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Nivla |
Hi |
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05:38 |
tacotexmex |
”504 Gateway Time-out” on the forums |
05:41 |
VanessaE |
"HTTP status ranges in a nutshell: 1xx: hold on 2xx: here you go 3xx: go away 4xx: you fucked up 5xx: I fucked up" |
05:41 |
VanessaE |
(apropos, saw this on facebook earlier today :) ) |
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ChimneySwift |
XD |
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tacotexmex |
That’s brilliant, VanessaE |
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VanessaE |
heh |
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ANAND |
lol |
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08:21 |
BuckarooBanzai |
i'm having some issues with the lua methods for generating ores and decorations (minetest.generate_ores(vm, pos1, pos2) / minetest.generate_decorations(vm, pos1, pos2)): i'm trying to generate plants and ores on a generated planet chunk at around 7500y height, but nothing happens when i invoke the functions on mapgen. could it be, that the height m |
08:21 |
BuckarooBanzai |
inimizes the chances of ores/decos drastically? |
08:21 |
BuckarooBanzai |
My code is here, if anyone wants to take a look: https://github.com/pandorabox-io/planetoidgen/blob/master/mapgen.lua#L80 |
08:22 |
BuckarooBanzai |
!tell paramat thx for pointer to the ore/deco mapgen methods, i completely missed them in the api file :) |
08:22 |
MinetestBot |
BuckarooBanzai: yeah, sure, whatever |
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12:47 |
kurtzmusch |
hey, i cant get the link of attached pictures to display on the forum anymore... |
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16:09 |
BuckarooBanzai |
!tell tacotexmex please review https://github.com/tacotexmex/telemosaic/pull/6 and https://github.com/tacotexmex/telemosaic/pull/7 (i'm cleaning up my PR's) :P |
16:09 |
MinetestBot |
BuckarooBanzai: I'll pass that on when tacotexmex is around |
16:10 |
benrob0329 |
https://youtu.be/i9mUI7ZV7I0 |
16:10 |
benrob0329 |
Title: Mesecons Tutorial - Basic Circuits |
16:11 |
tacotexmex |
BuckarooBanzai: I will, but time! <:/ |
16:11 |
MinetestBot |
tacotexmex: May-10 16:09 UTC <BuckarooBanzai> please review https://github.com/tacotexmex/telemosaic/pull/6 and https://github.com/tacotexmex/telemosaic/pull/7 (i'm cleaning up my PR's) :P |
16:14 |
BuckarooBanzai |
benrob0329: love it :) is there no such thing as a mesecon-tutorial server? |
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18:10 |
oil_boi |
Is there any way to make a node emit particles? |
18:14 |
sofar |
no, you have to maintain and continuously create particles or particle spawners |
18:14 |
sofar |
so node timer-> on_timer() add a particle spawner with short life span |
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19:14 |
oil_boi |
sofar I think I found another way |
19:15 |
oil_boi |
sofar: https://github.com/oilboi/alpha/commit/456c10f27e9694bc1c1617eb93d13cbb4da785f7 |
19:17 |
oil_boi |
Basically you start from the top and scan through x and z in columns downwards and when you hit something with below light level it breaks the y part of the loop and notes the lowest point in the x,z coord and can further use the rad to calculate columns for the particle spawners, an upside down environment map |
19:17 |
sofar |
A time on `air` might be pretty heavy :) |
19:17 |
sofar |
timer* |
19:17 |
sofar |
but yeah |
19:17 |
sofar |
there's a few ways |
19:18 |
oil_boi |
This is the super alpha version of it and it only updates when you move around but the next commit is going to include auto updating every quarter second so when you place a shelter it blocks it |
19:18 |
sofar |
I really think weather should be client side though (CSM) |
19:18 |
oil_boi |
sofar: There is no air timer, it specifically uses the position and checks around players the air timer is from testing and it's all commented out, this is heavily pre alpha test code |
19:19 |
oil_boi |
I can't outfly this weather with fly speed 1000 |
19:19 |
sofar |
yeah I've seen your earlier videos |
19:19 |
sofar |
keep it up |
19:24 |
kurtzmusch |
i really think 90% of the current stuff should be client side ; ) |
19:38 |
sofar |
na |
19:38 |
sofar |
maybe 10% |
19:46 |
sofar |
it matters though, it's the stuff that offloads a huge chunk to the client, and the client only needs to do it for ONE player |
19:51 |
kurtzmusch |
why isnt csm more popular? |
19:56 |
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20:05 |
oil_boi |
kurtzmusch: because by default it is disabled and you have to go through a hoop to get it online |
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20:13 |
sofar |
it's not finished, essentially |
20:13 |
sofar |
until code sending is implemented it's essentially unusable for anything serious |
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21:29 |
oil_boi |
Is there a way to set an entity's texture on activate? |
21:29 |
VanessaE |
yes |
21:29 |
VanessaE |
look at signs_lib |
21:30 |
VanessaE |
(those use entities to display text, rendered on-demand) |
21:32 |
oil_boi |
https://notabug.org/TenPlus1/signs_lib/src/master/init.lua#L416 Thank you VanessaE |
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22:25 |
MinetestBot |
paramat: May-10 08:22 UTC <BuckarooBanzai> thx for pointer to the ore/deco mapgen methods, i completely missed them in the api file :) |
22:27 |
paramat |
hmm, BuckarooBanzai i can't yet see a bug in your code. good to see a planetoid generator. MTG ores and decorations do exist from 6000 to 10000 |
22:29 |
paramat |
i have a similar mod https://github.com/paramat/planets that uses those APIs too |
22:31 |
paramat |
maybe try 'minetest.generate_ores(vm)' without the minp, maxp arguments, just as an experiment |
22:36 |
paramat |
oh, keep in mind that MTG decorations specify biome. if your planetoid has 'dirt with grass' but is located in the wrong MTG biome the decos won't appear |
22:37 |
paramat |
you should really register your own decorations for the planetoids. which means clearing MTG decos and reregistering them with the necessary changes |
22:37 |
paramat |
also, your mod needs to depend on 'flowers' mod |
22:38 |
paramat |
i can't see why ores don't work for you though, ores do not (yet) specify biome |
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22:46 |
paramat |
hm your mod fails with an error for me |
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oil_boi |
minetestbot is real? :O |