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 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 00:54 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 entuland https://gist.github.com/entuland/4390231d607221b96eed6c1a0eb5e7ca 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 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 01:31 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 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 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/minetest/blob/04f79623a7276a5a09390ac910795ab6c1889dee/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_game/blob/18956c7f69bd7783b657b50201ab6938f3480282/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/viewtopic.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 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 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/80dc961d24e1964e25d57039ddb2ba639f9f4d22/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 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 11:36 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Formspec verification: Fix show_formspec inside callbacks (#7374) 13bb4f0fd https://git.io/vhqnt (152018-05-26T10:50:44Z) 11:43 Joe-e19 Does Minetest work for Intranet? But it's slow here and it looks like Minetest uses the Internet instead of the Intranet. I'm playing Minetest with my sister from one router. 11:47 NathanS21 If you are hosting the server on one of your computers it will go over intranet 12:16 sy minetest has no such distinction 12:17 sy an address is an address 12:17 sy if you specify an internal one 12:17 sy that's what it'll use 17:44 Genshin anybody knows what is causing this to happen? https://cdn.discordapp.com/attachments/317789365222899712/449714959375400980/screenshot_20180526_002145.png 17:46 entuland qualify "this" better 17:46 entuland you mean the clipped horse or whatever your ride is? 17:47 Genshin "this" as in "A model texture bug" 17:47 entuland the purple-ish thing? 17:47 Genshin yes 17:47 Genshin even the player hand 17:47 entuland is that stuff you can test in the latest stable? I see you're running 0.5 17:48 Genshin Well im not the one running this, its a screenshot from a friend of mines reporting a issue 17:48 entuland trying the same thing in 0.4.16 would be my first test 17:48 entuland cause 0.5 is far from stable 17:49 Krock could also be a backface culling issue 17:49 entuland knowing what that thing exactly is, and having access to the model, would help 17:50 entuland to rule out stuff like the one Krock just pointed out 17:50 Genshin My friend is running a 0.5.0-dev from sfan5 17:50 entuland debugging by proxy :) 17:51 Genshin not quite, he's using this build "minetest-0.5.0-22ebbe1-win64" 17:51 Krock so with 0.4.16 and 0.4.17-dev it's ok but not with 0.5.0-dev? 17:52 Genshin Perhaps, maybe lol 17:53 Krock perhaps it's a model issue 17:53 Genshin Im just running a standard 0.5.0-dev build 17:53 Genshin And it's fine on my end, even to others that had joined my server 17:54 Genshin but apparently this is afecting omnly to one person so far 17:54 Genshin *only* 17:54 Krock is it public so I could check whether the issue persists on today's build? 17:54 Krock i.e. fresh baked 0.5.0-dev 17:54 Genshin It's public 17:54 sfan5 !server legacy 17:54 MinetestBot sfan5: Genshin - Legacy Forge [ALPHA tu-3.0] | genshin.mt.ds4.mytekegaming.com:40000 | Clients: 2/60, 1/2 | Version: 0.5.0-mytekegaming / legacy_forge | Ping: 76ms 17:55 Krock ah there we go, thanks :) 18:00 paramat Genshin the grass textures are buggy in that screenshot, see https://github.com/minetest/minetest/issues/5600 same bug 18:00 sfan5 oh I know this 18:01 Genshin interesting 18:01 sfan5 Genshin: your friend does not have a graphics driver installed 18:01 sfan5 this is how it looks on the windows default, which is OpenGL 1.0 18:02 Genshin I'll notify him to install his graphics driver then 21:40 Out`Of`Control hi! 21:40 Out`Of`Control anyone know what is default key for "console" in minetest? 21:41 Shara f10? 21:41 Genshin F10 my dude 21:41 Out`Of`Control its F10? 21:42 Out`Of`Control thanks Shara Genshin 21:42 Shara No problem :)