Time |
Nick |
Message |
00:09 |
rubenwardy |
freelikegnu: what needs to be done for "goblins" on CDB? |
00:09 |
rubenwardy |
I don't understnad your question earlier |
00:40 |
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02:04 |
guzzi |
i want to use mobs_animal |
02:04 |
guzzi |
on a headless server |
02:04 |
guzzi |
i installed mobs_redo. |
02:12 |
guzzi |
is there a way for me to see if it is working. I am not seeing any animals |
02:13 |
NathanS21 |
I assume you've added mobs_animals as well? |
02:16 |
guzzi |
yes i added mobs animals as well. when i start the minetest server it shows that both have loaded. |
02:16 |
guzzi |
only thing I notice is that the folder is called mobs_redo |
02:16 |
guzzi |
but the module setting is just mobs |
02:16 |
Lone_Wolf |
You should see `[MOD] Mobs Redo 'Animals' loaded` in your logs when starting up a world |
02:16 |
NathanS21 |
Yes, the folder should be called mobs_redo |
02:17 |
NathanS21 |
You should also be able to find the mob eggs in creative inventory on the server |
02:17 |
NathanS21 |
running /mods on the server will also show what mods are enabled |
02:21 |
guzzi |
what is 'createive inventory'? |
02:22 |
guzzi |
oh i see beehive |
02:22 |
guzzi |
ok is there some way they get generated in my world? |
02:23 |
guzzi |
do i have to set creative? |
02:23 |
NathanS21 |
The animals should randomly spawn in your world. |
02:23 |
NathanS21 |
Different ones will spawn in different areas. |
02:23 |
guzzi |
ah ok. well looks like it is all there. thanks |
02:24 |
guzzi |
I just don't see anything yet. |
02:25 |
NathanS21 |
It might take a little while for them to start appearing, but they will. :) |
02:30 |
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02:31 |
guzzi |
ok thanks NathanS21. |
02:31 |
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02:36 |
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02:38 |
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03:21 |
guzzi |
actually i don't see [MOD] Mobs Redo 'Animals' loaded |
03:21 |
guzzi |
and I only see some fireflys |
03:21 |
NathanS21 |
Fireflies are part of MTG |
03:22 |
NathanS21 |
does mobs_animal show when you run the /mods command. |
03:26 |
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03:32 |
guzzi |
NathanS21 yes it does |
03:33 |
guzzi |
I just saw then end of my config had an extra load_mod_mobs = false |
03:33 |
guzzi |
so maybe that was it. |
03:33 |
guzzi |
I will check back tomorrow |
03:40 |
guzzi |
well i gave myself give permissions and gave myself a bee. |
03:40 |
guzzi |
guess i will just drop some mob spawners |
03:41 |
guzzi |
so it is working |
03:44 |
guzzi |
are there instructions on the spawner options? |
03:45 |
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04:52 |
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04:53 |
troy_cambridge |
did not really expect to see so many in here. |
04:54 |
troy_cambridge |
I'm playing the realtest game and am stuck figuring out how to smelt metals |
04:56 |
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05:08 |
swift110-phone__ |
Oh ok |
05:14 |
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06:00 |
oil_boi |
How would one tell emerge_area https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4769 to do something when the mapblocks are loaded? |
06:00 |
oil_boi |
It's worded very strangely in the doc |
06:02 |
cheapie |
oil_boi: I would imagine you would give it a callback to run, and lines 4775-4788 state what stuff will be passed to it. |
06:03 |
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06:03 |
cheapie |
If you're wanting to wait until *all* of the ones you specified are done, it sounds like you'll have to just wait to be called with a calls_remaining of 0. |
06:04 |
oil_boi |
Thanks cheapie |
06:06 |
oil_boi |
I was like, doing a timer, but then I'm like this is dumb, and I finally just gave up on that and was like emerge_area has to have some way to do this |
06:11 |
* oil_boi |
wonders if multiple emerge_area calls can be run in a single instance |
06:12 |
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06:12 |
tf2ftw |
hi. Anyone use aliveai before? I don't understand how to generate bots |
06:12 |
tf2ftw |
https://github.com/AiTechEye/aliveai/wiki/bot-defines |
06:12 |
oil_boi |
as in, if you have local variable x declared directly before the emerge_area callback is defined if two instances of the same call try to run will x be contaminated, aka doubled, as they try to add x=x+1 ? |
06:13 |
oil_boi |
or will it do emerge area, reset, emerge area, instead of emerge area1, emerge area2, repeat? |
06:13 |
oil_boi |
oh no my question broke freenode |
06:15 |
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06:19 |
Verticen |
<oil_boi> Yo I'm clueless on how to answer any of ur questions, but I want to say that ur latest nether test is sweet, and the music is good! |
06:20 |
oil_boi |
Thanks Verticen! Hopefully we can actually travel to the nether within the next hour or two :) |
06:32 |
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06:34 |
oil_boi |
Verticen, very exciting, I've figured out a method to localize nether portals, no need for metadata storage, it's utilizing actual positions and finding a portal within a 30 node distance and if it doesn't exist it will try to create them, and if it does, when you teleport it will simply go to the already existing one |
06:38 |
Verticen |
oil_boi Nice. Since portals can be any shape, will the portal created in the opposite dimension share the same shape of the created portal? How will that work? also do you plan on doing a 1:4 distance ratio for overworld/nether? |
06:43 |
oil_boi |
No, it would take a lot of calculations and storage to do that, I'm going to do a simple nether portal schematic. BUT since this utilizes the function to just check if there's a nether portal node around the lava sea's starting position, if you build a portal within 30 nodes of the nether portal you spawned into the nether in, it will always link the two together. I can't really do that since we're limited to the 16 bit |
06:43 |
oil_boi |
integer limit on x and z, if I did that you'd always hit the border of the map if you're farther out than 8000 nodes on x or z. Also a 1,1 ratio is much easier to do since I can check directly below the player, etc. If the mapsize is ever expanded I'll feel free to modify everything to do the 1:4 ratio |
06:44 |
Verticen |
cool. keep the updates coming, they're cool to see. |
06:48 |
oil_boi |
Thanks bro. I think you'll be very excited to know, since it's 1:1 and Y coordinate independent , you can essentially create dimension elevators, portals next to each other that will transport you to the adjacent dimension portal |
06:49 |
oil_boi |
oof |
07:16 |
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08:26 |
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08:28 |
theslavguardian |
Hello everyone |
08:38 |
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08:39 |
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09:12 |
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09:31 |
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09:40 |
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10:16 |
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11:01 |
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11:05 |
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11:06 |
Sompi |
vois laittaa minetest-palvelimen |
11:12 |
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11:16 |
Sompi |
how can I host a minetest server |
11:17 |
sfan5 |
https://wiki.minetest.net/Setting_up_a_server |
11:19 |
Sompi |
what plugins do you recommend |
11:20 |
Sompi |
http://bsserver.tunk.org:8000/phpsysinfo/index.php?disp=bootstrap is this enough for specs |
11:25 |
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11:25 |
sfan5 |
16 CPU cores and 16GB of RAM are far past the recommend requirements |
11:25 |
sfan5 |
so yes that is "enough" |
11:25 |
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11:26 |
Krock |
You need at least a GTX 2080 Super |
11:26 |
sfan5 |
which mods depends on your intention what the server should be |
11:26 |
Krock |
otherwise the server won't run smoothly |
11:27 |
Sompi |
a minecraft-like survival game where players can builds and do some redstone-like logic |
11:28 |
Krock |
your cores aren't very strong, but will definitely suffice to run a full-fledged server with heavy machinery mods |
11:28 |
sfan5 |
!mod mobs_redo |
11:28 |
MinetestBot |
sfan5: Mobs Redo [mobs] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=9917 - https://notabug.org/TenPlus1/mobs_redo |
11:28 |
sfan5 |
!mod mesecons |
11:28 |
MinetestBot |
sfan5: Mesecons (= redstone) [mesecons] by Jeija - https://forum.minetest.net/viewtopic.php?t=628 - https://github.com/minetest-mods/mesecons |
11:28 |
sfan5 |
^ you'll want those two at least |
11:29 |
Krock |
I can pass you the IEC gate textures for the mesecons mod if you'd prefer those :3 (like I do) |
11:29 |
Sompi |
i'll look into those when I get the basic server working |
11:30 |
Krock |
I wonder how much you could overclock those Xeons. The 54xx series were pretty good there, maybe yours too |
11:30 |
Sompi |
slackware's sbotools ran into some md5hash errors when installing flatpak :( |
11:31 |
Sompi |
is there an archive file somewhere that contains only the binaries? |
11:31 |
Krock |
how about Slackware's official repository? |
11:32 |
Krock |
or unstable, if even. |
11:32 |
sfan5 |
I think there are some ways you can extract flatpaks, but the flatpaks contain the client anyway with X11 and all that stuff |
11:32 |
Sompi |
yes, and I need only the server |
11:33 |
sfan5 |
if your distribution doesn't have it compiling from source isn't too complicated |
11:34 |
Sompi |
actually there is a minetest package in slackbuilds.org |
11:34 |
Sompi |
but it is 5.0.1 |
11:35 |
Krock |
outdated by a year |
11:42 |
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12:05 |
tf2ftw |
hi. Anyone use aliveai before? I don't understand how to generate bots |
12:05 |
tf2ftw |
https://github.com/AiTechEye/aliveai/wiki/bot-defines |
12:07 |
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13:48 |
orbea |
Sompi: download the newer source and: VERSSION=5.2.0 ./minetest.Slackbuild |
14:12 |
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14:13 |
* DS-minetest |
thinks he found the reason why nodetimers were called wrongly for him |
14:14 |
* DS-minetest |
forgot to rebuild and hence had c++ changes of the vector PR but not the lua part |
14:47 |
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15:47 |
guzzi |
I loaded mobs_animal and mobs_redo do I need to regenerate my world to see them start appearing? |
15:47 |
guzzi |
I can give my self animals and place them, but I am not seeing them appear anywhere. |
15:48 |
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15:51 |
orbea |
guzzi: no, you do not need to regenerate the world, just wait |
15:52 |
orbea |
imo the mobs_animals dont spawn enough compared to mobs_monsters |
15:52 |
guzzi |
yeah someone else reported it on the forum too. |
15:52 |
guzzi |
I will try mobs_monsters. thanks |
15:52 |
ANAND |
True, mobs_animal mobs spawn very far and few in between. |
15:52 |
guzzi |
yeah like never. |
15:52 |
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15:53 |
guzzi |
like in real life |
15:53 |
guzzi |
sitting in the deer stand I almost never see deer. |
15:53 |
guzzi |
thanks guys. |
15:53 |
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15:53 |
guzzi |
hopefully i can contribute to this project. |
15:54 |
guzzi |
I contributed to some c++ for monero, I do python mostly. |
15:54 |
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15:58 |
* orbea |
shrugs, I've fixed 3 bugs in MTG so far and the only one that was merged/closed was because it was a duplicate of a unmerged 2018 PR I didn't see until after...contributing seems a waste of time. |
15:59 |
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15:59 |
Krock |
research to prevent stepping into pitfalls |
16:00 |
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16:07 |
guzzi |
yeah.. turns out print(S(....)) prints to syslong not to the debug.txt. I see mobs_animal is loaded via the syslog file in ubuntu. |
16:08 |
Daisae |
For a certain world running MTG, it is running in creative mode even though the checkbox for creative mode is de-selected. I deactivated all mods and revoked give privilege. What could be causing this? |
16:09 |
guzzi |
orbea, yeah, opensource collaboration can be frustrating. |
16:10 |
guzzi |
I spent 2 to 3 hours over comments and variable names last week. |
16:10 |
guzzi |
And that was after 6 days of debugging just to find the bug. |
16:11 |
guzzi |
luckily i work for a large enough company that they are willing to work on open source upstream bugs. |
16:11 |
orbea |
guzzi: right, I'm tired of project leads wasting my time with non-technical bs...happened with more projects than I can remember |
16:11 |
sfan5 |
Daisae: /revoke <yourname> creative |
16:11 |
sfan5 |
if you use /grantme all you will also receive a creative privilege |
16:12 |
Daisae |
Thanks. |
16:12 |
guzzi |
orbea, yeah. I literally said: "please give me a suggested commit on github" |
16:12 |
guzzi |
then magically they just did it. |
16:13 |
guzzi |
its like, dude i spent 6 days finding this now you want to argue about the variable. lol nope. |
16:13 |
orbea |
lol |
16:14 |
sfan5 |
orbea: there are certainly things that are worth complaining about but "minetest_game devs agreed that my cleanup PR was not an overall improvement to code quality" is not one of them |
16:14 |
Daisae |
itemstr |
16:15 |
orbea |
sfan5: i wasnt complaining about that, although yea, I spent hours making your code more readable and then you guys complain how its less readable. lol |
16:15 |
orbea |
i did say bug fixes |
16:15 |
guzzi |
yeah i installed mobs_water. I already see some animals |
16:16 |
guzzi |
cool! |
16:16 |
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16:17 |
guzzi |
thanks orbea |
16:39 |
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16:49 |
MinetestBot |
[git] dcbrwn -> minetest/minetest: Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537) cdbe3c5 https://git.io/JfU2c (2020-04-19T16:47:13Z) |
16:51 |
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17:08 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix alias handling of get_content_id (#9712) 338195f https://git.io/JfUam (2020-04-19T17:07:54Z) |
17:17 |
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19:10 |
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19:17 |
begui |
Hey, how deep does minetest go? |
19:21 |
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19:28 |
Krock |
begui: -30980m or something like that |
19:28 |
Krock |
!next |
19:28 |
MinetestBot |
Another satisfied customer. Next! |
19:28 |
begui |
wow |
19:49 |
begui |
I think im in hell |
19:49 |
begui |
this is great |
20:06 |
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20:21 |
xachman |
begui: At -650 I finally found mese. Have you found any diamond yet? |
20:21 |
begui |
tons |
20:21 |
xachman |
what depth was that? |
20:41 |
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21:14 |
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21:25 |
Wuzzy |
xachman: https://wiki.minetest.net/Ores |
21:25 |
begui |
xachman, not so sure but we managed to get to about -7000 |
21:28 |
xachman |
begui: nice! |
21:30 |
xachman |
im at -677 and playing with mod_monsters so its going probably slower |
21:33 |
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21:56 |
Zughy |
so guys, anyone worried about Minetest when Hytale gets released? Considering that some MC players are thrilled by the modding system |
21:57 |
Lone_Wolf |
MC modders have no taste. Otherwise they'd be doing MT modding >:) |
21:58 |
Zughy |
:^]. But well, they're pretty famous and huge (I mean the game I mentioned) |
22:05 |
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22:24 |
hisforever |
Hi I'm having trouble with digtron mod? here is a screenshot https://imgur.com/a/zrtveXn |
22:24 |
hisforever |
please help |
22:24 |
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22:26 |
Zughy |
hisforever, you should ask to the creator of the mod/game |
22:26 |
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22:27 |
hisforever |
ghtok thanks Zuh |
22:52 |
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