| Time |
Nick |
Message |
| 00:47 |
VanessaE |
there, finally got a Dreambuilder update out the door :) |
| 01:06 |
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| 01:29 |
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| 01:46 |
rubenwardy |
do any mods rely on on_rightclick not being called if there's a formspec in the meta? |
| 01:46 |
rubenwardy |
I can see this being used for setting up a node |
| 01:47 |
rubenwardy |
congrats, VanessaE |
| 01:49 |
VanessaE |
I've been kinda dawdling :P |
| 01:49 |
VanessaE |
meanwhile... |
| 01:49 |
VanessaE |
-> dev |
| 01:51 |
rubenwardy |
I've looked at every single PR in minetest/minetest in the last few days |
| 01:51 |
rubenwardy |
well, at least the topic |
| 01:52 |
rubenwardy |
some of them I just didn't care about |
| 01:52 |
rubenwardy |
I'm a bit sick of reviewing by now |
| 01:52 |
VanessaE |
heh |
| 01:52 |
VanessaE |
I don't blame you. |
| 01:53 |
rubenwardy |
that PR looks fine to m |
| 01:53 |
rubenwardy |
*me |
| 01:53 |
rubenwardy |
just needs testing |
| 01:54 |
rubenwardy |
my aim is to get below 100 PRs without unreasonably closing them |
| 01:54 |
rubenwardy |
by the end of the month |
| 01:55 |
rubenwardy |
so, 10 down, 4 added by me, 51 to go |
| 01:55 |
rubenwardy |
I've been wondering how to keep Minetest relevant |
| 01:56 |
rubenwardy |
and I think the best way to do that is to make developing easier for outsiders |
| 01:56 |
rubenwardy |
not lowering quality control, just making it easier |
| 01:58 |
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| 01:59 |
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| 02:06 |
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| 02:06 |
Sokomine |
thanks for your work, rubenwardy |
| 02:06 |
rubenwardy |
:) |
| 02:07 |
rubenwardy |
anyway, I'm knackered |
| 02:07 |
rubenwardy |
it's 3am |
| 02:07 |
rubenwardy |
good night! |
| 02:07 |
|
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| 02:07 |
Sokomine |
as for not tracking current git anymore...i don't do that either. doesn't really help if the new version won't allow me to join servers |
| 02:07 |
Sokomine |
sleep well :-) |
| 02:09 |
Sokomine |
..which also means that the new version gets less testing. maybe i ought to run two versions... |
| 02:18 |
rdococ |
Moo. |
| 02:19 |
rubenwardy |
maybe worth having a dev-0.4.17 so that servers can at least test the bug fixes |
| 02:21 |
VanessaE |
rubenwardy: that would be highly useful. |
| 02:27 |
benrob0329 |
Would anyone be interested in me putting my videos on LBRY (which would be in full quality) for a small fee (still CC-BY-SA though) |
| 02:27 |
benrob0329 |
like 1 lbc (which is equal to about half a dollar rn iirc) |
| 03:50 |
benrob0329 |
(Offtopic, latest video) https://www.youtube.com/watch?v=NZ_rPzOqPy8 |
| 03:51 |
rdococ |
moo |
| 03:51 |
benrob0329 |
beep |
| 04:28 |
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| 05:38 |
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| 06:34 |
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| 07:09 |
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| 07:29 |
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| 08:02 |
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| 08:40 |
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| 09:02 |
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| 09:33 |
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| 09:54 |
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| 10:45 |
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| 11:35 |
Fixer |
ohi |
| 11:36 |
rubenwardy |
> 1TB hard drive |
| 11:36 |
rubenwardy |
> no disk space errors left when doing apt update |
| 11:36 |
rubenwardy |
> no disk space left error when doing apt update |
| 11:36 |
rubenwardy |
is df in bytes or kilobytes? |
| 11:37 |
rubenwardy |
https://gist.github.com/rubenwardy/931b5b70dac348ab8ce52fd8c9c6e87e |
| 11:37 |
rubenwardy |
why the hell is / 0? |
| 11:37 |
rubenwardy |
looks like they've given most of the 1TB to /home |
| 11:37 |
rubenwardy |
it's a server, it should be given to /var/www |
| 11:40 |
rubenwardy |
911GB is mounted to /home |
| 11:40 |
rdococ |
yay |
| 11:41 |
Zeno` |
df -h would be easier to read |
| 11:41 |
Fixer |
+1 |
| 11:41 |
Fixer |
i'm using `df -h` on linux exclusively |
| 11:42 |
Zeno` |
anyway, just shrink it and add another partition for /var/www |
| 11:42 |
rubenwardy |
just discovered that |
| 11:42 |
rubenwardy |
why not just enlarge sda2? |
| 11:42 |
Zeno` |
because it's not that big is it? |
| 11:43 |
Zeno` |
and IMO it's better to keep / on its own partition anyway |
| 11:43 |
rubenwardy |
how do I do this without lossing files? |
| 11:43 |
Zeno` |
shrink? |
| 11:43 |
Zeno` |
gparted should work fine |
| 11:43 |
rubenwardy |
shrink sda3 (/home) and add one for sda2 |
| 11:44 |
rubenwardy |
gparted is GUI right? This is a server |
| 11:44 |
Fixer |
yes iirc |
| 11:44 |
Fixer |
parted is CLI |
| 11:45 |
Zeno` |
http://alternativeto.net/software/parted/ |
| 11:45 |
rubenwardy |
I might just move my music from /var/www/music to /home/user |
| 11:46 |
Fixer |
gparted is gui frontend for parted iirc |
| 11:49 |
rubenwardy |
well, I've gained 2.8GB |
| 11:49 |
rubenwardy |
my music library is 10GB so the rsync must have failed |
| 11:55 |
sfan5 |
separate /home isn't that useful on servers anyway |
| 11:56 |
sfan5 |
2 parts: /boot + / would make way more sense |
| 11:57 |
rubenwardy |
I agree |
| 11:57 |
rubenwardy |
the tutorials I've found suggest using single user mode to modify parititons, but I don't have onsite access |
| 11:58 |
rubenwardy |
I'll see if they let me remotely use a key board or something |
| 11:58 |
sfan5 |
no ipmi? |
| 12:02 |
rubenwardy |
I can't see that mentioned in the control panel |
| 12:07 |
sfan5 |
if you do have serial access then that's likely via ipmi |
| 12:07 |
sfan5 |
also remote restarts and stuff |
| 12:08 |
rubenwardy |
lol, all the help sites suggest moving /var/www to /home, and linking them :( |
| 12:08 |
rubenwardy |
haacckk |
| 12:08 |
Fixer |
https://www.youtube.com/watch?v=9H79_kKzmFs |
| 12:10 |
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| 12:12 |
Zeno` |
not you don't link them |
| 12:12 |
Zeno` |
you edit /etc/fstab to mount the new partition at /var/www |
| 12:13 |
rubenwardy |
that's not creating a new partition |
| 12:13 |
rubenwardy |
that's moving eg /var/www to /home/www and linking /var/www -> /home/www |
| 12:13 |
jas_ |
apt autoclean |
| 12:13 |
rubenwardy |
done that |
| 12:13 |
rubenwardy |
that's not the problem |
| 12:13 |
jas_ |
oh |
| 12:13 |
rubenwardy |
the problem was the gigs of docker containers and music |
| 12:14 |
jas_ |
(that one always gets me) |
| 12:14 |
Zeno` |
umm, if you create a new partition and then mount the new partition at /var/www then that's not a link |
| 12:14 |
rubenwardy |
that's not what the sites were suggesting |
| 12:14 |
rubenwardy |
<@rubenwardy> lol, all the help sites suggest moving /var/www to /home, and linking them :( |
| 12:14 |
Zeno` |
*shrug* not the way I'd do it |
| 12:15 |
rubenwardy |
yeah, definitely a hack |
| 12:24 |
|
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| 12:32 |
|
paramat joined #minetest-hub |
| 13:16 |
Krock |
or symlinks everywhere |
| 13:17 |
rubenwardy |
I already symlink my configs to /deploy |
| 13:17 |
rubenwardy |
means I can git version all my config files |
| 13:17 |
Krock |
push to github :P |
| 13:18 |
rubenwardy |
it's a private repo :) |
| 13:19 |
Calinou |
hi |
| 13:19 |
rubenwardy |
I have 74 private repos on Github |
| 13:20 |
rubenwardy |
moving to bitbucket when my student membership expires will be fun |
| 13:20 |
rubenwardy |
especially as some of the repos are already on both |
| 13:20 |
Krock |
what will happen when the plan runs out? github can't make them public, so I guess they're just denying to push to it? |
| 13:21 |
rubenwardy |
for comparison, I have 55 public repos including forks |
| 13:21 |
rubenwardy |
no idea |
| 13:21 |
rubenwardy |
I'll have to use the bitbucket migrate script |
| 13:21 |
rubenwardy |
I imagine they'd give you a lot of warning, then just delete the |
| 13:21 |
rubenwardy |
or archive them |
| 13:21 |
rubenwardy |
or yeah, make them readonly |
| 13:24 |
Krock |
or set up your own gogs server to host everything yourself (TM) |
| 13:25 |
rubenwardy |
I'll consider it when I get there |
| 13:25 |
rubenwardy |
I trust a company more than myself with data security, however |
| 13:26 |
rubenwardy |
as in, both not losing the data and not exposing it |
| 13:39 |
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tenplus1 joined #minetest-hub |
| 13:39 |
tenplus1 |
hi folks |
| 13:39 |
Krock |
hi tenplus1 |
| 13:39 |
tenplus1 |
hey krock |
| 13:39 |
tenplus1 |
what's new ? |
| 13:40 |
Krock |
uhm.. the activity of the Minetest team, I think. |
| 13:40 |
tenplus1 |
anything interesting ? |
| 13:41 |
Krock |
just a few more bugfixes merged into MTG and a lot PRs that are being processed |
| 13:41 |
tenplus1 |
kewl, will check latest dev changes in a bit :D |
| 13:41 |
* tenplus1 |
noms chicken wrap :P |
| 13:44 |
rubenwardy |
in the last few days I've looked at every single PR on minetest/minetest, tenplus1 |
| 13:45 |
tenplus1 |
hi ruben... |
| 13:45 |
rubenwardy |
although I skipped lots that I didn't particularly care about |
| 13:45 |
rubenwardy |
hey |
| 13:45 |
tenplus1 |
any worthwhile ? |
| 13:45 |
rubenwardy |
quite a lot |
| 13:45 |
rubenwardy |
it's a real shame they weren't review |
| 13:46 |
rubenwardy |
as the majority of them are abandoned by their author |
| 13:46 |
tenplus1 |
shame indeed... |
| 13:46 |
rubenwardy |
I've adopted a few |
| 13:46 |
tenplus1 |
the pull process can be quite slow but that's only down to a few devs with too much to do, so cant be helped |
| 13:46 |
rubenwardy |
I adopted 4 PRs yesterday, however only 3 unique ones as 2 were duplicates |
| 13:47 |
tenplus1 |
you re-adding them as pulls or working on them off-git ? |
| 13:48 |
rubenwardy |
I've readded them and closed the old one |
| 13:48 |
rubenwardy |
I had to rewrite most of them |
| 13:48 |
tenplus1 |
kewl, will keep an eye out for those :) I check forums and git at least once a day :D |
| 13:48 |
rubenwardy |
actually, all but "check items clientside" were basically complete reimplementations, but using the old one as a guide |
| 13:49 |
tenplus1 |
what items ? craftitems ? |
| 13:49 |
rubenwardy |
dropped items |
| 13:50 |
rubenwardy |
it's a small fix that removes a hack |
| 13:50 |
rubenwardy |
wait, just realised it's backwards imcompatible |
| 13:50 |
rubenwardy |
well |
| 13:50 |
tenplus1 |
ah crap, was gonna check it out and add to my own fork of builtin_items :d |
| 13:50 |
rubenwardy |
only new clients connecting to a new server will be able to drop just one item |
| 13:50 |
rubenwardy |
so old clients can only drop the old stack |
| 13:51 |
rubenwardy |
not that big a deal |
| 13:51 |
tenplus1 |
how you mean drop one item, single or stack item ? |
| 13:54 |
Krock |
rubenwardy, as you're the first and probably the only who would look at the builtin item cleanup: I tested it a few times and tenplus1 uses it in his builtin_item mod without problems |
| 13:54 |
tenplus1 |
github.com/tenplus1/builtin_item |
| 13:54 |
Krock |
indeed, just had to look there again to make sure I'm right :3 |
| 13:54 |
tenplus1 |
*cough* has flowing water pushing items around and sliding on ice |
| 13:55 |
Krock |
one of which we have a PR waiting 8) |
| 13:56 |
rubenwardy |
fair |
| 13:56 |
tenplus1 |
mwhehehehe |
| 13:56 |
rubenwardy |
removed the testing needed label |
| 13:57 |
Krock |
good thanks. I'm afraid it would stay there for a long time if it kept the testing label |
| 13:57 |
rubenwardy |
the problem is that we have basically no automated testing |
| 13:57 |
rubenwardy |
see https://github.com/minetest/minetest/pull/6240 |
| 13:57 |
rubenwardy |
so you have to manually check that nothing bad has changed in terms of functionality |
| 13:58 |
Krock |
already seen it. But to test most of the features, we'd need a player who enters all possible combinations |
| 13:58 |
rubenwardy |
which would be fair enough, if you didn't have to read the old code which tends to be obscur |
| 13:58 |
rubenwardy |
Krock, with separation of concerns you can get a pretty high unit test coverage |
| 13:59 |
rubenwardy |
and dependency injection |
| 13:59 |
rubenwardy |
Minetest doesn't really do that though |
| 13:59 |
tenplus1 |
lost me there :P |
| 13:59 |
Krock |
but the better unit test are, the more likely it is that you need tests for the unit tests |
| 13:59 |
rubenwardy |
nah |
| 13:59 |
rubenwardy |
I've found many bugs by getting 97% unit coverage on parts of my game |
| 14:00 |
rubenwardy |
like, I had this jittering issue with entity synchronisation and it turned out that the entity interpolation code was slightly wrong |
| 14:00 |
tenplus1 |
ruben, could that have anything to do with entities getting stuck in solid nodes ? |
| 14:01 |
rubenwardy |
my game, meaning my game that isn't Minetest |
| 14:01 |
Krock |
tenplus1, that's not the same game we're talking about |
| 14:01 |
tenplus1 |
oh ok :P |
| 14:01 |
Krock |
tenplus1, you also have to separate the builtin item from other entities |
| 14:01 |
rubenwardy |
https://i.rubenwardy.com/dg7iiiPQrN.png |
| 14:01 |
Krock |
as the builtin item isn't always physical (which makes it colliding with objects) |
| 14:15 |
tenplus1 |
Mobs Redo API and Animals now has russian translation |
| 14:16 |
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zorman2000 joined #minetest-hub |
| 14:16 |
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paramat joined #minetest-hub |
| 14:16 |
tenplus1 |
hi zorman, hi paramat |
| 14:17 |
zorman2000 |
Hi all |
| 14:17 |
tenplus1 |
o/ |
| 14:17 |
zorman2000 |
\o |
| 14:17 |
tenplus1 |
lol |
| 14:18 |
zorman2000 |
I have a question. I know paramat has mentioned before he would implement the biome_at_pos() function... |
| 14:18 |
zorman2000 |
But meanwhile, what is the best way to detect in which biome I'm at? |
| 14:18 |
zorman2000 |
From a mod, of course |
| 14:19 |
tenplus1 |
is it for anything specific ? |
| 14:19 |
zorman2000 |
Well, I forked BlockMen's Ruins mod and I'm trying to improve it |
| 14:19 |
zorman2000 |
One thing I would like is to choose the material for the ruins depending on the biome |
| 14:20 |
zorman2000 |
If I'm in a forest --> wood, if I'm on desert, then sandstone, if on snow, snowblocks, and so on |
| 14:20 |
tenplus1 |
how is the ruin itself generated ? with abm or on_generate |
| 14:21 |
zorman2000 |
on_generated() |
| 14:21 |
zorman2000 |
It has some Perlin noise parameters |
| 14:21 |
zorman2000 |
Can the perlin noise params match a biome? |
| 14:22 |
tenplus1 |
you could easily do a quick get_nodes_in_area before the ruin is generated and calcualte how many of a certain node it has |
| 14:22 |
zorman2000 |
That is what I was thinking |
| 14:22 |
tenplus1 |
if it has so many dirt/wood you place wood, so many sandstone/sand you place sandstone etc. |
| 14:23 |
zorman2000 |
But since get_nodes_in_area is relatively slow, I wanted to know if perlin noise helped here |
| 14:23 |
zorman2000 |
Or maybe perlin noise is slower |
| 14:23 |
zorman2000 |
I don't know how to work with perlin noise |
| 14:23 |
tenplus1 |
and it'll only ever GET that node list if the ruin will be placed anyhow so you arent losing any speed |
| 14:23 |
zorman2000 |
Hmmm I see |
| 14:23 |
tenplus1 |
perlin depends on the map settings and not all settings are the same |
| 14:23 |
tenplus1 |
especially on older maps |
| 14:23 |
zorman2000 |
It is because it depends on mapgen, I think? |
| 14:24 |
tenplus1 |
check my ambience mod, that's how I determine biome sounds: github.com/tenplus1/ambience |
| 14:24 |
zorman2000 |
Ok, I will check it, I have it installed :) |
| 14:25 |
zorman2000 |
And it works good enough since I was exploring a cave yesterday and started to hear water a good few nodes before we discovered the waterfall |
| 14:25 |
zorman2000 |
Hehe |
| 14:27 |
tenplus1 |
the way I use it is very lite on servers, and since you'll only ever call it once on ruin generation it's easy to count nodes specific to a certain biome and place exactly what you want :) |
| 14:27 |
zorman2000 |
Ok, that has convinced me enough |
| 14:27 |
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| 14:27 |
zorman2000 |
I will use that method |
| 14:27 |
tenplus1 |
ehehe |
| 14:27 |
tenplus1 |
hi sniper |
| 14:27 |
zorman2000 |
Thanks tenplus1! |
| 14:28 |
zorman2000 |
I'm leaving, have a good day folks! o/ |
| 14:28 |
tenplus1 |
laters zorman |
| 14:28 |
tenplus1 |
!next |
| 14:28 |
ShadowBot |
Another satisfied customer. Next! |
| 14:29 |
tenplus1 |
finally get to use that :PP ehehheeheh |
| 14:29 |
zorman2000 |
Yes! |
| 14:29 |
zorman2000 |
See you all |
| 14:29 |
tenplus1 |
o/ |
| 15:00 |
rubenwardy |
new blog post: https://blog.rubenwardy.com/2017/08/13/multiplayer-topdown-sandbox-game/ |
| 15:00 |
rubenwardy |
Krock, tenplus1: that's the game I was talking about ^ |
| 15:00 |
tenplus1 |
le click |
| 15:01 |
tenplus1 |
somehow looks like an indie game :D |
| 15:01 |
rubenwardy |
yeah lol |
| 15:03 |
tenplus1 |
ruben, was it yourself that re-wrote the bucket mod ? |
| 15:03 |
Krock |
nice |
| 15:03 |
rubenwardy |
no, that was Jordach |
| 15:03 |
tenplus1 |
gotcha... forgot who did it... ahahaha |
| 15:03 |
tenplus1 |
am still using the bucket re-write on Xanadu, it's very good... maybe a pull is in order.. *hint* Jordach |
| 15:03 |
paramat |
working out biome from heat and humidity noise will be complex in a mod, you would have to reproduce a voronoi diagram and calculate distance to each biome point |
| 15:03 |
Jordach |
fuck that |
| 15:04 |
Jordach |
my temptation to write a proper engine myself is getting there |
| 15:04 |
tenplus1 |
lol |
| 15:04 |
paramat |
just getting nearby nodes is simpler and probably quicker |
| 15:04 |
paramat |
and will work with custom heat and humidity noises |
| 15:04 |
tenplus1 |
werent you working on a minetest.get_biome(pos) paramat ? that used existing mapgen math |
| 15:04 |
rubenwardy |
that is a very needed feature imo ^ |
| 15:05 |
paramat |
oh missed zorman |
| 15:05 |
paramat |
yes i will add that for 0.5 |
| 15:05 |
paramat |
just waiting for inspiration |
| 15:06 |
tenplus1 |
yeah, will be a good feature, having mod would be a pain and prolly not work if mapgen settings differ |
| 15:27 |
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| 15:27 |
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TommyTreasure joined #minetest-hub |
| 15:28 |
tenplus1 |
wb tommy |
| 15:28 |
TommyTreasure |
ty, power issues |
| 15:28 |
* tenplus1 |
donates a UPS to tommy :P |
| 15:29 |
TommyTreasure |
has one, but 'puter forgot to connect to the ups output |
| 15:31 |
tenplus1 |
erk :P |
| 15:32 |
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DI3HARD139 joined #minetest-hub |
| 15:32 |
tenplus1 |
di DI3HARD139 |
| 15:32 |
tenplus1 |
*hi |
| 15:32 |
DI3HARD139 |
Hello |
| 15:32 |
tenplus1 |
o/ |
| 15:33 |
* tenplus1 |
is thinking of what mods to add lucky blocks to |
| 15:34 |
Krock |
nyan heaven. |
| 15:34 |
tenplus1 |
explain? |
| 15:35 |
tenplus1 |
I have exploding nyan & pbj pup as bad luck blocks :P |
| 15:37 |
* tenplus1 |
loves the dry bush attack [?] block :P |
| 15:37 |
Fixer |
Jordach: no you are not |
| 15:37 |
tenplus1 |
hi fixer |
| 15:37 |
Fixer |
hi |
| 15:40 |
tenplus1 |
brb |
| 15:56 |
rubenwardy |
Hi! |
| 15:57 |
rubenwardy |
There's a link here to my old site: https://forum.minetest.net/viewtopic.php?id=1087 |
| 15:57 |
rubenwardy |
please may you change it to https://rubenwardy.com/minetest_modding_book ? |
| 15:57 |
rubenwardy |
(my old site was multa.bugs3.com) |
| 15:58 |
tenplus1 |
kewl... didn't know you were Jeija |
| 15:58 |
rubenwardy |
I'm not |
| 15:58 |
tenplus1 |
lol |
| 15:59 |
rubenwardy |
I just took over writing his tutorial |
| 15:59 |
tenplus1 |
your tutorial site is pretty handy :) |
| 15:59 |
rubenwardy |
Basically. Jeija wrote a tutorial. I rewrote large parts of the english version. My version was then used to make the Intro article on the wiki. I then wrote minetest modding book as I wasn't happy on the direction |
| 16:01 |
tenplus1 |
Minetest really needs a good guide for commands and decent examples to show them off... |
| 16:01 |
tenplus1 |
that's how I re-wrote the AMOS Instruction Manual as a plugin for the programming editor |
| 16:01 |
rubenwardy |
chat commands? |
| 16:01 |
tenplus1 |
lua commands |
| 16:02 |
rubenwardy |
ag |
| 16:12 |
tenplus1 |
can you think of any good traps or troll blocks for Lucky Blocks ? |
| 16:17 |
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| 16:41 |
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| 16:41 |
tenplus1 |
wb |
| 16:42 |
tenplus1 |
hi Nate |
| 16:44 |
tenplus1 |
if I add a pull for moreblocks to add lucky_blocks would it be added ? or would I be better just adding it to lucky_blocks mod itself ? |
| 16:46 |
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| 16:47 |
tenplus1 |
hi nrz |
| 16:47 |
nerzhul |
hi |
| 17:09 |
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| 17:12 |
Raven262 |
hi tenplus1 |
| 17:12 |
tenplus1 |
hi raven :P |
| 17:13 |
* Raven262 |
just woke up. |
| 17:13 |
tenplus1 |
ehehe, lazy sunday :P |
| 17:18 |
Raven262 |
Have you seen the update to my mod, tenplus1? |
| 17:18 |
tenplus1 |
the amber update, yes... rare items to be found while mining :P |
| 17:19 |
Raven262 |
Yea |
| 17:19 |
Raven262 |
And glass nodes |
| 17:20 |
tenplus1 |
nice :) |
| 17:20 |
Raven262 |
Now i can say that i have a steady base upon which to build a mod. |
| 17:20 |
tenplus1 |
heh, it's looking good :P |
| 17:20 |
Raven262 |
thanks |
| 17:20 |
tenplus1 |
am working on LB mod adding [?]'s for moreblocks |
| 17:20 |
Raven262 |
how? xD |
| 17:21 |
Raven262 |
Circular saw, or only moreblocks support? |
| 17:21 |
tenplus1 |
for now I've added all the moreblocks nodes and circular saw as drops... now I gotta turn some of those into drops, some into traps and maybe add a new LB feature for floors |
| 17:22 |
Raven262 |
Great. Now you can get every node's circular saw microblocks |
| 17:23 |
Raven262 |
People are gonna get their inv filled up very fast. |
| 17:23 |
tenplus1 |
personally I dont like that circular saw makes so many stairs for each node... |
| 17:24 |
Raven262 |
There are basically too many of them. Yet some are missing. |
| 17:24 |
tenplus1 |
stair, slab, corner stair, inverted corner stair and slope is all that's really needed |
| 17:25 |
Raven262 |
And those slabs ranging from 1/8 to 7/8? |
| 17:25 |
tenplus1 |
xdecor mod didnt register as many and I still felt it was too much |
| 17:26 |
tenplus1 |
would be nice if minetest worked on shapes... you register say 40 shapes and can place them and ADD a texture to that shape without the need to register it as a node |
| 17:26 |
Raven262 |
You'll see when someone gets "orange wool inverted corner slope" :P |
| 17:26 |
tenplus1 |
heh |
| 17:28 |
Raven262 |
It is strange how biomes in minetest are developed to be on the surface, even though most of the game is happening below it. |
| 17:28 |
tenplus1 |
heh yeah... we need underground biomes |
| 17:29 |
Raven262 |
I just happen to need them for my mod |
| 17:29 |
tenplus1 |
something to replace stone surface and add decoration to both surface and ceiling |
| 17:29 |
Raven262 |
yes, that would be awesome |
| 17:29 |
* tenplus1 |
looks at paramat |
| 18:10 |
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| 18:10 |
tenplus1 |
hi lisac |
| 18:11 |
lisac |
Hi tenplus1 |
| 18:12 |
tenplus1 |
:P |
| 18:15 |
paramat |
yeah i plan to enable decorations for floor and ceiling |
| 18:16 |
paramat |
i'll consider a definable floor surface too |
| 18:16 |
tenplus1 |
w00t! thanks dude |
| 18:17 |
tenplus1 |
was thinking of a minetest.find_nodes_in_area_under(pos1, pos1, node_list, under_list) to help with on_generate decor |
| 18:18 |
tenplus1 |
instead of the find_nodes_in_area_under_air you can customize what it's under... so finding air under stone for example for stalagtites |
| 18:19 |
paramat |
might be useful for some purposes, not for core mapgen though |
| 18:22 |
tenplus1 |
true |
| 18:30 |
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| 18:30 |
tenplus1 |
hi Megaf |
| 18:30 |
Megaf |
Greetings |
| 18:30 |
* Megaf |
roars |
| 18:32 |
tenplus1 |
hrm, minetest.after doesnt seem to be behaving itself |
| 19:15 |
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| 19:16 |
tenplus1 |
hi bigfoot |
| 19:19 |
tenplus1 |
Lucky Blocks updated to 0.7 - added moreblocks support and new floor painting feature |
| 19:37 |
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| 19:38 |
tenplus1 |
hi caleb |
| 19:38 |
CalebDavis |
hi ten, bigfoot |
| 19:39 |
tenplus1 |
heh |
| 19:51 |
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| 19:54 |
tenplus1 |
wb paramat |
| 19:55 |
tenplus1 |
either/or... will still call you bigfoot regardless :D |
| 19:58 |
rubenwardy |
[] causes errors in my brain's regex parsing |
| 19:59 |
rubenwardy |
"why is there braces in their name?" |
| 19:59 |
rubenwardy |
Doesn't matter that much |
| 20:00 |
tenplus1 |
ehehehehe |
| 20:02 |
tenplus1 |
nite folks o/ |
| 20:02 |
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| 22:45 |
benrob0329 |
hello |
| 22:58 |
shivajiva |
Hi benrob o/ |
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| 23:14 |
benrob0329 |
whats up shivajiva |
| 23:15 |
benrob0329 |
? |
| 23:34 |
shivajiva |
not much, nearly time for me to sleep |