Time Nick Message 12:25 MinetestBot tenplus1: Mar-01 16:03 UTC baked clay interferes with unified dyes' light grey recipe. 12:25 tenplus1 hi folks 12:25 tenplus1 hey Krock 12:27 tenplus1 VanessaE: light grey recipe ? 12:27 VanessaE yeah 12:27 VanessaE dye mixing 12:27 tenplus1 also hi :) 12:28 VanessaE iirc white+white+black produces one shade but it's supposed to produce a different shade 12:28 tenplus1 I'll add a mod check and if unifieddye is present the recipe wont be added 12:28 VanessaE I guess bakedclay is redefining the recipe. fix it :) 12:28 VanessaE thanks :) 12:28 tenplus1 lol 12:28 VanessaE also hi 12:31 tenplus1 o/ calcul0n 12:32 tenplus1 updated 12:32 calcul0n hi 12:37 tenplus1 sponges were added to ethereal mod's coral regions :) 12:45 tenplus1 anything interesting been happening ? 13:02 rubenwardy tenplus1: Jordach's set_sky PR was finally able to be merged 13:02 tenplus1 hi ruben, sweet :) I liked that pull... 13:02 tenplus1 how's the tool damage issue coming along ? 13:06 tenplus1 ah kewl #8959 was merged, hope this fixes set_wielded_item :) 13:06 ShadowBot https://github.com/minetest/minetest/issues/8959 -- Punchwear (improved) by sfan5 13:07 sfan5 ah oh 13:07 tenplus1 hi sfan5 :) thx for fix 13:08 sfan5 I have another thing 13:08 tenplus1 whassat ? 13:08 sfan5 the reason that get_velocity() in mobs_redo "sometimes" returned nil is that you call get_velocity() after calling remove() on the entity 13:09 sfan5 the proper fix for this is here: http://sprunge.us/Hj8DqS 13:09 tenplus1 ah nice, I always assumed that once remove() was called then mob functions would cease to continue 13:09 sfan5 yeah that makes sense to me too, but the engine didn't use to do that 13:10 tenplus1 ahh, checking fixes... 13:10 tenplus1 thanks, will amend api 13:11 sfan5 with that, it should also be unnecessary to check if get_velocity() is nil 13:12 tenplus1 already added fix for that 13:17 tenplus1 mobs redo api updated with changes 13:18 tenplus1 am surprised no-one added a pull request for this 13:32 Sokomine nice to see that mobs redo is updated 13:32 Sokomine i still wish for more intelligent mobs :-) 13:32 tenplus1 hi sokomine 13:32 tenplus1 from what I've seen pathfinding has had improvements in 5.2dev :) so that'll help 13:32 tenplus1 other than that it's up to do_custom function to add any additional mob tweaks 13:33 Sokomine my own experiments some time ago (although based on mobkit) didn't work out yet the way i'd like to 13:33 tenplus1 did you see the schematic builder npc's ? those are pretty nicely done 13:34 Sokomine no, i havn't checked those out yet. i need some of those myself (though mine don't need to be aware of the great scheme of things...just build at one location what the location says ought to be done there) 13:35 tenplus1 was fun watching an npc wandering around a plot and crafting a house from scratch :) impressive 13:35 tenplus1 and yeah, mobkit looks interesting but does need more work to be simpler to use 13:37 tenplus1 minetest is having a lot of new things added from many people that make it stand out :) and not just another minecraft clone like MineCraft2 13:37 Sokomine yes...but if the npc is aware of the schem as such, that's not particulary new. cornernotes towntest did that a long while ago. and afaik someone added support for multiple npc 13:37 tenplus1 MineClone2 even 13:38 Sokomine exactly :-) there are a lot of nice mods and games out there. wish i had more time. and more cooperative mobs :-) 13:39 tenplus1 heh 13:39 tenplus1 give it time 13:39 tenplus1 sorcerykid has many amazing mods out there :P been keeping an eye on his stuff tpp 13:45 Sokomine oh yes, definitely. socerykid does intresting stuff. it's a pity that socerykids server allows pvp 13:46 Sokomine (non-consensual one, that is. i don't like that and thus miss much of what socerykid develops) 13:46 tenplus1 his formspec work looks interesting 13:46 Sokomine oh yes. definitely 13:52 tenplus1 speaking of which, I really shoudl work on converting inventory+ formspecs to use sfinv one of these days 14:07 rubenwardy *her 14:07 tenplus1 ? 14:08 rubenwardy Sorcerykid is a she :) 14:09 tenplus1 ohh 14:09 tenplus1 oops 14:09 tenplus1 wb calcul0n 14:20 tenplus1 laters all o/ 14:21 Fixer \o 18:44 tenplus1 hi folks, back :) 18:45 tenplus1 jsut tested latest dev, exploded a tnt next to a mob (which usually works) and got this: https://pastebin.com/HtSCK8Ri 19:11 tenplus1 https://github.com/minetest/minetest_game/issues/2615 19:19 sfan5 hm 19:21 tenplus1 hi again... it's a strange one, tnt.boom is called at a position, it gets all entities in radius around it, calculates knockback and damage and fails on mobs only ?!?! this worked in previous builds ok, dunno what's changed now 19:30 sfan5 mobs_redo defines an on_blast, the tnt mod calls this and afterwards the mob no longer exists 19:30 sfan5 which causes this error 19:32 tenplus1 double damage, removing mob and causing nil velocity for an object tnt found but no longer exists 19:32 sfan5 on_blast does the same punch thing the tnt code does too https://a.uguu.se/iU5UTx0B8fDP_9nj7tr5.png 19:32 sfan5 my suggestion here is to remove the :punch() in mobs_redo and return true, true, {} instead 19:33 tenplus1 testing :D 19:35 tenplus1 by doing that it no longer harms the sheep 19:35 tenplus1 because it has it's own on_blast function 19:37 sfan5 does it? 19:37 tenplus1 yes, when tnt explodes is should call the entities/nodes on_blast feature 1st beforeit's own 19:38 tenplus1 https://github.com/minetest/minetest_game/blob/master/mods/tnt/init.lua#L183 19:39 sfan5 the only difference here is that the tnt code checks for the "immortal" group 19:39 sfan5 and it turns the chicken is actually marked as immortal 19:39 tenplus1 mobs are immortal, it's internal code handles damage 19:40 tenplus1 on_blast returns: do_damage do_knockback and entity_drops tho, so will try false false {} 19:40 tenplus1 that works 19:41 tenplus1 will use that instead and have api handle kb 19:41 tenplus1 thx for help :) 19:41 sfan5 there's a better solution 19:41 sfan5 probably 19:41 tenplus1 this will save changing tnt mod at all 19:42 sfan5 oh great exploding it near a worldedit region marker also crashes 19:42 tenplus1 yup, that's why I changed that tnt line in issue, just incase 19:42 tenplus1 temp fix 19:43 sfan5 tenplus1: this should work too, but I can't test it right now https://a.uguu.se/HnCPBwHsemnv_1afuJwh.png 19:43 Sokomine tenplus1: you shall not play with tnt 19:44 tenplus1 thanks sfan but no longer needed, mob api handles it all, just needs false false {} for now :) 19:45 tenplus1 may need that in tnt mod tho incase of wordedit marker or signs text, itemframe entity etc 19:45 tenplus1 hi ssieb 19:45 sfan5 does mobs_redo already have its own knockback code? 19:45 ssieb hi 19:45 tenplus1 yes, when mob punched the on_punch handles everything 19:47 tenplus1 changed issue so say latest mobs api works but WE marker doesnt :) 19:48 tenplus1 https://notabug.org/TenPlus1/mobs_redo/src/master/api.lua#L2766 19:50 sfan5 ok the reason it crashes on worldedit markers is that punching the region cube will delete both markers 19:50 tenplus1 so a fallback in tnt mod might just help for anything that weirdly disappears before it's handled with 19:52 tenplus1 on_blast may need to be added to worldedit entities tho just incase 19:52 sfan5 you can't expect mods to do the work to prevent mtg from crashing 19:53 sfan5 but yeah region markers should be immune from explosions 19:54 tenplus1 the tnt line 188 change to: local obj_vel = obj:get_velocity() or {x=0, y=0, z=0} will fix all entities tho 19:56 tenplus1 since tnt mod uses an api to explode things it's only fair it should have a fallback 20:19 tenplus1 +100 sfan5 :P 20:33 tenplus1 o/ 23:54 rubenwardy !tell tenplus1 mobs/api.lua:235: attempt to index a nil value 23:54 MinetestBot rubenwardy: I'll pass that on when tenplus1 is around 23:56 sfan5 update your mobs_redo 23:58 rubenwardy it's up to date to ContentDB 23:59 rubenwardy is mobs redo rolling release? Can I just issue a new release?