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IRC log for #minetest, 2020-05-09

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All times shown according to UTC.

Time Nick Message
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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
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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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08:15 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
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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.
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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
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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?
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13:32 oil_boi Cookie creepeeeer
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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
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14:26 Krock calm down, it's just a lookup table
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14:47 oil_boi Krock: it is the meaning of life
14:47 oil_boi _probably_
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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)
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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
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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
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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
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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
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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
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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.
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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
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17:57 Krock xachman: well, the buttons have tooltips
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17:57 Krock house + red arrow = set, green arrow = teleport
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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
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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
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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
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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
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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: (T@default)TorchE
23:47 freelikegnu still have garbage
23:52 freelikegnu https://imgur.com/tfNyJ7k
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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

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