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IRC log for #minetest, 2022-03-17

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All times shown according to UTC.

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.
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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
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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.
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00:25 Samson1 Has anyone had a chance to look at the pastebin?
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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.
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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
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02:13 Samson1 Is there a way to force load world edit saves?
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02:14 Samson1 I mean load saves without it shutting down because of a missing mod.
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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
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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
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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)
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16:10 Yad sfan5 luatic: is a decoration able to have metadata like any other node?
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16:18 sfan5 dont think so
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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
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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
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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.
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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
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