Time |
Nick |
Message |
00:00 |
Fixer |
ty |
00:06 |
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00:17 |
MarisaG |
Trying to get a mod working but it does not show the previews of the skins properly. Any ideas? https://github.com/dmonty2/minetest-u_skinsdb |
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09:32 |
MarisaG |
I set up a sourceforge pag for my Minetest utilities. You can view it here: https://sourceforge.net/projects/minetest-utilities/ |
09:40 |
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10:20 |
MarisaG |
Need help with a skin script |
10:21 |
MarisaG |
trying to add minetest-u_skinsdb but when I run ./update_from_db2.py I get these errors and it doesnt build anything: |
10:21 |
MarisaG |
Page: 58 |
10:21 |
MarisaG |
Traceback (most recent call last): |
10:21 |
MarisaG |
File "./update_from_db2.py", line 43, in <module> |
10:21 |
MarisaG |
addpage(p+2) |
10:21 |
MarisaG |
File "./update_from_db2.py", line 35, in addpage |
10:21 |
MarisaG |
f.write('name = "'+s["name"]+'",\n') |
10:21 |
MarisaG |
TypeError: must be str, not int |
10:22 |
MarisaG |
It counts up from Page: 1 to Page:58 then says that |
10:22 |
MarisaG |
The mod is here: https://github.com/dmonty2/minetest-u_skinsdb |
10:32 |
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12:18 |
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12:20 |
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12:20 |
jubalh |
hi folks |
12:20 |
jubalh |
just tested minetest for the first time |
12:21 |
jubalh |
kind of nice. but are there also animals/enemies or something like hidden treasures to discover in this world? it would be a bit more enternaining :) |
12:21 |
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12:33 |
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12:40 |
rubenwardy |
jubalh: note that minetest is a game engine. The prepackaged game, Minetest Game doesn't have any mobs yet |
12:40 |
rubenwardy |
There are hidden treasures in dungeons |
12:40 |
rubenwardy |
!mod mobs redo |
12:40 |
MinetestBot |
rubenwardy: Mobs Redo [mobs] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=9917 |
12:40 |
rubenwardy |
Is the most popular mod for mobs |
12:40 |
rubenwardy |
Also consider trying anothet game such as |
12:40 |
rubenwardy |
!mod Mineclone2 |
12:40 |
MinetestBot |
rubenwardy: Convert Minetest world to Mineclone2 WIP [gt2mc2] by maikerumine - https://forum.minetest.net/viewtopic.php?t=17907 |
12:41 |
rubenwardy |
Ew |
12:41 |
rubenwardy |
Not that |
12:41 |
ChimneySwift |
jubalh: Minetest as it is designed to be a modding base with maximum compatability. there's been talk of adding a separate game to the official release but there are hundreds of mods to choose from on the forums. a few good ones to get started bringing the world to life are mobs_redo (with mobs_animal and mobs_monster), caverealms lite, and ethereal |
12:41 |
ChimneySwift |
ninjad |
12:41 |
ChimneySwift |
but oh well |
12:41 |
rubenwardy |
*minetest game |
12:41 |
rubenwardy |
Is designed to be a modding base |
12:41 |
ChimneySwift |
yeah that |
12:41 |
rubenwardy |
Same difference though |
12:44 |
rubenwardy |
https://content.minetest.net/packages/Wuzzy/mineclone2/ |
12:44 |
rubenwardy |
!title |
12:44 |
MinetestBot |
rubenwardy: MineClone 2 - Content DB |
12:45 |
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12:45 |
jubalh |
rubenwardy, ChimneySwift: i see. thank you |
12:46 |
rubenwardy |
Happy exploring |
12:46 |
jubalh |
so far i just intall minetest on my server via the package manager. not sure whats the best way to get the mods. probably i will have to download them myself from those forums and put them in some dir so that they get spotted and loaded |
12:47 |
ChimneySwift |
yep, on Linux there'll be a mods folder in ~/.minetest |
12:47 |
ChimneySwift |
then you can enable them in the world configuration |
12:47 |
rubenwardy |
Check that the version is at least 0.4.16 |
12:47 |
jubalh |
its 0.4.17.1 |
12:48 |
rubenwardy |
Consider getting a development version of 5.0, it has a mod/game installer in the main menu |
12:48 |
rubenwardy |
Although expect bugs |
12:48 |
jubalh |
so do i get this right? i should git clone all those things mentioned in that forum post? meaning mobs redo api, farm animals, monsters, ridable horse into that mods folder, right? |
12:48 |
rubenwardy |
Sweet |
12:50 |
rubenwardy |
Probably |
12:50 |
jubalh |
and once i put the mods in that folder they are loaded automatically? |
12:53 |
ChimneySwift |
you'll need to enable them per-world in the configuration menu |
12:53 |
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12:53 |
jubalh |
ChimneySwift: configuration menu? |
12:54 |
jubalh |
i have a dedicated server running on a VPS, when i connect from my game here locally to there there should be a menu to enable it? |
12:54 |
jubalh |
i thought i'll have to edit some config |
12:56 |
ChimneySwift |
oh you're running it off a separate server? OK, in that case you'll need to modify world.mt in the world folder |
12:56 |
jubalh |
ok found that file :) modify it how? :) |
12:56 |
ChimneySwift |
which should be ~/.minetest/worlds/worldname |
12:57 |
ChimneySwift |
kk |
12:57 |
ChimneySwift |
add "load_mod_[modname] = true" |
12:58 |
ChimneySwift |
or set to true if it's set to false |
13:00 |
rubenwardy |
Eg: load_mod_mobs=true |
13:01 |
jubalh |
like htis? load_mod_mobs_redo = true |
13:01 |
jubalh |
ah ok :) |
13:02 |
jubalh |
i would like to test quickly that it worked. so i guess i'll have to stop the server and restart it and join, and then i could see something somewhere? |
13:03 |
rubenwardy |
Yeah |
13:03 |
rubenwardy |
/mods |
13:03 |
jubalh |
t looks like this: https://susepaste.org/77466041 |
13:03 |
rubenwardy |
No redo |
13:03 |
rubenwardy |
And isn't it mobs_horse ? |
13:03 |
rubenwardy |
The mod name of Mobs Redo is just mobs |
13:03 |
rubenwardy |
Confusing, yeah |
13:04 |
rubenwardy |
The reason for this is that there was a mod called Simple Mobs originally which had a name of mobs |
13:04 |
jubalh |
ah i thought its always the name of the repo |
13:04 |
rubenwardy |
In an ideal world, minetest wouldn't need them to both have the same name. But unfortunately they do in order to keep compatibility with each other |
13:05 |
rubenwardy |
Well, look in mod.conf for the bame |
13:05 |
rubenwardy |
Or in the forum topic title |
13:05 |
rubenwardy |
Or kick tenplus1 |
13:07 |
Out`Of`Control |
jubalh: dump all mods in mods folder restart server. Turn off again, change false = true in world.mt start server |
13:07 |
rubenwardy |
Yeah, with a lot of mods that's easier |
13:07 |
jubalh |
Out`Of`Control: thanks :) |
13:08 |
rubenwardy |
Minetest will add = false lines when it spots new mods on server start |
13:08 |
jubalh |
ok seems to have worked! |
13:08 |
rubenwardy |
Woo |
13:08 |
rubenwardy |
I'm planning on adding a CLI for this |
13:09 |
rubenwardy |
minetestserver install mobs --enable --worldname world1 |
13:09 |
rubenwardy |
But probably 5.1.0 |
13:09 |
Out`Of`Control |
jubalh: look in debug.txt for conflicts |
13:14 |
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13:16 |
librebob[m] |
hi |
13:16 |
rubenwardy |
Hi |
13:16 |
librebob[m] |
im playing on friends server and it keeps saying "Access denied: Connectioned timed out." |
13:17 |
librebob[m] |
does this just mean the server is taking too long to respond |
13:17 |
librebob[m] |
or me to the server |
13:17 |
rubenwardy |
It's likely that the connection is invalid |
13:17 |
rubenwardy |
So |
13:18 |
rubenwardy |
Are they on the same network? |
13:18 |
rubenwardy |
If not, is the server on a home network? |
13:18 |
rubenwardy |
Have they port forwarded? |
13:18 |
jubalh |
ok, thank you gys! |
13:18 |
jubalh |
*guys |
13:18 |
jubalh |
so what was it about the treasure? i didnt get that? |
13:18 |
librebob[m] |
it's remote server |
13:18 |
rubenwardy |
jubalh: you get them in dungeons |
13:18 |
rubenwardy |
Although that may be a 5.0 thing |
13:19 |
rubenwardy |
If so, there's |
13:19 |
librebob[m] |
I can play for about 2 - 4 minutes, with friends |
13:19 |
rubenwardy |
!mod tsm |
13:19 |
MinetestBot |
rubenwardy: StreetsMod create modern cities by webdesigner97 - https://forum.minetest.net/viewtopic.php?t=2984 |
13:19 |
librebob[m] |
until I see full packet loss in the debug graph |
13:19 |
rubenwardy |
Arth |
13:19 |
librebob[m] |
then i get error message and disconnected |
13:19 |
rubenwardy |
!mod treasurer |
13:19 |
MinetestBot |
rubenwardy: Pyramids (with Treasurer support) [tsm_pyramids] by Wuzzy - https://forum.minetest.net/viewtopic.php?t=10336 |
13:19 |
rubenwardy |
Ew |
13:19 |
rubenwardy |
Whatever |
13:19 |
librebob[m] |
we're all on 0.4.17.1 and so is server |
13:19 |
rubenwardy |
Oh weird |
13:19 |
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13:20 |
librebob[m] |
do mobs have an impact on this |
13:20 |
librebob[m] |
like could too many mods cause the server to be too slow |
13:20 |
librebob[m] |
and not able to handle processing network? |
13:20 |
librebob[m] |
because when I join there's lots of mobs |
13:23 |
ChimneySwift |
Unlikely |
13:24 |
librebob[m] |
could it be because we copied the minetest data from an old instance into a new instance |
13:24 |
ChimneySwift |
it's more likely a network dropout is happening occasionally I would think |
13:24 |
librebob[m] |
so we could keep playing the same map |
13:24 |
librebob[m] |
like some auth issue? |
13:24 |
librebob[m] |
could a bug in one of the mods being causing the issue? |
13:24 |
ChimneySwift |
no that shouldn't cause issues |
13:24 |
librebob[m] |
im using other servers running on the same server and they dont drop network |
13:24 |
ChimneySwift |
and if it does then it wouldn't do that |
13:24 |
jubalh |
is this treasurer only available as zip? not git repo? :/ |
13:25 |
librebob[m] |
services* |
13:25 |
librebob[m] |
minetest is running in docker |
13:25 |
librebob[m] |
i wonder if that affects it |
13:25 |
jubalh |
got it: http://repo.or.cz/minetest_treasurer.git |
13:25 |
ChimneySwift |
hmm, well it's unlikely to be a mod issue |
13:26 |
ChimneySwift |
if nobody else is experiencing the same effects then it's likely a client or client network issue |
13:26 |
jubalh |
so treasurer is the trm and now i need various tsm right? |
13:26 |
librebob[m] |
all my friends are experiencing it |
13:28 |
ChimneySwift |
OK, well that's interesting. I've noticed a similar occurrence from another home hosted server, possibly an ISP issue? if you're hosting from home. it looks like some kind of network issue tbh |
13:28 |
ChimneySwift |
you could check by running a sustained ping to the server and seeing if it also drops out |
13:29 |
librebob[m] |
hosting from amazon |
13:30 |
ChimneySwift |
hmmm.. interesting... I have no idea how it could be an issue with minetest or mods, but for the sake of eliminating variables it might be a good idea to try a separate install to see if you experience the same problem maybe |
13:31 |
marisag |
Im trying to use the skins mod, but when I run the ./update_from_db2.py file it lists 58 pages and then gives me this error: |
13:31 |
marisag |
Traceback (most recent call last): |
13:31 |
marisag |
File "./update_from_db2.py", line 43, in <module> |
13:31 |
marisag |
addpage(p+2) |
13:31 |
marisag |
File "./update_from_db2.py", line 35, in addpage |
13:31 |
marisag |
f.write('name = "'+s["name"]+'",\n') |
13:31 |
marisag |
TypeError: must be str, not int |
13:31 |
marisag |
Any ideas? |
13:33 |
rubenwardy |
Try running with the other python version |
13:33 |
marisag |
which version? |
13:33 |
rubenwardy |
The other one |
13:33 |
rubenwardy |
XD |
13:33 |
rubenwardy |
Do python --version |
13:34 |
rubenwardy |
If it says 2, then use python3 updateblah |
13:34 |
rubenwardy |
If it says 3, then use python2 updateblah |
13:34 |
rubenwardy |
Wait |
13:34 |
rubenwardy |
Looks like the JSON response may be bad actually |
13:34 |
rubenwardy |
So don't do that |
13:34 |
marisag |
ok |
13:35 |
rubenwardy |
Just put str () around the s["name"] |
13:35 |
marisag |
I thought it might be something like that, since it goes for 58 pages |
13:37 |
marisag |
fixed it. Thanks! |
13:38 |
marisag |
Lol, spoke to soon. Now the ./generate_previews.sh isnt working |
13:40 |
marisag |
When I run that I get this at the end: |
13:40 |
marisag |
Skins have been updated. Please run ./generate_previews.sh |
13:40 |
marisag |
When I run that I get a bunch of errors like this: |
13:40 |
marisag |
rm: cannot remove '../u_skins/textures/*_preview*.png': No such file or directory |
13:40 |
marisag |
Then a bunch of errors relating to ALSA |
13:48 |
jubalh |
so after adding the mods they will also be available in the world where i already started playing? |
13:48 |
jubalh |
so far i dont see birds or monsters or water animals |
13:48 |
jubalh |
oh i just spotted a turtle :D |
13:54 |
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13:55 |
librebob[m] |
whats the best Mobs mod? |
13:56 |
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13:59 |
marisag |
I think the update_from_db2.py is not creating proper files. When I run generate_previews.sh after it I see these errors: |
13:59 |
marisag |
Moving files... |
13:59 |
marisag |
mv: cannot stat 'blender_out/character_*_00.png': No such file or directory |
13:59 |
marisag |
mv: cannot stat 'blender_out/character_*_01.png': No such file or directory |
13:59 |
marisag |
mv: cannot stat 'output/*_preview*.png': No such file or directory |
13:59 |
marisag |
Done ! |
14:12 |
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14:35 |
marisag |
update: it seems the updae_from_db2.py is creating the .png's. It's putting them in /usr/share/games/minetest/games/minetest_game/mods/minetest-u_skinsdb/u_skins/textures |
14:35 |
marisag |
So need to see why the generatrePreviews.sh isn't seeing them |
14:36 |
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15:09 |
Out`Of`Control |
jubalh: in game write /mods to see what mods are loaded |
15:10 |
marisag |
fyi: i tracked it down - the skin_previews.blend was looking for "/skins/" instead of "/u_skins".... |
15:10 |
Out`Of`Control |
librebob[m]: redo |
15:10 |
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16:40 |
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16:57 |
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16:58 |
Andrey01_ |
hi, i just want to ask what are minimal and maximal does minetest.get_heat() return? what number can it return? |
17:00 |
Andrey01_ |
and second question: how can player attach to node? It can attach only to other obj as i understand |
17:03 |
Cornelia |
I vaguely recall the range [-100,100] |
17:05 |
Andrey01_ |
Cornelia, is this answer to my question? |
17:06 |
Cornelia |
The first question. |
17:06 |
Cornelia |
I dunno about the second. |
17:07 |
Cornelia |
I recall something about biomes being declared using a voronoi map of heat to humidity and the ranges were [-100,100] |
17:07 |
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17:10 |
paramat |
heat and humidity vary from -37.5 to 137.5 |
17:10 |
paramat |
centre values are 50 |
17:10 |
paramat |
however the extreme values are rare |
17:11 |
Andrey01_ |
ok |
17:12 |
paramat |
see diagram https://forum.minetest.net/viewtopic.php?p=240688#p240688 |
17:12 |
paramat |
that's our biome system |
17:20 |
Andrey01_ |
do you know is it possible to attach player to node? |
17:22 |
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17:23 |
Andrey01_ |
set_attach() attaches player only to obj, not to node |
17:29 |
paramat |
but nodes don't move |
17:29 |
paramat |
do you mean prevent a player from moving? |
17:30 |
paramat |
so, no i doubt you can attach to a node, just 'set pos' |
17:32 |
Andrey01_ |
ah, ok |
17:34 |
Andrey01_ |
well if no, is there anything callback that runs where a player presses keys (W, A, D, S)? it would be help to attach player to node |
17:41 |
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17:42 |
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17:45 |
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18:07 |
Andrey01_ |
what should allow_metadata_inventory_put() return if item can be put? -1? |
18:08 |
Krock |
-1 is infinite |
18:08 |
Krock |
return stack:get_count() |
18:18 |
Andrey01_ |
what can this error (attempt to index a nil value) mean in so case: local medcupboard_lists = minetest.get_inventory(({type = "node", pos = pos}):get_lists() |
18:19 |
Krock |
get_lists does not exist |
18:19 |
Krock |
RTFM |
18:22 |
Andrey01_ |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4812 |
18:22 |
Andrey01_ |
but ther is here ^^ |
18:22 |
Andrey01_ |
there* |
18:22 |
paramat |
there's no callback when pressing controls, but you can use 'objref:get_player_control()' in a globalstep function |
18:23 |
Krock |
Andrey01_: get_lists does not exist for that node because there's no inventory |
18:24 |
Krock |
minetest.get_inventory returns nil on failure |
18:27 |
Andrey01_ |
and is objref:set_player_controls() there? |
18:28 |
Andrey01_ |
ah, it seems i know how to attach player to node! |
18:35 |
MinetestBot |
[git] HybridDog -> minetest/minetest: World config: Add modpack descriptions and remove dependencies there … 4937c50 https://git.io/fNj51 (2018-08-17T18:34:08Z) |
18:36 |
Andrey01_ |
why does this error cause: attempt to index field "minetest": cupboards_parameters.minetest.get_node(pos).name[2] |
18:37 |
Krock |
because "minetest" is not a table key of cupboards_parameters |
18:37 |
paramat |
OMG i've just realised why cupboards are called cup-boards, duh! |
18:38 |
Krock |
grats |
18:38 |
Krock |
paramat: also do some research why "w" is called "double u". Interesting language history |
18:41 |
Andrey01_ |
i need to return index from minetest.get_node(pos).name[2] for cupboards_parameters |
18:41 |
paramat |
until now it's always seemed a strange spelling of a strange word 'cubbard' =s |
18:43 |
Krock |
Andrey01_: you cannot index a strign |
18:43 |
Krock |
*string in Lua |
18:58 |
Andrey01_ |
now i am trying to make so: local name = minetest.get_node(pos).name and then cupboards_parameters[name][2] and it doesn`t show any formspec to cupboard |
18:59 |
Andrey01_ |
on_right_click |
19:01 |
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19:10 |
Andrey01_ |
explain what values can "fields" return when player submit fields |
19:13 |
Krock |
"quit" any any input fields. also the pressed button, if there's one |
19:16 |
Andrey01_ |
is that does it return form elements: button[X,Y;W;Y;name;...]? |
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19:17 |
Krock |
that will result in the field "name" with value "true" |
19:22 |
rubenwardy |
Krock: look at the braces |
19:22 |
rubenwardy |
Andrey01 is doing this ({type = "node", pos = pos}):get_lists() |
19:23 |
rubenwardy |
also, inventories will be automagically created on get_inventory |
19:23 |
rubenwardy |
actually, not 100% on that |
19:23 |
rubenwardy |
I know that get_meta():get_inventory() always works |
19:23 |
rubenwardy |
if loaded |
19:26 |
Krock |
please enlighten me what's wrong with the races |
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19:27 |
rubenwardy |
minetest.get_inventory(({type = "node", pos = pos}):get_lists() |
19:27 |
rubenwardy |
two opening |
19:27 |
rubenwardy |
one close |
19:28 |
Krock |
oh |
19:28 |
Krock |
right, also get_lists() returns nil on failure, but get_inventory creates a new inventory reference in all cases |
19:29 |
rubenwardy |
yeah |
19:29 |
Krock |
err |
19:29 |
Krock |
what am I looking at https://github.com/minetest/minetest/blob/eef62c82a2e58700fc1216b0b8c03e421bc77995/src/script/lua_api/l_inventory.cpp#L486-L521 |
19:30 |
Krock |
and the parentheses issue would not explain the nil access error |
19:30 |
rubenwardy |
probably returns nil on inactive map blocks |
19:30 |
rubenwardy |
oh yeah |
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IhrFussel |
Can someone here tell me the actual reason why movestones in mesecons always remove the node behind them when they start moving? |
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