Time Nick Message 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 06:04 ChimneySwift ha entire heard a joke that good in years 06:04 ChimneySwift *haven't 12:09 cblte hello everyone. i am new to minetest how are you doing this moring? 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 13:19 progysm that's the fight club (movie) rule 13:23 ChimneySwift I see :p 15:48 Quiark Any way to put block in empty space? 15:52 Quiark As admin but without mods 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 16:57 RJ722_9 Throttle to 56K 18:12 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Fix temporary path crash in TestAuthDatabase (#7753) 13b9343a7 https://git.io/fxv4D (152018-09-28T18:12:11Z) 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) 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' 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 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.