Time |
Nick |
Message |
00:10 |
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01:20 |
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01:56 |
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01:59 |
daiNoZord |
http://hastebin.com/poyigiriwa *-- self is nil or object is nil or get_pos is nil. Tried lots more permeatations than in the list. cant even place a node using vector coords relative to placed obj. |
02:11 |
sfan5 |
after_place_node = function(pos, placer, itemstack, pointed_thing), is the correct one |
02:12 |
daiNoZord |
sfan5: thanks that's been the one i've generally gone with |
02:15 |
daiNoZord |
should be able to specify x +5, or y -1, or... etc |
02:15 |
daiNoZord |
tried getting original node pos as reference (various ways) |
02:16 |
daiNoZord |
self.object:get_pos - i can't figure out |
02:21 |
daiNoZord |
arithmetic errors are the other thing, say "pos.y = pos.y + 3" |
02:21 |
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02:29 |
daiNoZord |
I dunno. I follow "documentation", examples and even the code of other mods. Still can't get things to work. |
03:03 |
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03:19 |
Gustavo6046 |
Does Pipeworks and/or Technic include a way to automatically funnel items into a block when there are slots available, akin to a Minecraft hopper? |
03:19 |
Gustavo6046 |
Er, insert |
03:19 |
Gustavo6046 |
"Funnel" is kind of hopper-specific isn't it :P |
03:19 |
Gustavo6046 |
But like, a queue e.g. to a furnace |
03:20 |
specing |
build a pipe to it? |
03:20 |
Gustavo6046 |
Won't items just keep bouncing in the pipeline like that? |
03:20 |
specing |
not if there are free slots |
03:21 |
Gustavo6046 |
Yeah, but the reason is that I don't want to keep tending furnaces |
03:21 |
specing |
then having them bounce around is the desired behaviour? |
03:22 |
daiNoZord |
Oh ffs. Sod it. I think I need to find a less stressful way to waste my time. I don't need to be more miserable than I already am. Cheers tho! |
03:25 |
specing |
why are you putting pos in {}? |
03:25 |
specing |
pos is already a table... |
03:26 |
specing |
l36 looks correct |
03:27 |
specing |
as does 29-34 |
03:35 |
daiNoZord |
dunno. tried loads of permeatations of code from different sources but nothing works. in this case :: init.lua:30: attempt to perform arithmetic on field 'y' (a nil value) |
03:38 |
daiNoZord |
http://hastebin.com/yeyulevana shows the error |
03:39 |
daiNoZord |
so many nil values |
03:40 |
daiNoZord |
* shows the error in this particular permeatation |
03:40 |
specing |
after_place_node = function(pos, placer, itemstack, pointed_thing) |
03:40 |
specing |
I don't think placer has an .y component... |
03:41 |
specing |
Perhaps you should try a different permutation of parameters :D |
03:45 |
daiNoZord |
ive tried examples, code advised on forums that apparently works, looked at docs like the wiki's and lua .txt, looked at other mods etc. theres's obviously something simple i am doing wrong. |
03:46 |
specing |
yes, as I just told you |
03:46 |
VanessaE |
more specifically, |
03:47 |
VanessaE |
what speccing is saying is you put your params out of order in the after_place_node entry |
03:48 |
VanessaE |
the engine will always pass them to your code in the order specing stated |
03:48 |
VanessaE |
but you're trying to read them out of order |
03:49 |
VanessaE |
in your paste, correct your after... line (12) to what specing said, and it should work |
03:51 |
daiNoZord |
wow - such a simple mistake. Never realised the order made a difference. Thank you both specing and VanessaE |
03:52 |
VanessaE |
it's always simple, ain't it :) |
03:53 |
daiNoZord |
more often than not :) |
03:55 |
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03:56 |
VanessaE |
so to be clear, since you put them in order of `(itemstack, pos, placer, pointed_thing)` but itemstack it getting e.g. { x=123, y=456, z=789 }. `pos` being set to a placer object, `placer` was an item name (probably "testplace:placer") and pointed_thing was the only one in the right place :) |
03:56 |
VanessaE |
-since |
03:57 |
VanessaE |
so yeah, it went boom. :) |
03:58 |
daiNoZord |
i think i get it now. its kinda a question and answer thing. like a symphony. if the bits are in the wrong place it's discordant |
04:01 |
daiNoZord |
it makes a difference if the parameters are in the right order even if a value isnt passed to them? ie not satisfied? |
04:04 |
specing |
then your code will be wrongly correct (or correctly wrong?) |
04:04 |
specing |
(no, they'll all be nil) |
04:04 |
daiNoZord |
I just wonder if all parameters need to be specified, or only those that pertain |
04:05 |
daiNoZord |
well, sorry - included in the brackets not given specifics |
04:05 |
specing |
seems to work just fine if you do not specify unneded parameters |
04:06 |
specing |
might not be according to standard, but ... it works for me |
04:06 |
specing |
brackets? you mean paranthesis? |
04:07 |
daiNoZord |
so, say drop "itemstack" given a test in creative and be ok? yeah technically they are all parentheses if you consider the etymology lol |
04:10 |
daiNoZord |
im glad ive got something more to work with tho - thank you to you both :) |
04:13 |
Gustavo6046 |
specing: ah, but is there a way to prevent it from bouncing back to a network (with intersections or whatever)? In Minecraft's BuildCraft a solution would be to use iron transport pipes. |
04:14 |
Gustavo6046 |
Also, is there a better way to craft the same recipe multiple times at once (when using stacks) than to just spam click the output slot?? |
04:14 |
Gustavo6046 |
(single question mark, oops) |
04:14 |
Gustavo6046 |
Better for the server, the connection, and my hand. I'm gonna get carpal tunnel like a Lua developer nesting for loops to access non-straightforward data structures. |
04:14 |
specing |
Gustavo6046: have them go back to a chest, then have an adjustable blinky plant attached to a stackwise filter injector |
04:14 |
Gustavo6046 |
Ah |
04:15 |
Gustavo6046 |
That sounds complicated, but interesting. I'll take a look into it! Thanks! |
04:15 |
specing |
Gustavo6046: for crafting multiples you can use the mouse wheel |
04:15 |
Gustavo6046 |
Ah |
04:15 |
Gustavo6046 |
:o |
04:15 |
Gustavo6046 |
That sounds interesting! |
04:15 |
specing |
there seem to be different flavors of unified inventory on different servers, and some even have an "all" button, which crafts as much as possible |
04:16 |
specing |
or use an autocrafter, since it burns through food |
04:16 |
Gustavo6046 |
Are there other inventory operations that can be made less tedious using the mouse wheel? Just to be more tenacious. |
04:16 |
Gustavo6046 |
Well, this Unified Inventory flavour my friend installer on her server doesn't, sadly. |
04:16 |
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systwi joined #minetest |
04:16 |
Gustavo6046 |
I had seen one that did have one. |
04:16 |
Gustavo6046 |
Burns through food? |
04:16 |
specing |
crafting costs food/stamina (if you have the stamina mod) |
04:16 |
Gustavo6046 |
Ah |
04:16 |
Gustavo6046 |
I see |
04:17 |
Gustavo6046 |
you mean hunger? |
04:17 |
specing |
yes |
04:17 |
Gustavo6046 |
ah |
04:17 |
specing |
the bread icons |
04:17 |
specing |
usually |
04:18 |
Gustavo6046 |
Thank you! |
04:18 |
Gustavo6046 |
Ah |
04:18 |
Gustavo6046 |
Yeah, I see them |
04:21 |
Gustavo6046 |
Life quality has just increased massively :D |
04:21 |
Gustavo6046 |
Lol I keep putting ladders on ladders and having to remove the floating ones |
04:36 |
specing |
Gustavo6046: you can also use client side mods to improve life quality |
04:36 |
Gustavo6046 |
:o |
04:36 |
Gustavo6046 |
I thought they were all server-side |
04:36 |
Gustavo6046 |
I mean |
04:36 |
specing |
nope :) |
04:36 |
Gustavo6046 |
I think someone said that? |
04:36 |
Gustavo6046 |
I don't remember |
04:36 |
Gustavo6046 |
Ooh |
04:37 |
Gustavo6046 |
Now I wanna mod in C++ |
04:37 |
Gustavo6046 |
Lua* |
04:37 |
Gustavo6046 |
Or maybe add a supplementary JavaScript interface to the codebase, someday |
04:38 |
VanessaE |
sorry I stepped away for a bit there daiNoZord... if you ask for say 4 parameters, and the code calling your function passes only say 2, the first two params in your function get those values and the last two will return nil |
04:38 |
Gustavo6046 |
Also, how many times do I have to click animals with wheat to make them breed? :/ |
04:39 |
VanessaE |
daiNoZord: which is to say, since you're being passed individual parameters, they're position-dependent within the parameter list. |
04:39 |
specing |
js... D: |
04:39 |
VanessaE |
daiNoZord: now, had everything been passed as a single table, with proper key=value assignments, then they wouldn't be position dependent. |
04:40 |
VanessaE |
Gustavo6046: MT will likely never get that :P |
04:40 |
Gustavo6046 |
Who? |
04:40 |
Gustavo6046 |
specing: it's more general-purpose than Lua, imho |
04:40 |
Gustavo6046 |
I think it is better for scripting than, anyway |
04:40 |
VanessaE |
Gustavo6046: MT will likely never get javascript. ever. |
04:40 |
Gustavo6046 |
And less painful to write, if you ask me |
04:40 |
Gustavo6046 |
VanessaE: it will, if you let me push commits >:D |
04:41 |
VanessaE |
and I can't say general-purpose C++ modding is ever gonna happen either |
04:41 |
Gustavo6046 |
Not as a replacement, though |
04:41 |
daiNoZord |
ah - so - if i only pass 2 arguments they wont necessarily be recognised? |
04:41 |
specing |
probably Python would be far more valuable to support |
04:41 |
daiNoZord |
sorry that prob doesnt ake sense |
04:42 |
daiNoZord |
*make |
04:42 |
VanessaE |
daiNoZord: if you ask for (foo, bar, baz, qux) and you pass (meh, blah) to it, you'll get foo=meh, bar=blah, and baz and qux will end up `nil`. |
04:42 |
Gustavo6046 |
specing: I'm fine with Python, but it is too weird as a embedded language. I like it, but between the big standard library, the batteries-included philosophy and the excessive flexcibility that is often unnecessary in an embedded scripting language, I would say it is kind of unfit for Minetest, especially since voxel games can be kind of performance sensitive. |
04:42 |
specing |
daiNoZord: https://www.lua.org/manual/5.1/manual.html#2.5.8 |
04:42 |
Gustavo6046 |
At least definitely not for processing lots of stuff at once. |
04:42 |
VanessaE |
(because they were the 3rd and 4th args and you passed no valued to them) |
04:42 |
VanessaE |
values* |
04:43 |
VanessaE |
dear G*d no |
04:43 |
VanessaE |
don't point him at the PiL. |
04:43 |
Gustavo6046 |
Ew, global interpreter lock |
04:43 |
VanessaE |
oh that isn't the PiL is it. |
04:43 |
Gustavo6046 |
Python Image Processing library? |
04:43 |
Gustavo6046 |
Pillow is better ^^ |
04:43 |
specing |
VanessaE: I like Python for it's simplicity, but often it's used for projects that are too big (no type checking) or people start using its advanced features (e.g. decorators) and it quickly becomes unreadable |
04:43 |
specing |
or both |
04:44 |
VanessaE |
Gustavo6046: I was mistaking his link for the Programming in Lua manual, which honestly is hard to understand in places. not enough plain language, too much geekery |
04:44 |
Gustavo6046 |
Anyways, say, if we wanted software inventory item icon effects, like bumpmaps that reacted to lighting information around the player, Lua might be the best option of the three (Lua/Python/JS) -- since it can be so damn fast (see: LuaJIT). |
04:44 |
Gustavo6046 |
But I think that a very simple instruction machine would fare even better. |
04:45 |
Gustavo6046 |
Another idea would be, perhaps a language that is much easier to portably compile to metal machine code (x86, ARM, etc) than C or C++ |
04:45 |
VanessaE |
HAH! |
04:45 |
Gustavo6046 |
We went full circle xD |
04:45 |
Gustavo6046 |
C is fine-ish, but it is finnicky, and its maturity (read: archaicness) shows -- the headers can be a nightmare to work with, or how about the confusing rules with keywords like inline or extern or static or whatever. |
04:46 |
specing |
C is not fine |
04:46 |
Gustavo6046 |
specing: I mean in terms of being fast to build to machine code. |
04:46 |
Gustavo6046 |
C++ is too heavy and the standard library would only complicate matters. |
04:47 |
specing |
it's not fine in that department, either |
04:47 |
Gustavo6046 |
But C is actually a very simple language, by comparison. |
04:47 |
Gustavo6046 |
Aren't C compilation times faster than C++ ones? Especially since C++ parsing is so much more involved (read: slower), ESPECIALLY since so much stuff has to be defined in headers (e.g. templates), which means parsing the same stuff again, and again, and again, and... |
04:48 |
VanessaE |
well |
04:48 |
specing |
you just described C, Gustavo6046 |
04:48 |
Gustavo6046 |
So |
04:48 |
Gustavo6046 |
nono, I don't like C headers either, they feel more like a weird workaround than a language feature |
04:48 |
specing |
they are the same headers |
04:48 |
Gustavo6046 |
(and maybe originally they were, when program code stopped fitting in single files, I guess. lol) |
04:49 |
Gustavo6046 |
Yeah, but C++ parsing is slower, AND it tends to move a lot of stuff to headers |
04:49 |
VanessaE |
if you consider that these would be mods, not huge apps.. you're talking, what, a couple hundred kB of source? sure it'll take some time to compile, but maybe a minute or so... and the binary can be cached. |
04:49 |
Gustavo6046 |
Templates often can't be put in C++ source code |
04:49 |
specing |
C++ is C with addons. Note the part "is C" |
04:49 |
Gustavo6046 |
since you never know which kinds might be instantiated, depending on what compilation unit |
04:49 |
Gustavo6046 |
specing: C++ is not C with addons. |
04:49 |
Gustavo6046 |
That is where you are wrong |
04:49 |
Gustavo6046 |
It split off decades ago |
04:49 |
specing |
it still is, the only feature of C not supported in C++ (that I know of) are dot initialisers |
04:50 |
Gustavo6046 |
C++ is not just a superset of C |
04:50 |
Gustavo6046 |
Although they have lots of common stuff |
04:50 |
Gustavo6046 |
so C++ compilers often build on top of C compilers because of that |
04:51 |
Gustavo6046 |
(or even, C compilers are C++ compilers with some compatibility changes) |
04:51 |
Gustavo6046 |
specing: also, C uses {0} to initialize empty arrasy rather than {} |
04:51 |
Gustavo6046 |
er |
04:51 |
Gustavo6046 |
not empty arrays |
04:51 |
specing |
Anyway, we are in 2020, we can afford to have the compiler do some extra thinking so that the programmer has to do less thinking (and use said reduction of thinking elsewhere, to be more productive) |
04:51 |
Gustavo6046 |
zero-filled variables |
04:52 |
Gustavo6046 |
Yes, but if we're emphasizing the modularity (read: mods) of Minetest, which explicitly 'sells' (so to speak) itself as an *engine* and NOT a game, we have to make sure mods won't stop working fine in crappy PCs just because installing them requires waiting hours on the screen for C++ code to compile. |
04:53 |
Gustavo6046 |
It can be a reduced, stripped down language (like, not much more high-level than Assembly), as long as it compiles quick enough to be easy to install at a level that is comparable to scripting languages, but at the same time can harness the performance of executing code on metal. |
04:54 |
Gustavo6046 |
Say, if we want item icons with lighting-reactive bumpmaps, like I mentioned earlier. |
04:54 |
Gustavo6046 |
We could use GLSL shaders, but that's boooring. Using GPUs is boring. I live in 1995. My 486 can render MAP01: Entryway well enough. ;D |
04:54 |
specing |
you can do the reactive icons whatevers in engine code |
04:54 |
Gustavo6046 |
That's not very modular of you :c |
04:54 |
specing |
because engine handles rendering formspecs, not lua |
04:54 |
specing |
of me? I didn't write MT |
04:56 |
specing |
I come from SpringRTS, where GUI is done via OpenGL calls from Lua |
04:56 |
specing |
There's GUI libraries in Lua for that purpose |
04:56 |
specing |
and it looks 100 times better than minetest's formspecs |
04:57 |
VanessaE |
anything looks better than them :) |
04:58 |
VanessaE |
(well maybe not on my minislots mod, you wouldn't even know it was a MT formspec :) ) |
04:59 |
specing |
heh |
04:59 |
specing |
VanessaE: I like terumet formspecs the most |
05:00 |
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MTDiscord joined #minetest |
05:01 |
VanessaE |
https://forum.minetest.net/download/file.php?mode=view&id=16595&sid=8587d6ee870317b3a29815fd02786038 |
05:07 |
Gustavo6046 |
Ah |
05:08 |
Gustavo6046 |
wait |
05:09 |
Gustavo6046 |
specing: you expose OpenGL immediate mode directly? :/ |
05:09 |
specing |
I wonder how hard it would be to port springrts's lua stuff |
05:09 |
specing |
Gustavo6046: I don't know enough of opengl to answer that |
05:09 |
Gustavo6046 |
basically |
05:09 |
Gustavo6046 |
glBegin(); glVertex(); ...glEnd(); |
05:09 |
Gustavo6046 |
or even just |
05:10 |
specing |
but you can do gl.pushMatrix, gl.billboard from lua |
05:10 |
Gustavo6046 |
the OpenGL API |
05:10 |
specing |
yeah |
05:10 |
Gustavo6046 |
my bad |
05:10 |
Gustavo6046 |
ah |
05:10 |
Gustavo6046 |
That sounds kind of daunting |
05:10 |
specing |
hmm, why? |
05:10 |
Gustavo6046 |
I imagine the formspecs are at least high erlevel. |
05:10 |
Gustavo6046 |
higher level* |
05:10 |
specing |
formspecs are what is there when you have no client-side lua |
05:11 |
specing |
which was true once upon a time |
05:11 |
Gustavo6046 |
Ah? |
05:11 |
Gustavo6046 |
ah. |
05:11 |
Gustavo6046 |
Hm |
05:12 |
Gustavo6046 |
What if I want to compute a 2D "light disc" around the player? (an array of lighting on all angles, interpolated in a full turn, representing the amount of light coming from any specific direction in relation to camera space) |
05:12 |
Gustavo6046 |
And I want to do so only once per frame, and only for the player owned by clientside (the authoritative client, in legacy Unreal replication speak) |
05:14 |
Gustavo6046 |
Anyway, simpler question. Is there a better way to grab the same kind of item from multiple slots than just clicking slot by slot? |
05:14 |
Gustavo6046 |
Say, if I use Inventory Unified to lay out all sticks in my inventory to craft ladders, but I've crafted all the ladders I wanted to, and there are still sticks arranged in the seven slots. |
05:17 |
Gustavo6046 |
I should have put some song to play while I dig toward -Y eternally. Maybe some ambient electronic or something. Instead I find myself singing Chrono Trigger's theme song again and again, and it distracts me. (I never even played the game much! I gave it a try, spent I think an hour navigating the "intro" section, and gave up after dying shortly after lol) |
05:17 |
Gustavo6046 |
Oh wait |
05:17 |
Gustavo6046 |
-1001! I'm almost at -1024 already! :o |
05:17 |
Gustavo6046 |
How could I not notice. |
05:18 |
Gustavo6046 |
Weird, cave. |
05:18 |
Gustavo6046 |
I say weird because I've always encountered a cave at -1024 for some reason. Or er, have in the other shaft that reached this deep (don't take out of context), and now again! |
05:18 |
specing |
Gustavo6046: not in unified inv, no. But e.g. technic gold chests have a filter slot with which you can move only one kind of item |
05:18 |
Gustavo6046 |
Ah |
05:18 |
specing |
all stacks of that kind |
05:18 |
Gustavo6046 |
I see |
05:18 |
Gustavo6046 |
That is interesting |
05:19 |
Gustavo6046 |
Thanks!@ |
05:19 |
specing |
I suppose you could make a shift-middleclick or something move all stacks of that type |
05:19 |
specing |
in a client side mod |
05:19 |
Gustavo6046 |
Ah |
05:19 |
Gustavo6046 |
Yeah |
05:19 |
Gustavo6046 |
if I ever do have the guts to learn Minetest's Lua API, I will! |
05:20 |
specing |
it's not possible in the official client, I assure you of that |
05:23 |
specing |
Gustavo6046: see doc/client_lua_api.txt to see what is) |
05:24 |
Gustavo6046 |
Ah |
05:24 |
Gustavo6046 |
then nevermind |
05:26 |
specing |
I have keyboard/mouse input handling on roadmap in my fork, however |
05:27 |
Gustavo6046 |
Ah |
05:27 |
Gustavo6046 |
Wait |
05:27 |
Gustavo6046 |
I think I know a way to make ore min. depths more gradual |
05:28 |
Gustavo6046 |
We can use the integral of the Gaussian normal distribution! |
05:28 |
Gustavo6046 |
The more deviation in the normal distribution, the more gradual! |
05:28 |
Gustavo6046 |
Then use the output of that as a chance for the corresponding level. |
05:28 |
Gustavo6046 |
We don't need to be accurate. Just approximate it somehow. |
05:29 |
Gustavo6046 |
I dunno |
05:29 |
Gustavo6046 |
Or use exponents. |
05:29 |
Gustavo6046 |
In short, a sigmoid function. |
05:30 |
specing |
Gustavo6046: I'd like to see ore spawning in big veins |
05:30 |
specing |
e.g. a lot of nothing, then a vein of 400 iron |
05:30 |
Gustavo6046 |
specing: ah, what if the same value determined chance AND size? |
05:30 |
Gustavo6046 |
We could have an optional limit where chance caps off at 100%. |
05:30 |
specing |
there are several values for this |
05:30 |
Gustavo6046 |
So say, from 0.0 to 1.0 chance ramps from 0% to 100% and size from 0 to (small_max) |
05:30 |
specing |
*tunables* |
05:31 |
Gustavo6046 |
Then we do the same at the large cluster depth, but only affecting size, not chance? |
05:31 |
Gustavo6046 |
Or maybe chance too. |
05:31 |
specing |
I also don't like that ore probability always increases with depth |
05:31 |
Gustavo6046 |
We could even do the sigmoid *again* to affect chance. |
05:32 |
specing |
I'd like to see different ore having maximums at different depths, so that "dig down to -1k" isn't the obvious thing to do when you need ore |
05:33 |
specing |
or perhaps for it to spawn veins in layers, e.g. iron at -100 +- 50 and -500 +- 75 and -1200 +- 50 and so on |
05:34 |
Gustavo6046 |
Fair enough |
05:34 |
Gustavo6046 |
specing: I like the layers idea |
05:34 |
Gustavo6046 |
It makes prospecting far more interesting |
05:34 |
Gustavo6046 |
I think the depths are a bit overblown, even for v7 standards |
05:34 |
Gustavo6046 |
with 1k I mean |
05:35 |
specing |
Don't start me on the mapgen, where everything fun is placed at y=50 +- 50 |
05:35 |
specing |
I'd like to see tall mountains (>5000 nodes) and deep abyses (-5000) |
05:36 |
specing |
so one would actually have to climb 5000 nodes to get to healing trees, for example |
05:36 |
specing |
also larger biomes... walk 500 nodes and you go from desert to snow to mountain... I mean... come on |
05:38 |
Gustavo6046 |
Oh geez |
05:38 |
Gustavo6046 |
The sound of the fireball exploding from that big monster in mobs_monster is too loud... |
05:38 |
Gustavo6046 |
I got scared XD |
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08:30 |
tango_ |
Calinou: is there a reason why moreblocks only produces 4 ladders with the standard recipe instead of 5? is it because it used to be 3 in default and moreblocks didn't get updated when default did? |
09:19 |
tango_ |
yeah, some of those overrides are way out of date, especially since 5.0.0 is expected now |
09:28 |
tango_ |
oh boy the rails one is ANCIENT |
09:46 |
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10:14 |
TomTom |
is there a way to see which version of a game is installed? commit sha or version number, preferably in the UI |
10:20 |
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10:25 |
hecks |
rubenwardy: any chance of lifting the 3 attachment limit on the forum, at least for very tiny files? |
10:26 |
hecks |
I'm trying to help someone with pixel art and provide some examples, the files are like 4 kB each |
10:26 |
rubenwardy |
That's a question for celeron55, I'm not an admin there |
10:26 |
hecks |
oh I thought you were running it |
10:26 |
hecks |
sorr |
10:26 |
rubenwardy |
I only run ContentDB |
10:26 |
hecks |
okay, thanks |
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10:39 |
tango_ |
hecks: as a provisional workaround you'll probably need to collect them into a single image |
10:39 |
tango_ |
imagemagick the shit out of that ;-) |
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10:45 |
hecks |
sadly I wanted to interleave them with text, and baking text in feels dirty |
10:46 |
hecks |
I'll be fine for now but if I were to make an actual tutorial one day, fixing this first would be nice |
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13:31 |
Calinou |
tango_: probably, feel free to remove the overrides in a PR |
13:32 |
tango_ |
Calinou: way ahead of you 8-) |
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18:00 |
MinetestBot |
[git] MoNTE48 -> minetest/minetest_game: Use Minetest 5.3 'minetest.is_creative_enabled' API (#2795) e6aec88 https://git.io/JIxyH (2020-12-13T17:59:19Z) |
18:00 |
MinetestBot |
[git] RichardTry -> minetest/minetest_game: Improve Russian translation (carts) (#2794) 9c29019 https://git.io/JIxyQ (2020-12-13T17:59:07Z) |
18:00 |
MinetestBot |
[git] IFRFSX -> minetest/minetest_game: Update zh_CN translation for mtg_craftguide and dye (#2796) a1a5067 https://git.io/JIxy7 (2020-12-13T17:58:54Z) |
18:00 |
MinetestBot |
[git] SpicyOnta -> minetest/minetest_game: Fix some mistakes in the Indonesian translations (#2758) 0232288 https://git.io/JIxyd (2020-12-13T17:58:37Z) |
18:05 |
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18:12 |
Gustavo6046 |
What if blocks were divisible? Like, in octrees? |
18:14 |
Krock |
only a few thousand lines of code |
18:14 |
Gustavo6046 |
:P |
18:14 |
Gustavo6046 |
I know |
18:14 |
rubenwardy |
probably be more than that |
18:14 |
Krock |
unless you'd do it with entities |
18:14 |
Gustavo6046 |
It's more efficient than just making the block resolution finer |
18:15 |
Krock |
~5 million characters of raw source code |
18:15 |
Gustavo6046 |
But full blocks would remain untouched |
18:16 |
Gustavo6046 |
((Until they weren't) |
18:20 |
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18:21 |
Gustavo6046 |
I mean so they could be partially breakable; a single strike from the appropriate tool would break a portion of the block |
18:22 |
Gustavo6046 |
I guess octrees would make this slower - you'd have to convert everything to the fine 3D grid and then apply the forces and rebuild the octree - but it would mean more efficient storage. |
18:24 |
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18:28 |
Gustavo6046 |
Or I have a MUCH simpler idea, how about a frustum overlay, to make the range of block "touching" more clear? |
18:33 |
rubenwardy |
Minetest just isn't this type of voxel game |
18:34 |
rubenwardy |
there are voxel games that use marching cubes to get insane levels of detail |
18:34 |
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18:35 |
tango_ |
I would be content with bettergraphical handling of half-blocks |
18:35 |
tango_ |
like no gaps when putting a post on top of a slab |
18:38 |
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18:41 |
Gustavo6046 |
Ah |
18:42 |
Gustavo6046 |
good point, rubenwardy |
18:42 |
Gustavo6046 |
Anyway |
18:42 |
Gustavo6046 |
hmm |
18:42 |
Gustavo6046 |
do Pipeworks tubes not work with Technic machines? (LV furnaces) |
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19:31 |
specing |
Gustavo6046: not with LV |
19:31 |
specing |
I think |
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19:45 |
iamweasel |
hm |
19:45 |
iamweasel |
why not? i think they do... i have a cactus-powered furnace |
19:46 |
iamweasel |
no wait i am mixing it up, i am thinking default furnace |
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19:50 |
iamweasel |
they, LV, definitely have holes for tubes |
19:53 |
iamweasel |
oh, whatddaya know, LV fuel-fired generator is pipeless |
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20:33 |
specing |
VanessaE: is there a rate limit setting on vacuum tubes? |
20:33 |
specing |
they keep breaking |
20:45 |
VanessaE |
20 items/sec |
20:45 |
VanessaE |
all tubes have that limit but you can increase it if needed |
20:46 |
VanessaE |
or rather, 20 itemstacks/second |
20:47 |
VanessaE |
and pipeworks recognizes the hammer provided by a few mods, for repairing them (you just whack the tube once) |
20:47 |
rubenwardy |
try buffering and combining into stacks |
20:47 |
VanessaE |
^ thwat too |
20:47 |
VanessaE |
^ that too |
20:47 |
rubenwardy |
ie: put a chest then a blink plant with a stack injector |
20:48 |
rubenwardy |
Source =X>====== Dst X chest, > injector, == tube |
20:48 |
rubenwardy |
or add more tubes in parallel |
20:48 |
rubenwardy |
note that stacks will go alternating ways on each turn if there's no straight ahead |
20:49 |
rubenwardy |
so you can use that to evening distribute |
20:49 |
rubenwardy |
*evenly |
20:52 |
specing |
VanessaE: Okay so, I have a farm around a 8m vacuum tube, and when the server lags and I use the scythe, that frequently results in it picking up more than 20 items |
20:52 |
specing |
thus breaking |
20:52 |
specing |
Why not take half the break limit of itemstacks and leave the other items on the floor for the next iteration? |
20:53 |
VanessaE |
why are you using vacuum tubes for that? use node breakers |
20:53 |
specing |
and make sure the next iteration is far enough in time for the vacuumed itemstacks to combine and clear the tube |
20:53 |
specing |
VanessaE: alright, next example: leaf decay |
20:53 |
rubenwardy |
I flood a field to harvest the crops |
20:53 |
rubenwardy |
and then have 2 vacuums per field |
20:53 |
VanessaE |
leaves don't drop items on-decay normally, specing :P |
20:54 |
rubenwardy |
which have a pipe each, non-buffered |
20:54 |
specing |
Hmm |
20:54 |
iamweasel |
flood the field? |
20:54 |
rubenwardy |
I have a mod for it |
20:54 |
iamweasel |
ah |
20:56 |
specing |
Well actually, autoclicker+scythe+vacuum works well enough |
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21:24 |
Helenah |
Is there a way to disable a particular mob? Like er... tree monsters? |
21:25 |
iamweasel |
you can comment them out in init.lua, assuming you are using mobs_monster |
21:26 |
Helenah |
iamweasel: Thanks |
21:26 |
iamweasel |
or you can mess with tree_monster.lua and give them impossible spawn conditions |
21:27 |
iamweasel |
latter way you preserve the ability to inject them, if need be |
21:34 |
Helenah |
Which one is the green monster that throws balls of fire? |
21:37 |
iamweasel |
dm |
21:37 |
iamweasel |
they get various skins, not all green |
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22:47 |
Sokomine |
the tree monsters don't throw fireballs. dungeon masters are known for that mis(behaviour) |
23:32 |
tango_ |
mobs with ranged attack without ranged weapons for the players are BAD |
23:46 |
Gustavo6046 |
I'm trying to find a desert |
23:46 |
Gustavo6046 |
Sokomine: dungeon masters do |
23:46 |
Gustavo6046 |
specing: ah |
23:48 |
Gustavo6046 |
Is marram grass useful at all? |
23:49 |
Gustavo6046 |
specing: the blinky plant is like a timer? |
23:50 |
Gustavo6046 |
You always mention the blinky-chest-injector pattern, I feel like you like it! :P |
23:50 |
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23:52 |
Gustavo6046 |
aaa |
23:52 |
Gustavo6046 |
I found a bunch of sand overhangs with sandstone at a coast |
23:52 |
Gustavo6046 |
it wasn't desert stone ;-; |
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23:59 |
iamweasel |
marram grass is just for looks i believe |
23:59 |
specing |
Gustavo6046: I don't like pipeworks too much |