Time Nick Message 01:31 philipbenr Looking for an official comment... https://forum.minetest.net/viewtopic.php?f=15&t=9116&start=75#p300876 01:39 riff-IRC Changing to SSL, please excuse connection drops 01:41 riff-IRC WallChan fail, oopsie 01:46 riff-IRC Switching to a friend's bouncer, expect double nicks and random drops 02:15 Megaf Hi 02:52 philipbenr Hi 04:50 GreenDimond how do I make a plantlike node rotateable? 04:57 dolphin__ http://minetest.org/ 04:57 dolphin__ "One part that's true is that I'm filing for the MT trademarks." 04:58 dolphin__ Is this a real threat or is ____ making it up? 04:59 dolphin__ I heard this rumor before but this is the first time I have seen direct words to this effect. Site was updated today. 05:00 GreenDimond That site needs to be taken down. 05:01 GreenDimond The guy who made it has a couple thousand screws loose 05:01 dolphin__ I could tell -_- >:| 05:02 dolphin__ "This step was approved two years ago by Perttu Ahola." 05:02 dolphin__ I assume this bit is not as it seems. 05:03 GreenDimond Half the stuff on that site, if not all, is bullcrap. 05:03 dolphin__ Probably true, but how's a trademark firm in another country going to know that? 05:04 GreenDimond No idea 05:06 GreenDimond But he lives in North Carolina, so not sure how that is another country :P 05:07 dolphin__ he claims to be applying for a trademark in Australia 05:07 dolphin__ and "at least four countries". 05:08 dolphin__ And in the US too. So he claims. 05:09 dolphin__ (ctrl+f works wonders on the page) 05:22 GreenDimond Nvm, he lives in California. 14:20 jan6 hi, I want a very simple mod that just places a block on command, could you point me to the method/function/whatever to do this? I know how to make a chat command, but not how to place a block in the void... 17:00 deltasquared ok, daft question time, how are textures assigned to mesh faces when using the .obj file format 17:01 deltasquared just looking at what this format does, and the texture coordinate part I get, but I'm wondering how I control which texture is used if I pass many different ones to tiles= in the node definition. 17:20 Billre jan6, if you have worldedit, you can use commands from it to place nodes. 18:10 jan6 apparently all IS dead here, and one has to somehow dig up a solution all by themselves... 18:24 Out`Of`Control jan6: did you try WorldEdit? 18:25 jan6 sure, but one multipart rather big mod for placing like, one block? 18:25 Out`Of`Control you can use only part of WE modpack 18:26 Out`Of`Control without all GUI parts 18:26 jan6 I never used the gui anyway 18:26 Out`Of`Control same here 18:27 jan6 and I think stripping WE down would be bigger hassle than making my own 18:27 jan6 I think I may have found the function 18:32 jan6 since I'm new to lua I had to think for a bit, but I believe I finally have all the parts, figuring out how to get only part of the parameters was the hardest...still some errors, but eh... 19:20 jan6 I managed to crash the whole game with my broken chat command, wow...Runtime error from mod '*builtin*' 19:23 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: core.rotate_node: Run callbacks like with any regular placed node (#6… 13f7733f4 https://git.io/vFFOQ (152017-11-21T19:21:52Z) 19:24 rubenwardy jan6: 19:24 rubenwardy jan6: I love how often #minetest leaks into #luia 19:24 rubenwardy urgh 19:25 jan6 eh, yeah, basically the same thing, except they're not dead 20/7 19:25 rubenwardy lol 19:25 rubenwardy this channel does have a lot of activity, just not so much doing the earlier parts of the week 19:26 deltasquared hrm, why cannae entities just have arbitary XYZ rotation already 19:26 rubenwardy jan6, set_node to set an individual node 19:27 rubenwardy if you're modifying more than say 20 nodes at a time, you'll want to look into Lua Voxel Manipulators 19:27 rubenwardy it's a very fast way of setting nodes 19:27 rubenwardy WorldEdit uses it internally 19:27 jan6 yes, I managed to dig that up already, now I have issues with it thinking I'm concentrating nil and string... 19:27 deltasquared *concatenating. 19:27 rubenwardy lol 19:28 jan6 hm, haven't heard of that thing 19:28 rubenwardy yeah, you have "asas " .. variable_which_is_nil 19:28 rubenwardy you can't do anyvalue .. nil 19:28 rubenwardy the line number will help :D 19:29 jan6 it's supposed to parse the parameters to get the coords and block and stuff separated, works on standard lua, but dunno why's it broken on minetest... 19:29 rubenwardy heh 19:29 rubenwardy *huh 19:29 rubenwardy source? 19:29 sfan5 note that minetest uses lua 5.1 19:30 jan6 it's written FOR 5.1, according to the comment I removed, but thanks for reminding 19:30 jan6 https://pastebin.com/2exYc6Mt 19:31 rubenwardy minetest has string.split btw 19:31 jan6 oh, much easier 19:31 rubenwardy shtable doesn't return anything 19:31 rubenwardy so returns nil 19:31 rubenwardy that's the issue 19:31 rubenwardy print() writes immediately to the logger 19:32 rubenwardy it's not like echo in bash where it writes to the output and is received by the caller 19:32 rubenwardy heh, or anything that writes to std out 19:32 jan6 yes, but nil is nil no matter the output 19:32 rubenwardy return true, "You said " .. shtable(split(param,",")) .. "!" 19:33 rubenwardy is the same as 19:33 rubenwardy shtable(split(param,",")) 19:33 rubenwardy return true, "You said " .. shtable(split(param,",")) .. "!" 19:33 rubenwardy oops 19:33 rubenwardy shtable(split(param,",")) 19:33 rubenwardy return true, "You said " .. nil .. "!" 19:33 rubenwardy because there's no return in shtable 19:34 jan6 eh, as it's working I can try that, and also the string.split stuff 19:36 deltasquared hmm, is there a way to add an extra method to a certain objectref so I can do something like (this is an entity supposed to behave like free-form rail links) objectref.get_next_link(), or would I have to associate it with an ID and look that up 19:36 deltasquared (on that note, is there a way to know when an entity gets deactivated, else I'm going to end up with a leaking tracking table) 19:36 rubenwardy deltasquared: not to an object ref 19:36 rubenwardy you can't to a single lua entity either 19:37 deltasquared I didnae think so given it's a lua userdata 19:37 rubenwardy but you can add functions to existing luaentity definitions 19:37 rubenwardy and store stuff in self 19:37 deltasquared rubenwardy: true, but it needs to be "externally" invokable 19:37 rubenwardy object:get_luaentity():get_next_link() 19:38 deltasquared ... derp. ok. *reads le docs more closely* 19:38 rubenwardy if you can, put get_next_link() in the entity def 19:38 deltasquared so, does get_luaentity return the same "self" object that the entities' own callbacks see? 19:39 deltasquared as there isn't any documentation in the docs about what this method does exactly 19:40 rubenwardy hmmm 19:40 rubenwardy I'm not actually sure 19:40 rubenwardy test it, I guess 19:40 rubenwardy actually, I'm 80% sure it would 19:40 Krock yes, it's the same self 19:41 deltasquared I'll just test it on my lightentity thing I have locally 19:41 deltasquared oh yeah, the performance of a moving light source was not as dire as I expected 19:41 rubenwardy yeah, it doesn't make sense for it to return the def. It must be the self, with the definition as a parent 19:45 deltasquared well that seems to work. so it'd be self:get_next_link() that I would set up within the entity on_activate