Time |
Nick |
Message |
00:02 |
Quandale |
Where can I find a tutorial for a crafting recipe? |
00:02 |
Quandale |
Making one I mean |
00:15 |
muurkha |
Pexin: good question, but often it was only 40 items |
00:16 |
muurkha |
but over Wi-Fi or on the local machine I have a hard time imagining that even thousands of items would be a bandwidth problem |
00:16 |
muurkha |
Quandale: I think I found one on the Minetest Wiki and several on YouTube |
00:17 |
Quandale |
Sweet |
00:19 |
Quandale |
I found a video on it and I found the exact lines of code I need |
00:19 |
muurkha |
:) |
00:19 |
Quandale |
The block strings are "mod:nodename" but what if the nodes are from vanilla minetest? |
00:20 |
MTDiscord |
<GreenXenith> Minetest Game uses the same API |
00:20 |
MTDiscord |
<GreenXenith> and games are made of modules |
00:20 |
MTDiscord |
<GreenXenith> So whatever module each item is from in MTG constitutes its itemstring |
00:20 |
MTDiscord |
<GreenXenith> many of them fall under the "default" mod, so things like default:dirt |
00:20 |
muurkha |
there are a couple of nodes that aren't in a module, even default. |
00:20 |
Quandale |
Ah okay |
00:21 |
Quandale |
Thanks |
00:21 |
MTDiscord |
<GreenXenith> Yes, there are engine-defined nodes, but you dont need to worry about those |
00:21 |
muurkha |
(and other items) |
00:21 |
muurkha |
but almost all are in some mod |
00:21 |
muurkha |
yeah, not for recipes :) |
00:21 |
MTDiscord |
<GreenXenith> Unless you are making an airsword |
00:21 |
muurkha |
heh |
00:22 |
Pexin |
suddenly I want an airsword |
00:22 |
muurkha |
https://wiki.minetest.net/Air is one but there are a few others |
00:22 |
Quandale |
I'm just making a recipe for an ender pearl, probably gonna be 8 obsidian and a snowball |
00:22 |
Quandale |
Or 8 snowballs and an obsidian |
00:23 |
muurkha |
maybe only https://wiki.minetest.net/Unknown_Node and https://wiki.minetest.net/Ignore? |
00:26 |
Quandale |
I made the crafting recipe, now to test it in creative |
00:26 |
muurkha |
yay :) |
00:26 |
muurkha |
congratulations! |
00:28 |
Quandale |
It worked you guys |
00:28 |
Quandale |
Thanks for guiding me thru this |
00:29 |
Quandale |
I'll try to make a push request to whoever made the ender pearl mod |
00:32 |
Quandale |
merge request* |
00:35 |
muurkha |
yay! |
00:37 |
Quandale |
I'm trying to figure out how to merge request my fork |
00:41 |
Quandale |
I submitted the request |
00:45 |
muurkha |
yay |
00:53 |
Quandale |
til you don't need shovels to make boats |
01:13 |
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02:22 |
erle |
Quandale which mod is it that performs badly? |
02:22 |
erle |
Quandale inventory updates can be delayed locally if there is a lot of stuff in the inventories or they have big metadata. |
02:58 |
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09:07 |
MTDiscord |
<luatic> Quandale: For MTG nodes, refer to https://appgurueu.github.io/online_craftguide/ |
09:07 |
MTDiscord |
<luatic> Still mostly up to date |
11:02 |
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12:01 |
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12:05 |
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12:27 |
MTDiscord |
<BuckarooBanzai> Wow, this one looks much nicer than my "mtinfo" mod, i guess there is still no way to generate the item previews other than a csm, right? |
12:29 |
MTDiscord |
<BuckarooBanzai> previews for simple nodes and items with an actual inv_image aren't really a problem but i struggled a bit with the nodeboxes and meshes (with "bare" lua/js) |
12:50 |
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13:03 |
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13:05 |
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13:11 |
Quandale |
If I had a penny every time I found a dungeon with no chests I'd be mad rich |
13:18 |
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13:53 |
MTDiscord |
<luatic> Basically this. Parsing texmods is doable (although the texmod grammar is one of the ugliest grammars I have ever seen) but rendering nodeboxes & meshes is trickier (although I suppose modlib has amassed utils for that to be almost doable as well). |
14:13 |
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15:12 |
CowboyLv |
Okay, have sent my mod for aproval now. Fingers crossed. |
15:38 |
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15:42 |
MTDiscord |
<luatic> @BuckarooBanzai I've come to the conclusion that perhaps the best idea would be to do the rendering in WebGL |
15:43 |
MTDiscord |
<luatic> That is, on the clients |
15:43 |
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16:42 |
MTDiscord |
<SX> UI is very nice ? Now just more mods maybe eventually games. ? |
16:44 |
rubenwardy |
I suggest reserving a size for tiles in the UI, so they don't change height when the image loads |
16:44 |
rubenwardy |
and also I'd add some sections of some kind, ie: per mod |
16:59 |
MTDiscord |
<luatic> SX: It's game- & mod-agnostic, the only dirty thing is that in its current form it requires launching a client with a CSM + engine modifications which probably have merge conflicts now, so you'd have to grab an outdated client |
17:13 |
Quandale |
What level does tin and copper generate? I'm at Y=64 |
17:16 |
MTDiscord |
<SX> I mean site, not the code. There's all kinds of mt related services around and single stop crafting guide would fit in nicely. |
17:17 |
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17:17 |
definitelya |
Quandale: Don't worry, you'll know when you hit the right layer for those minerals; they are fairly abundant in MTG, after all. |
17:17 |
MTDiscord |
<SX> CDB with integrated crafting guide? |
17:21 |
Quandale |
Finally, I found tin at Y=100 |
17:48 |
Quandale |
Which pickaxe is stronger, steel or bronze? |
17:51 |
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17:54 |
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17:59 |
Quandale |
So it looks like bronze and steel tools are equally as powerful but bronze tools are slower |
18:04 |
Pexin |
Quandale: iron is objectively more common than copper and tin |
18:05 |
Pexin |
if your game doesn't contain a means of "renewing" a worn tool, it may be best just to use stone where possible |
18:06 |
Quandale |
You can put two worn tools in the crafting table for one fixed tool |
18:06 |
Pexin |
still consumes material |
18:06 |
Quandale |
Yeah true. Might find a anvil mod |
18:06 |
Pexin |
nod nod |
18:08 |
Quandale |
The recipe for an anvil in Minetest is much more resourceful than in Minecraft |
18:10 |
definitelya |
*Minetest Game |
18:15 |
erle |
also anvil mods are good for duping (sometimes) |
18:16 |
Quandale |
Good to know |
18:37 |
beanzilla |
Or try item_repair |
18:40 |
Quandale |
Bruh I can't find papyrus nowhere T^T |
18:40 |
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19:09 |
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20:00 |
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21:14 |
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