Time Nick Message 00:25 Ganome i am running into a problem while compiling MT5.01 on a debian based raspberry pi (minibian) - "cmake ." returns no errors, successful 100% - but when i run "make -j4" at the 100% mark, while its copying or symlinking the minetest bin, it fails - libtinfo.so.5 00:26 Ganome https://drive.google.com/file/d/1UP-oquC-iLowAEr_xGlU30i-q582UPsd/view 00:26 Ganome any pointers?? 00:27 Ganome i am currently tyring a "make -j1" just on the off chance i am running out of ram - this distro at login only uses 30mb of ram, leaving over 800mb available to system 02:20 NathanS21 Ganome are you working via SSH or with a monitor hooked up to the PI? 03:37 robdrake VanessaE, are you still awake? 03:55 trom_ hmm. I'm adding mg_flags = nolight in minetest.conf in my game but have no effect - all around still fills with light depend to daytime 05:38 ANAND trom_: The parts of the map that have already been generated won't be affected by this flag. 05:45 robdrake ok, in my mod.conf I need technic, but do I add technic's dependencies also? 06:02 ANAND robdrake: technic will take care of its dependencies, adding technic itself would suffice 06:13 robdrake Tjaml upi ANAND 06:14 robdrake blasted hands off of homerow 06:14 robdrake Thank you ANAND 06:16 ANAND Yw :_ 06:16 ANAND Err... *:) 06:51 trom_ ANAND: thanks ) and I have another question. Have MT any trick to set level of node light and affect it and of course disable world daytime lighting ? 07:02 ANAND trom_: I'm not aware of any such thing, sorry. :) 07:11 trom_ hmm, I rephrase my qustion ( I'm sorry but I still don't belive MT have not a way to set a node custom light dynamically) 07:11 trom_ is there any mod that override vanilla MT daytime illuminate law ? 08:00 trom_ what exactly mg_flags = nolight does ? 08:01 ANAND It sets the initial param1 of all generated nodes to 0 08:01 ANAND (Emphasis on initial) 08:02 ANAND Placing a torch will still trigger lighting updates, for example, illuminating the nearby nodes. 08:05 trom_ ANAND: but do day night cycle trigger lighting updates too ? 08:06 trom_ MT illuminating logic really mess my mind. sorry 08:07 ANAND trom_: Not sure about that... But I'm sure there's no way to disable lighting updates. 08:14 trom_ ANAND: how fast lighting updates per second ? 08:29 ANAND No idea :) 08:48 cheapie trom_: I don't think day/night cycles ever trigger light updates. 08:49 cheapie MT, for some reason I still don't understand, seems to calculate daytime and nighttime light levels separately, store both, and leave it up to the client to make some sense out of it. 08:52 trom_ cheapie: for example, if I stay and look at the node then I see how its illumination grow or fall during sunrise or evening 08:52 cheapie Yeah... as far as the server's concerned, nothing's changing. 08:53 cheapie Here, try this mod: https://cheapiesystems.com/git/daynight/ 08:53 trom_ thaks ) 08:53 cheapie You can have different clients showing different ambient light levels at the same time :P 08:53 cheapie (because the server doesn't really care) 08:58 ANAND ^ I suppose that's to be expected, bc stuff like lighting and rendering are completely client-side. Keeping track of these server-side is absolutely impossible. 09:00 ANAND Day-night cycles do trigger lighting updates. It's just that this happens completely client-side, and the server doesn't know (or care) about what going on, with respect to lighting and other rendering stuff. 09:27 p_gimeno I've always wondered how the wieldlight mod worked (though I never cared enough to look) 09:30 ANAND p_gimeno: It adds an invisible node with a light level, and updates (i.e. remove old one and add new one) it as the player moves, using a globalstep 09:32 ANAND The invisible node is clearly visible if you hop onto a laggy server that has the wieldlight mod installed, as the updates are far from instantaneous. ;) 11:52 p_gimeno ah thanks ANAND 11:53 p_gimeno so that recalculates light at every step... maybe it's a good way to manually fix lighting issues 11:54 rubenwardy Minetest doesn't recalculate light during day time change because that would be rather inethicient 11:56 p_gimeno rubenwardy: I was talking about the wieldlight mod. ANAND said it consists of a moving invisible node. And I assume that such node does cause light recalculation. 11:58 p_gimeno wieldlight -> wielded_light 13:43 ANAND All set_node calls trigger lighting recalculations 15:40 cimbakahn Has anyone seen Lumberjack around lately? 16:14 mmuller p_gimeno, VanessaE - hey, I just wanted to follow up on that avatar rendering problem I asked about yesterday 16:15 mmuller it turns out that reinstalling minetest_game was not sufficient, I had to remove the directory from the installation location 16:15 mmuller there were leftover files from the last install 16:15 p_gimeno uh, weird 16:15 mmuller is there any reason not to remove the directory as part of "make install"? 16:35 cimbakahn Has anyone seen Lumberjack around lately? 16:36 rubenwardy !seen Lumberjack 16:36 MinetestBot rubenwardy: Sorry, I haven't seen lumberjack around. 16:36 rubenwardy on the forums: Last visited: Sat Apr 20, 2019 6:17 am 16:39 cimbakahn rubenwardy: Thank you! 16:50 lllI1I having trouble finding documentation related to this, but is there a way to cleanly limit the rate at which a player can build, i.e. a cooldown of 1/3 second or so between placing blocks? 16:59 sofar essentially no limit 17:02 p_gimeno maybe you can limit with a timer and using on_place 17:06 robdrake is there a minetest mod with working catapults, to go with the castle mod? 17:06 robdrake ddg didn't find any 17:08 MinetestBot 02[git] 04ClobberXD -> 03minetest/minetest: CMakeLists.txt: Remove references to Minecraft and Infiniminer (#8487) 1366ecfb5 https://git.io/fjsQ8 (152019-04-26T17:07:32Z) 17:08 twoelk lllI1I: iirc there was some playeraction speedcheck used as anticheat tool 17:11 lllI1I twoelk: not too worried about anticheat (it is a factor for my usecase) but I'm more concerned about general building speed as well 17:12 lllI1I thinking of a class-based game where fighter classes will have limited build abilities compared to dedicated worker classes 17:13 rubenwardy Capture the flag may be adding something like that 17:13 twoelk I meant a tool normally used for anticheat might by chance also solve your problem or give a hint to a possible solution 17:13 rubenwardy potentially 17:14 lllI1I yeah I figured, but if the anticheat was more "you built too fast, so we're kicking you/restricting you after the fact" then it might not apply here, but I'd like to take a look at it in either case 17:15 twoelk actually you might find more about mining too fast, which you would have to adjust to building too fast 17:17 twoelk maybe limiting a soldier's scope of reach to place a block might also be an option 17:18 lllI1I all of it could help, though speaking of mining how would "mining" with a different purpose than removing blocks be handled 17:20 lllI1I as in I have a thought for an automatically-unpacking node of some kind, where the builder plops it down and "mines" it with a special building hammer, and it'll progress while being mined and at stages put down more of the building being "built" 17:20 lllI1I if that made sense? 17:21 twoelk another idea might be the type of node that can be placed, like only builders can place stone blocks that need to be crafted like the brick type, while fighters can still place dirt, sand or cobble but not sandstone etc 17:22 twoelk like -on-punch-add-node-at-place? 17:23 lllI1I thinking that fighter types can still build in a pinch, but have smaller inventories and in general are less suited to it 17:24 lllI1I like the builder plops down the node, then spends the next 10 seconds "mining" it with their hammer 17:24 lllI1I it'll plop down the foundation of the thing they're building 17:25 lllI1I they keep mining and at 20 seconds since plopping down the node the first time it'll add more walls 17:25 lllI1I but at 18 secs they're interrupted, but they can still come back after and do 2 more seconds to get to the next phase 17:26 twoelk thinking of the roman legions, the simple soldiers were fast at putting up a makeshift fort but needed professionals to create a stone castellum 17:26 lllI1I and in total after 30 seconds for this particular build the building's complete and the buildernode becomes air/part of the building normally 17:26 lllI1I yes kinda like that 17:30 twoelk you might want to study sokomines place_schematics tool. you could let it place schematics from a library, something like each punch another layer or make several schematics, each only a layer 17:32 lllI1I probably will have something like each stage is a schematic, the first one being very little, the next one being a skeleton, the last one being the complete thing 17:32 lllI1I something like that? 17:32 twoelk mobs have a cooling period at getting damage when being punched, you could use that for the intervals 17:33 twoelk could look interesting with timberframed buildings 17:38 lllI1I will probably look at all that thanks 18:01 robdrake now that channel traffic has slowed down, anyone know of a minetest mod with catapults? 18:02 robdrake or at worst, cannons 18:08 robdrake I did ddg catapults, now cannons 18:26 twoelk robdrake: https://forum.minetest.net/viewtopic.php?id=7744 for example 18:29 twoelk or here https://forum.minetest.net/viewtopic.php?f=9&t=17426 19:09 robdrake thank you twoelk 23:56 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Correct the checkbox selection box position (#8246) 13f409f44 https://git.io/fjsNp (152019-04-26T23:56:31Z)