Time Nick Message 00:50 rodskagg i've got a logitech f310. i've enabled joystick in minetest, but it doesn't seem to be doing anything. is there anything i need to do to get it working? 00:54 rubenwardy that joystick isn't support 00:54 rubenwardy +ed 00:54 rubenwardy use a third-party program instead 00:54 rubenwardy I forget the name, but it's been reported to work pretty well 01:09 rodskagg ok, thanks rubenwardy 02:18 redneonglow VanessaE: what happened that you disabled the beds again in homedecor? 02:19 VanessaE https://gitlab.com/VanessaE/homedecor_modpack/issues/10 02:20 VanessaE in short: too much hard-coded stuff in mtg beds that conflicts. only sane thing to do was to disable sleeping. 02:21 redneonglow it's just the counter? 02:21 VanessaE *shrug* 02:21 redneonglow that has been there for a while 02:21 VanessaE perhaps comment on the issue 02:22 redneonglow are you saying there's more than the counter if i put it back? 02:22 VanessaE I don't know exactly 02:22 redneonglow becuase the counter i can deal with, i shut my servers down every now and then for backup or mod upgrades 02:23 VanessaE this is, like, the third time I've disabled the sleeping code. 02:23 VanessaE I won't re-enable it again until there's a good fix 02:26 redneonglow i know 02:26 VanessaE speaking of beds, it's time for me to closely investigate mine for the next several hours :P 02:26 VanessaE bbl 02:26 redneonglow i always report it as a bug 02:26 redneonglow goodnight 04:57 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Lua_api.txt: Update glasslike_framed textures documentation (#7884) 131c91cb8 https://git.io/fp4hp (152018-11-22T04:55:24Z) 15:00 Unarelith the callback on_rightclick is not triggered if the sneak key is pressed right? that was implemented to allow putting a node on a formspec node I guess, but could be cool to have another action like sneak-RMB with empty hand (won't conflict with block putting since empty hand) 15:00 sfan5 yes that's on purpose 15:01 Unarelith @sfan5, then what about empty hand sneak-RMB? 15:01 sfan5 I don't think that's possible right now 15:03 Unarelith that's sad 15:11 urska !players 19:23 Unarelith is it possible for a block to have differents drop when it's mined with different tools? 19:24 Krock yes. docs are here: https://github.com/minetest/minetest/pull/7231/files 19:26 Unarelith Krock, damn it doesn't look like what I'm looking for 19:27 Krock why? you can specify the tools for the drop 19:27 Unarelith I'm not looking to create a block which will have different drops depending on the tool 19:27 Krock but you said that above 19:27 Unarelith Actually I'm looking to create a tool which will change the basic drop of some blocks 19:27 Unarelith Like a tool which always drop dirt blocks for example 19:27 Unarelith But yeah it wasn't clear 19:28 Krock hmm.. that would be a bit hacky to do 19:28 Unarelith The goal here is to make a Hammer which can turn Gravel into Sand 19:28 Unarelith Sand to Dust, Cobble to Gravel, etc... 19:29 Krock 1) overwrite all affected nodes' after_dig_node callback -> https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6057 19:29 Krock 2) make it so it gets the elected tool from the player's hotbar 19:29 Krock *selected 19:29 Krock 3) err. drops are already handled at this point. forget this 19:30 Krock *1) overwrite on_dig https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6079 19:30 Krock if digging times are irrelevant, you can just use the tool's callback "on_use" 19:34 Unarelith Krock, digging times are relevant that's why it's an issue ^^' 19:34 Unarelith I'll try that then 19:34 Unarelith thanks 19:37 Unarelith too bad minetest.set_node_drop doesn't exist, would be a nice way to add drops or conditional drops to an existing node 19:38 Unarelith is there any specific reason this function doesn't exist? 19:39 Krock set_node_drop would be shorthand for minetest.registered_nodes["node:name"].drops 19:40 Krock it's a table either way. no conditions besides string matching 20:01 Alexand{er|ra} Nice. I'm actually working on some similar code. 20:02 Alexand{er|ra} But instead of dropping a different node, the node gets converted in place. 20:03 Alexand{er|ra} So using a hammer on stone would convert it to gravel similarly to how a hoe converts dirt into soil, except with a digging animation and dig time. 20:04 Unarelith So like gravelsieve does? 20:04 Alexand{er|ra} I'm unfamiliar with that mod. 20:05 Alexand{er|ra} Is that the one that converts gravel into ores? 20:05 Unarelith Yup, that one, in the TechPack modpack 20:05 Unarelith I'm using its code as a base for my mod 20:05 Unarelith But I want it to feel like Ex Nihilo, so I made a lot of changes 20:05 MinetestBot 02[git] 04martijn@aaltjegron.nl -> 03minetest/minetestmapper: Fix color2int, int2color alpha handling (libgd alpha is 0-127) 13f7b0d5c https://git.io/fpReu (152018-11-22T20:05:13Z) 20:07 Alexand{er|ra} Not sure. I'll take a look at the code. I'm doubting it though. There's no clean way to do what I'm doing (I'm having to get a bit hacky), so I'm not sure if other n=mods do this yet. 20:08 Alexand{er|ra} Okay, no, gravelseive works pretty much exactly like a hoe. No digging animation or digging delay. 20:10 Unarelith Alexand{er|ra}, check this file: https://github.com/joe7575/techpack/blob/master/gravelsieve/hammer.lua 20:11 Unarelith for digging animation and delay you'll have to use on_dig like Krock highlighted earlier, instead of using gravelsieve's way 20:12 Alexand{er|ra} Unarelith: Exactly. That's what I'm doing: using on_dig. 20:12 Alexand{er|ra} I think that's the file I already read, too. 20:12 Unarelith Ok nice 20:13 Alexand{er|ra} It does it the way the hoes do: uses on_use. 20:13 Alexand{er|ra} My main issue at the moment is deciding whether to place sandstone with the hammer or just sand. 20:14 Alexand{er|ra} stone -> gravel, cobble -> sand, desert cobble -> desert sand, and coral skeleton -> silver sand. 20:14 Unarelith Krock, thanks to you I came up with this: http://paste.gnidmoo.tk/enaqonuzaj.lua 20:15 Krock !next 20:15 MinetestBot Another satisfied customer. Next! 20:16 Krock glad that I could help :) 20:16 Alexand{er|ra} So using a pick, you either get gravel and flint or gravel and a diamond? Nice. 20:16 Alexand{er|ra} The diamond drop is more common than the flint drop though. Is that intended? 20:17 Alexand{er|ra} Like, 1/19 chance of flint, 19/20 chance of diamond. 20:18 jas_ !server Glitchtest 20:18 MinetestBot jas_: Glitchtest [jas0] | dcbl.duckdns.org | Clients: 0/15, 0/1 | Version: 5.0.0-dev / Glitchtest | Ping: 118ms 20:18 jas_ hi. got 3d_armor and clothing on there with skins. haven't added it to the hud yet, and am gonna move their formspecs off from sfinv and into armor stand / loom... 20:19 Unarelith Alexand{er|ra}, that wasn't intended actually, I'm still looking to replace completely gravel drop for a sand drop when my hammer is used 20:19 Unarelith but it's still a step forward 20:22 jas_ ok gn o/ 20:31 Unarelith Damn I'm close http://paste.gnidmoo.tk/ocibesohub.lua 20:31 Unarelith But now gravel won't drop 20:31 Unarelith Maybe because I have two entries without rarity 20:34 Alexand{er|ra} Is the question mark prefix new? I haven't seen that feature. 20:36 Alexand{er|ra} Unarelith: Try this: . 20:37 Alexand{er|ra} Mainly, it's just a matter of order. 20:37 Unarelith damn really, this will be even much more simpler then 20:38 Unarelith the question mark prefix is documented here: https://github.com/minetest/minetest/pull/7231/files 20:40 Alexand{er|ra} Unarelith: Nice! It looks like it hasn't been added to the game yet though, so for now, it won't work. 20:40 Alexand{er|ra} I've got to wonder why a question mark though, and not an exclamation point. Usually an exclamation point means "not", except in Lua, where the tilde is "not". But the tilde is taken, of course. 20:41 Unarelith Alexand{er|ra}, I agree, it's weird. Thanks btw for the ordering advice, I just had to add my drop at the beginning of the table, it works now: http://paste.gnidmoo.tk/ukeganaheb.lua 20:42 MrBlueEyes Hello 20:42 Alexand{er|ra} Sweet! I'm glad you've got it working now. 20:42 Alexand{er|ra} Hey MrBlueEyes! 20:43 MrBlueEyes How.are you guys? 20:43 Alexand{er|ra} Tired. Very tired. Way too much coursework. How 'bout you? 20:44 MrBlueEyes I'm doing good, kinda. If you're tired why not sleep? 20:46 Alexand{er|ra} Like I said, too much coursework. I've got to do that, not sleep. Also, I've only been awake for a few hours. I woke up tired. I need a vacation, not a nap. 20:46 rubenwardy Alexand{er|ra}: I believe the feature has existed for while, it just wasn't documented 20:47 MrBlueEyes Oh, okay then, I'm going to go in a second. Nice meeting you. 20:48 MrBlueEyes Hey Kurtzusch 20:48 kurtzmusch hey 20:48 MrBlueEyes I mangled your name. Sorry. (You from.darklands?) 20:48 kurtzmusch i played there for some time 20:49 kurtzmusch probable more than a year ago 20:49 MrBlueEyes I knew it lol, I recognized your name. 20:49 Alexand{er|ra} Nice meeting you as well! 20:50 MrBlueEyes We meet a few times on the server. Also same, gonna go now cya 20:50 kurtzmusch from my builds or we used to play together? i dont recall your nick 20:50 kurtzmusch ok cya 20:50 MrBlueEyes It was only twice we seem one another. 20:50 MrBlueEyes Seen* 20:50 MrBlueEyes Bys 20:51 Alexand{er|ra} rubenwardy: The tilde feature is undocumented, but the question mark feature isn't in the code, at least as of 0.4.17. I had to go over that code while upgrading Minestats. 20:51 MrBlueEyes Bys 20:52 Alexand{er|ra} I needed to know how the palette_index preservation was done, and stumbled upon the tilde feature. 21:02 Unarelith h 21:03 Unarelith *hmm looks like I can't assign a new drop table to a node register without a drop talbe 21:03 Unarelith *table 21:03 Unarelith *registered 21:04 Unarelith if I redefine default:gravel.drop, it's ok because gravel has a drop table, but if I redefine default:cobble.drop (which was nil) the drop table is ignored 21:05 Unarelith maybe the engine keeps track of the drop info type (nil, string, table) on node creation and never updates it? 21:10 Alexand{er|ra} Unarelith: Use this: 21:10 Alexand{er|ra} minetest.override_item(node_name, {drop={}}) 21:10 Alexand{er|ra} Except add your desired drops to the drop table, of course. 21:13 Unarelith Alexand{er|ra}, works perfectly, thanks! 21:16 Alexand{er|ra} Unarelith: No problem! By the way, that can be used to add or modify other item properties too. Just use the keys you need new values for instead of (or in addition to) "drop". 21:18 Alexand{er|ra} I wish my LUG was meeting this week. My Thunderbird issues are really starting to annoy me. 21:47 MinetestBot 02[git] 04bendeutsch -> 03minetest/minetest: Client-side autojump. Remove Android-only stepheight autojump (#7228) 1393bccb3 https://git.io/fpRUy (152018-11-22T21:47:15Z) 21:56 Ruslan1 scr267: hello 21:56 scr267 Hi Ruslan1 21:56 Ruslan1 Tell me what is your irc channel 21:56 Ruslan1 I wanna join 21:57 scr267 ? Well, it's just really for administering... Why would you want to join it? 21:57 scr267 Anyway it's #aurelium 21:57 Ruslan1 Okay 23:26 MrBlueEyes Hi 23:33 Unarelith okay this behaviour is pretty cool: https://i.goopics.net/GoPmD.png 23:34 Unarelith but it was clearly unexpected, how to prevent items to drop in my barrel ? 23:55 Alexand{er|ra} Unarelith: Are you wanting the items to float on top of the barrel? 23:55 Unarelith yes 23:56 Alexand{er|ra} You'd need to make the node solid. I don't recall if there's a way to do that with nodes using nodeboxes for display. I'll look at the API and see if I can find such a feature. 23:56 Unarelith dw I think I'll just stick with giving directly the item to the player 23:58 Alexand{er|ra} You've got me curious now, though. 23:59 Alexand{er|ra} I know selection boxes are separate from display nodeboxes, but I'm not sure if hitboxes are separate from display nodeboxes.