Time |
Nick |
Message |
00:00 |
Alexand{er|ra} |
Sweet, I'm halfway across the map now, in one dimension. I'm zipping along much more nicely now! Still, I'm checking up to the entire surface area, so that's a two-dimensional space. A long way to go yet. |
00:01 |
Alexand{er|ra} |
Oh, I just made it to one percent of a positive test result though, so maybe I'll have a positive result before I go to bed and won't need to scan much of the surface. |
00:13 |
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03:05 |
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03:20 |
* Alexand{er|ra} |
nervously checks their disk's free space |
03:21 |
Alexand{er|ra} |
This world-generation test is taking forever, but I guess it isn't eating as much disk space as I feared it would. |
03:33 |
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03:35 |
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03:40 |
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03:59 |
Alexand{er|ra} |
I think my client has somehow become disconnected from its server, in a single-player game. Not sure how or why, but nothing works any more. |
04:01 |
Alexand{er|ra} |
I can't restart the game either, as that'd restart the world survey from the beginning. |
04:03 |
Alexand{er|ra} |
Ugh. My CPU is running at max. I'm going to have to restart whether I like it or not. |
04:07 |
Alexand{er|ra} |
Ha, the client can't even figure out how to shut down now. |
04:07 |
Alexand{er|ra} |
Al least trying to shut it down dropped CPU to a little over half. |
04:32 |
ChimneySwift |
does the player have to generate the world? you can generate world at full speed with minetest.emerge_area |
04:59 |
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05:38 |
Alexand{er|ra} |
ChimneySwift: Oh my, you're a life saver. I'll try that. |
05:39 |
Alexand{er|ra} |
I just need the area loaded long enough for an ABM to run, so it doesn't even have to stay in memory long. |
05:43 |
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05:59 |
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06:09 |
Alexand{er|ra} |
I don't think minetest.emerge_area() is emerging anything. I even added a callback that simply prints stuff to the chat to be sure, and nothing is printing. |
06:42 |
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06:42 |
Alexand{er|ra} |
Great. I ended the experiment for nothing. I'll have to start from the beginning. Again. |
07:18 |
ChimneySwift |
6O.o I've used it to generate a ton of map before, you could force load the chunk until you've made your checks then continue |
07:28 |
Alexand{er|ra} |
ChimneySwift: It's not even loading any chunks though. |
07:29 |
Alexand{er|ra} |
OH! Misunderstood. I;ll try the force-loader next then. |
07:45 |
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08:19 |
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08:21 |
MinetestBot |
[git] paramat -> minetest/minetest: Declare mapgens v5 and flat stable. Add missing carpathian (#7942) 4000735 https://git.io/fpXE6 (2018-12-05T08:18:44Z) |
08:23 |
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08:28 |
MinetestBot |
[git] CoderForTheBetter -> minetest/minetest: Fix player rotations (#7941) 8cc75c0 https://git.io/fpXuf (2018-12-05T08:28:09Z) |
08:34 |
* Alexand{er|ra} |
starts spinning players |
08:37 |
Xiong |
I've noticed three features of the Android port that have some utility; I wonder if anyone cares to comment. |
08:38 |
Xiong |
(1) Autojump: a mixed blessing but usually handy. |
08:43 |
Xiong |
(2) Pointing where touched, not at crosshairs: very mixed. I used to depend on slewing my head to look at blocks while eyeing the hud. Oh, that's a block of foo. Android generally requires I touch the node and even then, the debug text that names the node is cut off, unreadable. But there's an advantage in placing or digging off-axis while walking and keeping axis aligned. |
08:47 |
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08:50 |
Xiong |
(3) Creeping only to edge of block: I'd like to know if this is specific to Android or part of the changes master mt has made in the past few years. Formerly, creeping allowed to go past the edge just a tad, actually overhanging it... I could hang on by one toe and, say, place a block. And releasing the creep key, fall straight down. Now when I release creep, I stay on the upper edge... and can't creep so far. I think this is an i |
08:53 |
Xiong |
Overall, mt on Android stinks but then, most stuff on Android stinks. Don't think it's even an engineering issue but a basic limitation of a handheld device. This game just bangs hard into those limitations. |
08:58 |
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10:42 |
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10:45 |
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13:04 |
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13:33 |
scr267 |
:q |
13:33 |
scr267 |
er |
13:33 |
scr267 |
wrong window ignore that :-/ |
13:38 |
rubenwardy |
We get it, you use vim |
13:39 |
scr267 |
XD |
13:47 |
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14:09 |
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14:34 |
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14:35 |
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14:43 |
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14:54 |
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15:11 |
Xiong |
Can anyone guess why I might be having an issue? My rubber tree trunks are not refilling after being tapped (with a tap, for latex). |
15:12 |
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15:13 |
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15:15 |
Xiong |
I have tried several obvious experiments and a few perhaps less so. I have gone back to study-up. One source says, refills in a day; another, a few minutes; yet another, some time. I have waited over a realtime day and several hours of play. I have an admin anchor set nearby, enabled and set to a more than sufficient radius... and checked to see it works. |
15:17 |
Xiong |
I have frozen time into eternal day and set it to cycle 1 game day per realtime minute. I have replaced the block under a rubber tree block with dirt. |
15:19 |
Xiong |
My newest try is to tap a natural tree, which I did not plant and have never touched before. I tapped just 5 blocks. I'll check after running game awhile. In fact, I'll go stand there and let game run while I pick my nose. |
15:28 |
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15:34 |
Xiong |
Nothing. In years past, I've built a pile of cut blocks, tapped them, and they've refilled within a reasonable time. I don't recall any specific gotcha about it. |
15:36 |
* twoelk |
wonders how picked Xiong's nose might be by now |
15:38 |
Xiong |
Ha! |
15:38 |
twoelk |
struck blood or rubber? |
15:38 |
Xiong |
Just now, I noticed one natural block refill before my eye. |
15:39 |
Xiong |
Two of five refilled in less than 20 realtime min. |
15:45 |
Xiong |
The latex "farm" is unaffected, still all empty. |
15:49 |
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15:51 |
Xiong |
Now all five naturals refilled. WTF? Did someone decide to obstruct latex farming and force players to work natural trees only? Hopefully a rubber tree plantation is okay, just not a wall of cut blocks. |
15:52 |
* Xiong |
goes to peek moretrees source |
15:57 |
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16:00 |
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16:02 |
Xiong |
Ha! |
16:05 |
Xiong |
Before peeking in the back of the book I decided on another whatif... attached precut rubber tree leaves to the block wall... just a few in a row. Now some blocks have refilled... quickly, too. There's built-in uncertainty in the refill time, of course. I'm waiting to see if I can pick out the radius of effect. |
16:17 |
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16:23 |
Xiong |
If anyone cares about the details... two walls, each 5 wide by 10 tall. Control wall still no refill; 5 leaf blocks on first wall, 10 trunk blocks refilled... no pattern. |
16:23 |
Xiong |
Clearly somebody is checking for rubber tree leaves. |
16:28 |
twoelk |
so I can't just tap my log hut - sounds legit |
16:28 |
twoelk |
except maybe if I have a roof made of leaves |
16:29 |
scr267 |
VanessaE: what's the license and original author of the plasmascreen mod? Is that you? I'm just checking because I need to fork in order to make a train operations centre with plasma screens that show specific things. |
16:29 |
Xiong |
Yes, semi-realistic. |
16:31 |
Xiong |
The radius of effect seems to be 3. That is, I placed leaves in a horizontal row and some blocks in that row refilled... also some in the three rows below and above, with no refilling outside that band. |
16:32 |
VanessaE |
scr267: I don't remember off hand |
16:32 |
VanessaE |
but it's probably in the commit history |
16:32 |
scr267 |
VanessaE: No worries, I will re-base off your latest and I'll go from your license. |
16:32 |
scr267 |
Thanks :() |
16:32 |
scr267 |
:) |
16:32 |
VanessaE |
but THOSE plasma screens aren't appropriate for an in-train display |
16:32 |
scr267 |
It's not for in train |
16:32 |
scr267 |
it's for the operations centre |
16:33 |
VanessaE |
oh right. Still, they do nothing but show animated textures. better you should use a digilines LCD |
16:33 |
scr267 |
mostly I'm just going to modify the textures... One screen will specifically have a single texture showing a train map |
16:33 |
scr267 |
Oh? |
16:33 |
scr267 |
hum... They are much smaller though |
16:33 |
VanessaE |
or maybe one of the "highway" signs in street_signs mod |
16:33 |
VanessaE |
those go as big as 3x2 nodes |
16:33 |
Xiong |
But wait. Refilling slower than natural tree. As if... each leaf block has an additive effect. So I just went and covered the wall, on one side. |
16:33 |
VanessaE |
though they aren't digilines-aware |
16:33 |
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16:34 |
scr267 |
Ok thanks for pointing that out... I will try both before I start messing about with textures :) |
16:34 |
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16:34 |
Xiong |
Hi VE. You don't have anything to do with a rubber tree block refilling after being technic:tapped, do you? |
16:36 |
VanessaE |
no |
16:36 |
VanessaE |
I think that part is purely technic; moretrees just spawns/grows them. |
16:36 |
VanessaE |
scr267: good luck. |
16:36 |
scr267 |
By the way, the highway signs - can they display images or just text? |
16:37 |
VanessaE |
text and a scant handful of graphics. LED marquees can do more graphics, but are MUCH larger |
16:37 |
scr267 |
Ok cool I will try it out in local :) |
16:37 |
VanessaE |
the only mod I"m aware of that can do arbitrary graphics is the painting mod |
16:39 |
scr267 |
ok |
16:40 |
VanessaE |
pull requests welcome against street_signs and signs_lib to do arbitrary graphics ;) |
16:41 |
scr267 |
That reminds me, I installed signs_lib the other day and it broke a whole bunch of other nodes including some of the lights that I had. |
16:41 |
scr267 |
Kinda odd... |
16:41 |
scr267 |
They became unknown nodes |
16:41 |
scr267 |
Maybe those lights mod needed to be updated? |
16:42 |
VanessaE |
? |
16:43 |
VanessaE |
maybe you forgot to install some dependency |
16:43 |
VanessaE |
(maybe basic_materials) |
16:43 |
scr267 |
Maybe... well, I need to clone my VM so that I have a proper dev environment... Once I do that I'll start prepping some proper tests :) |
16:44 |
VanessaE |
(that's used by several of my mods now) |
16:44 |
Xiong |
VE, that's what I thought. Scroll back and you'll see behavior new to me. I think I have a handle on it... which is good, better than poking in technic source. Not sure if moretrees is running the rubber at all, really, or if the copy technic deploys fails to check before barging in. Bet the refill code is elsewhere. |
16:45 |
VanessaE |
I'm 100% sure that's not a moretrees behavior |
16:45 |
VanessaE |
should be in technic |
16:45 |
scr267 |
I've got basic_materials actually - very useful by the way - I like the idea... Brand new is it? |
16:46 |
VanessaE |
scr267: relatively new yeah. I got tired of all the item duplication I kept seeing, so basic_materials was botn |
16:46 |
VanessaE |
born* |
16:46 |
scr267 |
good idea... |
16:47 |
VanessaE |
the rule there is if two or more mods have or need a specific item, and it's more or less equivalent in all of them, that item may be a candidate for basic_materials |
16:47 |
Xiong |
Right. So if technic wants to be able to use moretrees when it's installed... they can't just bust off your rubber trees and fork them. I need to find another file for refill code |
16:47 |
Xiong |
... not to worry! |
16:47 |
VanessaE |
some compare basic_materials to mtg default, so be it :) |
16:48 |
VanessaE |
Xiong: in fact at one time technic had its own rubber trees. |
16:48 |
scr267 |
:) |
16:48 |
VanessaE |
eventually they were removed in favor of moretrees' version. |
16:49 |
scr267 |
By the way if I fork plasmascreen am I allowed to switch License to GPL? |
16:49 |
Xiong |
Sure? Docs says otherwise... not that I trust docs. Docs claim technic checks for moretrees and installs "a copy" if not found. |
16:50 |
scr267 |
Not quite sure if I am allowed to do that or not, or whether I even should.. |
16:50 |
Xiong |
I gotta go poke the code and see myself, scratch itch. |
16:51 |
scr267 |
I'll just do it as LGPL... easier that way |
16:53 |
Xiong |
There's still this: https://github.com/minetest-mods/technic/blob/master/technic_worldgen/rubber.lua |
17:00 |
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17:01 |
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17:02 |
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17:03 |
Xiong |
And there's the little wrinkle: https://github.com/minetest-mods/technic/blob/master/technic/tools/tree_tap.lua |
17:06 |
Xiong |
At the end, of course: https://0bin.net/paste/7c319kJMjy4Gqz6t#WTf1EXD3tiUV9v8QwkHu4adWeTxEVKfqx2KSn1kflEJ |
17:08 |
Xiong |
It's not immediately obvious that more leaves should increase the odds of success... but experiment suggests it. |
17:11 |
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17:12 |
Xiong |
The experimental wall is about 75% full now; control wall still empty. I'm going to tap dry after attaching what should be minimum leaves and we'll see. |
17:19 |
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17:20 |
Xiong |
scr267 What are you doing with your forked plasma? |
17:20 |
scr267 |
Xiong: I'm building a train operations centre and I needed large screens which could display some info like: map, timetables, etc... |
17:21 |
scr267 |
So I'm looking at how I might be able to modify it to fit that need |
17:24 |
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17:26 |
Xiong |
Real info or eye candy? |
17:27 |
scr267 |
Xiong: Not quite sure yet... for the moment I'm starting with eye-candy as real info might end up causing lag. |
17:27 |
* Xiong |
ponders the cornfield meet of minetest and openttd |
17:27 |
scr267 |
XD |
17:28 |
scr267 |
We had an empty building which was right above the entrance of the subway tunnels, so we decided to turn it into an operations centre for the subway... mostly it is eye-candy |
17:29 |
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17:29 |
scr267 |
So, as I added the plasma screens I thought they look cool, but they are just like screen savers... they should reflect a bit more their true purpose |
17:31 |
VanessaE |
maybe fork street_signs, strip it down to just what you need, add some graphics? |
17:32 |
VanessaE |
plasmascreen mod just ain't meant for status displays :) |
17:32 |
scr267 |
Yeah ... true enough |
17:32 |
scr267 |
I'm still testing a few things locally... I'm also stuck trying to fix a few unrelated things so its not happening right now :-/ |
17:33 |
VanessaE |
well pick up the pace, damn it :) |
17:33 |
VanessaE |
hop to! chop-chop! :) |
17:33 |
scr267 |
LOL |
17:34 |
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17:36 |
Xiong |
I have an idea... derivative of signs: stickers. Signs look good but I think they skew toward hectoring server admins: room for considerable fine print. And as usual, the signs look really really good. I'd rather have blank stickers as flat and plain as possible, only a half-node tall, and with fatter text and a selection of useful symbols. |
17:38 |
Xiong |
What I really want to say in a sticker, in daily play, is two quarter-node symbols' worth: eg, LAVA UP or STAIRS LEFT. |
17:39 |
VanessaE |
there are signs mods that do that |
17:39 |
Xiong |
I was delighted when signs displayed text visibly, and not just metadata seen in hud. |
17:40 |
VanessaE |
imho they usuallyy look horrible, bad textures, low resolution, and not being model-based means jaggy edges |
17:40 |
Xiong |
Really? Don't say "roads"; that's a heavyweight. |
17:40 |
Xiong |
Oh. |
17:40 |
VanessaE |
nah, I forget where I saw it |
17:41 |
VanessaE |
but it's a recent one, probably forked from signs_lib |
17:41 |
Xiong |
Well, I'm not hot for bum stuff. |
17:41 |
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17:44 |
Xiong |
The thing that stops me is the common use case of signing an inside corner. Stickers need to adapt to that. The other thing is stickers on chests. That's the driver for half height: I tap the chest more often than the sign. |
17:46 |
Xiong |
I think signs_lib is the obvious point of departure. I wouldn't fool with scratch. |
17:48 |
VanessaE |
the only way to adapt to THAT is a new sign model |
17:48 |
VanessaE |
BUT |
17:48 |
VanessaE |
that's easy |
17:49 |
VanessaE |
see street_signs intersection sign |
17:49 |
VanessaE |
it does exactly that. |
17:49 |
VanessaE |
(though the positioning of the text is centered in the node rather than on the walls) |
17:50 |
VanessaE |
the first line input into the text entry widget goes on the top sign, second line on the bottom sign, 90° rotated from the top |
17:50 |
VanessaE |
all it took was a properly-drawn mesh for the entity |
17:56 |
Xiong |
Well, another thing I can worry instead of sleeping. |
17:59 |
Xiong |
I'm ending the rubber trial. The wall with exactly two leaf block is filling faster than the one well covered. I'll assume this outcome is due to chance and that any number of leaves within radius have the same effect. |
18:00 |
Xiong |
Only three hours to define new undocumented feature. :) |
18:00 |
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18:05 |
* twoelk |
wonders wether he sneak the info to the wiki |
18:07 |
twoelk |
hm, adding the technic modpack info to the wiki would be quite a task |
18:07 |
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18:09 |
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18:09 |
rubenwardy |
the wiki is a weird place for mod info |
18:09 |
rubenwardy |
I guess it's fine if it's contained in a dir, means you can link between things :) |
18:12 |
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18:13 |
rubenwardy |
errr |
18:13 |
rubenwardy |
https://dev.minetest.net/eat |
18:13 |
Krock |
nom nom |
18:13 |
rubenwardy |
looool https://dev.minetest.net/minetest.raycast |
18:15 |
Krock |
well, it's documented |
18:15 |
Krock |
funny tho |
18:16 |
rubenwardy |
wish Minetest used a format like read the docs instead of the crappy mega text file |
18:16 |
rubenwardy |
ideally auto generated |
18:24 |
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19:08 |
scr267 |
rubenwardy: there are tools that do that pretty effectively...no chance of using these with minetest? |
19:09 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Gradle now copy most of assets 56f22bf https://git.io/fp12y (2018-12-05T19:08:46Z) |
19:23 |
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19:51 |
p_gimeno |
Is it possible to control a door using something that is not visible? Something like, power it from the second node below it. |
19:53 |
p_gimeno |
I'm making a door that closes automatically. It works, but it needs a mesecon torch next to it, which is ugly. |
19:55 |
p_gimeno |
The next best option would be to use a mese block, which restricts the aesthetic. |
19:57 |
p_gimeno |
Unfortunately, not even a mese block under it works. |
19:59 |
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20:20 |
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20:25 |
Xiong |
p_gimeno I recall working that same goal, years ago; and a tough nut. I threw in a player-detect block, too. I remember I got the door working after a great deal of fussing, a tangle in the basement, and still not quite to my satisfaction. |
20:28 |
Xiong |
What does work and very simple is, build a door that is shut both ways. Think of it sort of like 1/4 of a revolving door. Doors don't sweep the volume between positions so you can stand in front, tap, and bam it's closed behind you. This is an airtight solution. |
20:31 |
Xiong |
We built a lab near spawn and added these always-closed doors... worked great. Eventually some idiot lagged through the wall... but security is an illusion. |
20:36 |
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20:42 |
p_gimeno |
thanks Xiong, I'll consider the options |
20:44 |
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20:45 |
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20:46 |
p_gimeno |
hmm, a mese block under the door actually works |
20:47 |
p_gimeno |
it seems I need two, to power one from the side |
20:49 |
p_gimeno |
ah, a vertical mesecon can power that block |
20:50 |
p_gimeno |
time to think of a layout now |
20:52 |
p_gimeno |
ah dang, it depends on the kind of door, whether it accepts powering from the bottom node or not... |
20:55 |
* p_gimeno |
prepares for another session of Lua debugging horror |
21:06 |
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21:09 |
p_gimeno |
it's the homedecor doors that don't admit powering from below, it seems |
21:21 |
p_gimeno |
apparently, mesecons can only meseconify the default doors, but not the homedecor doors, therefore homedecor has its own support for mesecons, which doesn't include powering from below... sigh |
21:27 |
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21:30 |
p_gimeno |
Adding rules = mesecon.rules.pplate to the mesecons definition in the register_node call in homedecor solved it. Yay! |
21:31 |
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21:35 |
p_gimeno |
@VanessaE, would that be considered a bugfix in homedecor? or is it intentional or something? |
21:39 |
VanessaE |
PR welcome :P |
21:40 |
VanessaE |
afaik, there's no reason not to let HD's doors respond to mesecons |
21:46 |
p_gimeno |
where's the repo? on GitLab? |
21:46 |
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21:47 |
nisa |
p_gimeno: nope microsofts github. |
21:48 |
nisa |
p_gimeno: :( |
21:48 |
* p_gimeno |
sighs |
21:48 |
p_gimeno |
then I can offer a patch, but not a PR |
21:49 |
nisa |
p_gimeno: ask celeron55 |
21:49 |
nisa |
He is the maintainer. |
21:49 |
p_gimeno |
wait, I'm taking about homedecor |
21:50 |
nisa |
Oh |
21:50 |
rubenwardy |
p_gimeno: gitlab |
21:50 |
p_gimeno |
\o/ |
21:50 |
nisa |
:D |
21:50 |
p_gimeno |
thanks |
21:50 |
VanessaE |
https://gitlab.com/VanessaE/homedecor_modpack |
21:51 |
nisa |
Homedecor is an server essentiallity for me. :D |
21:52 |
nisa |
Xdecor is also cool... |
21:53 |
nisa |
Where is the technic mod repo? |
21:54 |
VanessaE |
https://github.com/minetest-mods/technic |
21:55 |
nisa |
Ah okay. |
21:55 |
nisa |
Thx |
21:55 |
nisa |
Who is the maintainer/maindev of technik? |
21:56 |
nisa |
*the technic mod. |
21:56 |
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21:57 |
VanessaE |
nisa: several of us contribute to it. |
21:57 |
nisa |
Ah real bad angle. Looks pretty inactive. |
21:57 |
VanessaE |
he died. |
21:57 |
nisa |
? |
21:58 |
nisa |
Oha |
21:58 |
nisa |
Okay |
21:58 |
VanessaE |
RealBadAngel died a few years ago. heart attack. |
21:58 |
nisa |
:( |
21:58 |
VanessaE |
nore does most of the merging now |
21:58 |
nisa |
Okay. Thx |
21:58 |
VanessaE |
I make small contribs to it now and again |
22:00 |
nisa |
Okay. |
22:00 |
p_gimeno |
update: that issue was fixed this August (55fea4f), I just wasn't using a recent version |
22:01 |
* nisa |
hopes some new graphical updated. |
22:02 |
nisa |
*updates. |
22:04 |
nisa |
The first version of minetest that i have ever played was 0.4.13 :) That is a long time ago, I was 11 years old.. idk why but I loved minetest before I played it the first time. |
22:04 |
nisa |
XD |
22:05 |
nisa |
Suddenly Minecraft was out-of-interrest. |
22:07 |
nisa |
I think that was 2 years ago. I was playing an outdated version from ubuntus repository. :( |
22:08 |
nisa |
Maybe even 2.5 years |
22:15 |
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22:41 |
p_gimeno |
"Mission Automatic Door" complete! \o/ |
22:42 |
p_gimeno |
and I've just learned a new use for vertical mesecons (or maybe THE use) |
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