Time |
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01:04 |
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02:10 |
Blockhead256[m] |
RhineDevil: That's a non-standard installation location as far as I know. So as others said, you would need to compile with -DRUN_IN_PLACE=TRUE instead. The standard per-user place where Minetest will look for files is ~/.minetest/ |
02:13 |
Blockhead256[m] |
invisiblocks from what I can see bears some similarity to maptools |
02:14 |
Blockhead256[m] |
I don't think maptools has that nice stick to visualise things though |
03:35 |
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06:13 |
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06:13 |
lissobone |
Uhm, guys? |
06:13 |
lissobone |
I have got a few questions. |
06:13 |
lissobone |
I decided to finally fix the 'goodtorch' mod so it becomes actually good. |
06:14 |
lissobone |
The fix consists of making the flashlight not bug out when in confined spaces or near a ladder. |
06:14 |
lissobone |
I did it, but I feel like the mod is now missing its simplicity and determinism. |
06:14 |
MTDiscord |
<jordan4ibanez> Then undo your changes I suppose |
06:15 |
lissobone |
No, they're good on their own, but they conflict with something inside of me. |
06:15 |
MTDiscord |
<jordan4ibanez> I don't think anyone here can answer that question then |
06:18 |
jordan4ibanez[m] |
Libera links the users directly to matrix? |
07:16 |
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08:37 |
MinetestBot |
[git] BuckarooBanzay -> minetest/serverlist: use `max_age` instead of `cache_timeout` (for flask > 2.0) 6fba704 https://github.com/minetest/serverlist/commit/6fba704bb087d9e0359373ea01d8f94bff036717 (2023-05-05T08:36:08Z) |
08:43 |
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09:14 |
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09:42 |
lissobone |
Why does minetest.net state that Minetest is 'open source'? |
09:46 |
lissobone |
At the same time, content.minetest.net uses the term 'free software' and the FSF's Free Software definition. |
09:49 |
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09:54 |
rubenwardy |
Minetest is both open source and free software |
09:54 |
rubenwardy |
Free and open source |
09:55 |
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09:57 |
rubenwardy |
ContentDB used both the free software definition and the open source definition https://content.minetest.net/help/non_free/ |
09:58 |
MTDiscord |
<Flamore> free as in free beer and free as in freedom |
09:59 |
rubenwardy |
Ah, the policy only links to the fsf |
09:59 |
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10:47 |
greeter |
greetings all :-) i'm trying to start my own MT server. the one i just started up as TONS of jungle, to the exclusion of virtually all other biomes except ocean. is that a known issue with certain settings or do i just have an unlucky seed? |
10:47 |
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10:49 |
lissobone |
Tons of jungle? |
10:49 |
lissobone |
What's your seed? |
10:49 |
greeter |
i'm trying to find that out. how do i do that? |
10:49 |
lissobone |
The ffew2gqyjhnh4tqеf one? |
10:49 |
lissobone |
This creates lots of jungle. |
10:49 |
lissobone |
It's the default one for me. |
10:49 |
lissobone |
You can possibly set a spawn in a different part of the world. |
10:50 |
lissobone |
Or maybe pass something else to the seed. |
10:50 |
lissobone |
Come on, don't be shy, try some seeds out! |
10:50 |
lissobone |
btw |
10:50 |
lissobone |
greeter: i need your seed |
10:50 |
greeter |
might be my mapgen too. maybe carpathian has a lot of jungle? |
10:51 |
lissobone |
I believe that most mapgens have the same biomes. |
10:51 |
lissobone |
Only v6 has biome-dependent terrain. |
10:52 |
greeter |
ah so i might want to try that then |
10:57 |
greeter |
tried a new seed. forgot to change the mapgen. while the jungle in the new seed is still huge, it isn't insurmountably huge, i think we can live with this :-) |
11:13 |
calcul0n |
i noticed that extremes biomes tend to be much larger than others |
11:13 |
calcul0n |
those which are very hot/cold or dry/wet |
11:14 |
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11:14 |
calcul0n |
probably because biomes are defined with heat/humid range of 0..100 in mind while it's generally around -20/+120 |
11:55 |
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13:41 |
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13:57 |
Helenah |
How do I tell Minetest to attempt re-loading surrounding chunks? I'm fed up of relogging now... :/ |
14:17 |
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14:20 |
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14:21 |
RhineDevil |
Does someone have a cool seed with a mountain overlooking the sea facing the sunset or sunrise? |
14:39 |
lissobone |
Not yet, at least, but I've got a very cool seed with a massive mountain somewhere in the world. |
14:39 |
lissobone |
It's, like, 600 blocks tall. |
14:56 |
lissobone |
Aye, any lua gurus here? |
14:56 |
lissobone |
I'm trying to create a particle spawner that would create particles in a burst. |
14:56 |
lissobone |
Basically, I am fixing the thruster mod. |
14:57 |
lissobone |
Right now it has minetest.after() plus minetest.add_particle(), which creates a few particles over a course of, like, a second. |
14:57 |
lissobone |
But it doesn't go well with the fact that the thruster gives instant velocity. |
14:58 |
lissobone |
So far I managed to crash minetest with my attempts. It returned an unknown error with no description. |
15:03 |
MTDiscord |
<luatic> Why do you need a Lua guru? |
15:04 |
MTDiscord |
<luatic> Sounds like just reading the API docs for minetest.add_particlespawner should suffice? |
15:10 |
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15:34 |
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15:35 |
Guest73 |
Hi everyone, ShadMOrdre here. Wanted to share some mapgen seeds that I've explored over the years. And I want to point out that you can enter a word, it does not have to be a numeric string. So with that in mind, for a mountain overlooking the ocean for a sunrise/sunset, try the mapseed, "Fermat". Other good seeds include, "Terraria", |
15:35 |
Guest73 |
"Home", "Patience", "BonitaVista", "Cambraea", "ede", "Theia", and "TheIsleOfSodor". |
15:37 |
Guest73 |
The "Fermat" seed works well with both v7 and Valleys. Experimentation is always recommended! |
15:38 |
Guest73 |
Ooops, map seed "Eden", in between "Cambraea" and "Theia". |
15:41 |
Guest73 |
If you want to see a Sauron like tower at 0,0,0 (origin), use the map seed "PharrMana" A 1km high "tower" mountain, like the tower that hosts the "Eye of Sauron" |
15:44 |
Guest73 |
For the tower, use that seed, and use Carpathian. |
15:45 |
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15:48 |
Guest73 |
Could someone help me understand what this error means? It happens in my urban_networks mod, but I cannot track if its a schematics loading issue, a node metadata issue, or something else entirely. The error message is: "WARNING[Server]: Map::getNodeMetadata(): Block not found" |
15:49 |
Helenah |
I'm desperate to play on the LinuxForks server but I can't find who owwns it. It's in the public listing and I should be able to register an account on it, I'd attempteed registration of 10 different usernames, all report "Username taken" which isn't true, they can't be taken. |
15:49 |
Guest73 |
When a mapblock is generating, I get this message flooding the log, the map block generates and loads, and then on to the next on_gen call. |
15:51 |
Guest73 |
Helenah, try finding the forum topic for that server, and post a message there. You might also find more general info to help you. |
15:51 |
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15:54 |
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15:55 |
Helenah |
"What's the number in the nickname of the original creator of Minetest, minus 1?", ask me a question I can find the answer to, no? |
15:56 |
Helenah |
So celeron55 but yeah here's the problem with this question... |
15:57 |
Helenah |
If someone else hadn't told someone who was confused about this like I am, I wouldn't have known... |
15:58 |
Guest73 |
Questions like these are meant to deny bots and spammers from flooding the server. For new users, this can be confusing. Which is why I pointed you to the forum post for that server. |
15:59 |
Helenah |
Yes and a human needs to be able to answer them at the same time... While I was able to get the creator's name, it took being told to get his nickname. One should be able to "Google around" for the answer. |
16:00 |
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16:02 |
Helenah |
Done, contacted. :3 |
16:02 |
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16:03 |
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16:08 |
* Helenah |
sighs |
16:08 |
Helenah |
The server is still lying to me... |
16:18 |
MTDiscord |
<PrairieWind> The Isle of Sodor, lol, looks like someone else watches Thomas |
16:18 |
Guest73 |
Some server use tools with very "inside" info. This ensures that users are not noobs, have been in the community awhile, and are more likely respected and or respectable. |
16:19 |
Guest73 |
Yes, First map seed I used with Advtrains. On v6, but I also like v7 for this seed. My son loved Thomas, and well, I came to love those trains too!! RIP W Aubrey. |
16:30 |
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16:30 |
Blockhead256[m] |
Helenah: There's a default password that you don't know. Make a post in the forum topic and hope someone check it, erstazi might. I would but I'm about to go to bed sorry :( |
16:48 |
RhineDevil^ |
Guest73: Trying Fermat rn, I'll keep you update |
16:50 |
RhineDevil^ |
What does Fermat do anyway |
16:54 |
Guest73 |
What do you mean? If you type in Fermat for the seed, MT converts that to a numeric seed. I find words easier to remember than 20 digit numbers. :) Also, I usually use the world name as the seed, for organization at the least. |
16:54 |
RhineDevil^ |
First try, wasn't nice as expected |
16:56 |
RhineDevil^ |
Guest73: doubt, used Fermat two times and the seeds are different |
16:57 |
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17:01 |
Guest73 |
With this seed, origin is in the ocean, and you spawn to the south in desert or north into coniferous, or vice versa. Could also be east west, it's been awhile. The continent wraps around one side, while the other side appears to be open ocean. I've explored most of 2km from origin in each direction. This is probably best of Valleys, |
17:01 |
Guest73 |
but you could try v7, no rivers, mountains. Noise values for base terrain in v7 is awfully smooth. Try these noise params for v7: np_alt = {offset = -4, scale = 25, spread = {x = 600, y = 600, z = 600}, seed = 5934, octaves = 6, persist = 0.6, lacunarity = 2.05,} |
17:01 |
Guest73 |
np_base = {offset = -4, scale = 70, spread = {x = 600, y = 600, z = 600}, seed = 5934, octaves = 6, persist = 0.6, lacunarity = 2.05,} |
17:01 |
Guest73 |
np_height = {offset = -0.5, scale = 1, spread = {x = 500, y = 500, z = 500}, seed = 4213, octaves = 6, persist = 0.7, lacunarity = 2.05,} |
17:02 |
Guest73 |
Again, no rivers, no mountains with those params. The np_height noise changes those ugly v7 "mountains" from tall skinny sticks, to actual hills and mountains, when combined with the other two noise param changes |
17:04 |
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17:04 |
Guest73 |
Using Fermat will give the same seed per mapgen, but will give different numeric seed with diff mapgens. v7 gives one number, valleys another, carpathian another. But will always provide same number for given mapgen. |
17:10 |
Guest73 |
My bad, the above is incorrect. Across Linux and Windows installations, dating back to MT v0.4.14, the same numeric value is generated across all mapgens for a give text value as the seed. In this case, Fermat has always generated 14971822871466973040 as the numeric seed. It is case sensitive, so if you type fermat, you will get a different |
17:10 |
Guest73 |
value. The text string seed "TheIsleOfSodor" has generated a numeric value of 4866059420164947791 since I began playing MT, on both Windows and Linux installs, multiple MT versions, and all mapgens, including singlenode Lua. |
17:13 |
Guest73 |
Disclaimer, I quit using the built in mapgens long ago. I do much prefer my mg_earth mapgen mod, which provides lua implementations of v6,v7, carpathian, valleys, a 3d mapgen, and several others, as well as the ability to "stack" mapgens. I've stacked the above v7 generated world on top of Carpathian for some interesting results. |
17:15 |
Guest73 |
If you look at the init.lua for mg_earth, at the top in the settings, you'll find a commented list of mapgen seeds, text string and numeric value, for a number of worlds that I use for testing. |
17:17 |
MTDiscord |
<luatic> I wonder how you kept mg_earth perf manageable |
17:20 |
Guest73 |
luatic, what do you mean? |
17:25 |
MTDiscord |
<luatic> well, how long does generating a chunk take? |
17:25 |
MTDiscord |
<luatic> from my experience Lua mapgens are pretty slow unless what they do is more or less trivial |
17:31 |
RhineDevil |
Guest73: where's mg_earth in the game files? |
17:33 |
RhineDevil |
Btw if possible I'd prefer seeds working on native mapgens like v3 or v7 |
17:33 |
RhineDevil |
*v5 |
17:34 |
Guest73 |
so yes. they can be. most existing ones are. I find that many lua mapgens use the 3d flat map, which in my opinion is a memory hog, and due to the size, a perf hit. I instead use the buffer object which provides a 2d matrix, smaller and faster in my experience. paramats mapgens were beasts in this regard, versus GaeldeSaillys valleys |
17:34 |
Guest73 |
mapgen. |
17:37 |
Guest73 |
RhineDevil, those seeds work on ALL mapgens. The text strings are converted to the same numeric value. I know they provide the same terrain, by comparing the terrain in the built in mapgen to the equivalent mapgen in my mg_earth mod. Try them. Explore. There are litterally 10^20 possibilities. There is no perfect seed. It is random |
17:37 |
Guest73 |
noise. |
17:39 |
RhineDevil |
Guest73: by work I mean give me the expected result |
17:40 |
Guest73 |
It is this randomness, and the inability to really control much, that motivated me to start mapgen coding. I can control many aspects of the terrain in mg_earth, and use noise not as the main factor, but simply as a way to add back randomness to a terrain that is control by distance to points, voronoi cells. |
17:40 |
RhineDevil |
Would be awesome a mod or something that helps you search/generate a seed with the desired charateristics |
17:41 |
RhineDevil |
Guest73: so are you the author of mg_earth? |
17:43 |
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17:45 |
Guest73 |
RhineDevil, as stated, seeds are random. Without exploring and documenting each and every seed, there is no simple answer. With so many possibilities, the only way to ever know what a seed will produce is for us to start document seeds. Also, as a side note, if you use only the default MTG game, with no mods, you will get very generic |
17:45 |
Guest73 |
biomes. Add naturalbiomes, ebiomes, ethereal and see if the seed looks different. Just because the map produced sweeping desert with default MTG only, doesn't mean that this will be desert with other mods loaded. Many biome mods also use a very limit range to define so many biomes, and thus a biome from a given mod could be "overwritten" by a |
17:45 |
RhineDevil |
Ah yeah you are |
17:45 |
Guest73 |
mod that defines a new biome using similar heat humidity values. |
17:46 |
RhineDevil |
Guest73: I use mineclone2 |
17:46 |
RhineDevil |
Anyway |
17:46 |
Guest73 |
Yes, I am ShadMOrdre. lurking here through webchat IRC. |
17:46 |
RhineDevil |
What I desire as I said is a seed with a mountain and yadda yadda |
17:47 |
RhineDevil |
I find the idea of lua mapgen intriguing |
17:47 |
RhineDevil |
BUT I fear that always invoking lua for generating terrain will be problematic resource-wise |
17:48 |
RhineDevil |
By that I mean it might be too much resource-hungry I fear? |
17:49 |
RhineDevil |
So Guest73 what could you suggest given my situation |
17:49 |
Guest73 |
So once lua mapgen generates the map, it is no longer used. With latest release and graphics improvements, once I've generated an area, the lua mapgen is no longer relavant. The world is generated. I can fly as fast, lag free, with bloom and unlimited distance. |
17:49 |
RhineDevil |
Very cool |
17:50 |
RhineDevil |
What could I do for achieving the location I desire then |
17:50 |
MTDiscord |
<Warr1024> The slowness of lua mapgens has been talked up quite a bit, but it doesn't actually have to be all that bad (there are optimizations that are not prohibitively difficult) and unless a major part of gameplay is constantly exploring new map areas at a rapid pace, even slow mapgen doesn't have to kill gameplay. |
17:51 |
RhineDevil |
Since well I have no idea if your mapgen already has stuff helping in that |
17:51 |
RhineDevil |
And how to toggle them |
17:52 |
Guest73 |
When flying through any world, imaging that you are a marker on a piece of paper, but in 3d. you generated the sphere around you and a cone in the direction you are viewing. You're world is generated in that very limited linear way, pen on paper, drawing a line within the 3d space. I use a chat command in mg_earth to pregenerate an area, keep |
17:52 |
Guest73 |
draw distance low, while using unlimited view range. Draw dist = 20m, unlimited view = 'r'. |
17:54 |
RhineDevil |
How do I install and use this mod in mapgen? |
17:55 |
RhineDevil |
Like in which folder should I place it? Just mods? |
17:55 |
Guest73 |
I am Thanos, destroyer of worlds. Mapgen coding requires constant world gen, explore, look for defects. yaddayadda... I am not patient enough to wait 4 seconds for a block to generate. So far, mg_earth can run as fast as 300ms, depending on settings, to a crawl of about 3000-4000ms. Some settings might be faster, but again, once the world |
17:55 |
Guest73 |
is generated, lua mapgen code, no matter how slow, is not a factor. |
17:56 |
Guest73 |
I've set my private server to generate 36sqkm -3000 to 3000 overnight. When I wake up, I have a pregenerated world to explore, and mapgen code no longer matters. |
17:57 |
Guest73 |
mg_earth is available on CDB. |
17:57 |
MTDiscord |
<Warr1024> Having to wait overnight to pregenerate sounds like a more wasteful approach than just on-demand generation 😑 |
17:57 |
RhineDevil |
Seen it, how do I toggle it when generating a world? |
17:58 |
Guest73 |
setting should be available through the main menu. all settings should have helpful descriptions. |
17:59 |
Guest73 |
I would recommend getting the very tailored look you want. mg_earth, using voronoi for continents, vIslands noise for terrain randomness and cliffs. These are settings for mg_earth. Explore... |
18:00 |
RhineDevil |
How do I select mg_earth options? |
18:00 |
Guest73 |
Warr1024, mind you that the overnight pregen was for dev. |
18:01 |
Guest73 |
Current mapgen times for mg_earth posted above. Best advise is try it or not. But I doubt you'll be disappointed. Sometimes, the good stuff takes time...... |
18:01 |
RhineDevil |
Guest73: I got the parameters I don't see where should I input them in minetest |
18:01 |
RhineDevil |
Both on the headless server and on the GUI client |
18:01 |
Guest73 |
Still, depending on your device, you should be able to walk around mg_earth and get good results. If you fly, go fast, or otherwise outrun the mapgen, then you get lag... |
18:02 |
RhineDevil |
Cause well I'm using the GUI client for testing |
18:04 |
Guest73 |
ok, so bugs found. |
18:05 |
Guest73 |
Warr1024, perhaps you can help. Modpacks are not expandable in the menu, and mod settings do not appear to be available at all, only game settings?? |
18:06 |
Guest73 |
mods in modpacks.. cannot see settings. i had to move mod out of modpack for mod settings to be visible in main menu. |
18:07 |
Guest73 |
RhineDevil, you should be able to go to the settings tab, under Content: Mods menu, and see settings options for mg_earth. |
18:09 |
RhineDevil |
kk, I'm trying to toy around with the settings, I'll try that later |
18:09 |
Guest73 |
RhineDevil, the client main menu will not show settings for mods loaded in server instance, if they are seperate installations. |
18:10 |
MTDiscord |
<Warr1024> tbh my knowledge of the main menu is pretty spotty ... I almost never use it. |
18:10 |
Guest73 |
RhineDevil, a simple, and interesting mapgen is the 3d mapgen, with Terraria as the seed |
18:11 |
Guest73 |
same here. I just change the setting in code. |
18:15 |
RhineDevil |
<Guest73> draw distance low, while using unlimited view range. Draw dist = 20m, unlimited view = 'r'. |
18:15 |
RhineDevil |
I can't find these settings in mapgen settings |
18:17 |
Guest73 |
draw distance is set in game, using + and -. unlimited view is also ingame, by pressing the 'r' key, you "turn off" draw distance and fog. |
18:17 |
RhineDevil |
Like I mean, Settings -> All the settings -> Content: mods -> mg_earth |
18:18 |
RhineDevil |
But I don't find the keys you mentioned |
18:18 |
Guest73 |
Those are not necessary, and probably undesirable if you have not pregenerated and area. You should be fine with a draw distance of around 100 to 190, the default, depending on your device. |
18:19 |
Guest73 |
The keys I mention are not mg_earth settings. They are in settings, using the hotkeys that you can configure in game, while your are also in world. |
18:20 |
Guest73 |
They are on the main menu. Try not to confuse the use of the word settings to always mean mod settings. And I'll try to be far more clear... :) |
18:20 |
MTDiscord |
<Warr1024> Starting in 5.7 IIRC there is no default binding for "unlimited viewing range", now players may have to bind that themselves. |
18:21 |
Guest73 |
the + and - keys and the 'r' key are built in hotkeys that you can configure using the "ESC" menu when in world. |
18:21 |
RhineDevil |
Guest73: dude please just tell me where should I go once I open the minetest client |
18:21 |
RhineDevil |
Main menu where?? |
18:22 |
RhineDevil |
There are at least 5 sections of the main meny |
18:26 |
Guest73 |
Thanks, Warr1024, I forget the details sometimes. But the hotkey menu is the place to correct my short memory. I think I need to upgrade from DDR2.... :) |
18:27 |
Guest73 |
RhineDevil, for setting up the mapgen mod, mg_earth, the settings are on the settings tab. Click the All Settings button to get to the settings menu. Go to Content: Mods and you should see mg_earth settings. |
18:28 |
MTDiscord |
<Warr1024> Well, the "no default binding" thing is new, so if you tell users "hit the R key" and they say it doesn't do anything, that's where the confusion comes from. |
18:28 |
MTDiscord |
<Warr1024> For people like me who tend to rebind the majority of my keys anyway, it's easy to lose track of what the default bindings ever were in the first place. I tend to tell people to just check their bindings anyway, even if they haven't customized them. |
18:29 |
RhineDevil |
Guest73: I see them but the stuff you said isn't mentioned |
18:29 |
MTDiscord |
<Warr1024> It's not like it's the first time the default bindings have changed either; moving camera perspective from F7 -> C is still pretty fresh in my own memory. |
18:29 |
Guest73 |
For the + - draw distance keys, they are hotkeys that you can change. When you in the world, press Escape to bring up the Change Hotkeys button, where you can set the unlimited draw distance key, I use r hence my recommendation. Warr1024 pointed out that that key is NOT set by default, so r will do nothing if you don't set that key. |
18:29 |
RhineDevil |
mg_earth.settings.mg_base_eight |
18:30 |
RhineDevil |
That's an example of setting format |
18:37 |
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18:37 |
Guest73 |
RhineDevil, I would recommend setting the following. enable_vEarth_Simple, enable_vIslands. You could alternatively set enable_v3D. The first two settings will enable voronoi continents with modified v7 noise. Oceans and well, go explore. The second, the 3d one, enables a fully 3d terrain generation, not with caves, but with sweeping |
18:37 |
Guest73 |
3D land forms. Truly worth it. Better than v5, IMHO, and is essentially paramats original LVM_Example mod. |
18:43 |
Guest73 |
RhineDevil, for screenshot examples of some of these, look to this thread on the forum, https://forum.minetest.net/viewtopic.php?f=3&t=156&start=10875. All screenshots from me are usually some form of this very mapgen, in various configurations. The 3D mapgen is shown in last May's blog post, the image with Apercys Steampunk Blimp. |
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20:33 |
RhineDevil |
Guest73: I don't find in these settings Draw dist = 20m, unlimited view = 'r' though where do I find them? |
20:34 |
RhineDevil |
Oh he's offline |
20:34 |
RhineDevil |
Where do I find him? |
20:37 |
Krock |
RhineDevil: https://github.com/minetest/minetest/blob/master/minetest.conf.example#L3326 |
20:37 |
Krock |
the default key was removed in a recent Minetest version |
20:38 |
Krock |
+ and - keys for changing the draw distance |
20:38 |
jordan4ibanez[m] |
Yes, and the full range key needs to be bound if you want to admire a mega creation |
20:39 |
RhineDevil |
Krock: isn't it a visualization setting instead of a mapgen setting? |
20:45 |
muurkha |
I hit `r` pretty often by accident when I mean to hit `e` |
20:46 |
muurkha |
which is usually the least convenient possible time for my fps to drop from 30 to 5 |
20:48 |
Krock |
RhineDevil: you asked for draw distance and unlimited view, and that's it. |
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20:55 |
RhineDevil |
Krock: I'm asking, I don't have even an idea of what they do |
21:00 |
RhineDevil |
Like what I wanna know is if they impact mapgen or stuff |
21:01 |
RhineDevil |
I just know the dude told me to enable them?? |
21:01 |
muurkha |
not mapgen, no |
21:01 |
muurkha |
but they do impact what you can see of the map |
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21:07 |
RhineDevil |
muurkha: ah ok got it |
21:14 |
muurkha |
if you have a 600-meter-tall tower but your viewing range is limited to 190 m, you aren't going to be able to see the top two thirds of the tower from its base |
21:14 |
muurkha |
and never more than 380 m |
21:44 |
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21:58 |
RhineDevil |
Just found a ???? in mg_earth. It mentions the "default" mod but I don't see a default mod? |
21:58 |
RhineDevil |
Also it imports from this default mod some processing stuff? |
22:28 |
RhineDevil |
Is there a way in mods for printing out values from minetest instance? |
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22:55 |
MTDiscord |
<RisingLeaf> what values? |
22:55 |
MTDiscord |
<RisingLeaf> the default mod is integrated in minetest-game |
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23:32 |
Guest17 |
ShadMOrdre here again. Lurking anonymously in webchat. |
23:39 |
RhineDevil |
Guest17: I've noticed issues with your mod, mostly not being compatible with mineclone |
23:39 |
RhineDevil |
I'm adding code fixing that |
23:40 |
RhineDevil |
In particular I'm adding switches that if necessary substitute stuff using "default" from minetest with mcl_core |
23:41 |
RhineDevil |
By the way your mod is really slow at generating stuff |
23:41 |
RhineDevil |
If possible I'd like to know how do you pregenerate worlds |
23:43 |
muurkha |
I think most minetestgame mods aren't compatible with mineclone |
23:43 |
muurkha |
can you even make a mod that's compatible with both? I'm not sure |
23:43 |
RhineDevil |
muurkha: well that's true |
23:44 |
RhineDevil |
muurkha: yeah it's pretty simple, just use ifs |
23:44 |
muurkha |
I mean when you upload to the cdb you have to statically declare your dependencies |
23:44 |
muurkha |
my wife ported a bunch of MTG mods to mineclone2 the other day but hasn't uploaded them anywhere |
23:44 |
muurkha |
she didn't like mc2 the way it was |
23:45 |
RhineDevil |
You can declare both default and mcl_core as deps |
23:45 |
RhineDevil |
What didn't she like? |
23:47 |
muurkha |
if you declare them both, won't you get errors trying to add them to either game? |
23:48 |
RhineDevil |
Mhh interesting, default:meselamp is basically equivalent to mcl_ocean:sea_lantern |
23:48 |
RhineDevil |
muurkha: uuuuuh, no? mcl and minetest use different namespaces |
23:51 |
muurkha |
she added trashcan, illumination, and bones without modifying them |
23:51 |
muurkha |
oh, apparently I misunderstood, there were others she tried but failed |
23:52 |
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23:52 |
muurkha |
and then she had written a mod for mese armor in MTG, but of course there is no mese in mcl |
23:52 |
muurkha |
so she changed it to be "Red Messi Armor" using redstone |
23:58 |
RhineDevil |
Doesn't look like content existing in minecraft |
23:59 |
Guest17 |
Sorry, got distracted. It is easily possible to make mapgen mod compat with any game as long as the game or a mod defines the three basic mapgen aliases, stone water river water. The mapgen mod must then depend on the one mod providing those aliases. I MCL auth for this, but never heard back |
23:59 |
muurkha |
well, like I said, she hasn't uploaded it anywhere |