Time |
Nick |
Message |
00:31 |
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00:35 |
DeepTht |
yay for runsy fixing fireworkz :D |
00:35 |
DeepTht |
they only took 2 days to address both of the issues i raised :D |
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MinetestBot |
fluxionary: Jan-11 08:25 UTC <sfan5> it does not |
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02:03 |
DeepTht |
is there a way to keep mobs (mobs_redo) from despawning? |
02:07 |
DeepTht |
specifically tamed mobs |
02:12 |
MTDiscord |
<P€RR!€R> Protection runes! |
02:13 |
MTDiscord |
<P€RR!€R> And name tags. |
02:13 |
DeepTht |
i had used a level one protection rune, and the cat was in my house |
02:13 |
DeepTht |
oh |
02:13 |
DeepTht |
no idea about nametag |
02:13 |
MTDiscord |
<P€RR!€R> It might help |
02:13 |
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02:13 |
DeepTht |
thanks |
02:13 |
DeepTht |
now to find another cat.... |
02:15 |
MTDiscord |
<P€RR!€R> A force load block might help too. |
02:15 |
DeepTht |
ya i have admin world anchor already in house |
02:15 |
DeepTht |
from technic |
02:15 |
MTDiscord |
<P€RR!€R> Ah |
02:16 |
MTDiscord |
<P€RR!€R> Do you play on a server with a lot of people? Because people wall hack and come in your house and kill your animals sometimes. |
02:17 |
DeepTht |
nah, 2 regular players, and the cat disappeared in 5 min when i went to move my quarry |
02:18 |
DeepTht |
i literally entered my travelnet box, moved the quarry, came back and no cat |
02:19 |
FavoritoHJS |
activate block edges, check if the pen crosses blocks |
02:19 |
DeepTht |
pen? |
02:19 |
FavoritoHJS |
where the animal is |
02:19 |
DeepTht |
i dont usually play with mobs so im kinda new to it |
02:19 |
DeepTht |
it was just roaming freely in my house |
02:20 |
FavoritoHJS |
did you tame the cat? |
02:20 |
DeepTht |
yes |
02:20 |
FavoritoHJS |
fyi, mobs pathfinding is... less than optimal |
02:20 |
FavoritoHJS |
they get lost very often, and don't follow you or anything |
02:21 |
FavoritoHJS |
it's very possible the cat ran away |
02:21 |
DeepTht |
i have 2 world anchors in the house, keeping a total of 30 map blocks loaded |
02:21 |
DeepTht |
unless it can go through walls i dont see how |
02:21 |
DeepTht |
ofc real cats can break physics too so :P |
02:21 |
FavoritoHJS |
ah nevermind... |
02:21 |
DeepTht |
and my house isnt anywhere near 30 map blocks (16 x 16 x 16 right?) |
02:21 |
FavoritoHJS |
yup |
02:22 |
FavoritoHJS |
all i can think of is that despawning was reenabled for some reason, maybe the protection rune? |
02:22 |
DeepTht |
ya i had used a level 1 |
02:22 |
DeepTht |
not a level 2 |
02:23 |
FavoritoHJS |
i don't know what that's supposed to do, but it's the only thing that I can think of that could potentially strip a "don't despawn" tag |
02:23 |
FavoritoHJS |
especially if it was meant more for hostile mobs |
02:23 |
DeepTht |
iirc they are supposed to protect the mob from hostile mobs damaging them |
02:24 |
FavoritoHJS |
oh |
02:24 |
FavoritoHJS |
so i don't think that's it |
02:24 |
DeepTht |
the only thing i havent tried was a nametag like was suggested |
02:24 |
FavoritoHJS |
oh wait, i might be thinking of this in a minecraft mindset where there's a specific flag for "don't despawn" |
02:24 |
FavoritoHJS |
mt doesn't have that, so mobs could be faking it with "armor" |
02:24 |
FavoritoHJS |
and if the runes mod doesn't preserve existing "armor"... |
02:25 |
FavoritoHJS |
i might need to look at the sauce |
02:26 |
FavoritoHJS |
what's the name of the mod that adds the runes? |
02:26 |
DeepTht |
in game it just says "mobs" but im pretty sure its part of mobs_redo |
02:28 |
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02:28 |
FavoritoHJS |
yup, that's the name |
02:28 |
FavoritoHJS |
so that shouldn't be the problem as that's a dependency for the mod that adds your animals |
02:28 |
FavoritoHJS |
i have seen weirder bugs though |
02:29 |
DeepTht |
ya, i have nothing mob related that isnt _redo or mobs for _redo |
02:30 |
DeepTht |
i have another cat now |
02:30 |
DeepTht |
am gonna see if nametag helps |
02:30 |
DeepTht |
and doing level 2 protection |
02:35 |
DeepTht |
level 2 protection done, cat named |
02:36 |
MTDiscord |
<P€RR!€R> Is it well fed? |
02:36 |
DeepTht |
the last one was very well fed |
02:36 |
FavoritoHJS |
that's.. worrying... |
02:37 |
FavoritoHJS |
i don't see anything in the entity definition that say "don't despawn" |
02:37 |
DeepTht |
this one is now too |
02:37 |
DeepTht |
maybe the nametag is significant? idk |
02:38 |
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02:39 |
FavoritoHJS |
wait how does mob spawning/despawning even work on mobs_redo? |
02:39 |
* DeepTht |
shrugs |
02:39 |
DeepTht |
im reading the thread now |
02:40 |
FavoritoHJS |
i assumed it's a mixture of distance and time but distance doesn't seem to matter and time is fixed on spawn |
02:40 |
FavoritoHJS |
how does it not despawn in a fight or when tamed? |
02:40 |
DeepTht |
the thread leads me to believe distance is a factor |
02:41 |
DeepTht |
so i tried to replicate my cat disappearance thing with the changes of using lvl 2 protection, and a nametag |
02:41 |
DeepTht |
cat is still there |
02:41 |
FavoritoHJS |
are you sure you tamed the cat? |
02:41 |
DeepTht |
yes, i cannot pick it up w/o taming it |
02:42 |
DeepTht |
and the game says when you have tamed it |
02:42 |
DeepTht |
im gonna stay far away for a bit longer and see if i can replicate. I was actually a bit sad when the first one despawned |
02:42 |
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02:42 |
DeepTht |
which is silly, its a value in a db |
02:42 |
DeepTht |
lol |
02:43 |
MTDiscord |
<P€RR!€R> There's a setting called 'remove far mobs' . |
02:44 |
DeepTht |
hrm lemme see where that is |
02:44 |
DeepTht |
i have admin access to the server in question so |
02:44 |
MTDiscord |
<P€RR!€R> If true mobs will be removed once a map chunk is out of view. |
02:45 |
DeepTht |
the map chunks should be active regardless if in view or not |
02:45 |
DeepTht |
i have world anchors that cover the entire house |
02:45 |
DeepTht |
if i understand correctly |
02:46 |
FavoritoHJS |
iirc world anchors obey the maximum forceloaded blocks config, and that's set to 16 by default |
02:46 |
MTDiscord |
<P€RR!€R> I know I can't imagine that not getting overridden by taming and protecting an animal. |
02:46 |
FavoritoHJS |
make sure they are all loading all their area |
02:47 |
DeepTht |
they are, tackling that was a challenge i did earlier |
02:47 |
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02:49 |
DeepTht |
i have set 'remove far mobs' to false, and have to wait to reboot server, i have a player on right now and dont wanna kick them off |
02:50 |
DeepTht |
so, now i just wait and see if cat disappears. left the server for now, maybe itll be there when i get back |
02:58 |
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03:02 |
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03:03 |
lsabino |
how can I setup the distance that player able to put a block? I setting this player_transfer_distance = 10, but I can't no more than 4 |
03:09 |
lsabino |
I setting this too active_block_range = 10 and active_object_send_range_blocks = 24 |
03:14 |
rubenwardy |
Don't just change settings without understanding |
03:14 |
rubenwardy |
Do you mean how far away the player is able to reach to place something? |
03:15 |
rubenwardy |
That's a mod/game thing, requires lua to change |
03:15 |
rubenwardy |
It's range in the item definition |
03:15 |
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03:15 |
rubenwardy |
I believe the creative mod increases it |
03:17 |
lsabino |
rubenwardy I found the explanation about player_transfer and I realize that. As I was adm in my server I was with creative I'm creating a new world and can't reach not more than 4 and I'm with creative priv |
04:07 |
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05:00 |
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05:24 |
DeepTht |
lol in trew cat fashion, the cat i thought despawned was in the house the whole time |
05:24 |
DeepTht |
true* |
05:25 |
DeepTht |
it just got stuck in a really wierd place |
05:25 |
muurkha |
where did it hide? |
05:25 |
DeepTht |
it somehow got up into a small 1x10 area, that has no entrance, where i have mesecon running |
05:26 |
DeepTht |
i only noticed because i have glass on the topside of that in one spot and it left a hairball |
05:37 |
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05:42 |
DeepTht |
ok it actually was possible to get up there |
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06:40 |
lissobone |
cat |
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08:08 |
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08:45 |
mrkubax10 |
how can I grant myself certain permission on my server? |
08:50 |
mrkubax10 |
nvm found it on wiki |
08:57 |
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10:26 |
Blockhead256[m] |
MisterE: you will want to use /emergeblocks to generate a complete area, then you can load it in with the extended view range as long as the server is configured right |
11:23 |
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12:11 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Disable Prometheus in singleplayer mode 8fded9d https://github.com/minetest/minetest/commit/8fded9d990d1e1142b630b24c96f1a2c959fef36 (2023-01-14T12:11:15Z) |
12:18 |
Bombo |
why is is possible for players to walk throug each other, like a ghost ;) is there a setting to stop that? is it a bug? a not yet added feature work in progress? |
12:18 |
sfan5 |
a not yet added feature |
12:18 |
Bombo |
but planned |
12:18 |
Bombo |
ok ;) |
12:24 |
lissobone |
I am in pain. |
12:26 |
sfan5 |
eat an apple |
12:31 |
lissobone |
The pain is too powerful to be beaten with an apple. |
12:31 |
lissobone |
Drastic problems require drastic measures. |
12:34 |
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12:51 |
Bombo |
two apples? ;D |
12:52 |
lissobone |
I've got wisdom teeth... |
12:55 |
Bombo |
;/ i see, apples would not help with that |
13:06 |
MTDiscord |
<MisterE> Bambo, I seem to remember that you can make players solid by changing their object properties |
13:06 |
MTDiscord |
<MisterE> *Bombo |
13:20 |
Bombo |
MisterE: i would not know how to do that |
13:24 |
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13:26 |
Bombo |
is it possible to change the behaviour of dying? it's too easy, the kids keep killing themselves when they got lost just to respawn in their beds, maybe they could spawn in a special place above the clouds, locked in for a minute before they can come back ;) i guess it could be done altering minetest_game |
13:28 |
Bombo |
or is there a game that does something like that already? |
13:34 |
lissobone |
minetest.register_on_respawnplayer() |
13:39 |
lissobone |
Maybe modify the /kill command. |
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14:22 |
MTDiscord |
<luatic> Bombo: You need to set the collide_with_objects property to true for all players. |
14:22 |
MTDiscord |
<luatic> Note that this may cause bugs. |
14:22 |
MTDiscord |
<luatic> But usually it works surprisingly well. |
14:28 |
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14:29 |
MTDiscord |
<Warr1024> The most thorough method for preventing players from exploiting death as a cheap teleport is probably what NodeCore does 😏 |
14:34 |
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14:35 |
Bombo |
there is a kill commanmd hehe, but that would prob trigger that on_respawnplayer too |
14:36 |
Bombo |
lunatic: ok how to set the property? just in minetest.conf? collide_with_objects = true? |
14:36 |
Bombo |
Warr1024: what's NodeCore (sorry for not knowing) |
14:38 |
MTDiscord |
<Warr1024> It's a game for minetest |
14:43 |
Bombo |
ok i'll check that out |
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lissobone |
[Help] |
16:20 |
MTDiscord |
<luatic> Bombo: It's an object property. It needs to be set using player:set_properties({collide_with_objects = true}). Setting it in minetest.conf won't work. |
16:20 |
MTDiscord |
<luatic> All in all, minetest.register_on_joinplayer(function(player) player:set_properties({collide_with_objects = true}) end) should do the job. |
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18:35 |
Bombo |
lunatic: so not minetest.conf ok, so next guess: i create a new mod? put that line into mods/playercollide/init.lua ? |
18:38 |
DeepTht |
i cannot figure out how to tame nyancat (dmobs) |
18:38 |
DeepTht |
i cannot find it in the lua |
18:47 |
MTDiscord |
<luatic> Bombo: Yes, you'll have to put this in a mod's init.lua or a file loaded by a mod's init.lua. |
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MinetestBot |
[git] TurkeyMcMac -> minetest/minetest: Improve chat history (#12975) 2f9f0c0 https://github.com/minetest/minetest/commit/2f9f0c09001b8fbc6f4559cbfdccf0261f1377a4 (2023-01-14T21:14:37Z) |
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