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IRC log for #minetest, 2017-11-29

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All times shown according to UTC.

Time Nick Message
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03:06 jas_ greetings
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03:48 benrob0329 GreenDimond: glad to see that old DW mod get resurrected :P
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07:59 jas_ ok ashtrayoz
08:00 jas_ lol
08:00 ashtrayoz Welcome!
08:00 ashtrayoz Multiple screens here, I get lost in the layers sometimees.
08:01 ashtrayoz If you want you can look at https://gist.github.com/ashtrayoz/aad4a50d31b5dc8d0e0c0f9992d8e178
08:01 jas_ ok ty
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08:14 jas_ sweet it works thanks ashtrayoz
08:16 ashtrayoz Glad to be of service.
08:16 ashtrayoz Need another positive review to get it merged :-)
08:16 jas_ i'm not comfortable reviewing code, but i am happy to report results.
08:16 ashtrayoz That's still helpful.
08:16 jas_ well i'll do that now
08:18 ashtrayoz I imagine that the name of the callback could change, or its arguments, before it is merged.
08:18 ashtrayoz Depends on what the core developers see as the future of the lua API.
08:19 jas_ on_fall?  or something?  what would you call it ?
08:19 ashtrayoz Could be, maybe on_drop()
08:19 jas_ on_detach?! haha
08:19 jas_ yea but that is close to item_drop
08:19 jas_ so might suppose the Q button..
08:20 ashtrayoz Hmm, there is already a use for "on_drop", so it won't be that.
08:20 jas_ so it's for attached_node=1, so that's why i suggested on_detach
08:21 ashtrayoz That is what is is needed for.  But it also works for dug nodes.
08:21 ashtrayoz You can code around the problem for dug nodes, which is what my stuff currently does.
08:21 jas_ oh so i might be able to reduce code
08:21 ashtrayoz But this makes life easier.
08:22 ashtrayoz Yep!
08:22 jas_ cool beans.
08:22 ashtrayoz s/is/this/
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08:24 jas_ nice, thanks again!
08:24 ashtrayoz Happy to share.  I have some books that need this, so it will make my life easier if it is merged.
08:24 ashtrayoz Otherwise I will have to port patches into the future on my server.
08:25 ashtrayoz And, of course, sharing the code has resulted in better code.
08:25 jas_ nice, i have been meaning to fix my broken placeable books
08:25 jas_ so i'm glad i waited
08:25 jas_ (they used to work heehhe)
08:25 ashtrayoz The original version had a few potentially bad side-effects which paramat pointed out.
08:27 ashtrayoz Gotta go now, places to be.
08:27 jas_ okie dokie, ttyl
08:27 ashtrayoz Have fun!
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14:57 Dom_ hi
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15:57 MinetestBot luizsab: Oct-10 13:42 UTC <Krock> streets mod alternative: https://forum.minetest.net/viewtopic.php?t=13904
16:02 luizsab hello. I did'nt can to do a sofa with homedecor sofa. Some idea?
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16:19 Dargod I'm wrong, or the creative mod in minestest_game does not contain API?
16:21 sfan5 what kind of api are you looking for
16:22 Dargod I am about creative.register_tab()
16:22 Dargod I trued using this function but probably its don't works
16:22 Dargod I mean on third-party mod
16:27 * twoelk never knew enough mods to fill a third party
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17:39 blackGen hey, is there a way to "force" node placement when using minetest.place_node? I'd normally use add_node, but I need this to be aware of any kinds of placement restrictions (protected areas, mg_villages plots, etc)
17:40 blackGen Right now I'm trying to use place_node with default torch, but it needs correct param2
17:42 blackGen Can somebody explain to me what param2 for wallmounted is?
17:44 blackGen Reference tells that param2 for wallmounted stores rotation of the node
17:45 blackGen But whenever I'm using rotation using minetest.dir_to_wallmounted(), it actually places the torch perpendicularily to the wall (while in game it it's placed somewhat in 45 degrees pointing to up)
17:50 sfan5 you need to use a default:torch_wall to get the "real" wall-placed torch
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17:50 blackGen Ah so it's another node?
17:51 sfan5 yes
17:54 blackGen Thanks. So param2 for wallmounted are just 6 values that determine its orientation?
17:55 sfan5 yes
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18:47 Krock ~seen numzero
18:47 ShadowBot Krock: I saw numzero in #minetest 4 weeks, 1 day, 1 hour, 57 minutes, and 10 seconds ago saying "thus your previous calculations seem right actually"
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19:32 Dargod in what form is the information stored in minetest.registered_nodes ?
19:32 ThomasMonroe hi Dargod
19:33 Dargod hello ThomasMonroe
19:33 rubenwardy Dargod, the def from register_node
19:33 ThomasMonroe a table i would assume
19:33 rubenwardy so a table
19:35 Dargod if this is a table, then why, when I try to determine its length (print(#minetest.registered_nodes)) I get 0
19:36 Krock because it's indexed by strings not by numbers
19:37 Krock iterate through the entire table to get the total count
19:38 Dargod hmm, How do I create my own similar table?
19:40 Krock local my_table = table.copy(minetest.registered_nodes)
19:41 Dargod I am need table with only certain blocks
19:41 Dargod *nodes
19:43 Krock local my_table = {}  for k in pairs({"node:name1", "another:name", "foo:bar"}) do my_table[k] = table.copy(minetest.registered.nodes[k] or {})
19:43 Krock end -- there you go
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20:00 Dargod Krock, table created, but it seems still not in the form
20:00 Dargod *same
20:00 Krock keep trying. I'm going off now. good luck
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