Minetest logo

IRC log for #minetest, 2020-12-12

| Channels | #minetest index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:00 Biggvs_Richardvs I installed mobs_redo I think from the content whizbangerator
00:00 iamweasel you should get mobs_redo from ten+1
00:00 Biggvs_Richardvs It looks like it showed up as just "mod_mobs" or am I mistaken?
00:01 Biggvs_Richardvs Oh ok.  Is it no available in the content gui?
00:01 iamweasel actually i am sure it's there, i think i seen it there
00:02 iamweasel wheni search for 4mobs, mobs_redo by TenPlusOne comes up first, and then you also want its dependents, like mobs_monsters and/or mobs_animals
00:03 iamweasel i am not selling it, but i've been using this mod for years now, and it works extremely well
00:03 iamweasel mod-pack, really
00:03 Biggvs_Richardvs Ya I think that's what I installed
00:03 Biggvs_Richardvs When you configure, does it just show up as mod_mobs?
00:04 iamweasel i am pretty sure ten+1's mods should all show up as mod_mobs_something
00:05 Biggvs_Richardvs Ok, then maybe I didn't get it
00:05 iamweasel mod_mobs_redo is the core, and then also mod_mobs_animals and whatnot
00:05 iamweasel just installing api won't create any mobs, you will need to get the actual mobs as a separate mod
00:05 Biggvs_Richardvs Ya, I have mod_mobs_animals, monsters etc
00:06 iamweasel make sure you have mod_mobs_redo
00:06 Biggvs_Richardvs was hoping to get mobf_trader working too
00:06 Biggvs_Richardvs ok Let me check
00:07 iamweasel ten+1 has a trader too, but it's manual (won't spawn by itself) and not very fun by default
00:07 Biggvs_Richardvs also, seperate question for Sokomine when you see this,  the main page for your awesome villages mod lists these mods as optional:
00:07 Biggvs_Richardvs mcl_biomes mcl_dungeons mcl_mapgen_core mcl_strongholds metals mg mob_world_interaction
00:08 Biggvs_Richardvs Is the only way to use those in conjunction with mg_villages to run full mineclone?
00:08 Biggvs_Richardvs I tried adding them manually to minetest game, and you can guess how that turned out
00:08 Biggvs_Richardvs I'm learning......
00:10 Biggvs_Richardvs Just wondering - is there a way to get something like caverealms or df_caverns running on mineclone?  I love both games, but would really like to get giant glowing caverns on mineclone too if that's possible.
00:21 Fusl joined #minetest
00:22 Fusl joined #minetest
00:22 Gustavo6046 joined #minetest
00:22 Fusl joined #minetest
00:23 est31 joined #minetest
00:24 Fusl joined #minetest
00:25 Fusl joined #minetest
00:27 MxCraven joined #minetest
00:45 Helenah So... there's no way of injecting new ores into the stone of a world?
00:45 Helenah I would really like to do this...
00:47 Hawk777 Helenah: I suppose you could make an LBM to do it, maybe?
00:47 MDude joined #minetest
00:47 Hawk777 I dunno, make an LBM that runs on stone, have it determine whether you’re in a suitable place and replace some stone with the ore.
00:47 Helenah Hawk777: All?
00:48 Hawk777 LBM would run on each mapblock when it’s first loaded after you introduce the LBM, which is what you want. As people wander around the world, mapblocks get the ore added.
00:53 Helenah Hawk777: Where did I read the term "all"?
00:54 Hawk777 I have no idea. I didn’t say “all”. I don’t know what you mean by “all”.
00:54 mynick4 exit
00:55 Helenah Hawk777: I misread then :3
00:55 Helenah Anyway, thanks for your help.
01:11 Gustavo6046 Hawk777: but how to guarantee that it only runs for existing chunks?
01:17 Hawk777 Hm, I don’t know. If you *only* generate ore in the LBM, then you don’t care, new mapblock, existing mapblock, you consider adding ore to them either way. But if you want to generate ore at emerge time for new mapblocks, but do it in the LBM for old mapblocks, I’m not sure how that works.
01:27 cheapie Now I'm imagining existing stone buildings getting a new rainbow paint job courtesy of this LBM :P
01:30 Gustavo6046 ooh
01:30 Gustavo6046 Hawk777: ah, yeah
01:30 Gustavo6046 that's the thing
01:30 Gustavo6046 A mod with new ores and trees was added when some mapblocks were already generated.
01:40 NathanS21 joined #minetest
01:51 specing cheapie: over and over again, I might add
01:51 specing Every load makes them more colourful
01:51 Hawk777 Well, I assumed the LBM would be set to run only once on each mapblock.
01:51 Hawk777 But if you really want :D
01:51 cheapie Never trust the "only runs once" thing to actually only run it once.
01:52 Hawk777 Why does it exist then?
01:52 cheapie If the server owner starts up the server *even just once* without your mod for troubleshooting or something, then puts it back in... those buildings get another fresh coat of rainbow paint.
01:53 biggvs_dickvs2 joined #minetest
01:53 cheapie I've written my fair share of mods before that depended on the engine handling LBMs as documented... that didn't go too well and it was a pain to clean up the mess.
02:25 iamweasel 4HERECY!
02:25 iamweasel mt
02:32 Fusl__ joined #minetest
03:01 Hawk777 cheapie: no ContentDB for your mods? Not that I have any problem getting them from git, just wondering.
03:01 cheapie Hawk777: Nope, I've never found that thing to be very useful at all.
03:03 Hawk777 *Shrug*. I suppose it makes it harder for some people, but your choice.
03:17 turtleman joined #minetest
03:20 dvere joined #minetest
03:21 MxCraven joined #minetest
03:23 nuala joined #minetest
03:27 Hawk777 cheapie: do you accept patches for your mods? I noticed for example that the piston is not documented in the Digistuff README.
03:30 cheapie I'm not really doing any development on most of this stuff at the moment :/
03:30 nowhere_man joined #minetest
03:31 cheapie If it's any help though, the "simple" (string) commands are "extend" "retract" and "retract_sticky"
03:33 cheapie You can also send a table, where "action" is "extend" or "retract", "max" is the maximum number of nodes to push/pull (0 when retracting for non-sticky), and "allsticky" can be true to pull a whole stack of nodes along with the thing like movestone does.
03:33 Hawk777 I saw that, yeah.
03:53 Verticen joined #minetest
03:56 omegablas joined #minetest
03:56 omegablas left #minetest
04:12 YuGiOhJCJ joined #minetest
04:31 ungali joined #minetest
04:31 ungali joined #minetest
04:34 I_am_6r1d joined #minetest
04:34 lisac joined #minetest
05:00 MTDiscord joined #minetest
06:30 hecks joined #minetest
07:23 rubenwardy cheapie: it's useful for finding mods and stuff, and it's useful for new users
07:23 rubenwardy I use contentdb to find mods, and then Git to download them
07:24 rubenwardy Also, as a modder you are more technologically competent than most of your users
07:24 rubenwardy [01:52] <ffc107cheapie> If the server owner starts up the server *even just once* without your mod for troubleshooting or something, then puts it back in... those buildings get another fresh coat of rainbow paint.
07:25 olliy joined #minetest
07:25 rubenwardy "run once" is done per lbm. That's the entire point of it
07:25 rubenwardy So it doesn't matter if they run it before your mod is installed
07:26 cheapie I mean like if they install your mod, run the server for a while, then run the server even just one time without the mod, then put the mod back in.
07:26 cheapie Unless it's been fixed recently, the LBM(s) runs again.
07:28 rubenwardy Surely only on new mapblocks?
07:29 rubenwardy If it forgets the LBMs then that's a bug. Which is not unexpected
07:30 cheapie Last time I looked at the docs for this (which admittedly was like a year ago) they didn't specify what the behavior should be in this case.
07:30 cheapie Like on one hand the LBM is "new" in that it wasn't on the server the last time it was started, but on the other hand it's not new because it's run on these mapblocks before.
07:43 AndDT joined #minetest
07:49 TLuna joined #minetest
08:00 ShadowNinja joined #minetest
08:21 tango_ oh boy, I'm in trouble. I like the _idea_ of the gravel sieve, but not the execution
08:21 tango_ or the fact that it's not a standalone mod anymore, for that matter
08:26 Peppy joined #minetest
08:27 calcul0n joined #minetest
09:04 FeXoR joined #minetest
09:23 FeXoR joined #minetest
09:30 TomTom joined #minetest
10:21 TLuna joined #minetest
10:29 MTDiscord <小​花ソノガミ> .
10:55 hecks joined #minetest
11:09 TLuna joined #minetest
11:28 calcul0n_ joined #minetest
12:10 TLuna joined #minetest
12:18 Talkless joined #minetest
12:35 Talkless joined #minetest
12:41 SwissalpS joined #minetest
12:50 wyre1 joined #minetest
13:08 Pest|2 joined #minetest
13:20 erlehmann joined #minetest
13:25 schrodinger72 joined #minetest
13:48 I_am_6r1d joined #minetest
13:48 erlehmann joined #minetest
13:49 hecks joined #minetest
13:56 mazes_81 Hi, I just wanted to have an idea of my current FPS, so printed them via the F5 OSD
13:57 mazes_81 and left side of screen was quite all red, as FPS where infinite
13:57 I_am_Grid joined #minetest
13:59 mazes_81 I think there is a divide by zero not handled, however idk if it's related to the engine itself or to "proprietary" nvidia drivers offloaded to intel iGPU (old card GT630M)
14:02 mazes_81 running under gentoo linux, minetest 5.3.0, kernel 5.4.72, nvidia 398.138
14:02 sfan5 a screenshot might help because I can't imagine anything from your description
14:02 mazes_81 wait a bit
14:06 mazes_81 no luck the server is not not overloaded, and my FPS are correct
14:07 Fixer joined #minetest
14:08 mazes_81 to describe exactly, the graph for FPS was filling the whole screen vertically, as calculated FPS were infinite
14:08 mazes_81 I'll try to get a screenshot next time the server overloads
14:19 milkt joined #minetest
15:18 perrier joined #minetest
15:18 MDude joined #minetest
16:22 Splyncryth joined #minetest
16:25 TLuna joined #minetest
16:26 scr267 joined #minetest
16:31 jluc joined #minetest
17:18 systwi joined #minetest
17:24 perrier Humans is turning out to be a good mod. They have drops now and fight monsters. Under development.
17:25 MxCraven joined #minetest
17:26 perrier I've got dwarves at the surface now.
17:27 perrier Dwarves, witches, humans, monsters etc.
17:37 NetherEran joined #minetest
17:39 Scarecrow joined #minetest
17:41 proller joined #minetest
17:42 Taoki joined #minetest
17:50 TLuna joined #minetest
17:53 fleeky_ joined #minetest
18:20 perrier When they die it leaves a skeleton on the ground.
18:20 Biggvs_Richardvs joined #minetest
18:20 absurb joined #minetest
18:22 Biggvs_Richardvs Sokomine or anyone familiar with mg_villages, I'm getting a broken/unknown block in the plot purchasing thing:
18:22 Biggvs_Richardvs https://postimg.cc/7JqpjVW7
18:36 gera joined #minetest
18:43 Hawk777 joined #minetest
18:49 TomTom joined #minetest
18:51 perrier Biggvs_Richardvs: If you ever want me to test your server let me know.
18:55 Sokomine Biggvs_Richardvs: you are running mcl2 or something else that doesn't have mtg textures/items?
18:57 Sokomine Biggvs_Richardvs: take a look at config.lua, namely mg_villages.prices   see what your game has to offer and what you want to use as prices - and then best change mg_villages.prices in one of your own mods to values that are more fitting for your game
19:00 panwolfram joined #minetest
19:02 Sokomine Biggvs_Richardvs: those mods listed as optional for mg_villages are listed as optional because they need to run *first*. mg_villages modifies the landscape by creating space for the village and placing the houses. it can only do so when the landscape has been fully generated. thus, the dependencies. you need to list all mapgen mods as soft dependencies to mg_villages if you want to
19:02 Sokomine avoid...strange...results. but it's not necessary to run all those optional mods
19:02 Sokomine Biggvs_Richardvs: mods listed with a ? behind in depends.txt are optional
19:03 Sokomine mobf_trader works as well, but...it really is only a trader that's standing around and doesn't know how to move. might still be of intrest to servers as it is a trader that can be employed by players for trading with other players. it's very versatile in that regard
19:20 MxCraven joined #minetest
19:44 Scarecrow joined #minetest
19:51 Peppy joined #minetest
20:02 Biggvs_Richardvs perrier Thatnk you - I may do that. Let me work on it a bit first though
20:08 Biggvs_Richardvs SokomineTHANK you!  That helped clear up a few "mysteries.",   Still can't seem to get any mobs though
20:09 Biggvs_Richardvs Here's all the mods I have enabled, running on mtg under version 5.3.0:
20:09 Biggvs_Richardvs $ cat  worlds/villa/world.mt |grep trueenable_damage = trueload_mod_mobs_animal = trueload_mod_mg_villages = trueload_mod_handle_schematics = trueload_mod_nssm = trueload_mod_mobs_npc = trueload_mod_cottages = trueload_mod_mobs = trueload_mod_mobs_monster = trueload_mod_water_life = true
20:10 Biggvs_Richardvs Hmm sorry for the bad formatting
20:10 Andrey01 joined #minetest
20:10 Andrey01 hello
20:11 Biggvs_Richardvs I loaded mobs_redo from the content thing, and confirmed that after installed it just shows up in the list as "mod_mobs"
20:13 Sokomine Biggvs_Richardvs: someone used the plotmarkers mg_villages places in order to let mobs spawn on them (i.e. the npc from mobs_npc)
20:13 Biggvs_Richardvs So that's what I'm running. It's a pretty slimmed down game with only villages, its minimum dependencies, and the mobs stuff, but no sign of any mobs anywhere in game. Any help/thoughts much appreciated
20:13 Andrey01 I`ve never bumped into such problem before, but now to my wondering my mod doesn`t see 'default' global when I register a node in 'sounds' field...
20:13 Biggvs_Richardvs I just want to get some cool mobs wandering around your villages ;)
20:13 Andrey01 although I even enable MTG in any case
20:14 Andrey01 it throws out 'attempt to index global 'default' (a nil value)'
20:14 Andrey01 why so?
20:15 Sokomine Biggvs_Richardvs: first you ought to get your mobs spawn in general. perhaps you're just not patient enough. it's a constant fight for any mob mod maker to get the spawning "right" - no overcrowding, but no dying out either. that's very difficult :-) have you checked if the mob mods load successfully? you also ought to see eggs in creative inventory if you use the mobs_redo mods and have the right privs
20:15 Andrey01 maybe did I forget to do something?
20:16 Sokomine Andrey01: does your mod depend on default?
20:17 Andrey01 oh, damn. I seemed to forget to add that dependency there
20:18 Andrey01 yes, now it works. Thanks
20:22 Biggvs_Richardvs Sokomine Yes all the mods I listed appear to be loading successfully.  Definitely all the mob ones are
20:22 Biggvs_Richardvs I do have mod_weather.   I can't think of anything else in that list that would conflict
20:23 Biggvs_Richardvs Is there a config mod I could do that would force mobs to appear, just to test if they work?
20:23 Biggvs_Richardvs Will the egg thing in creative mode do that?
20:28 Biggvs_Richardvs Godd news: In mtg the plot markers are all working and showing gold/wood to be exchanged. Must just be a bug with mc2
20:29 Biggvs_Richardvs Shoot, looks like I can't change to creative mode on a server
20:30 Krock /grantme creative
20:30 Biggvs_Richardvs It sounds like you don't see anything in my list of mods that would be a known conflict and stop mobs from spawning
20:33 Biggvs_Richardvs I don't suppose there's something obviously missing from that list that would stop mobs?
20:33 MinetestBot [git] SmallJoker -> minetest/minetest: GUIFormSpecMenu: Shift+Click listring workaround for MacOS e18b6c5 https://git.io/JIPte (2020-12-12T19:55:06Z)
20:40 Biggvs_Richardvs Sokomine NM - just got killed by a tree monster after placing an egg jut outside the village.   Sounds like they're just not able to spawn in the village. Any pointers on how I could do that plot marker spawning thing or just modify the config for your mod to let mobs spawn all over the village?  I'd love to do a hardcore survival thing in your
20:40 Biggvs_Richardvs villages
20:41 Biggvs_Richardvs I'm pretty green at all this, the the help is greatly appreciated. Hoe I can return the same in kind someday
21:07 Sokomine Biggvs_Richardvs: no, if you want to use the plotmarker interface in mcl2, you really have to set mg_villages.prices to something that exists in mcl2. you can do that in your own mod. just let it depend on mg_villages, and then assign a new value to mg_villages.prices
21:08 Sokomine Biggvs_Richardvs: type  /mods   and see if the mob mods are listed
21:10 Sokomine Biggvs_Richardvs: it's possible that mobs_redo monsters don't spawn in protected areas. apart from the sandcity village type that's built exclusively for sand mobs, there ought to be none inside villages anyway (perhaps some in village type ruins?). best set spawning for the npc mobs to the plotmarker
21:11 Sokomine hardcore survival...hm...AdventureTest is pretty great in that regard. has villagers that run around and fight horrible monsters - and that give you rewards when you help them fight the monsters. needs some work to wirk with current mt and mg_villages again
21:12 Sokomine sadly BrandonReese didn't release the latest version yet and currently doesn't seem to have time to work on it
21:14 Biggvs_Richardvs I think I tried that - maybe I'll revisit.
21:14 Biggvs_Richardvs Any thoughts on getting mobs to spawn in your villages? RTFM?
21:16 Biggvs_Richardvs Like specifically where would I go to set the plot marker for spawning mobs, or preferably just configure so they can spawn anywhere in the village?
21:25 proller joined #minetest
21:40 Sokomine Biggvs_Richardvs: that's mostly a matter of the mobs mod. i don't know offhand how they are made to spawn and would have to take a look as well
21:43 Biggvs_Richardvs Sokomine Awesome - thank you. I'll start poking around and if I figure womething out that works and makes for a fun survival game, I'll post it back here in case you or anyone else ever wants to use it
21:44 Sokomine Biggvs_Richardvs: mobs_npc has a spawn_example.lua file. the npc love brick blocks sourrounded by grass. i'm sure you can teach them to like plotmarkers more :-)
21:48 TLuna joined #minetest
21:52 Biggvs_Richardvs Ok so using the treemonster lus as an example, there is this line for nodes:
21:52 Biggvs_Richardvs nodes = {"default:leaves", "default:jungleleaves"}
21:53 Biggvs_Richardvs Sokomine what would I changed that to so they use the plot markers?
21:53 awell joined #minetest
21:55 Biggvs_Richardvs Also for anyone here that can help,  the mobs_monsters has a spawn_example.lua  - do I need to rename that to something for it to be picked up and executed?
21:56 Biggvs_Richardvs Looks like maybe spawn.lua might work
22:00 Scarecrow joined #minetest
23:01 Scarecrow joined #minetest
23:58 erlehmann joined #minetest

| Channels | #minetest index | Today | | Google Search | Plaintext