Time Nick Message 02:54 paramat will now merge game#1856 game#1849 02:54 ShadowBot https://github.com/minetest/minetest_game/issues/1856 -- Lava cooling: Increase interval to 2 by paramat 02:54 ShadowBot https://github.com/minetest/minetest_game/issues/1849 -- Separate player code into new mod by rubenwardy 03:01 paramat it is done 15:42 VanessaE is someone going to review #6042 soon? kinda waiting for that to go in...... 15:42 ShadowBot https://github.com/minetest/minetest/issues/6042 -- Make dropped items colorable by juhdanad 16:28 VanessaE thanks, Krock 17:14 Sokomine dropped items colorable? sounds good. is there a way to use what colorfacedir etc. offer inside formspecs? with item_image, item_image_button etc? 17:16 Sokomine ah. digging those colored blocks already gives the colored version, so there's a chance (probably got to do with itemstack metadata?). will check... 17:17 ThomasMonroe ah hi Sokomine 17:20 DS-minetest hm, item_image and button can maybe have any itemstrings. so make an itemstack, set its meta and make it to a string 17:27 Sokomine using an item stack might work, yes 19:11 paramat anyone understand player api well? i'm not completely sure this is correct game#1863 sfan5 rubenwardy ShadowNinja nore 19:11 ShadowBot https://github.com/minetest/minetest_game/issues/1863 -- Player_api: Integrate settable player collisionbox by paramat 21:43 false_chicken Hey everyone. I got a quick lua related question. How would I "export" the functions of a mod for use in other mods? I am not too familiar with Lua especially in the context of Minetest. Other languages I work in require a keyword for such a thing. Or obtaining a reference somehow from the code using the other mod. Thanks. 21:44 KaadmY No, Minetest's mods use a global namespace 21:44 KaadmY Just do `mymod = {stuff = function() print("Foobar!") end}` 21:44 false_chicken Ah. I see. Thanks! 21:45 false_chicken What about optional dependencies? 21:45 KaadmY Hm? 21:45 false_chicken I know you can define them in the depends file but am unsure how to go about checking if that mod exists before usage. Do I just check in its nil? 21:46 false_chicken if* 21:46 KaadmY if minetest.get_modpath("optionalmod") ~= nil then 21:46 false_chicken Ah ok. Awesome. Thanks again! 21:46 KaadmY In depends.txt you can put a ? after the mod name 21:46 KaadmY Which makes it optional IIRC 21:46 false_chicken That looks right. 21:46 KaadmY (Maybe the ? goes before the mod name though) 21:46 false_chicken Yeah I have seen mods do this. 22:01 sofar is the dependency required or optional? 22:02 sofar if the dependency is optional, just *use* it and let it crash if missing 22:02 sofar if optional, check the API functions instead of the mod folder 22:02 sofar checking the folder exists is useless if it was renamed 22:02 sofar also, #minetest is a good place for asking this 22:26 Lone-Star hello all. So I have built minetest from source and runs no problem, but would like to rebuild to put on the kid's pc's. so would I have to run "-DRUN_IN_PLACE=FALSE" ? 23:19 rubenwardy sofar, get_modpath works on mod names not folders 23:19 rubenwardy so it works even if the folder name is different to the name in mod.conf 23:20 rubenwardy however, I'd go with minetest.global_exists