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 |
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00:27 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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06:30 |
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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 |
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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. |
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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 |
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10:29 |
MTDiscord |
<小花ソノガミ> . |
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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 |
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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 |
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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 |
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17:24 |
perrier |
Humans is turning out to be a good mod. They have drops now and fight monsters. Under development. |
17:25 |
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17:26 |
perrier |
I've got dwarves at the surface now. |
17:27 |
perrier |
Dwarves, witches, humans, monsters etc. |
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18:20 |
perrier |
When they die it leaves a skeleton on the ground. |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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