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jas_ |
squares are just circles with fewer points |
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rubenwardy |
#Edgy |
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MinetestBot |
[git] tacotexmex -> minetest/minetest: MacOS: Fix default sneak key. Improve mouse response (#7885) a969635 https://git.io/fp0nG (2018-11-24T05:21:29Z) |
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MinetestBot |
[git] paramat -> minetest/minetest: CSM: Don't create the client script environment if CSM is disabled (#… 2e37ee9 https://git.io/fp04W (2018-11-24T10:41:11Z) |
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14:11 |
vtold |
VanessaE, help me with the voice privs pls. |
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14:12 |
VanessaE |
you have to auth with nickserv before joining the channel to get it. |
14:13 |
VanessaE |
(to get it automatically) |
14:14 |
vtold |
I'll check my password again |
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14:20 |
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14:21 |
Unarelith |
guys I have a really weird issue, I'm making a barrel to compost saplings into dirt, so the first clicks fills the barrel and consumes saplings, and the last click adds the dirt block into the player's inventory |
14:21 |
Unarelith |
and the latter doesn't work when the player rightclicks with a dirt block in his hand |
14:21 |
Unarelith |
code: http://paste.gnidmoo.tk/xahameduve.lua |
14:22 |
Unarelith |
I don't understand how this could be possible |
14:27 |
Krock |
what's "idx"? |
14:27 |
Krock |
ah.. you're animating by replacing the node? |
14:28 |
Unarelith |
yep, I don't know any other way to do that :/ |
14:30 |
Krock |
https://github.com/minetest/minetest_game/blob/master/mods/default/furnace.lua#L306-L322 |
14:30 |
Krock |
except you're changing the shape too |
14:30 |
Unarelith |
but I'm wondering if my issue above isn't engine related |
14:31 |
Unarelith |
I mean, it makes no sense |
14:31 |
Krock |
well, you'll also have to use that on_rightclick function for the animated nodes |
14:31 |
Unarelith |
that function is the same for all the nodes from 0 to idx |
14:31 |
Unarelith |
*0 to N - 1 sorry |
14:31 |
Krock |
do you use minetest.swap_node ? |
14:31 |
Unarelith |
yes |
14:32 |
Krock |
> and the latter doesn't work |
14:32 |
Krock |
what doesn't work? dirt doesn't get added? the callback isn't called? |
14:32 |
Krock |
add print("debug_line82394789") in between to see whether the callback works as expected |
14:32 |
Krock |
or minetest.log if you want |
14:33 |
Unarelith |
Every function is called, I checked with minetest.log, but dirt isn't added ONLY if I right click the node with a dirt block in my hand |
14:33 |
Krock |
isn't the dirt block put in front of the compost? as in regular placement |
14:34 |
Krock |
you're also replacing the clicker's stack by returning the itemstack |
14:34 |
Krock |
it would work if you right-click the compost with 99 dirt |
14:35 |
Krock |
otherwise you overwrite the inventory slot by "return itemstack" |
14:35 |
Unarelith |
omg, let me try something |
14:36 |
Krock |
just add "return" between L16 & L17 |
14:38 |
Unarelith |
damn, still doesn't work |
14:39 |
Unarelith |
I also tried to move the "return itemstack" at then end of the if |
14:39 |
Unarelith |
But nothing changes, weird |
14:39 |
Krock |
imoment |
14:39 |
Unarelith |
would make sense though |
14:40 |
Krock |
local add_to_inv = itemstack:add_item("default:dirt") |
14:40 |
Krock |
if not add_to_inv:empty() then .. same as for "default:dirt" before but with "add_to_inv" now .. end |
14:41 |
Krock |
because add_item returns the leftover stack in case it cannot be added |
14:41 |
Krock |
pls send me to the moon if that doesn't work |
14:43 |
Krock |
Unarelith: need a code sample? |
14:43 |
Unarelith |
you're actually adding the dirt block to the itemstack, I'm trying to add* it to the player's inventory :/ |
14:43 |
Krock |
same |
14:44 |
Krock |
the itemstack will go to the inventory too |
14:44 |
Krock |
since it's what the clicker uses |
14:44 |
Unarelith |
but what if this is a sapling itemstack? |
14:44 |
Unarelith |
oh |
14:44 |
Krock |
then it will use the "add_to_inv" stack |
14:44 |
Unarelith |
wait, I got it |
14:44 |
Krock |
:D |
14:52 |
Unarelith |
ok, so it worked, but it creates another issue: if the player already has a dirt stack in his inventory, and if your hand is empty when rightclicking, it will create a new dirt stack in the inventory instead of adding the new dirt block to the existing stack |
14:52 |
Unarelith |
I really find it weird that moving `return itemstack` makes no difference |
14:55 |
Unarelith |
the full node code is here btw: https://github.com/Quent42340/FromScratch/blob/master/fs_barrel/barrel.lua |
14:57 |
Krock |
well then. local add_to_inv = not itemstack:is_empty() and itemstack:add_item("default:dirt") |
14:57 |
Krock |
if add_to_inv and not add_to_inv:empty() then .. |
14:58 |
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14:58 |
Unarelith |
sure, but feels a bit hacky :/ |
14:58 |
Krock |
maybe yes, but it's two lines and works |
15:00 |
Unarelith |
true |
15:02 |
Unarelith |
thanks a lot btw |
15:05 |
Krock |
!next |
15:05 |
MinetestBot |
Another satisfied customer. Next! |
15:05 |
Krock |
yw :) |
15:11 |
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15:44 |
Genshin |
For those who want to see what I've been recently working on https://www.youtube.com/watch?v=xDfUyYP3maE |
15:47 |
Krock |
til Minetest is a 3rd person action game |
15:47 |
Krock |
amazing animations |
15:49 |
Genshin |
Thank you, been working hard on detail and animations lately. hope it paid off :) |
15:58 |
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16:23 |
exio4 |
that's some pretty mad mod |
16:25 |
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16:25 |
Unarelith |
do you know if it's possible to keep original node texture with minetest.swap_nodes? |
16:26 |
Unarelith |
I'm making infested leaves, and that would be the easiest way to keep the original leaves texture when converting to infested leaves |
16:34 |
Gael-de-Sailly |
texture depends on the node |
16:34 |
Gael-de-Sailly |
if you change the node name, the texture is changed accordingly |
16:35 |
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16:35 |
Gael-de-Sailly |
what you can do is registering another node with the same texture |
16:36 |
Gael-de-Sailly |
or using metadata to store whether the leaves are infested or not |
16:37 |
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16:41 |
Genshin |
Nodes should have their own property table. i can |
16:42 |
Genshin |
*I can't say it's not possible to do* |
16:44 |
Genshin |
If you can swap a texture or mesh of a entity in a conditional script, im pretty sure you can make the texture swap for the node to work. however you may need to find a way to store the property that was swapped. |
16:46 |
Genshin |
though usually the easy way out to make infestation is by replacing the node with another. |
16:49 |
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16:49 |
Krock |
I think there's already a PR for items to change the image but that causes some more overhead for all items which don't have changed properties |
16:50 |
Genshin |
speaking of properties, it's a shame that registered tools don't have glow implemented yet. |
16:51 |
Krock |
pardon.. tools? |
16:51 |
Krock |
nodes emit light. do you want entities to emit light? |
16:51 |
Genshin |
not emit light, but glow |
16:51 |
Krock |
entities can already glow |
16:51 |
Genshin |
im aware that you can add glow to entities |
16:51 |
Krock |
...so? |
16:51 |
Genshin |
however not for wieldeed items |
16:51 |
Genshin |
*wielded* |
16:52 |
Krock |
wielded items are entities btw |
16:52 |
Genshin |
hmm, I got an Idea now. thank you for clarifying it Krock |
16:52 |
Krock |
np yw :) |
17:18 |
Genshin |
yep, got it working now, lol |
17:19 |
Genshin |
i forgot wield3d generates a entity, facepalm |
17:20 |
Krock |
heh :D |
17:20 |
Krock |
!next |
17:20 |
MinetestBot |
Another satisfied customer. Next! |
17:22 |
Genshin |
looks like i can give items aura or firey effects, hmm |
17:23 |
* Genshin |
gets a closer look to the possibilities. |
17:57 |
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18:57 |
thetoolman |
hello, anyone here with some knowledge on pipeworks and digilines? |
18:57 |
thetoolman |
or know who i can ask a question from? |
18:58 |
thetoolman |
i'm trying to get the digiline injector node to pull from a digilines chest and i'm just not geting what is going on |
18:58 |
Hawk777 |
What, specifically, is the problem? |
18:59 |
thetoolman |
well i've been going through filter_injector.lua and putting prints trying to find it out. looks like it's trying to put the table that i'm sending it as a filter into its filter queue but i'm not seeing anything past that |
19:00 |
thetoolman |
and unlike memory, it doesn't return a status |
19:00 |
thetoolman |
i've tried it with a string and a table |
19:00 |
thetoolman |
for string i just sent it "default:cobblestone" |
19:01 |
thetoolman |
and for a table i send it {name="cobblestone",count=1} |
19:01 |
thetoolman |
but no aknowledgement and no cobblestone |
19:02 |
Hawk777 |
Have you tried it with a normal chest instead of a digiline chest? IMO it makes sense to sort out one problem at a time. If you’re having trouble with a filter-injector, make the rest of the environment (i.e. the inventory it’s pulling from) as simple as possible (i.e. a normal chest). |
19:02 |
Hawk777 |
I don’t have Minetest available at this moment to test with, so I’m limited to reading the code and making guesses. |
19:03 |
Hawk777 |
Also, this is the Digiline Filter-Injector, right? Because it looks like, from the code, the other filter-injectors don’t speak digilines at all? |
19:03 |
thetoolman |
yes this is the digiline filter injector |
19:03 |
thetoolman |
trying it atm with a regular chest |
19:06 |
thetoolman |
yeah still nothing |
19:06 |
thetoolman |
i'm putting in some more break points |
19:08 |
Hawk777 |
It looks like, if you send something that’s neither a string nor a table as the message (maybe a number or nil), it should act like a mesecons activation, so just use the filter’s internal configuration to decide what to send. But if you send a string or table, then it does the more complicated thing. |
19:08 |
Hawk777 |
For the table case, I imagine you might want {name="default:cobblestone",count=1}, not {name="cobblestone",count=1}. |
19:10 |
thetoolman |
ok wow. a number makes it send |
19:11 |
thetoolman |
ok cool, thanks. that gives me somehting to work on this with |
19:11 |
thetoolman |
also, i've been trying to figure out how to check the status of a digilines chest instead of counting what goes into it |
19:12 |
thetoolman |
i haven't seen anything that allows me to do that, but if i were to build it into something, what would i call to retrieve the inventory as a table? |
19:13 |
Hawk777 |
I don’t think you can. |
19:13 |
Hawk777 |
The digilines chest is the closest tool available for that purpose, but you have to keep track of the inventory yourself, it just tells you about additions and removals. |
19:14 |
Hawk777 |
If you’re ever unsure about the contents of the chest, you can always dump everything out and then put it back in (in an automated way, obviously) while recording the additions and then you’ve reconciled. |
19:22 |
Unarelith |
sorry Gael-de-Sailly I missed your answer earlier! I'm actually using `default:leaves`, `default:jungleleaves`, etc... as base items. I made an item `fs_core:infested_leaves` but it'll be a pain to add manually each type of infested leaves, that's why I was looking for a way to change `fs_core:infested_leaves` dynamically, depending on the original leaves type |
19:22 |
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19:25 |
thetoolman |
hey so i tried to print a variable in a mod and it came out as userdata: hash |
19:26 |
thetoolman |
doing this with a luacontroller in mesecons |
19:26 |
thetoolman |
or actually nvm that, im triggering it with a lua controller but this comes from print(var) in the mod |
19:27 |
Gael-de-Sailly |
Unarelith: so you can use the node metadata |
19:28 |
Gael-de-Sailly |
I'm trying to find a simple example of code using them |
19:28 |
thetoolman |
but is there a way for it to dump that 'userdata' reference? |
19:28 |
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19:29 |
Gael-de-Sailly |
thetoolman: I was speaking to Unarelith. I don't know much about mesecons, sorry |
19:29 |
Unarelith |
Gael-de-Sailly, this is the node I'm talking about: https://github.com/Quent42340/FromScratch/blob/master/fs_core/infested_leaves.lua |
19:33 |
Gael-de-Sailly |
so if you colorize the texture, this is not exactely the same texture |
19:33 |
Gael-de-Sailly |
so you can't use metadata |
19:35 |
Gael-de-Sailly |
I think the only way to do this is to register each combination of leaves type and "infestedness" value in a double loop |
19:35 |
Hawk777 |
thetoolman: a userdata object in Lua is vaguely like a pointer to a C++ object (given that Minetest is written in C++). It doesn’t have a structure you can navigate using standard Lua tools. |
19:37 |
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19:37 |
Hawk777 |
If you know which sort of userdata it is, then there are probably functions exported by the C++ API that you could use to do things with it, but you would have to know what it is. |
19:38 |
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19:38 |
Hawk777 |
doc/lua_api.txt in the Minetest source tree will be your friend for further exploration there. |
19:38 |
thetoolman |
what about when a print gives me a table: hash? |
19:38 |
Unarelith |
Gael-de-Sailly, a function to retrieve all nodes info from a group would be really useful then since I'm only working on `group:leaves` |
19:38 |
Unarelith |
I don't know if something like that exists |
19:39 |
deltasquared |
is there an internal limit on how many craftitems can be registered? I was pondering an idea to fake images for tools made from parts by registering every combination ahead of time, but I realised that could quickly get very stupid |
19:39 |
Hawk777 |
thetoolman: a table is table, so you can iterate through it with pairs and print its keys and values. |
19:39 |
deltasquared |
Unarelith: would iterating over the registered_nodes table one time and then caching that not work? |
19:39 |
thetoolman |
thx |
19:40 |
Unarelith |
deltasquared, seems like a lot of changes for a single texture swap |
19:40 |
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19:40 |
deltasquared |
Unarelith: I don't follow |
19:40 |
Krock |
the limit of items is your memory and patience while loading the game |
19:40 |
BillyS |
Meep |
19:40 |
rubenwardy |
thetoolman: print(dump(t)) |
19:40 |
deltasquared |
oh look out, a wild corium blob |
19:41 |
BillyS |
Yay, delta! |
19:41 |
rubenwardy |
deltasquared: 62000 ish, I think |
19:41 |
Krock |
rubenwardy: no. that's for nodes |
19:41 |
Krock |
and it would be 32k |
19:41 |
BillyS |
Where is the repo for your bolling ball / sponge mod? |
19:41 |
BillyS |
*bowling |
19:41 |
rubenwardy |
oh right, because items don't use cIDs |
19:41 |
BillyS |
*mods |
19:41 |
Krock |
^ |
19:41 |
rubenwardy |
and half of the space is reserved for unknown nodes |
19:41 |
deltasquared |
BillyS: https://github.com/thetaepsilon-gamedev/ , there are in there |
19:42 |
BillyS |
Ah, thx |
19:47 |
Ruslan1 |
Hi |
20:04 |
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20:07 |
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20:10 |
deltasquared |
Krock: I guess then the only recourse would be to stress test it to see what happens when one registers a crapton of items |
20:22 |
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20:23 |
rubenwardy |
ping timeout, it appears |
20:23 |
Alexand{er|ra} |
Wow. I must be tired. I almost wrote this into my code: "minetest.get_player_by_name(name):get_player_name()" |
20:25 |
rubenwardy |
lol |
20:26 |
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20:27 |
Alexand{er|ra} |
I keep leaving the Minetest client open by mistake and not noticing it. It used to be that if I left the client open (even in the main menu), my machine would overheat. These days though, the client's optimised enough that as long as I'm not actively doing anything in the game, I can usually get away with the client running. |
20:28 |
rubenwardy |
few days ago I mentioned overheating problems |
20:29 |
Alexand{er|ra} |
Huh. Maybe it's not fixed then? Maybe it's just my machine then. |
20:30 |
rubenwardy |
I have an XPS13, they're renowned for overheating due to how slim they are |
20:30 |
rubenwardy |
it's fine on other games though |
20:31 |
Alexand{er|ra} |
It's annoying how singleplayer mode bypasses protection. It makes it difficult to test code that relates to protection. |
20:31 |
rubenwardy |
other games are more single cored than Minetest, that could be why |
20:31 |
rubenwardy |
is this with areas? |
20:31 |
rubenwardy |
you need to add `give_to_singleplayer = false` to privs in areas/init.lua |
20:32 |
Alexand{er|ra} |
Oh, great. I forgot that when running in server mode, you automatically get *all* the privileges, including the one that bypasses protection. I need two clients to test protection code. That's stupid. |
20:33 |
rubenwardy |
I can revoke protection_bypass from myself |
20:33 |
rubenwardy |
oh wait |
20:33 |
Alexand{er|ra} |
Okay, that's done with a privilege in singleplayer too? Sweet. Fixable then. Thank you! |
20:33 |
rubenwardy |
you're using 0.4.17.1? |
20:33 |
rubenwardy |
*0.4.x? |
20:34 |
Alexand{er|ra} |
Works perfectly now. |
20:34 |
Alexand{er|ra} |
rubenwardy: Yes to both. |
20:36 |
Alexand{er|ra} |
I think I'm about ready to get a server up now. The only thing I'm missing is ... an Internet connection. |
20:36 |
Krock |
Alexand{er|ra}: @ the player name getter: This is not wrong if you check the object against non-nil first so you can ensure the player is online |
20:36 |
Alexand{er|ra} |
That might be kind of important. |
20:37 |
Krock |
Alexand{er|ra}: no problem. just use IPoAC |
20:37 |
Krock |
https://en.wikipedia.org/wiki/IP_over_Avian_Carriers |
20:37 |
Alexand{er|ra} |
Krock: Good point. I only need to know who they are though. It's for a protection mod. |
20:37 |
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20:37 |
* Krock |
shamelessly advertises for simple_proteciton |
20:38 |
Alexand{er|ra} |
Krock: Huh. IPoAC might be a bit slow for a gaming connection. |
20:38 |
Krock |
oh yes indeed. but disregarding the latency it has a good data throughput |
20:38 |
Alexand{er|ra} |
Krock: It's actually server-specific protection, not usable by players. For regions of the world I want to reserve for administrative use. |
20:39 |
Alexand{er|ra} |
I suppose it does. You could put a lot of data on a bird, with data storage compactness being what it is today. |
20:43 |
Unarelith |
is it possible for a node to have some kind of "subnodes"? for example, my barrel can contain liquids and blocks so I'm thinking it could be useful to separate the content rendering from the barrel itself instead of creating nItems * nStates nodes |
20:44 |
Alexand{er|ra} |
Unarelith: If the textures are different, that's not possible for now. |
20:44 |
Krock |
Unarelith: add a basic barrel and put the stuff in as objectrs |
20:44 |
Krock |
*objects |
20:44 |
Alexand{er|ra} |
If it's a closed barrel, you could use key/value pairs in the node's metadata. |
20:44 |
Krock |
...or just an inventory |
20:44 |
Unarelith |
it's an open barrel, that's why I'm talking about content rendering |
20:45 |
Unarelith |
and it's not an inventory, it's a composting barrel |
20:45 |
Alexand{er|ra} |
Yeah, you'll either need separate nodes or you'll need entity objects like Krock said. |
20:45 |
Krock |
entities for demonstration: https://raw.githubusercontent.com/SmallJoker/stapled_bread/master/screenshot.png |
20:45 |
Krock |
works perfectly for decorative purposes |
20:46 |
Alexand{er|ra} |
Is that the mod about stapling bread to the wall, ha ha? |
20:46 |
Krock |
yes |
20:46 |
Krock |
requires 5.0-dev, though. |
20:46 |
Krock |
!mod stapled_bread |
20:46 |
MinetestBot |
Krock: Stapled bread to trees [stapled_bread] by Krock - https://forum.minetest.net/viewtopic.php?t=20215 |
20:47 |
Alexand{er|ra} |
Aw. I guess I won't be able to staple bread to my trees like that. How ever will I get by? |
20:48 |
Krock |
stapling entire bread is hard indeed |
20:48 |
Alexand{er|ra} |
It only works with farming bread, but you have two bread types ... Does 5.0.0 have two types of bread then? |
20:49 |
Krock |
oh. I thought it uses raycast but actually it doesn't. -> 0.4.x compatible |
20:49 |
Krock |
inb4 the mod registers "bread slice" |
20:49 |
Krock |
can be crafted using regular bread |
20:57 |
Unarelith |
<Alexand{er|ra}> Unarelith: If the textures are different, that's not possible for now. <= is it planned btw? |
21:00 |
Krock |
déjà vu |
21:02 |
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21:02 |
deltasquared |
well I wrote a mod registering a million items and my system hard locked |
21:03 |
deltasquared |
but only on integrated GPU. discrete one (heaps more VRAM among other things) handled it fine |
21:03 |
deltasquared |
I suspect there's a bug in my gpu drivers for that to happen |
21:03 |
VanessaE |
damn man |
21:03 |
VanessaE |
poor minetest |
21:03 |
Alexand{er|ra} |
Unarelith: I don't think so. |
21:03 |
deltasquared |
erm brb channel glitch |
21:04 |
rubenwardy |
it is planned, but won't happen unless someone works onit |
21:04 |
Alexand{er|ra} |
Oh. Never mind then. |
21:04 |
deltasquared |
VanessaE: apparently registering one item per possible texture combination for a tinkers construct type mod is a bad idea |
21:04 |
deltasquared |
500,000 was fine, 600,000 and everything caught fire |
21:05 |
Alexand{er|ra} |
deltasquared: You say that like fire's a bad thing. Wasn't it the goal? |
21:05 |
Alexand{er|ra} |
Fire is always the goal. |
21:06 |
deltasquared |
Alexand{er|ra}: but muh gaming rig |
21:06 |
* Alexand{er|ra} |
starts digging through gravel, looking for flint |
21:06 |
Unarelith |
deltasquared, you're the author of melterns? |
21:06 |
deltasquared |
Krock: so in conclusion, not only is loading time a factor, but past a certain point and things catch fire |
21:06 |
deltasquared |
Unarelith: no, but thinking of contrib at some point |
21:06 |
deltasquared |
because I loved tinkers construct |
21:07 |
Unarelith |
same haha |
21:07 |
deltasquared |
but I don't love minecrap any more. :P |
21:07 |
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21:07 |
Unarelith |
same hahahaha |
21:10 |
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21:20 |
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21:29 |
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21:44 |
BillyS |
Hmm, is there a way to remove all nodes from the map below a certain limit? |
21:45 |
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21:45 |
Krock |
/deleteblocks |
21:46 |
Krock |
or custom scripts |
21:47 |
BillyS |
custom scripts as in directly editing the map.sqlite file, or writing a mod? |
21:48 |
BillyS |
Actaully, I could probably just do it with one huge minetest.delete_area |
21:48 |
BillyS |
Wait, minetest.delete_area doesn't force the block to re-generate, does it? |
21:48 |
BillyS |
Krock: ^ |
22:00 |
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22:04 |
Krock |
yes, yes and yes |
22:04 |
Krock |
for latter: yes, it doesn't force-load AFAIK |
22:15 |
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22:25 |
BillyS |
Ok, thx |
23:56 |
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