Time Nick Message 02:56 MinetestBot 02[git] 04pauloue -> 03minetest/minetest: Lua_api.txt: Various improvements (#7582) 130d55879 https://git.io/fN0AP (152018-07-26T02:56:11Z) 05:31 sofar !tell krock I just let the certificate expire, oops 05:31 MinetestBot sofar: yeah, sure, whatever 09:53 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Document //stretch, remove old documentation for //scale 1399fa0eb https://git.io/fNEGg (152018-07-26T09:52:10Z) 10:46 deltasquared daft question time: what's the purpose of the formname field for nodedef.on_receive_fields? the docs don't seem to suggest that there would be a way to invoke a form with another name on a block, every time I've tested it, it's just "" 11:15 ChimneySwift Perhaps it's future-proofing? If the devs ever implement some kind of system to have multiple formspecs per node (and thus name each formspec) , they wouldn't want to mess up other mods by changing the order of the callback parameters 11:15 ChimneySwift Otherwise idk 11:21 sfan5 deltasquared: on a node, correct 11:22 sfan5 but in other situations you can set a formname 12:18 twoelk isn't formname also some sort of security level so that a form may only be accessed if you know the exact name? 12:24 ChimneySwift I don't think so, on_recieve_fields sends a callback to every mod for every formspec sent to the server, it's up to the modder to ignore the formspecs they don't care about 12:25 ChimneySwift The formname can also contain information if the original form was invoked in a particular context, but I'm not sure if that's a good practice or not 17:51 l0de Yes hello 17:51 l0de l0de ray dio here 17:51 Krock nobody expected dio 17:51 Krock neither the spanish inquisition 17:52 l0de I'm looking for a chatter who goes by the nickname "oldcoder" or some permutation, I wanted to invite him to call into my IRC radio show 17:52 l0de If anyone could relay this invitation, I would appreciate it, thank you 17:53 Krock He's got an own website where you might find some concat information 17:53 Krock *contact 17:53 l0de oh? what site? 17:53 l0de thank you krock 17:58 sfan5 !ban *!*@gateway/web/irccloud.com/x-pqiksxbpmapxxeny 17:58 rubenwardy Thanks 17:58 rubenwardy This client sucks for moderating 17:58 Krock !next 17:58 MinetestBot Another satisfied customer. Next! 18:15 Andrey01 hi, can anybody explain me what is an "tube" table argument node_definition has when register a node? I did not see so one neither in dev.minetest.net nor in lua_api.txt 18:16 Andrey01 i`ve noticed this in the code of "summer" mod 18:16 Andrey01 that registers chests 18:21 rubenwardy ? 18:21 rubenwardy Sounds like a custom thing 18:26 Andrey01 really? only somewhy i have nowhere seen it if this is custom thing :) 18:26 Andrey01 ok. can you please me what is this? 18:27 rubenwardy it sounds like you're talking about a custom definition property 18:27 rubenwardy so the properties don't have to be used by the engine 18:27 rubenwardy you can put anything into a definition 18:27 rubenwardy then mods can read it 18:27 rubenwardy a definition is just a table 18:27 rubenwardy so they have a tube property in the table which the engine never reads 18:27 rubenwardy but the mod does read it 18:38 [k00l]shamoanjac is PostgreSQL more performant than sqlite? 18:39 rubenwardy yes 18:39 rubenwardy well, it's more complicated than that 18:39 rubenwardy how big is your world? 18:39 rubenwardy what player count are you expecting? 18:40 [k00l]shamoanjac how is it more complicated than that? is there a point of resource demands at which one backend is faster than the other? 18:41 rubenwardy I'm not too sure 18:41 rubenwardy nerzhul is our database expert 18:41 rubenwardy although he's zealous in the direction of things like postgresql, so may be biased 18:41 rubenwardy it would be good to see benchmarks 18:43 [k00l]shamoanjac the wiki says postgresql is faster but honestly I don't know 18:43 [k00l]shamoanjac what about Microsoft SQL server? :^) 18:43 Krock yes, because it caches more 18:43 Krock nice troll 18:44 rubenwardy does that make up for the need for networking? 18:46 rubenwardy CTF uses dummy, that's the fastest backend ;) 18:46 [k00l]shamoanjac the overhead of using internal sockets is negligible 18:49 Andrey01 for some reason i can not see the content of the formspec (only window), here is a code: https://gist.github.com/Andrey2470T/63cf365e5057ede739580eb127882d7d 18:50 Andrey01 i`ve set list inventory, but i can not see it 18:50 rubenwardy that's not how formspecs work 18:50 rubenwardy the third param is a formspec 18:51 rubenwardy so size[3,2]label[... etc 18:51 rubenwardy I'd remove the meta set 18:51 rubenwardy and build the fs there 18:51 rubenwardy well, it depends really 18:52 Andrey01 what is third param? 18:52 [k00l]shamoanjac fucking formspecs lmao 18:52 Andrey01 and why would you remove meta set? 18:53 Krock https://gist.github.com/Andrey2470T/63cf365e5057ede739580eb127882d7d#file-medicine_bag-lua-L29 18:53 Krock medical_bag_formspec has to be a formspec, directly. 18:53 Krock you cannot link it with the metadata 18:54 Andrey01 ah, thx, i`ve understood all 18:56 Andrey01 the formspec size has been set correctly, but why can i not see inventory list? 18:57 Krock you cannot use "context" or "current_name" in show_formspec 18:57 Krock it would have to be in the "formspec" metadata field 18:57 Krock instead, specify the position: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2119 19:00 Andrey01 the position of what? of the node? just here is used 3d coordinate system 19:00 Krock yes, of the node. 19:06 Andrey01 it writes an error when i click the formspec: ERROR[Main]: InventoryMenu: The selected inventory location 'undefined' doesn`t exist 19:07 Andrey01 i wrote it: "list[nodemeta:"..minetest.pos_to_string(pos)..";main;0, 1;6, 3]" 19:07 Andrey01 do i need pos_to_stirng()? 19:07 Krock pos_to_string is wrong because it adds parentheses 19:07 Krock "list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0, 1;6, 3]" 19:10 Andrey01 it doesn`t work, either to my surprise 19:10 Andrey01 it writes inventory location doesn`t exist 19:11 Krock "pos" must be the node position 19:11 Andrey01 yes, it is 19:15 Andrey01 i`ve forgot to replace "context" to "nodemeta:" in inv:set_size(), i have replaced now and it doesn`t work, either 19:17 rubenwardy what? 19:18 rubenwardy set_size has list names, don't do context or nodemeta: there 19:22 Krock !tell Genshin Well so I finally managed to join your server. Is it normal that the connection has a delay of roughly two minutes? 19:22 MinetestBot Krock: I'll pass that on when Genshin is around 19:22 Andrey01 i`ve fixed and it doesn`t work again, check my updated gist: https://gist.github.com/Andrey2470T/63cf365e5057ede739580eb127882d7d 19:24 Krock uhm.. but that looks good 19:26 Krock ouch. bad memory leak. started Minetest with ~250 MiB RAM usage and returned to the main menu with 1.6 gigs 19:27 Andrey01 oh, damn, i`ve just forgot to reset that node in game, that had old loaded formspec! 19:27 RossSchulman[m] Is 5.0 going to make big changes to the LUA API? 19:28 Andrey01 and when will it be released (5.0), btw? No planned date yet? 19:29 Krock RossSchulman[m]: no, because there's no LUA API for minetest 19:30 Krock see LUA -> https://github.com/mniip/LUA 19:30 rubenwardy damn it 19:30 rubenwardy inb4 19:30 Andrey01 when will it be released? 19:30 Krock somewhen late 18 or early 19 maybe 19:30 Krock nobody knows 19:31 RossSchulman[m] Krock: I was referring to the modding API. 19:31 Krock define "big" 19:32 Andrey01 18th or 19th August? 19:32 Krock Andrey01: no, 2018/2019 19:32 Andrey01 ah 19:32 Krock RossSchulman[m]: if "big" means sorting out all the garbage API stuff and adding a bunch of new features, then no. 19:33 Krock There are a few new features, but the modding API is kept as compatible with the next release 19:33 Andrey01 that is it will be released near December or January 19:33 Krock Andrey01: what's not clear with this sentence? 20<Krock>30 nobody knows 19:33 RossSchulman[m] Curious about compatability mostly. Is developing a mod for 0.4 a waste of time or not. 19:34 Krock RossSchulman[m]: not a waste. just don't use minetest.env: which is .. really old stuff 19:34 RossSchulman[m] Got it, thanks. 19:34 Krock but consider looking into 5.0.0 features because they might provide the functions you need 19:35 Krock such as overwriting tool definition per ItemStack, player damage causes or player inventory callbacks 19:36 Andrey01 Krock: you have said it will be released in the end of 2018 or in beginning of 2019 19:37 Krock Andrey01: which includes basically the entire Autumn and Spring 19:37 Krock and winter ofc 19:39 Andrey01 just you have already been developing it so long... i`ve already been tired to wait it 19:39 Andrey01 and btw 19:39 Andrey01 it seems you have planned to add NPC in MT? 19:39 Andrey01 in 6.0.0? 19:39 Krock no, that's a 8.0.0 goal 19:39 Krock and in 12.0.0 there will be flying cars 19:40 Andrey01 oho 19:40 Andrey01 and what will be released in 20.0.0 ? :) 19:41 Krock somewhere around 2152 19:41 Krock just wait a little 19:41 Andrey01 lol 19:44 Andrey01 ok, will you really add NPC API in 6.0.0? LMD told me it 19:46 Out`Of`Control i wont live that long 19:47 Krock are you sure? Õ.Õ 19:47 Out`Of`Control 2152? 19:48 Krock maybe we'll all be <[._.]> robots 19:48 Out`Of`Control no lol 19:48 Out`Of`Control do not upload me to the cloud 19:49 Krock Out`Of`Control: singularity incoming https://xkcd.com/1782/ 19:50 Out`Of`Control hah 19:50 MinetestBot 02[git] 04zeuner -> 03minetest/minetest: Fix build on gcc 5.0 (#7586) 13d7d451c https://git.io/fNuqX (152018-07-26T19:49:38Z) 19:52 RossSchulman[m] Krock: I'll do that. Should I read the lua_api.txt on the master branch? 19:52 MinetestBot 02[git] 04kakalak-lumberJack -> 03minetest/minetest_game: wall.register: Allow table as texture value 13ab49405 https://git.io/fNuqA (152018-07-26T19:51:25Z) 19:53 Krock RossSchulman[m]: yes, but always beware that your mod then might not work in 0.4.x 19:53 Krock some things can be worked around, whereas other require a more up to date Minetest engine 19:54 RossSchulman[m] Right, makes sense 19:55 RossSchulman[m] Those things probably aren't labeled as such, are they? :) 19:55 Krock no, they weren't labelled in previous releases either 19:56 Krock since it would clutter the file and only be necessary for a single release cycle 19:56 RossSchulman[m] I know, I was joking. 19:59 Krock doubt that :3 20:59 mesecrafted01 I am just kind of messing around with making mods and such and I'm trying to make boats:boat move at a constant rate using "obj:setvelocity({x,y,z})" it moves the boat but it just instantly moves and then stops. How would i get it to stay consistent? 21:00 Krock hey there. do you overwrite on_step entirely or do you edit minetest_game? 21:00 Krock also set_velocity should be used. the other is deprecated 21:01 mesecrafted01 I am currently only testing with the worldedit lua function 21:01 Krock look at the auto forward/cruise mode in the current 5.0.0-dev version 21:01 Krock there's a constant movement speed implemented 21:01 mesecrafted01 ok thx 21:02 paramat ^ that 21:02 Krock you can barely implement anything with the worldedit Lua dialogue 21:02 Krock it would be temporary anyway 21:03 Krock longerstaff13_: update your nick. it should be longerstaff16_ 21:04 paramat depends what you mean by "move at a constant rate" 21:05 paramat *depends on 21:06 mesecrafted01 currently if is set_velocity it will travel a certain distance then stop completely i want it to keep moving 21:06 mesecrafted01 if is ==> if i use 21:07 paramat without pressing forwards? 21:07 mesecrafted01 yeah 21:07 Krock yes, because there's a callback function in the boat mod which updates the speed regularly 21:07 paramat game#2140 21:08 paramat https://github.com/minetest/minetest_game/pull/2140 21:08 Krock no ShadowBot triggers here 21:09 mesecrafted01 so how could i spawn i different entity to test with? 21:10 longerstaff13_ Krock: lol 21:12 Krock mesecrafted01: many objects update their physics properties regularly. Best would be to modify the boats mod source code 21:12 mesecrafted01 ok 21:12 Krock inside games/minetest_game/mods/boats/init.lua 21:12 mesecrafted01 yeah 21:13 mesecrafted01 also is there a way to spawn an itemstack such as if you were to throw it? 21:14 Krock yes. use minetest.spawn_item and set the velocity on the returned object 21:14 Krock however, it will fall down due to the acceleration 21:14 Krock it's already used to throw snow and grenades 21:15 mesecrafted01 and to set the type of item or is that impossible 21:15 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3690 21:16 mesecrafted01 k thx 21:16 Krock Ctrl+F is your friend there 21:18 mesecrafted01 yeah lol 21:18 Krock fun fact: the 0.4.x builtin item (dropped stacks) and the 5.0.0-dev version have both 228 lines of source code, but latter also includes the slippery feature 21:18 mesecrafted01 the slippery feature? 21:18 Krock higher code quality density, I'd say 21:19 Krock yes. ice. 21:19 mesecrafted01 oh kool like in minecraft 21:19 Krock they do have it there too? 21:20 mesecrafted01 that is one of the few things that are (were now) better in minecraft 21:20 mesecrafted01 yea 21:20 Krock actually that doesn't surprise me. most ideas come from that game 21:20 mesecrafted01 i play a little minecraft but not much 21:31 rubenwardy it's barely an idea, Krock mesecrafted01 21:31 rubenwardy unless real life stole slippery ice from Minecraft 21:36 mesecrafted01 is the player slippery too? 21:37 rubenwardy yes 21:39 mesecrafted01 cool 21:40 paramat lol 21:40 mesecrafted01 :P 21:41 Krock what? in which Outside version was slippery implemented? 21:42 Krock to be fair, it's not easy to find ice blocks due to the currently high temperature noise values 21:42 paramat i need to tune the heat noise 21:43 Krock yes, at least add some time penalty to limit the maximal values over a longer preiod 21:43 Krock *period 21:44 Krock humidity slightly higher, but heat lower. the plantlife ABMs let the plants dry out slowly already 21:46 paramat it actually looks like savanna where i live now 21:46 paramat the english savanna 21:46 Krock good that the biomes have a rather large scale. it's not too dry here yet (but soon) 23:33 RossSchulman[m] I'm making my way through the thread, but looking for a spoiler... did we all ever land on a formspec replacement? 23:39 paramat not yet 23:44 RossSchulman[m] damn