Time Nick Message 10:14 ManElevation wasent there something so you could save builñdings from any server? 10:14 ManElevation wasent there something so you could save buildings from any server? 10:17 sfan5 local map saving 10:18 ManElevation ok so if i put this in my minetest.config were will it save? enable_local_map_saving = true 10:26 sfan5 yes 10:27 entuland o/ 10:33 ManElevation ok thx 13:12 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Fix rtt >= 0.0f assertion and free_move crash 131d1cf00 https://git.io/f4S1s (152018-06-24T12:48:19Z) 16:15 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Decoration API: Add lightweight ability to have complete coverage (#7… 13de621d5 https://git.io/f4SQJ (152018-06-24T16:14:18Z) 17:04 R-One hello, I am under 0.4.17 there is the function minetest.get_biome_id (biome_name) but it is not documented on the wiki dev and I only obey values nil ... someone would he the kindness of show me as an example how to recover the ID of the biome of a boc? thank you https://github.com/minetest/minetest/blob/ea86ecf015cd82d2daa4c0f4a82096402290a5a6/doc/lua_api.txt#L2600 17:06 Krock the dev wiki is (almost) outdated by definition 17:07 Krock you can get the biome per coordinate using minetest.get_mapgen_object() on generate 17:08 Krock however, outside of on_generate you can use the function "minetest.get_biome_data" which was added in 5.0-dev 17:08 Krock however, this requires an the network incompatible, new version. 17:08 Krock -an 17:09 R-One thanks krock, i don't code in 5.0 before the stable branch 17:09 R-One because i have a server with lot of android user 17:10 Krock there are 5.0-dev android clients available. however, bugs take long to fix in that area 17:11 Krock btw, this would be the up to date documentation for 0.4.x: https://github.com/minetest/minetest/blob/stable-0.4/doc/lua_api.txt 17:13 R-One people prefer to go through the appstore in educational structures. version 0.5-dev is an apk no? 17:16 R-One it's the same one I quoted above, but from my little experience I did not have to understand the only dicumentation that is: Returns the biome id, as used in the biomemap Mapgen object, for a given biome_name string. 17:18 Krock no, these are unofficial builds because we only have one Minetest application there 17:18 Krock appstore? as in iOS? We don't do that 17:19 rubenwardy Minetest isn't allowed to be on the app store due to GPL 17:19 rubenwardy any Minetest forks on the app store are illegal 17:20 Krock yes, you can feed that function a biome identifier, which is specified in the definition to get the ID of it. similar to get_content_id of nodes 17:21 R-One sorry I meant playstore 17:21 Krock You can look up "Mapgen objects" to see how you get an array of IDs for the newly generated area. comparing those with what you got by get_biome_id is afterwards possible 17:30 R-One Thank you for taking the time to answer Krock ... I understand the principle but with my little experience in the mapgen and without example, I drown completely for the moment. 17:30 Krock hmm.. 1 moment 17:34 Krock R-One, finally found the mod. here's an example: https://github.com/Distributed-DeadLock/thelowerroad/blob/master/init.lua#L629-L633 17:34 Krock the same for the biomes 17:35 Krock the index for this array is then calculated like this: https://github.com/Distributed-DeadLock/thelowerroad/blob/master/init.lua#L783-L784 17:35 Krock using the x and z axis, starting fromm the lowest mapblock point onwards 17:45 R-One thank you very much for taking your time to answer, but the further I go, the more I get lost ... I just wanted to get the biome ID of node from the player's position, but obviously I do not have the level yet to code that. 17:46 Krock well, with 0.4.x that sadly won't be possible because that function is only helpful for when mapblocks generate - i.e. useless in late game play 17:47 Krock so it's not too bad when you got lost somewhere :) 18:13 paramat yes move to 5.0.0 stable when it's released, it's amazing. the android apps will soon update to be compatible i'm sure 18:28 R-One is there an approximate date for version 5.0.0 because I am going to start a big project with the education community in September 2018, and I do not think I can migrate until April 2019. 18:30 sfan5 why would you need to migrate? 18:30 R-One just updating on tablets in schools is sometimes complicated because teachers do not have access to the store and others ... even if I prefer that they use a PC. 18:30 sfan5 if you get everything up and running with 0.4.17, you should be able to just stay there 18:32 R-One why migrate? because there are so many cool new features in the 5.0.0 ;-) 18:34 paramat 5.0.0 will hopefully be out around september-october, certainly by year-end 18:49 clavi so it will be called 5.0.0 instead of 0.5.0? 18:49 Krock yes. 19:11 GNU[BDC] 0.4 then 5.0 ? 19:11 GNU[BDC] why not 1.0 19:22 Krock next question please. already seen that one 19:22 paramat lol =) 19:26 R-One now they use the semantic version (https://semver.org/) but before what was it? 19:27 GNU[BDC] so 0.4.17 client wont be able to play in 5.0? 19:27 Krock before it was 0.sematic_version 19:27 Krock GNU[BDC], yes and no. maps are compatible, mods too, network not. 19:27 GNU[BDC] 5.0 next 10.0? lol 19:27 Krock 10.0 if you want map breakage and API breakage 19:28 Krock I doubt the people would be happy about that 19:28 GNU[BDC] i can use my old 0.4.13 era mods in 5.0? 19:29 Krock GNU[BDC], yes and no. maps are compatible, mods too 19:30 GNU[BDC] Krock: what part is no? only old client 19:31 R-One 0.4 to 5.0 it's major change ... it can make incompatible API changes 19:31 Krock R-One, but semver is only applied after 5.0 19:32 Krock GNU[BDC], could you please take a moment and try to use common sense while reading my initial message again? 19:32 GNU[BDC] Krock: i did. I can't figure out what parts wont work 19:33 GNU[BDC] network is client server thing? 19:34 Krock Things that will work as before: mods, maps, texture packs, games. Things that won't: playing on the other server version 19:36 GNU[BDC] ok 19:37 GNU[BDC] Krock: is it possible to disable client mods from server side? 19:42 Krock 0.4.x: no. 5.0-dev: yes. 19:42 GNU[BDC] i ment 5.0 stable 19:42 Krock but real badass players wouldn't care about what the server says and silently enable them anyway 19:42 sur3 what was this prejoin register function to filter usernames? 19:43 Krock 5.0-dev represents the current development state of 5.0, so the final version will pretty sure contain this feature for CSM restriction 19:43 Krock sur3, https://github.com/minetest/minetest/blob/stable-0.4/doc/lua_api.txt#L2407 Ctrl + F helps 19:44 sur3 ah ok just didnt find it in the wiki, but then I will look in that api file next times for functions, thx :) 19:44 Krock only _try_ to use the wiki if lua_api doesn't help you 19:45 sur3 Ah ok 19:45 Krock as in: when the lua_api is not documented well enough or unclear for you. the wiki is always outdated 19:48 paramat we're not using strict semver, just major.minor.patch :) 19:56 rubenwardy it's basically semver minus some anal version rules 20:19 MinetestBot 02[git] 04ClobberXD -> 03minetest/minetest: Lua_api.txt: Replace `engine.*` with `core.*` (#7474) 13d565783 https://git.io/f4Sxr (152018-06-24T20:18:25Z) 21:24 sur3 is prejoin called before newplayer or between newplayer and join? 21:24 User11 hi 21:30 entuland sur3, I would implement both and minetest.debug() to see the actual order 21:33 sur3 ah ok interessting idea 21:33 sur3 but then i have to restart the server to find the order.. :-/ 21:48 entuland oh well, no 21:48 entuland just spin another instance 21:48 entuland locally 21:48 entuland to test 21:48 entuland you can have multiple instances and fake new players by entering with a dummy name on a dummy world, sur3 21:49 entuland after all you need to spin it locally to test [whatever you're testing] 21:50 sur3 Well I always restarted the server multiple times when testing a feature of course for the other players that is a bit annoying i suppose.. ^^" 21:51 sur3 but I need just an other world folder to run a different server instance? 21:52 entuland just run minetest again 21:53 entuland and choose a new world, or another you do tests on 21:53 entuland then run as a server locally 21:53 entuland then run minetest once more 21:53 entuland and connect locally to that new server you just run 21:53 entuland it will trigger the new player callback, in theory 21:58 entuland actually, if you create a new world it should trigger the new player callback for "singleplayer" the first time you run it (not as a server) and for the first time you run it as a server (with the username you choose there) 21:58 sur3 Ok I'll try to copy the world folder and run with a config where I set "server_announce = false".. 21:58 entuland why do you need to copy the world over? 21:58 entuland can't you do your tests on a fresh world? 21:58 sur3 for having the same mods enabled 21:59 entuland oh... do you have that many that it's faster to copy the files than enabling them? 21:59 sur3 Yeah I suppose so, I would at least have to copy the world.mt file, can I start with a world folder with just world.mt in it? 22:02 entuland no idea 22:02 entuland I would run TIAS on it :P 22:03 entuland in the worst case you'll have it error out 22:03 sur3 what's TIAS? 22:06 sur3 --world Set world path (implies local game) ('list' lists all) 22:07 sur3 it says implies local game, so seems I can't run a second server in parallel.. :-/ 22:09 entuland TIAS is what you have just done (Try It And See) :P 22:09 entuland I would just spin a new world and enable only the mods I need to test 22:09 sur3 ah ok but I didnt do TIAS, I just read the command line help from minetestserver ^^ 22:10 sur3 yeah but I cant run locally, so if I cant specify the world path for a remote server I cant run it.. 22:11 sur3 I wonder why setting a world path implies a local game? doesnt make sense IMO.. 22:11 MinetestBot paramat: Jun-24 21:09 UTC https://0bin.net/paste/WOQe0Qi6PBe33S3w#slsvif8nk6S73sfI69tRsEd4N4fnXe5n9FKyM3S3mxw 22:12 entuland no idea, sur3, never really messed with server apart from dummy ones I ran locally to test some multiplayer stuff 22:13 sur3 yeah problem is I cant run locally because its a remote server ^^ 22:14 sur3 Ahh wait probably its not possible to give the path via CLI because it has to be specified in the conf file.. 22:15 sur3 ls 22:16 entuland uh? 22:16 entuland can't you simply have the mods you need to test installed locally and run a local instance with a fresh world? 22:17 entuland I mean, forget about your running remote server for a second, just spin your own minetest 22:21 adfeno Hi all! There is a player who is using Minetest on a Kindle, and we want to know where is the "last sent message history" key? 22:25 sur3 yeah but to run it locally i would have to copy over the mod folder.. 22:28 sur3 adfeno, sry what you talking about? 22:28 sur3 ah wait 22:28 sur3 I think I understand 22:28 sur3 but I dont have a kinde, is there no up-key? ^^ 22:29 adfeno For the messages you type, you can get the last messages you sent by usng the up-key 22:29 sur3 yes thats what I meant 22:30 adfeno However, I know this exists in normal computers, but I'm not sure how to do that in mobile ones. 22:30 sur3 well a kindle is a reader right? I suppose its just page-up then probably? 22:30 sur3 but I dont know, worst case he has just to retype the message he wants to send ^^ 22:45 sur3 adfeno, you could probably try to set the history key in the minetest.conf on the kindle.. 22:45 adfeno Hm 22:46 sur3 though I cant find that specific key in the default options.. :-/ 22:47 adfeno Neither I :S 22:47 paramat i guess it acts just like an android phone? 22:48 adfeno And how would it work for Android? 22:48 adfeno (Mine can't run Minetest, this is why I ask) 22:48 paramat i'm not sure 22:49 paramat i would guess in the menu there may be a chat history option, or maybe not, android MT lacks some features