Time |
Nick |
Message |
00:13 |
makayabou |
but how can I get that way mods from minetest-game ? |
00:13 |
makayabou |
because I don't want to clone minetest-game as a submodule, i am inside mods folder of my subgame.. |
00:14 |
makayabou |
should i do git submodule add https://github.com/minetest/minetest_game/tree/master/mods default_modpack ?? |
00:33 |
p_gimeno |
I don't think you can add a subdir as a submodule |
00:38 |
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01:13 |
makayabou |
sofar was right, submodules can rapidly becom complex to manage.. I want to point to some mods I don't have to modify, and others that I want to. And those should point to a shared library.. all of this in dev branch, to keep a "all master tree" clean.. I think i am over -complicating things.. |
01:47 |
sofar |
if you modify them, I would do what I do in ITB - just fork and copy them |
01:48 |
sofar |
if you take parts of mtg, I suggest forking them and maintaining them yourself too |
01:48 |
sofar |
it's way complex to try and pull subdirs from another game |
01:55 |
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04:05 |
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04:06 |
cimbakahn |
Why all these warnings when i haven't even put in any mods yet? ----> https://imgur.com/a/ijanzjr |
04:20 |
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05:19 |
cimbakahn |
Why all these warnings when i haven't even put in any mods yet? ----> https://imgur.com/a/ijanzjr |
05:27 |
sofar |
stuff you'll want to fix in your game |
05:52 |
ANAND |
Also, some things are logged as warnings (and even errors) to signify importance or for better visibility. |
05:53 |
ANAND |
The `Map::getNodeMetadata` and `Map::removeNodeMetadata` warnings are engine bugs, though |
05:56 |
cimbakahn |
ANAND: Are there any of the warnings i can fix myself? |
05:57 |
sofar |
the mapgen stuff means you didn't create all the required base nodes for mapgen to work |
05:59 |
sofar |
https://gitlab.com/sofar/insidethebox/blob/master/mods/mg/init.lua |
05:59 |
sofar |
even ITB has mapgen stuff defined to stop these warnings |
05:59 |
sofar |
you need something like the bottom 3 lines from that mod |
06:15 |
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06:18 |
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06:18 |
nrewbybook |
heyoo |
06:18 |
nrewbybook |
can somebody answer a question concerning loading mods? |
06:18 |
nrewbybook |
sometimes when I select a mod it deselects itself. othertimes this is not an issue. What can i do to investigate and repair these |
06:19 |
nrewbybook |
ive made a few mods and am confortable with working with lua but dont know where to look into solving this |
06:19 |
nrewbybook |
right now I am having the issue with Moreblocks |
06:32 |
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07:49 |
Daisae |
At what light intensity do seeds germinate? |
07:55 |
ANAND |
14+, IIRC |
07:56 |
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07:56 |
ANAND |
If you're using MTG, sunlight and mese lamps allow seeds to germinate and seedlings to grow. |
07:57 |
ANAND |
Note that mese lamps need to be right next to the seed/plant. Diagonals are fine too. |
07:58 |
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09:58 |
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09:59 |
Daisae |
sofar: The Torches mod is not outdated because it makes light when you hold the torch in your hand. |
10:05 |
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10:35 |
p_gimeno |
nrewbybook: probably because dependencies are not satisfied |
10:36 |
p_gimeno |
nrewbybook: check the errors during initialization in debug.txt |
10:36 |
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11:15 |
Daisae |
Is there a way to paste text as a command in the game? Or some easy way to import text to run? |
11:19 |
p_gimeno |
Daisae: as for the torches mod, check out the wielded_light mod, it illuminates with whatever you have in your hand that emits light |
11:34 |
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11:58 |
Daisae |
p_gimeno: Thanks for the tip. From the description, that looks best. |
12:01 |
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12:08 |
Daisae |
I played with Carpathian MG yesterday. I still prefer v6 and v7. v7 one should be careful to get a good seed though. |
12:18 |
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12:29 |
MinetestBot |
[git] pauloue -> minetest/minetest: Add Mkdocs API site (#8133) bb7afd3 https://git.io/fjqhE (2019-04-12T12:29:29Z) |
12:48 |
Daisae |
Carpathian was missing seas. It had ponds. Some biomes were too large. |
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16:28 |
MinetestBot |
[git] numberZero -> minetest/minetest: Add Irrlicht-specific smart pointer (#6814) faa419f https://git.io/fjmJn (2019-04-12T16:27:39Z) |
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18:57 |
kurtzmusch |
how do i make the mapgen place decorations such as grass with a random displacement? |
19:00 |
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19:05 |
kurtzmusch |
nevermind, found it! |
19:08 |
kurtzmusch |
paramtype2 = "meshoptions" so good to have this |
19:08 |
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20:52 |
kurtzmusch |
oks, so i actually have no idea how to do this = ( i know i have to set paramtype2 = meshoptions to get the random displacement of grass, but how do i set param2 before mapgen places it ? |
21:00 |
kurtzmusch |
nevermind, found it too |
21:04 |
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22:46 |
Emerald2 |
What even is this? My pentium 4 had a newer OpenGL version! https://forum.minetest.net/viewtopic.php?f=6&t=22523 |
22:46 |
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22:51 |
sfan5 |
see topic reply |
22:51 |
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22:52 |
Emerald2 |
I did but just, how?! |
22:52 |
Emerald2 |
What on earth "new" computer is this person using? Wow. |
22:53 |
sfan5 |
just posted a new reply, is what I meant |
22:54 |
Emerald2 |
Oh. :P |
22:55 |
Emerald2 |
Aha yes, your reply makes sense. :) |
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23:09 |
swift110-phone__ |
hello all |
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23:38 |
oil_boi_minetest |
Is there a param2 to direction function? |
23:39 |
p_gimeno |
there's a facedir_to_dir |
23:47 |
oil_boi_minetest |
Thank you very much, check this out p_gimeno |
23:52 |
p_gimeno |
It's a bit hard to work with. I use the Rhotator code by entuland to convert it to a matrix, which is easier to handle. |
23:56 |
oil_boi_minetest |
p_gimeno, it was very easy to work with! :D https://youtu.be/hh7cR97F9JU |