Time |
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02:09 |
oil_boi |
texmex: I read all your feature/bug reports, it be time yo |
02:10 |
oil_boi |
should dropped leaves be walkable at all? |
02:13 |
oil_boi |
Also texmex I'm going to keep the fire as using node timers since it will limit the calculations the server has to do on the one thread it has |
02:14 |
oil_boi |
I have an unreleased video of a repeat step of 0.1 seconds and it can take out the entire area with ease while causing minimal lag |
02:17 |
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02:38 |
oil_boi |
texmex: should treecapitator be kept in? maybe it should be an enchantment? |
02:51 |
oil_boi |
I didn't even know you could get 5 million items in a stack, must be a new change |
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07:36 |
jas_ |
wow! what a beautiful day |
07:36 |
jas_ |
!server |
07:36 |
MinetestBot |
jas_: Tunnelers' Abyss | 37.46.208.34 | Clients: 4/30, 7/18 | Version: 5.2.0 / minetest_game | Ping: 25ms |
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08:00 |
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08:15 |
texmex |
oil_boi: logically leaves should be less walkable than nonbroken ones, ie not at all. |
08:15 |
texmex |
oil_boi: treecap is a nice way of avoiding floating tree trunks |
08:17 |
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12:10 |
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12:17 |
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12:18 |
oil_boi |
ok texmex what aspects should be added into TtN? |
12:21 |
texmex |
…so in way it’s good to keep treecap as default. Tool wear should be applied according to the number of nodes broken though. |
12:21 |
texmex |
oil_boi: body and biome temp for sure |
12:26 |
texmex |
Per-node temperature: air, water. |
12:26 |
texmex |
Temperature radiation: fire, lava, ice |
12:31 |
texmex |
To iterate on the treecap while not dropping all trunk nodes at once, I think laying the log on its side (ie treefelling) would be cool. So the tree trunk ”falls”, then it’s up to the player to cut it up further. This solves the floating tree problem too. |
12:32 |
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12:32 |
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12:34 |
oil_boi |
What I'd really like to know is how minetest game places trees without them cutting eachothers nodes off |
12:35 |
oil_boi |
Oh I think I can make treefelling using the old buildable boats mod |
12:36 |
oil_boi |
Oh so you don't think treecap shouldn't be an enchantment? |
12:49 |
texmex |
MTG also has a ”merged trees” problem, if that’s what you mean. |
12:50 |
texmex |
Cool. I imagine it should always fall in the opposite direction from where it’s cut. |
12:52 |
texmex |
Treecap in the treefelling style isn’t the superpower that the current treecap is, it’s just more convenient and won’t leave floating trunks behind. |
12:53 |
* nephele |
wants to eventually solve trees by sending actuall generated tree meshes over the wire based on L-trees |
12:58 |
texmex |
Then your current treecap feature may be an enchantment instead, oil_boi |
12:59 |
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13:08 |
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13:26 |
oil_boi |
I will give that a test texmex hmmmmm |
13:30 |
oil_boi |
texmex: https://forum.minetest.net/viewtopic.php?t=19475 I could bring this back for implementing pathfinding later? |
13:31 |
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13:32 |
oil_boi |
Cookie creepeeeer |
13:32 |
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13:36 |
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13:55 |
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14:07 |
oil_boi |
texmex: so you say this tree should fall opposite to the direction the player is standing |
14:07 |
oil_boi |
hmmm |
14:08 |
oil_boi |
thank god for dir_to_facedir and facedir_to_dir |
14:16 |
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14:17 |
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14:26 |
Krock |
calm down, it's just a lookup table |
14:31 |
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14:47 |
oil_boi |
Krock: it is the meaning of life |
14:47 |
oil_boi |
_probably_ |
14:57 |
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15:01 |
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15:06 |
oil_boi |
texmex: step 1 of turning the tree into an entity https://youtu.be/6rfOD8m5cNA |
15:13 |
texmex |
Cool! I didn’t even think in entity terms, but this looks promisig oil_boi |
15:14 |
MinetestBot |
[git] pauloue -> minetest/minetest: Always use same default tabheader height (#9319) b624249 https://git.io/JfCQM (2020-05-09T15:14:29Z) |
15:16 |
MinetestBot |
[git] TheTermos -> minetest/minetest: Color gradient for default and 'regular' type sky (#9502) 7cb5379 https://git.io/JfCQ9 (2020-05-09T15:14:56Z) |
15:39 |
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15:40 |
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15:40 |
oil_boi |
Alright texmex, you ready? https://youtu.be/5rAYG0WrGvA |
15:40 |
oil_boi |
!title |
15:41 |
MinetestBot |
oil_boi: Crafter - Trees Fall Over When Cut Down - YouTube |
15:44 |
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15:52 |
oil_boi |
If I can create a model that's just a bone and attach all the entities to that bone the animation will be much smoother |
15:53 |
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15:57 |
Krock |
oil_boi: the idea is good until you notice there are fixed server steps |
15:59 |
oil_boi |
Krock: what do you mean |
16:00 |
Krock |
model animations are client-side, so if you want to implement them using attachments, they'll depend on the server step |
16:01 |
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16:01 |
oil_boi |
Are you saying it'll desynchronize with the bone in the model animation? |
16:04 |
oil_boi |
I dunno, I just turned server step up to 10 seconds and the entity I'm using as the wield item is still synced with the player animation bone, so I have level 10 confuse as to what you mean tbh |
16:14 |
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16:15 |
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17:07 |
Calinou |
did you run a local singleplayer server? |
17:07 |
Calinou |
it'll run as fast as it can, it won't obey dedicated_server_step |
17:18 |
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17:24 |
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17:38 |
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17:47 |
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17:51 |
xachman |
are there any instructions on how the unified inventory works? I cant seem to get the home buttons working. |
17:54 |
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17:56 |
texmex |
oil_boi: The check for individual leaf nodes in creating the entity, the timing of the sound to the animation, the drops. It’s beautiful T_T |
17:56 |
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17:57 |
Krock |
xachman: well, the buttons have tooltips |
17:57 |
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17:57 |
Krock |
house + red arrow = set, green arrow = teleport |
18:01 |
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18:02 |
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18:04 |
xachman |
Krock: mine are grayed out |
18:05 |
Krock |
digging into the source... 0% please wait |
18:05 |
Krock |
100% |
18:06 |
Krock |
You need the "home" privilege |
18:06 |
Krock |
https://github.com/minetest-mods/unified_inventory/blob/master/register.lua#L51 |
18:06 |
Krock |
it even tells you that in chat when you attempt to press it |
18:06 |
xachman |
well it wont let me click it so I see nothing in chat |
18:07 |
Krock |
oh I see. the "condition" below forbids that visually |
18:08 |
Krock |
same situation for the other commands |
18:08 |
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18:09 |
xachman |
ok cool ill read thru the code I dont know anything about the minetest api so I really have no idea what im looking at. |
18:09 |
Krock |
you're looking that privilege check |
18:09 |
xachman |
but I have managed to fixe some lua issues based on errors i got |
18:09 |
Krock |
the one that's never run because u_i runs the condition() function below first to gray the button out |
18:10 |
xachman |
yea I get it now thanks Krock ill try and look into the api more. |
18:10 |
Krock |
!next |
18:10 |
MinetestBot |
Another satisfied customer. Next! |
18:10 |
Krock |
don't hesitate to ask |
18:10 |
xachman |
lol |
18:11 |
xachman |
whats the interact privilege? |
18:12 |
Krock |
the one you use to interact |
18:12 |
xachman |
also it says I have the home priv and yet its still grayed out |
18:13 |
Krock |
uuuh.. try to rejoin? |
18:13 |
xachman |
when I run /privs |
18:13 |
Krock |
or update the inventory by clicking another button |
18:13 |
Krock |
might just be outdated |
18:13 |
xachman |
yea its there now |
18:13 |
Krock |
\o/ |
18:19 |
xachman |
Krock: you know how to make animals spawn more often? |
18:19 |
nephele |
Krock knows everything |
18:20 |
xachman |
well great if he would like to document that somewhere that would be great! |
18:20 |
xachman |
the krock wiki or something maybe |
18:21 |
Krock |
the krock wiki? what's that? |
18:21 |
Krock |
xachman: init.lua change spawn chance |
18:22 |
Krock |
though I have no idea which mod you're using |
18:23 |
Krock |
if it's mobs_api, you can modify the spawn chance for all registered mobs in the register_mob() function |
18:23 |
xachman |
its mobs_redo mods_animals |
18:23 |
xachman |
its like one sheep every 4 days of actually gameplay I think |
18:24 |
xachman |
mobs_animals |
18:24 |
Krock |
https://notabug.org/TenPlus1/mobs_redo/src/master/api.lua#L3723 |
18:24 |
Krock |
chance / 10 |
18:25 |
Krock |
https://notabug.org/TenPlus1/mobs_redo/src/master/api.lua#L3737 |
18:25 |
Krock |
(def.chance or 5000) / 10), |
18:26 |
Krock |
oh. you can control it per-mob using minetest.conf settings |
18:26 |
Krock |
but that's not ideal if all mobs should spawn more frequent |
18:27 |
xachman |
ok is that in some documentation somewhere or just in the code? |
18:27 |
Krock |
only browsing the code so far |
18:27 |
Krock |
> no wiki entries |
18:27 |
xachman |
ok cool |
18:28 |
Krock |
here it is: https://notabug.org/TenPlus1/mobs_redo/src/master/api.txt#L637-L648 |
18:29 |
xachman |
ok cool |
18:29 |
xachman |
so then its each animal then? |
18:30 |
Krock |
yes. the changes I mentioned above will affect all mobs |
18:30 |
xachman |
ok ill mess around with the config |
18:40 |
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18:41 |
xachman |
how do I removed a node |
18:41 |
nephele |
in lua? |
18:41 |
xachman |
game command |
18:41 |
xachman |
like how do I remove an animal I cant kill |
18:41 |
nephele |
animals are entities, not nodes |
18:41 |
Krock |
/giveme default:sword_diamond |
18:42 |
Krock |
or diamond_sword. don't remmeber |
18:42 |
nephele |
i dont think there is a command by default to kill specific enemies |
18:42 |
sfan5 |
on that note /giveme should really support human-readable syntax by default |
18:42 |
Krock |
i.e. ? |
18:42 |
sfan5 |
/giveme Diamond Sword |
18:43 |
Krock |
then also needs Levstein' Distance calculations to error-correct users |
18:43 |
Krock |
plus translations |
18:45 |
sfan5 |
sure |
18:51 |
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19:04 |
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20:17 |
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20:26 |
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20:31 |
deltanedas |
wont client need to translate it first |
20:31 |
deltanedas |
from current locale to id |
20:32 |
deltanedas |
is there a way to use a custom item model without registering a node and making it act like an item |
20:34 |
sfan5 |
a quick search through the docs suggests that this is not possible |
20:38 |
texmex |
oil_boi: Does ”game can't handle the amount of entities needed for fancy chunk loading” mean you’re adding as many entities as trees? I thought you’re spawning one entity on demand, so to speak, when cutting has been initiated. |
20:39 |
Krock |
deltanedas: register an item in this case? |
20:40 |
deltanedas |
huh? |
20:40 |
nephele |
deltanedas: what do you want to do precisely? |
20:40 |
deltanedas |
have an item have a cube model instead of a square |
20:40 |
nephele |
so define an item i guess.. lemme cough up a code sample, one moment |
20:41 |
deltanedas |
register_craftitem |
20:42 |
nephele |
https://git.gryphno.de/neplevitan/minetest-gamemode-orion/raw/branch/master/mods/orioncraft/lua/smelting.lua |
20:45 |
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21:04 |
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21:14 |
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22:37 |
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22:38 |
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23:14 |
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23:38 |
freelikegnu |
bloody hell why does minetest.registered_items["default:torch"].description spit out garbage? |
23:39 |
freelikegnu |
I just want the description string of an item, what am I doing wrong? |
23:40 |
rubenwardy |
what garbage? |
23:40 |
rubenwardy |
are you using a mod that adds colored description? |
23:40 |
rubenwardy |
try minetest.strip_color |
23:40 |
freelikegnu |
garbage: (Tdefault)TorchE |
23:47 |
freelikegnu |
still have garbage |
23:52 |
freelikegnu |
https://imgur.com/tfNyJ7k |
23:57 |
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23:59 |
rubenwardy |
that's a translation code, freelikegnu |
23:59 |
rubenwardy |
what are you using this for? |
23:59 |
rubenwardy |
ie: printing it in chat, or a formspec, etc |