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01:52 |
ghoti |
How would I cause a particular sapling not to respond to bonemeal/fertiliser? I *think* I could modify the bonemeal mod to explicitly exclude the sapling in question, but is there a way for me to affect this behaviour from a separate mod without having to maintain a patch? |
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01:55 |
MTDiscord |
<Jonathon> in theory you could use node or function overrides |
01:57 |
ghoti |
I don't know how to do that. Can you suggest an example of this I can learn from? |
01:58 |
MTDiscord |
<Jonathon> i suppose i should go look at how this mod operates |
02:02 |
ghoti |
I'm thinking that https://notabug.org/TenPlus1/bonemeal/src/master/init.lua#L477 is where I would put an additional condition. I don't think I would want to replace the entire on_use() function, that's kind of large and subject to change. |
02:07 |
MTDiscord |
<Jonathon> lua local old_use = minetest.registered_items["bonemeal:fertiliser"].on_use minetest.override_item("bonemeal:fertiliser", { on_use = function(itemstack, user, pointed_thing) if pointed_thing.type == "node" and minetest.get_node(pointed_thing.under).name == "ignore:me" then return end old_use(itemstack, user, pointed_thing) end }) |
02:07 |
MTDiscord |
<Jonathon> that should work |
02:08 |
MTDiscord |
<Jonathon> to modify it from a external mod |
02:09 |
MTDiscord |
<Jonathon> replace ignore:me with the itemstring you dont want bonemeal to affect |
02:09 |
MTDiscord |
<Jonathon> and obviously this mod needs to depend on bonemeal so it loads first |
02:25 |
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02:41 |
ghoti |
Oh my goodness. It works! Thank you so much, I was dreading having to remember details months from now when bonemeal next gets updated. :-) |
02:44 |
Andrew |
How possible would it be to add a Boeing 777 to Minetest? I mean APercy's hidroplane already does a great job at a cessna 172-like aircraft's flight model. The problem is, what is the max speed Icould achieve with a Minetest entity? |
02:47 |
MTDiscord |
<Jonathon> well, you have the question of what size is used in c++ for velocity vector, but i would think your way more likely to run into slow loading areas first |
02:47 |
MTDiscord |
<Jonathon> being a issue |
02:47 |
MTDiscord |
<Jonathon> ghoti: your welcome |
03:15 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Cap damage overlay duration to 1 second (#11871) 84fdd36 https://git.io/JSC1X (2022-01-03T03:14:02Z) |
03:15 |
MinetestBot |
[git] Desour -> minetest/minetest: Fix vector.from_string returning a table without vector metatable 1965628 https://git.io/JSC1D (2022-01-03T03:15:41Z) |
03:28 |
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03:28 |
MTDiscord |
<exe_virus> Andrew, if you avoid using any lua mapgen, and set the world backend to dummy (ram only) I think you can get some pretty good load speeds |
03:29 |
MTDiscord |
<exe_virus> Especially with multithreaded mapgen |
03:31 |
Andrew |
exe_virus: Yeah, but that wouldn't be sustainable in a server in the long run |
03:33 |
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03:36 |
MTDiscord |
<exe_virus> Ah, this is for online use? Then you really need to make the ignore block non-physical, so they can fly into unloaded blocks |
03:38 |
Andrew |
Yup |
03:39 |
Andrew |
otherwise we'd stall all the time |
03:57 |
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05:12 |
Andrew |
Hi |
05:12 |
Andrew |
Oops, wrong buffer |
05:12 |
MTDiscord |
<Jonathon> lol |
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05:44 |
ghoti |
So, I see headanim, playeranim and character_anim. Is there one to be avoided? Are the extra features of character_anim really noticeable? Or costly in terms of server performance? |
05:47 |
MTDiscord |
<Jonathon> character_anim depends on bloatlib, so best to avoid that. playeranim says its a ugly hack itself, but it does support the most rotation. meanwhole headanim is probably the most simple, but it only supports turning the head up and down |
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08:34 |
luk3yx |
@Jonathon Why avoid character_anim just because it depends on modlib? |
08:36 |
MTDiscord |
<Sublayer plank> :yesmodlib: |
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08:57 |
definitelya |
luk3yx: It's certainly ambitious; but it would only work out as a concept if the majority of people actually used it. |
08:57 |
definitelya |
(and improved it) |
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17:01 |
james[m]123456 |
Does anyone want to join my new minetest server?... (full message at https://libera.ems.host/_matrix/media/r0/download/libera.chat/3f2fb0ea814371d502c0bc3483c5132adbfaed7c) |
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18:34 |
Calinou |
whoa, Minetest caverns can get truly massive now |
18:34 |
Calinou |
on seed 3073727301666396218, teleport to 157 -1556 -24 |
18:34 |
Calinou |
Minecraft's new caverns are much smaller in comparison |
18:36 |
Calinou |
this is with v5 mapgen, that probably explains it |
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19:39 |
eflister |
hi, i installed 5.4.1 on ubuntu via the software app (is that snap?). i've got game controllers (xbox X|S and ps dualshock 4) connected via bluetooth and they can control other games like supertux. under "settings" i set "enable_joysticks" and tried the different "joystick_type" options, but minetest doesn't seem to see them at all. looking |
19:39 |
eflister |
at https://github.com/minetest/minetest/issues/4153 it seems they should work at least somewhat, what am i doing wrong? |
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20:14 |
james[m]123456 |
<eflister> "hi, i installed 5.4.1 on..." <- I dont know about that.... (full message at https://libera.ems.host/_matrix/media/r0/download/libera.chat/4ffde2380a682099b9582efe2def69ebcdcdd185) |
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20:37 |
Calinou |
eflister: I'd try building from source and see if it works to see if the issue comes from Snap sandboxing |
20:37 |
Calinou |
https://github.com/minetest/minetest |
20:40 |
eflister |
Calinou: thanks -- i also installed the other games that do work via the software app. in some cases i had to enable the joystick permission in the software app, but minetest doesn't have that option. i notice several games including minetest have multiple instances in the software app, why is that? are some snap and others not? |
20:50 |
Calinou |
yes, it's most likely that one of them is the Debian/Ubuntu package while the other is Snap or even Flatpak |
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21:01 |
sfan5 |
in theory a snap or flatpak package could interfere with access to joysticks |
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21:02 |
eflister |
Calinou+sfan5: ok, that one says it is a snap. i tried the other one (5.3.0+repack-2.1) from ubuntu-impish-universe, same results. is it still worth trying to build myself? |
21:04 |
james[m]123456 |
I've also tries to get a PlayStation 4 and Xbox one controller to work with it. And no luck. |
21:04 |
james[m]123456 |
Same with Xbox 360 controller. Did not work. |
21:04 |
james[m]123456 |
When I last tried. |
21:08 |
eflister |
james[m]123456 - what do you make of that github issue, looks like people have at least some indication that it's communicating... |
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james[m]123456 |
eflister: Looks good they are working on this. I would be happy. That and when we get good VR support. |
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