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IRC log for #minetest, 2018-05-17

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All times shown according to UTC.

Time Nick Message
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00:30 Miner_Joe Anyone know how to give users things when they first sign in?
00:38 paramat give players items on first join?
00:41 Miner_Joe initial stuff.
00:41 rubenwardy see   mtg's   minetest.conf.example
00:41 rubenwardy #give_initial_stuff = false
00:41 rubenwardy #initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,
00:41 rubenwardy default:torch 99,default:cobble 99
00:41 paramat or mtg's game_api.txt
00:41 rubenwardy remove the #
00:41 rubenwardy no
00:42 rubenwardy that has an API for it, but you want the setting
00:42 paramat oh yeah
00:43 Miner_Joe I figured it out. Thanks. How long does it take to get listed in the directory and is there a setting for that? Been reading the example file but must've skipped it or something.
00:43 paramat but if you want to do it in a mod, use the API
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03:37 Miner_Joe Can someone connect to my server and confirm it's working? It's Oazo.
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03:52 Hillbilly Miner_Joe I see it online but can't connect
03:52 Hillbilly what version of mt is it?
03:53 Hillbilly nvm must be 0.5.0
03:54 Miner_Joe It's 0.5.0
03:56 Hillbilly probably won't get so many connections with that version
03:56 Hillbilly since it dev build
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04:05 Miner_Joe I know. Unfortunately but I wanted to try new features.
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05:02 Miner_Joe What percentage of users use 0.5.0? And when's it coming out fully?
05:09 Hillbilly thats hard to say. i'm not sure if those metrics exist
05:09 Hillbilly but considering 0.5.0 has to be compiled to be used its probably a relatively small percentage compared to all the android and windows users that play
05:10 Miner_Joe Well, I just had to check. I see a few .5 servers. Who plays on them, other server owners?
05:11 ANAND 0.5.0 servers are almost always empty
05:11 Hillbilly even a fair number of linux users are probably only on the stable build
05:11 Miner_Joe That stinks. Can I backport my .5 server?
05:11 ANAND Only a tiny fraction of the Minetest user-base have the guts to build 0.5.0-dev
05:12 Miner_Joe Well, I love building :D.
05:12 ANAND So don't expect your server to become a popular public server
05:12 Miner_Joe That's why I've built every version I've ever played of this game.
05:12 ANAND I've built 0.5.0-dev once
05:13 ANAND The first build-from-source approach in my whole life, tbh :)
05:13 ANAND I've never built applications before
05:13 ANAND apart from my own
05:13 ANAND :P
05:13 Miner_Joe Really?
05:13 Miner_Joe Ha ;)
05:13 ANAND ya
05:15 Miner_Joe So, when will the developers know they've finally reached a stable version of .5? Just asking because I
05:15 ANAND Atm, 0.5.0-dev servers can only be used to try / test out new features
05:15 Miner_Joe *just asking.
05:15 ANAND Not sure
05:16 Hillbilly yeah, i don't think there is any declared goal to release a 0.5.0 stable
05:16 Hillbilly 0.4.17 is just now about to be released i think
05:16 ANAND I hope so
05:17 Hillbilly so it will likely be several months until 0.5.0 stable drops
05:17 ANAND 3-4 months minimum
05:17 Miner_Joe Well, one of the people who got me into this game runs their server on .5 and I couldn't play with .4.xx client on theirs, so I built a .5 on mine as well so I could use the same client on both servers.
05:19 ANAND gtg for now, cya later!
05:19 Miner_Joe Adios ANAND
05:19 ANAND o/
05:20 Hillbilly see you
05:21 Miner_Joe So, Hillbilly, have any suggested mods for a new server owner?
05:22 Miner_Joe Well, gtg.
05:25 Hillbilly Miner_Joe, see you later
05:25 Hillbilly have fun testing things out and plan to launch a fresh server with the 0.5.0 release
05:25 Hillbilly that would be my suggestion
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05:32 timokoesters[m] Whats new in 0.5?
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05:35 Hillbilly timokoesters[m]: https://github.com/minetest/minetest/issues/2370
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08:15 AlienCat what happend with carbon-ng? D:
08:18 AlienCat is it just me or are everyone giving up on 0.5?
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13:28 Astrobe What exactly makes ores more common in deeper layers, aside from the 2/3 layers system in mapgen?
13:30 ANAND Astrobe, the register_ore might be the right thing for you
13:31 ANAND It's a method that registers a new ore, and takes the ore definition as an argument
13:31 ANAND register_ore(): https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L825
13:32 ANAND ore definition: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5575
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13:38 Astrobe But what happens if I make e.g. gold spawn at level 0? Will it be as common as it was when it spawned at level -64 and increase from there?
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13:44 ANAND Astrobe, you can redefine the ore to modify its spawn behaviour
13:45 ANAND use minetest.registered_ores["gold"] = <your custom ore definition goes here>
13:48 entuland added support for capturing and customizing colors of most of the default minetest_game nodes: https://github.com/entuland/wesh
13:57 Astrobe thanks for your help, but I don't see the answer I'm looking for in the docs. I'll bet on a linear increase from y_max with a max cap at y_min+1000.
14:01 Astrobe Deserts are sterile and unattractive, so my idea is to make copper spawn exclusively in desert stone, and gold spawn only in sandstone.
14:01 Astrobe From what I've been told biomes are shallow, so I can't keep the default y_max.
14:03 Astrobe Also, diamonds only in stone above cloud level (assuming v7 mapgen)
14:16 ANAND Astrobe, that's a neat idea
14:19 ANAND Astrobe, while I'm not familiar with biomes and ore definitions, people like Gael-de-Sailly, paramat, and other core-devs might be able to help you out in choosing the perfect ore-definition for your needs
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15:18 paramat Astrobe only the 2 registered layers makes ores more common at depth, nothing else
15:21 ANAND Hello paramat!
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15:37 Astrobe Thanks.
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15:58 ANAND .....
15:59 ANAND My debug.txt grew from 1.06 MB to 226 MB in three hours
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16:01 ANAND 1.81 million lines of logs!
16:02 ANAND Out of which ~1.801 lines are exactly the same
16:02 ANAND ugh
16:04 ANAND WARNING[Main]: GUIFormSpecMenu::drawList(): The inventory list "test_slot" @ "current_player" doesn't exist
16:04 ANAND any devs here?
16:06 rubenwardy set_size("test_slot", 1)
16:06 ANAND I'll try it out
16:06 rubenwardy for detached inv, see creative mod with the trash slot
16:20 ANAND Oh! I just noticed that minetest.create_detached_inventory() returns an InvRef...
16:21 Astrobe Is there a simple way to detect that a player is climbing a ladder?
16:21 ANAND As of now, I don't think there is...
16:27 paramat detect if node player is in is 'climable'
16:27 paramat *climbable
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16:28 Hillbilly Astrobe minetest.get_node(math.floor(player:get_pos()))
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16:29 Hillbilly or checking for climbable would probably be better unless you are strictly checking for ladders
16:30 rubenwardy there's no need to floor
16:30 rubenwardy that's also a bug
16:30 entuland uh? math.floor() accepts the table returned by get_pos?
16:30 Hillbilly ah, ok
16:30 rubenwardy as co-ordinates aren't floored, they're rounded
16:30 Hillbilly your right entuland
16:30 rubenwardy and it's also vector.floor not round
16:30 rubenwardy *math
16:31 Hillbilly you would have to do each value
16:31 rubenwardy just do      minetest.get_node(player:get_pos())
16:31 Hillbilly good to know
16:31 rubenwardy don't round it yourself, the MT API does that
16:31 Hillbilly thanks rubenwardy
16:31 rubenwardy also, vector.floor(pos) to floor a vector anyway
16:31 entuland I use to do get_node_or_nil() (copied from some internal code) I should check about the difference
16:31 ANAND ah the vector helpers
16:33 entuland uhm... yes in my case get_node_or_nil() is better
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16:34 Astrobe thanks for the tips!
16:34 ANAND Quick question, is it possible to insert newlines into lua strings?
16:36 entuland sure, \n
16:36 ANAND The formspec format supports \n
16:36 entuland there are also other ways
16:36 ANAND It works with lua too?
16:36 entuland guess so
16:36 ANAND I'll try it out
16:37 entuland you can escape an actual EOL prepending a backslash, or use them straight away in a [[]] block
16:37 ANAND Right
16:37 ANAND thanks!
16:37 entuland yw
16:37 Astrobe Yes, the \n is basically a lua interpreter feature.
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17:43 ANAND How do I over-ride minetest.send_join_message()?
17:49 entuland minetest.send_join_message = func()?
17:49 entuland I would try that :P
17:49 ANAND oh right!
17:50 ANAND I just used `function minetest.send_join_message(player)`
17:50 ANAND lol
17:51 entuland actually, I don't see why your version shouldn't work, but I'm no Lua expert
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17:53 ANAND bah, still doesn't work...
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18:01 Krock ANAND, both notations do the same
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18:02 ANAND Krock, I get function arguments expected near ')'
18:02 ANAND There is just one param, which I've passed
18:02 Krock "func" is used shorthand for "function"
18:03 ANAND ok
18:03 Krock i.e. you'll have to expand it again to function
18:04 ANAND Here's how I've tried to over-ride it:
18:04 ANAND minetest.send_join_message = function(player_name)
18:09 Krock that'll work
18:09 ANAND Game crashes with "function arguments expected near ')'"
18:10 Krock please pastebin(.com) your code
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18:11 ANAND Krock, https://gist.github.com/ClobberXD/954deac441f1b45766e756b66772596d
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18:15 rubenwardy that looks fine
18:15 rubenwardy is that the entire code?
18:15 ANAND yes
18:15 progysm why not function minetest.send_join_message(player_name)
18:15 ANAND tried that first
18:16 rubenwardy that way makes it clear it's an override
18:16 ANAND with the same results
18:16 rubenwardy they're both equivelant though
18:16 rubenwardy `lua` says it's valid
18:17 progysm hope it's not an invisible char
18:17 ANAND The error seems quite irrelevant too
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18:38 IhrFussel ANAND, are you using 0.5.0-dev?
18:38 ANAND 0.4.17-dev
18:38 IhrFussel Doesn't work there
18:39 IhrFussel It's new in 0.5.0
18:39 ANAND oh
18:39 ANAND It's not mentioned anywhere... :/
18:39 IhrFussel You can still edit the join message in minetest/builtin/game/misc.lua
18:40 ANAND Ok thanks! :)
18:40 IhrFussel Leave message too
18:40 IhrFussel Or just comment the register_on_*player() function in misc.lua and use your own in your mods
18:40 IhrFussel That's what I do
18:40 ANAND I see...
18:41 IhrFussel Sorry correction: Just comment the minetest.chat_send_all() lines
18:42 IhrFussel Cause the callbacks in misc.lua also handle the connected players table
18:42 ANAND Ah, right. That'd work too... ;)
18:47 Astrobe Is it possible to create with biome definitions large underground bubbles of e.g. desert stone or are biomes a surface-only thing?
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18:53 paramat yes possible
18:54 paramat although not bubbles, large volumes would use 'stratum' type ore for undulating strata
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23:44 ircSparky how would i colorize using the hex value 7C4F2D and .5 opacity/alpha?
23:45 ircSparky in all the pickers ive seen the hex value does not change when you change the alpha, so i assume that there must be some other method
23:54 paramat colorize doesn't affect translucency, only hue
23:54 ircSparky why does it say t supports "#RRGGBBAA"?
23:55 ircSparky it*
23:55 ircSparky (on http://dev.minetest.net/texture under colorize)
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23:56 lumberJ ircSparky iirc the syntax would be "nodetexture.png^[colorize:#7c4f2d:130"
23:58 ircSparky perfect, thats what I've been trying to figure out for the last hour or so, thanks a lot
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23:59 paramat oh i'm wrong then

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