Time |
Nick |
Message |
00:08 |
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03:46 |
Emerald2 |
What's the permafrost and moss permafrost biome called? |
03:48 |
Emerald2 |
I shoulda just looked at the wiki. It's Tundra? |
04:15 |
swift110 |
anyone here play the android version? |
04:24 |
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05:20 |
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05:20 |
Emerald2 |
Speaking of the Tundra. Is there ever going to be anything there a player would want to go there for? |
05:20 |
trom_ |
how do I disable mapgen light ? |
05:21 |
trom_ |
need mapgen working without lighting |
05:21 |
Emerald2 |
Cold deserts are dull but at least you can make silver sandstone (I love that as a building material). |
05:22 |
Emerald2 |
(I wish they had some silver sandstone underground) |
05:50 |
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06:27 |
ANAND |
trom_: https://github.com/minetest/minetest/blob/cff1e9ca273be6d0719f18ac72622f7b7f7dbdb0/minetest.conf.example#L1653 |
06:27 |
ANAND |
In minetest.conf, add `mg_flags = nolight` |
06:30 |
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06:37 |
trom_ |
ANAND: thanks ) |
06:37 |
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07:30 |
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07:38 |
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07:50 |
oil_boi |
Where is the hand animation speed stored in minetest.conf? |
07:53 |
oil_boi |
Like, digging and placing animations |
08:01 |
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08:04 |
oil_boi |
Aww it's hardcoded :( https://github.com/minetest/minetest/blob/master/src/client/camera.cpp#L171 |
09:07 |
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09:08 |
humhumhum |
Hello, what's the mod which adds HV grinder and furnace to technic? |
09:10 |
humhumhum |
I've seen it on pandorabox server i think. |
09:10 |
Emerald2 |
Google turned up this. https://forum.minetest.net/viewtopic.php?f=9&t=7953 |
09:11 |
Emerald2 |
Unless they're part of technic now, hmm gonna check the code. brb. |
09:12 |
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09:12 |
humhumhum |
No, not that. The ones I remember were yellow. |
09:12 |
Emerald2 |
Nope. |
09:12 |
Krock |
hi * |
09:12 |
Emerald2 |
Hi Krock! |
09:12 |
humhumhum |
The texture is different here. |
09:13 |
Emerald2 |
Gonna do some more digging. |
09:13 |
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09:13 |
Emerald2 |
Found their mod list, it's long. This is gonna take a minute. |
09:14 |
humhumhum |
yeah i checked those mods too |
09:16 |
humhumhum |
I checked the most obvious ones and they didnt have hv grinders and furnaces, I obviously didnt check stuff like moderator_armor and such which I think have no chance of containing technic, so my guess is either that mod is missing from the list or its in some custom server config file |
09:18 |
humhumhum |
my guess is scifi stuff, though I don't know which |
09:20 |
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09:21 |
Emerald2 |
Does it look like this? https://github.com/h-v-smacker/technic/blob/master/technic/textures/technic_hv_grinder_front.png |
09:21 |
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09:22 |
Emerald2 |
Check this out. https://github.com/h-v-smacker/technic/tree/master/technic/machines/HV |
09:24 |
humhumhum |
oh yeah |
09:24 |
humhumhum |
how did you even find that |
09:25 |
Emerald2 |
Google. |
09:25 |
Emerald2 |
Also poked around technic before so I know where in the repo to look for things. |
09:28 |
humhumhum |
Its misleading that the repo which their mod-list links to doesn't have that stuff. |
09:28 |
humhumhum |
Their own repo by the way. |
09:30 |
Emerald2 |
Yeah. That was the first place I looked too. |
09:30 |
Emerald2 |
Dang internet keeps dropping out. |
09:30 |
ANAND |
https://github.com/minetest-mods/technic is the original repo, btw |
09:31 |
Emerald2 |
I thought minetest-mods forked it from somewhere? |
09:32 |
Emerald2 |
Not sure what's up with pandorabox's repo being out of date if they have the extra HV machines on the server. |
09:33 |
ANAND |
minetest-mods forked it from RBA's repo, which is no longer maintained as RBA is no more. |
09:33 |
Krock |
minetest-mods is a collection of mods |
09:33 |
Krock |
with the idea to be a central place to maintain mods |
09:34 |
ANAND |
minetest-mods was created for the sole purpose of making it clear that it's fork is the original/maintained one. |
09:34 |
Emerald2 |
Well to keep mods maintained if they stop getting maintained, yeah. |
09:35 |
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09:36 |
Krock |
I'm not actively developing those mods, but will review PRs, just in case you'd like to contribute there |
09:36 |
Krock |
bugfix PRs are for sure easier to review, because features usually result in discussions about cost/efficiency (in technic) |
09:38 |
ANAND |
Quick question: Are the mod developers allowed access to the minetest-mods fork of their mod? |
09:43 |
Krock |
the original mod author gets full access to the repo |
09:44 |
Krock |
they'll also become a minetest-mods member with limited access IIRC |
09:45 |
Krock |
https://minetest-mods.github.io/ |
09:45 |
ANAND |
Oh cool |
09:49 |
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09:56 |
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10:00 |
humhumhum |
anyway, thanks |
10:00 |
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10:41 |
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11:07 |
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11:28 |
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11:32 |
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12:34 |
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12:40 |
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13:09 |
asie |
"such as WTFPL" i'd just like to point out that many legalese sources would disagree on WTFPL being "well defined" |
13:09 |
asie |
though, arguably, it might be more defined than "public domain", on a global scale |
13:10 |
Emerald2 |
What are you referring to here? |
13:10 |
Emerald2 |
From what I've seen, WTFPL is discouraged. |
13:12 |
ANAND |
CC0 is preferable over WTFPL or public domain |
13:14 |
asie |
to https://minetest-mods.github.io/ |
13:14 |
asie |
as linked above |
13:28 |
kurtzmusch |
what [off] does here? |
13:29 |
Krock |
prevents loggign |
13:29 |
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13:30 |
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13:30 |
Krock |
ANAND: public domain is not a valid license. varies too much depending on where you are |
13:30 |
Krock |
WTFPL is a good idea, but it lacks of a warranty disclaimer |
13:57 |
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14:48 |
_AJI_ |
ban_record MultiCraftMaster |
14:48 |
_AJI_ |
opps |
14:48 |
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15:01 |
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15:10 |
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15:13 |
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15:24 |
kaeza |
MIT++ |
15:25 |
kaeza |
(The license; can't say anything about the actual institute) |
15:25 |
kaeza |
Greetings. |
15:33 |
rubenwardy |
~karma MIT |
15:33 |
ShadowBot |
rubenwardy: Karma for "MIT" has been increased 1 time and decreased 0 times for a total karma of 1. |
15:34 |
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15:37 |
kaeza |
C++ |
15:37 |
kaeza |
C++-- |
15:37 |
rubenwardy |
~karma C |
15:37 |
ShadowBot |
rubenwardy: Karma for "C" has been increased 8 times and decreased 1 time for a total karma of 7. |
15:39 |
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15:40 |
kaeza |
~karma rubenwardy |
15:40 |
ShadowBot |
kaeza: Karma for "rubenwardy" has been increased 3 times and decreased 0 times for a total karma of 3. |
15:40 |
kaeza |
:o |
15:41 |
Krock |
karma-- |
15:52 |
kurtzmusch |
what is this ? |
15:52 |
kurtzmusch |
~karma kurtzmusch |
15:52 |
ShadowBot |
kurtzmusch: kurtzmusch has neutral karma. |
15:53 |
kurtzmusch |
good and bad is a matter of perspective therefore ill remain neutral |
16:37 |
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16:48 |
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16:50 |
p_gimeno |
here in Spain at least, public domain is well-defined - and I don't think there are many countries where public domain is not a thing |
16:51 |
p_gimeno |
the WTFPL has two problems: the lack of warranty disclaimer as Krock noted, and the cursing in the license, which makes the contents inappropriate for e.g. teaching institutions |
16:52 |
p_gimeno |
the so called MIT license (actually the Expat license) is good, yeah. expat++ |
16:53 |
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18:11 |
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18:11 |
kurtzmusch |
isnt the mit equivalent to gnu2.1? |
18:12 |
kurtzmusch |
lgpl2.1 |
18:14 |
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18:16 |
Krock |
no, MIT has less restrictions |
18:25 |
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18:41 |
p_gimeno |
it's the MIT equivalent of the BSD 2-clause license, kinda |
18:55 |
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21:22 |
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21:24 |
paramat |
Emerald2 yes desert and silver sandstone is currently only available in the narrow strata, we plan to add it in large amounts underground in the new underground biomes |
21:32 |
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22:00 |
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22:03 |
oil_boi |
Is there a way to change the digging animation speed? :D |
22:03 |
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22:08 |
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22:09 |
paramat |
i think it's hardcoded in the engine |
22:10 |
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22:11 |
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22:11 |
Emerald2 |
paramat: I didn't think you could even mine silver sandstone and had to make it from the sand? |
22:11 |
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22:14 |
oil_boi |
paramat, is there a blender file for the chests.obj? :T |
22:14 |
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22:16 |
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22:17 |
oil_boi |
ChimneySwift, are you THE chimneyswift? :O |
22:20 |
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22:21 |
Emerald2 |
That is indeed THE ChimneySwift. |
22:21 |
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22:21 |
kurtzmusch |
why the THE though? |
22:22 |
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22:22 |
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22:22 |
oil_boi |
kurtzmusch, https://youtu.be/HqIz83NzCJk |
22:23 |
Emerald2 |
Wait no that isn't him. |
22:23 |
kurtzmusch |
BR |
22:23 |
kurtzmusch |
Please Stand By |
22:23 |
kurtzmusch |
1,728,943 subscribers |
22:23 |
kurtzmusch |
Follow me on Instagram |
22:24 |
kurtzmusch |
sorry |
22:24 |
kurtzmusch |
didnt mean to paste that |
22:24 |
Multi_ |
Why? |
22:24 |
Emerald2 |
I thought you meant was he the minetest ChimneySwift from like HOMETOWN server. |
22:24 |
kurtzmusch |
mint pastes with middle button |
22:24 |
Multi_ |
Who else just got disconnected and couldn't reconnect for like 5 minutes |
22:24 |
kurtzmusch |
!log |
22:24 |
kurtzmusch |
~log |
22:25 |
Multi_ |
my bouncer disconnected and a bunch of other people did |
22:25 |
Emerald2 |
https://www.youtube.com/channel/UCodUQIZB40AkewjO06G6O4A/videos |
22:25 |
p_gimeno |
x11 pastes with middle button :) |
22:25 |
Emerald2 |
Multi_: hard to say. My internet has been randomly dropping since last night so I can't tell. |
22:25 |
Multi_ |
oh ok |
22:25 |
kurtzmusch |
yeah, but mint copy everything you select, making it extra annoyng |
22:25 |
Multi_ |
it happened like 20 minutes ago |
22:26 |
p_gimeno |
kurtzmusch: still standard X11 (and it can be used to your advantage, to have "two clipboards") |
22:26 |
kurtzmusch |
huuum i always thought both of these were a mint thing |
22:39 |
kurtzmusch |
how can i expose functions of my mod to other mods? is making them non local enough? what garantees my functions will be defined before other mods calls them? |
22:40 |
lllI1I |
I read on the thing that you should name a global table after your mod, and put the global functions in the table |
22:40 |
lllI1I |
e.g. mymod.do_thing(foo) |
22:40 |
lllI1I |
but I just got started with minetest mod stuff just recently so |
22:40 |
lllI1I |
hi hello |
22:43 |
kurtzmusch |
yeah, im doing that already, just not sure if other mods have visibility on that table |
22:43 |
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22:44 |
lllI1I |
you could make a little test mod to test |
22:52 |
p_gimeno |
right, that's the way. Globals are visible by all mods, and you can reserve a global with your mod's name. |
22:53 |
p_gimeno |
I think we need something like a global mod registry, e.g. mods.mymod etc. instead of polluting the global namespace. |
22:53 |
paramat |
silver sandstone exists in the strata in cold desert https://github.com/minetest/minetest_game/pull/2109 |
22:53 |
kurtzmusch |
the prob here is: how can i make a func visible to my mod only across multiple files? |
22:54 |
kurtzmusch |
also: how can i make sure my funcs have been defined when another mod calls them |
22:54 |
paramat |
oil_boi , sofar may have the chest blender file |
22:56 |
p_gimeno |
kurtzmusch: there are several ways, but the best one in this case is probably to use loadfile instead of dofile, and pass a local table with your function as param |
22:56 |
p_gimeno |
kurtzmusch: as for the second question, that's up to the other mod, they need to add your mod to depends.txt |
22:57 |
p_gimeno |
kurtzmusch: https://stackoverflow.com/questions/9744693/how-can-i-pass-parameters-to-a-lua-file-when-loading-it-from-another-lua-file |
22:58 |
sofar |
I got all the blender files! |
22:58 |
kurtzmusch |
p_gimeno: thanks, thats helpfull |
22:59 |
lllI1I |
speaking of depends.txt what would happen if an optional dependency isn't listed in it |
22:59 |
kurtzmusch |
this will help keep the globals clean i guess |
23:00 |
galaxie |
Has anyone gotten the 3D modes working on Android yet? Every few versions I check and I still get weird black screens or other odd stuff. Apparently other models aren't working either. |
23:00 |
lllI1I |
is it more of an informational thing than a normative uhhh thing |
23:00 |
p_gimeno |
lllI1I: it may happen the extra functionality might not be available because they are loaded in the wrong order and it can't be detected |
23:01 |
p_gimeno |
because -> if |
23:01 |
lllI1I |
I see thanks |
23:02 |
lllI1I |
slightly related if I wanted to have a mod remove or suppress another mod's node or recipe would there be a way to do that easily or would I need to fork that mod |
23:04 |
lllI1I |
for e.g. if I wanted to remove crafting blue dye from the flowers because I wanted blue to be a rare color gotten from elsewhere |
23:05 |
p_gimeno |
For recipes, yes there's a clear_craft. For nodes IDK. |
23:06 |
p_gimeno |
you'd need to place a dependency on the mod where it is registered, to ensure registration precedes clearing |
23:07 |
lllI1I |
thanks that might work perfectly |
23:38 |
PipeItToDevNull |
Emerald2, grazi |
23:38 |
PipeItToDevNull |
I get to pop up at some good times in linux channels |
23:43 |
Emerald2 |
Here, have some crappy memes I never want to see again. :p |