Time Nick Message 01:06 bigfoot547 haha *!*root@* is banned on #minetest-hub :P 01:06 bigfoot547 That's cool 01:07 rubenwardy bigfoot547, had some bot attacks 01:07 bigfoot547 I see 01:08 rubenwardy the simple solution is to not run your bouncer as root 01:08 lumberJ hey rubenwardy and bigfoot547 01:08 lumberJ bigfoot547 did you ever figure out your compiling issues from a few days ago? 01:08 bigfoot547 rubenwardy: I'm not :P 01:08 bigfoot547 lumberJ: Nope :< 01:09 rubenwardy oh lol 01:09 bigfoot547 rubenwardy: I just set my identd's response to 'root' :P 01:09 rubenwardy heh 01:09 lumberJ hmm, thats unfortunate. 01:10 lumberJ sorry i pooped out on you 01:10 bigfoot547 It's fine 01:10 bigfoot547 I think I'll upgrade to debian 9 01:10 bigfoot547 I keep saying "tomorrow" :P 01:10 lumberJ might be worth a try 01:10 bigfoot547 Tomorrow becomes tomorrow 01:10 bigfoot547 every day :L 01:10 bigfoot547 Lemme fix my ident 01:11 lumberJ tomorrow is always tomorrow, isn't it? :) 01:11 bigfoot547 yeah ;) 05:57 handsome_pirate Ahoy! 05:57 handsome_pirate So, I'm on 0.4.16 05:57 handsome_pirate Carts and advtrains don't work 05:57 handsome_pirate They no longer move 05:57 handsome_pirate well, they no longer move unless I hit them (carts) 05:58 handsome_pirate mesecon track no longer has any effect 13:17 ashtrayoz Calinou: could you please have a look at moreblocks #87 and tell me if there is anything else needing to be done to it? 13:48 Krock ashtrayoz, are you sure you can't put that into a nice looking loop? 13:48 Krock there seems to be a logic for these alias but that's very hard to see this way 13:50 * deltasquared decides to look at the mentioned PR 13:52 deltasquared Krock: hmm, yeah, I guess you could put that into a loop 13:53 * deltasquared checks he understands which way round register_alias works 13:54 Krock deltasquared, just remember this line: minetest.register_alias("mapgen_stone", "default:stone") and you'll do it right every time 13:54 deltasquared Krock: oh cool, the mapgen uses aliases internally? neat 13:54 deltasquared that kinda figures but still 13:54 deltasquared I'll have to remember that one ;) 13:54 Krock yes, because each subgame can define their own node names 13:55 Krock and of course, mapgen_stone doesn't exist, that's why you replace/alias it 13:56 deltasquared ashtrayoz: I concur with Krock, a for-loop over a list of prefixes would help avoid breaking the DRY rule and make it easier to spot mistakes. a comment along with it to explain the need for it wouldn't hurt either I guess... https://github.com/minetest-mods/moreblocks/pull/87/commits/4fc89c7d0d6674e6ac7a5d79d937009a7ae6c40d 13:56 Krock could reduced to about 8 lines, perhaps 13:57 deltasquared I'm assuming the prefixes have a generated pattern, I haven't looked closely at the moreblocks code 14:01 deltasquared meanwhile... 14:01 deltasquared !mod advtrains 14:01 MinetestBot deltasquared: Advanced Trains [advtrains] by orwell - https://forum.minetest.net/viewtopic.php?t=14726 14:04 deltasquared huh, it would appear my idea of using free-form entity rails has already been thought of. 14:04 rubenwardy really wish advtrains had some more people working on it 14:05 rubenwardy was quite buggy last time I tried, saw they've made some fixes though 14:05 deltasquared I can't say I'm a fan of those train models. but I'll have a gander 14:05 rubenwardy yeah, they're quite uggly 14:05 rubenwardy mainly due to lighting and colors 14:06 deltasquared to me it's more just the clash with the base MT art style. 14:06 deltasquared though, glaring bright colours don't help much :P 14:06 deltasquared also, a generic "assets" mod in the modpack, that could *never* clash with anything >_> 14:08 rubenwardy lol 14:08 rubenwardy that won't be present when you download the release zip 14:09 rubenwardy you can also just delete it 14:12 deltasquared ok, fine. just trying it out... that... actually works fairly well for a placement system 14:16 * deltasquared tries unsuccesfully to get two bend turns to line up 14:16 deltasquared work damnit 14:18 deltasquared this is certainly a mildly frustrating exercise 14:18 deltasquared I knew there'd be a caveat to trying to work with non-orthoganal connections on a cubic grid. 14:23 deltasquared hrm, I think I might still give the entity-based approach a whirl at some point 14:24 deltasquared on a sorta related note, is there any correspondence to the visual range for entities and the range at which their step callbacks are run? 14:24 deltasquared (obv. they'd be independent because of the client/server split to a degree) 16:27 deltasquared hrm, if you move a mod to a modpack the dependency ordering seems to break 16:28 * deltasquared checks to see if depending on the modpack would set the ordering properly 16:29 deltasquared ... oh wai 16:29 deltasquared I'm an idiot 16:29 deltasquared it seems I was being a derp and had forgotten to set depends.txt for this particular mod 16:43 deltasquared might I suggest that to catch incidental ordering errors sooner, MT shuffles the starting order for mods being loaded? (still respecting dependency graphs of course) 19:18 Dargod How can I delay the execution of a function in mod before the completion of loading other mods? 19:19 Krock sorry? "delay" and "before" for the same thing? please explain what you would like to do 19:22 sofar you can delay it until *after* all mods are loaded. 19:22 sofar minetest.after(0, function() print("after all mods") end) 19:23 Dargod As I wrote earlier, I'm working on the function of filtering minetest.registered_nodes. however, the mods are loaded sequentially and the table does not have time to fill all the parameters 19:23 sofar don't do that 19:24 sofar unstead, depend on the mod that you want to remove nodes from, and then minetest.override() them 19:25 Dargod no, I just need filtered copy of minetest.registered_nodes, I am not need remove or override 19:28 sofar you just need a modified copy? 19:28 Dargod thanks, I'll try minetest.after 19:28 Dargod yes 19:28 sofar yeah, just use the .after(0 method 19:28 Dargod Only special nodes with all their parameters 19:29 sofar a small optimized cache, essentially? 19:30 Dargod hmm, its for additional sfinv creative tabs 19:32 Dargod By default, only 3 tabs are offered, and this is not enough 19:33 rubenwardy minetest.after is the right approach then 22:42 blackGen How can implement tinting of the screen? 22:42 blackGen For example like when player is submerged in water 22:42 blackGen Just displaying 100% stretched texture? 22:43 blackGen There is post_effect_color, but it only applies when player is inside the node 23:17 blackGen Is it possible to execute something like on_step, but on player? 23:18 blackGen or I need to register globalstep 23:19 sfan5 you can just use on_globalstep and iterater over all players 23:20 blackGen well it seems to be quite heavy 23:21 blackGen I was hoping to spawn particles around player after he uses a certain item 23:21 blackGen particles keep spawning for some time 23:21 blackGen but it needs to follow player pos too 23:25 sfan5 can't you attach a particlespawner to an object? 23:27 blackGen ah well, haha, I guess I didn't look at the api reference close enough 23:27 blackGen Never knew it's possible to attach particle spawners