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IRC log for #minetest, 2016-02-14

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All times shown according to UTC.

Time Nick Message
00:00 kaadmy or older
00:00 sofar git checkout -b 6cd2b3b445bf558fda1e5a7908adef8e3a45449a old
00:00 kaadmy thanks
00:00 sofar kaadmy: you know how to work with branches?
00:00 RealBadAngel use reset to reset the branch to state of specific commit
00:01 sofar sure, that could work as well
00:01 sofar git reset --hard $id
00:01 kaadmy sofar: not really :D
00:03 sofar https://imgs.xkcd.com/comics/git.png
00:03 kaadmy heh i've seen it before :)
00:03 kaadmy ^ basically how i use git, too
00:05 RealBadAngel sofar, http://i.imgur.com/9QWRx6Q.png :P
00:05 RealBadAngel thats easier ;)
00:09 sofar yawn, ui's are for youngsters
00:09 kaadmy yea
00:10 kaadmy /real/ people use a command line for git
00:10 RealBadAngel real masochists you mean propably ;)
00:11 sofar what ui is that anyway?
00:12 RealBadAngel try to discard or allow code hunks when there are conflicts from command line, good luck ;)
00:12 RealBadAngel sofar, smarrgit 7.1.0
00:12 RealBadAngel *smartgit
00:13 sofar not open source, next?
00:15 RealBadAngel idc if its open or not
00:15 RealBadAngel it works as it should
00:15 RealBadAngel and is free
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00:42 rubenwardy Hi all
00:42 kaadmy hi
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00:54 rubenwardy Are there any good anti-(chat)-spam mods?
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01:12 sofar hmm
01:12 sofar it would be nice to have some decent server admin tools in minetest-mods
01:13 rubenwardy You can fork email and report into there
01:14 rubenwardy If nothing else exists, I may write nospam
01:15 sofar I'm not a fan of forking into minetest-mods, as it kills the issues/prs and wikis if there were any
01:15 sofar the easiest procedure I've found is to have repos moved to me personally. and then I move them through to minetest-mods
01:16 sofar rubenwardy: but if they're yours, why not move them yourself?
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01:18 sofar rubenwardy: forceload, awards perhaps, too?
01:18 rubenwardy I'm hesitant to break links
01:19 rubenwardy I guess I could fork back
01:19 sofar the links move with the moving of the repo
01:19 sofar so that's nicely covered
01:19 sofar e.g. https://github.com/minetes​t-mods/moreblocks/network
01:20 sofar oh, sure, web links, yes
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01:20 sofar I've just gone and moved forum links
01:30 rubenwardy Maybe later, doing something else atm
01:30 rubenwardy http://donbatman.github.io/
01:30 rubenwardy Urgh
01:30 rubenwardy 1. Misuses "open source"
01:30 rubenwardy 2. Calls me rubanwardy
01:30 rubenwardy 3. Puts my modding book in an iframe for absolutely no reason
01:31 rubenwardy "All our work is free and opensource. Download it, use it, share it or modify it all you want. Just do not use it to make money."
01:34 Fixer i love that feeling when water grief is cleaned out
01:35 Fixer good night
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01:39 sofar rubenwardy: https://github.com/DonBatman/D​onBatman.github.io/issues/new
01:39 rubenwardy yeah
01:39 rubenwardy will do
01:41 sofar I'm gonna see if I can close some really old PRs/issues in minetest-mods
01:41 sofar live up to our expectations ;)
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03:22 jordan4ibanez What is the mod that adds in palm trees?
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03:24 iio7 Is it possible to do some mod profiling to figure out which mods are the most demanding, and if yes, how?
03:24 rubenwardy moretrees?
03:24 rubenwardy iio7, mod_profiler in minetest.conf (I think)
03:24 rubenwardy then it runs from load time, recording stuffs
03:25 rubenwardy then type /save_mod_profile
03:25 iio7 rubenwardy, thanks a lot!
03:25 rubenwardy and it will print it to debug.txt
03:25 rubenwardy mod_profiler = true
03:25 rubenwardy in minetest.conf. It may be mod_profile or something else, idk
03:26 iio7 mod_profiling, thanks! Just what I was looking for.
03:28 rubenwardy gtg
03:28 jordan4ibanez Are there any biome mods?
03:28 rubenwardy !mod v7
03:28 MinetestBot rubenwardy: Too short search term.
03:28 rubenwardy !mod biome
03:28 MinetestBot rubenwardy: Snow Biomes [snow] by Splizard - https://forum.minetest.net/viewtopic.php?t=2290
03:28 rubenwardy nevermind
03:29 iio7 jordan4ibanez, ethereal for mapgen v7 and biomes_lib AFAIK
03:29 rubenwardy I remember there were some before MTG got v7 biomes, but I can't remember the name
03:29 iio7 jordan4ibanez, both on Github
03:33 iio7 For some reason I am not getting a debug.txt
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03:40 jordan4ibanez iio7: Thank you
03:41 jordan4ibanez iio7: want to try a ridiculously overpacked gamemode?
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04:58 jordan4ibanez sfan5, does worldedit have an api function for loading schematics into the world?
05:04 sofar mts schematics can be loaded from lua without worldedit
05:04 sofar https://github.com/minetest/minetes​t/blob/master/doc/lua_api.txt#L2305
05:14 jordan4ibanez sofar, minetest.place_schematic(pos, minetest.get_modpath("mod").."/schem.we") doesn't seem to work
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05:27 MinetestBot [git] paramat -> minetest/minetest_game: Consolidate ABMs 7d2dfe4 https://git.io/vgy2l (2016-02-14T05:22:20Z)
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09:11 MinetestBot [git] RealBadAngel -> minetest/minetest: Use proper variable types for uniform sampler layers cfc8e44 https://git.io/vgyPu (2016-02-14T10:01:30+01:00)
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10:33 MinetestBot [git] sofar -> Jeija/minetest-mod-mesecons: Doors: Use new mesh door API if available fb4c440 https://git.io/vgyM6 (2016-02-14T11:30:52+01:00)
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10:41 Obani yo
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10:56 emj should nick name compeltion work in the chat interface?
10:56 emj i.e. the things that show up when I type t and /
10:57 emj note I'm a complete newb on minetest so I might be missing something obvious.
10:58 emj if I press F10 type e and then tab I get "emj:" but not with I do that in the chat interface. Is this just because I 'm using a bad version
11:04 est31 no
11:05 est31 f10 is more sophisticated
11:05 est31 it has many more additional features than just nick completion
11:05 est31 one is history
11:05 est31 accessible by pressing up and down
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11:20 emj Thanks for the answer. :-)
11:20 emj That is sad though...
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11:59 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Merge branch 'fix_pistons' of https://github.com/HybridDog/minetest-mod-mesecons into HybridDog-fix_pistons c98805a https://git.io/vgy9r (2016-02-14T12:55:18+01:00)
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12:20 Megaf heya
12:20 Megaf !server Megaf
12:20 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/9, 0/0 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 7ms
12:20 Megaf !server players:less
12:20 MinetestBot Megaf: No results
12:20 Megaf !server player:less
12:20 MinetestBot Megaf: No results
12:20 Megaf !server players:fewer
12:20 MinetestBot Megaf: No results
12:20 Megaf I give up
12:21 gamemanj !server local f = nil local fi = 65536 for k,v in ipairs(servers) do if v.players < fi then f = k fi = v.players end end return f
12:21 MinetestBot gamemanj: No results
12:21 gamemanj nope
12:21 Wuzzy What language does Minetest use when the language setting is not present in minetest.conf?
12:21 gamemanj Wuzzy: Presumably English?
12:21 Megaf your systems
12:21 Wuzzy e.g. does it use an environment variable, and if yes, which one?
12:22 gamemanj If Megaf's right, then probably LOCALE
12:22 gamemanj or LANG
12:23 Wuzzy ok I just tried out “LANG=en minetest” in Minetest and it worked
12:23 Wuzzy but “LANGUAGE=en minetest” also works...
12:23 Wuzzy hmmm, should I use LANG or LANGUAGE?
12:23 Wuzzy but LOCALE=en is ignored, unsurprisingly
12:24 Wuzzy Another question: What about Windows?
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12:24 Wuzzy is there even a reliable way to fetch the Windows system lanaguage in Minetest mods?
12:24 Wuzzy or do we even have an API call for that?
12:24 Megaf Nothing about windows is reliable
12:24 Wuzzy XD
12:24 gamemanj You can't really get system-specific stuff
12:25 Wuzzy ...
12:25 gamemanj without having a dependency on that system
12:25 XeonSquared windows.hope.pray()
12:25 Wuzzy I don't want to be system-dependant
12:25 gamemanj Unless you check for it, and then enable/disable different methods of getting language, but...
12:25 Wuzzy I don't know if checking for LANG will also work on Windows
12:26 Wuzzy I heard LANG is not set in Windows by default for some reason. But really I have no clue.
12:26 gamemanj well, LANG wouldn't be set by a system that doesn't use it
12:27 Wuzzy but Windows has a “system language” for sure. And programs can work with that. So there has to be some way, I am sure of it.
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12:32 sfan5 Megaf: try reading !help
12:33 sfan5 !server players:least
12:33 MinetestBot sfan5: OldCoder Lord of the Test | minetest.org:30020 | Clients: 0/32, 2/7 | Version: 0.4.13-dev / lott_game | Ping: 87ms
12:33 sfan5 !server OldCoder players:most
12:33 MinetestBot sfan5: OldCoder Wizard School | minetest.org:30025 | Clients: 1/32, 0/3 | Version: 0.4.13-dev / wizschool_game | Ping: 84ms
12:33 sfan5 you can even combine them
12:34 gamemanj Combining players:most and players:least would be a paradox
12:40 Calinou players:mlost
12:41 gamemanj Huh, looking in init_gettext shows that the way it gets language on win32 is to read... os.getenv("LANGUAGE"), more or less
12:43 gamemanj Wuzzy: first you should try reading minetest.setting_get("language"), followed by os.getenv("LANGUAGE"), then os.getenv("LANG").
12:43 Wuzzy LANGUAGE will work on Windows? cool
12:43 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Merge branch 'playerdetector_update' of https://github.com/HybridDog/minetest-mod-mesecons into HybridDog-playerdetector_update 6b54f02 https://git.io/vgy5k (2016-02-14T13:41:48+01:00)
12:43 Wuzzy have you actually tested it on Windows?
12:43 gamemanj Well, I think that's what works on Windows, judging by https://github.com/minetest/minetes​t/blob/2c25107c31c0b0e72fe4a48b0dc3​f5b09a0b46aa/src/gettext.cpp#L210
12:44 Wuzzy ok
12:44 gamemanj I can't test since I don't have a windows machine to hand, but I figured looking at the code would at least tell us how Minetest does it, and chances are whoever wrote that knew what they were doing
12:44 Wuzzy Well, thank you. I hope this fixes a bug in Tutorial, then. :-)
12:46 gamemanj Reading from all of those 3 should work even if USE_GETTEXT is off, as long as you read them in that order.
12:47 gamemanj In theory.
12:48 gamemanj Also, number format is always set to "C" no matter what.
12:49 Wuzzy what the?
12:49 gamemanj ?
12:49 Wuzzy why?
12:49 gamemanj https://github.com/minetest/minetes​t/blob/2c25107c31c0b0e72fe4a48b0dc3​f5b09a0b46aa/src/gettext.cpp#L242
12:50 Wuzzy lol
12:50 Wuzzy in other words, they are using locale-aware strings for formspecs? this seems silly
12:50 gamemanj No, I think they're just using locale-aware functions to read numbers,
12:50 gamemanj and couldn't figure out a non-locale-aware version of atoi
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12:52 gamemanj It's a bit weird that numbers being written/read from a textual format should be anything but "C" locale, and I do wonder why the solution isn't just to accept "C"-style numbers and the locale's numbers, while emitting "C"-style numbers unless it's explicitly for user display... oh well
12:52 gamemanj I guess that's all in libc land,
12:52 gamemanj so it's nothing Minetest can directly do anything about
12:53 Wuzzy hmmm
12:53 Wuzzy whatever, I have yet to run into problems because of this xD
12:54 Wuzzy maybe there is no problem, after all, who knows? haha
12:55 gamemanj Who knows, maybe some people patched their libc to use the Tasen numeric system (Trinary FTW... not) and it broke formspec
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13:01 cargocult why does my server show in the public server list when I have public_serverlist = false in the config file?
13:05 Calinou cargocult, it's a client setting.
13:05 Calinou use server_announce = false
13:05 Calinou public_serverlist controls whether to display the server list in the client
13:06 Calinou server_announce is whether to announce your server
13:07 cargocult ah thanks
13:51 sfan5 gamemanj: combining players:most with players:least will have no effect; players:most returns a single server with the most players, players:least will then choose the server with the least players from that list of 1 server
13:51 sfan5 !servery players:most players:least
13:51 sfan5 !server players:most players:least
13:51 MinetestBot sfan5: Aiden World Creative | 23.28.76.50:30003 | Clients: 27/40, 17/30 | Version: 0.4.13 / aiden_world | Ping: 235ms
13:52 gamemanj !server players:most
13:52 MinetestBot gamemanj: Aiden World Creative | 23.28.76.50:30003 | Clients: 27/40, 17/30 | Version: 0.4.13 / aiden_world | Ping: 235ms
13:52 gamemanj I see
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13:58 sfan5 !server ping:most
13:58 MinetestBot sfan5: RRH-Survival | 204.106.248.97 | Clients: 0/15, 0/0 | Version: 0.4.13 / minetest | Ping: 624ms
13:58 sfan5 !server ping:least
13:58 MinetestBot sfan5: Capture the Flag (Guns!) | minetest.rubenwardy.com | Clients: 18/20, 16/20 | Version: 0.4.13-dev / capturetheflag | Ping: 1ms
14:07 Megaf !server Megaf
14:07 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 4/9, 0/4 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 9ms
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14:57 Guest47464 o/
15:02 kaadmy :(
15:02 kaadmy ...
15:13 Krock \o/ kaeza
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15:16 Guest47464 o/ Krock
15:17 Guest47464 this client sucks
15:17 Krock it's your new vacuum cleaner.
15:17 Guest47464 :D
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15:46 Pistos Can I install games and mods, etc. under ~/.minetest/, or must they be under the system-wide installation dir?
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16:01 gamemanj Pistos: ~/.minetest/mods works
16:02 gamemanj but you may need to create the directory, IDK
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17:06 giho !help server
17:06 MinetestBot https://github.com/sfan5/minetestb​ot-modules/blob/master/COMMANDS.md
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17:16 Hijiri !server Magical
17:16 MinetestBot Hijiri: [Magical PVP] Magical Test | 99.121.249.163 | Clients: 10/15, 7/10 | Version: 0.4.13 / minetest | Ping: 282ms
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17:37 MinetestBot [git] nerzhul -> minetest/minetest: Player::accelerateHorizontal/Vertical should be member of LocalPlayer 3a74b84 https://git.io/vgSIf (2016-02-14T17:52:10+01:00)
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18:47 everamzah when the cursor is directly on a mesh node door, it is actually pointing at the node behind it.  i noticed this in the meshnode doors of homedecor before.
18:48 everamzah sometimes in this game when the cursor is directly on an entity, or a mesh node, it isn't selecting it, or highlighting.  very strange
18:48 everamzah but instead whatever is behind it, an actual node i guess...
18:48 kaadmy everamzah: that happens sometimes, it's caused by a flaky selection method
18:49 everamzah i can hardly tolerate it
18:49 kaadmy it happens a lot on dropped items and doors because of the small size
18:49 kaadmy just move around until it works :(
18:49 everamzah ohh
18:49 everamzah small selection box, i think i recall someone noting this before
18:49 everamzah i see, i see
18:49 kaadmy the selection method assumes the object at the point you're pointing at is greater than about 0.01m
18:50 kaadmy i think ^
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18:55 DatJohnDoe Is there a way to get the item thats in a players hand? Like "get_wielded_thing?
18:55 sofar yes
18:55 kaadmy player:get_wielded_item afaik
18:57 DatJohnDoe How would you use that in an if statement, "if player:get_wielded_item == "minetest:stone" ...."
18:59 kaadmy "if player_get_wielded_item():get_name() == "default:stone" then
18:59 kaadmy it returns an ItemStack
19:01 DatJohnDoe Yahp i just looked it up in "Lord of the Test" thanks again guys :)
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19:14 DatJohnDoe Sorry more questions
19:14 DatJohnDoe how would you add a door?
19:15 DatJohnDoe Without using meshes
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19:16 ermmm hello
19:16 DatJohnDoe hi
19:16 sofar DatJohnDoe: doors.register_door()
19:16 sofar the new door code does all the hard work for you, you only have to make a texture
19:16 DatJohnDoe Depends?
19:16 ermmm Are any mobs in the Vanilla minetest???
19:16 DatJohnDoe Yes
19:16 sofar doors (part of minetest_game)
19:16 sofar ermmm: no
19:17 DatJohnDoe oh
19:17 DatJohnDoe really
19:17 DatJohnDoe i thought there where
19:17 sofar DatJohnDoe: that was just merged this week, so yeah
19:17 DatJohnDoe ok thanks again
19:17 ermmm I heard about rats... are they removed?
19:17 sofar they were never part of minetest_game
19:17 sofar there's mods, though, plenty of mods
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19:18 ermmm is it planned to include them into vanilla mt?
19:18 DatJohnDoe Was that supposed to be a period "doors.register_door"? Or a ":"
19:19 DatJohnDoe ill figure it out
19:19 sofar doors.register("name", doordef)
19:20 sofar look at mods/doors/init.lua line ~400
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19:21 ermmm Exist a list of goals for minetest?
19:26 Fritigern If I were to copy the code that registers node so-and-so from the default game and place that in a new mod, would that override the previous registration? For example, I would like to keep default:lava_source out of the creative inventory, but I don;t want to worry about having to edit nodes.lua from the base gamee after each update of mintest_game
19:30 kaeza <sofar> they were never part of minetest_game
19:30 kaeza technically, no. they were part of the core engine in early 0.4 IIRC
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19:31 kaeza (relic from 0.3.x)
19:37 DatJohnDoe with the doors mod, could I open or close a door, with a mod?
19:37 DatJohnDoe Or check if a door is open, and if it is close it?
19:38 DatJohnDoe Or vise versa
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19:42 Alexmw hi all
19:42 DatJohnDoe Hi
19:42 Alexmw italian ?
19:42 DatJohnDoe Me?
19:44 Alexmw u are italian ? :-)
19:45 DatJohnDoe Nope, Murican
19:52 gamemanj Fritigern: Well, if you want to just keep it out of the creative inventory, you could try: minetest.registered_nodes["default:lava_s​ource"].groups.not_in_creative_inventory = 1 minetest.registered_items["bucket:bucket​_lava"].groups.not_in_creative_inventory = 1
19:52 gamemanj Wherever you put that, make sure that it depends on "bucket" and "default".
19:53 Fritigern Got it! I am making a little mod (my first) to try and see if i can get that to work.
19:56 gamemanj There is a disadvantage to this method - anyone who gets ahold of a bucket and finds a lava lake could still get lava that way.
19:57 Fritigern I think minetest.register_alias(":bucket_lava", "bucket:bucket_empty") could work for that
19:58 gamemanj You're missing a "bucket" in ":bucket_lava"
19:58 gamemanj But yes, apart from that, should work.
19:59 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Use vector helper functions instead of old builtin cmpPos and addPosRule functions 809192f https://git.io/vgSnc (2016-02-14T20:55:50+01:00)
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20:01 Fritigern gamemanj: Actually, the bucket part seems to work well
20:01 gamemanj ...apart from the fact that "empty water buckets" have mysteriously disappeared upon trying that.
20:01 gamemanj s/water //g
20:02 Fritigern I have to mess around some more though
20:03 gamemanj Hmm. The alias doesn't seem to remove either item...
20:03 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Always use minetest.set_node instead of minetest.add_node for consistency 7865d42 https://git.io/vgSnF (2016-02-14T21:00:37+01:00)
20:03 gamemanj Oh well, let's just kill the problem at the source...
20:03 sofar DatJohnDoe: yes, you can open/close/toggle doors:
20:04 sofar DatJohnDoe: do something like:
20:04 sofar DatJohnDoe: local handle = doors.get(pos)
20:04 sofar DatJohnDoe: handle:open()
20:04 Fritigern Right now, I can not collect water or lava using a bucket, which is what I want.
20:05 gamemanj Ah. No collection, no problem
20:05 gamemanj I was thinking of just replacing lava with "Perfectly Safe Biodegradable Fluffy Kitten Fur"
20:05 sofar DatJohnDoe: example: https://github.com/sofar/minetest-mod-mesecon​s/commit/6069648a5263c27778ae132f9035f62b3880​2002#diff-5e90b9fc99519a7a36bf81e00b55244dR53
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20:14 DatJohnDoe How would you check if its a certain door, local door = modname:doorname.get(pos)?
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20:31 sofar DatJohnDoe: why do you need to know the door name?
20:32 DatJohnDoe Because it is a certain type of door...
20:32 sofar why do you want to know if it's a certain type of door?
20:33 sofar the door API is designed to make the door abstract and take care of all the door details, including permission checks
20:33 sofar it's designed to NOT tell you anything about the door on purpose
20:33 sofar if you have a legitimate need for something that the API doesn't do, explain your use case
20:33 sofar then we can discuss whether the API needs to be extended or something else
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20:34 sofar extending the API has not my preference, obviously
20:38 sofar DatJohnDoe: ?
20:38 DatJohnDoe im making a pastepin
20:38 DatJohnDoe *Pastebin
20:40 DatJohnDoe http://pastebin.com/eCBbsdxH
20:41 DatJohnDoe Im using a key to opena door
20:50 Fritigern Okay, so... I have made a mod (not without help) that is supposed to remove fire, lava source, and (river) water source from creative inventory, as well as competely disabled flames and permanent flames. In other to hide the source blocks from the creative inventory, i had to redefine them in my mod instead of using an alias which might have removed them from the entire world, killing oceans which
20:50 sofar did you see I have a key mod?
20:51 sofar DatJohnDoe: https://github.com/sofar/minetest_game/comm​it/a60a8f50a9fe6d9c58f30a4a84ef16f301f18b07
20:52 DatJohnDoe *Face palm*
20:52 DatJohnDoe *Face Desk*
20:52 DatJohnDoe Oh My Gawd
20:52 Fritigern At any rate, it works for me, since I could not get the alias to work the way I wanted it
20:52 sofar it needs a code update with the new doors api but I intend to merge it into minetest_game
20:52 sofar DatJohnDoe: lol, sorry :)
20:53 DatJohnDoe Hehe its okay
20:53 sofar DatJohnDoe: I specifically designed the doors API so that this would be handled internally as well :)
20:55 DatJohnDoe So will this ever be in the actual game or is there a mod which implenents this?
20:56 DatJohnDoe This is perfect for what i need
20:59 sofar it can't be a mod
20:59 sofar it would be way too complicated
21:00 sofar as part of minetest_game it would be simple and very straightforward, so that's my goal
21:01 DatJohnDoe ohh well ill be waiting for it in the future
21:01 DatJohnDoe Thanks for the help and goodbye
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21:51 Calinou https://lut.im/xhf20ADouB/nc99tkfMGbQLgwAr.jpg - https://lut.im/Xa76PnWL6h/GH0goeDXokLuH9yJ.jpg - https://lut.im/FW9KkQMfMj/jRVSBMgW698foItf.jpg - https://lut.im/wlw1wUr50S/SAu5eq4DlIQ0n2w6.jpg
22:01 jordan4ibanez joined #minetest
22:04 jordan4ibanez Is minetest.net down?
22:06 sfan5 not for me
22:06 sfan5 jordan4ibanez: also why does worldedit.place_schematic not work
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22:06 RealBadAngel Calinou, ssao + volume shadows + relief mapping
22:07 RealBadAngel nothing special
22:07 RealBadAngel ssao we do have implemented already
22:07 RealBadAngel volume shadows... that will be harder
22:08 Calinou RealBadAngel, it's cascaded shadow maps
22:09 Calinou there is no SSAO
22:09 Calinou (there is SSAO in the renderer, but it draws in front of particles and has a lot of artifacts)
22:09 RealBadAngel it looks like ssao in the first shot
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22:20 jordan4ibanez sfan5, how can I find the biomes that are generated?
22:21 jordan4ibanez sfan5, found it.
22:23 Fritigern What groups do i put a node in if I want it to get remove immediately after it's placed?
22:24 sofar Fritigern: there's no special group that does that
22:24 Fritigern dang
22:24 sofar you could make one
22:24 Fritigern No, I can;t. i am no lua programmer
22:25 Fritigern I'm actually strucggling to have a node get the right image
22:25 Fritigern *texture
22:25 Fritigern Would there be a group that prevents placement of a node then?
22:26 Fritigern Like forinstance, one can not place a bucket, right? or a sword.
22:27 sofar craftitems vs. nodes
22:27 sofar a bucket and a sword is a craftitem
22:27 sofar it's not a node
22:27 Fritigern Well poop
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22:36 Fritigern I have some "unknown nodes" as a result of my experimenting. Other then via world edit, is there a way to automate the removal of these?
22:39 sofar write an ABM that removes them
22:40 sofar or better, write an ABM that replaces them with the proper node
22:44 Fritigern Let me repeat that I am NOT a lua programmer
22:44 sofar can you program a VCR?
22:50 Fritigern Well, tried the ancient (2012) admin_tools mod, but that's too old to work
22:51 sofar Fritigern: https://forum.minetest.net/v​iewtopic.php?id=1144#p155229
22:51 sofar try wuzzy's version?
22:51 Fritigern *CLICK*
22:53 Fritigern Oooh! That seems to be the best solution so far :-)
22:58 Fritigern Now to find out how to prevent regular users from using the admin tools
23:01 Fritigern Seems like there is no way tp prevent them from doing that. Wonderful
23:02 Fritigern With that mod installed, anyone can grab it from their creative inventory and wreak havoc. So much for it being an admin tool
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23:20 jordan4ibanez Is there a mod which introduces fruit bushes?
23:42 Fritigern jordan4ibanez: I believe that VanessaE's plant life thingamabobbers add fruit bushes.
23:43 VanessaE plantlife modpack, "bushes classic" component.
23:43 VanessaE which depends on biome_lib
23:44 Fritigern Yup, modpack is the word that I was looking for. I need coffee... and not in a modpack ;-)
23:45 * Fritigern has created a VanessaE game which freatures all of VanessaE's mods. Why? For fun! :-)
23:46 VanessaE cool
23:47 Hijiri Is it possible to override how punch callbacks are called? And all punching in general? I can't just register an on_punchplayer callback because I need to change the damage argument given to all punch callbacks (If I want to be compatible with mods that use it)
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23:54 VanessaE no idea, Hijiri
23:56 Hijiri hmm
23:56 Hijiri there is a registered_on_punchplayers
23:56 Hijiri which lists all the callbacks
23:56 Hijiri I could go in and change all of the existing callbacks
23:56 Hijiri it would be a huge hack though
23:57 Hijiri it's also not in the lua api doc

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