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IRC log for #minetest, 2020-12-13

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Time Nick Message
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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"
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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.
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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 :)
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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.
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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
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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
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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
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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)
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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)
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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.
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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
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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
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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
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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

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