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IRC log for #minetest, 2018-09-28

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All times shown according to UTC.

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05:16 hecks wanna hear a joke?
05:16 hecks ...formspecs
05:34 bigfoot547 That was a legitimately good joke
05:46 timdorohin this joke is too much for me
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06:04 ChimneySwift ha entire heard a joke that good in years
06:04 ChimneySwift *haven't
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12:09 cblte hello everyone. i am new to minetest how are you doing this moring?
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12:36 sfan5 cblte: may i ask how/where you found out about minetest?
13:13 progysm the first rule of minetest, is not to talk about minetest
13:14 ChimneySwift 6O.o
13:16 ChimneySwift I thought it was to only talk about minetest, at least that's what I keep getting told..... :S unless that's a reference I'm not getting
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13:19 progysm that's the fight club (movie) rule
13:23 ChimneySwift I see :p
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15:48 Quiark Any way to put block in empty space?
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15:52 Quiark As admin but without mods
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16:03 ANAND Quiark: I don't think so
16:04 ANAND Since node placement requires a selection box against which the node would be placed
16:04 Quiark Then my spaceship will have to wait
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16:57 RJ722_9 Throttle to 56K
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18:12 MinetestBot [git] SmallJoker -> minetest/minetest: Fix temporary path crash in TestAuthDatabase (#7753) b9343a7 https://git.io/fxv4D (2018-09-28T18:12:11Z)
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20:43 Glorfindel !list
20:43 Glorfindel !help
20:43 MinetestBot https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md
20:44 Glorfindel !up gloomweaver.duckdns.org
20:44 MinetestBot gloomweaver.duckdns.org:30000 is up (118ms)
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21:20 noxid2 git has 64k commits
21:20 noxid2 is there a way to add those flags  ?
21:20 noxid2 find . -type d -printf '%f\n'
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23:40 GreenDimond I am so confused; What does the chance in an ABM do? I've looked at multiple examples and I cant figure it out. Is higher or lower rarer?
23:41 ChimneySwift I believe 1 is 100% chance
23:41 GreenDimond hmmm
23:41 ChimneySwift and lower is rarer
23:41 hecks 1.0 / chance
23:41 GreenDimond Right 1/chance
23:41 GreenDimond which means higher numbers is rarer
23:41 GreenDimond right?
23:41 hecks yes
23:42 hecks it also takes time into account
23:42 GreenDimond right
23:42 ChimneySwift there you go 6O.o
23:43 GreenDimond It didnt seem to be acting properly, which is why I asked
23:43 hecks as time passes, the chance is "pulled" towards 1
23:43 hecks since a real RNG could screw you over by never triggering the ABM
23:43 hecks I think this catch up behavior is toggleable, don't quote me on this
23:43 GreenDimond wth
23:44 GreenDimond I have a chance set to 100000 yet it activates rather often
23:44 hecks does this happen if you leave the mapblock and come back?
23:44 hecks > Chance of triggering `action` per-node per-interval is 1.0 / this value.
23:45 GreenDimond Context: For fun I made sheep have a chance of spawning with a color, so this is mobs_redo using the ABM value or something
23:45 hecks ABM run interval in settings is a factor, then
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23:45 GreenDimond It happenswhen I join the game
23:45 hecks Also, sheep? Why would you tie entities to an ABM? (not that I know how mobs_redo works)
23:45 GreenDimond mobs_redo uses ABMs for mobs spawning
23:46 hecks gross
23:46 hecks yuck
23:46 GreenDimond How else would you do it
23:46 GreenDimond You need to define what nodes to spawn on
23:46 GreenDimond what else you gonna do
23:46 hecks well, I keep track of which mapblock the player is in, by doing some math on her position
23:46 hecks if the mapblock changes, I "unload" old mapblocks and "load" new ones, within a radius
23:47 hecks for the "loaded" ones, I run find_nodes_under_air or something
23:47 GreenDimond lol
23:47 hecks and I have a scalar "coverage" chance of spawning a mob, like you have in decos
23:47 GreenDimond why are you manually unloading mapblocks
23:47 hecks I'm not loading and unloading actual blocks here
23:47 GreenDimond and find_nodes_under_air isnt too efficient
23:47 hecks rather custom "regions" which happen to correspond to mapblocks
23:48 hecks it's not very efficient, but if you have a, uh, 3x3x3 spawning range
23:48 GreenDimond Anyway the point is I set this chance to 100000 yet colored sheep still spawn frequently
23:48 hecks then you usually load a 3x3 "face", which is 9 mapblocks
23:49 GreenDimond I'd use a different mob API if there were a better one
23:49 GreenDimond but mobs_redo is the most developed and it works
23:49 hecks write your own :^)
23:49 GreenDimond Heeeeeck no (:
23:49 hecks isn't there some kind of on spawned callback, some kind of constructor for said mobs?
23:49 hecks cause that's where I'd put randomization like this
23:49 GreenDimond lmao
23:49 GreenDimond I suppose
23:50 GreenDimond but like
23:50 GreenDimond idk
23:50 GreenDimond Im already using the on_spawn for normal sheep to change them to a black or grey sheep
23:51 hecks so what's the problem?
23:51 GreenDimond None, I just didn't think of using that for both.
23:51 hecks just use some weighted RNG to change the sheep color
23:52 GreenDimond As for making my own API, that would take a while.
23:52 hecks anyhow I ain't got trouble with my own spawner https://a.uguu.se/vE71TFmaiMX6_mobs.png
23:52 hecks I made this spawner in... an hour?
23:52 GreenDimond Is that even Minetest? <.<
23:53 hecks https://a.uguu.se/1nSkW2EMC67I_brag.png
23:53 hecks see the holes in terrain, sure it's minetest
23:53 GreenDimond lol
23:54 GreenDimond And sure you can make a spawner in an hour
23:54 GreenDimond but make the rest of the API
23:54 GreenDimond Remake everything mobs_redo does but better
23:54 GreenDimond And I will totally switch
23:54 hecks Which is?
23:54 hecks You won't switch because source isn't available, and none of this is compatible with minetest_game
23:55 GreenDimond I was implying if you released it too silly
23:55 hecks You'd best start learning to code for real, bro
23:55 GreenDimond Ha
23:55 GreenDimond Ha
23:55 GreenDimond Ill ignore that statement
23:55 hecks the things you can do with lua
23:55 GreenDimond And who cares about mtg compat
23:56 hecks I sure don't
23:56 hecks I'll just write the rest of the game
23:57 hecks like that, hyaaaa https://a.uguu.se/QZgprMvNVVpd_cut.gif
23:57 GreenDimond Anyway, mobs_redo has types, attack types, passive types, reach, damage, hp settings, armor, liquid damages, drops, velocities, follows, damage, fear, view, animation settings (duh), on_* (die, rightclick, blast, spawn, activate, breed, grown, punch, custom_attack), and then spawn defs.
23:57 GreenDimond nah thats easy
23:58 hecks I got most of those things, then
23:58 GreenDimond Just some Blender animations and overwritten
23:58 GreenDimond overwritten defs*
23:58 GreenDimond Nothing fancy there
23:58 hecks ...and coding root motion into minetest?
23:58 GreenDimond Thats easy man
23:58 hecks ...parsing the whole animation file and reading curves, making an animation chart
23:59 GreenDimond Are you modifying the engine?
23:59 hecks Nope
23:59 hecks it's lua
23:59 GreenDimond Then yeah thats not hard
23:59 hecks then what's stopping you?
23:59 GreenDimond No need?
23:59 GreenDimond Why do I care about making a custom character model.

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