Time Nick Message 00:00 MTDiscord 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 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 MTDiscord That's still working from the fundamental assumption that you're adding things. 00:03 Samson1 I'll learn the max lines for Shadowbot one day. 00:03 MTDiscord again, read the biome lib comment 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 ? 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 still the same error? 00:10 Samson1 No, a different one now. 00:10 MTDiscord then your out of dated/forked/etc 00:10 Samson1 These ones I don't understand. 00:11 MTDiscord ...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 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. 00:25 Samson1 Has anyone had a chance to look at the pastebin? 00:30 MTDiscord im not bothering till you update all your mods 00:30 MTDiscord https://github.com/mt-mods/moretrees 00:31 Samson1 Fair. 00:31 Samson1 Most of these go back to 2017. 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 02:13 Samson1 Is there a way to force load world edit saves? 02:14 Samson1 I mean load saves without it shutting down because of a missing mod. 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 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 09:48 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) 16:10 Yad sfan5 luatic: is a decoration able to have metadata like any other node? 16:18 sfan5 dont think so 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: dont think so 17:55 MTDiscord irc.minetest.net 17:55 Yad Oblomov: thanks! 17:55 MTDiscord That's not a "no" 17:55 MTDiscord 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 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 ^ 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 18:31 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 18:53 Yad Desour: Sure but that would have to be implemented below the Lua API level it seems to me. 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