |
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17:13 |
Krock |
stairs from moreblocks? use a circular saw |
17:22 |
erstazi |
Krock: well, I can craft the stairs however when I do search, it doesn't show in the unified inventory's right search results |
17:23 |
Krock |
what if you scroll though and leaving the search field empty? |
17:26 |
erstazi |
still no stairs. went through all the pages. However, I can craft them! Odd. Probably a weird bug for unified_inventory |
17:31 |
AlexYst |
Unified Inventory has all sorts of strange quirks. It wouldn't surprise me if this was an intended feature meant to "help" you. |
17:36 |
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17:37 |
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17:37 |
erstazi |
It used to be there at least with 0.4.16. No issues before. I upgraded to 0.4.17 but I didn't know it was this way until today/this morning |
17:40 |
AlexYst |
Oh. Hey. ).4.17 is out. I hadn't noticed that. Also, I was under the impression we were jumping to 0.5.0 next for some reason. |
17:40 |
* AlexYst |
checks to see if 0.4.17 has the new flowers |
17:43 |
AlexYst |
Nope. The green and black flowers aren't in 0.4.17. Nor is the new firefly. I'm guessing the kelp is missing too. |
17:43 |
* AlexYst |
downloads anyway |
17:45 |
AlexYst |
I'm not sure what is different in terms of Unified Inventory though. Maybe the stairs are now coded differently in some way? |
17:46 |
erstazi |
probably |
17:47 |
erstazi |
I am not too worried as I can craft them. I am searching the code to see where it could be the bottle neck. |
17:50 |
AlexYst |
Oh hey! They fixed that pine-trees-won't-grow-on-snowy-dirt bug! That was driving me nuts in one of my worlds. I had to keep clearing the spreading snow off the areas I was planting. |
17:50 |
AlexYst |
Now any plant that grows on dirt will grow on snowy dirt. That seems much more reasonable. |
17:51 |
AlexYst |
(Before, no plant would.) |
17:57 |
Astrobe |
Collision boxes. I'm starting to believe that MT is trying to hard to be nice. One can define quite detailed colboxes but other parts of the engine have a hard time dealing with that. |
17:58 |
Astrobe |
Like the line_of_sight() function. Despite setting the step to 0.1 in Mobs Redo, mobs still hit "through walls" sometimes. |
17:59 |
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17:59 |
MinetestBot |
Dr-Frankenstone: Jun-04 20:27 UTC <paramat> 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 |
18:00 |
Astrobe |
I'm thinking, a simpler 1 node = 4 subnodes (wrt colboxes) we at least be more consistently handled. |
18:00 |
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