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) 00:03 sfan5 can pipes have signs on them 00:03 sfan5 wait that's a stupid question 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 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 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. 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 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 12:21 MinetestBot 02[git] 04Desour -> 03minetest/minetest: Fix show_debug setting causing inconsistency between debug control an… 134c4918b https://github.com/minetest/minetest/commit/4c4918b1545c8e53c671ac23529776767a1e343b (152025-01-05T12:20:21Z) 12:21 MinetestBot 02[git] 04wrrrzr -> 03minetest/minetest: Rename getGameMinetestConfig to getGameConfig 13dfd7628 https://github.com/minetest/minetest/commit/dfd7628950df0a47f2903028b58b5c69ea2ae0d4 (152025-01-05T12:20:37Z) 15:30 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Use polygon offset to fix z-fighting for overlay tiles 135b14c03 https://github.com/minetest/minetest/commit/5b14c03301efdfe5c3a6d4bcae68ea595a621b38 (152025-01-05T15:30:53Z) 15:30 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Implement polygon offset in GL3 driver 134774e65 https://github.com/minetest/minetest/commit/4774e65ed913729605edf4306ee20d81de6afb35 (152025-01-05T15:30:53Z) 15:30 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix missing bounding box for CAO 'wielditem' visual 1306f39e1 https://github.com/minetest/minetest/commit/06f39e19152f3f8d6bff6871d8c6069ad3b74496 (152025-01-05T15:30:53Z) 15:33 MinetestBot 02[git] 04appgurueu -> 03minetest/minetest: Add unit test for raycasts falsely skipping nodes (#15555) 13f467bde https://github.com/minetest/minetest/commit/f467bde6ac3f906fcb3cf0a7e80b25f4db3beca0 (152025-01-05T15:32:09Z) 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