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jluc |
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sfan5 |
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DS-minetest |
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Topic for #minetest is now The official Minetest channel | Latest version: 5.0.1 (2019-03-31) | General, player and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: https://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest |
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13:21 |
fruitsnack |
hello, I've noticed that the new 5.0.0 kelp and coral nodes are "filled" with water, like in recent minecraft versions, however I can't find anything related to this in lua api and in node definitions |
13:31 |
sfan5 |
https://github.com/minetest/minetest/pull/5748 |
13:33 |
fruitsnack |
ah, so it's plantlike_rooted drawtype |
13:33 |
fruitsnack |
thanks |
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MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Allow opening chests when wielding corals 95aaec6 https://git.io/fjXfQ (2019-07-12T19:01:27Z) |
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20:18 |
lllI1I |
what's the best way to do balance testing when it comes to long term gameplay effects |
20:18 |
Krock |
write an AI to fight |
20:19 |
Krock |
or do it like AoE2 where players duel each other since Y2k to balance the game perfectly from the gained experience |
20:19 |
lllI1I |
thinking more "should this item be more or less expensive in terms of rare jewels than this other, similar item" |
20:20 |
Krock |
consider making the cost/effect variable depending on how many times it's in the world |
20:20 |
Krock |
..and is used by players |
20:21 |
lllI1I |
sounds like I should just have a longterm test server where players will have to put up with constant resets as I balance things out |
20:21 |
lllI1I |
or messed up economies because I made a boneheaded design choice that was only apparently bad after some time in the wild |
20:23 |
nepugia |
rampant inflation :D |
20:23 |
nepugia |
but yeah, best way to test that... is too test it |
20:23 |
nepugia |
rough miscalculations (or exploits) should become apparant quite fast |
20:24 |
lllI1I |
some unintended exploits seem to be alright and make the game more fun though, from what I've noticed |
20:24 |
nepugia |
sometimes they do |
20:25 |
nepugia |
sometimes they don't |
20:25 |
nepugia |
some exploits become features |
20:25 |
lllI1I |
also what's the best way to cancel out falling when a player is teleported |
20:26 |
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20:26 |
lllI1I |
in the code of a teleport mod |
20:26 |
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20:27 |
nepugia |
well... there is no good way |
20:27 |
nepugia |
you might want to try placing a small invisible mesh under the player |
20:28 |
nepugia |
Krock: this is a good example of what i ment btw ;) |
20:28 |
Krock |
immortal=1 group for a few seconds |
20:29 |
Krock |
until player velocity = 0 |
20:29 |
lllI1I |
that was my first thought, just cancel out damage |
20:29 |
Krock |
there was a 5s cooldown after teleporting in the engine, but it was used to evade deadly traps |
20:30 |
Krock |
or to escape mobs |
20:31 |
lllI1I |
yeah that seems too easily exploitable to leave as an engine feature |
20:31 |
lllI1I |
teleportation stuff seems rife with exploitation though |
20:31 |
lllI1I |
working on a magic mod and the first part I'm doing is the teleport stuff |
20:44 |
nepugia |
oh, you ment cancel out falling as in no damage |
20:44 |
nepugia |
not as in, stop the falling |
20:44 |
nepugia |
maybe a node that absorbs the damage and is invisible too |
20:49 |
lllI1I |
I did mean stop the falling, but if that's not possible or feasible stopping damage is fine too |
20:53 |
lllI1I |
so I have 3 mods, a magic mod (on which the other two depend), a teleport mod, and a landmark mod (allows for some area-specific buffs and features) |
20:53 |
lllI1I |
one of the features of the teleport mod only makes sense when the landmark mod is present, but also vice-versa |
20:54 |
lllI1I |
if I give them both each other as optional dependencies, I'll have a dependency loop |
20:54 |
lllI1I |
what's the proper way to handle this? |
20:58 |
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21:02 |
nepugia |
for stopping falling putting a node where the player will go would work |
21:03 |
nepugia |
the proper way would be to manipulate physics or movement, you can't in minetest though |
21:20 |
lllI1I |
no I mean for a separate issie |
21:20 |
lllI1I |
issue* |
21:20 |
lllI1I |
one of dependency chains |
21:28 |
nepugia |
you don't need optional or dependencies at all really |
21:28 |
nepugia |
unless your goal is for both mods to see each others as loaded before |
21:29 |
nepugia |
basically either choose one load order (and do the optional dep as that), or make it work in both load orders |
21:34 |
lllI1I |
can registrations for recipes and such be made before the items being referenced are registered themselves? |
21:35 |
lllI1I |
also can a mod be known as active but not have loaded yet? that's really what I need to know |
21:45 |
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22:04 |
nepugia |
first question, yes |
22:04 |
nepugia |
for the second one, i don't think it can, however you can always do one of those timer triggers (i.e after 0.1 seconds) that will run once the game has started up, that should give you a state in which all loaded mods are known |
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