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. 00:45 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 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. 01:51 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 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 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. 03:27 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 :/ 03:31 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. 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 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. 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 10:29 MTDiscord <06小​花ソノガミ> . 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 13:59 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 14:08 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 17:24 perrier Humans is turning out to be a good mod. They have drops now and fight monsters. Under development. 17:26 perrier I've got dwarves at the surface now. 17:27 perrier Dwarves, witches, humans, monsters etc. 18:20 perrier When they die it leaves a skeleton on the ground. 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 18:51 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 19:02 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 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 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 02[git] 04SmallJoker -> 03minetest/minetest: GUIFormSpecMenu: Shift+Click listring workaround for MacOS 13e18b6c5 https://git.io/JIPte (152020-12-12T19:55:06Z) 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? 21:40 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 :-) 21:52 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? 21:55 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