Time Nick Message 14:27 shaft I have a question: Often it is unclear whether an entity is supposed to movable by other mods or not and checking whether it's an animal or item or player or is mesecons unmov feels like a hack. Why not make it an engine feature or declare an official variable hey_you_may_unconditionally_move_this_object_however_you_want 14:27 shaft ? 14:28 shaft Or the other way around 14:28 shaft like DO_NOT_MOVE 14:28 shaft or a function 14:31 shaft maybe it was too generalistic 14:43 Blockhead256 travelnets are the ugliest node ever invented in Minetest 14:43 Blockhead256 they don't even do a good job of representing a german telephone box either 14:45 MTDiscord shaft: not engine business as far as i am concerned. that's game and mod business, they can set conventions here. if a ubiquitous convention emerges, documenting it can be considered. 14:54 MTDiscord Probably the best scope to define conventions like that would be at the game level. An influential enough mobs framework could also offer the flag and try to get it to catch on. 14:54 erle if an ubiquitous convention emerges, it will be deprecated *cough* air_equivalent :D 14:55 erle movable entities are funny. there was a time when you could use pistons to move enchantment table books away from the enchantment table! 14:55 erle (the book is floating above the table) 14:55 erle i think it may have also been possible to move entities out of item frames (in case of some item frame mods) using pistons 14:56 erle and i once created banner entities that were not bound to an actual node with pistons too 14:56 Desour there was also once a conveyor belt mod, with which you could move the item entitiy out of an itemframe, which then after a short time produces a new one, that also gets moved out 14:56 erle dupe machines are real? xD 14:57 MTDiscord The air_equivalent convention is "deprecated" in the sense that the engine will no longer flag air with it itself (though any game/mod still can override to add it) and will no longer assign meaning to it. You can still use the convention though. 14:57 erle Warr1024 the issue here is that air and ignore *have* to have it. also, air_equivalent would be very good for various structure spawning emptiness checks. maybe it should have been a group in the first place. 14:58 MTDiscord tbh rather than specifically flagging entities as "should be affected by X", I've mostly used heuristics. Things that are not physical and not static_save are probably just visual ents, while physical+static_save things are probably real tangible objects and should be affected by wind and pistons and whatever. 14:58 erle shaft you are thinking in purely mechanical terms. however, entity movability depends on a lot of things. for example, you might want to move items in water. you might want to have a magnetic beam that only attracts iron. 14:58 MTDiscord and yes it should have been a group 14:58 MTDiscord and the engine could reinstate it as a pure convention as such 14:59 erle shaft also you might want to have material that can only be moved with enough force. 14:59 MTDiscord If your magnet only attracts magnetic things, you'll have a hard time finding out whether they're ferromagnetic, paramagnetic, or diamagnetic, tbh 😄 15:00 erle nodecore magnets when 15:00 erle though knowing nodecore it would be optically powered magnets that generate particle effects and you have to build a big U shaped structure to levitate a single entity 15:00 MTDiscord I'm not even really sure if lode is actually magnetic; I think in practice it's an alloy. Like the way not all steels are magnetic. 15:01 erle also kimapr would find a way to make me hate magnets by putting them in the skyhell starting block and making them ruin my day 15:01 MTDiscord Actually making certain materials strongly diamagnetic might be more interesting, so you use magnets to push instead of pull. 15:01 Kimapr hello 15:01 erle Kimapr i am still amazed that the island is radioactive 15:02 MTDiscord Kimapr would find a way to make magnets flammable 15:02 Kimapr TRUE 15:02 erle kimapr would find a way to make flames magnetic 15:02 erle colored fire in nodecore when? 15:03 erle i have thought about runes and i think “write runes written down in a place to teleport to that place” feels magical, but not necessarily nodecorian. but what is nodecorian? is there a writeup of the core issues? 15:03 erle also i am afk bamboo farming 15:04 erle 1. bamboo grows. 2. an observer is triggered. 3. pistons harvest bamboo, sugarcane, melon. 4. loot falls into water. 5. a hopper puts them into a barrel. 15:04 erle very wasteful because the items sometimes drop on the plants. but fully automated. 15:04 erle providing food and wood 15:09 erle Warr1024 btw do you know/have a list of automation systems in block games? so far i have seen: mesecons/technic style (on/off, needs physical connection), redstone style (16 states, decays distance, needs physical connection), (lua)controller style (pass messages, do whatever), insidethebox style (limited automation, no physical connection necessary), nodecore (on/off/focus line-of-sight light-based logic) 15:09 erle redstone … decays *with* distance 15:09 erle i ate a word 15:13 MTDiscord interesting, I haven't really thought about automation systems that way. Like rather than the type of signal carrying, I tend to think about abstraction levels. There are raw systems like nodecore or classic redstone that are turing tarpits, then there are "menagerie" systems like mesecons and modern redstone where you have all sorts of logic gates and crap, and then there are like "microcontroller" systems where you just plop down one 15:13 MTDiscord node and all the programming is internalized. 19:31 MinetestBot 02[git] 04appgurueu -> 03minetest/minetest: Restore `.x` models to working state (#15550) 13a37bdbf https://github.com/minetest/minetest/commit/a37bdbf8b7778336c6740f994164097ebb4129e6 (152024-12-18T19:29:35Z) 20:26 erle Warr1024 what is the difference between classic and modern redstone? making a flip flop with a copper blub vs making a flip flop with redstone torches? 20:43 shaft how do i stop a particle from following the player? (facing to the camera) 20:45 shaft I need to set it to a certain rotation 20:58 shaft PLEASE HELP ME 20:59 ireallyhateirc vertical = false, 20:59 ireallyhateirc -- If true faces player using y axis only 20:59 ireallyhateirc hmmm but that's just for one axis 21:01 shaft That makes it face the player at any direction. Vertical = true makes it rotate around Y 21:02 shaft Do I really have to abuse entities for particles? 21:02 sfan5 particles always face the player 21:02 shaft But I want my bulletholes from my fork of rangedweapons to face away from the node. 21:03 shaft Is using particles for that bad in general? 21:04 sfan5 its kind of not the intention but I can think of way worse uses of particles 21:04 sfan5 so you want to be able to choose the normal vector of the particle? 21:04 shaft Yes 21:05 shaft I want my decals to look right. Whether with particles or any other way 21:05 shaft Wouldn't an entity be more expensive than particles? 21:06 sfan5 yes 21:07 shaft So can I do that or not? 21:07 sfan5 no, but I suggest opening a feature request 21:08 shaft Why not implement decals? 21:08 shaft Too expensive? 21:08 shaft Or would be the same. The particle would probably need to hover slightly above the node but it's probably the same with a decal. Am I wrong? 21:12 sfan5 dunno 21:13 sfan5 the thing is decals are a whole new feature while adjusting particle direction is a tiny change 21:16 shaft https://github.com/minetest/minetest/issues/15574 21:18 shaft If it's a tiny change then I expect it done in 5.11! 21:18 shaft :) 21:25 MTDiscord erle: "classic" redstone to me would be the initial design of it, i.e. dust and torches, plus the "terminal" stuff like buttons, levers, touchplates, doors, etc. It had everything you needed for a turing-complete system, though I think there may have been a bit of an issue making delays of odd lengths or something. 21:36 shaft can a particle have a color? 21:37 shaft Would be useful for blood splatter because it has different blood colors 21:37 shaft Or do you need a whole animation for each different animal? 21:43 shaft According to the documentation probably not.