Time Nick Message 00:00 Hawk777 greeter: I believe yes, whichever the older ones are are not really meant to be used anymore AFAIK. 00:00 Hawk777 There was an original part with limited capabilities, and then the modern Luacontroller with much richer capabilities, but the old one is still there for existing worlds. 00:00 Hawk777 At least, I think that’s the situation. 00:01 greeter ah i see. had a player request that the recipe be changed so he could craft both. i think he's learning lua 00:01 Hawk777 I believe the older part was more like a programmable logic gate than a tiny computer. 00:01 Hawk777 Something like an FPGA or CPLD. 00:02 greeter ah i see. i had the impression it was meant to replace the logic gates in mesecons 00:02 Hawk777 But very small. 00:02 Hawk777 Yes, I think so. But you can also use the full Luacontroller to do that. 00:03 greeter indeed. i never could make sense of those logic gates so i prefer the luacontroller myself, except maybe on the most basic circuits 00:23 jordan4ibanez Has the clientside hud pr been commited? 00:44 jordan4ibanez Also: https://github.com/minetest/minetest/blob/master/doc/client_lua_api.md#camera How do I access the camera? It does not specify in the api 00:45 thePalindrome https://github.com/minetest/minetest/blob/master/doc/client_lua_api.md#ui 00:45 thePalindrome minetest.camera 00:46 jordan4ibanez Thanks 04:59 jas_ https://www.youtube.com/watch?v=wI4nRD-DRpk 04:59 jas_ !title 06:28 jas_ is it just me, or does v7 take a lot more cpu than v6? 06:39 jas_ if so, my question is whether v7 can be tunes via settings available to be speedier, less cpu intensive. 06:43 asl97 jas_: v6 uses a simple hardcoded biome system https://github.com/minetest/minetest/blob/master/src/mapgen_v6.cpp#L430 while v7 uses https://github.com/minetest/minetest/blob/master/src/mg_biome.cpp#L202 06:43 asl97 which by default has more biome than v6 4 hardcoded biome https://github.com/minetest/minetest_game/blob/4ccafd15187cf70d06d68ad3931912a3c3c4b4f5/mods/default/mapgen.lua#L801 06:44 jas_ interesting, ty. i'll look into them and their settings. 06:45 * jas_ wonders whether presets would be cool, like an equalizer where you select one and it adjusts all the levels ^_^ 07:06 paramat jas_ yes mgv7 is more CPU intensive due to use of 3D noise 07:07 paramat all you can do though is disable the mountains and ridges (rivers), that will remove 2 3D noises 07:08 paramat disabling caves removes another 2, disabling the massive caverns removes 1 07:08 paramat mgv6 uses no 3D noise so is faster generating 07:09 paramat however you won't notice generation speed because the bottleneck in terrain appearing is mesh creation AFAIK 07:11 paramat all core mapgens take <100ms per mapchunk on my intel core i5 desktop 07:11 jas_ whoa 07:11 paramat generation time 07:11 jas_ i mean, whoa as in mind blown 07:11 jas_ mapgen is so cool, but for me it's like, if it works i don't think about it 07:11 jas_ so i thank you paramat hehe 07:12 jas_ i don't want to remove anything :) 07:13 paramat yeah it would be rather boring 07:14 paramat apart from removing 3D noises by disabling features there's not much you can do 07:15 jas_ i see 07:15 jas_ v7 is my favorite so far i think, valleys maybe second. didn't try the new one(?) 07:16 jas_ v7 seems to really go with minetest_game, where v6 doesn't have dry_grass, even. 07:16 jas_ i mean, dirt_with_dry_grass, i think that's right 07:16 jas_ let alone all the others.. 08:02 hisforever Hi is there a mod that had flowers in bunches instead of 1 flower? 13:12 lsabino Hello! If I have a lan server with 0.4.16 and clients has 0.4.15 is it works? 13:12 sfan5 yes 13:16 lsabino even any mod recommends 0.4.16 13:17 lsabino it only server side 13:17 srifqi Server-side mod only depends on server version. 13:18 lsabino sometimes client connect in another world and not appear in the server 13:23 lsabino and with damage but the server not set damage 13:31 srifqi lsabino, probably client-side error. 15:08 jas_ yay finally made personal warpstones https://www.youtube.com/watch?v=CEHIDuFdRKw thank you sofar for warps mod. i am thinking about making you not look around, now that get/set yaw/pitch work. 15:08 jas_ er, horizontal/vertical 15:17 jas_ dcbl-0.04.zip 17mb now at https://drive.google.com/file/d/0BzTI-Glox0Zgb0JmUklDRnV0NWM/view 15:34 sofar jas_: cool, send patches if you want 15:35 jas_ ok i will look at some point then. it uses player_attribute for this, and i made a bunch of commits as i did it so i gotta squash em or something lol 15:35 jas_ dunno if that requires 0.5.0-dev 15:36 sofar player attrs are 0.4.16 so it's cool to send that in a pr 15:36 jas_ okie dokie 16:39 Milan[m] hmm i defined a mod.node_sound_wool() and it works right below the function but not in the moreblocks.lua readed right after the nodes.lua.... this is odd 16:44 Milan[m] (the function is in the nodes.lua atm) 16:46 Milan[m] huh... now i ensured that there aren't any files parsed between nodes and moreblocks lua....fixed o.O 17:01 jas_ sofar: https://github.com/minetest-mods/warps/pulls 17:01 jas_ in my version, i made the warpstone bigger i can send that one too, i'm going to bed now tho lol 17:14 dogetest o/ 17:16 dogetest Is anyone running economy mod and/or Dogecoin (or maybe, any other crypto)? 17:19 dogetest I ask this because Ive written a code to use dogecoin cryptocurrency within economy mod. Ive also added some other features. The code is on github: https://github.com/dogetest 17:20 dogetest its actually 4 mods 18:21 hashar hello! In case someone is around, is there a LUA method to check the minetest server version? 18:22 hashar I have a few modules that spurts deprecation warnings on 0.4.16 and was wondering if we could use different code based on the mine test version 18:23 Krock THIS IS LUA https://github.com/mniip/LUA 18:23 Krock either you can check against the protocol version, or the better method: against the functions you need 18:24 Krock by the fact that they have deprecation warnings, it means that they are either not up-to-date or not maintained well 18:25 rdococ I've never tried LUA before 18:25 Krock it's great. WHILE TRUE DO END infinite LOOP 18:25 rdococ lol 18:25 hashar Krock: I totally agree, though mods author would like to keep back compatibility with earlier version so they are leaving the deprecated call around :\ 18:26 Krock there's always a way to cover both cases without a warning 18:26 Krock assign the functions you need to the mod's namespace (i.e. table) 18:27 Krock did it the lazy way here to keep backwards compat without warnings: https://github.com/SmallJoker/boost_cart/blob/master/init.lua#L6 18:28 hashar Krock: looks good :] 18:29 Krock "looks good" sounds good. Apply your glue ;) 18:29 rdococ FUNCTION (A, B) RETURN A / B END 18:30 rdococ yay, I'm creating functions in LUA 18:30 Krock no, you're creating errors in LUA 18:31 rdococ ah 18:31 rdococ by the looks of it, it's rather different 18:31 Krock missing function name and possible crash for non-numerals or B=0 18:31 rdococ well, not that different 18:31 rdococ why would B=0 crash? :P 18:32 Krock LUA/Lua is written in C, which doesn't allow divisions by zero 18:32 rdococ but you CAN divide by 0 in Lua, you just get infinity... don't you? 18:32 Krock (which is good, regarding programs that claim it's -inf or inf) 18:33 rdococ (if you want to solve that conundrum you can say inf == -inf) 18:33 Krock heh, they even modified it to output a scientific wrong value 18:33 rdococ ah, so lua returns inf 18:34 rdococ but LUA outputs something else, I guess 18:34 Krock INF ? 18:34 sofar NaN 18:34 rdococ math.huge 18:34 Krock NaN NaN NaN NaN Batman! 18:34 rdococ or, in LUA's case, MATH.HUGE and NAN 18:34 sofar return math.Krock 18:34 rdococ or is it nAn? 18:34 rdococ I had the concept of a flexible array system where arrays could start at any index of your choosing. e.g. [1: 3, 2, 1] vs [0: 4, 6, 5]. 18:35 Krock sofar, you couldn't even store that massive number ;) 18:35 Krock (takes 5i bytes of space) 18:35 rdococ the idea is that the starting and ending indexes would be kept track of, and functions on arrays would use those indexes rather than assuming 0 or 1 18:36 rdococ there'd be a function to, say, force the starting index to be, say, 0.5 or 3 instead 18:36 rdococ and one to retrieve the starting and ending indexes. 18:37 sfan5 that makes it even more complicated 18:37 rdococ I know >:D 18:37 rdococ e.g. array:len() == array:end() + 1 - array:start() 18:37 sfan5 working with one-indexed arrays already makes lua hell 18:37 rdococ for something written in C/C++, I'd actually have to agree 19:20 Fixer Wuzzy: gonna check your fixes /hi 19:24 Fixer Wuzzy: yes, you fixed my bug, it works fine now both on 0.4.16 stable and 0.5.0 dev 19:24 Fixer Wuzzy: https://i.imgur.com/LYq0nYm.png 19:26 deltasquared Fixer: hey, what mod is that for the health bar? that looks cool 19:27 deltasquared "health bar" seems the kind of thing to get rather a lot of unhelpful results when searched 19:28 Fixer deltasquared: hudbars 19:28 deltasquared !mod hudbars 19:28 deltasquared ... where is bot 19:28 deltasquared fine, google time I guess 19:32 rdococ ew, google 20:22 dogetest Im using is_protected to charge a fee every time a player dig/place a node. When player places a sappling the code is executed multiple times, charging the fee multiple times too 20:46 domall hello 20:59 sfan5 dogetest: is_protected is not guaranteed to be executed just once 20:59 sfan5 you can't rely on it 21:13 dogetest Going back to on_dignode and on_placenode 21:25 rdococ I should update my trigger mod to record protection violations. at the moment, it just ignores unauthorized input 21:49 sfan5 !server ping:least 21:49 MinetestBot sfan5: VanessaE's Dreambuilder creative Server | daconcepts.com | Clients: 2/50, 0/4 | Version: 0.4.16 / minetest | Ping: 5ms 21:55 dogetest Got another problem. When digging a dirt_with_grass node, inventory stacks dirt, and not dirt_with_grass, so when I try to remove it using inv:remove_item(oldnode.name) it raises a error. I believe its going to happen to any ore too 21:56 dogetest would there be a function which returns the name of the item which is received when digging oldnode? 22:08 sfan5 ah yes 22:08 sfan5 you need to find a way to *prevent* the digging from happening instead of trying to undo its effects 23:05 dogetest It seens that I could prevent digging by overwriting node's can_dig, but cant prevent placing? 23:05 dogetest there is no can_place 23:14 dogetest Also, I would need to replace every registered nodes can_dig function. isnt that weird? 23:48 dogetest !ping 23:48 habeangur dogetest: ping pong