Time Nick Message 00:04 rubenwardy player_legend: look up the definition 01:16 player_legend if I do inventory:get_stack( "main", i ) for a player's inventory, and iterate up i until it returns nil, is that cycling through the player's inventory? 01:17 player_legend I am trying to find an item by name in the inventory, and I've thus far not seen a function for that 02:02 paramat see https://github.com/paramat/moonrealm/blob/11effb980afe437298bf75444a1c5b20ad9a9fcb/functions.lua#L424 07:00 deltasquared hrm, now why would there be an intentional two-second stall upon world start before the world will start emerging? https://ptpb.pw/ge99.txt 07:02 deltasquared the second emerge triggered when the first completes finishes almost immediately... I can only assume there was some weird race condition that made a delay necessary 07:33 * deltasquared prods some people who hopefully know something - rubenwardy (hmm, no krock or paramat) 07:33 deltasquared I've taken the opportunity to search through the source code for some obvious terms, but nothing leaps out just yet 07:34 deltasquared e.g. "race condition" (in case it was that), "delay", "sleep" etc. 07:34 deltasquared I can't see any obvious places where this delay would be introduced 07:38 deltasquared the delay is somewhat annoying because it means I can't start and stop instances of a minetest server quickly in a loop in a shell script say - it's needed for a test script I'm writing. ideally you want each case to run in an isolated, fresh instance. 11:22 deltasquared is there a cleaner way to tell if a player ref is invalid due to the player logging out? I'm currently relying on the fact that ref:get_pos() returns nil when the player logs out, just wondering if there is a more canonical way to do this 11:23 deltasquared (oh, and also a way to tell if the player is dead... I assume get_hp() == 0 would suffice) 11:24 entuland deltasquared, IIRC it is advised not to ever store those references but instead to get them within the functions that need them 11:25 entuland you may eventually pass those references around between functions if they get run in a sequence, but you should only store the playername, not the player reference 11:25 deltasquared entuland: well I'm not going to do a get_player_name() call on every on_step(). it's a case of there's an entity the player is attached to, but you can't retrieve child bone objectrefs - only their positions 11:25 deltasquared err, get_player_by_name() rather 11:26 deltasquared I essentially need to retrieve the player that is attached to the entity I'm writing 11:27 entuland I see, you're beyond my level of experience by using entities attached to players, so I'll take a step back :) 11:28 deltasquared entuland: other way around 11:28 deltasquared player attached to entity 11:28 deltasquared to be fair, if MT had a proper server-side player physics mechanism I wouldn't have to be writing this at all 11:28 entuland well, in both cases, I never messed with entities, only with regular nodes 11:30 entuland I never store those references cause in my mods I never need to operate on references in a regular basis, just when some action is triggered (opening a formspec or handling its submission or the alike) 11:31 deltasquared entuland: fair enough, in that case those callbacks get handed an object anyways (i.e. the on_rightclick callback or whatever it was gets passed the clicker) 11:32 entuland correct, but I also need to keep track of what each player does (say, remembering the last stuff they put in a formspec, to populate such stuff again) and I store that stuff by playername 11:35 deltasquared entuland: fair enough again, in that case the names need to be persistent between load/save 11:35 deltasquared objectrefs aren't permanent UIDs etc. 11:35 entuland oh no I'm not doing that across reloads 11:35 entuland I'm doing that in the same run 11:36 entuland but doesn't make any difference actually 11:36 deltasquared meanwhile, set_physics_override({speed=2}) never seems to get old 11:36 deltasquared weeeeeew 11:36 entuland eheheh 11:41 thetaepsilon aww not again 11:41 deltasquared effing router 12:02 sur3 whats the speed multiplier when using fast? 12:05 deltasquared sur3: I think it's x5 12:05 sur3 ok thx 12:05 deltasquared I was just measuring my speed in-world 12:05 deltasquared normal player speed is about 4m/s, fast mode goes up to 20 12:07 sur3 because I think I found a good solution to my swimfins problem, I dont detect the water collision but the breath change, that should not add to much impact on server performance ^^ 12:24 sur3 https://dev.minetest.net/minetest.register_on_dieplayer says one should return true, but seems register_on_dieplayer is just calling make_registration like many other register function and https://github.com/minetest/minetest/blob/stable-0.4/doc/lua_api.txt doesnt state anything about a return value..? 12:26 Krock sur3, the docs are right. make_registration actually wraps the functions around the callback handler which takes a "processing type" variable from C++ which specifies what arguments are taken 12:27 Krock like whether it should abort after the first "true", "false", take the last returned value, nothing or the last valid value 12:28 Krock https://github.com/minetest/minetest/blob/stable-0.4/src/script/cpp_api/s_player.cpp#L47 12:28 Krock https://github.com/minetest/minetest/blob/stable-0.4/src/script/common/c_internal.h#L78-L80 12:29 Krock in short: you can return anything. it doesn't care and doesn't behave any different 12:29 sur3 Oh ok 13:52 Krock sur3, fixed the wiki btw 13:53 sur3 Ah ok thx :) 14:06 ManElevation heya! anyone knows shivajiva´s skyblock irc channel? krock? 14:11 Krock dunno 14:38 sur3 hmm when I remove items from the creative inventory they seem also to be removed from the crafting guide? o.O 14:40 sfan5 not_in_creative_inventory pretty much means "this items is not meant to be user visible" 14:41 sfan5 still weird for crafting guide to do that, since non user-visible items will just not have a craft receipe 15:43 cafee Hey guys, you probably know TenPlus 15:43 cafee Why he moved to another git service? 15:43 cafee I take he doesn't visit this irc channel often 15:48 twoelk he is mostly on minetest-hub 15:48 twoelk and he moved his stuff, just like many others, because microsoft bought github 16:08 AugTop hello 16:09 clavi hi 16:10 AugTop I would like to know if it is possible with the current minetest to activate or deactivate craft based on a player 16:18 sur3 I think he probably has the same doubts like me about guthub not being free 16:18 sur3 thats why i use gitlab 17:15 paramat !tell deltasquared because 'emerge area' is async: it's done at some undefined point later when the server isn't busy 17:15 MinetestBot paramat: I'll pass that on when deltasquared is around 17:16 player_legend so, in the documentation here https://dev.minetest.net/InvRef 17:17 player_legend do those 'stack' arguments not refer to an ItemStack type, but rather a string type? 17:32 Ruto hi 17:33 Ruto bye 18:00 LMD those stack arguments are ItemStacksItemStack 18:00 LMD Jump to: navigation, search 18:00 LMD A stack of items. Can be created via ItemStack(itemstack or itemstring or table or nil). . Also, don't use Dev Wiki anymore, I suggest lua_api.txt : https://appgurueu.github.io/lua_api.html#gheader80 18:00 LMD https://dev.minetest.net/ItemStack 18:01 LMD And again lua api : https://appgurueu.github.io/lua_api.html#gheader80 - ItemStacks. Luckily I managed to find it :) 18:02 player_legend I just got sent this though https://github.com/paramat/moonrealm/blob/11effb980afe437298bf75444a1c5b20ad9a9fcb/functions.lua#L424 18:03 player_legend there's itemstrings going where the stack would go 18:03 player_legend but I'll read that github.io page 18:17 ManElevation heya! how do i convert nodes to a differen itemstring mod name? like 123:stone to default:stone 18:18 ManElevation but not on single nodes, on a whole mod at once 18:18 ManElevation anyone knows? 18:19 sfan5 an LBM could do this 18:20 sfan5 from Lua that is, there's no easy way to do this with e.g. a command 18:37 paramat yes consult lua_api.txt too, but use the established reference https://rubenwardy.com/minetest_modding_book/lua_api.html 18:39 paramat LMD is over-promoting his own 18:39 rubenwardy Btw 18:40 rubenwardy !book lua_api 18:40 MinetestBot rubenwardy: Lua Modding API Reference - https://rubenwardy.com/minetest_modding_book/lua_api.html 18:40 rubenwardy Easier way to get the url 18:41 LMD How did ya make it bold ? BTW yeah i notice it but why did I do it for when not advertising it :P 18:42 LMD @paramat 18:43 LMD Is there a way to make kinda "on-world-load" voxelmanip ? Im currently using on generate, but what if I want to import a world ? Id like to be able to trigger on generate when importing a world... 18:44 LMD LOL Thunderbird displays :stone as (smiley)tone 18:45 LMD @paramat : I wouldn't say mine is worse than rubenwardy's. I guess however my stylesheets are not the best... 18:47 LMD our stuff is comparable. Mine has a dynamic table of contents, so our things aren't same. Why do you refuse to give mine a chance/try ? That's like saying : Uh, you know, i didn't even try it, but, look - nobody needs it ! All your efforts were senseless ! 18:47 rubenwardy I use a standard markdown parser with a github extension 18:47 LMD okay 18:47 rubenwardy Mines not self made, so there's less mistakes 18:48 LMD Find a mistake in mine ! 18:48 paramat hmm LVM on import .. 18:48 LMD I mean, it is minimalistic : It only supports the markdown used in lua_api.txt... 18:49 twoelk @ LMD and while you're at it make a md parser to display nice text within formspecs ;-P 18:49 LMD What do u mean by LVM ? Isnt that encryption... 18:49 LMD @twoelk : ??????? Im not a native speaker... Please explain further.... 18:50 rubenwardy !book lvm 18:50 MinetestBot rubenwardy: Lua Voxel Manipulators - https://rubenwardy.com/minetest_modding_book/en/chapters/lvm.html 18:50 LMD ah. just call it voxelmanip. 18:51 LMD Im currently extending my MD stuff with an IRC Bot... 18:52 LMD purpose : creating blogs 18:52 LMD @rubenwardy : I took a look at contentdb, and am really astonished ! Could you tell me the basic architecture... 18:53 LMD Especially the client-server communication part.... 18:53 rubenwardy MVC 18:53 rubenwardy Rest API 18:53 rubenwardy Plus task workers 18:53 LMD Okay... thats a bit too short... Remember I didn't make it... 18:54 LMD so modelviewcontroller 18:54 LMD okay - googled it - but whats those task workers... 18:55 LMD @rubenwardy : How can I contribute to MT ? Using PR or so ? 18:55 LMD Is there a list which stuff still has to be implemented ? 18:56 LMD Where can I find some orientation, which cpp file is right ? 18:57 Andrey01 hi 18:58 Andrey01 why does minetest.hud_replace_builtin() not work? I wrote: 18:58 Andrey01 minetest.hud_replace_builtin("health", { 18:59 Andrey01 hud_elem_type = "statbar", 18:59 Andrey01 position = {x = 0.5, y = 1}, 18:59 Andrey01 text = "poisonous_heart.png", 18:59 Andrey01 number = core.PLAYER_MAX_HP_DEFAULT, 18:59 Andrey01 direction = 0, 19:00 Andrey01 size = {x = 24, y = 24}, 19:00 Andrey01 offset = {x = (-10*24) - 25, y = -(48 + 24 + 16)} }) 19:01 Andrey01 here is my coe above 19:01 Andrey01 code* 19:01 paramat please use a paste site for code, it will be more readable (although that is not a lot of code) 19:02 Andrey01 what`s paste site? 19:02 Andrey01 gist? 19:02 paramat gist is good too 19:02 paramat a site like 'pastebin' where you can paste code to share 19:03 paramat but yes gist if you're on github 19:03 LMD are you sure name is "health" and not "healthbar" ? 19:04 paramat or even better, link to the code in your repo 19:05 Amaz No, health is correct: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4163 19:09 Andrey01 https://gist.github.com/Andrey2470T/2938b819f14b5ddea06c82d42af62698 19:10 LMD Maybe it's not called properly ? Could you show us the context, as it looks correct... 19:10 Andrey01 posted a code and a screenshot 19:11 LMD I mean, the function it's in... is maybe not invoked or so... Or your MT Version is too old ? 19:11 Andrey01 i have 0.4.16 19:12 LMD Okay so I guess your Hud Element Def is wrong... 19:12 LMD I mean, MC2 also manages to replace builtin hpbar 19:13 LMD MC2 = MineClone 2 19:14 Andrey01 the text element is correct exactly 19:15 LMD Is it possible that offset = {x = (-10*24) - 25, y = -(48 + 24 + 16)} is outside screen ? 19:16 Andrey01 is it really outside screen? hmm... 19:16 Andrey01 but the HUD definition sample gave me Krock himself, he could not mistake in it 19:17 LMD so when comparing to wuzzys stuff - are you missing alignment ??? 19:18 LMD https://gist.github.com/Andrey2470T/2938b819f14b5ddea06c82d42af62698 19:18 LMD pasted snippet out of MCL 2 19:18 LMD I replied... 19:18 Andrey01 is "alignment" necessary? 19:18 LMD dunno 19:18 LMD could a give it a try... 19:20 LMD I guess alignment is necessary. Else : which corner of screen should MT align the elemnt ? 19:20 Andrey01 it doesn`t work 19:22 LMD sry 19:22 xerox123 which mod blocks guests, what's its name? 19:23 Andrey01 btw, must i follow the order of fields in "hud_definition" table? 19:32 Out`Of`Control xerox123: no_guests 19:34 Andrey01 reallt is offset outside the screen? 19:37 Andrey01 it seems that it`s not in this 19:43 Andrey01 where can i look at HUD definition table what elements exactly i need? i can not find it in github 19:53 LMD @Andrey : Here : https://appgurueu.github.io/lua_api.html#gheader67 19:53 LMD If you prefer rubens version : 19:53 LMD !book lua_api 19:53 MinetestBot LMD: Lua Modding API Reference - https://rubenwardy.com/minetest_modding_book/lua_api.html 20:59 player_legend is 0.5.0 possibly going to happen in the next several months, or is it way off 20:59 player_legend I see the gap before 0.4.17 happened to be exactly a year 20:59 player_legend so it makes me wonder 21:01 paramat depends on dev speed and remaining blocker issues 21:02 paramat but we're keen to release it as soon as possible 21:03 paramat 0.4.16 is now embarassingly old and lacking in features 21:05 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Run code style linter first (#7213) 13738c8b1 https://git.io/fbjky (152018-07-05T21:04:39Z) 22:02 stormchaser3000 is there a way to change the touch sensitivity in minetest on android? 22:05 stormchaser3000 nevermind i found the mouse sensitivity option