Time Nick Message 00:00 specing I prefer TechPack 00:01 Gustavo6046 ? 00:01 Gustavo6046 iamweasel: ah 00:01 Gustavo6046 specing: don't let Vanny know 00:01 Gustavo6046 :P 00:02 Gustavo6046 There were those wide plains of sand and silver sand mixed. But there was no desert sand or desert stone, nor were there cacti. They were not deserts? 00:03 specing I think she suspects from my bug reports 00:04 Gustavo6046 lol 00:05 Gustavo6046 if I have the guts to learn Minetest's Lua API (not the first time I mention that condition), I will fork it and makeitgood :D 00:05 Gustavo6046 Disregard the very obscure Re-Volt reference, but still 00:08 specing I did just that 00:13 Gustavo6046 :o ? 00:14 Gustavo6046 I want to know that 00:38 Hawk777 I was wondering, I know there has been some talk about moving away from Minetest Game being considered “the default”. At this point, my distro package manager provides Minetest but not MTG. However, MTG is also not available for download from contentdb, with the comment “Because minetest game is currently distributed with the client, and so we don't want users to download it”. Is it intended that MTG should be shipped alon 00:38 Hawk777 h MT still, or is it intended to be “just another game”? If the former, it seems it ought to be in a distro package. If the latter, it seems it ought to be in contentdb. 00:38 Hawk777 Of course I can grab it from git, but it seems like this situation is missing some pieces. 00:40 Hawk777 This is not meant as an accusation of anything missing at the devs—merely a question of which packaging method is *intended* to be used. 01:11 iamweasel i would double-check you distro does not have mtg in repo, and then just git or dowload tarball matching your engine version 01:11 iamweasel what distro is it, i am curious? 01:16 specing Gustavo6046: https://framagit.org/specing/minetest + https://framagit.org/specing/csm enjoy 01:17 Gustavo6046 specing: ooh 01:17 Gustavo6046 wait, is it a native mod? 01:18 Gustavo6046 like does it require your fork of minetest? 01:18 Gustavo6046 I was referring to forking pipeworks 01:19 specing Yes, it requires my engine 01:19 specing it's a collection of CSMs 01:19 Gustavo6046 Ah 01:19 Gustavo6046 Meh 01:20 Gustavo6046 Interesting! 04:09 Gustavo6046 If an ore cluster spawns partially into a bunch of gravel, is it possible for the parts that try to spawn into it to wind up spawning in the other side? 04:09 Gustavo6046 Like the first stone in a breadth-first floodfill 04:16 Sokomine Gustavo6046: yes, exactly, dms do fire fireballs. i think it's a misbehaviour. mobs ought to be friendly towards players :-) (even if we invade their territory and steal their property) 04:17 Gustavo6046 Ah 04:17 Gustavo6046 lol :P 06:12 iamweasel Sokomine: i was looking for a mod that has the magic wand or whatnot to fire the same fireballs, but couldn't find one :) 06:12 iamweasel must be a 3-liner 06:14 iamweasel yeah, how about that? like a wand and and expensive catalyst, non-stackable, to fire a dm fireball? 06:14 iamweasel ten+1 implemented burbon just cuz i whined, i think if i submit a pull request, it's a slam dunk :D 10:16 daiNoZord find_node_near seems to behave until it finds first instance of specified node, rtn pos of found node. but then returns pos every time placed.... i've found a couple of examples but cant quite get it to work 10:18 sfan5 you can exclude the center position from the search if you need to 10:19 daiNoZord am i right in thinking that it's pos, radius, node name? 10:24 daiNoZord it gets upset if i take away its arguments 10:27 sfan5 !api 10:27 MinetestBot Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt 10:27 sfan5 pos, radius, node names yes 10:27 sfan5 and as an optional fourth argument you can tell it not to search the center position 10:27 daiNoZord ok thanks 10:34 daiNoZord false by default 10:35 sfan5 oh indeed 10:37 daiNoZord i was reading a conversation a while ago that must have predated the option to enable 13:53 Calinou More Blocks 2.1.0 released: https://github.com/minetest-mods/moreblocks/releases/tag/v2.1.0 13:54 rubenwardy and ContentDB is broke 13:56 Calinou it seems ContentDB is trying to do automatic import 13:56 Calinou not sure if it'll work 13:57 Calinou yeah, it's not working: "fatal: update_ref failed for ref 'HEAD': cannot update ref 'refs/heads/master" 13:57 Calinou how do I manually configure a release once it was created automatically? 13:57 Calinou do I have to create a new one? 13:57 Calinou or delete the previous ne 13:58 Calinou yeah, I removed the old one and created a new one 13:58 Calinou it's still failing to fetch it though 14:00 tango_ woohoo 14:04 rubenwardy I think it's the same bug as this: https://github.com/minetest/contentdb/issues/249 14:04 rubenwardy The Git stuff in ContentDB is easily the most unreliable part 14:27 daiNoZord if somebody doesn't ban me soon, I can't promise I won't ask another question...! 14:27 daiNoZord unless i go and learn latin instead. I might find that easier 15:38 MTDiscord <08a​ppguru> what? 15:40 rubenwardy unless i go and learn latin instead. I might find that easier 15:45 Helenah VanessaE: Is HDX texture pack out of date? 15:45 Helenah It seems to have textures in there which I assume are incorrectly named. 15:52 VanessaE it needs some updates 15:52 VanessaE kinda outdated now yeah 16:35 Helenah VanessaE: I'm assuming I just need to simply rename some of the files. 16:35 Helenah I can see there are textures available which aren't being applied, while other available textures are being applied. 16:36 VanessaE yeah, that's all that would be needed 16:36 VanessaE pull requests welcome btw 16:37 VanessaE I don't know what all has changed since I don't have much opportunity to use HDX anyway 16:37 VanessaE (MT doesn't run well on my machine, never has, and HDX just kills what little FPS I do have) 16:43 Helenah Ah :3 16:47 tango_ rubenwardy: rememebr when you suggested that a PR to improve placement could be considered maintenance and I was skeptical? 16:48 tango_ I should have bet money ;-) https://github.com/minetest/minetest_game/pull/2797 16:48 tango_ and this is the simple one 16:48 tango_ no way I'm going to submit the moreblock enhancement while paramat is around 16:53 VanessaE fire him :P 16:55 tango_ eh 8-) 16:55 tango_ VanessaE: I'm just going with a friendly fork with that stuff 16:55 VanessaE you'll be playing into his hands 16:56 VanessaE sorry to be bitter here, but the whole point of closing off future feature dev in mtg was to encourage forks 16:56 VanessaE which I disagree with intensely. 16:56 tango_ me too 16:56 tango_ but we could do a single fork 8-) 16:57 sfan5 I actually planned to do that but haven't come around to it 16:58 tango_ sfan5: do the fork? 16:58 sfan5 yes 16:59 tango_ I'm more than happy with somebody else taking over 16:59 VanessaE every time someone's tried to fork MT or mtg it's always ended up as a dead project. 16:59 tango_ my intention was to keep it friendly, not a full fork 16:59 VanessaE (well apart from some android forks which seem to persist) 16:59 tango_ so kept in sync with the maintenance of the “official” mtg 16:59 sfan5 VanessaE: *or* merged into MTG 16:59 tango_ VanessaE: OTOH, the mtg we have now was a fork once 17:00 tango_ from the last time this BS happened 17:00 VanessaE fair point, both 17:00 VanessaE but now paramat has closed that avenue, sfan5 17:00 tango_ at least for now 17:00 tango_ this is why I think it's important to stick to ONE friendly fork 17:01 tango_ it imports maintenance fixes from the frozen MTG, but provides room for improvements 17:01 VanessaE maybe I should transition Dreambuilder back to a full game distro :) 17:01 tango_ I'm calling it MTG+, but I suck at logos https://github.com/Oblomov/minetest_game/tree/mtg-plus 17:01 VanessaE (it started as a fork of mtg, then became a modpack as that was easier to maintain) 17:02 tango_ well, a modback is actually easier to maintain with a frozen base 17:02 tango_ modpack 17:02 rubenwardy VanessaE: MTG was frozen in 2013, and then thawed in 2014 ish after a fork was merged into it 17:02 tango_ e.g. you don't have to worry about recipes changing upstrem 17:02 rubenwardy it's happened before 17:02 VanessaE rubenwardy: sure I remember that, but that wasn't a permanent freeze. 17:02 rubenwardy years roughly wrong 17:02 tango_ VanessaE: see e.g. the changes I made recently to moreblocks, to resync some of the recipes 17:02 rubenwardy neither is this one, VanessaE 17:03 VanessaE rubenwardy: er, you better check again 17:03 tango_ this is just until paramat gets bored and drops out of the project ;-) 17:03 VanessaE I'm pretty sure paramat intends to kill it. 17:03 rubenwardy it's no more permanent than the previous freeze - there wasn't a duration or end date in either case 17:03 tango_ somebody please find something interesting to do for paramat 17:04 sfan5 there is no certainty that MTG won't be unfrozen but discontinuing it entirely is meant to encourage different games and stop people from only focusing on MTG 17:04 sfan5 so from that angle you're correct 17:04 rubenwardy yeah 17:04 rubenwardy plus no one wants to work on MTG currently, it's basically been dead for years 17:04 VanessaE rubenwardy: "Because we need to move on from MTG, which is holding MT back. There is still too much focus on MTG, core dev and contributor time is better spent elsewhere on new games." 17:05 rubenwardy same for the previous freeze 17:05 VanessaE hard to read that as anything other than "mtg is dead". 17:05 rubenwardy the previous freeze was to encourage modding 17:06 rubenwardy in any case, people need to work on games and escape the design-by-committee that plagues MTG 17:08 VanessaE design by committee? hah 17:08 VanessaE a committee of one, maybe :P 17:08 specing I find the whole game idea silly 17:08 rubenwardy well, it's practically the same problem - it's trying to fulfill conflicting problems without satisfying everyone 17:09 specing a game is a collection of mods, which are picked by server hosts and that define the game that is played 17:09 specing I don't think MTG should exist at all 17:10 VanessaE rubenwardy: your comment https://github.com/minetest/minetest_game/issues/2710#issuecomment-655705075 still holds true, imho 17:12 VanessaE I mean think about it 17:12 sfan5 it still is true, MTG eventually needs a replacement 17:12 VanessaE take MTG, remove that which you don't like, add new mods until it's right, publish 17:13 VanessaE (by remove I could also mean to add config options to disable those things) 17:14 VanessaE and that's what every server owner out there does (if you s/publish/go live/) 17:15 tango_ rubenwardy: the problem with the “maintenance only” is that what consitutes a feature and what consitutes a maintenance action is entirely subjective 17:15 VanessaE since to the engine, a game mod is no different from an add-on mod, apart from load order/dependency resolution. 17:15 tango_ rubenwardy: I created two PRs that are maintenance-only (make lava reproduction optional and ladder placement improvements) and they are considered “new features” 17:16 tango_ I'd say that the issue isn't the design by committee, it's who's on that committee 17:16 tango_ that being said, I do agree that having a design document would be a good idea 17:16 tango_ (also restructuring default so that it's considerably more sensible) 17:17 VanessaE ^ the idea of making default into a "meta" mod is good 17:18 VanessaE gives modders time to alter their projects to depend on only the bare essentials, before said "meta mod" ceases to exist. 17:18 VanessaE but then that raises the question: 17:18 VanessaE how would you divvy it all up? 17:18 tango_ I also honestly doubt that MTG is “holding MT back” for any real meaning of the expression 17:18 tango_ it's not like “oh my god we are so busy on MTG that we don't have time to work on MT” 17:19 rubenwardy it's not that, it's the fact that MTG is so terrible and the reliance on it is bad 17:19 MTDiscord <08a​ppguru> TBH builtin is crappier than MT as most of it hasn't been touched in a while 17:19 tango_ rubenwardy: how does that limit MT? 17:20 MTDiscord <08a​ppguru> Why do all games start out with pulverize, clearinv etc. for example? 17:20 VanessaE (I might tend to split things up by node type -- chests in some kind of "storage" mod, furnaces in a "smelting-cooking" mod along with the proposed blast furnaces, stone and stone-like in another, lighting in another, and so on) 17:20 tango_ VanessaE: and it should be devised in such a way that combining the elements doesn't require 200 lines of scripting 17:20 VanessaE tango_: how do you mean? 17:21 rubenwardy I prefer organisation based on dependencies rather than node types - but that's the same for those examples. Chests in `chests` and furnace in `furnace` 17:21 tango_ VanessaE: a lot of mods provide stuff done with different materials, but “assembling” that stuff is not easy 17:21 tango_ VanessaE: think e.g. stairs 17:21 VanessaE oh and of course my basic_materials mod ought to be included in mtg ;) 17:21 rubenwardy no 17:21 tango_ VanessaE: lol 17:21 rubenwardy maybe if it lazy loaded resources 17:21 VanessaE inb4 "it's another default" 17:22 VanessaE rubenwardy: [meme: "Ackshually..."] 17:22 VanessaE I had intended something along those lines but never got around to it 17:22 tango_ rubenwardy: OTOH, these kind of stress tests are good to point out deficiencies in the engine 17:22 rubenwardy having a mod like that only fixes the problem for those materials. It also confuses players by having resources that are never used 17:22 VanessaE and the materials are split into groups already 17:22 tango_ rubenwardy: so if anything overloading MTG would be a push to improve MT 17:22 tango_ rubenwardy: this is what I suggested, actually 17:23 VanessaE rubenwardy: but can you be clear what you mean by "lazy" here?> 17:23 tango_ make MTG the testbed for all features, pushing the limits 17:23 rubenwardy lazy loading is when you only load something if it is used 17:23 rubenwardy so if no mods use plastic, then plastic isn't registered 17:23 tango_ rubenwardy: shouldn't that be an engine feature though? 17:23 VanessaE rubenwardy: ok, but apart from mods depending on those resources via mod.conf, how else could it be done? 17:23 rubenwardy yeah, exactly 17:24 rubenwardy which is why I don't think basic_materials solves the problem well enough 17:24 rubenwardy VanessaE: API calls, like basic_materials.use("plastic") 17:24 VanessaE rubenwardy: I am willing to refine it but like others I kinda need a direction here.. 17:24 rubenwardy the engine should fix this anyway 17:24 VanessaE but that's impossibel 17:24 VanessaE le* 17:25 tango_ rubenwardy: the problem with that is chicken and egg 17:25 VanessaE there's no way for the engine to just "activate" a new mod (or nodes/items) after it's up and running 17:25 tango_ you would have apii calls to require some usages, but also api calls to give some providers, but what if there's circular dependencies 17:26 tango_ rubenwardy: consider the case of a stairs mod that does “for every material, provide stairs of that material” 17:26 tango_ rubenwardy: the set of materials is undefined if you need registering 17:26 VanessaE rubenwardy: either way, the best solution without such a thing would be to split-up basic_materials into several smaller mods, by material type. That's trivial and I could do it in about 20 minutes. 17:27 tango_ or, you would need to define everything in call backs 17:27 tango_ VanessaE: well, you should do that anyway 8-) 17:27 VanessaE but I'll only do that if the results are worth it e.g. if it ends up in mtg for example 17:27 tango_ and make each material group a mod option 17:27 VanessaE tango_: just so. 17:28 VanessaE they're grouped as metals, plastics, electrical, and misc at the moment 17:29 VanessaE (though a few "misc" items like the gear and lock could be separated into say "mechanical") 17:30 tango_ (definitely) 17:30 VanessaE (the concrete, stuff to make it, along with terracotta base, could go into another mod, "construction" maybe) 17:34 tango_ I'm not familiar with your mod, but I think one possibility per rubenwardy's suggestion, aside from mod configuration options to toggle individual classes or materials, would be to provide hooks for registering “providers” and “consumers” of the material 17:34 VanessaE it's here if you care to look, https://forum.minetest.net/viewtopic.php?t=21000 17:34 tango_ so for example a “consumer” could say I want to use material X if possible, and it would be possible only if (1) it's enable and (2) there is some provider for it 17:35 tango_ but there's obviously the issue with mod registration order 17:35 VanessaE well the engine has no concept of "providers" 17:35 VanessaE closest is node groups 17:35 tango_ VanessaE: no that would be at your mod api level 17:35 VanessaE if items could also have groups, that would solve the issue 17:36 tango_ as in: a mod says basic_material.register_provider("some material") 17:36 Sokomine no :-( i don't think paramat wants to kill mtg. just has no time for it. it would be great if mtg could become a community effort. in my view it's a standard - a base to write mods for 17:36 tango_ and you know that that mod will have nodes or mechanism that providethe material 17:36 VanessaE so you're suggesting basic_materials ought to work something like biome_lib or signs_lib then 17:36 tango_ Sokomine: if paramat has no time for it, then they shouldn't gatekeep changes to it 17:36 tango_ but this is not what they are doing 17:37 tango_ VanessaE: I'm not entirely sure how biome_lib or sign_lib work 8-P but I trust your word on it 17:37 Sokomine the assumtion that any mod has to be written for *just one* particular "game" is very alien to me. my mods are not built and designed that way. they ought to be usable wherever the player/game designer wants to. i frown upon deliberate incompatibility 17:37 VanessaE tango_: they're APIs other mods hook into to create new things, in essence. 17:38 tango_ VanessaE: that sounds more or less like what we're talking about then, yes 17:38 VanessaE I could make basic_materials do that too, but I don't see much point in doing so when 99% of what's really wanted could be solved with finert-grained dependencies in the same way as we're talking of breaking-up the monopoly that is `default`. 17:42 Sokomine what i truely want is a collection of easy-to-use-apis which are already there and can be used without having to install extra mods 17:44 daiNoZord Aww crap I'm still here! Oh well for what it may have been worth - I wasn't just trying to learn the bare minimum to get a new "toy" for my world or whatever. I don't play games much. I can take or leave it. If I was interested in just "playing" then I can use any old mod, perhaps with some tweaking. My son plays though, he loves minetest and the time we spend building together, and I thought that it would be a great way 17:44 daiNoZord to get into programming. Therefore I set myself small goals to understand things such as physics as they pertain to the game. That said, "lua.api.txt" is not a bible. It's not some great resource for a beginner, but it is a pretty crap place to signpost someone to when they're trying to get their head around an entirely new thing (Insult to injury when it's already open in one of about 20 browser tabs linked to the 17:44 daiNoZord question). I get that this is not a "programming advice" room, but the subject appears to be "minetest", and I had hoped for "discussion" around the one or various ways to accomplish any arbitrary goal pertaining to that subject. As it is, however, I will formally request a ban, so I'm not tempted in future to change my mind and bother people any further with my "noob" nonsense, and subsequently I can focus my attention 17:44 daiNoZord on better documented and resourced learning endeavours. 17:45 Sokomine tango_: your stairs example works to some degree. usually such a mod would wait for a second or so and then iterate over the materials registered by other mods in the meantime and add stairs for them. a more convenient way to do this might be good 17:45 tango_ Sokomine: exactly 17:46 tango_ Sokomine: but this requires either a change in the way mods are loaded and/or provide features, or to do everything in callbacks 17:46 tango_ but then again this isn't an MTG issue per-se 17:46 tango_ although MTG could be used as testbed for this feature 17:53 tango_ Sokomine: the problem is that the dependency tree can be nontrivial to manage 17:54 tango_ Sokomine: I had such an example recently when adding some variants to moreblocks. doing all combos has exponential complexity growth 18:09 Sokomine tango_: oh yes. moreblocks is very difficult in that regard 18:10 Sokomine i'd rather like to see it...divided: into the blocks it provided and the stairsplus mod it comes with 18:11 Sokomine "normal" mtg would then still have its stairs mod with its api. if you want more - like the nice stair shapes in moreblocks - you'd replace the mtg-stairs-api with the moreblocks-stairs-api - ideally without having to change any api calls 18:14 tango_ Sokomine: I see what you mean about the API thing 18:15 tango_ Sokomine: but that's actually the general idea behind mods 18:17 tango_ unrelated question, but does the latest MTG master work with 5.3 or is 5.4-dev-only? 18:18 MTDiscord <11J​onathon> 5.4-dev i believe 18:19 MTDiscord <09w​war> 5.4 isnt up for android 18:21 gerugri hi all, i would set up a little server on my school for not so much clients (10-20)...someone has this tipe of experience? 18:23 gerugri i mean, do i need some particular hardware or a normal pc is it enough? 18:24 VanessaE tango_, rubenwardy anyway if it'll get basic_materials merged into mtg, I may be willing to make it into something more like an API, provided it still works with MT 5.3.0 and wouldn't need a ton of updates to the mods that depend on it. 18:26 tango_ VanessaE: given the current attitude from paramat, I wouldn't bother, if inclusion in MTG would be your only reason to do it 18:27 tango_ OTOH, working on the API so that mods can start to adapt to it might be a good idea anyway 18:27 tango_ and of course you can provide a config option (default true, for the time being) where all stuff gets registered anyway 18:34 VanessaE tango_: well like I said, I kinda need a direction too 18:36 VanessaE I mean sure, it's simple enough to have some mod that needs a material call a function to declare that need, but since everything has to be registered at startup anyway, about the mod could do is log all such calls, and then after a while, force-*UN*register everything that wasn't asked for 18:36 VanessaE and that's....messy 18:36 VanessaE about all the* 18:38 VanessaE so until then, the most logical solution is to break it up into multiple smaller components like what I did with Homedecor ages ago, and gradually adapt mods that use it to be more fine-grained in their usag. 18:38 VanessaE +e 18:39 VanessaE come to think of it, are modpacks allowed within a game? 18:40 VanessaE i.e. minetest_game/mods/basic_materials_modpack/basic_materials_[foo, bar, baz, ...]/ 18:40 sfan5 gerugri: no, normal pc hardware is fine doesn't need to be particularily new either 18:43 * tango_ has no idea what a modpack is 18:44 tango_ VanessaE: I'm thinking that maybe registration could be delayed and made inside a callback, but I don't know if that's allowed 18:44 VanessaE literally a handful of mods contained in a top-level folder, with an empty file 'modpack.txt' included. that's it. 18:45 VanessaE (though normally those mods are gathered together to form a theme of some kind) 18:55 specing gerugri: it depends on the mods 18:55 specing e.g. petz might require a 20 GHz machine at 20 clients 18:56 sfan5 no such thing ;) 18:57 specing exactly 19:04 MTDiscord <11I​hrFussel> Many mods just aren't optimized much for server gameplay...I disable some intensive parts of mods when there are too many lag spikes for example 19:07 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Revert "GUIFormSpecMenu: Shift+Click listring workaround for MacOS" 13f2c8c6b https://git.io/JLLiz (152020-12-14T19:05:24Z) 19:10 VanessaE rubenwardy, tango_ would you guys mind filing an issue on basic_materials about all this? maybe we can come to some consensus on a direction? or at least, just so it's not forgotten 19:25 Sokomine tango_: right now mods are mostly standalone things. apis exist, but it's rare that anyone but the creator ever uses them due to the libs not beeing provided with the "standard" game 19:29 tango_ Sokomine: but that's up to the mod creators though, isn't it? this isn't something for the minetest devs to decide 19:29 Sokomine VanessaE: hm. a mt.requires("plastic") call...it sounds a bit complicated. might be easier to check i.e. recipes at registration and have such a call when there's additional need 19:29 tango_ Sokomine: for example for my experimental dowsing mod I did provide sort-of an API, but again it's up to me 19:29 Sokomine tango_: the lib situation won't improve until they're more easily available 19:29 tango_ VanessaE: I tend not to open issues for stuff I don't personally use, sorry 8-P 19:30 Hawk777 TBH, a plethora of games scares me a bit, as an ordinary user. Right now I know that most mods work with MTG. If there are a lot of base games, sounds like an easy way to have no standardization, fragmentation, and then the mod community also fragments into mods that work on game A, mods that work on game B, and so on, and now I can’t have all the nice things at once. Seems like a lot of effort and a worse experience for players 19:30 Hawk777 e should that happen. 19:30 tango_ Hawk777: that has been discussed in the “freeze mtg” issue 19:33 VanessaE tango_: do it anyway ;) your input could be useful. Sokomine's too 19:38 Hawk777 Yeah, it was, but not AFAICT with any conclusion. AFAICT the answer is to keep MTG as a modding base, but then… what? Either all the mods build on top of MTG (in which case all the new fancy wonderful games that people want to replace it with are kind of fail because you can’t use any mods in them), or else one of the new wonderful fancy games wins (in which case the world is fragmented into the old mods that work with MTG, an 19:38 Hawk777 new mods that work with New Fancy Game, and they can’t be used together). 19:38 Hawk777 Even if the new games are just forks of MTG, as soon as they add a new feature that some mod might want to use, the same fragmentation happens. 19:40 Hawk777 If some fork of MTG wins the popularity contest and essentially all the mods work with it (either because they’re old, depend on MTG, and the fork retained compat, or because they’re new and built on the popular winner) then great, but until that winner emerges, feels like a mess. 19:41 Hawk777 Shrug. I don’t like forks in general for this reason. 19:42 Hawk777 Not like I have any choice, the devs will do what they do, just… scary. 19:42 MTDiscord <08a​ppguru> I have recently started yet another fork 19:42 MTDiscord <08a​ppguru> Just to merge my two PRs hehe 19:53 tango_ appguru: that makes two of us 19:54 MTDiscord <08a​ppguru> what have you merged in your fork? 19:54 MTDiscord <08a​ppguru> I might merge it too 19:55 tango_ https://github.com/Oblomov/minetest_game/tree/mtg-plus it's basically master plus my (currently two) branches intended for MTG plus a branch to add an icon with a big red plus and a rename of the game 19:56 tango_ https://github.com/Oblomov/minetest_game/commits/mtg-plus shows the branches merged 19:56 tango_ renewable lava and improved ladder placement 19:58 tango_ they are trivial, PR pending, paramat objected because according to them it's “new features” 19:58 tango_ but at least the PRs are not closed yet 20:01 Bombo !tell Bombo /grantme all 20:01 MinetestBot You can tell that to yourself 20:02 Bombo pffh 20:02 tango_ I mean the bot is not wrong 8-D 20:02 Bombo thought it would tell me more ;) 20:03 tango_ Bombo: probably does the same for anyone who's already in chat 20:03 tango_ !tell Bombo look at this 20:03 MinetestBot tango_: I'll pass that on when Bombo is around 20:03 tango_ ah no 20:03 tango_ then it's stupid 8-D 20:03 tango_ I mean, it's a bot 8-) 20:04 tango_ maybe when you speak then? 20:23 tango_ not the biggest fan of squashed merges, TBH 21:07 rubenwardy Calinou: I've fixed the release bug and added 2.1.0 to CDB 21:07 Calinou thanks! :) 21:37 tango_ Calinou: about the glass texture: when you have a cube of glass, you cannot see “the other side” of the cube 21:37 tango_ is this a general rendering limitation of minetest, or specific to the (clean) glass texture? 21:38 tango_ it's funny because you can see the surface of the adjacent blocks, but not e.g. the opposite edge through the glass 21:38 tango_ not sure if I'm being clear 21:46 Calinou tango_: it's a rendering limitation, it could be lifted by adding a new drawtype in C++ but it's not really worth it 21:46 Calinou (one that has backface culling disabled) 21:47 Calinou alternatively, you could have a nodebox that's a cube with very thin hollow faces 21:47 tango_ says you 8-D 21:47 tango_ (on the worthness) 21:47 Calinou the nodebox approach would only work for leaves, not glass since you want adjacent faces to disappear 21:47 tango_ not entirely sure I understand 21:48 tango_ doesn't the disappearing or not depend on that infamous client-side option? 21:48 tango_ oh but still it would need to be supported 21:48 tango_ hm 22:02 Gustavo6046 Do you think Lua lacking any sort of type-checking or safety features whatsoever could be a detriment and an inconvenience to modders? 22:04 sfan5 perhaps 22:05 Gustavo6046 Lua is tedious to write, difficult to debug, and convoluted. It's kind of obsolete nowadays, which shows in the form of its community slowly shrinking -- it's noticeably less active today than it was ages past. It is the main reason I proposed an alternative JS API. JS does almost everything Lua does, and it's both easier to write and to fix, and it's also easier to understand. 22:05 Gustavo6046 JS is also easy to embed, thanks to projects like Duktape and QuickJS which are basically small and portable JavaScript VMs written in C. 22:07 rubenwardy Lua has safety features - it has stronger typing than JS, and there's LuaCheck 22:08 sfan5 JS "we know what the programmer meant" dynamic typing is worse than Lua's. I contest the "easier to understand" point too, core language features of both are pretty simple. And "difficult to write" or "convoluted" are subjective. 22:08 rubenwardy I like JS, and it's awesome with typescript 22:08 sfan5 more importantly, how's the speed of embeddable js interpreters compared to luajit? 22:08 rubenwardy V8 has beaten LuaJIT for many years 22:08 rubenwardy not sure how large that is 22:09 sfan5 I know, but V8 doesn't seem realistically embeddable 22:10 rubenwardy I'd be surprised given how browsers embed it. I'd also be surprised if it's not massive 22:25 Gustavo6046 rubenwardy: Lua has no typing at all 22:25 Gustavo6046 I don't know what you mean 22:25 Gustavo6046 And V8 is not very embeddable 22:25 Gustavo6046 Luajit is superfast, so that's a plus 22:25 rubenwardy False, it has booleans, numbers, functions, tables, and userdata 22:26 Gustavo6046 But quickjs offers pretty decent performance, for a portable embedded language interpreter anyway 22:26 rubenwardy There's less weird casting like in JS - you can't add an array to a number 22:26 rubenwardy That makes it have stronger typing 22:26 rubenwardy It's just not statically typed 22:26 Gustavo6046 rubenwardy: I think JS weird casting is irrelevant 22:26 Gustavo6046 it's more of a quirk than a point that matters 22:26 Gustavo6046 If you ask me, anyway 22:27 Gustavo6046 And Lua tables and userdata are kind of idiosyncrasies 22:27 Gustavo6046 I prefer JS's object syntax, with the C-like dot notation 22:28 Gustavo6046 What, why can't I add diacritics to vowels in chat or in Travelnet box names? 22:28 Gustavo6046 If I use deadkeys, it looks like "^a", not â 22:29 Gustavo6046 and if I try pasting (at least in the latter case), it just brings up an abnormally big space 22:31 sfan5 input bug with irrlicht likely 22:37 Gustavo6046 Ah 22:37 Gustavo6046 Also, I see what seems to be a desert -- big, relatively flat plains of desert sand with a massive layer of desert stone underneath --, but no cacti :( 22:44 Hawk777 I don’t see why it makes any sense for the core devs to spend a zillion hours integrating a Javascript engine when any decent programmer can learn a language they don’t know without too much trouble, and personally I found Lua to be a particularly easy language to learn. I’d rather they spend their limited time on something with a higher bang-for-buck ratio. 22:50 Gustavo6046 Hawk777: it's easy to integrate, depending on the "engine" 22:50 MinetestBot 02[git] 04Zughy -> 03minetest/minetest: Semi-transparent background for nametags (#10152) 134d41ed0 https://git.io/JLtWN (152020-12-14T22:49:30Z) 22:50 Gustavo6046 and Lua is troubling, yes 22:50 Gustavo6046 It is fine to learn but not fine for larger codebases 22:50 sfan5 another scripting backend is not that hard to implement in itself but it opens up quite some trouble over who gets to handle a callback and other ordering issues 22:51 Hawk777 You are also proposing that the maintenance work related to scripting engines be doubled, because there are two of them. Unless you propose replacing Lua rather than adding in addition, in which case you have just broken every single game and mod that existed anywhere ever. 22:52 Hawk777 I also personally opine that Javascript is unsuitable for larger codebases because I happen to like static typing, and neither Lua nor JS have that. 22:53 Hawk777 So now you get to endlessly bikeshed which language should be added. 22:53 tango_ obviously everything should be done in C 22:53 tango_ what's with this fancy smancy C++ thingie in the core 22:53 tango_ psssht 22:53 tango_ OK seriously though, why isn't there something like a brick wall 22:54 tango_ I mean the red clay bricks 22:54 tango_ only slabs and stairs? 22:54 sfan5 I can assure bricks exist 22:54 sfan5 assure you* 22:54 tango_ bicks of course 22:54 tango_ I have plenty of brick blocks 22:55 tango_ but I can only do slabs and stairs with them, not the poles 22:55 tango_ not even with moreblocks it seems 8-( 22:55 sfan5 hmm that's a good point 22:56 tango_ hm but I can do brick block panels with moreblocks 22:56 tango_ hmmmmmmm 22:56 tango_ damn I have to decide what to use to build my fancy house 22:56 tango_ stone bricks are too thick visually 22:57 tango_ (ditto sandstone bricks etc) 22:57 tango_ BTW I hate non-renewable materials 23:00 blaise so, can we play minetest using google cardboard? 23:00 specing Sounds proprietary 23:00 blaise eh, using a phone via usb as another display ? 23:01 tango_ does MT support VR at all? 23:01 tango_ I don't think so 23:01 blaise it does... 23:01 tango_ it does? 23:01 blaise it has support for several means of 3d.. 23:01 blaise even the old red/blue shift 23:02 tango_ really, how do you enable it? 23:02 blaise it's in the video settings 23:02 sfan5 3d video output is not all that's needed for VR 23:03 blaise to support using split view VR for use with the widely documented cardboard VR headset's that anyone can build and use with a cellphone, there is a vivecraft mod on curseforge.. 23:04 blaise google opensourced their cardboard project quite some time ago 23:06 blaise and here is an opensource project called phone VR https://github.com/ShootingKing-AM/PhoneVR as an alternative to iVRy, VRidge, and others.. 23:08 blaise quite nifty.. and rather fun.. :) 23:13 Helenah How do I debug why wheat wont grow all of a sudden? 23:18 MTDiscord <09s​rinivas> also; > I'd be surprised given how browsers embed it. I'd also be surprised if it's not massive in this age of increasingly common 1 tb drives, does another say 50 mb even matter? 23:19 tango_ Helenah: sun + wet soil afaik is the only requirement 23:19 tango_ Helenah: are they in the shadow 23:19 tango_ oh wtf walls can only be made of cobblestone? 23:22 MTDiscord <09s​rinivas> no? 23:22 MTDiscord <09s​rinivas> last i checked there were other bricks too 23:22 specing Helenah: heh you look at what changed since it last grew 23:23 tango_ srinivas: I mean at the actual wall node 23:23 tango_ srinivas: as far as I can see it's only cobblestone 23:23 tango_ all others you have to do it with non-connecting 1x1x1 nodes 23:24 tango_ unless I'm missing something 23:24 tango_ ah, super duper walls 23:31 blaise lmao