Time  Nick          Message
05:24 jas_          https://youtu.be/cN3-aX7NpT8
05:24 jas_          !title
05:24 MinetestBot   jas_: Schtum - YouTube
07:03 C0rn3j        Hiya
07:05 C0rn3j        First off - why is the supported modding language LUA 5.1 which is EOL and 6 years old?
07:05 C0rn3j        as opposed to LUA 5.3  which is the current version
07:06 red-001       LuaJIT
07:07 C0rn3j        LuaJIT seems to be on 2.0.5 stable and the wiki says the game uses 5.1
07:07 C0rn3j        http://dev.minetest.net/Intro
07:09 red-001       LuaJIT doesn't support 5.2 or 5.3
07:26 Calinou       C0rn3j: yeah, we're bound to stay on Lua 5.1 forever
07:26 Calinou       literally everyone uses LuaJIT with Minetest
07:26 Calinou       and taking it out is not an option, plain Lua is just slow
07:27 C0rn3j        I see
07:27 C0rn3j        How much "power" does a modder have with Minetest when compared to Minecraft?
07:27 C0rn3j        Some mods like Thaumcraft did complete magic, are such mods possible in Minetest?
08:01 hisforever    Hi Everybody I run a flat setup but would like to have some elvaton in the world. How would I go about it?
08:09 sfan5         you can remove the flat setting from map_meta.txt
08:09 sfan5         this would result in newly generated terrain being hilly as usual without affecting existing flat terrain
08:10 hisforever    Thanks sfan5 that elp a lot
08:11 hisforever    elp = helped lol
08:27 C0rn3j        Also any chance there'll be Achievements any time soon?
08:31 Calinou       C0rn3j: in the default game? very unlikely
08:32 Calinou       C0rn3j: also, in Minetest, there's no "magic" elements in the default game, however there's many mods out there… but most modders prefer going for the "industrial" route rather than the "magic" one
08:33 C0rn3j        Was more referring to the magic of screwing with Minecraft insides to render awesome stuff
08:33 C0rn3j        And no Achievs? That's sad. That's one feature I find extremely important.
08:34 Calinou       most players apparently don't find it extremely important :)
08:34 C0rn3j        Imagine if Minetest ever gets big and there'll be hundreds of mods for it - if I'll have a 100 or 200 mods I can't possibly remember what all of them do or even have zero information, so achiev screen is really useful for that.
08:34 Calinou       oh, Minetest mods usually run on the server exclusively (there's client-side modding now, but it still cannot affect rendering)
08:35 Calinou       with a proper client mod (i.e. modifying the C++ core), you could do anything
08:35 Calinou       there's mods to add a crafting guide to the inventory, which is probably what you want
08:40 C0rn3j        Calinou: Not really, though I want that also.
08:41 C0rn3j        my MC modpacks range from 120 to 200 mods. The crafting inventory is absolutely filled with items there. Achievement screen still tells you "for this mod you can do these things!"
08:46 Calinou       oh, that kind of achivements
08:46 Calinou       it's more like a "progression tree" then
09:14 C0rn3j        Calinou: Sure, you could call it that but it ends up being the same really
09:18 Calinou       C0rn3j: I had Steam-like achivements in mind :P
09:18 Calinou       there's the "awards" mod which already provides these
09:18 Calinou       no progression trees, though…
09:19 C0rn3j        Calinou: yeah I'm more about the tree-like thing from original Minecraft
09:19 C0rn3j        Better Achievements remade it into something better, am sure the UI can be still improved tho.
13:17 JayTheNinja23 hi
13:17 JayTheNinja23 guys?
13:18 JayTheNinja23 who play minecraft?
13:26 JayTheNinja23 hi calebdavis
13:38 CalebDavis    hi Jay
15:59 Evidlo[m]     Are there any mod starter packs?  It would be nice if there was a package of recommended mods to replicate Minecraft gameplay
16:01 deltasquared  I haven't heard of any such modpack, though I have seen mods that specifically seems to attempt replicating minecraft things like the mobs (textures, models and all, that's probably actually infringing somewhere... *shrug*)
16:05 Evidlo[m]     It would be nice if there was at list a section on the wiki that said which mods work well together
16:05 red-001       mineclone?
16:18 VanessaE      Evidlo[m]: the heck with MC, just get Dreambuilder and you won't need anything else ;)
16:34 Raven262      Except maybe a better PC^
16:45 VanessaE      :P
16:49 Raven262      Okay, I didn't test dreambuilder on my new PC yet. I mean its been only a year since I got it anyway. :P
16:50 Raven262      VanessaE, Is dreambuilder modpack newer than the subgame?
16:50 VanessaE      correct.
16:50 Raven262      Okay then.
16:50 VanessaE      and dreambuilder isn't as resource-heavy these days compared to say a year ago
16:51 Raven262      Really?
16:51 VanessaE      yeah.
16:51 Raven262      I really liked the look of it overall, the only thing why i couldn't play it was the lag.
16:51 VanessaE      give it a go sometime.  it's gotten better.
19:17 d_deadlock    Hi, is there a way to change the texture of a node , that does not involve entities or swaps the node?
19:19 o11c          d_deadlock: you mean like dyes and stuf?
19:21 d_deadlock    actually i would like to make a node, that visually represents the content of its inventory
19:21 d_deadlock    similar to the furnace, but with many different states
19:22 d_deadlock    so i wonder if can replace one of the textures, instead of replacing the whole node
19:24 d_deadlock    i looked at the painting and the signs mod, they use entities. but i would rather avoid that, if possible
19:42 MinetestBot   02[git] 04DS-Minetest -> 03minetest-mods/mesecons: Check for falling nodes on MVPS move (#371) 131b10610 https://git.io/vdQoM (152017-10-18T19:40:25Z)
19:42 Hijiri_       d_deadlock: no you can't
19:42 d_deadlock    thanks
19:42 Hijiri_       np
19:43 d_deadlock    that's unfortunate, but it ends my searchings
19:44 Hijiri_       well, there's one way potentially, but it is hacky and I don't know if it's actually supported
19:44 Hijiri_       You could use nodes texture overlays, setting overlay_tiles to have something for every item that exists
19:45 Hijiri_       but you would need to override it in a minetest.after(0) because you need to wait for other items to be registered
19:45 Hijiri_       d_deadlock: ^
19:46 d_deadlock    ok, i'm not shure if should try that
19:46 Hijiri_       actually yeah that wouldn't work
19:46 Hijiri_       param2 is not big enough
19:46 d_deadlock    well, then
19:47 d_deadlock    i think i'll rather create 32 nodes and swap them
19:48 o11c          param2 has 256 values?
19:48 Hijiri_       yes I think so
19:48 o11c          so what's the problem?
19:48 o11c          (also, why is param1 so wasted?)
19:48 Hijiri_       I thought that d_deadlock needed a texture for every item that exists
19:48 d_deadlock    oh,no
19:49 d_deadlock    i need a visual reference for a counter
19:49 Hijiri_       actually overlay doesn't work the way I thought
19:49 Hijiri_       it just tells the dynamic coloring thing where to put the colors
19:50 d_deadlock    so it's just for creating nodes that look similar?
19:51 deltasquared  can someone fill me in on the original problem
19:52 deltasquared  partial context is confusing
19:53 d_deadlock    i was asking if ther is a way to change the texture of node
19:53 deltasquared  d_deadlock: change it when exactly
19:53 deltasquared  and define "change" here
19:53 deltasquared  dynamic/animated? modify it at load time?
19:54 MinetestBot   02[git] 04numberZero -> 03minetest-mods/mesecons: Publish some LuaC API (#348) 13cc860ac https://git.io/vdQ6f (152017-10-18T19:54:28Z)
19:54 MinetestBot   02[git] 04DS-Minetest -> 03minetest-mods/mesecons: MVPS: pull objects (#374) 13748446b https://git.io/vdQ6J (152017-10-18T19:53:22Z)
19:54 d_deadlock    e.g. when a player puts something in a chest, the chest displays a fill status
19:55 d_deadlock    so dynamic, but not an animation
19:55 deltasquared  d_deadlock: currently the only way to support this would be via different nodes, unfortunately.
19:55 o11c          d_deadlock: I'm not convinced overlay is worthless here
19:56 d_deadlock    Hijiri said so, too
19:56 deltasquared  the engine lacks a feature to switch textures based on a param value say - this would be a really cool thing to have though
19:56 deltasquared  you can colour them, but not completely diff. base texture
19:56 o11c          but it sounds like d_deadlock *doesn't* want a completeley new texture
19:56 o11c          just one that differs in a small area
19:57 deltasquared  a "fill status" suggests a bar, though.
19:57 deltasquared  it may not be completely different but it'd still be a different tile image as far as the game is concerned, *unless* the thing that changes is not part of the node
19:57 d_deadlock    yes, i was thinking of a bar, but i'm not set on that
19:57 deltasquared  though, that's getting into entities and stuff like that. *shudders*
19:58 d_deadlock    ^^
19:58 deltasquared  d_deadlock: if you would be willing to indicate fill status just by coloration, you could do it, there exists a paramtype for that already
19:58 deltasquared  *squints at docs*
19:58 d_deadlock    oh, im willing to consider that, what would i need to do that?
19:59 deltasquared  d_deadlock: hangon I'm looking
19:59 d_deadlock    take your time
20:00 deltasquared  d_deadlock: can you find lua_api.txt in your minetest installation? it will be handy to have when I do find it
20:00 d_deadlock    shure, just a moment
20:01 d_deadlock    it's open
20:02 deltasquared  d_deadlock: search for "Hardware coloring" in there
20:03 d_deadlock    line 433
20:03 deltasquared  I'm not too familiar with this area myself, however after that it mentions setting the node def's drawtype to "color", and param2 becomes an index into a palette texture
20:04 d_deadlock    oh, i see that now
20:05 deltasquared  so, colour multiplication... hmm.  you could tint a node that way, I guess
20:05 deltasquared  make it go from green to red as it gets full? :P
20:05 d_deadlock    that might be the solution
20:06 d_deadlock    thank you, i have to do some reading now
20:07 deltasquared  d_deadlock: reading, then several rounds of trial and error. :P
20:08 d_deadlock    most likely a lot of trial and error
20:18 jas_          https://www.twitch.tv/videos/183245707
20:19 jas_          !title
20:19 MinetestBot   jas_: Twitch
21:46 Billre        I have an issue where a player detector continues to falsely detect a player when that player logs out and no one else is in the chunk.
21:46 sofar         file a ticket against mesecons?
21:48 Billre        Is it mesecon or the game?  Can the game itself keep a chunk loaded for a second or two after a player logs out?
21:51 Billre        The player detector will reset itself after about a second if the chunk is still loaded