Time Nick Message 15:36 tzenfore Hello! How are all of you today? 17:34 MTDiscord I found a potato under my pillow. It must be Leif Erikson day 23:12 ireallyhateirc I'd like to make buildings where the inner side is one texture and the outside is another. So for example the outer wall would be from roughcast and the inner wall would be white pait, bathroom tiles, etc. I can think of two solutions: 1. making nodes smaller (increasing player scale) and a wall would be actually a 2-nodes wide layer. 2. making combined nodes where a single node would have multiple tiles/textures for 23:12 ireallyhateirc each side 23:12 ireallyhateirc the 1st solution needs nodes to be quite small which would hurt performance OR making the walls ridiculously wide 23:14 cheapie There's one player on VE-C who makes the walls 3m thick - he uses the middle for a "frame" made out of, of all things, clay 23:14 ireallyhateirc the 2nd solution is limited by the number of nodes available in the game. Say I have 100 different wall types then to make mix nodes I'd need 100 x 100 = 10K nodes which is 1/3 of the limit 23:15 ireallyhateirc but I'd need corner nodes too so it'd be 10K * 2 = 20K which is 2/3 of the limit 23:15 cheapie I've also seen people build with one type of node and then cover it with 1/16th slabs of a different one. 23:15 ireallyhateirc making the walls 3m thick would ruin immersion and using 1/16 slabs would make it impossible to place any furniture next to the wall unless I'd do some ugly mesh offset hacks 23:16 cheapie The slabs would usually go on the outside of the building. 23:17 cheapie (and re: ruining immersion- yeah, tell me about it... :P) 23:17 ireallyhateirc I could probably do 100 types of walls and then get away with it by fitting everything else into the remaining 10K nodes 23:18 ireallyhateirc but IMO the total number of nodes should be increased 23:28 ireallyhateirc hmmm the issue is ~7 years old and marked as low priority: https://github.com/minetest/minetest/issues/6101 23:29 ireallyhateirc it's surprisingly easy to run into that limit if you're not making just another Minecraft clone... 23:35 ireallyhateirc If I knew that I'd run so quickly into the limit I'd pick that issue as high priority for me instead of colored lights there: https://github.com/minetest/minetest/issues/15092 23:36 ireallyhateirc any chances of bumping the max node number in this decade or should I learn Godot? lol 23:39 MTDiscord i think thats on of the things thats on a theoretical 6.0, like world size expansion due to basically no way for backwards compat 23:40 ireallyhateirc what's the rough/realistic timeline for 6.0? I'd like to make my game playable in about 3 years 23:41 MTDiscord no one knows, hence theoretical 23:43 ireallyhateirc putting the fact that probably no one wants to work on this issue, the compatibility problem could be solved by mods explicitly requesting the extended number of nodes 23:44 ireallyhateirc that way mods would use the current world format and protocol by default and only those who ask for it would get the compatibility-breaking extended one 23:45 MTDiscord it probably would be a setting/compile time option (purely my own speculation) 23:46 MTDiscord also the whole entity models being 10x node ones is probably a in theory 6.0 thing 23:47 ireallyhateirc one thing that could be done now would be deleting the spam from this issue and unlocking it: https://github.com/minetest/minetest/issues/6101 23:47 ireallyhateirc that way I could at least post my rationale for wanting more nodes 23:48 MTDiscord its been a year, so in theory safe to unlock that now. so i have done so 23:49 ireallyhateirc thanks 23:50 MTDiscord ive hidden ghosts comments as not really useful, whoever feel free to add/subtract from that number 23:56 ireallyhateirc added my comment there 23:58 MTDiscord ....yeah, that comment really isnt a good arguement for more nodes tbh, thats a good argument for node variations (think like hardware coloring, etc)