Minetest logo

IRC log for #minetest, 2018-05-26

| Channels | #minetest index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:06 sovetskiy textarea element in formspec does not show vertical scrollbars if these is much text. why?
00:08 entuland cause formspecs are imperialist and don't like you :P
00:08 sovetskiy very funny!
00:09 entuland :P
00:11 entuland you could though create some kind of interaction by using button_exit (I think you can also try and have the handler for the doubleclick close and reopen the whole form)
00:11 entuland my workaround there is to store in a table what element the player doubleclicked on the list, so that I can look it up when rebuilding the form
00:12 entuland not the best UX, but doable
00:13 sovetskiy reopen form? screen will blink?
00:13 entuland dunno, you should try it
00:13 entuland the transition will most likely be noticeable
00:14 ehlodex joined #minetest
00:14 entuland didn't face that specific scenario because I close the form on doubleclick and teleport the player (I use that technique to remember the last chosen station in my tpad mod)
00:15 entuland I think I'll fiddle with that just for curiosity
00:35 behalebabo joined #minetest
00:54 entuland oh too bad sovetskiy left... my test seems to say that you can reopen the form and it works as if you didn't reopen it at all
00:54 entuland meaning you _can_ actually pretend that a click on a list is updating a field live
00:55 entuland without any noticeable flickering
00:57 progysm joined #minetest
00:57 entuland https://gist.github.com/entuland/​4390231d607221b96eed6c1a0eb5e7ca
01:02 paramat joined #minetest
01:03 entuland is the bot here able to dispatch messages to users when they log in again?
01:05 sofar use memoserv
01:05 sofar but minetestbot also can do things, yes
01:07 entuland thanks sofar, I'll read up about memoserv, never known about that feature
01:17 ircSparky so, to make stone take longer to mine, you'd increase or decrease cracky? also why does override item seem to mess up fences?
01:18 entuland from the api: ### Digging time calculation specifics
01:18 entuland Groups such as `crumbly`, `cracky` and `snappy` are used for this
01:18 entuland purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
01:18 entuland faster digging time.
01:19 ircSparky ok
01:19 entuland 0.4.16 api
01:19 entuland about fences I have no idea, sorry, never messed with them
01:23 ircSparky would there be a way in a lua mod to make all the group ratings slower?
01:24 ANAND joined #minetest
01:24 ircSparky I guess i could do it like rnds lab, and have stone be replaced with stone1 on dig, then stone 2, 3, and then air
01:28 ehlodex_ joined #minetest
01:28 proller__ joined #minetest
01:31 entuland oh nice I just found out I have a memo dating back one year or so ahahahah
01:31 entuland I tried checking whether you can alter that value for the whole group but you only can change the amount of wear on the tool or something
01:31 entuland each node requires setting a value separately upon registration as it seems
01:34 BillyS Didn't someone write a flat mapgen for minetest?
01:34 BillyS I can't seem to find it . .
01:35 entuland isn't that bundled with the game?
01:35 entuland I have a flat option when generating
01:35 entuland guess the code should be lying there somewhere
01:35 BillyS Ah, found it
01:36 entuland in the bundled stuff or somewhere else?
01:37 BillyS https://github.com/SmallJoker​/flatgen/blob/master/init.lua
01:38 paramat there is an inbuilt flat mapgen
01:38 paramat much less server lag and more options
01:39 BillyS I'll go with that, then
01:39 whitephoenix joined #minetest
01:39 paramat let me know if you need info on that
01:39 BillyS Hmm, how can I set the minimum world height?
01:40 paramat ? ground level?
01:40 BillyS No, minimum world height. The height after which there are no blocks
01:40 BillyS I'm making a skyblock map, or something like it
01:41 paramat ah, 'mapgen_limit', but that acts in all axes
01:41 BillyS Oh, rats.
01:41 BillyS Hm
01:41 entuland those generators (v6, v7, flat, etc) are written in C++ and expose an API to the Lua mods, correct?
01:41 BillyS I think so
01:42 BillyS Hmm, could I make the flat mapgen generate blocks which killed the player on contact?
01:42 paramat so you want a flat layer of nodes of full world width but without nodes down to -31000?
01:42 BillyS (Bascially, can I make it spawn custom blocks?)
01:42 BillyS I'd prefer that
01:42 paramat yes you can
01:43 entuland I've searched the advanced settings for "flat" and found a bunch of params (specific flags, ground level, threshold and so forth) how would I force it _not_ to create any forests?
01:43 paramat use the Biome API to defne a biome with your custom nodes for 'node_stone'
01:43 twoelk|2 joined #minetest
01:43 yetanother2elk|3 joined #minetest
01:43 paramat 0.4.16 stable?
01:43 BillyS Yep
01:43 entuland 0.4.16 here as well
01:44 BillyS Is the biome API documented in lua_apt.txt?
01:44 BillyS *lua_api.txt
01:44 paramat yes
01:44 BillyS I would assume it is, but if it's a mod
01:44 BillyS Ok
01:44 paramat https://github.com/minetest/minetes​t/blob/04f79623a7276a5a09390ac91079​5ab6c1889dee/doc/lua_api.txt#L821
01:44 paramat you can remove any biome with that
01:44 paramat use a mod that depends on 'default'
01:45 entuland removing biomes would be the way to get rid of forests?
01:45 paramat also, the 'ask mapgen questions here' thread in the forum (modding discussion) has lots of advice
01:45 paramat yes
01:45 entuland good, thanks
01:46 BillyS Looks like "minetest.clear_registered_biomes()" is what I need
01:46 paramat the biome list is here https://github.com/minetest/minetest_ga​me/blob/18956c7f69bd7783b657b50201ab693​8f3480282/mods/default/mapgen.lua#L536
01:46 BillyS Then I can register my own biome, I assume
01:46 paramat well, that clears all biomes
01:46 paramat yes
01:47 paramat clear then define your own
01:48 entuland uhm... there is something I don't get about the broad picture... that's not stuff I would mess with in a mod, I'd need to create a separate game for tweaking generation for new worlds, correct?
01:49 entuland reading how that registration is done inside minetest_game I guess so
01:49 twoelk some mods take over mapgen
01:50 BillyS When registering a biome, if I don't want a node (eg. node_dust), do I just leave it undefined?
01:51 entuland but you can't do that in a mod running in the root /mods folder I guess, that mod needs to be in the subgame folder, twoelk?
01:51 BillyS I don't think so, iirc technic has its own mapgen
01:51 entuland oh
01:51 twoelk nope
01:51 entuland interesting
01:52 entuland last question: so I can mess with that stuff on an existing world and any chunk that needs to be generated / regenerated will use the new settings?
01:52 twoelk ethereal, or australia are extensive examples, valleys started as lua mod
01:53 twoelk https://wiki.minetest.net/Mods:Mapgen
01:54 twoelk declare singlenode as mapgen and then take over the show
01:54 entuland cool, thanks :)
01:55 entuland ah crap several links in that page require some higher auth or somehitng
01:56 yetanother2elk|3 ?
01:56 entuland "You're not authorised to read this forum"
01:56 yetanother2elk|3 eh?
01:56 rubenwardy paramat's mods which have been deleted
01:57 entuland links such this (meseor) https://forum.minetest.net/v​iewtopic.php?f=11&t=5930
01:57 entuland "this post has been deleted" would have been better :P
01:58 rubenwardy well, posts don't get deleted - they just get moved to a trash forum which only moderators can view
01:58 rubenwardy which is why you get that message
01:58 rubenwardy you're not allowed to read the trash forum
01:58 entuland I see
01:58 yetanother2elk|3 left #minetest
01:58 entuland that's okay, at least now I know what that _could_ mean
01:58 rubenwardy still confusing, regardless of the reason
01:59 * twoelk wonders what his nick is this time
01:59 * twoelk is mighty confused
02:00 entuland O_o
02:01 entuland you're speaking about the yetanother2elk|3 handle, twoelk?
02:01 twoelk hm, yeah that and another in another channel - all active at the same time
02:02 VanessaE so there are six elks instead of two?
02:02 VanessaE :P
02:02 twoelk can't remember how long my alias list was
02:05 twoelk got disconnected and tried to nuke the old nick, wich didn't work and after time out reclaimed it - but by then two others had reconnected - and the changed nick multiplied ... and I got a little confused
02:05 VanessaE heh
02:08 BillyS Hmmm
02:08 AndroBuilder joined #minetest
02:08 BillyS How can I disable cave systems? I want the map to be perfectly flat.
02:08 paramat "When registering a biome, if I don't want a node (eg. node_dust), do I just leave it undefined?" yes. but some undefined nodes will fallback to default nodes, like 'node_stone' falls back to default:stone
02:09 BillyS Hmm, I see
02:10 BillyS Maybe I have to use is_ground_content = false
02:10 BillyS On the nodeds
02:10 paramat https://github.com/minetest/minetest/​blob/80dc961d24e1964e25d57039ddb2ba63​9f9f4d22/minetest.conf.example#L1198
02:10 BillyS *nodes
02:11 paramat mg_flags = nocaves,dungeons,light,decorations in .conf or advanced settings when you create the world
02:11 BillyS Ah
02:11 paramat add 'no' to anything you don't want
02:11 BillyS Heh, I'm gonna have to give you credit for the map. :P
02:12 paramat or, you can set mapgen params in lua code in a mod
02:13 BillyS What does nolight do?
02:15 paramat makes it dark hehe
02:15 paramat no joke
02:15 paramat that's for lua mapgens
02:15 BillyS Ah
02:16 paramat so that light calculation can be delayed until after the lua mapgen places stuff
02:16 paramat avoids doing it twice
02:16 BillyS Hmm ... I'm writing my own MT game, not a mod. When I include the "default" mod the mapgen sorta works, but when I don't it doesn't work at all . . .
02:17 * entuland waves
02:17 * BillyS waves back
02:18 BillyS Hmm, it /looks/ like it doesn't do anything I don't . . .
02:22 BillyS Hmm, dpecified node_filler and node_Stone, and now it works.
02:22 BillyS *specified
02:27 paramat ah in a game you need to define the 'mapgen aliases'
02:28 paramat see the start of default/mapgen.lua in MTG
02:28 BillyS I see . . . thanks!
02:28 paramat that will define the nodes used by core mapgen
02:29 paramat apart from the custom nodes you have defined for a biome
02:30 BillyS Also, is there a way to cause a player to be damaged when standing on a node?
02:30 BillyS damage_per_second only works when they are inside the node
02:30 paramat hmm
02:31 paramat you could reduce the size of the collisionbox so that a player sinks into it a little
02:31 BillyS And I could define a custom function, but considering that I will have thousands of these nodes, I don't that that's very smart.
02:31 BillyS s/custom function/ABM/
02:31 BillyS Hmm . . that could work . . .
02:31 paramat it may only need a very tiny reduction in the collisionbox height
02:31 BillyS rn, I just set walkable to flase
02:31 Cornelia joined #minetest
02:31 BillyS *false
02:32 BillyS So they just start falling through the nodes
02:32 BillyS They continue for some 1000 blocks deep, so no worry of lag preventing them from dying
02:33 paramat or add dust nodes that are 'airlike' drawtype and do damage
02:34 BillyS Hmm . . good idea
03:01 sovetskiy joined #minetest
03:12 twoelk left #minetest
03:25 zorman2000 joined #minetest
03:28 paramat joined #minetest
03:32 Tmanyo joined #minetest
03:41 ANAND joined #minetest

| Channels | #minetest index | Today | | Google Search | Plaintext