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IRC log for #minetest, 2022-11-03

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All times shown according to UTC.

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07:44 MinetestBot [git] x2048 -> minetest/minetest: Return correct variable when debugging bloom. 957a3e5 https://github.com/minetest/minetest/commit/957a3e52fe2706f419b9357090829c10ccd8aef7 (2022-11-03T07:43:31Z)
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16:36 MinetestBot [git] nerzhul -> minetest/minetest: Reduce exposure of various internals (#12885) 322c8cf https://github.com/minetest/minetest/commit/322c8cf270a6fe2cd6ac152af0f3f5d2963fa0b3 (2022-11-03T16:35:31Z)
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17:50 Guest60 Hello
17:53 muurkha heya Guest60, what is the haps?
17:53 diceLibrarian can I post a link?
17:53 muurkha diceLibrarian: you don't seem to have done so yet, so I can't tell if you can or not
17:55 diceLibrarian MAY I post one?
17:56 muurkha well *I* won't stop you
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18:16 Pexin diceLibrarian: make sure it's a link that will crash the discord client
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18:18 MTDiscord <PrairieWind> . . .
18:18 MTDiscord <PrairieWind> why?
18:18 Eze14Mu ?
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18:19 MTDiscord <PrairieWind> why does it have to be a link that crashes discord?
18:19 Eze14Mu Dice?
18:19 Eze14Mu hi dice
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18:20 Eze14Mu #ve is cool
18:22 diceLibrarian https://www.youtube.com/watch?v=QH2-TGUlwu4
18:22 diceLibrarian nyan cat :D
18:23 Eze14Mu i want join again be free for all that is 10 months I have been ban on multicraft
18:24 Eze14Mu Bruh Nyan cat
18:25 Eze14Mu https://m.youtube.com/watch?v=yHlgRDCuUgg
18:25 Eze14Mu Multicraft video
18:26 MTDiscord <ROllerozxa> yuck
18:26 MTDiscord <ROllerozxa> get out of here
18:27 Eze14Mu Me?
18:27 MTDiscord <ROllerozxa> anyways nyanyanyanya
18:28 MTDiscord <ROllerozxa> https://content.minetest.net/packages/rubenwardy/nyancat/
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18:33 Guest60 is there a way I can turn off shadows
18:34 Guest60 using lua like how I can override night and day
18:34 Guest60 the shadows created by fixlight
18:35 Guest60 would i need to iterate all registered nodes and set sunlight_propagates = true to all of them or would I still have shadows everywhere?
18:42 MTDiscord <Warr1024> https://gitlab.com/sztest/szutilpack/-/tree/master/szutil_fixhack
18:47 Guest60 thanks i figured the solution might be something like this, sadly I'm going to have to think of something differnet
18:50 MTDiscord <Warr1024> The only way I've found to completely disable shadows is to make air have a light_source value ... but this also breaks the skybox for some reason I don't yet fully understand.
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19:04 Guest60 lol thats an interesting idea Warr
19:04 Guest60 i actually have this strange bug at the moment where my mapgen has decided to spawn huge pillars of ice in the sky
19:04 Guest60 its so messed up lol
19:06 Guest60 minetest.register_alias("mapgen_water_source", "air")
19:06 Guest60 seems this inhibits crazy ice generation
19:06 Guest60 creates crazy icegen*
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19:09 MTDiscord <Warr1024> I've got a pull request in the works for ColourHop that, among other things, will be fixing up the "underground ambient light" by replacing air in the underground areas with a special alternative form that does the light_source thing.  In testing it works quite well and provides a very diffuse, directionless "ambient" werelight everywhere.
19:12 MTDiscord <Warr1024> Making "bright air" happen only in specific places is a bit tricky of course.
19:14 Guest60 thats so cool
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19:33 Guest60 whats your github warrr?
19:37 Guest60 oh my god after disabling water i cant stop my mapgen spamming the sky with pillars of ice
19:38 Guest60 this is terrible
19:38 Guest60 :'(
19:38 Guest60 im tempted to just alias ice to air :'(
19:38 Guest60 what part of mapgen v7 would even do this to me :'(
19:38 Guest60 minetest.register_alias("default:water_flowing", "air")
19:38 Guest60 minetest.register_alias("mapgen_water_source", "air")
19:38 Guest60 and bam, ice in the air
19:39 Guest60 well
19:39 Guest60 minetest.unregister_item("default:water_source")
19:39 Guest60 minetest.register_alias("default:water_source", "air")
19:39 Guest60 minetest.unregister_item("default:water_flowing")
19:39 Guest60 minetest.register_alias("default:water_flowing", "air")
19:39 Guest60 minetest.register_alias("mapgen_water_source", "air")
19:39 Guest60 was kicked by ShadowBot: Message flood detected. Use a pastebin like paste.ubuntu.com.
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19:39 Guest60 why me :'(
19:39 Guest60 god hast smited me
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20:00 MTDiscord <Warr1024> I'm Warr1024 on github and gitlab.  Most of the good stuff is on gitlab tho, especially under gitlab.com/sztest/
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20:13 MTDiscord <luatic> Guest60: Think about it: Mapgen will generate ice in water sources next to water sources. You've told the mapgen that air is a water source. Thus, the mapgen will replace some air ("water sources") with ice. The problem is that you have not "disabled" water, you've used an ugly hack to tell Minetest that water is air and that's now coming back to bite you.
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20:26 Guest60 lol any idea what I can do to solve this issue luatic?
20:26 Guest60 is there a way I can turn water into an invisible block that no one can interact with?
20:27 MTDiscord <luatic> if you're interested in another hack, you could consider using minetest.override_item to change the definition of water to be pretty much that of air
20:27 Guest60 what is the definition of air?
20:27 Guest60 i could not find it in minetest game
20:27 Guest60 is it defined client side?
20:28 muurkha it's in the engine
20:28 MTDiscord <luatic> it is defined in the engine
20:28 muurkha jinx
20:28 MTDiscord <luatic> a ridiculously low water level might also work for your purposes: minetest.set_mapgen_params({water_level = -3e5})
20:30 Guest60 i need to actually obliterate water
20:30 Guest60 long story
20:32 Guest60 well i dont know how to get the definition of air :(
20:32 * muurkha actually obliterates water
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20:55 MTDiscord <GoodClover> minetest.registered_nodes["air"] will get you the definition of air, and any other node you like
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21:10 Guest60 is there an easy way I can clone the definition of one node to another?
21:22 MTDiscord <Warr1024> setting water level insanely low is a common hack; IIRC hades revisited or something does it.  It can be annoying if it's done in a way that "leaks" into other games though...
21:22 MTDiscord <Warr1024> IIRC there was this whole thing where for a while people would ask "why do oceans not generate" and someone would answer "you've been playing hades, haven't you?"
21:24 Guest60 lol
21:24 Guest60 is there a way I can make the sunlight go below ground?
21:24 Guest60 or is that something that is set by mapgen
21:25 Guest60 no yeah that seems to be an engine thing
21:25 MTDiscord <Warr1024> other than the light_source air hack, the only thing I know of is (1) making everything sunlight_propagates, like dirt and stone and stuff, and (2) making sure that mapgen runs from the ground down, because if you explore deep underground first, then probably the heightmap will block it.
21:25 Guest60 wow so why is that not something that can be easily changed?
21:25 Guest60 like even singlenode has dark below 0
21:26 MTDiscord <Warr1024> The heightmap is used as a heuristic for estimating how deep sunlight probably goes, though I think the engine tries to actually calculate it properly if the mapblocks above the area are available.
21:26 Guest60 ok dang
21:27 MTDiscord <Warr1024> It can't easily be changed because MT once upon a time was a game written in C++, instead of an engine written in C++ with games written in Lua, and things that should probably be game-controlled but are still computationally intense like mapgen tend to still be in C++.
21:27 Guest60 i cant believe your discord edit also edited in my kiwi irc client
21:27 sfan5 singlenode sets light the same everywhere
21:27 Guest60 thats insane i wonder what it looked like for plaintext irc users
21:27 MTDiscord <Warr1024> If you want light to be everywhere, about the best suggestion I could give you is (1) make everything sunlight_propagates, and (2) generate the actual map at high altitude 😆
21:27 sfan5 so if it's air then its all sun
21:27 sfan5 sun (light)
21:28 Guest60 oh yeah its just the skybox changing to black
21:28 sfan5 I forgot how exactly that works but it's not just the water level
21:29 sfan5 in fact the client doesn't know the water level
21:29 MTDiscord <Warr1024> I wouldn't be surprised if 0 is hard-coded as a heuristic...
21:30 MTDiscord <Warr1024> In the singlenode mapgen skyblock mods I've seen, people tend to place stuff well above 0, probably largely out of habit, but it also avoids some of that weird stuff.
21:49 Guest60 how did you override air with light emission?
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21:49 Guest60 minetest.override_item("air", {light_source = 6})
21:49 Guest60 not working for me :(
21:51 MTDiscord <Warr1024> In my case, I used a new node and mapgen hacks.  Since the mapgen was custom-carving out underground areas anyway, I just replaced the air in the schematics with it.
21:51 MTDiscord <Warr1024> The trickiest part is making sure that the correct air is used whenever a node is removed.
21:53 Guest60 lol
21:53 Guest60 i've gone with making sand emit light for now
21:53 Guest60 since thats what is at the depth that is all messed up for me
21:53 Guest60 and tbh it looks good
21:54 Guest60 yo Warr you run any servers?
21:54 Guest60 or like admin any
21:54 Guest60 i think i recognise your name from somewhere
21:54 MTDiscord <Warr1024> That's what talas had been doing in colourhop for underground areas, and it more or less worked until players started to build down there, then you ended up with weird shadows.  It also slowed down the mapgen quite a lot because there was a lot more of the material emitting light than air down there.
21:54 Guest60 i've seen the face dp around
21:55 MTDiscord <Warr1024> I'm the NodeCore dude.  I run the NodeCore Community server that everyone gets sent to when the other nodecore servers out there are too hard for them :-D
21:55 Guest60 ah ok lol
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