Time Nick Message 00:00 VanessaE by mining for coal? 00:00 VanessaE coal spawns underground, in stone. dig with a wooden pick at first, then use some sticks and cobble to make a stone pick. 00:01 VanessaE coal isn't very deep - 10 m or less I think 00:01 VanessaE (and, there are mods that will add a tree -> coal cooking recipe) 00:04 zaphraud well I did just compile this from source.. (looks side to side) 00:04 VanessaE heh 00:04 VanessaE did you make sure to install minetest_game also? 00:04 VanessaE without that you'll just get a minimal testing environment 00:05 zaphraud yeah had to copy it over from the ~/.minetest folder where the non-dev install put it 00:05 zaphraud just kidding I put a fresh download 00:05 zaphraud it generates worlds that have new types of dirt in them. 00:05 VanessaE ok. 00:05 VanessaE then yeah, start diggin' :P 00:09 Lone-Star if i created a texture and just simple gave someone else permission to use it, does it still need a license? 00:10 sfan5 if you don't put a license on it, all rights will be reserved 00:10 sfan5 and if I were that "someone else", I wouldn't use your texture unless the licensing is clear 00:10 Lone-Star MIT is fine? 00:12 sfan5 licenses like cc-by-sa are preferable for media (textures, sounds, ...) 00:12 sfan5 but you 00:12 sfan5 can use MIT for textures if you absolutely want 00:13 kaeza A CC one will better fit media files I think. 00:13 Lone-Star ok. licenses confuse me 00:13 kaeza E.g. CC-BY-SA. 00:17 zaphraud only had to change one line of code :D 00:18 kaeza Stupid laggy connection. 00:19 kaeza Asdf 00:19 zaphraud diff src/light.cpp* 00:19 zaphraud 72c72 00:19 zaphraud < light_LUT[0] = 24; 00:19 zaphraud --- 00:19 zaphraud > light_LUT[0] = 0; 00:22 VanessaE ^ I guess that means it's time to make the server send the table to be used. 00:23 VanessaE which wouldn't be a bad idea anyway. I could see an argument for different lighting tables being set by a mod, to simulate different environments 00:25 sfan5 that's a pretty good idea 00:26 sfan5 have you opened an issue? 00:26 VanessaE no. 00:28 zaphraud I'm just using this on my own system at the moment, and wouldn't use a dev client in a competitive game. 00:29 zaphraud Are most people even compiling from source? 00:29 VanessaE sfan5: I only thought of that just then, and I'm sure someone else already has before me. anyway such a thing would be a breaking change. 00:30 VanessaE zaphraud: most use mobile clients now, so no. 00:30 zaphraud and yeah, there was an outer space environment that probably could benefit from different tables being sent. 00:30 VanessaE I'd guess it's 70% phone/tablet, 30% desktop 00:30 VanessaE (or laptop) 00:32 zaphraud closed source games had a problem with this years ago with people using custom video card drivers. I can't imagine protecting against it with open source. 00:33 zaphraud but sending the table from the server is a good idea anyway, for different environments. 00:33 VanessaE if the server sends the table to the client without cacheing, that makes it more cumbersome to force the client to use a custom table. 00:34 VanessaE anything that gets in the user's way when trying to "hack" a client is fine by mean, short of closed-source or DRM crap of cours 00:34 VanessaE e 00:34 VanessaE fine by me* 00:35 zaphraud no client side hacking going on here; the library I'm at firewalls out the ports used by the game anyway. strictly single player from here. 00:36 zaphraud I did use it from a church last month though. Played on your server a bit, making dirt. 00:36 VanessaE yeah, in your case it wouldn't matter, you could just write and install a mod to set the table to something custom if you wanted. 00:59 zaphraud when I updated the game to 5.0dev, does the "crafting guide" include new recipes, if there are any, or does the guide also need updating? 01:00 zaphraud zombies are walking in the water 01:00 zaphraud thats a zombie mod bug tho right? 01:02 p_gimeno crafting guide? I don't think there's one in minetest_game 01:03 zaphraud yeah I got a different one for it. craftguide-0.4.17.zip 01:03 p_gimeno all inventory mods I know that include crafting guides create them dynamically from the existing crafts 01:04 p_gimeno I'm not sure about that one in particular 01:04 zaphraud Yeah I don't see any data that looks like recipes inside its zip 01:16 zaphraud I like the fireflies 01:18 zaphraud How about a mod for an islamic suicide bomber? I'm pretty sure it wouldn't be hard to create from the existing creeper code. Just a few personality tweeks and then design stuff. 01:21 zaphraud with the brightness hack the outside looks like silicon valley at night. the sky never quite looses its blue 01:21 zaphraud although IRL its because of streetlights 01:30 zaphraud When using noclip, zombies will bang themselves against the wall until they die. not sure if thats intended or not 01:37 argyle77 Hi! Can anyone clarify the meaning of the is_ground_content flag? 01:38 zaphraud https://imgur.com/a/ElWsvE0 deep within the caves of minetest 5.0 01:39 zaphraud its foggy in there 01:47 zaphraud drenching a cave in lava from a higher cave is particularly satisfying. 01:50 paramat argyle77 have you found the documentation of that in lua_api.txt? 01:53 argyle77 I did. It seems intended to prevent caves from overwriting things that aren't ground content. 01:53 argyle77 It doesn't appear to prevent dungeons though. 01:53 argyle77 I guess my question is, should it? 01:54 paramat correct it shouldn't 01:55 paramat hm dungeons can overgenerate and grief stuff ... good point 01:55 paramat so maybe it should 01:56 paramat are you able to open an issue at github? 01:57 argyle77 I can. I could also make a pull request. I'm playing with a one line change to dungeongen.cpp that seems to accomplish this, though I'm only just beginning to gain familiarity with the engine. 01:57 paramat yes near line 111 01:58 paramat PR would be good 01:59 paramat good chance i would +1 that 01:59 argyle77 Yeah, that's probably a better place for it. I was editing near 190, but I can try out there too. 02:01 paramat 11 is where nodes not allowed to be removed are set using the vmanip flag 02:01 paramat *111 02:02 argyle77 I see. Thank you paramat! 02:04 paramat ugh, starting a new world in semi darkness is so annoying :) 02:24 zaphraud pitch move. i like that mode 02:25 zaphraud what do dungeons cause problems with? 02:28 argyle77 They can cut through bedrock, though I'm sure there is a more likely set of things they might interfere with. 02:32 zaphraud I haven't gotten to the bedrock yet. Even in creative mode. It's just so far away. The dungeons seem alright so far. 02:33 zaphraud Even the "roads" in the villages in commercial minecraft are always messed up due to conforming to the surroundings. That's not really a positive IMHO. I think the NPCs who run those villages ought to have done a little grading work in cases where the road is actually impassable... 02:34 argyle77 Lazy NPCs 02:35 zaphraud "pitch mode" isn't listed in the keyboard layout selections. (pressing L). 02:35 zaphraud I found it by accident and I like it. 02:36 zaphraud makes fly mode about 1000x more cool 02:37 zaphraud turn on fly mode, turn on pitch mode, and then just hold down W and mouse 02:43 zaphraud I teleported down to the bottom and caves don't show any bedrock at all. There's just sky below me. 02:44 zaphraud -30912.5 02:44 zaphraud turning off noclip lets me fly under tho 02:45 argyle77 bedrock comes from mods 02:47 zaphraud I can see the sun now from -31400. 02:47 zaphraud going for that 16 bit edge 02:49 zaphraud -32779.7 not what I expected. Was thinking it would it at -32767. 02:49 argyle77 It will prolly crash 02:49 zaphraud oh lol. It crashed :D 03:50 argyle77 Do chunks have an overlap? 03:55 VanessaE no 03:56 argyle77 I can't figure out why the lowest generated node would be at -30912 03:58 VanessaE I forget the reasoning for that 03:59 argyle77 Oh I think I got it. Top most chunk straddles 0,0 with 3 mapblocks underground? 03:59 VanessaE that sounds right? :) 04:15 zaphraud My thoughts on the lowest generated node being where they are is to allow a sufficient safety barrier to avoid any need for bounds checking in other code elsewhere, both to simplify it and speed it up. 04:16 zaphraud gotta go. goodnight 04:17 argyle77 I understand that's the reasoning for the 31000 value, but I'm still not entirely sure why there isn't another chunk generated after 30912. There should be room for 1 more chunk. 16:35 argyle77 What is the recommended way to ensure that one's mod can be internationalized / localized? 16:36 argyle77 There appear to be both api hooks in the engine and internationalization mods. 16:42 p_gimeno one idea is to add a custom function and call it for every translatable string 16:43 p_gimeno e.g. function T(s) return s end ... message = T"This string is translatable" 16:43 p_gimeno in future you can replace the definition of T with something that actually translates 16:48 p_gimeno actually if you use S("string") instead of T"string" maybe you can use the MT translation toolchain more easily 16:51 p_gimeno but I'm not sure if that toolchain is intended for MT and MT Game only, maybe nore knows 16:52 nore it's for client-side translations, but is intended for global use 16:52 argyle77 Gotcha. I was looking at the intllib mod, which uses a similar format, but I just wanted to see if there was a best-practices 16:52 p_gimeno um, good point about client side 16:53 p_gimeno argyle77: do you want server-side translation or client-side? 16:54 argyle77 I don't know. I'm writing a mod, and I was just hoping there would be a relatively painless way to make sure it would be translatable. 16:55 p_gimeno if it's in a server, and people with several native languages connect, do you aim for the messages to be emitted to each user in their language? 16:56 p_gimeno or do you aim to have a single-language server? 16:56 argyle77 I'm not sure it matters so long as the user sees their own language. 16:57 p_gimeno server-side translation is way easier, but it means that servers are for a single language, e.g. a German server, a Spanish server, a Russian server... 16:57 p_gimeno (each with their own independent map, of course) 16:58 argyle77 At this point the translations would be mostly for node names and descriptions. I guess I'd be aiming for client-side translation in that case. 16:58 p_gimeno OTOH, client-side translation means the client needs to have the translation file for your mod 16:59 p_gimeno I'm not sure if that is even possible 16:59 p_gimeno does the server send translation files to the client? 17:00 argyle77 I don't know the answer to that one yet. 17:00 rubenwardy yes 17:00 rubenwardy the client gives the server a list of languages that the user knows 17:00 rubenwardy from the settings 17:00 rubenwardy then the server responds with a translation file 17:01 p_gimeno rubenwardy: and does that apply to community-made mods too? is there infrastructure for that? 17:01 rubenwardy yes 17:02 rubenwardy the API is designed for mods 17:02 argyle77 That sounds like what I want. 17:02 sfan5 kaeza: this is not supposed to happen is it? http://paste.debian.net/hidden/ae7d0dbb/ 17:02 rubenwardy I don't know how it works though 17:05 nore as for the API, the user just sends the language they want (the one the client is currently translated in), and the server sends the translation files ending in .[LANG_CODE].tr 17:08 sfan5 2019-02-12 17:07:43: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'kill' in callback environment_Step(): 17:08 sfan5 what exactly does it mean by this 17:09 sfan5 no, there is no traceback 18:23 diemartin sfan5: missing auth_table; haven't had the time to update to 5.0 18:23 sfan5 oh of course 18:48 jas_ Anyone ever experience slow multicrafting by tens, only when over some network? I had in the past, then it disappeared, and am now experiencing it again. 19:07 rocky1138 Just tried out the new 5.0 RC 19:07 rocky1138 It's really good. I haven't played Minetest in a while 19:07 rocky1138 Are there mobs yet? 19:12 jas_ Not i stock mtg, unless u count fireflies and butterflies -- they are nodes and don't move really. They animate instead. 19:41 diemartin sfan5: can you test https://github.com/minetest-mods/xban2/commit/6ed7efde665725a4a187315ac69db74d36fa0b06 ? 19:47 diemartin Hmm, it crashes for me. `iterator` seems to be nil... 19:49 diemartin Oh silly me, it's iterate. 19:58 diemartin now it works https://github.com/minetest-mods/xban2/commit/3b700453651e7119c2c48c62d009ed2edf336c93 20:01 diemartin sfan5: seems it's fixed. Thanks for the report 20:03 diemartin Doing dev stuff on a phone is a nightmare. 20:04 rubenwardy do you implement iterate()? 20:05 diemartin No? 20:05 diemartin Isn't it implemented by the default handler? 20:05 rubenwardy doesn't xban replace it? 20:05 rubenwardy ohhh 20:05 rubenwardy nevermind 20:06 diemartin It should, probably. 20:06 diemartin But too lazy. 20:07 diemartin PRs welcome :^) 20:08 rubenwardy xban isn't xauth 20:08 rubenwardy got confused 20:10 diemartin Ah I see. 20:46 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Statbars: Reduce initial update interval 13eea1fda https://git.io/fhQ51 (152019-02-12T20:45:38Z) 21:00 paramat argyle77 "there isn't another chunk generated after 30912. There should be room for 1 more chunk." core mapgen processes a mapchunk plus a 1 mapblock thick shell around it (which caves, dungeons and decorations often extend into), so 80 fits but 80+16 doesn't 21:02 argyle77 Gotcha paramat, thanks! I ended up borrowing the code from calcMapgenEdges to make the proper calculation in my mod. 21:10 DrFrankenstone paramat, MapgenBasic::generateBiomes() looks like an elegant and reasonably self contained function, I'm assuming if it were exposed to lua (after the feature freeze) then lua mapgens could build a chunk out stone/water/river_water then transform it quickly into the real biomes. Do you know/imagine there will be complications? 21:13 paramat good idea. we can already apply ore and decoration gen to a lua voxelmanip, biome gen is the one missing 21:14 paramat no idea if problematic or not, i just have to work out how to do it 21:20 DrFrankenstone I guess I was asking if passes the smell test with someone who's worked in that area, and it sounds like it does. It seemed to me to be an ideal solution for getting most mods working in beerholder's multimap, but obviously good for lua mapgens going forward as well. 21:43 jas_ (Or just inventory movements in general, like that of grabbing full bones.) 21:56 rocky1138 I think the biggest problem with minetest is that it has no built-in game "store" where people can download and play games built with the minetest engine, like the default game. As a brand new user, I have no idea what games are out there and available for me to play 21:56 rocky1138 Are minetest games hosted somewhere central? 21:56 rocky1138 like nexusmods or something? 21:56 benrob0329 rocky1138, there is an in-game content store that will be included in the next release 21:56 rubenwardy that's coming in 5.0.0 21:56 rubenwardy rocky1138: https://content.minetest.net 21:57 rubenwardy also see 21:57 rubenwardy !title https://forum.minetest.net/viewtopic.php?f=18&t=22078 21:57 MinetestBot rubenwardy: Minetest 5.0 release candidate 1 (5.0.0-rc1) - Minetest Forums 21:59 rocky1138 omg thank you for telling me this 21:59 rocky1138 and I am so happy someone has taken this on 21:59 rocky1138 lemme look at it 21:59 rocky1138 Can I provide some feedback? 22:00 rocky1138 First question: what's the difference between a mod and a game 22:00 rubenwardy note that most games havne't been updated for 5.0 yet 22:00 rubenwardy sure 22:00 rubenwardy heh 22:00 rocky1138 PS: Expect to get that question 50 million times until some description or something is put up haha 22:00 rubenwardy a video game is something you play 22:00 rubenwardy :D 22:00 rubenwardy https://www.minetest.net/customize/ 22:00 rubenwardy https://www.minetest.net/downloads/ 22:01 rubenwardy "You may also want to look at some games. Games provide basic game play for the engine to run using Lua scripts. Different games have different objectives, such as survival, building or Player vs Player. Usually Minetest comes with Minetest Game, to supply the default items and blocks. You can then add mods on top of a game in order to customize your experience further." 22:01 rubenwardy The idea is that the game implements the game play 22:02 rubenwardy gtg 22:05 rocky1138 thanks 22:07 rocky1138 Honestly this is amazing work rubenwardy 22:07 rocky1138 I love it 22:07 rocky1138 It kind of reminds me of itch.io but specifically for Minetest 22:12 rocky1138 I can't seem to claim my forum account, even though I'm signed into the forum. When I click the link, it just takes me to the front page of the forums. 22:12 rocky1138 I'll try the signature way. 22:13 rubenwardy being signed in doesn't matter 22:13 rubenwardy CDB has no access to the forum databas 22:14 rocky1138 That method worked 22:14 rocky1138 I know, but I like being signed in :) 22:14 galaxie When I set mapgen_limit to some low value, such as 63 (the lowest I believe), how do I expand the world later should I want to? 22:15 rubenwardy being signed in *to the forums* doesn't matter *to CDB* 22:18 rocky1138 Oh, I see. How is the "Claim forum account" button supposed to work? 22:19 galaxie Otherwise, is the mapgen limit also the same for vertical? So 63x63x63 for mapgen_limit = 63 ? 22:19 rubenwardy rocky1138: it isn't 22:19 rubenwardy it's not a CDB sign up method 22:19 rubenwardy the CDB sign up methods are the Options below 22:20 rubenwardy I should probably replace that with a link, really 22:21 rocky1138 I'm a dumbass. I was clicking the "Create a forum account" because I read it as "Claim" 22:21 rocky1138 The signature method worked flawlessly 22:22 rubenwardy yay 22:22 VanessaE yeah, you dumbass ;) 22:23 VanessaE (he said it first ;) ) 22:28 rocky1138 LOL 22:28 rocky1138 minetest has really come a LONNNNG way 22:28 rocky1138 I remember making a video on it 8 or 9 years ago 22:31 rocky1138 Is there a patreon or liberapay? I wouldn't mind throwing money at it per month 22:33 rubenwardy celeron55, for minetest.net hosting: https://www.minetest.net/get_involved/#donate 22:33 rubenwardy paramat, for development: https://forum.minetest.net/viewtopic.php?f=3&t=14935 22:33 rubenwardy me, for development and content db: https://rubenwardy.com/donate/ 22:33 rubenwardy plus your favorite modder/server owner/etc might accept it 22:34 rubenwardy (content db being the hosting of content.minetest.net) 22:34 rocky1138 Yeah I just threw 5 euro his way 22:35 rocky1138 Is Perttu still around? 22:35 rubenwardy celeron5* doesn't do any development anymore 22:36 rubenwardy but he hosts the forum and such, still has the highestamount of contribution, and occasionally appears and chats 22:37 benrob0329 darnit, I can't use my Patreon balance to donate to other people (they require either a credit card or PayPal) 22:38 rocky1138 that's cool 22:56 Emerald2 Wow carpathian mapgen is so cool! 22:56 galaxie What's the best signs mod? I see there are quite a few.. 22:58 Emerald2 Wow 5.0 is so cool. 23:02 Emerald2 It's varied but flat enough to actually build cities on. Doesn't make me cry like v7. :p 23:03 Emerald2 Oh cool but there are hill areas too. 23:04 sveta sorry Emerald2, I was offline yesterday because my laptop was short of power supply 23:04 Emerald2 Hi sveta, no worries. Did you manage to get an answer to your question? 23:05 sveta I was inquiring about translations of names of the items in minetest, as they seem to be all in English even if my system isn't. i don't think i got an answer to this 23:08 benrob0329 galaxie, probably signs_lib 23:08 galaxie benrob: I suppose so. I was just playing with it and it looks more advanced than the others. 23:09 Emerald2 sveta I hope you get an answer at some point 23:09 VanessaE signs_lib and street_signs mod. 23:09 Emerald2 I haven't managed to find anyone to help with that. 23:09 VanessaE from my Gitlab repos. 23:09 Emerald2 brb 23:10 diemartin signs_lib is best signs lib 23:11 galaxie What about node protection? areas mod? 23:18 VanessaE galaxie: yeah. 23:18 VanessaE or cheapie's protection blocks (which depends on areas) 23:18 VanessaE https://cheapiesystems.com/git/areasprotector/ 23:19 VanessaE the two together cover most use cases. 23:21 galaxie Can I make it so flat mapgen is completely and absolutely flat, no caves or holes or anything? Or do I need a mod like superflat for that? 23:25 VanessaE singlenode mapgen does that 23:25 galaxie But it looks completely empty? 23:25 VanessaE or more precisely, it generates a world full of air and then you can hook into the mapgen calls to place whatever ground node you want. 23:25 VanessaE there's a "flat" flag for mgv6 but idk what it actually does. 23:26 galaxie I just saw there.. you said it's for v6? That might be it. 23:26 VanessaE well, v6, surely v7 also 23:26 VanessaE that's a feature I never mess with 23:27 VanessaE here's a singlenode example: https://github.com/minetest/minetest/issues/8220#issuecomment-462462446 23:27 VanessaE places a single layer of all-white "cloud" blocks. (except you should omit the calc_lighting() call) 23:29 VanessaE (or rather, omit the emin,emax params, pass nothing to it) 23:30 galaxie OK. Well, mg_flags = flat does not work apparently. 23:30 VanessaE there are ready-to-run mods out there that should work with the singlenode mapgen, that'll generate a layer of grass and dirt at Y=0, with stone extending from there down to -30912, probably more to your liking. 23:31 galaxie Like? 23:31 VanessaE I can't name any right now 23:31 VanessaE maybe paramat can :) 23:31 VanessaE he's the mapgen king around here 23:31 paramat yeah i saw mapgen talk in logs so ... 23:32 Emerald2 paramat I love carpathian :D 23:32 paramat galaxie "When I set mapgen_limit to some low value, such as 63 (the lowest I believe), how do I expand the world later should I want to?" edit the value in the world folder's 'map_meta.txt' file 23:32 VanessaE paramat: dude. just get a bouncer already :) 23:33 galaxie paramat: Figured that out, then realized flat isn't really flat. 23:34 paramat "Can I make it so flat mapgen is completely and absolutely flat, no caves or holes or anything?" yes , hang on ... 23:35 paramat mg_flags = nocaves,nodungeons,light,nodecorations,biomes and use the flat mapgen 23:36 paramat https://github.com/minetest/minetest/blob/eea1fdaf2574fec38316527cfc463ff2427c5775/minetest.conf.example#L1648 23:36 paramat the 'flat' flag for mgv6 has been removed and shouldn't be used 23:37 galaxie Wish the wiki was updated with that info. 23:38 paramat i might be adding an option for rivers to carpathian after 5.0.0 23:38 VanessaE paramat: maybe just add some kind of "plain, flat" mapgen that already does all that's being discussed 23:38 paramat wiki is often out of date, always look at lua_api.txt too 23:39 VanessaE (which would just be the regular flat mapgen with all the other stuff hard-coded "no*" by default) 23:40 p_gimeno I wrote a mod exactly for that, with paramat's help https://notabug.org/pgimeno/Gists/src/minetest--flat-biome 23:40 p_gimeno @galaxie ^ 23:41 p_gimeno I haven't tried flat, I guess it's post-0.4.15 23:42 paramat flat mapgen already does that, it's just that the default 'mg_flags' are set to have all features. i still expect most users of mapgen flat want all the usual features, you only hear from those who want different so it may give a different impression 23:42 paramat the flags are easy enough to use 23:43 argyle77 Is there any way to light up underground caverns like it was day for testing purposes? 23:51 galaxie Anyone with experience cross-compiling from Linux to Windows? 23:51 paramat there's a PR for fullbright mode, but not for 5.0.0 23:52 paramat editing the light table in light.cpp might do it 23:53 argyle77 thanks, I'll check them out! 23:54 galaxie Also, why is the player backend files by default, when it is deprecated?? 23:55 paramat oh hm we don't have a light table anymore, it's generated by a formula