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IRC log for #minetest, 2025-01-05

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All times shown according to UTC.

Time Nick Message
00:00 cheapie The pipes carry, from left to right: red mud (down), lye (up), propane (up), gasoline (up), naphtha (up), fuel oil (up), bitumen (up), and crude oil (down)
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00:03 sfan5 can pipes have signs on them
00:03 sfan5 wait that's a stupid question
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00:05 cheapie With signs_lib you can probably pull some trickery with the "on pole" versions, otherwise AFAIK no
00:07 cheapie Here's the relevant equipment on floor 2: https://cheapiesystems.com/media/images/screenshot_20250104_180604.png
00:07 cheapie The top of both extends to floor 3: https://cheapiesystems.com/media/images/screenshot_20250104_180633.png
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00:08 cheapie And the storage tanks (and some other stuff) up on floor 6 ("ST"): https://cheapiesystems.com/media/images/screenshot_20250104_180702.png
00:08 cheapie sfan5: I'm about ready to start counting how many times I push F5 the wrong number of times when preparing for a screenshot :P
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00:13 ireallyhateirc looks impressive, I'm too impatient for that techage stuff
00:14 ireallyhateirc also busy programming my game
00:18 cheapie The crafting methods and machines and such in it are /way/ better than technic - my experience with technic has always been that it barely takes any time at all to get the HV machines, but then the HV machines /still/ suck, and so you spend forever grinding in order to build anything with them. Techage has much better progression - a little slower overall, but with more meaningful steps.
00:18 cheapie Also you actually get more processes available as you progress, unlike technic's "the fancier machines do the exact same thing but faster"
00:19 cheapie The item/liquid transport is great too, the item transport is way lighter than pipeworks and the liquid transport is /actually useful/ unlike pipeworks.
00:20 cheapie The automation stuff in techage is a bit more iffy, but mesecons+digilines+https://content.luanti.org/packages/SMax/techage_digiline_converter/ fixes that pretty much entirely
00:22 cheapie The idea of letting players build "forceload tiles" that forceload the mapblock they're in /only when that player is online/ (and with a per-player limit) is great too, I kind of want to see if I can split them out into their own mod to use on servers without techage too.
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00:24 ireallyhateirc I'm on the other hand building the most overengineered doors for Luanti (matched maybe by your elevator doors)
00:25 cheapie There's a building or two on VE-C using those elevator doors as regular doors :P
00:25 ireallyhateirc the doors have an armature for control, there are bones for the knob, locks, etc.
00:25 ireallyhateirc a player will be able to put a key into these
00:26 ireallyhateirc the idea is to put an extra door related nightmare layer for the game: "did I lock the doors?", *KNOCK DUM DUM KNOCK*, *monster inserts its hands while you're closing*
00:27 ireallyhateirc ah and in the end I'll make doors for a ZREMB elevator replica but that's still far into the future
00:27 ireallyhateirc I have like 7 out of 40 furniture items done
00:27 ireallyhateirc I'd like to have a working peephole for them too
00:28 ireallyhateirc also to watch as something is on the staircase looking at you
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01:52 repetitivestrain btw I want to ask again whether there is any interest in enhancements to the CSM API independently of SSCSM
01:53 repetitivestrain the CSM i wrote for Mineclonia is already quite complete
01:53 repetitivestrain https://codeberg.org/halon/mcl_localplayer/
01:53 repetitivestrain with client-side steering for mountable mobs and vehicles
01:53 repetitivestrain client-side player animations, bows, and the like
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12:21 MinetestBot [git] Desour -> minetest/minetest: Fix show_debug setting causing inconsistency between debug control an… 4c4918b https://github.com/minetest/minetest/commit/4c4918b1545c8e53c671ac23529776767a1e343b (2025-01-05T12:20:21Z)
12:21 MinetestBot [git] wrrrzr -> minetest/minetest: Rename getGameMinetestConfig to getGameConfig dfd7628 https://github.com/minetest/minetest/commit/dfd7628950df0a47f2903028b58b5c69ea2ae0d4 (2025-01-05T12:20:37Z)
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15:30 MinetestBot [git] sfan5 -> minetest/minetest: Use polygon offset to fix z-fighting for overlay tiles 5b14c03 https://github.com/minetest/minetest/commit/5b14c03301efdfe5c3a6d4bcae68ea595a621b38 (2025-01-05T15:30:53Z)
15:30 MinetestBot [git] sfan5 -> minetest/minetest: Implement polygon offset in GL3 driver 4774e65 https://github.com/minetest/minetest/commit/4774e65ed913729605edf4306ee20d81de6afb35 (2025-01-05T15:30:53Z)
15:30 MinetestBot [git] sfan5 -> minetest/minetest: Fix missing bounding box for CAO 'wielditem' visual 06f39e1 https://github.com/minetest/minetest/commit/06f39e19152f3f8d6bff6871d8c6069ad3b74496 (2025-01-05T15:30:53Z)
15:33 MinetestBot [git] appgurueu -> minetest/minetest: Add unit test for raycasts falsely skipping nodes (#15555) f467bde https://github.com/minetest/minetest/commit/f467bde6ac3f906fcb3cf0a7e80b25f4db3beca0 (2025-01-05T15:32:09Z)
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21:23 Desour watching sam's bounding box being animated while walking is mesmerizing. and it's interesting how apparently the meshbuffer bbox is not updated in the same way https://0x0.st/8i9w.png
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