| 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 |
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| 00:03 |
sfan5 |
can pipes have signs on them |
| 00:03 |
sfan5 |
wait that's a stupid question |
| 00:05 |
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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 |
| 00:08 |
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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 |
| 00:12 |
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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. |
| 00:24 |
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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 |
| 00:37 |
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| 01:24 |
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| 01:28 |
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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 |
| 02:33 |
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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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| 15:02 |
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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 |
| 21:52 |
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