Time |
Nick |
Message |
00:00 |
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00:27 |
oil_boi_ |
How would one go about setting the rotation of an attached object to face towards a player? |
00:32 |
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01:15 |
oil_boi_ |
Ah man, the set_attach code is very difficult to work with, with variables as there's no way that I can understand to set the pitch and yaw intertwined in a 90* angle :( |
01:35 |
nephele |
face toward a player, uhm, i guess find a player, make a direction vector towards their face, and convert that to pitch yaw and roll |
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01:46 |
oil_boi_ |
nephele: the only real problem I'm having is I can't find a way to calculate the roll based on the 2 coordinates. Here is a better video explaining the situation: https://youtu.be/_GxEBYfmKj8 |
01:56 |
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02:06 |
nephele_ |
I actually had the same problem... let me see if i actually solved it back then :g |
02:07 |
nephele_ |
oil_boi_, this is the code i had back when, https://git.gryphno.de/SyrupThinker/minetest-mod-sparktech/commit/463136bb8983ed95f8a35d0b52fdf750160937cd |
02:08 |
nephele_ |
I think it wasn't working properly not sure :g, but maybe it is of help |
02:10 |
nephele |
Your pig looks very nice though :) |
02:15 |
swift110 |
sup |
02:16 |
swift110 |
anyone playing on android tablet |
02:16 |
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02:20 |
nephele |
oil_boi_, the way it rotates though i think roll would be dependant on the pitch in your case |
02:53 |
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03:21 |
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03:44 |
nephele |
Hey, am a bit lost why a model i made in blender has a hole in it in one side in minetest, while it has no holes in blender |
03:44 |
oil_boi_ |
nephele: You need to invert the faces CTRL N then CTRL SHIFT N |
03:44 |
oil_boi_ |
while in edit mode |
03:45 |
oil_boi_ |
also nephele, I will study your code, and thank you very much, I'm thinking of inverting the yaw to create a roll |
03:46 |
nephele |
ah, I thought a bit more about my code, because i set the player camera i don't know if i ever set the roll actually, since the camera can't tile :) |
03:46 |
nephele |
tilt* |
03:46 |
nephele |
as for inverting faces, what do you mean by that? ^N offers to make a new file |
03:47 |
oil_boi_ |
CTRL N needs to be done with all nodes highlighted in edit mode |
03:47 |
nephele |
Yes, that just offers to make a new file :/ |
03:48 |
nephele |
i have the version 2.82 i think |
03:48 |
nephele |
but i will search for inverting faces in that version, thanks |
03:50 |
oil_boi_ |
nephele: Oops yeah, I'm on 2.70 because that's the only version that exports .x with animation, the b3d exporer is broken |
03:50 |
nephele |
It looks like it may be alt-n :) |
03:50 |
nephele |
but i have found the option and that works indeed :D |
03:55 |
nephele |
Now i can litter rocks in my world, a bit tired of the "make a wood pickaxe" option, it makes so little sense to me |
04:02 |
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04:32 |
oil_boi_ |
nephele: Here's a problem, the roll is normal when the yaw is at a 0 state, but as it turns the roll turns with it, yet the pitch stays the same direction, disallowing the movement of side up and down |
04:32 |
oil_boi_ |
I think I'm just gonna have to make the head entity follow the body around |
04:36 |
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04:45 |
nephele |
I think you could try probing for newer roll values at runtime |
04:45 |
nephele |
like, set them with a command or so |
04:45 |
nephele |
so you can figure out which values look correct |
04:45 |
nephele |
then compare them to your pitch and yaw, to see if you can spot a pattern of relation |
04:49 |
oil_boi_ |
nephele: Even set_rotation with use directly from vector.direction is completely broken :O :O :O :O |
04:50 |
oil_boi_ |
GOTTA..USE...BRAME |
04:54 |
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04:54 |
nephele |
oil_boi_, well, i don't think it operates on the same scale really |
04:54 |
nephele |
like, i can express any direction i want with only yaw and pitch |
04:55 |
nephele |
but i need roll if i want to show how rotated you are :D |
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05:53 |
oil_boi_ |
nephele: I just realized: I could set the pitch animation hardcoded into the model :D |
06:29 |
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06:51 |
oil_boi_ |
nephele: It worked :D |
06:53 |
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07:12 |
oil_boi_ |
Can a moderator delete https://forum.minetest.net/viewtopic.php?f=47&t=24478&p=370222 |
07:30 |
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07:36 |
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07:38 |
ektor |
hi |
07:42 |
ektor |
where are the server's logs, to see what's players do ? |
07:44 |
cheapie |
There, the 4 gas stations I've built in MT now fetch price information from the internet, so I no longer have to run around to all of the stations to update the prices when I decide to change them :P |
07:44 |
cheapie |
The same Luacontroller that runs the pumps also drives the signage too now, so that gets updated automatically as well. |
07:46 |
ektor |
I mean I try to find the 'debug' file... |
07:51 |
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07:51 |
oil_boi_ |
ektor: usually stored in the directory you run the game from |
07:52 |
oil_boi_ |
You might have to enable it in the minetest.conf file |
07:52 |
ektor |
oh ok, thanks oil_boi_ :) |
07:52 |
cheapie |
Now if only these gas pumps could, you know, actually pump gas and such. |
07:52 |
oil_boi_ |
No problemo |
07:54 |
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07:58 |
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07:59 |
oil_boi_ |
cheapie: Try using pipeworks? I have no idea if that supports gasoline if that's a mod |
08:02 |
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08:09 |
cheapie |
oil_boi_: Pipeworks does water only, and the server this is on doesn't have any sort of gasoline mod. |
08:09 |
cheapie |
...or cars, for that matter. |
08:10 |
oil_boi_ |
cheapie: is there even a car mod? |
08:10 |
cheapie |
There are several, yes. |
08:11 |
cheapie |
That server doesn't have any (for various reasons) so despite having the largest road network of any server I know of, it has no cars on those roads :P |
08:12 |
cheapie |
Generally it's just kind of assumed that if you're standing/walking in the road then you're a "car", so the roads there are mostly sized for that. |
08:40 |
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09:00 |
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09:09 |
oil_boi_ |
Hey cheapie: Check this out :D https://youtu.be/EzbybW7pPD8 |
09:11 |
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09:16 |
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09:17 |
oil_boi_ |
minetest.raycast(pos1, pos2, objects, liquids) This is extremely useful, thanks whoever put that in :D |
09:19 |
oil_boi_ |
If raycasting can go through nodeboxes then you can have entities look at you through nodes and find you! Is there a function to find sounds in a radius? |
09:21 |
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09:23 |
Elouin |
is there a way to disable registration on a server? and let something else generate the auth.txt? |
09:43 |
sfan5 |
there should be several mods that implement a whitelist-like functionality |
09:44 |
sfan5 |
you can then keep the whitelist empty and manually insert entries into auth.txt |
10:00 |
Elouin |
okay, thanks. I would like to create something like a web form for registration. |
10:00 |
Elouin |
thats why i ask. is there something like this? |
10:03 |
sfan5 |
existing solution? probably not |
10:04 |
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11:08 |
texmex |
Elouin: I think Minepass still has source code online https://forum.minetest.net/viewtopic.php?f=9&t=15161 |
11:29 |
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11:34 |
Fobgum |
Ho |
11:34 |
Fobgum |
hi |
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12:50 |
Elouin |
texmex: thanks for the suggestion. this looks pretty nice. :) |
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13:40 |
appguru |
How can I instruct MinetestBot to leave Wuzzy a message? |
13:43 |
appguru |
!tell Wuzzy you might want to consider putting devtest on ContentDB |
13:43 |
MinetestBot |
appguru: I'll pass that on when Wuzzy is around |
13:49 |
sfan5 |
exaclty like that |
13:56 |
appguru |
Yeah, read the sources to find that out :P |
13:57 |
sfan5 |
!help |
13:57 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
13:57 |
sfan5 |
could've read the page |
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14:05 |
appguru |
Indeed |
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15:39 |
nephele |
How can i specify for a biome where it should spawn in regards to hill height, or specify the relative hill height |
15:39 |
nephele |
e.g to get a mostly flat biome |
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16:35 |
adfeno |
Hi, is there a command to search for a particular node in the map? |
16:35 |
adfeno |
Or a command to search for an entity? |
16:36 |
appguru |
There are mods providing such commands. |
16:36 |
appguru |
The latter makes me think of sorcerykid's advanced_rangefinder; and for the first one, there is minetest.find_node in the API (which can be used with WE) |
16:38 |
adfeno |
WE == World Edit? |
16:39 |
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16:40 |
adfeno |
But how to use minetest.find_node with WE? (I only know how to build stuff with WE. |
16:41 |
adfeno |
I ask because I'm looking for a specific biome to find an entity |
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16:52 |
adfeno |
Hm, I just found a short hand answer to save me some work. |
16:53 |
adfeno |
Thanks for the help :D |
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18:22 |
Elouin |
the player database backend stores where the players are and whats in their inventories etc , right? |
18:29 |
Krock |
yes |
18:29 |
Krock |
!next |
18:29 |
MinetestBot |
Another satisfied customer. Next! |
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19:09 |
Elouin |
thx. xD |
19:10 |
Elouin |
"A fatal error occurred: Database backend postgresql not supported." Why is that? do i need to compile the server myself to get postgres support ? |
19:11 |
sfan5 |
if the place you installed it from did not include postgres support, yes |
19:11 |
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19:12 |
Elouin |
why isnt that default? |
19:12 |
sfan5 |
which features to include is up to the distributions (or wherever you got it) |
19:13 |
sfan5 |
but where did you actually install MT from? |
19:13 |
Elouin |
freebsd pkg repository |
19:15 |
Elouin |
seems like its disabled by default. will built it from ports. :) |
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21:07 |
appguru |
Wondering; does the API provide a way to access player meta even if the player isn't online. |
21:07 |
appguru |
* ? |
21:08 |
appguru |
It doesn't seems so... |
21:08 |
appguru |
* seem |
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22:33 |
nephele |
How are inventory icons supposed to look for transparent nodes? I have two rather transparent nodes, but their inventory icons are completely invisible (apart from two pixel on one of em) |
22:33 |
nephele |
in the 5.2-dev branch |
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22:39 |
escondida |
Hey, y'all, is $HOME/.minetest/mods still the correct location to install mods? I've attempted to unpack both the dreambuilder modpack and the standalone mod not-so-simple-mobs there e.g., ~/.minetest/mods/dreambuilder/, ~/.minetest/mods/nssm/ |
22:40 |
escondida |
but they don't show up in the minetest interface as options |
22:40 |
escondida |
I then tried downloading mods directly through the minetest interface, but I'm not sure where the heck it put them! |
22:41 |
escondida |
(naturally, I'm running it as an unprivileged user, and my user does have full read/write permissions to the minetest dir, the mod dir, and the individual mods' subdirs) |
22:41 |
sfan5 |
if minetest --version shows RUN_IN_PLACE=1 then yes it definitely is the right place |
22:42 |
sfan5 |
if you run it from the terminal you might also get a hint where it actually put the stuff |
22:42 |
escondida |
sfan5: It doesn't show RUN_IN_PLACE=1 |
22:42 |
sfan5 |
sorry meant RUN_IN_PLACE=0 |
22:42 |
escondida |
I've installed a proper package of it, so I'm not running it out of its source directory or anything |
22:43 |
escondida |
It also doesn't show that (-: |
22:43 |
sfan5 |
..then what does it show? |
22:44 |
swift110 |
hey all |
22:45 |
escondida |
sfan5: https://paste.xinu.at/mbU3/plain . Also, interestingly, the stderr output of minetest claims that it downloaded the mod to ~/.minetest/mods, but...didn't |
22:45 |
oil_boi_ |
hi swift110 |
22:45 |
sfan5 |
well RUN_IN_PLACE=0 is there |
22:46 |
sfan5 |
perhaps ~/.minetest is not writable for some reason |
22:46 |
swift110 |
how r u oil_boi_ |
22:47 |
swift110 |
I am going to try to get into playing minetest again |
22:47 |
oil_boi_ |
I am pretty good, look as escondida's issue and trying to figure out which disto he's on and if he compiled the game himself and which flag he used for -DRUN_IN_PLACE |
22:48 |
oil_boi_ |
Very nice swift110, throw yourself into all the mods |
22:48 |
swift110 |
oh thats cool |
22:48 |
swift110 |
I have minetest installed onto an amazon fire tablet hd10 |
22:48 |
escondida |
She, on Arch, the official package from the repos |
22:48 |
escondida |
sfan5: It definitely is writable |
22:48 |
nephele |
apart from im |
22:49 |
nephele |
inventory_image, what methods are there to get my nodes visible? they work perfectly fine placed in world but are inivisble in the inventory and when dropped |
22:49 |
nephele |
I suppose i could overide the dropped icon too, but that still doesn't give me anything visible in the hand |
22:50 |
sfan5 |
escondida: if you run "minetest --verbose", what does it show as "Detected user path: "? |
22:52 |
escondida |
sfan5: Ah. I figured it out. |
22:54 |
escondida |
sfan5: I wasn't quite straight with you when I said that it was in $HOME/.minetest/mods; I wrapped minetest in a li'l script to make it think $HOME was in $XDG_DATA_HOME/minetest so I wouldn't have to clutter my homedir. Saving and loading worlds works fine, but apparently whatever piece of code actually searches for mods must be getting its value for $HOME from /etc/passwd or something rather than from the environment. |
22:54 |
escondida |
I guess I'll just rewrite the wrapper to symlink it into my homedir while minetest is running. |
22:54 |
escondida |
Thanks anyway |
22:55 |
escondida |
(It's very strange that it would be picking up the value of where to look for things in a different way than the rest of the program, though; you'd think that would be set at the start and either global or passed around as needed) |
22:57 |
sfan5 |
I can only say that it should work: |
22:57 |
sfan5 |
https://github.com/minetest/minetest/blob/master/src/porting.cpp#L361 |
22:57 |
escondida |
...and now they *do* show up in the mods list |
22:57 |
escondida |
I'm...confused |
22:57 |
escondida |
(even when I'm trying the same thing as before |
22:57 |
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22:57 |
nephele |
must be the english :) |
22:58 |
oil_boi_ |
escondida: what comes up in the terminal when you just type cd |
22:58 |
escondida |
o,0 also, they deign to use XDG_CACHE_HOME, but won't use XDG_DATA_HOME? WTH? |
22:58 |
oil_boi_ |
swift110: how did you get that running by the wya |
22:58 |
oil_boi_ |
way* |
22:58 |
sfan5 |
¯\_(ツ)_/¯ |
22:58 |
escondida |
oil_boi_: I haven't permanently changed $HOME. It's a wrapper script around minetest. |
22:59 |
oil_boi_ |
OH yeah I tried that once, it's easier to just compile the game using the engine github readme on arch, renaming the folder to minetest, putting it onto your desktop, and pinning the key directories to your file manager side panel then you can easily know what's going on where it's going on |
23:00 |
oil_boi_ |
make sure you use -DRUN_IN_PLACE=1 so the folder "minetest" is the directory the game runs from otherwise your files can be strewn all over the place, which is super annoying |
23:01 |
nephele |
oil_boi_, your gamemode looks neat by the way, motivates me to do more in mine too :) |
23:01 |
oil_boi_ |
One time I just compiled it, ran the game, with -DRUN_IN_PLACE=0 and the game was using my desktop, then I installed it and it was duplicating files to my desktop and my ~/.minetest and I was like oh no |
23:02 |
oil_boi_ |
nephele: thank you! I like physical interactivity because it immerses you in the game, which makes it more fun |
23:02 |
escondida |
oil_boi_: No, I would prefer to ue normal system directories for things. I made a wrapper script because minetest rudely drops a "hidden" directory into my homedir |
23:02 |
escondida |
thanks, though. |
23:05 |
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23:05 |
nephele |
the XDG spec is hard to follow :/ |
23:05 |
escondida |
nephele: Not really |
23:05 |
oil_boi_ |
Yeah I'm not sure why it does that, I never used the brain power to see if there was a way to change the directory of .minetest to anything else. I just looked through the minetest.conf example and I can't find it |
23:06 |
escondida |
nephele: Since minetest's configuration is pretty much all intended to be set through the UI (though you can still edit config files), it just belongs in ${XDG_DATA_HOME:-$HOME/.local/share} |
23:06 |
nephele |
escondida, yes it is, for one parsing sucks, and XDG defines severall vars for the same thing, like XDG_DATA_HOME is still okay, but then there is a second one where you need to parse for precedence through the path, threating all encountered dirs as your data dir |
23:06 |
nephele |
that just plain sucks honestly |
23:07 |
nephele |
You are wrong there already, proving my point, local config belongs in default ~/.config/ not ~/.local/share ;) |
23:07 |
nephele |
and those are just the if no dir is set paths |
23:07 |
escondida |
nephele: XDG_DATA_DIRS, you mean? That's nothing to do with user data: that's system data. |
23:07 |
oil_boi_ |
nephele: escondida: YOU'RE BOTH WRONG! They belong on the desktop, all the files on the computer, root should be /Desktop |
23:08 |
nephele |
some app hardcode .config and .local/share too also |
23:08 |
escondida |
nephele: *Human-editable* config files belong in $XDG_CONFIG_HOME |
23:08 |
escondida |
nephele: Yes, they do, which is just bad manners. |
23:08 |
nephele |
"bad manners", no, it's just a hard to follow API |
23:08 |
nephele |
Ideally you would simply ask the OS for a file handle or a dir to be your config, and you are done |
23:09 |
nephele |
having to parse and validate env variables is just plain horrible |
23:09 |
oil_boi_ |
nephele: Hmm, but that's not what the archwiki says? https://wiki.archlinux.org/index.php/XDG_Base_Directory |
23:09 |
escondida |
oil_boi_: I don't even have a Desktop directory. |
23:10 |
oil_boi_ |
Hahaha, escondida, if you have xorg installed you can run the game from the tty and the frame rate goes through the roof |
23:10 |
nephele |
oil_boi_, what does it not say? |
23:10 |
oil_boi_ |
nephele: I dunno, I'm just taking a brain break and messing around |
23:11 |
nephele |
If my gamemode gets playable you can break that :D |
23:11 |
nephele |
Still at defining a hatchet and shit though... really wierd to have much of the late game finished but very little of the early game |
23:12 |
oil_boi_ |
nephele: https://github.com/oilboi/Crafter/blob/master/mods/main/tools.lua Here you can j ust take my strange code to do that linearly instead of defining everything one by one which gets annoying |
23:13 |
nephele |
I can't take your code, you have gpl :P, what do you mean with linearly? |
23:13 |
nephele |
I need to model some flachs so i can use that to create a rope, and i need to model a stray stick (or use it from leaves) and then use those + a rock to craft the hatchet |
23:14 |
oil_boi_ |
when it steps up the level {"wood","stone","iron","gold","diamond"} it decreases the time to mine and increases the durability with a set value |
23:14 |
nephele |
Who would want tools made from wood, gold, or diamond? :p |
23:14 |
oil_boi_ |
You want them when it takes 15 seconds to mine by hand instead :D |
23:15 |
nephele |
Nah, those are just crappy tools ;), And you can't mine trees and stuff by hand for me :D |
23:15 |
escondida |
nephele: You found a plot hole (-: |
23:15 |
oil_boi_ |
It's all artificial mining difficulty, even in the default game, so you might as well make it satisfying! Even the worst tool |
23:15 |
nephele |
Luckily, i don't need to clone mtg :D |
23:16 |
nephele |
I already have an electrical drill and industrial furnace, but i am missing something to get you up to that point :D |
23:16 |
nephele |
so that's what i am going to use the hatchet for anyhow |
23:17 |
nephele |
Well, not really a hatchet but still |
23:17 |
nephele |
something you can chop at wood and at rocks a bit |
23:17 |
oil_boi_ |
Why not have stones on the ground you can punch to pickup, then make grass drop rope, and have leaves drop sticks then be able to craft a "primitive hatchet" from there? |
23:19 |
nephele |
Lol |
23:19 |
nephele |
I was already doing that |
23:19 |
oil_boi_ |
Oooooh, oops |
23:19 |
nephele |
but i don't have grass, I want to use flachs because that makes good rope i think :) |
23:19 |
nephele |
So i first need to model that |
23:19 |
nephele |
the stones on the ground are already finished though |
23:20 |
nephele |
well, barring the texture hehe, but i can always make that later |
23:20 |
escondida |
Oh, cool, are you doing a bunch of primitive crops, or just flax? |
23:20 |
nephele |
For now i need a way to get actuall production going, I haven't thought that much about how I am going to go about farming yet |
23:21 |
nephele |
at the start flax anyhow, might very well add more later |
23:22 |
nephele |
Maybe i should just use those X crop things for now an only make a flax texture instead of a full model heh |
23:25 |
escondida |
That does sound like a good way of getting up and running first. Then you can polish later |
23:27 |
nephele |
For now i think, thought i honestly don't know if flax that i modelled in blender would look any good :D |
23:27 |
nephele |
escondida, thing is too, i have a lot of the technology stuff for the more late game, because i first had a mod for that stuff, but eventually got tired of supporting mtg |
23:28 |
nephele |
really hard to make crafting recipes ontop the like uhm 3? ores mtg has |
23:28 |
nephele |
without going "mese is magicall and can do anything" |
23:29 |
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23:29 |
escondida |
hehe |
23:34 |
oil_boi_ |
You know what is REALLY irritating about mtg, 99 stack limit |
23:34 |
nephele |
That's actually not a mtg thing |
23:35 |
nephele |
oil_boi_, do you like serverrules btw? |
23:35 |
oil_boi_ |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6650 I say it is :D |
23:35 |
nephele |
The 99 default limit is defined in builtin |
23:35 |
oil_boi_ |
nephele: I have no idea what serverrules is tbh |
23:36 |
oil_boi_ |
nephele: Is it? Where? :D |
23:36 |
nephele |
like, servers asking you to agree to rules and shit :D |
23:36 |
nephele |
oil_boi_, lemme dig up my pr thing |
23:37 |
nephele |
https://github.com/minetest/minetest/pull/8873 |
23:37 |
nephele |
That shows you where it is defined |
23:37 |
oil_boi_ |
nephele: That is neither here nor there, I don't go on servers to grief, or mostly at all, but when I do I just click okay. NOW when the rules tell you to search for a specific keyword then I just log into another server, cause that's super annoying |
23:38 |
nephele |
Haha |
23:38 |
nephele |
I made a parody addon of server rules |
23:38 |
nephele |
personally i don't care really, i never needed a justification based on page 12 paragraph 3 section 2 before to kick dicks from a server :D |
23:40 |
oil_boi_ |
nephele: Ooo I like the idea of that. You should make it like 3 pages long and detect how quickly a player is turning the pages after the first click of "next page" and then set a time minimum before the next page is turned, and if they're clicking the button too fast then don't show the "I agree" button until they've waited hahaha |
23:40 |
nephele |
Oh, the one i made just picks a ruleset at random and shows you that :D |
23:42 |
nephele |
if you want to play around with it : https://git.gryphno.de/neplevitan/minetest-mod-rules |
23:51 |
oil_boi_ |
Nephele: What if mobs had hunger and they needed to eat to keep living? :L |
23:52 |
oil_boi_ |
Holy moly everyone is wreckin Wuzzy for not supporting the latest git :O |
23:52 |
nephele |
That could be neat, but it makes sense mostly only if mobs are persistent and reproduce on their own |
23:53 |
oil_boi_ |
Quick nephele! More ideas :D |
23:53 |
nephele |
some animals could eat grass blocks or so, deer or other big animals could eat apples |
23:53 |
swift110 |
oil_boi_, I hope too how long you been playing minetest |
23:53 |
nephele |
if an animal is healthy it could try to find other animals of the same species to reproduce |
23:54 |
nephele |
at some point the problem becomes though that chunks need to be loaded for that to be effective, and you would need something to reduce overpopulation, basically a biological cycle :P |
23:55 |
oil_boi_ |
swift110: Since 2010 |
23:55 |
nephele |
Maybe make a more smaller map that is limited and force that to be simulated on the server |
23:56 |
swift110 |
I would love a subgame in minetest thats like simant |
23:56 |
swift110 |
wow oil_boi_ thats cool |
23:56 |
nephele |
what is simant? |
23:57 |
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23:57 |
swift110 |
nephele, a really old game for the pc |
23:57 |
nephele |
oil_boi_, by the way, i am already plotting to have a low chance for existing trees to shoot out new sapplings |
23:58 |
nephele |
in a somewhat random direction, to make forests grow back slowl |
23:58 |
swift110 |
nephele, to simulate real life? |
23:58 |
nephele |
the forests? no more because i am lazy :D |
23:59 |
nephele |
replanting stuff is so tedious, the forest grew that much without players around, but with a player around they suddenly need help to replant themselves xD |
23:59 |
swift110 |
oh |