Time |
Nick |
Message |
00:02 |
|
Alias joined #minetest |
00:16 |
|
calcul0n_ joined #minetest |
01:56 |
|
nicbk joined #minetest |
02:22 |
|
Extex joined #minetest |
02:48 |
|
peterz joined #minetest |
03:19 |
|
Gudrak joined #minetest |
03:21 |
|
Gudark joined #minetest |
03:46 |
|
Sparrow77 joined #minetest |
03:48 |
Sparrow77 |
Can trees, blueberry bush, coton and wheat grow in a cave? I'm trying to farm food and wood at -1500 (under sea level) |
03:49 |
MTDiscord |
<Noodlemire> I think it's safe to say that such plants would not grow anywhere near that deep. |
03:50 |
Sparrow77 |
After a while it seems to don't grow... samplings are still samplings and cotton and wheat stopped after first level |
03:52 |
specing |
Sparrow77: they should |
03:53 |
specing |
make sure they have water & lighting |
03:55 |
Sparrow77 |
i've put torches arround trees, i've seen that on youtube |
03:58 |
|
Extex joined #minetest |
04:00 |
|
MTDiscord joined #minetest |
04:11 |
Sparrow77 |
is there a minimum ceiling height limitation to grow? |
04:18 |
specing |
nope |
04:18 |
specing |
Sparrow77: you probably need to join some server and see how its done |
04:28 |
|
erlehmann joined #minetest |
04:31 |
Sparrow77 |
specing: I've done it on the surface and it worked fine. Can you recommend an example server to see that? |
04:36 |
Sparrow77 |
https://ibb.co/yytqr67 here is a screenshot of my test. You can see there lot of torches, water sources, 4 cotton plants at first level (top), 1 jungle tree and 1 apple tree sampling (middle) and 4 wheat plants at first level (bottom) |
04:38 |
Sparrow77 |
btw, the ceiling distance is about 40 |
04:41 |
specing |
Sparrow77: What if torches aren't enough? |
04:41 |
specing |
iirc they are light intensity 13. I use super glow glass in my farms, which is 14 |
04:44 |
Sparrow77 |
omg |
04:44 |
Sparrow77 |
it works using mese lamps |
04:44 |
Sparrow77 |
i have blueberry now |
04:59 |
|
Elzington joined #minetest |
05:01 |
|
riff-IRC joined #minetest |
05:17 |
|
longerstaff13 joined #minetest |
06:13 |
|
CWz joined #minetest |
06:28 |
Pexin |
torches are less than 13, i'm sure |
06:37 |
|
IvanGorinich joined #minetest |
06:54 |
Sparrow77 |
Pexin: torches are 12, yes :-) With mese-lamps it works fine for the 4 (probably all 6 faces) very next squares and light seems to decay under 13 for other blocks |
06:54 |
Sparrow77 |
As I saw a youtube video using 4 torches, i thought it should work for me. Probably it worked on previous versions or whatever. Thanks for your time! |
06:58 |
|
queria joined #minetest |
07:14 |
|
specing_ joined #minetest |
07:22 |
|
sfan5 joined #minetest |
08:06 |
|
hendursa1 joined #minetest |
08:10 |
|
fkbm joined #minetest |
08:38 |
|
Flabb joined #minetest |
09:08 |
|
mazes_83 joined #minetest |
09:11 |
mazes_83 |
hi, I'm trying to combine 3 png for one texture, this parts is ok, I'm also willing to colorize one of the 3 png (it can be ordered a second or third), but the colorize affects both pictures |
09:14 |
|
olliy joined #minetest |
09:31 |
|
Kimapr[i] joined #minetest |
09:39 |
|
peterz joined #minetest |
09:54 |
erlehmann |
mazes_83, how do you do it |
10:00 |
fkbm |
Yaay! I made a mod for Openblox that adds multiples 2x1, 3x4... 8x8 piece sizes. They kinda work; I still need to handle rotation for them... But how does one handle over 5430 block types? O_O That's over 136 pages of 40 blocks |
10:00 |
|
Kimapr[i] joined #minetest |
10:01 |
fkbm |
A search function would be best, right? |
10:01 |
fkbm |
Or a categorisation based on color and piece shape. |
10:01 |
fkbm |
Nice! thanks guys! |
10:16 |
sfan5 |
mazes_83: look into the escaping section of texture modifiers |
10:18 |
|
TomTom joined #minetest |
10:20 |
|
calcul0n_ joined #minetest |
10:21 |
mazes_83 |
ok, I was reading the wiki rather than the lua_api.txt |
10:22 |
celeron55 |
maybe we should study whether the wiki has anything to offer anymore compared to https://minetest.gitlab.io/minetest/ |
10:24 |
celeron55 |
well it does have more examples |
10:25 |
celeron55 |
maybe it could be limited to examples and other content removed |
10:44 |
MTDiscord |
<Sublayer plank> the current part selection in openblox was meant to be temporary before something better was implemented. the long-term plan is having different types of parts available, a colorization tool for coloring them and ability to stretch the parts to several nodes similar to how you can stretch parts in roblox studio. the last mentioned one is probably too far fetched to be implemented, but you can always dream :) |
11:18 |
|
___nick___ joined #minetest |
11:38 |
MTDiscord |
<MisterE> If anyone is interested in making mingames with arena_lib, I made something to help you out: https://forum.minetest.net/viewtopic.php?f=9&t=27287 |
11:41 |
|
___nick___ joined #minetest |
11:44 |
mazes_83 |
I'm also using https://minetest.gitlab.io/minetest/ sometimes |
11:48 |
mazes_83 |
misterE: sunday I fetched your planet_mars and planet_moon, they work great but I had to play with symlinks as the directory fetched is planet_moon/planet_moon/ |
11:49 |
mazes_83 |
would be nice to move content to upper directory |
11:49 |
mazes_83 |
my son used to play sara's survival and wanted those mods |
11:50 |
mazes_83 |
one question about "sara's survival": why skin isn't the froggy anymore ? |
11:51 |
MTDiscord |
<MisterE> Pepe has been associated with hatespeech recently, I suspect thats why. It was gone when I forked it |
11:53 |
mazes_83 |
ok, internal team troubles |
11:54 |
MTDiscord |
<MisterE> Idk... |
11:58 |
mazes_83 |
then I didn't undestand your first answer |
12:01 |
MTDiscord |
<MisterE> check out the whole game here:https://notabug.org/CenteriaSurvival/mesecraft/src/master |
12:01 |
MTDiscord |
<MisterE> At work ill explain later |
12:02 |
mazes_83 |
ok |
12:08 |
|
calcul0n__ joined #minetest |
12:17 |
|
___nick___ joined #minetest |
13:09 |
|
kamdard joined #minetest |
14:01 |
|
Sven_vB joined #minetest |
14:10 |
|
proller joined #minetest |
14:15 |
|
sparky4 joined #minetest |
14:18 |
mary4 |
hi |
14:18 |
mary4 |
:D |
14:20 |
peterz |
I have the occasional turtle killing my server: https://paste.debian.net/1211718/ |
14:20 |
peterz |
is that a known issue? |
14:20 |
|
calcul0n joined #minetest |
14:22 |
|
Fixer joined #minetest |
14:26 |
MTDiscord |
<Jonathon> check the issue tracker of said mod |
14:26 |
MTDiscord |
<Jonathon> if there isnt one, create one |
14:54 |
|
proller joined #minetest |
15:03 |
|
GNUHacker joined #minetest |
15:15 |
|
MTDiscord1 joined #minetest |
15:15 |
|
mary4 joined #minetest |
15:16 |
|
GNUHacker joined #minetest |
15:36 |
|
hendursaga joined #minetest |
15:38 |
|
GNUHacker joined #minetest |
15:40 |
|
GNUHacker joined #minetest |
15:49 |
|
IvanGorinich joined #minetest |
15:50 |
|
appguru joined #minetest |
15:54 |
|
flux__ joined #minetest |
15:55 |
|
Extex joined #minetest |
15:57 |
|
GNUHacker joined #minetest |
16:05 |
|
GNUHacker joined #minetest |
16:11 |
|
absurb joined #minetest |
16:40 |
mazes_83 |
is there a way to rename existing lua entities |
16:42 |
MTDiscord |
<Jordach> Not really no |
16:42 |
MTDiscord |
<Noodlemire> Why are you trying to remane an entity? |
16:44 |
mazes_83 |
same entity exists with multiple colors. I now use dies and texture composite to recolor them, so I hoped being able to just end up with one entity declared |
16:46 |
MTDiscord |
<Noodlemire> You don't need to change the entity's name for that. You can use entity:set_properties() to change its texture. |
16:47 |
mazes_83 |
that's what I do |
16:47 |
mazes_83 |
but before entities were name entity1 for color1 ... |
16:47 |
mazes_83 |
I just want to end up with one entity name |
16:48 |
mazes_83 |
I try to change things in an already existing mod |
16:48 |
mazes_83 |
not self made |
16:48 |
MTDiscord |
<Noodlemire> Which mod? |
16:48 |
mazes_83 |
maidroid |
16:49 |
mazes_83 |
the only way I see not to lose backward compat would be to be able to rename already declared entities |
16:50 |
|
garywhite joined #minetest |
16:50 |
mazes_83 |
or just accept to leave the 15 existing declared entities |
16:51 |
mazes_83 |
which is quite ennoying for code cleaning |
16:52 |
MTDiscord |
<Noodlemire> What you could do, is to turn the 14 other entities into conversion tools. If they spawn, they immediately create your desired one-name entity with all the same properties, before the old entity removes itself. After a long time letting players readjust, it'd be fine to remove the combatibility entities. |
16:56 |
mazes_83 |
on_activate would be the place so ? |
17:00 |
sfan5 |
yes |
17:00 |
|
Extex joined #minetest |
17:00 |
mazes_83 |
ok, I was quite blinded by the will to force renaming :) |
17:01 |
mazes_83 |
thanks for the nice hint Noodlemire |
17:01 |
|
Talkless joined #minetest |
17:02 |
MTDiscord |
<Noodlemire> You're welcome. |
17:14 |
jonadab |
Sparrow77: Cotton and wheat will grow underground if the light level is high enough. If you have super glow glass in your world, use that next to it. |
17:14 |
jonadab |
Trees and bushes, I don't think so. |
17:15 |
jonadab |
(Except via bonemeal.) |
17:15 |
jonadab |
(Or other fertilisers.) |
17:19 |
specing |
trees grow underground just fine |
17:20 |
specing |
they don't even need water, strangely enough |
17:20 |
|
calcul0n_ joined #minetest |
17:29 |
|
jess joined #minetest |
17:31 |
|
mary4 joined #minetest |
17:31 |
jonadab |
Oh, interesting. |
17:32 |
jonadab |
Now I'm trying to remember which crop needed water to grow underground, and it surprised me. Cactus? I don't think it would've surprised me for papyrus. |
18:16 |
|
FreeFull joined #minetest |
18:20 |
|
erlehmann joined #minetest |
18:23 |
|
GNUHacker joined #minetest |
18:25 |
|
kamdard_ joined #minetest |
18:29 |
|
GNUHacker joined #minetest |
18:30 |
|
garywhite joined #minetest |
18:30 |
|
garywhite joined #minetest |
18:35 |
|
longerstaff13 joined #minetest |
18:46 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Add Windows-specific CreateTempFile() implementation 4feb799 https://git.io/Ju5iK (2021-09-14T18:45:41Z) |
18:46 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Chop game background in mainmenu (#10796) 719a12e https://git.io/Ju5i6 (2021-09-14T18:46:02Z) |
19:00 |
|
nicbk joined #minetest |
19:04 |
|
Sven_vB joined #minetest |
19:15 |
|
specing_ joined #minetest |
19:59 |
|
independent56 joined #minetest |
20:27 |
|
nicbk joined #minetest |
20:42 |
|
independent_ joined #minetest |
20:47 |
|
Verticen joined #minetest |
21:01 |
mazes_83 |
Noodlemire: again thanks, it works as expected, I however had to delay a bit the object:remove(), else things were crashing |
21:02 |
mazes_83 |
I don't know how to do it properly, minetest.after is probably just a workaround |
21:03 |
MTDiscord |
<Noodlemire> When it was crashing, what was the error that you were getting? |
21:03 |
mazes_83 |
pos nil |
21:03 |
mazes_83 |
I thought copying pos from current object would be enough, still ... |
21:04 |
MTDiscord |
<Noodlemire> Were you calling object:remove() before copying stuff like its pos into the new object? |
21:04 |
mazes_83 |
after ofc |
21:04 |
MTDiscord |
<Noodlemire> For something like this, I'd need a full stack trace to know why specifically it's crashing, then. |
21:08 |
mazes_83 |
if it is useful I can wgetpaste, but I'm not sure this is enough: http://dpaste.com/7UFYKYWCM |
21:12 |
MTDiscord |
<Noodlemire> It easily could be. What is the current code of your on_activate method? |
21:12 |
MTDiscord |
<Noodlemire> Or actually, just the entire api.lua? |
21:16 |
mazes_83 |
ouch it change every 3secs |
21:16 |
MTDiscord |
<Noodlemire> The error? |
21:16 |
mazes_83 |
the code mainly |
21:17 |
MTDiscord |
<Noodlemire> what |
21:17 |
MTDiscord |
<Noodlemire> The code itself is changing? |
21:17 |
mazes_83 |
yes because I'm editing |
21:18 |
mazes_83 |
wait a bit I wgetpaste current |
21:18 |
MTDiscord |
<Noodlemire> Oh. Well, gimme the newest error, and the code you ran to get it, and then I can see. |
21:25 |
mazes_83 |
I don't get why but I can't reporduce error |
21:25 |
MTDiscord |
<Noodlemire> Huh |
21:33 |
|
Conrad joined #minetest |
21:35 |
mazes_83 |
there's something unclear for me, it was surely some typo |
21:36 |
MTDiscord |
<Noodlemire> Oh well. As long as it works now, right? |
21:36 |
mazes_83 |
still I let some comment at this place to notice there's probably a bug |
21:45 |
mazes_83 |
another thing I may ask to more experimented user, the mod saves a counter for each entities type, and each entity know its position in this list. What's the purpose for such counter ? |
21:46 |
mazes_83 |
counter saves how many entities were created basically, but I don't see no uses for it (in the current code at least) |
21:50 |
MTDiscord |
<Noodlemire> You mean "maidroid.manufacturing_data" right? |
21:50 |
mazes_83 |
yes |
21:50 |
|
Extex joined #minetest |
21:53 |
MTDiscord |
<Noodlemire> It appears that its purpose is simply to hand out ID numbers to each droid that are guaranteed to be unique. The purpose of the ID is to ensure that each bot gets its own unique detached inventory. |
21:55 |
mazes_83 |
ah, I see, that was what I was feeling, see TODO: known bugs: maidroid stacks can mix up |
21:56 |
MTDiscord |
<Noodlemire> Where does it say that? |
21:56 |
mazes_83 |
on my gitlab version |
21:57 |
mazes_83 |
https://gitlab.com/mazes_80/maidroid |
21:57 |
MTDiscord |
<Noodlemire> Oh ok |
21:58 |
mazes_83 |
that's may be some bugs I introduced, or just revealed |
21:59 |
mazes_83 |
both case very ennoying, I planned to have fun with new functionalities, not spending time on more debug |
22:00 |
|
Sven_vB joined #minetest |
22:01 |
MTDiscord |
<Noodlemire> When you were replacing the colored maidroids with the versions that all have a single name, did you copy the "manufacturing_number" of each one? |
22:11 |
|
Hawk777 joined #minetest |
22:22 |
|
delta23 joined #minetest |
22:44 |
|
Markow joined #minetest |
23:15 |
|
hendursaga joined #minetest |
23:25 |
|
nuala joined #minetest |
23:26 |
|
AliasAlreadyTake joined #minetest |