Time |
Nick |
Message |
00:06 |
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03:06 |
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04:01 |
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04:35 |
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05:04 |
oil_boi |
Oh my, I think I have an idea for transmission of power into unloaded areas |
05:26 |
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06:32 |
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06:34 |
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06:40 |
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07:01 |
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07:03 |
freelikegnu |
got tools attached to my goblins, had to redo armature and animation from scratch :P |
07:19 |
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07:24 |
oil_boi |
:D |
07:24 |
oil_boi |
I remade mesecons in redstone in the form of iron blocks as capacitors |
07:25 |
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07:25 |
oil_boi |
They only output into directional activators though so you can actually utilize them in extremely interesting ways |
07:26 |
oil_boi |
You can run redstone along side them as other calculations are happening, they're basically wires :D |
07:30 |
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07:32 |
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07:41 |
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07:41 |
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07:41 |
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08:00 |
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08:13 |
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08:19 |
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08:21 |
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09:54 |
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09:55 |
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10:18 |
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10:34 |
oil_boi |
sfan5, https://youtu.be/Ggq4CUF4nt8 |
10:34 |
oil_boi |
!title |
10:34 |
MinetestBot |
oil_boi: Crafter - Conductive Iron Blocks - YouTube |
10:35 |
oil_boi |
You can now pass the states from one circuit into another |
10:36 |
oil_boi |
You can even make a physical break statement by pulling iron blocks out of a line of iron blocks |
10:50 |
sfan5 |
? |
10:53 |
oil_boi |
I'm going to attempt to stop the entire local area within the bounding box from being calculated by doing a simple immediate area check |
10:53 |
oil_boi |
If this works, that means this is going to speed it up even more |
11:12 |
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11:18 |
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11:18 |
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11:52 |
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11:59 |
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12:01 |
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13:34 |
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14:01 |
oil_boi |
It works |
14:07 |
NetherEran |
? |
14:08 |
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14:13 |
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14:44 |
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14:44 |
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14:44 |
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14:44 |
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14:44 |
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14:44 |
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14:50 |
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14:53 |
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14:53 |
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15:22 |
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16:13 |
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16:30 |
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16:36 |
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16:43 |
MinetestBot |
[git] srifqi -> minetest/minetest_game: Add Indonesian translations (#2693) 8c01a5b https://git.io/JJfqr (2020-06-29T16:41:50Z) |
17:04 |
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18:00 |
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18:02 |
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18:17 |
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18:17 |
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18:18 |
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18:18 |
hisforever |
Hi I need help please ? https://pastebin.com/qBNimVym .. my minetest crashes please help? |
18:22 |
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18:25 |
oil_boi |
hisforever, it looks like the mod creator forgot to throw in an exception for a nil table |
18:25 |
oil_boi |
Might want to uninstall digtron and tell the developer in the forum post for now |
18:25 |
oil_boi |
Show them your output starting at line 30 |
18:25 |
Krock |
hisforever: update gidtron |
18:26 |
oil_boi |
Or that |
18:28 |
hisforever |
thanks oil_boi: |
18:54 |
oil_boi |
No problemo :D |
18:58 |
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19:00 |
Krock |
!next |
19:00 |
MinetestBot |
Another satisfied customer. Next! |
19:00 |
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19:07 |
hisforever |
I reported the reeor thanks everyone :) |
19:34 |
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19:41 |
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19:42 |
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19:57 |
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20:10 |
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20:14 |
oil_boi |
Man I can't believe people release stuff with bugs |
20:14 |
* oil_boi |
puts my game in the closet |
20:15 |
oil_boi |
oof wrong point of view for /me |
20:15 |
oil_boi |
I, myself, put my game into the closet |
20:22 |
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20:29 |
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20:29 |
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20:33 |
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20:33 |
appguru |
People often release stuff with bugs |
20:33 |
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Andrey joined #minetest |
20:33 |
appguru |
There are even large companies doing this |
20:34 |
Andrey |
hello |
20:34 |
appguru |
hi |
20:35 |
Andrey |
what`s a method that rotates a model of a player? |
20:35 |
Andrey |
set_rotation() is only for entities |
20:36 |
Andrey |
and set_look_horizontal/vertical() rotates player`s camera, not himself |
20:40 |
Andrey |
as I`ve understood there`s no, that`s just even wonderful o_O |
20:41 |
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20:41 |
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ItzNoah joined #minetest |
21:04 |
appguru |
Andrey: you can attach a model to the player and rotate that |
21:09 |
Andrey |
do you mean attach to player an object with model and rotate it? |
21:10 |
Andrey |
and why would devs just not add a method not to use such weird workarounds? |
21:16 |
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21:18 |
rubenwardy |
Andrey: the client is in charge of the player's movement, not the server |
21:18 |
rubenwardy |
the way to make the server in charge is to attach the player to an entity |
21:26 |
Andrey |
ok, thanks |
21:52 |
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22:26 |
appguru |
Andrey: you could probably override the bone position of the "" bone |
22:26 |
appguru |
!tell Andrey you could probably override the bone position of the "" bone |
22:26 |
MinetestBot |
appguru: yeah, sure, whatever |
22:56 |
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23:42 |
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