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06:06 |
MTDiscord |
<Sublayer plank> what the fuck is dfsg-5.3 |
06:07 |
MTDiscord |
<Sublayer plank> what commit is it on |
06:08 |
MTDiscord |
<Sublayer plank> kabou: do you know what commit 2.1.0~beta3+dfsg-5.3 is based off of? |
06:12 |
erlehmann |
you can do apt-get source probably |
06:13 |
erlehmann |
apt-get source libluajit-5.1-dev |
06:13 |
erlehmann |
that way you get the thing |
06:16 |
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06:17 |
MTDiscord |
<Sublayer plank> ok so if dfsg-5.3 is bullseye it would mean the luajit 2.1-dev version is using a commit that's at least half a year old... god, why did I get pinged for this |
06:17 |
erlehmann |
isn't lua total crap regarding compatibility? |
06:17 |
erlehmann |
like, lua 5.1 vs lua 5.2 vs lua 5.3 vs luajit is *way* worse than minetest 5.3 vs 5.4 vs 5.5? |
06:18 |
erlehmann |
at least from what i have seen as a user |
06:18 |
MTDiscord |
<Sublayer plank> I guess so? and to add to this luajit 2.1 isn't even released so what distros are packaging are the latest development commit of 2.1 at the time |
06:19 |
erlehmann |
ubuntu in particular is guilty of that |
06:19 |
erlehmann |
i mean, i contributed to unifont |
06:19 |
erlehmann |
and for half a year ppl would tell me that they do not get all the emoji |
06:19 |
erlehmann |
bc, SURPRISE, ubuntu randomly chose some version |
06:19 |
erlehmann |
and then did not update until the next ubuntu came out |
06:19 |
erlehmann |
i hate it |
06:19 |
erlehmann |
debian is actually reaching out to projects before a freeze |
06:20 |
erlehmann |
usually |
06:20 |
erlehmann |
like “should we package this old version or not?” |
06:29 |
MTDiscord |
<Sublayer plank> god, debian-based distros and their frozen packages |
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08:18 |
sfan5 |
!tell kabou I know that 2.1.0-beta3 is fine, we also use it on Windows. but Arch straight up switched to the git version |
08:18 |
MinetestBot |
sfan5: I'll pass that on when kabou is around |
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MTDiscord |
<luatic> erlehmann: yes, lua doesn't follow semver |
11:42 |
erlehmann |
luatic any idea why? |
11:43 |
erlehmann |
oh found it http://lua-users.org/lists/lua-l/2015-07/msg00305.html |
11:44 |
erlehmann |
> the minor version is essentially equivalent to a semantic major version, and Lua's major version is an indication of something deeper than breaking changes: a fundamental change to how Lua works, such as metatables vs. tag methods vs. fallbacks, for example. |
11:44 |
erlehmann |
deeper than breaking changes |
11:44 |
erlehmann |
2 deep 4 me |
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grouinos |
hello |
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MTDiscord |
<Sublayer plank> hello |
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erlehmann |
how stupid is this method of trying to make a daylight detector work in minetest 5.3.0? https://git.minetest.land/Mineclonia/Mineclonia/commit/01b3eac0d4a9fd78513a95e3edee799966bb5a77 |
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tochigi |
if is daytime then return true else return false end |
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17:49 |
lagash |
Quick question: you cannot add callbacks to individual/groups of nodes, just to each node "globally", correct? |
17:49 |
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17:49 |
debiankaios |
hi somebody here? |
17:50 |
debiankaios |
who can help me with game-engine |
17:51 |
MTDiscord |
<luatic> lagash: Correct |
17:52 |
MTDiscord |
<luatic> debiankaios: Which "game engine"? MT I suppose. |
17:52 |
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17:52 |
debiankaios |
yes minetest egine |
17:52 |
debiankaios |
minetest game egine |
17:53 |
MTDiscord |
<luatic> Ask your question |
17:53 |
MTDiscord |
<luatic> https://dontasktoask.com/ |
17:53 |
debiankaios |
i want change the spawn point where the player spawn if he reigster a new world or die |
17:54 |
debiankaios |
the problem is that the player should not spawn in blocks or cave |
17:56 |
MTDiscord |
<luatic> So I guess the fixed spawnpoint setting is not an option - you want to programmatically set a spawnpoint? |
17:56 |
MTDiscord |
<luatic> How do you want to "change" the spawnpoint? Do you want to randomize it? |
17:56 |
debiankaios |
yes |
17:56 |
debiankaios |
like the minetest engine it |
17:56 |
debiankaios |
only 62.000 nodes higher |
17:57 |
debiankaios |
the reason for it is that you spawn on another planet |
17:57 |
debiankaios |
which i do now on another position |
17:57 |
debiankaios |
because i want use for earth the old generation |
17:58 |
MTDiscord |
<luatic> Ah. So the tricky part is how to ensure the player doesn't spawn within the ground. Ideally the mapgen would provide something like minetest.get_spawn_level. |
17:58 |
debiankaios |
oh ok |
17:58 |
MTDiscord |
<luatic> The simple solution is to simply push the player upwards, out of the ground: While the spawn pos is within a walkable node, increment it in steps of 1 until you reach a non-walkable node |
17:59 |
MTDiscord |
<luatic> This might however end up in caves if you start at the ground |
17:59 |
MTDiscord |
<luatic> If you know where your planet's air starts, you can just raycast down from there to "drop" the player on the surface |
17:59 |
debiankaios |
yes |
18:00 |
MTDiscord |
<luatic> Note that raycasts operate on selectionboxes though, which aren't necessarily the same as collisionboxes |
18:00 |
debiankaios |
ok |
18:00 |
debiankaios |
but if mountains will genrated? |
18:00 |
MTDiscord |
<luatic> You could also implement this yourself, this time decrementing the Y coordinate of the sky pos until a walkable ground pos is reached, which will be your spawn pos |
18:00 |
MTDiscord |
<luatic> debiankaios: then the raycast / your loop should hit those mountains? |
18:01 |
debiankaios |
ok |
18:01 |
debiankaios |
it can hit a cave in the mountain |
18:01 |
debiankaios |
oh |
18:02 |
debiankaios |
minetes.get_ground_level()? |
18:03 |
debiankaios |
if i search for it i find that: https://forum.minetest.net/viewtopic.php?t=24787 |
18:06 |
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18:10 |
MTDiscord |
<luatic> No, not minetest.get_ground_level. You can't just invent API functions (unless you actually implement them). As is correctly pointed out in that thread, get_spawn_level might be an option, but usually that will just return the spawn level for the v7 or whatever it is mapgen that operates at ground level (roughly ~0), so most likely your planetoid mapgen isn't overriding this. You could check though, just calling this functions is |
18:10 |
MTDiscord |
performance-wise preferable to raycasting. |
18:20 |
lagash |
luatic: OK, follow-up question: because I can't do that, is there a nice "clone node" function I can use, so that I could add custom callbacks etc to it? |
18:23 |
MTDiscord |
<luatic> lagash: There is table.copy and minetest.registered_nodes which you can use to write your own. Just copy the definition: local clone = table.copy(minetest.registered_nodes["somemod:somenode"]), modify it: function clone.on_something(...) end, and then register your "clone": minetest.register_node("mymod:somenode_clone", clone). |
18:28 |
lagash |
That's what I figured, thanks! |
18:36 |
debiankaios |
luatic: ok |
18:36 |
debiankaios |
sorry was afk |
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18:58 |
ZombyWoof |
What is a good tactic to prevent from falling deep when mining for deep ores? When mining verticaly, you never know if the block you're standing on is the last block preventing you from falling t dead. |
19:02 |
debiankaios |
dig a 1x2 hole |
19:02 |
debiankaios |
you stand on one block and dig the other |
19:02 |
debiankaios |
then you go to other block and dig other |
19:03 |
debiankaios |
if you sea a cave you don't fall down |
19:11 |
ZombyWoof |
I can see how that works, but it takes much longer than just digging down. I was hoping for a fast mineshaft digging solution. |
19:15 |
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19:18 |
Hawk777 |
Should only be twice as slow! |
19:18 |
Hawk777 |
You can always dig a few blocks down on one side, then a few blocks down on the other side. |
19:18 |
Hawk777 |
No need to do one block at a time on each side. |
19:20 |
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19:20 |
debiankaios |
!help |
19:20 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
19:20 |
ZombyWoof |
Then that's the way it's gonna be. Thanks for the replies. |
19:22 |
ZombyWoof |
I installed to many mods and broke the thing. Several mods ask for "Beds" mod, even mods that previously worked just fine. |
19:22 |
debiankaios |
You can use cushion mod |
19:22 |
debiankaios |
if you place it while you fall |
19:22 |
debiankaios |
it is so if you place a water bucket in mc |
19:22 |
debiankaios |
!mod alien_material |
19:22 |
MinetestBot |
debiankaios: alien_material [alien_material] by debiankaios - https://forum.minetest.net/viewtopic.php?t=25785 |
19:23 |
Hawk777 |
Can you place that without any walls around? Normally you can only place things adjacent to other things, no? |
19:23 |
ZombyWoof |
I don't see cushion mod in the (in game) list |
19:23 |
Hawk777 |
Guess it works if you place it straight down at the end of the fall. |
19:24 |
debiankaios |
!mod cushion |
19:24 |
MinetestBot |
debiankaios: Trampolines & cushions [jumping] by Calinou - https://forum.minetest.net/viewtopic.php?t=9891 |
19:24 |
debiankaios |
this mod ↑ |
19:24 |
debiankaios |
!mod test |
19:24 |
MinetestBot |
debiankaios: MAPP - map for Minetest - optimized! by 4aiman - https://forum.minetest.net/viewtopic.php?t=4922 - https://github.com/4aiman/mapp |
19:25 |
debiankaios |
!mod mod |
19:25 |
MinetestBot |
debiankaios: Another Charcoal Mod [another_charcoal] by cx384 - https://forum.minetest.net/viewtopic.php?t=13549 - https://github.com/cx384/another_charcoal |
19:25 |
debiankaios |
!mod tech |
19:25 |
MinetestBot |
debiankaios: Technic [technic] by RealBadAngel - https://forum.minetest.net/viewtopic.php?t=2538 - https://github.com/minetest-mods/technic |
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