Time Nick Message 00:50 Ruslan1 Out`Of`Control :) 01:26 paramat Teckla "when creating pos tables (x,y,z) for LVM, you have to specify whole numbers" correct, for the pos used in 'area:index()', that has tripped me up a few times. i should add that to docs 01:30 paramat hmmmmm if you see this, do come hang out here sometimes, it's good to have you around =) 01:40 ANAND Hello! I'd like to know how listring elements work. I have multiple lists with me, but when I use a listring[location;name] for both the lists, I still can't get shift-click to work. 01:41 ANAND Clarification: I've got 3 list[] in the same formspec, and I'd like to link two of them using listring(s). 01:46 paramat hi, don't know :) 01:47 paramat actually i'll look at the index API and see if we can floor the position 02:17 paramat ugh why is voxelarea stuff in lua, shouldn't it be in cpp for performance? 02:18 paramat voxelarea:index() is heavily used in LVM 02:19 paramat but maybe i misunderstand 02:22 paramat maybe voxelarea:index() can't be an API because it returns a number used in mod code 03:16 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Spawn mod: Also reposition players on respawn 13abe1b9f https://git.io/vhE2e (152018-06-07T03:14:56Z) 11:37 Genshin Hey guys, is there a way where we can support transparency for object entities? 11:39 Genshin Would be nice if minetest can support transparent textures for entity models. 11:41 Krock #7148 11:41 Krock https://github.com/minetest/minetest/pull/7148 11:42 Krock Genshin, the previous PR also mentions these as preview images: https://forum.minetest.net/viewtopic.php?f=47&t=18026#p305791 11:44 Genshin Thanks Krock, this should come in handy for certain experiments. :) 11:51 Krock !next 11:51 MinetestBot Another satisfied customer. Next! 13:24 entuland trying to use rubenwardy's smartfs I need to either close or keep open a form, tried setting the button to close and issuing form:show() again but that didn't work 13:25 entuland tried setting state.obsolete = true and that didn't work either 13:25 rubenwardy I don't really maintain it anymore 13:25 entuland that's okay, just sharing the situation in case anyone knows 13:26 entuland resolved to avoid any element closing the form, instead calling minetest.show_formspec(playername, "", "") if I need to close it 13:27 entuland that works and should be fine, unless anyone knows of a reason why I shouldn't invoke show_formspec with empty values 13:27 rubenwardy Probably better to use close_formspec 13:27 entuland by the way, rubenwardy, thanks a lot for that tool, it's extremely useful :) 13:28 rubenwardy Smartfs doesn't support this as it didn't exist 13:28 entuland ah, close_formspec, let me check 13:29 entuland okay, I'll invoke that with the name I use to create the smarfs form, should be the formspec name passed to show_formspec internally 13:29 entuland thanks 13:31 JustMeErazem1 Hi, I'm setting up a server (Ubuntu Server 16.04 - No GUI) and I'm just making sure I'm doing this correctly: I've installed minetest-server. When I start it as the minetest user, it creates the .minetest folder and inside there is only a /worlds/world folder, no bin or game folders. Is that ok? 13:31 JustMeErazem1 The server runs fine, I'm just asking 13:31 JustMeErazem1 Also Is it correct if I add the mods folder inside .minetest (the same folder as worlds 13:31 JustMeErazem1 )* 13:32 Krock into ~./minetest/mods/ yes. 13:33 Krock it should also be mentioned here: https://wiki.minetest.net/Installing_mods 13:33 JustMeErazem1 yes, it was, I was just a little confused 13:33 JustMeErazem1 one more thing 13:33 ANAND JustMeErazem1: the bin and other directories which the user needn't bother about are located in /usr/share/minetest 13:34 JustMeErazem1 Another thing, I installed the mobs plugin 13:34 JustMeErazem1 and there were addons or something 13:34 JustMeErazem1 the mobs_animals for example 13:34 Krock !mod mobs_animals 13:34 MinetestBot Krock: Could not find anything. 13:34 ANAND !mod mobs_animal 13:34 MinetestBot ANAND: Could not find anything. 13:34 JustMeErazem1 tThe original mod is mobs_redo 13:34 ANAND mobs_redo is just the API 13:35 ANAND which is used to register custom mobs 13:35 JustMeErazem1 what are mobs_animals or mobs_monsters 13:35 JustMeErazem1 so do I have to install the original mobs mod? 13:35 ANAND mobs_animals and mobs_monsters are the mods that use the mobs_redo API to register new mods 13:35 JustMeErazem1 oh 13:36 JustMeErazem1 ok, so if I have mobs (mobs redo) and mobs_animal in the mods folder they will work? 13:36 ANAND You need to install mobs_redo (the API), and other mobs_redo-compatible mods 13:36 ANAND Yes they should 13:36 Krock no. you'll have to enable them in your world first 13:36 JustMeErazem1 ok thank you 13:36 JustMeErazem1 yes, I did that 13:36 Krock and then check whether there are any errors (missing dependencies, for example) 13:37 JustMeErazem1 I'll do that 13:37 ANAND Thankfully, mobs_redo does not have any hard dependencies 13:37 JustMeErazem1 where do I enter commands in the console 13:37 JustMeErazem1 since I'm on linux and dont have a gui 13:38 JustMeErazem1 minetestserver --info maybe? 13:38 Krock what kind of commands? minetestserver --help will show you all options 13:39 JustMeErazem1 ok ,so I enter commands directly into the terminal? 13:39 JustMeErazem1 liek mineze 13:39 JustMeErazem1 sorry 13:39 JustMeErazem1 like minetest --info 13:39 Krock yes, why not? 13:39 JustMeErazem1 i didn't think about that 13:39 JustMeErazem1 thank you very much 13:39 Krock lol okay. no problem 13:39 Krock !next 13:39 MinetestBot Another satisfied customer. Next! 14:20 JustMeErazem Hi, sorry for bothering you again. Every time I try to run the server i get this error: https://pastebin.com/mkXyPfXw 14:20 JustMeErazem This happened with multiple mods 14:21 Krock update Minetest to 0.4.17 14:21 JustMeErazem I downloaded minetest-server today 14:21 Krock that looks like prior 0.4.16 14:21 JustMeErazem And since this is just a server, do I need minetest as well 14:22 Krock run minetestserver --version to check what version you downloaded 14:22 JustMeErazem yes, it's 0.4.12 14:22 Krock oh gosh, even more outdated than the 16.04 repos 14:22 JustMeErazem yes, it's 0.4.13 14:22 JustMeErazem * 14:22 JustMeErazem oh 14:22 JustMeErazem damn 14:22 JustMeErazem ok, I guess i'll update 14:22 JustMeErazem thx 14:23 Krock You may also stay in this channel instead of joining and leaving multiple times 18:43 Genshin Been messing around with glowing particles lately https://cdn.discordapp.com/attachments/309071642276134912/454089047359488011/screenshot_20180605_200510.png 19:14 sovetskiy Genshin, explosions under water? 19:18 Genshin Not really under water sovietskiy, this may be outdated but its in a realm https://youtu.be/q_s-SZHuWck 19:22 Krock when the sword covers 1/5th of the screen.. amazing textures though 19:28 Genshin Thanks Krock, made them myself :) 19:48 Genshin Speaking of the sword covering half of the screen Krock, I blame the scale that i've set up lol. Had to use that method to make large weapons\items for wield3d. 19:52 Krock Genshin, wield3d.location["mymod:mytool"] = { "Arm_Right", {x=0, y=5.5, z=3}, {x=-90, y=225, z=90}, {x=0.5, y=0.5} } 19:53 Krock https://github.com/stujones11/wield3d/blob/master/init.lua#L82 19:53 Krock all items/nodes can be adjusted that way to attach them either somewhere else or in a different scale 19:55 Krock however, it doesn't seem to be possible to change the default location for items without such an override 19:55 Krock like for different scaled player meshes 19:56 Emperor_Genshin Ah, alright 19:58 Genshin Hmm I wonder if the item shrinks or increases scale depending on the bone's scaling 19:59 Genshin I'm aware it attaches to the specified bone 20:00 Genshin It follows rotation based on the bone 20:02 Genshin Now my question would be would it follow the bone's scaling as well? 20:03 Genshin If so it may come in handy for keyframe animation tricks. 20:04 Krock *shrug* I suggest try & error 20:05 Genshin Will do, I guess it wouldn't hurt to fiddle around with it. 21:05 entuland I'm implementing privs for my mod, to check whether a player is allowed to place a node in the world, whatever the way they obtained it 21:05 entuland I see there is a can_dig() callback I can use in register_node() 21:05 entuland but I see no equivalent of can_place() or the alike 21:06 entuland perhaps I should use on_construct 21:08 entuland ah no, on_place 21:08 entuland where I can either bail out or call item_place 21:08 entuland that should be it 23:48 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Lua_api.txt: Warn of errors possible with VoxelArea:index()/indexp() … 139ca37d8 https://git.io/vhzn1 (152018-06-07T23:46:10Z)