| Time |
Nick |
Message |
| 00:05 |
MTDiscord |
<bastrabun> I want a list de= german, eo = esperanto, es = spanish |
| 00:06 |
MTDiscord |
<bastrabun> I could sure just type it up. But if the the MT devs decide to support another language, my list is out of date. That's where ISO and other standardized stuff comes in. |
| 00:08 |
MTDiscord |
<bastrabun> At best someone would answer "we took ISO such-and-such, took a subset, here's the file" or "use core.somecall("es"), it will return "spanish" |
| 00:13 |
[MatrxMT] |
<y5nw> I told you already that the language codes are a subset of ISO 639-1. The specific subset of supported locales (i.e. language code + variant/country code) is more or less https://github.com/luanti-org/luanti/tree/master/po |
| 00:16 |
[MatrxMT] |
<y5nw> (Some locales are blacklisted though, see https://github.com/luanti-org/luanti/blob/master/src/unsupported_language_list.txt) |
| 01:36 |
cheapie |
Random screenshots of the new Main St. station on the Bonnthal Metro: https://cheapiesystems.com/media/images/screenshot_20260104_193226.png https://cheapiesystems.com/media/images/screenshot_20260104_193235.png |
| 01:36 |
cheapie |
https://cheapiesystems.com/media/images/screenshot_20260104_193250.png https://cheapiesystems.com/media/images/screenshot_20260104_193257.png |
| 01:36 |
[MatrxMT] |
<Blockhead256> bit overbuilt for a cartway |
| 01:36 |
cheapie |
:D |
| 01:37 |
cheapie |
I just need to build one more station (Springfox Ave.) on line 1 and then I can start on line 2 |
| 01:37 |
[MatrxMT] |
<Blockhead256> reminds me, GTA V has these whole metro stations and then you go the platform and it's a 5-section articulated tram |
| 01:39 |
cheapie |
The overbuilding thing has to do with how Bonnthal is pretty much the nicest city on the server at this point, so it makes sense for it to have extra effort put into this |
| 01:39 |
[MatrxMT] |
<Blockhead256> advtrains is obviously too heavy, I wonder what https://content.luanti.org/packages/joe7575/minecart/ is like in comparison |
| 01:39 |
cheapie |
I tried that mod, didn't like it at all |
| 01:40 |
cheapie |
VE-TT has advbugs, I'm glad I don't have to deal with that on VE-C |
| 01:40 |
[MatrxMT] |
<Blockhead256> maybe I should search the server list to see if anyone's using it |
| 01:40 |
cheapie |
C-Techage (my server, that I don't even play on...) has minecart |
| 01:40 |
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| 01:41 |
cheapie |
I think I saw exactly one player try using it and they never got it to work well |
| 01:42 |
cheapie |
Maybe if I ever run out of things to add to celevator, I should make "ctrains" or something |
| 01:43 |
[MatrxMT] |
<Blockhead256> just add wonka-vators to celevator |
| 01:43 |
cheapie |
That's pretty much the exact opposite of that that MTR mod for The Other Game In Which You Mine and Craft(TM) did |
| 01:43 |
cheapie |
They started with trains and then adapted the train code to handle elevators too |
| 01:44 |
[MatrxMT] |
<Blockhead256> an ordinary s-bahn or something, probably not at all like celevator. But the black mesa transit system? hmm |
| 01:45 |
cheapie |
Which leads to weirdness like having to place a "track" (not even like guide rails, it looks more like a steel block panel) for the elevator to run on, and the code internally trying to build "routes" based on the current calls |
| 01:45 |
cheapie |
It does /work/ but the results aren't what I would call good |
| 01:46 |
cheapie |
https://cheapiesystems.com/media/2025-03-17%2021-43-35.webm |
| 01:47 |
[MatrxMT] |
<Blockhead256> oh I've seen this before, this was one you were comparing to when celevator was new |
| 01:47 |
cheapie |
Yeah, this is the state celevator was in at the time: https://cheapiesystems.com/media/2025-03-17%2021-46-04.webm |
| 01:48 |
cheapie |
It's seen a fair bit of work since then, like you can walk around in moving elevators now |
| 01:49 |
cheapie |
Actually that was implemented almost immediately after that video: https://cheapiesystems.com/media/2025-03-21%2002-56-37.webm |
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| 04:46 |
user333_ |
can someone change the topic `...Rules: https://dev.luanti.org/irc/#rules...` to `...Rules: https://docs.luanti.org/about/irc/#rules...` where it redirects to? |
| 05:00 |
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| 11:20 |
MinetestBot |
[git] alrito28 -> luanti-org/minetest_game: Translation of the game description (#3211) d0c823c https://github.com/luanti-org/minetest_game/commit/d0c823c0fec016febacd7e1594adf9a4e532b372 (2026-01-05T11:19:48Z) |
| 11:20 |
MinetestBot |
[git] sfan5 -> luanti-org/minetest_game: Fix confusing defaults for enable_fire and enable_tnt (#3221) df4bd15 https://github.com/luanti-org/minetest_game/commit/df4bd15ba4d3e2fac75951bf11361f3eb8e4f78b (2026-01-05T11:19:56Z) |
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| 14:31 |
[MatrxMT] |
<birdlover32767> how would one detect punches in air, not a specific item but in general |
| 14:31 |
[MatrxMT] |
<birdlover32767> like core.register_on_punchnode |
| 14:37 |
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| 14:38 |
sfan5 |
i believe that triggers on_use of the hand item |
| 14:43 |
[MatrxMT] |
<birdlover32767> i would like to do that for any item, without hackily inserting my code to the on_use of every item/checking every globalstep if the player is looking at air |
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| 21:34 |
MinetestBot |
[git] y5nw -> luanti-org/luanti: Implement secondary keybindings (#16803) 07b8268 https://github.com/luanti-org/luanti/commit/07b8268d57128aca0724b70b68160376c94970ef (2026-01-05T21:34:25Z) |
| 21:36 |
MinetestBot |
[git] thierry-f-78 -> luanti-org/luanti: Add PlayStation 5 DualSense controller support (#16808) a3cc982 https://github.com/luanti-org/luanti/commit/a3cc982ecfa8cfa28a7f921250635539595d2265 (2026-01-05T21:35:01Z) |
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