Time |
Nick |
Message |
00:00 |
MTDiscord |
<Warr1024> It's hard to add something unique to a game, but subtraction is ripe for exploration. |
00:00 |
Samson1 |
Oh, speaking of... Has anyone seen CyubeVR? That could be an interesting gamemode for MT. |
00:01 |
MTDiscord |
<Warr1024> When I was talking about challenging fundamental assumptions, "you make a game better by adding things to it" is a pretty deep one. |
00:02 |
Samson1 |
I mean... It's not about the things you add, that's irrelevant. It's what you add and the quality of them. |
00:02 |
Samson1 |
In my experience anyway. |
00:03 |
Samson1 |
Here, this is the error from Plantlife, Young trees. |
00:03 |
Samson1 |
biome_lib.register_on_generate({ |
00:03 |
Samson1 |
surface = { |
00:03 |
Samson1 |
"default:dirt_with_grass", |
00:03 |
Samson1 |
"stoneage:grass_with_silex", |
00:03 |
Samson1 |
"sumpf:peat", |
00:03 |
|
Samson1 was kicked by ShadowBot: Message flood detected. Use a pastebin like paste.ubuntu.com. |
00:03 |
MTDiscord |
<Warr1024> That's still working from the fundamental assumption that you're adding things. |
00:03 |
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00:03 |
Samson1 |
I'll learn the max lines for Shadowbot one day. |
00:03 |
MTDiscord |
<Jonathon> again, read the biome lib comment |
00:04 |
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00:04 |
Samson1 |
https://pastebin.com/k2h6dvQE |
00:04 |
Samson1 |
Oh. I think I missed the comment. Eek. |
00:05 |
Samson1 |
Let me look. |
00:05 |
Samson1 |
Oh, hahahaha! |
00:05 |
Samson1 |
I'm such an idiot. |
00:05 |
MTDiscord |
<Jonathon> ? |
00:06 |
Samson1 |
Let me try something... See if I'm right. |
00:10 |
Samson1 |
Nah, it didn't work. I realised I was using an ancient version of biome_lib. It should have been the first thing I updated. |
00:10 |
MTDiscord |
<Jonathon> still the same error? |
00:10 |
Samson1 |
No, a different one now. |
00:10 |
MTDiscord |
<Jonathon> then your out of dated/forked/etc |
00:10 |
Samson1 |
These ones I don't understand. |
00:11 |
MTDiscord |
<Jonathon> ...then paste it |
00:11 |
Samson1 |
Working on it! |
00:11 |
Samson1 |
https://pastebin.com/BYjtWUpx |
00:12 |
Samson1 |
Huuh. I disabled Moretrees and then I got: Attempt to override non-existent item flowers:mushroom_fertile_brown |
00:15 |
MTDiscord |
<MisterE> Samson: I too hope that minetest eventually supports great graphics (I also hope you can disable all of them if you want) However, Minecraft goes for great graphics, thats its strength. Minetest is great for doing new things, and implementing the things minecraft does in a different way. you are unlikely to get a polished experience in minetest (tho its not impossible) you you are also unlilkely to get completely bored with minetest |
00:15 |
MTDiscord |
ethier. |
00:16 |
Samson1 |
Yes, and the funny thing is that Minecraft struggles with vanilla graphics let alone shaders. |
00:16 |
Samson1 |
Nah, I can get bored of MC easily but MT I can't. |
00:17 |
Samson1 |
Funny really. |
00:24 |
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00:25 |
Samson1 |
Has anyone had a chance to look at the pastebin? |
00:29 |
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00:30 |
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00:30 |
MTDiscord |
<Jonathon> im not bothering till you update all your mods |
00:30 |
MTDiscord |
<Jonathon> https://github.com/mt-mods/moretrees |
00:31 |
Samson1 |
Fair. |
00:31 |
Samson1 |
Most of these go back to 2017. |
00:43 |
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00:56 |
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01:07 |
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01:10 |
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01:23 |
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01:30 |
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01:37 |
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01:37 |
Guest3353 |
is there a mod that lets you change game settings while paused? |
01:38 |
Guest3353 |
i'm wanting to experiment with lighting settings but it's getting pretty cumbersome to log back in over and over again |
01:57 |
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01:57 |
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01:58 |
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02:13 |
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02:13 |
Samson1 |
Is there a way to force load world edit saves? |
02:13 |
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02:14 |
Samson1 |
I mean load saves without it shutting down because of a missing mod. |
02:21 |
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03:10 |
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03:15 |
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03:21 |
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03:28 |
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03:33 |
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04:00 |
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04:18 |
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05:08 |
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05:52 |
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06:06 |
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06:43 |
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06:55 |
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07:18 |
BuckarooBanzai |
!tell Samson1 afaik: you can't load a WE schematic if there's an unknown node in it, the node has to be registered. an alternative would be to edit the WE file manually and replace the missing nodes with known ones |
07:18 |
MinetestBot |
BuckarooBanzai: yeah, yeah |
07:36 |
mazes_80 |
Hi I can't update mod: Error validating package: Expected / to have technical name maidroid_ng, instead has name maidroid |
07:43 |
mazes_80 |
surely something changed in the validation process of cdb, last month I was able to release version |
07:46 |
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07:51 |
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07:56 |
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08:39 |
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08:48 |
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09:28 |
BuckarooBanzai |
mazes_80: have you tried changing this: https://gitlab.com/mazes_80/maidroid/-/blob/master/mod.conf#L1 to the actual mod name `maidroid_ng`? |
09:29 |
BuckarooBanzai |
or the "technical name" in the cdb to `maidroid`? |
09:29 |
mazes_80 |
mod.conf: no and I will not, it would break migration from older maidroid mod |
09:30 |
mazes_80 |
technical name: no I can't older version, is in cdb |
09:42 |
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09:48 |
mazes_80 |
unless something has changed and different forks can use same technical name |
09:49 |
mazes_80 |
I think I get why validation was ok before, but not more now |
09:50 |
mazes_80 |
I reworked the structure: it used to be a modpack I migrated it to single mod |
09:52 |
mazes_80 |
so the checking of mod.conf matching technical name was ok before as it wasn't present in root |
09:54 |
mazes_80 |
I absolutely didn't think about this when I unified things in single mod |
09:56 |
mazes_80 |
I guess if I maintain another repository with only a modpack.txt and sync to current repository it will work |
10:01 |
mazes_80 |
Another thing: validation fail but mod still appears as recently updated (I think this shouldn't) |
10:10 |
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10:11 |
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10:14 |
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11:29 |
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11:33 |
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11:55 |
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12:00 |
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12:03 |
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12:11 |
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12:48 |
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12:48 |
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13:06 |
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13:12 |
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13:15 |
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13:18 |
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13:30 |
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14:01 |
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15:39 |
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15:47 |
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16:10 |
Yad |
sfan5 luatic: is a decoration able to have metadata like any other node? |
16:10 |
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16:18 |
sfan5 |
dont think so |
16:19 |
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16:40 |
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16:49 |
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16:59 |
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17:12 |
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17:25 |
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17:52 |
Yad |
Very quiet today. :) |
17:53 |
Oblomov |
quick, discuss something stupid and provocative |
17:53 |
Oblomov |
INFINITE WORLD is a good topic |
17:54 |
Yad |
Oblomov: hehehe, well that's what Perlin noise is! :P |
17:54 |
Oblomov |
stupid and provocative? |
17:54 |
Yad |
Here's what's on my mind: is a decoration able to have metadata like any other node? |
17:54 |
Oblomov |
didn't you get replied with a 'no' already? |
17:55 |
Oblomov |
anyway I don't know enough about that stuff |
17:55 |
Yad |
Oooh, seems I lost my connection and missed that message, thanks! |
17:55 |
Oblomov |
Yad: <sfan5> dont think so |
17:55 |
MTDiscord |
<Jonathon> irc.minetest.net |
17:55 |
Yad |
Oblomov: thanks! |
17:55 |
MTDiscord |
<luatic> That's not a "no" |
17:55 |
MTDiscord |
<luatic> That's a "maybe no" |
17:55 |
Oblomov |
right |
17:55 |
Yad |
Jonahton: Oh the logs? :D |
17:55 |
Yad |
luatic: True. |
17:56 |
Oblomov |
luatic: otoh, I put great faith in sfan5 |
17:56 |
Yad |
luatic: But it does make me wonder...if I should do something other than the built-in decoration functionality, in order to create randomized plant alleles. |
17:56 |
MTDiscord |
<luatic> You should probably implement your own decorations. |
17:56 |
sfan5 |
you can let the mapgen place something and run over it with an LBM to set meta |
17:57 |
MTDiscord |
<luatic> ^ |
17:58 |
Oblomov |
talking about decorations, I actually wish MT had a way to actually decorate blocks (add 2D decorations to specific node faces) |
17:58 |
Yad |
Oblomov: yeah there's your controversial topic :) |
17:58 |
Yad |
Oblomov: because nodes are highly static, and entities are highly inefficient |
17:59 |
Oblomov |
I don't mean a dynamic decoration |
17:59 |
Yad |
Oblomov: I mean nodes don't allow you to vary them visually. |
17:59 |
Yad |
Oblomov: without making another node definition |
18:01 |
Oblomov |
I know 8-( |
18:03 |
Desour |
one could implement something like entities, but more static, without vel or acc, that are added to the mapblock mesh instead of being drawn separately |
18:03 |
Desour |
this might be a little less inefficient than movable entites at nodes |
18:19 |
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18:30 |
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18:31 |
Bombo |
does minetest support framebuffer? can i play on my raspi 3 with no x? |
18:37 |
Bombo |
doesnt look like it, and the version in the raspbian 11 repo is 5.3.0 |
18:38 |
Bombo |
and menus don't work with keyboard only |
18:38 |
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18:53 |
Yad |
Desour: Sure but that would have to be implemented below the Lua API level it seems to me. |
19:07 |
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19:09 |
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19:14 |
Oblomov |
whichever mechanism is used will need to have client/engine support |
19:14 |
Oblomov |
basically when building the tiles for the faces, in addition to the nodebox info it would have to fetch —if present— the overlays for that face and apply them |
19:15 |
Oblomov |
(such overlays being defined at the grid position |
19:15 |
Oblomov |
) |
19:16 |
Oblomov |
the lua api would have to expose this to determine if/when an overlay is added/removed |
19:20 |
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