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IRC log for #minetest, 2020-12-11

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Time Nick Message
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00:36 perrier I think the version of minetest I just built is newer than the one that I have installed from Fedora.
00:37 perrier Which is cool I like the new sounds.
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01:06 perrier sushi! That's how I spell success.
01:07 perrier I got the bed crash again. I downloaded the zip files from contendb and compiled them.
01:11 perrier If anyone's interested http://paste.debian.net/1176442/
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01:18 perrier With text wrap http://paste.debian.net/1176444/
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01:38 Biggvs_Richardvs Hi all
01:40 Biggvs_Richardvs Wondering if anyone is familiar with the Villages mod (mg_villages)?
01:40 Biggvs_Richardvs Or just a general question about mods
01:41 Biggvs_Richardvs Is it possible to include the MC2 mods in the regular minetest game?
01:41 Biggvs_Richardvs I'm looking at this site:
01:41 Biggvs_Richardvs https://content.minetest.net/packages/Sokomine/mg_villages/
01:42 Biggvs_Richardvs and it lists several mineclone mods as optional.     Problem is, trying to add them into minetest game piecemeal clearly isn't too feasible
01:43 MTDiscord <J​onathon> you dont need them if there optional
01:44 MTDiscord <J​onathon> well, typically
01:44 Biggvs_Richardvs and when I tried to add mg_villages to MC2, they didn't show up. Or if they did, I didn't see any
01:44 MTDiscord <J​onathon> there is no solution to having one or the other, so people list both as optional, thats the only thing i can think of where a optional mod is required
01:45 Biggvs_Richardvs Ok different angle. Is there a way to get mg_villages to work in MC2?
01:46 Biggvs_Richardvs Or modify the config so they actually spawn with the frequency they do in minetest game?
01:46 Biggvs_Richardvs I really like MC2, just would love to see this mod with tons of villages/buildings in it
01:47 MTDiscord <J​onathon> > Ok different angle. Is there a way to get mg_villages to work in MC2? should work? as long as you install its dependancy handle_schematics
01:47 Biggvs_Richardvs Any thoughts/advice on how to approach that would be massively appreciated
01:49 Biggvs_Richardvs @Jonathon - do you happen to know if there would a way to increase the spawning frequency
01:50 Biggvs_Richardvs of the villages in MC2? Like a way to force it to activate the mod?
01:50 MTDiscord <J​onathon> you enable the mod via settings or put them in worldmods of the world you want them on
01:50 Biggvs_Richardvs Let me try again and double check on the handle_schematics thing
01:50 MTDiscord <J​onathon> have you never added a mod in minetest?
01:50 Biggvs_Richardvs yes
01:51 Biggvs_Richardvs I got the mod added no prob
01:51 Biggvs_Richardvs But no villages
01:51 MTDiscord <J​onathon> did you enable it?
01:51 Biggvs_Richardvs in MC2
01:51 Biggvs_Richardvs Yes
01:51 Biggvs_Richardvs enabled
01:51 MTDiscord <J​onathon> oh wait, i think there are mods what depend on mods_villages to provide the houses
01:51 Biggvs_Richardvs That's what was frustrating - should be working
01:51 MTDiscord <J​onathon> not sure on that
01:51 MTDiscord <W​arr1024> Shows up in the /mods command?
01:52 Biggvs_Richardvs Let me check on that one.   Need a few minutes to span a new game
01:52 Biggvs_Richardvs Super appreciate the help
01:52 MTDiscord <J​onathon> well, if its cross game, it has to have some sort of list for nodes it can use somewhere
01:53 MTDiscord <W​arr1024> If the mod is loaded it should really just work.  If it doesn't then I'd argue it's a bug in the mod, and if it requires something else the mod should give you an error message or something telling you what it's missing...
01:55 MTDiscord <J​onathon> https://github.com/Sokomine/mg_villages/blob/master/config.lua hmmm, a lot of this stuff is mapped to default
01:56 MTDiscord <J​onathon> im not really sure
01:57 MTDiscord <J​onathon> sokomine, the author of the mod should? be in irc, can try shooting them a PM
02:09 Biggvs_Richardvs Ok lol so I did get it loaded
02:10 Biggvs_Richardvs Only when I join the game, it spawns me inside one of the house walls and I'm unable to move and suffocating
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02:10 Biggvs_Richardvs I was able to teleport out and it was ok
02:10 Biggvs_Richardvs any way to change the default spawn location in MC2?
02:19 specing Sokomine sounds like a good mod name
02:19 specing Sokoban in Minetest
02:32 Biggvs_Richardvs specing Right?
02:33 Biggvs_Richardvs Sokomine love the villages mod. looks like it's working with MC2 now. I'm thinking my randon seed number might be why I spawned inside a tree
02:37 perrier Did you spawn in the leaves or the wood?
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03:15 Sokomine Biggvs_Richardvs: you shouldn't spawn inside a tree. mg_villages tries to spawn you directly at the center of a village. unless there's some other mapgen mod involved
03:17 Sokomine Biggvs_Richardvs: if you want to use the logcabin village type (and perhaps some others), it might be best to change mineclone2 so that it allows for slabs and stairs and the like to be rotated. mineclone2 is sadly deliberately limited in this regard. houses making use of slabs might look odd
03:34 iamweasel several times i got myself into a bind:
03:35 iamweasel i stopped in a cart on a break rail at exactly the same place as other player character, and neither of us could get out of the cart
03:35 iamweasel cuz we were inside each others' heads, and we couldn't click on the cart
03:36 iamweasel one of us had to log off
03:36 iamweasel is there like a workaround for this?
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03:57 Sokomine havn't encountered that yet, but i don't use carts often
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06:17 hecks How does --terminal actually work?
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10:37 Biggvs_Richardvs Sokomine Thanks for the reply! I'll give that a try
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12:33 hecks Do entities ever get deactivated inside a forceloaded block?
12:39 celeron55 no, except at shutdown, that's the point right?
12:40 hecks I guess, it's just not written explicitly in lua_api
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13:24 hecks I'll repeat my other question, what does --terminal do and how do I use it?
13:31 sfan5 when running a server, give you an ncurses terminal from where you can execute commands in the name of the user defined by the "name" setting
13:31 hecks how do I connect to it?
13:34 sfan5 it uses the terminal the server was run in
13:34 sfan5 so this wouldn't work with e.g. a systemd service
13:37 hecks I tried cygwin bash and it's not taking commands, I think I also tried it with ksh on openbsd
13:37 hecks and I suppose it's not as useful if it requires a term session to the running server. thanks anyway
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14:41 tango_ g33
14:41 tango_ egr sorry
14:49 tango_ OK, serious question. let's say that I patched up the moreblocks handling of stairs and slabs to allow placing on side walls but right side up and conversely, with information from the “where in then surface of the face did the user click?”
14:49 tango_ I'm still having doubts about how to differentiate between this and the standard placement rules
14:50 tango_ currently I'm tying it to aux key so that users can still use the default placement rules otherwise
14:51 tango_ the alternative would be to override sneak+placement instead
14:51 tango_ I would go with sneak+placement actually, but this leaves the problem open about how to handle param2 inheritance from same-category items (slab against slab)
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14:54 tango_ to clarify, when I place a slab against another slab, I should have at least two options: parallel placement inheriting param2 vs perpendicular placement
14:55 tango_ perpendicular _to the surface_
14:55 tango_ the problem is that which one is which sort of depends on the face the user is clicking
14:56 tango_ the standard placement rule would make a parallel-to-the-surface placement, which on the side means perpendicular to the slab, while on the top/bottom face means parallel to the slab
14:57 tango_ while sneak standard placement would be perpendicular-to-the-surface placement, which o the side means parallel to the slab, while on the top/bottom face means perpendicular to the slab
14:57 tango_ I want to do param2 inheritance (+ optional tuning) when placing parallel to the slab
14:57 tango_ oh that's a bother
15:01 cheapie tango_: If you wanted to get real fancy, sneak+place could cycle through different placement modes without actually placing anything.
15:01 tango_ cheapie: sure, are you going to pay me to implement it ;-)
15:02 cheapie Sure, you can have 7 Imaginary Internet Points™
15:02 tango_ cheapie: WOOOHOO I'M RICH
15:03 cheapie FWIW, if you don't have the "replacer" mod installed, install that - it makes working with slabs and such a lot easier :P
15:03 tango_ meh I hope that with the improved placement it'll be less necessary
15:04 cheapie It's been ages, but back when I used to do this stuff a lot, I would just carry around a screwdriver and a replacer when working with slabs/stairs/etc. - place one, rotate to where I want, and use the replacer to copy it to everywhere I want that rotation.
15:05 tango_ cheapie: I prefer achieving as much as that as possible without having to require extra tools
15:06 tango_ which means fixing the placement rules
15:06 cheapie Meh, as long as keeping them the same is either the default or an easily-selectable option, I don't see a problem with that either.
15:07 tango_ keeping what the same, sorry?
15:07 cheapie Perhaps s/keeping them the same/using the current placement rules/ would clarify that a bit.
15:08 tango_ that's actually why I went with aux+placement
15:08 cheapie Like what you suggested a bit ago where normal placement is unchanged, but sneak+place or aux+place uses some "improved" algorithm - sounds fine to me at least.
15:09 tango_ but the truth is that the default placement rules for stairs and slabs in moreblocks are horrible
15:09 tango_ I doubt anyone actually uses them without a screwdriver
15:09 cheapie For slabs/stairs I've never really needed the screwdriver for basic use. For fancy stuff, sure.
15:09 tango_ the default placement rules are pretty braindead: nomodifier placement = place parallel to the face, sneak placement = place perpendicular to the face
15:10 tango_ in moreblocks, mind you. in mtg default they are relatively sane
15:10 tango_ not perfect, but sane
15:10 cheapie "place parallel to the face" is what I want for slabs at least 90% of the time.
15:10 tango_ in moreblocks they SUCK HORRIBLY
15:10 cheapie Stairs maybe 80%
15:12 tango_ cheapie: are you talking default or moreblocks?
15:12 cheapie moreblocks
15:13 tango_ cheapie: moreblocks for example has no way to place a horizontal slab next to a fullblock on the high position
15:13 tango_ if you shift+click it goes always on the low position
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15:13 tango_ so if you want to go the high position you need something _above_ it and then placethe slab on the face below
15:13 tango_ which is ... convoluted to say the least
15:13 cheapie I'd argue that that's an unusual/"special" request and that requiring a screwdriver is sane enough.
15:14 tango_ cheapie: my solution as implemented here https://github.com/minetest-mods/moreblocks/pull/160 is to have something more like what default does
15:14 tango_ which is to go to high or low position depending on where you click on the face of the other block
15:14 tango_ click in the upper half = go high, click on the lower half of the face = go low
15:15 tango_ which is actually what I expect it to do
15:15 cheapie Sure, as long as it uses a modifier key or other method to select that, which it does.
15:15 tango_ my idea was to just use sneak+place
15:16 tango_ i.e. override the “perpendicular placement”
15:16 tango_ so while now sneak+place always goes below, with this it goes where you actually clicked
15:16 cheapie Sneak+place is fine by me too, I've never used the current sneak+place behavior either and I think you're the only one that even fully understands it.
15:16 tango_ (currently the PR does it with aux+place)
15:17 tango_ cheapie: I'm definitely not the only one complaining about it 8-) https://github.com/minetest-mods/moreblocks/issues/138
15:17 tango_ now, sneak+place is for “place orthogonally to the surface”
15:17 tango_ oh this is where you use the replacer
15:18 tango_ because the issue with the default placement is that if you have a slab, and place another slab onits side, the second slab gets put vertically
15:18 tango_ (i.e. “parallel to the side”)
15:18 cheapie If I was trying to put in stairs like that I'd just place them on the ground and be done with it :P
15:18 MTDiscord <I​hrFussel> Coding such a placement code would take 15 minutes max
15:18 tango_ cheapie: you don't always have ground for placement
15:18 cheapie Then I pull out the replacer :P
15:18 tango_ ihrfussel: doing it right actually takes considerably more
15:19 tango_ there's no trivial map between facedir and the face place
15:19 tango_ the one in default is pretty good, but not perfect
15:19 tango_ I believe mine is better
15:20 MTDiscord <I​hrFussel> The only way to 'listen' to keys outside of callbacks is a globalstep AFAIK
15:20 tango_ there's no need to listen to keys
15:20 tango_ when you place you know if the player is sneaking or auxing
15:20 tango_ there's flag in the placer status info
15:20 MTDiscord <I​hrFussel> I was talking about the 'switch between placing modes' method
15:21 tango_ oh, like cycling until you find the correct one?
15:21 tango_ I have no plans to implement that honestly
15:21 tango_ I prefer to have clear, accessible rules
15:22 MTDiscord <I​hrFussel> Could also be done using a formspec menu...MT doesn't expose enough keys to really handle multiple methods of the same thing
15:23 MTDiscord <I​hrFussel> You could just display a one-time formspec as soon as a player places something asking which method they prefer
15:24 MTDiscord <I​hrFussel> That sounds pretty straight-forward to me
15:28 tango_ you have two modifiers: sneak and aux
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15:28 tango_ this gives you effectively 4 possible placement rules: nomod, sneak, aux, sneak+aux
15:28 tango_ I think that's plenty
15:30 tango_ the standard placement rules only use nomod and sneak: nomod means place parallel to the face, sneak means place orthogonal to the face
15:30 tango_ and the issue is that “orthogonal” has several possibilities (at least 4)
15:31 tango_ (parallel has several too, but in that case the frequently accessible choices are just 2: same orientation, and opposite)
15:33 tango_ the rules I wrote (currently used with aux) are all for “face-perpendicular” placement, so they could easily replace the standard sneak placement rule
15:33 tango_ except for the special handling of same-category elements
15:57 Helenah Are the beds bugged? On my server, when the bed is used, the server crashes. I'll look at the logs if they shouldn't be bugged, infact I'll look at the logs now.
15:58 sfan5 see https://github.com/minetest/minetest/issues/10711
16:00 Helenah sfan5: I'd only just seen you message after I uploaded the log entry so I'll post it anyway and will read that.
16:00 Helenah https://termbin.com/pz30q
16:03 Helenah sfan5: Thank you very much
16:03 Helenah For raising that with me, I mean.
16:03 Helenah I will now look into replacing minetest_game with a different version.
16:03 sfan5 it'd be interesting to know where you installed MTG from
16:05 perrier The version of MTG for download onthe main website isn't stable it's mislabled I believe.
16:08 perrier This one https://github.com/minetest/minetest_game/archive/master.zip
16:08 perrier I have bed bugs too from it.
16:09 perrier And it has new sounds so I know it's not the same as my system version of MTG.
16:13 sfan5 yeah that's the wrong one
16:13 sfan5 but I don't think there's a direct download link for MTG on the website
16:14 perrier right it sends you to github
16:16 perrier This one https://github.com/minetest/minetest_game
16:18 sfan5 the better question here is: how come you installed minetest 5.3.0 and don't have minetest_game?
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17:01 perrier I'm building the devel version of the game engine see if bed bugs go away.
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17:17 tango_ daaaaamn, placement is hard
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17:34 perrier What on tablet?
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17:58 Gustavo6046 Hello o/
18:01 perrier hi
18:03 Gustavo6046 Thanks!
18:03 Gustavo6046 Good afternoon, folks.
18:04 Gustavo6046 Is the Y coordinate in the debug UI foot level? It doesn't seem to be, as it includes a .5 at the end. But it also can't be the center, as a character is 2 units tall, which would mean it would be foot level plus one.
18:05 Gustavo6046 Also, just out of curiosity, is there a mod that employs neural networks in some way? Like, maybe some mobs or something, dunno? Feel free to ignore this question lol, it's not important, tis mere curiosity.
18:08 Gustavo6046 I usually expect mobs to be a simple state machine. Which works fine! Again, I'm just curious!
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18:12 Gustavo6046 Also, is it possible to make an ore cluster jitter a Gaussian distribution (to make it clump up a little more toward the center while still having bits in the edges)? I feel like this would make prospecting more interesting, among other things, at least for larger clusters, as you'd gravitate toward more ores to try and find the clumped up center. I'd make copper clusters a bit larger (because
18:12 Gustavo6046 they're a bit disproportinately small compared to tin, and even iron is a lot more numerous... max 22 for some reason lol)
18:16 perrier No bed bugs in development.
18:16 Gustavo6046 Lol
18:16 Gustavo6046 thanks Helenah :P
18:17 Gustavo6046 Anyway, In general I do feel like minetest_game balancing is fine and good enough overall, although it could use some tweaks, eg. the copper I mentioned, or also the fact that more valuable ores spawn so deep down in the crust of the earth.
18:17 Gustavo6046 Er, underground. Idk why I said that
18:17 Gustavo6046 I mean, it takes several steel pickaxes just to reach the small Mese ore cluster layer. Which I guess is fine, and maybe even intended, as it means you can't just grab 3 iron thingies and be good to go.
18:17 Gustavo6046 But it's a bit tedious to dig that far down.
18:18 Gustavo6046 And on that, tool durabilities are also a little bit low, maybe could be buffed a tiny bit?
18:19 perrier In mapgen v6 ore is shallow.
18:19 perrier Makes for a shorter game.
18:20 Gustavo6046 Ah
18:20 Gustavo6046 Yeah
18:20 Gustavo6046 tr8e
18:20 Gustavo6046 true*
18:20 perrier Not everyone has time for deep mining.
18:20 Gustavo6046 Yeah
18:20 Gustavo6046 I think what could help is A) have a better method of vertical transport than ladders (minecarts are mostly horizontal, it feels like), and/or B) make small clusters even smaller but extend them further up.
18:21 Gustavo6046 I feel like the difference between small and larger clusters isn't striking enough.
18:23 Gustavo6046 Also, is there some keypress I can use to clear a text field instantly if I want to rewrite, say, my password?
18:23 Gustavo6046 Also, is there a way to know the foot height, and/or the coordinates of the looked at node (rather than just the type), in the debug overlay?
18:24 perrier Can you select the text and use backspace to clear it?
18:24 Gustavo6046 Ah
18:24 Gustavo6046 Well, of course
18:24 Gustavo6046 But I mean all at once
18:24 perrier yea
18:24 Gustavo6046 The little things can make a big difference in UI design :D
18:25 Gustavo6046 Backspace is a bit tedious, but that's fine
18:25 Gustavo6046 Anyway
18:25 perrier I wonder how much tnt it would take to destroy the whole world?
18:26 specing I wonder how long that blast would take to complete
18:26 specing emerging the whole world and then digging it away, spraying entities all over the place
18:27 Gustavo6046 specing: "I wonder how long that blast would take to fry my computer." FTFY! :P
18:27 specing yes, that's what I meant
18:28 specing How many computers would it destroy :D
18:28 cheapie Knowing how these things tend to go, it's probably more likely to be a question of how long until MT just crashes :P
18:28 Gustavo6046 :D
18:28 Gustavo6046 lol
18:28 cheapie (and whether it's the engine or a mod that does it, and in the latter case which one)
18:28 Gustavo6046 cheapie: oh hi! You here too! :v
18:28 cheapie Yes, I'm here... barely, I don't play MT much any more.
18:31 Gustavo6046 Ah
18:31 Gustavo6046 What do you play nowadays?
18:32 cheapie Not much :P
18:32 Gustavo6046 and I mean
18:32 Gustavo6046 you're basically everywhere in freenode lol
18:32 Gustavo6046 Ah, fair enough
18:32 Gustavo6046 You've ever played, say, Unreal Tournament? And Doom? (I'll just leave it to there, because knowing myself I'll just go on a massive endless tangent otherwise lol)
18:34 perrier I used to UT2K3 and UT2K4
18:34 Helenah Hi Gustavo6046 :3
18:34 Helenah Fancy seeing you here? o:
18:34 Helenah Or was you already here?
18:34 Gustavo6046 Hai :o
18:34 Gustavo6046 No I joined a little ago
18:34 Gustavo6046 perrier: ah, I only do 99
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18:36 Gustavo6046 TIL you can put ladders on the floor
18:37 Helenah Yeah, you can put ladders on the floor. :3
18:37 Helenah What Gustavo6046 said
18:38 Gustavo6046 :P
18:38 Gustavo6046 I mean it's probably possible to do *something* with it
18:38 Helenah Now, unless the world was to for some mysterious reason turn sideways, I'm not sure what the function of that would be.
18:38 Gustavo6046 Well
18:38 Gustavo6046 To climb into air!
18:38 Gustavo6046 1 block
18:38 Helenah o:
18:38 cheapie Gustavo6046: "basically everywhere"? I'm only in 17 channels.
18:38 Gustavo6046 You can make it look like you're levitating :P
18:39 Gustavo6046 cheapie: yeah but I've seen you many a place
18:39 Gustavo6046 Iirc you're even in the AC net?
18:39 cheapie I'm on 6 networks.
18:39 Gustavo6046 Helenah: you can stack them on top of each other xD
18:39 Gustavo6046 :op
18:39 Gustavo6046 :o
18:39 Gustavo6046 they can even stay in midair
18:39 cheapie And what, you've never WE-d in a whole stack of ladders and never bothered to orient them correctly? :P
18:40 cheapie (IIRC a param2 of 0 puts them on the floor)
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18:44 Gustavo6046 o you use 3D chunks?
18:44 cheapie ?
18:44 Gustavo6046 cheapie: lol
18:44 Gustavo6046 not really
18:45 Gustavo6046 I have never used World Edit... so far anyway
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18:46 Gustavo6046 Hey, at least terminal velocity can't be stifled by a single block of water source!
18:47 * cheapie pulls out a tube of those DGL555 chips and starts stacking them on Gustavo6046
18:47 Gustavo6046 o.o
18:47 Gustavo6046 what is that thing
18:47 Gustavo6046 I feel chipped on
18:47 Gustavo6046 *badumtss*
18:47 cheapie The timer chip from digistuff.
18:48 Gustavo6046 ah
18:48 cheapie All three ICs in digistuff (I/O expander, NIC, and timer) have "part numbers" visible on top, and all three start with "DGL" followed by numbers.
18:49 Gustavo6046 Mm
18:49 Gustavo6046 :O
18:50 * Gustavo6046 creates dah DGL 6502
18:50 Gustavo6046 lol
18:50 Gustavo6046 It does sound like a damn lot of fun!
18:50 cheapie All three of these are named after real-life chips doing the same or similar functions - the I/O expander (DGL9536) is named after the TI PCA9536, the NIC (DGL8139) is named after the Realtek RTL8139, and I shouldn't really have to explain the timer (DGL555) :P
18:50 Gustavo6046 Ah
18:50 Gustavo6046 :O
18:50 Gustavo6046 NIC?
18:50 Gustavo6046 lol TCP
18:50 Gustavo6046 I don't know many real integrated circuits
18:51 Gustavo6046 I wish I knew more
18:51 Gustavo6046 electronics fascinate me
18:51 Gustavo6046 semiconductors
18:51 cheapie And yes, this is also why the digistuff NIC has a somewhat poorly-drawn crab thing vaguely reminiscent of the Realtek logo on it.
18:52 Gustavo6046 h
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18:52 Gustavo6046 Does it actually transmit data layer signals through a digiline?
18:53 cheapie The "NIC" (which requires digistuff to be added to the HTTP mods list) allows LuaCs to perform HTTP(S) requests to arbitrary URLs.
18:54 cheapie It's quite useful, but of course has the potential to be abused and so is fairly limited and is also an optional component.
18:54 Gustavo6046 Ah
18:54 Gustavo6046 aw
18:54 Gustavo6046 I thought I could make machines talk with each other in TCP in digilines ;-;
18:55 cheapie I don't think there's anything stopping you from encapsulating TCP in digilines messages :P
18:56 Gustavo6046 Oh?
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18:58 cheapie Unless they've been screwing with it for no reason when I wasn't looking (they do that a lot), you can send arbitrary strings over digilines and they don't have to be text.
18:59 Hawk777 Hm, I was wondering, I haven’t used digistuff yet but from the README it looks pretty useful and I think I will. But is there any benefit to using the timer node compared to just using the interrupt function in a Luacontroller?
19:00 Hawk777 The rest looks pretty useful.
19:00 cheapie Hawk777: Unless things have changed (they may have), interrupts don't pause when the LuaC is unloaded.
19:00 cheapie The timer IC does.
19:01 Gustavo6046 Ah
19:01 Gustavo6046 What is a good method of exploratory mining? Just strip mining?
19:02 Hawk777 Ah. If I understand correctly events to a LuaC cause the containing block to be loaded so the event can be delivered—so that means the 555 will extend the time period if it’s unloaded, while the LuaC interrupt will always keep perfect time, so one is suitable for real time and the other for timing e.g. plant growth or other stuff that only works when the block is loaded?
19:02 cheapie Pretty much.
19:02 Gustavo6046 It seems a little inefficient, as that way a Mese pickaxe couldn't really dig enough to replenish its own cost in Mese, at least in my case at hgiht -610
19:02 Gustavo6046 Hence me wonderinfg
19:03 cheapie The main reason I made it is for performance reasons - so you don't have tons of mapblocks kept loaded with LuaCs running non-stop.
19:04 Gustavo6046 Ah
19:04 Hawk777 Ah, I see, thanks.
19:05 cheapie At least one server actually prohibits setting up LuaCs to run interrupt loops continuously without some method to stop them when the mapblock tries to unload - there are a few methods to do it, or just using a timer instead works.
19:06 cheapie The method I used to use before that involved a blinky plant connected to any pin, and then a bit of boilerplate to manage two interrupts - one "clock" and one "sleep". The "sleep" one was reset each time the blinky plant changed states, but if it timed out then the code would stop resetting the "clock" one each time the "clock" interrupt fired.
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19:07 cheapie If the blinky plant changed state again after it had timed out (meaning the mapblock re-loaded), then both interrupts were set again.
19:07 specing Gustavo6046: use an anvil to repair it
19:07 specing Gustavo6046: or terumet equipment reformer, or technic workshop
19:08 cheapie or creative mode
19:08 * cheapie hides :P
19:08 Hawk777 Wow, that costs a whole pin, and those are in short supply on LuaControllers! I can definitely see the benefit of the timer in that situation.
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19:09 cheapie Heh, I usually end up using no pins at all :P
19:09 specing Hawk777: cheapie's digistuff has io expanders
19:09 specing I think
19:09 Hawk777 Fair. I don’t have Digistuff yet, so to me, pins are really really precious.
19:09 Hawk777 With an IOX I guess they’re… ahem… *cheap*.
19:09 * Hawk777 hides
19:09 specing you can program a luaC to act as an io expander
19:09 Hawk777 Well yeah, that’s what I do if I need more of them.
19:09 cheapie Another mod if you're wanting to save pins: https://cheapiesystems.com/git/rgblightstone/
19:10 Hawk777 Oh nice! Now to convince the guy running my server to install some more mods :D
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19:12 cheapie You can pull off a few neat tricks with the I/O expanders too - if you connect two or more of them together over digilines and put them on the same channel, they'll "mirror" signals coming in even without a LuaC.
19:13 Hawk777 Hm, yeah, I guess that would work. Long-distance transmission of many signals at much lower material cost than a zillion mesecons wires.
19:13 * cheapie nods, nothing to stop you from running a bunch over one digiline either
19:14 Hawk777 Right, I was about to compare the recipe costs when I realized you could just put 20 IOXs at each end with different channel names.
19:14 cheapie That and some digilines devices have... strange conduction rules and can be (ab)used to send signals through shapes that mesecons can't do.
19:15 Hawk777 Yeah, like LuaCs being able to send and receive messages in a wire floating in mid-air above themselves.
19:15 cheapie The junction box from digistuff is one of these, it'll send to another junction box (and a few other devices) across a 1m gap.
19:16 cheapie The dimmable lights do this too - it's intended so that you can do things like <JBox><ceiling><dimmable light> and they'll connect even though the ceiling is in the way.
19:16 cheapie That and you can also place the lights at every other node and have them connect across those gaps too.
19:17 Hawk777 Haha now you’re getting me excited to use this stuff, even though I should be working instead :)
19:18 cheapie Most of these other devices just conduct normally, but in all directions - like rgblightstone does that, so you can build a big rgblightstone screen and just connect it at one point.
19:19 cheapie More digilines stuff \o/ https://cheapiesystems.com/git/printer/
19:22 Gustavo6046 yey
19:23 cheapie There's, uh, also this, but don't install this on a public-facing server, or better yet just don't install it at all: https://cheapiesystems.com/git/das/
19:24 cheapie Not really documented (partly due to laziness, partly to discourage use) but it lets you talk to SCSI devices from inside MT.
19:26 cheapie But that mod is how this thing works. The phone I had at the time had an awful microphone so you'll probably have to turn the volume up a lot to hear anything: https://www.youtube.com/watch?v=jf_ZC346lEM
19:26 Hawk777 Hahaha I was about to say WTF why would anyone make such a mod, and then you showed why!
19:27 cheapie Can also talk to hard drives, of course: https://www.youtube.com/watch?v=GeiJxJPCn2U
19:27 Hawk777 Reminds me a bit of, I think it was a Minecraft mod, someone made that would talk to some kind of real-world electronics, maybe an Arduino or something.
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19:29 cheapie This thing also used it to play the "video" from a real hard drive: https://www.youtube.com/watch?v=XG48Y_GbMXk
19:29 cheapie IIRC I used a custom on-disk format for that one and each frame took up a few sectors on disk.
19:32 cheapie Some more stuff that's possible with digilines these days: https://www.youtube.com/watch?v=jFcRWuGVj8w
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19:44 cheapie ...you know, I was just thinking that the building blocks (mesecons_carts, and the NIC from digistuff) are there for someone to make some sort of rail transportation setup where you get in a cart, pick your destination on a map on a website somewhere, and get automatically directed through the rail network to the station you chose.
19:45 cheapie Complete with handling of multiple users at once (the digilines rails in mesecons_carts can detect who is in the cart).
19:45 tango_ ok I'm definitely overengineering this thing
19:50 Hawk777 Well, technically the building blocks are there to do that even without half the things you just mentioned. You can detect the passage of a cart with a track (not its identity, but its presence), and just keep them separated into signalling blocks and pass their destination info from signal box to signal box via Digilines wires as they pass by the locations. I was already planning to do that, when I got a whole pile of free time.
19:51 Hawk777 A map on a website is a nice idea for usability though!
19:51 Hawk777 Probably much easier than scrolling through a list of names or trying to somehow jam a map into the in-game world.
19:52 Hawk777 Detector Rail, that’s the name I was looking for.
19:54 Hawk777 Though I suppose card scanners could be used as a form of ticketing system if you wanted to add that, or perhaps stored-value transit passes.
19:55 SX very nice elevator you got there, just that kind of stuff I love to see in game :)
19:59 cheapie I'm still kinda waiting for someone to end up doing PID speed control on the carts... I've done PI before, but never actually put in the D term.
20:00 cheapie This includes a few "stations" I've built that do controlled acceleration/deceleration.
20:01 cheapie SX: You might like this too, older video but it shows more of the special modes and stuff: https://www.youtube.com/watch?v=72BR07IVDdY
20:04 TLuna ..amazing /minecraft defector online/
20:10 cheapie And yes, I have made machines capable of assembling other machines: https://www.youtube.com/watch?v=w4cP_VujDWA
20:10 cheapie The real-life equivalent is "just a bit" faster, FWIW: https://cheapiesystems.com/media/my9e-2.webm
20:13 TLuna holysh
20:13 TLuna (ehm, am i muted)
20:14 cheapie TLuna: We can see what you're saying, if that's what you're asking.
20:14 TLuna sorry, odd client interface
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21:10 MTDiscord <I​hrFussel> Gustavo6046, ctrl + a then backspace clears all at once usually
21:10 Gustavo6046 Ah, thanks
21:11 Gustavo6046 Oh I was about to come ask a thing lol
21:11 Gustavo6046 geez crystal balls
21:11 Gustavo6046 How do I breed the rats from... er, let me try to recall the mod name
21:11 Gustavo6046 mobs_animal
21:12 Helenah Hi
21:12 Gustavo6046 Hai
21:12 Helenah Gustavo6046: yes, that's it, mobs_animal :3
21:13 MTDiscord <I​hrFussel> Breeding works by feeding them their desired food enough times till hearts appear and if at least 2 are close to each other chances are high that they mate...this is how it works in the older versions at least
21:14 rubenwardy bringing literal meaning to "food is the way to the heart"
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21:24 Gustavo6046 Oop
21:24 Gustavo6046 internet connection weird
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22:06 Gustavo6046 Do chicken eggs hatch?
22:06 Gustavo6046 Also I didn't catch any messages after my oop / nvm
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22:21 calcul0n i don't think you can breed rats, you can just catch them with a right click and an empty hand
22:21 calcul0n then use them to breed cats
22:41 iamweasel i made large underground flats, dimly lit, and they spawn like 10 rats, so one can "breed" rats via environment
22:41 iamweasel just went there periodically and collected them :)
22:48 Gustavo6046 A
22:48 iamweasel you know what i am looking for? a working dino mod
22:48 Gustavo6046 true
22:48 Gustavo6046 like JurassicCraft?
22:48 iamweasel i tried 2 different versions of paleotest, i rly like the models, but both versions were not working quite right
22:48 iamweasel oh i gotta check that out
22:49 iamweasel i would be happy with like mobs_paleo, i was already seriously thinking writing it, take the paleotest models and just use the api for random dino spawns
23:03 perrier Does anyone know of another mod that supplies the thirst function?
23:04 perrier Like hunger_ng or something?
23:05 perrier Thirsty still works with but with warnings for deprecation.
23:11 Gustavo6046 Do mods that affect world generation (eg. ores and trees) add some to an existing world if they detect a world that previously didn't have them?
23:12 Helenah If what Gustavo6046 said doesn't happen, is there a way I can... inject the new ores into the ground of the world?
23:12 Helenah Like... some sort of stone detection and ore injecting into that?
23:14 Gustavo6046 Yeah, naybe a worldedit function of some sort
23:14 Gustavo6046 maybe(
23:14 Gustavo6046 maybe*
23:14 Helenah hmm
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23:35 Biggvs_Richardvs Howdy all
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23:44 Gustavo6046 Waiting for the day Minetest servers/clients become compatible with Minecraft clients/servers :P
23:44 Gustavo6046 lol
23:45 iamweasel hi Biggvs_Richardvs
23:47 specing Gustavo6046: why
23:47 Gustavo6046 specing: because!
23:47 iamweasel Gustavo6046: if, solely due to quantum randomness, the boards of mojang, micro$soft, and $ony go crazy all at the same time, and opensource minecraft forever, why, there's a chance
23:47 Gustavo6046 lol, true
23:47 specing I'd prefer Minetest to be better in every way imaginable
23:47 Gustavo6046 iamweasel: but I mean
23:47 Gustavo6046 the protocol is not secret
23:47 Gustavo6046 there is Cuberite
23:47 Gustavo6046 which is a Minecraft server reimplementation in C++
23:48 Gustavo6046 It's reverse engineering
23:48 Gustavo6046 But yeah
23:48 Gustavo6046 M$ is kind of going crazy lately. They open-sourced a bunch of crap lately, but seemed not to go all the way lol, odd
23:48 Gustavo6046 Also, what is ony?
23:48 iamweasel protocol shmotocol, it's about the intent, they can always make sure their clients and servers use secret extensions, this is micro$oft's speciality
23:50 Gustavo6046 iamweasel: M$ has given Mojang quite a bit of free roaming space
23:50 Gustavo6046 The game is a very large IP and they seem to be just aware enough of how their touch would insta-ruin it to just let Mojang continue dealing with it instead
23:51 Gustavo6046 Which I'm kinda glad about, to be honest. More budget, without restricting creative liberties much!
23:51 Gustavo6046 Although it's not like they didn't try anything with it. Say, Bedrock Edition... which kind of flopped, apart from of course mobile devices.
23:52 Gustavo6046 Kind of a shame they're so bad at C++ nowadays. Didn't Windows 95 pioneer the usage of C++ in the operating system? Like, something something templates?
23:52 Biggvs_Richardvs Hi iamweasel!
23:52 Gustavo6046 Didn't OLE use templates? I don't remember.
23:52 Gustavo6046 Eh, M$
23:53 iamweasel ^^ yup
23:55 Biggvs_Richardvs Guys I'm having trouble getting any Mobs to show up.  I'm running Sokomine 's excellent mg_village mod, and df_caverns, and the only time I can get mobs to show up now that I can tell, is by enabline mobf_trader, but when they show up, they are lying dead and floating lifelessly above the structure they are supposed to be "living" in.
23:56 Biggvs_Richardvs Is it ok to dump my mod list?  Maybe someone will spot a conflict
23:56 iamweasel sorry, i have no experience with any of these mods, but....
23:56 iamweasel use a paste service if possible, like pastebit or the debian one
23:57 Biggvs_Richardvs Paste service?  Sorry don't know what that is - could you elaborate?
23:57 iamweasel ...but perhaps other entities in this channel can help you. i have a lot of experience with mobs_redo and its dependents
23:58 iamweasel paste large code samples @ https://paste.debian.net/ and then give us url
23:58 Biggvs_Richardvs nm I got it
23:58 Biggvs_Richardvs https://justpaste.it/2n0uh
23:59 iamweasel it may be a while, hours, before most of the channel users will see this, so it would really help if you hung in here for a while

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