Time Nick Message 10:00 jluc 'o 11:00 Zeth_ E 11:00 Zeth_ EE 11:00 Zeth_ EEE 11:02 sfan5 EEEE 11:16 ANAND EH? 11:40 DS-minetest EEEEE 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 19:02 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest_game: Allow opening chests when wielding corals 1395aaec6 https://git.io/fjXfQ (152019-07-12T19:01:27Z) 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 lllI1I in the code of a teleport mod 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? 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 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