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jas_ |
oooooooiiiiiiiiiiiiiiiii |
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norkle |
YEEE! |
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10:49 |
Daisae |
In Carpathian, is all ice covered by snow? |
10:50 |
Krock |
no, just one biome of many |
10:50 |
Krock |
depends on the biome definitions, though |
10:51 |
Krock |
icy lakes should not be covered by snow :3 |
11:28 |
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11:33 |
Daisae |
I see 1 icy lake covered by snow. |
11:33 |
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11:35 |
Daisae |
or maybe it is just flat as a lake. |
11:38 |
Daisae |
Nevermind. It is just large and flat, so I mistook it for a lake. |
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13:14 |
MinetestBot |
[git] stujones11 -> minetest/minetest: Android: Use system provided path for default TMPFolder setting (#8505) 95a37ef https://git.io/fj2xk (2019-06-15T13:12:59Z) |
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13:41 |
jluc |
Has MT5 been ported to android or only 0.4 ? |
13:43 |
jluc |
this commit deals with android and seems to be on main dev version... |
13:53 |
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14:03 |
Krock |
jluc: most recent android version is for 5.0.0 |
14:03 |
Krock |
or 5.0.01 |
14:13 |
jluc |
oh great |
14:15 |
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14:47 |
MinetestBot |
[git] TalkLounge -> Uberi/Minetest-WorldEdit: Fix //load with 0 nodes (#177) b2e086f https://git.io/fj2pr (2019-06-15T14:46:12Z) |
14:47 |
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15:40 |
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16:11 |
CopenBra[m] |
Is there a mod that's similar to Minecraft's No Cubes mod? |
16:12 |
Calinou |
CopenBra[m]: I'm not sure what No Cubes is exactly, but More Blocks allows you to craft many kinds of sloped blocks |
16:13 |
Calinou |
some people even build curved surfaces using it :P |
16:13 |
Calinou |
https://github.com/minetest-mods/moreblocks |
16:14 |
VanessaE |
Calinou: looks like a re-meshing mod, like it applies a gaussian blur + threshold to the terrain at the moment of rendering. |
16:14 |
Calinou |
yeah, I don't think there's anything like that in Minetest |
16:15 |
VanessaE |
there are a couple of mods that'll attempt to smooth the generated terrain with slopes et. al but nothing like that ^ |
16:17 |
Ingar |
isn't nocubes (fro mc) that smoothrendering thing? |
16:18 |
Ingar |
as used in some mc RTX demos |
16:18 |
Ingar |
meh I'm slow |
16:19 |
VanessaE |
heh |
16:26 |
CopenBra[m] |
What are these mos that smooth the terrain with slopes? |
16:27 |
VanessaE |
I don't remember, sorry to say :-/ |
16:28 |
VanessaE |
*googles* |
16:28 |
VanessaE |
hm, not finding it now. |
16:29 |
VanessaE |
did find one that uses stairs and related shapes, but that just changes the "resolution" of the terrain... |
16:30 |
VanessaE |
hmmph. |
16:30 |
VanessaE |
I give up :P |
16:31 |
VanessaE |
if it can be done with stairs-like nodes, it can be done with slopes, too. obviously it would need to rely on moreblocks but no big deal there, *everyone* has that anyway :P |
16:32 |
VanessaE |
which reminds me, Calinou some folks have been asking for slopes et. al from default:dirt_with_grass |
16:32 |
VanessaE |
might want to add that if it isn't there already |
16:33 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=9&t=18140 here's that stairs-based one, CopenBra[m]. |
16:33 |
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16:35 |
CopenBra[m] |
The resolution? |
16:35 |
CopenBra[m] |
Ooh so the land would be made up of smaller cubes? Can I see that one? |
16:36 |
CopenBra[m] |
oh this is it |
16:36 |
VanessaE |
that mod just fakes it, of coursse |
16:37 |
VanessaE |
minetest's map is strictly voxel-based, so if you see a slope, it's because someone made a node with that mesh, but it still logically takes precisely 1m³ |
16:38 |
VanessaE |
(Minetest mods can't change the fundamentals of the world grid or how it's rendered, not like in MC) |
16:45 |
Calinou |
VanessaE: dirt/gravel slopes make sense to me, but stairs in those materials don't make as much sense :) |
16:45 |
VanessaE |
perhaps |
16:46 |
VanessaE |
but then again I think there are default dirt stairs.. |
16:46 |
VanessaE |
still you're right I guess... but then again I guess there isn't any mechanism in moreblocks to register only that one category of shapes. |
16:46 |
VanessaE |
now it's my turn to ask a question: if anyone's familiar with blert's sky critters add-on for mobs-redo ( https://forum.minetest.net/viewtopic.php?f=9&t=12688 ) ... can someone spell-out just what conditions are needed for birds et. al to show up? The mod loads, but nothing shows up after even a few in-game days (others like monsters, animals, water critters work) |
16:53 |
deezl |
this spawn chance looks a little crazy: l_spawn_chance_bird = l_spawn_chance_bird - 18000 |
16:54 |
VanessaE |
heh |
16:55 |
VanessaE |
I haven't looked at the code yet. |
16:55 |
CopenBra[m] |
Are there any mods that make food spoil over time? |
16:55 |
CopenBra[m] |
Be also neat if ice could melt in the inventory |
16:57 |
VanessaE |
idk if one exists, but such a mod should use Homedecor refrigerators to extend the life of said foor, also.... imho :) |
16:57 |
deezl |
I imagine it would be hard to set any sort of ABM on inventory items |
16:57 |
VanessaE |
food* |
16:57 |
VanessaE |
something like that would have to implement the equivalent using globalstep but it woudl be all but impossible to do.. |
16:59 |
CopenBra[m] |
globalstep? |
17:00 |
CopenBra[m] |
while we're at it, rats that occasionally manage to escape from your grasp |
17:02 |
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17:02 |
VanessaE |
globalstep is a timer that runs periodically (usually every 1/10 second), against many in-game events are timed. |
17:02 |
VanessaE |
you can hook into it to run something independent of any user or node or whatever, but using it to do what to want would be.... very damned hard :P |
17:04 |
deezl |
would there be a way to limit certain food items to certain storage? like only player inventory or a specific food storage inventory (thinking something like vessels shelves) |
17:04 |
VanessaE |
THAT is doable. |
17:05 |
deezl |
and then limit the time the thing can be in player inventory? |
17:05 |
VanessaE |
f.ex you can only put empty drinking glasses, bottles, or glasses of pineapple or carrot juice or smoothies into a vessels shelf, |
17:05 |
VanessaE |
but limiting the time spent in the player inventory, idk about that |
17:06 |
VanessaE |
(juices/smoothies are farming-redo) |
17:07 |
deezl |
I like the idea of limiting the time for food items to live, just seems difficult to implement |
17:07 |
VanessaE |
I think that would have to be engine-level.. |
17:07 |
deezl |
I could see it becoming laggy as well |
17:08 |
VanessaE |
though globalstep + itemstack meta can make it happen |
17:08 |
VanessaE |
(if you get smart and early-exit the globalstep often enough to limit the actual code to run say once a second) |
17:16 |
VanessaE |
Calinou: have you given any thought to moreblocks supporting that world-aligned textures feature? |
17:25 |
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17:33 |
Calinou |
oh, I think I can do it now that More Blocks requires Minetest 5.0.0 |
17:36 |
VanessaE |
I figured so. thing is, I'm not sure what materials would be best done world-aligned (definitely not anything made of wood :) ) |
17:36 |
VanessaE |
maybe stony materials, glassy stuff, etc. |
17:37 |
VanessaE |
(grass, dirt too ;) ) |
17:37 |
VanessaE |
it's too bad it can't be set per-node (in the map) |
17:37 |
Calinou |
wouldn't making it a per-texture basis make more sense overall? |
17:38 |
VanessaE |
perhaps. |
17:39 |
VanessaE |
on the one hand, some materials practically scream-out to be kept as they are, i.e. wood on stairs, but on the other hand some uses would look better world-aligned, such as the thin two-sides "L" shaped slab turned on its side to form a thin wall |
17:40 |
VanessaE |
so maybe both material AND shape should be taken into consideration? |
17:40 |
VanessaE |
the gravel slopes you mentioned, for example, definitely want to be world-aligned |
17:42 |
VanessaE |
you know what I mean? |
17:44 |
CopenBra[m] |
I wonder if minetest will ever look like this one day: https://www.invidio.us/watch?v=bI0M7mieb0E&listen=0 |
17:48 |
LoneWolfHT |
ew :P |
17:49 |
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17:51 |
VanessaE |
Calinou: in other news, did you ever give any thought to importing titanium (minus those dumb "tv" nodes) into moreores? |
17:58 |
Calinou |
yeah, I still plan to do it |
17:58 |
VanessaE |
ok. |
17:58 |
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18:00 |
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18:23 |
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18:29 |
VanessaE |
Calinou: cheapie is working on some minor titanium updates, so you'll want to pull from her repo when the time comes, rather than the zip on the forum |
18:30 |
cheapie |
VanessaE: Well, if you take zips of mods, can I just send you a tarball of the fixed textures for these? :P |
18:32 |
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18:32 |
cheapie |
https://cheapiesystems.com/media/fixedtextures.tar |
18:32 |
VanessaE |
you could, but then there would be no git history :) |
18:32 |
cheapie |
So? :P |
18:33 |
VanessaE |
grrr |
18:33 |
VanessaE |
ok ok *I'LL* fork it to git and apply your changes :P |
18:34 |
cheapie |
That works :P |
18:35 |
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18:36 |
VanessaE |
hey wait a second |
18:36 |
VanessaE |
HybridDog has a fork= |
18:36 |
VanessaE |
https://github.com/HybridDog/titanium/commits/master |
18:37 |
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18:37 |
VanessaE |
maybe I'll fork then, wind it back to "load 3.1" and work forward from there. |
18:37 |
VanessaE |
s/then/that/ |
18:37 |
* VanessaE |
looks into it a bit. |
18:45 |
cheapie |
PR submitted for technic, so that just leaves caverealms_lite. Where does that come from? |
18:47 |
cheapie |
I see some of these mods (like caverealms_lite) have these garbage "Thumbs.db" files too, but that's not really my problem :P |
18:55 |
VanessaE |
almost done over here... |
18:55 |
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18:55 |
VanessaE |
https://github.com/Ezhh/caverealms_lite btw |
18:57 |
aldenp_ |
Hi, I'm doing a minetest stream if anybody is interested (you might remember me from the other day; the quality has been improved since then). Should I post a link? |
18:59 |
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18:59 |
VanessaE |
cheapie: there we go.... https://gitlab.com/VanessaE/titanium |
19:00 |
VanessaE |
THis is the original 1.0, 2.0, 3.0, 3.1, 4.0 "commits", plus one texture change from !HybridDog, and then applied your new textures. |
19:00 |
VanessaE |
-! |
19:01 |
VanessaE |
so now you can fork properly from there ^ |
19:01 |
VanessaE |
(if you wanna make more changes) |
19:02 |
VanessaE |
I wonder if I can fix the authorship of the older commits... |
19:14 |
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19:18 |
VanessaE |
cheapie: how do we stand now? |
19:20 |
cheapie |
VanessaE: I just need to fix caverealms_lite (busy right now) and then the technic PR will have to be merged and then the warnings should be gone. |
19:20 |
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19:20 |
VanessaE |
okay. |
19:21 |
VanessaE |
(you were supposed to say "that's what puzzles me." :) ) |
19:27 |
VanessaE |
there, and first-post for titanium is updated to point to my fork, since none of the original download links work anymore. |
19:28 |
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20:12 |
VanessaE |
and new screenshots uploaded, too, just to modernize the textures :P |
20:30 |
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21:11 |
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21:40 |
p_gimeno |
about food that can be spoiled: it's doable, you just have to attach some metadata to the food (expiry time in current container, spoil degree). The problem is that inventory items with metadata can't be stacked (e.g. tools). @CopenBra[m] @VanessaE |
21:45 |
VanessaE |
well the other problem is you wouldn't be able to see at a glance if an item has spoiled if you're looking at the contents of, say, a chest. |
21:46 |
VanessaE |
the engine would have to update the items "freshness" as soon as an inventory is loaded. |
21:47 |
Krock |
p_gimeno: they can be stacked, but the meta must be identical |
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23:04 |
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23:20 |
lllI1I |
we have too much inventory space anyway |
23:21 |
lllI1I |
make nothing stack and it'll be more realistic |
23:22 |
sy |
in real life, people can't carry 1m³ of pretty much any material |
23:29 |
CopenBra[m] |
I noticed that you stop sinking in water when you use pitch movement. Wouldn't it be more natural to have that sinking motion offset the direction of movement still? |
23:31 |
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23:46 |
cheapie |
CopenBra[m]: Not really, because pitch move (why does this exist, again?) is just another form of flying. |
23:54 |
LoneWolfHT |
If the player doesn't have fly privs then I'd say yes, it would be more natural to do that |
23:58 |
LoneWolfHT |
I think pitch move is more of a 'way of moving' than 'another form of flying' |