Time Nick Message 02:59 rodrigo-morales [Question] Is there any way to know the name of the biome in the current position? I'm asking because I'm trying some mods in singleplayer and I want to know if the biome I'm in is actually from the mod I just installed. 03:00 MTDiscord minetest.get_biome_data(pos) 03:01 MTDiscord feed to minetest.get_biome_name 03:02 rodrigo-morales wsor4035: Thanks. I'm fairly new to the game. I have never evaluated Lua expressions while being on the game, I have just installed mods. It seems that what you have shared in your message is a Lua expression. If that's the case, could you tell me how I can evaluate it and get its result? 03:03 MTDiscord install worldedit, set pos1, then run //lua minetest.chat_send_all(minetest.get_biome_name(minetest.get_biome_data(worldedit.pos1['singleplayer']))) 03:04 MTDiscord sorry //lua minetest.chat_send_all(minetest.get_biome_name(minetest.get_biome_data(worldedit.pos1['singleplayer']).biome)) 03:04 rodrigo-morales Thanks! 03:04 MTDiscord not tested 03:05 cheapie wsor4035: You can return values from //lua, no need for chat_send_all 03:07 MTDiscord 🤷 03:08 MTDiscord im usually just doing dev anyways, so i might as well use the mt api stuff 03:09 rodrigo-morales wsor4035: I tried to run //lua return minetest.get_biome_name(minetest.get_biome_data(worldedit.pos1['singleplayer']).biome) but I got: code error: "Invalid vector (expected table got nil)." 03:10 MTDiscord did you set pos1 first? 03:11 MTDiscord run //pos1 at the position you want 03:12 rodrigo-morales wsor4035: Thanks for your time. I could get the biome. I didn't set //pos1 because I did not know //pos1 was a command, since this is my first time using World Edit in Minetest. 03:12 MTDiscord //lua minetest.chat_send_all(minetest.get_biome_name(minetest.get_biome_data(minetest.get_player_by_name('singleplayer'):get_pos()).biome)) for a one command solution 03:13 rodrigo-morales wsor4035: Thanks! 04:53 rodrigo-morales [Question] I'm exploring caves in creative mode with noclip enabled just to see how world generation works. All caves are dark so I can't see their contents unless I place some torches. I wish I could see the content of the caves without having to place torches. Do any of you know some workarounds to this problem? 05:54 mdhughes https://content.minetest.net/packages/bell07/wielded_light/ and then carry a torch or better a glostone 05:58 mdhughes There are potion mods, but I haven't tried one with a working nightvision potion. 07:29 MinetestBot 02[git] 04erle@dieweltistgarnichtso.net -> 03minetest/minetest: Rename erle in credits (as requested by them) 13c3b5cc8 https://github.com/minetest/minetest/commit/c3b5cc8611497e6e49cd1b9699ac4cd6f5771880 (152024-10-26T07:28:55Z) 08:19 Blockhead256 rodrigo-morales: I have just the tool for you, https://github.com/SwissalpS/postool/tree/biomeData 08:19 Blockhead256 this branch of postool mod will show the biome where you stand 08:54 SwissalpS doesn't light up anything though. Least complicated way to light up caves is: https://github.com/ogelgames/beacon 08:57 SwissalpS a bit more complicated way is to modify https://github.com/pandorabox-io/planet_mars/ to also light up earth caves. Take a look at it's /mars_lightup command 08:57 SwissalpS */it's/its/ 08:57 Blockhead256 I was just responding to the first question about how to identify the biome, not the followup 08:59 SwissalpS ok, sorry missed that :D 08:59 SwissalpS Thanks for the advert ;) 11:00 ireallyhateirc I made a modular character in blender with body and clothes parented to a rig. Is Luanti capable of keeping animation and positions of both objects in synch? 11:01 ireallyhateirc I could of course made one object per set of clothes, but that would greatly limit procedural generation, unless I found a way to bake a single mesh from objects on the fly. 11:10 ireallyhateirc make* 11:12 ireallyhateirc @luatic, from the API doc: 11:13 ireallyhateirc This means that many glTF features are not supported yet, including: 11:13 ireallyhateirc Animations 11:13 ireallyhateirc Only a single animation is supported, use frame ranges within this animation. 11:13 ireallyhateirc This means that everything has to be put in a single action, right? 11:45 MTDiscord Easiest way to light up caves is to override air and give it a light_source value. 12:07 SwissalpS +1 15:41 MinetestBot 02[git] 04kno10 -> 03minetest/minetest: Fix collisions with long dtime, in particular with bouncing (#15029) 13cb6c8eb https://github.com/minetest/minetest/commit/cb6c8eb2f013edfe127ce18f760c432aee5aba01 (152024-10-26T15:39:45Z) 15:41 MinetestBot 02[git] 04BoySanic -> 03minetest/minetest: Update documentation to reflect player constant values (#15308) 136ead789 https://github.com/minetest/minetest/commit/6ead789509ee6635bcb21fd9ac6e1d043505fc94 (152024-10-26T15:40:11Z) 15:41 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: DevTest: Change "Minetest" to "DevTest" (#15326) 134deb5b9 https://github.com/minetest/minetest/commit/4deb5b999c9b9481b8fcd9783849f01164249373 (152024-10-26T15:40:29Z) 15:41 MinetestBot 02[git] 04cx384 -> 03minetest/minetest: Move hud_hotbar_max_width setting to HUD section (#15335) 13b7073df https://github.com/minetest/minetest/commit/b7073df68cc9ca89e62a2b97c5fbb23cd1454bdf (152024-10-26T15:40:39Z) 16:12 MTDiscord ireallyhateirc: yes, everything has to be in a single animation. 16:12 ireallyhateirc is that going to change in the future, or is this how games do things? 16:21 MTDiscord ireallyhateirc: it is one of the limitations i plan to address, yes; but i would like to first untangle the mess that is skeletal animations in irrlicht. 16:22 ireallyhateirc yeah, I understand the limitations of being an unpaid dev, because I'm one myself :D 16:22 MTDiscord for now the goal of .gltf has been feature parity with .x and .b3d which should have been achieved (a wee bit beyond even) 16:22 ireallyhateirc but I'm glad that there's a plan which is better than a "won't fix" label 20:49 * cheapie ponders how hard it would be to port minetestmapper to a better image library 20:49 cheapie Having to generate maps as 16 or so tiles and stitch them together manually is a bit annoying :/ 20:55 sfan5 quite simple, but which problem are you looking to solve? 20:58 cheapie This one: https://github.com/minetest/minetestmapper/issues/48 - makes generating full maps a bit annoying, but I did write some scripts to make it less painful 20:59 cheapie 16k*16k works, so I generate 16 tiles and then stitch them together afterwards to work around that. 21:00 sfan5 an image library won't fix that 21:00 sfan5 what you want is https://github.com/minetest/minetestmapper/issues/62 21:02 cheapie The only reason it doesn't currently work (AFAIK) is a limitation in the image library it uses: https://github.com/libgd/libgd/issues/122 21:02 cheapie #62 would just make it spit out all of the tiles on its own, I'd still have to combine them with other software. 21:02 ShadowBot https://github.com/minetest/minetest/issues/62 -- Set respawn position by hamiltond 21:02 sfan5 your final image is what size and what format? 21:03 cheapie Once I combine them (currently using GIMP but I should try to automate this) I get a PNG file, roughly 64000*64000 pixels, about 1GB or so on disk for the largest of the worlds I do this for. 21:05 cheapie I usually then scale this down to about 6400x6400 for distribution, but I have also sent the full size to a few people upon request. 21:06 sfan5 i hope those people have 16GB of RAM and few other applications open 21:06 sfan5 because the image itself will take 11GB 21:06 sfan5 or maybe 15 21:06 cheapie Most of them do, yeah. The computer I do the combining on has 64GiB, GIMP uses about 45-50 peak during the final export. 21:08 sfan5 working with images of this size really isn't practical unless you have a format specifically designed around tiling 21:08 cheapie It's a little sluggish and the final export takes a few minutes, but I'm not sure I'd really call it "impractical" 21:32 Noisytoot I would call 45-50 GiB RAM usage impractical 22:17 floatd Oi