Time |
Nick |
Message |
00:46 |
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01:12 |
orbea |
in the minetest.conf, how big are "blocks"? The same size as each individual block in game? |
01:13 |
orbea |
struggling to get player_transfer_distance right, maybe 100 is more than I understood? |
01:18 |
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01:25 |
rubenwardy |
orbea: a cube in the game is called a "node". A block (full name: MapBlock) is 16x16 nodes |
01:25 |
rubenwardy |
100 is 1600 metres |
01:25 |
rubenwardy |
if you assume a cube is a metre |
01:27 |
orbea |
thanks :) |
01:35 |
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01:43 |
Sketch2 |
https://www.isitdownrightnow.com/forum.minetest.net.html |
01:44 |
rubenwardy |
Sketch2: hardware issues |
01:45 |
Sketch2 |
k, ty |
01:59 |
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06:51 |
Extex |
Woah the forums are really acting up! |
06:51 |
Extex |
What's come up? |
06:51 |
Extex |
Have we like reached the max forum data usage or something? |
07:05 |
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07:19 |
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07:22 |
oil_boi_ |
Is there a function to modify node textures during server loop yet? |
07:23 |
texmex |
oil_boi_: no |
07:24 |
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07:34 |
oil_boi_ |
texmex: This is a very interesting problem to think about, I cannot see anything which allows me to create nodes while the game is running, or items, if I could do that I could create special nodes during the game loop to create signs. The other option is, create sign entity when signs are placed and simply delete the sign entity when it's sign.get_staticdata is called since that only becomes called on unload. I'm not sure |
07:34 |
oil_boi_ |
if nodes get unloaded the same as entities do though |
07:35 |
oil_boi_ |
And then register the sign base node as an LBM with sign meta (Text) and yaw so that signs can be angled in any direction |
07:35 |
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07:35 |
oil_boi_ |
Also the fact that you will be able to overlay the actual texture into the texture of the sign means that they will not look all messy and you can actually read the text |
07:40 |
texmex |
oil_boi_: check out display_api for an implementation like the one you’re describing. |
07:47 |
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07:47 |
newbie |
identify? |
07:51 |
twoelk |
great, all my irc scripts got trashed :( |
07:57 |
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08:00 |
* twoelk |
muses on what to make of the perfect sunshine outside |
08:02 |
* twoelk |
big sigh |
08:02 |
twoelk |
surfing the forum isn't much fun these days |
08:13 |
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08:15 |
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08:20 |
oil_boi_ |
texmex: https://github.com/oilboi/Crafter/issues/5 Hahaha I forgot to add an exception in for TooManyItems, I didn't even know that was possible :P |
08:20 |
oil_boi_ |
Now you can get infinite "help" literally in your inventory!! |
08:21 |
Krock |
twoelk: moreover I cannot update the mod search engine easily like this |
08:21 |
oil_boi_ |
texmex: I'm so excited to work on the HALLOWEEN! Update once I fix all the bugs you guys found |
08:22 |
oil_boi_ |
I love Halloween :D I can't wait for pumpkins! Also Krock is it possible to have the forum move to GitHub? |
08:23 |
Krock |
oil_boi_: excuse me what? |
08:30 |
oil_boi_ |
Krock: Oh nevermind, I didn't know github.io was made of static pages |
08:31 |
oil_boi_ |
My brains moving a mile a minute right now :T Sorry about that |
08:39 |
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08:52 |
twoelk |
if the problems on the forums are current situation related, I wouldn't recomend moving just right now - things will be similar elsewhere |
08:55 |
nephele |
Now that github has more outages, moving more stuff to it is a good move, especially stuff that makes no sense to put on it :D |
09:01 |
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10:00 |
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10:42 |
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10:47 |
oil_boi_ |
texmex: Would it be cooler if for the credits: I took the player to a corner of the map, generated the credits in nodes, and then literally scrolled the player down the world to simulate the credits scrolling up? |
10:55 |
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11:00 |
texmex |
oil_boi_: It would! But the real cool thing to do would be to have a easter egg portal that brought the player to The Temple of Mese deep underground where credits would be browsable freely. |
11:17 |
oil_boi_ |
That's a great idea :D |
11:17 |
oil_boi_ |
texmex: Sticky pistons work perfectly now, I'm making a hidden door :D |
11:19 |
oil_boi_ |
That duplication glitch was easier to fix than I thought, got me worried for a second until I can just check if it's deactivated before activating it |
11:21 |
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12:23 |
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12:45 |
adfeno |
Hi Amaz, I and a group of Brazilians made some changes to the interact mod, and would like to know if you accept patches through email (I couldn't find your email address in the auxiliary files or copyright notices of the mod), … |
12:46 |
adfeno |
… or if by giving you the link to the fork you could review that, decide whether to merge it, and tell us the result. |
12:51 |
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12:57 |
sfan5 |
!seen amaz |
12:57 |
MinetestBot |
sfan5: amaz was last seen at 2020-03-30 15:41:11 UTC on #minetest |
12:57 |
sfan5 |
oh huh |
13:00 |
oil_boi_ |
texmex: I thought this was a fun way to unveil the trap chest and sticky piston https://youtu.be/zs3BHRymxlw :D |
13:04 |
MinetestBot |
[git] pyrollo -> minetest/minetest: Hypertext: Fix hovercolor not working in global tag (#9582) 0eb3072 https://git.io/JvNGM (2020-04-05T13:04:41Z) |
13:09 |
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14:34 |
orbea |
i was bored and read the old discord presence PRs a bit, I appreciate there is at least one game related project refusing that crap :) |
14:35 |
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15:29 |
MinetestBot |
[git] BreadT -> minetest/minetest: Translated using Weblate (Japanese) 40dccc0 https://git.io/JvNW3 (2020-04-05T15:27:48Z) |
15:29 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Translated using Weblate (German) 7aec5f4 https://git.io/JvNWs (2020-04-05T15:27:48Z) |
15:29 |
MinetestBot |
[git] oguzersenprotonmail.com -> minetest/minetest: Translated using Weblate (Turkish) e6e1c12 https://git.io/JvNWG (2020-04-05T15:25:55Z) |
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16:32 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Update credits for 5.2.0 (#9593) 09b8f5d https://git.io/JvN80 (2020-04-05T16:30:44Z) |
16:46 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Continue with 5.3.0-dev 528b162 https://git.io/JvN8N (2020-04-05T16:31:52Z) |
16:46 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Bump version to 5.2.0 24147d9 https://git.io/JvN8A (2020-04-05T16:31:50Z) |
16:50 |
sfan5 |
!op |
16:50 |
|
Topic for #minetest is now The official Minetest channel | Latest version: 5.2.0 (2020-04-05) | 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 |
16:53 |
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17:00 |
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17:03 |
sfan5 |
ANNOUNCEMENT: Minetest 5.2.0 has been released https://github.com/minetest/minetest/releases |
17:08 |
rubenwardy |
est31: I don't seem to be in the Minetest developers team? |
17:08 |
rubenwardy |
my user is https://launchpad.net/~rubenwardy |
17:08 |
rubenwardy |
I've requested access |
17:08 |
rubenwardy |
also might be worth denying all those people |
17:09 |
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17:11 |
rubenwardy |
also celeron55 ^ |
17:11 |
rubenwardy |
looks like you're the only one with "Administrator" rank |
17:12 |
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17:12 |
tf2ftw |
Hello. |
17:12 |
rubenwardy |
o/ |
17:13 |
tf2ftw |
Where are the mods and maps located when installing from Ubuntu Snap? |
17:13 |
est31 |
rubenwardy: only c55 can add you |
17:13 |
rubenwardy |
ok |
17:13 |
celeron55 |
i'll set some extra administrators |
17:13 |
DS-minetest |
tf2ftw: ~.minetest/* |
17:13 |
DS-minetest |
oh, forget it |
17:14 |
celeron55 |
which is, you two |
17:14 |
tf2ftw |
DS-minetest, thanks but it doesn't seem that the mods are being picked up in that dir |
17:14 |
est31 |
celeron55: ok |
17:14 |
* DS-minetest |
didn't see the "Snap" |
17:14 |
sfan5 |
rubenwardy: if you have the chance to edit the recipe make sure to look for a place to add -DCMAKE_BUILD_TYPE=Release to the build flags |
17:15 |
tf2ftw |
I wasn't a fan of the Snap idea and now I'm not loving it in practice either. |
17:15 |
DS-minetest |
tf2ftw: there's a minetest ppa (actually two, one stable and one daily) |
17:16 |
tf2ftw |
Thanks I'll check it out. |
17:17 |
est31 |
sfan5: the place for that would be here: https://code.launchpad.net/~minetestdevs/minetest-c55/+git/packaging |
17:17 |
est31 |
... I think |
17:17 |
sfan5 |
https://git.launchpad.net/~minetestdevs/minetest-c55/+git/packaging/tree/rules yep |
17:18 |
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17:18 |
tf2ftw |
Is the MT wiki open source? I'd like to mirror or supporting the hosting fees. I've been getting a lot of timeouts the past few days |
17:18 |
sfan5 |
I tried to find those files a few days ago but failed due to Launchpad's complicated and user-unfriendly interface |
17:20 |
rubenwardy |
est31: is launchpad safe? If I edit the flags and the build fails, can I try again or would I need 5.2.0-1 or something |
17:20 |
est31 |
it depends on whether it was uploaded or not |
17:20 |
est31 |
there are two steps |
17:20 |
est31 |
1. uploading of the source |
17:21 |
est31 |
2. building the uploaded source |
17:21 |
est31 |
if the build fails, say you placed an ( somewhere in the cpp file |
17:21 |
tf2ftw |
DS-minetest, is this the end-user ppa? ppa:minetestdevs/stable |
17:21 |
est31 |
then step 1 will succeed but 2 will fail |
17:21 |
rubenwardy |
tf2ftw: yes, we're updating it now |
17:21 |
rubenwardy |
> The build has two steps: first it assembles the source code and uploads it, then it builds the code. If the first step completed successfully but the second one failed, you need to update the version number in the recipe (e.g. 1.2.3-ppa1) before rebuilding. |
17:21 |
tf2ftw |
"now" as in "wait a few min" ? :) |
17:22 |
est31 |
rubenwardy: yeah that needs to happen |
17:22 |
rubenwardy |
possibly tens of minutes |
17:22 |
tf2ftw |
lol thanks |
17:22 |
est31 |
rubenwardy: anyways, it's always good to add -ppa0 |
17:22 |
est31 |
or something like that |
17:22 |
rubenwardy |
ah right, so it can be -ppa1 after |
17:22 |
est31 |
yes |
17:22 |
rubenwardy |
should this be changed? Maintainer: Juhani Numminen |
17:22 |
est31 |
no |
17:22 |
est31 |
if you want to, maybe |
17:22 |
est31 |
idk |
17:22 |
rubenwardy |
also, the copyright says it's GPL not LGPL. Is that for the build scripts? |
17:23 |
rubenwardy |
I'll default to loeaving things |
17:23 |
rubenwardy |
as they are |
17:23 |
est31 |
oh I guess it was from before the change |
17:23 |
est31 |
IIRC minetest changed from GPL -> LGPL early on before I joined |
17:23 |
est31 |
so should probably be changed |
17:23 |
est31 |
rubenwardy: adding -ppa0 is also good because then it doesnt conflict the proper ubuntu packages |
17:24 |
est31 |
then you can be sure the ppa package stays installed over the ubuntu package |
17:24 |
est31 |
idk the details tho |
17:24 |
est31 |
<est31> then step 1 will succeed but 2 will fail |
17:24 |
est31 |
to add to this, it will conflict with the uploaded source if you dont change it |
17:24 |
est31 |
so that's why you need to add the version identifier |
17:25 |
est31 |
rubenwardy: the version only shows up in apt though, it doesn't affect what the minetest program outputs |
17:27 |
tf2ftw |
Snap out. PPA in. Game up and running with mods. Thanks everyone |
17:28 |
rubenwardy |
Ok, so I've 1. appended -DCMAKE_BUILD_TYPE=Release to the list of cmake flags in rules 2. updated copyright to have the correct licenses, making sure not to change the license of the debian files |
17:29 |
rubenwardy |
https://git.launchpad.net/~minetestdevs/minetest-c55/+git/packaging/commit/?id=0bc3635323bdd991ba507ff4d7fd7e8f97e210c8 |
17:33 |
sfan5 |
nice |
17:34 |
sfan5 |
thanks |
17:34 |
rubenwardy |
ok, I've queued the builds |
17:35 |
Wuzzy |
IT HAS HAPPENED!!! 5.2.0 is out! good job. |
17:35 |
rubenwardy |
shock |
17:36 |
Wuzzy |
ok now the clock is ticking for MCL2 ? |
17:36 |
rubenwardy |
build failed https://code.launchpad.net/~minetestdevs/+archive/ubuntu/stable/+recipebuild/2536394 |
17:36 |
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17:37 |
DS-minetest |
:/ the opportunity was missed to release minetest on first of april and skip one version to cause confusion, as april fool practical joke |
17:41 |
rubenwardy |
est31: do I need to push upstream minetest git to some debian repo? |
17:41 |
rubenwardy |
it's not detecting the tagged commit |
17:42 |
Wuzzy |
DS-minetest: you mean, Minetest 6.6.6, release of the devil? ? |
17:42 |
rubenwardy |
aha |
17:43 |
rubenwardy |
found it |
17:43 |
rubenwardy |
importing again |
17:46 |
DS-minetest |
Wuzzy: nah, rather like from 5.1 to 5.3 so that everyone will wonder on where to find version 5.2 and to make them think that they overslept an upgrade |
17:49 |
rubenwardy |
tf2ftw: the PPA now has 5.2.0 |
17:49 |
rubenwardy |
est31: thanks for your help |
17:50 |
rubenwardy |
hopefully, we won't need to ping your again :D |
17:51 |
DS-minetest |
did anyone ever try playing minetest on a screen with more than 10000 pixels sidelength? |
17:53 |
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17:55 |
Sires |
Hello! |
17:55 |
Sires |
I'm trying to make technic chests work with protector redo mod, still I have one problem |
17:55 |
Sires |
to do that I'd have to use minetest.is_protected function from protector mod, but its not working, seems like its still the default minetest.is_protected function |
17:55 |
Sires |
I tried minetest.is_protected == core.is_protected, it says true |
17:55 |
Sires |
I put protector on depends.txt and mod.conf |
17:56 |
DS-minetest |
Sires: protector mods override this function |
17:56 |
Sires |
yes |
17:56 |
Sires |
thats what I want |
17:56 |
Sires |
I want to use the overrided function, but its using the normal one |
17:56 |
orbea |
nether + moreblocks + 5.2.0 = a crash on not finding stairs:stair_cobble |
17:56 |
DS-minetest |
core == minetest -> true |
17:56 |
* orbea |
bisects... |
17:56 |
DS-minetest |
it is already the overridden one (should be at lease) |
17:57 |
DS-minetest |
least* |
17:57 |
Sires |
doesn't seem to work then |
17:57 |
Sires |
I'll do some more testing one sec |
17:57 |
DS-minetest |
Sires: look at your privs |
17:58 |
DS-minetest |
orbea: which nether? |
17:58 |
DS-minetest |
pilz or dog? |
17:58 |
tf2ftw |
rubenwardy, thanks |
17:58 |
orbea |
DS-minetest: this one https://github.com/minetest-mods/nether |
17:58 |
tf2ftw |
FYI, I've started this for myself. Figured I'd share in the spirit of community. https://github.com/chris-roerig/minetest-stuff |
17:58 |
orbea |
is there one I should use instead of that? |
17:59 |
Sires |
ok just tested also old_is_protected == core.is_protected, returns false |
18:00 |
Sires |
so for sure its working |
18:00 |
DS-minetest |
that's the pilz nether. dog nether is better imo: https://github.com/HybridDog/nether-pack/ |
18:00 |
Sires |
but I wonder why my protection is not working, I got all the privs as well |
18:00 |
rubenwardy |
you should consider downloading mods using git, tf2ftw, makes it easier to update |
18:00 |
rubenwardy |
https://gitlab.com/rubenwardy/dev_plays_minetest/-/blob/master/update.sh |
18:00 |
DS-minetest |
Sires: I wonder how you got the reference to the original function... |
18:01 |
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18:01 |
Sires |
at the mod itself |
18:01 |
tf2ftw |
rubenwardy, thats true. skipped that option for now as I'm considering some type of unified packaging system for mods. |
18:01 |
Sires |
just to test |
18:01 |
DS-minetest |
Sires: if you have protection_bypass, protection mods will always allow you to bypass protection |
18:01 |
Sires |
or at least should.. |
18:01 |
rubenwardy |
also, I'd appreciate CLIs for https://content.minetest.net |
18:01 |
rubenwardy |
something like cdb install tenplus1/mobs |
18:02 |
Sires |
at singleplayer works fine |
18:02 |
rubenwardy |
https://github.com/minetest/minetest/issues/7358 |
18:02 |
rubenwardy |
!title |
18:02 |
MinetestBot |
rubenwardy: Add CLI package install interface · Issue #7358 · minetest/minetest · GitHub |
18:02 |
rubenwardy |
I haven't decided whether it's best as a standalone tool, or part of MT |
18:02 |
rubenwardy |
standalone tool would be easier |
18:02 |
DS-minetest |
Sires: what exactly is your problem btw? |
18:03 |
Sires |
Seems like minetest.is_protected returns false |
18:03 |
orbea |
DS-minetest: in which ways it is better? |
18:03 |
Sires |
while I have privs and I am the owner of the protection |
18:03 |
tf2ftw |
rubenwardy, standalone would be great considering could be used for MT and MT-server |
18:04 |
rubenwardy |
So could a CLI as part of mt |
18:04 |
tf2ftw |
true true |
18:04 |
tf2ftw |
thanks for the help all. out for now |
18:05 |
Sires |
even when the area has no protection at all its returning false |
18:05 |
Sires |
that only happens when I host server |
18:06 |
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18:07 |
DS-minetest |
orbea: better map generation (pilz nether is just normal mapgen with normal stone swapped with nether stone, some ore with glowstone and so on.), interesting items (eg. nether pearl, new tools, nether wood, blood structure wood, ...), a whole new gamplay thingy (normal picks don't work, you have to craft new picks from nether), ... |
18:07 |
DS-minetest |
=> more content |
18:08 |
orbea |
ah, that does sound better |
18:08 |
DS-minetest |
Sires: are you sure you are calling the function correctly (ie. with correct argument types)? |
18:09 |
Sires |
minetest.is_protected(pos, player:get_player_name()) |
18:09 |
orbea |
my bisect resulted in this commit https://github.com/minetest/minetest/commit/fd4daefb29f2922937849a207812fe368260f43e |
18:09 |
Sires |
pretty sure thats correct, thats the same as the protector mod calls as well |
18:10 |
orbea |
DS-minetest: if no one has visited the nether yet in current map, swapping mods should be no problem? |
18:10 |
DS-minetest |
orbea: I think so |
18:11 |
orbea |
cool, will try, thanks |
18:11 |
DS-minetest |
^_^ |
18:11 |
DS-minetest |
!next |
18:11 |
MinetestBot |
Another satisfied customer. Next! |
18:12 |
Sires |
Lol im here xD |
18:12 |
DS-minetest |
Sires: are there any other mods overriding .is_protected |
18:12 |
DS-minetest |
? |
18:12 |
Sires |
I'll look |
18:12 |
orbea |
no crash :) |
18:12 |
Sires |
as far as I know only protection mod is this one |
18:13 |
DS-minetest |
Sires: and get sure whether you really have an existing player. print the player name |
18:16 |
Sires |
printed the name, its "Sires" |
18:17 |
Sires |
pos is correct type |
18:18 |
sfan5 |
rubenwardy: cdb cli as part of mt would be better |
18:18 |
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18:19 |
DS-minetest |
Sires: isn't false the correct return value in this case? it is not protected => the statement "it is protected" is false |
18:19 |
Sires |
that would mean in singleplayer I have no access to anything(I do have all privs)? Because in singleplayer it works just fine |
18:21 |
Sires |
also in chests without protection its returning false |
18:21 |
DS-minetest |
if you have protection_bypass, .is_protected will always return false |
18:21 |
DS-minetest |
it's not protected |
18:21 |
DS-minetest |
hence false |
18:21 |
Sires |
but I have protection_bypass in singleplayer and it returns true |
18:21 |
Sires |
oh wait |
18:22 |
Sires |
I got it |
18:22 |
Sires |
I'll test |
18:22 |
Sires |
(I was using the normal chest thats why it was working) |
18:26 |
Sires |
Worked perfectly thanks so much! |
18:27 |
DS-minetest |
!next |
18:27 |
MinetestBot |
Another satisfied customer. Next! |
18:27 |
Sires |
xD |
18:31 |
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18:47 |
Verticen |
Speaking of single player permissions, is there a command that I can give myself Z to Zoom privlage in single player? |
18:47 |
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18:49 |
sfan5 |
/grantme zoom |
18:50 |
Verticen |
sfan5: thx |
18:50 |
Verticen |
!next |
18:50 |
MinetestBot |
Another satisfied customer. Next! |
18:51 |
rubenwardy |
does zoom still exist? |
18:52 |
Sires |
Its not supposed to? |
18:53 |
sfan5 |
huh no |
18:53 |
sfan5 |
it does not |
18:54 |
sfan5 |
keep the binoculars item and then you can use zoom |
18:54 |
sfan5 |
+in your inventory |
18:55 |
rubenwardy |
you also have the ability to zoom when in creative |
18:57 |
Sires |
Just finished altering technic, now its compatible with protectors mod :D |
18:57 |
Sires |
should I perhaps make a pull request? |
18:58 |
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19:06 |
sfan5 |
making a PR is always a good idea |
19:07 |
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19:08 |
Sires |
last time I made they said they were in feature freeze or smth |
19:12 |
rubenwardy |
sounds like a bug fix |
19:13 |
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20:18 |
Edgy1 |
forums are running extremely slowly |
20:19 |
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20:20 |
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20:23 |
rubenwardy |
Edgy1: "hardware" issues on the VPS, c55 is on it |
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20:31 |
Edgy1 |
ok ty rubenwardy |
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21:06 |
johnnyjoy |
Does anyone know if floatlands just appear at the mgv7_floatland_level elevation or do they do all the way up from that point. It's not clear from the docs that it's just a thin layer of islands or if islands are scattered from that elevation all the way up like skylands. |
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21:52 |
orbea |
would it be possible to make stone punchable and not drop anything like in minecraft? Would prevent silly players from digging down, losing tools adn softlocking themselves... |
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23:42 |
Copenhagen_Bram |
hello |
23:42 |
* Copenhagen_Bram |
is playing realtest |
23:42 |
Copenhagen_Bram |
i wonder what the hammer can be used for |
23:46 |
Copenhagen_Bram |
Or the spear... |
23:46 |
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