Time Nick Message 00:01 Alexand{er|ra} It looks like there's not a way with the current API. Too bad. 00:02 rubenwardy Unarelith: use a collision boz 00:02 rubenwardy -z+x 00:03 Alexand{er|ra} rubenwardy: How do you do that? I don't see it in the API doc. 00:04 rubenwardy Search for "collision_box" in the API docs https://github.com/minetest/minetest/blob/master/doc/lua_api.txt 00:04 rubenwardy Can't link from my phone 00:08 Alexand{er|ra} Firefox keeps crashing so I can't get a good look at it. 00:08 Jordach https://rubenwardy.com/minetest_modding_book/en/items/node_drawtypes.html#nodebox Alexand{er|ra} 00:08 Alexand{er|ra} It looks like it's a feature in the development version though, so that's something to look forward to. It's not in my 0.4.17-based doc though. 00:10 Alexand{er|ra} Jordach: I'm not sure what you're trying to point out on that page. Collision isn't even mentioned. 00:10 Jordach it's missing quite a bit of stuff, but is comprehensive otherwise 00:10 Alexand{er|ra} And ... another browser crash. Stupid Firefox. 00:11 Alexand{er|ra} It's missing the one feature we were discussing though; the only feature needed at the moment. 00:11 Jordach https://github.com/minetest/minetest/blob/stable-0.4/doc/lua_api.txt#L4029 00:11 Jordach that only applies to entities :thinking: 00:12 Alexand{er|ra} I'm guessing that's the "collision_box"? Unarelith: Check that link for instructions, but they only work in the development version, not the current version. 00:12 Alexand{er|ra} Right. It's only entities that Unarelith is having a problem with though. 00:12 Alexand{er|ra} Specifically, item entities. 00:13 Alexand{er|ra} Like dropped items, I mean. 00:13 rubenwardy Are you using an outdated version of Firefox? 00:13 rubenwardy I don't have any crashes 00:14 Unarelith Alexand{er|ra}, actually, I think Minecraft has the same problem. The mod Ex Nihilo has a similar barrel and I think they don't drop the item because of that issue 00:14 Jordach they also dont pick up items dropped onto the barrel, only through hoppers and pipes 00:15 Unarelith true :/ 00:16 Alexand{er|ra} rubenwardy: I'm using the version packaged with Debian 9. It usually only crashes if I open a link from WeeChat. Not sure why. If I open a link from WeeChat, I have about half a minute before Firefox crashes on me. 02:20 Pilcrow182 hmm, it's kind of late. I wonder if anyone's online and not AFK right now. 02:22 rubenwardy the world is wide 02:23 Pilcrow182 hey rubenwardy, how you doing today? 02:23 rubenwardy good thanks! you? 02:25 Pilcrow182 I'm great. Spending 5 days in St Louis Missouri for Thanksgiving, as my mom's boyfriend's family wanted to meet me and my sisters. 02:27 Alexand{er|ra} I'm online. I have too much studying to do to leave my machine for now. 02:27 Pilcrow182 internet problems, puzzlecube? 02:27 Alexand{er|ra} I really should get dinner on the stove though ... 02:27 * Alexand{er|ra} goes off to see what's in the refrigerator 02:29 Alexand{er|ra} Hmm. These cashews will do for now. 02:29 Pilcrow182 Yeah, I feel you, Alexand{er|ra}. What are you studying, if you don't mind my asking? 02:29 * Alexand{er|ra} returns to the laptop 02:30 Alexand{er|ra} Pilcrow182: Computers. CS 3303: Data Structures and CS 4402: Comparative Programming Languages. 02:31 Alexand{er|ra} I was supposed to study Web stuff this term, but my advisor goofed off for about a week instead of helping with a registration issue, so the course filled up on me. 02:34 Pilcrow182 Ugh, I don't know about you but I hated web stuff (was going to university for IT: Programmer/Analyst myself, but didn't finish) 02:36 Alexand{er|ra} Pilcrow182: In my last Web-related course, they taught us bad practices. I was appalled. This is a big part of why standards aren't followed! Schools aren't teaching standards compliance! If the course was taught correctly though, I would have enjoyed it. 02:36 Alexand{er|ra} I'd really enjoy learning how to make my website less bad. 02:37 Alexand{er|ra} It's a bit bland, to be honest. 02:39 Pilcrow182 Heh. Well, I don't have a website (or a need for one) myself, so I get by on what little I know of html 02:40 Pilcrow182 I'm more interested in games/mods and local tools (shell scripting, mostly, though I can program in a few *real* languages when I need to do something complicated)) 02:41 Alexand{er|ra} I'd love to work on mods more. I usually don't have much time for that though. 02:42 Alexand{er|ra} I am fitting a small modding project in on my breaks between reading assignments today though. 02:43 Pilcrow182 Oh, I suppose I lied; I *do* have a github.io page, but that's really as simplistic a 'website' as you can get -- a blank white page with some text and a few links to various other projects... :P 02:46 Pilcrow182 Alexand{er|ra}: yeah, I was actually reading some of the IRC logs earlier, when you were talking with Unarelith about tools that turn stone to gravel, etc. 02:48 Alexand{er|ra} Yeah. My current step is to fix up my material-renewal mod. I don't like the random cobble-sometimes-drops-sand-or-gravel thing, so I'm setting up dedicated tools for conversion when players actually want to produce those materials. 02:48 Unarelith btw I made barrels and crooks, my modpack is on the forum now :p https://forum.minetest.net/viewtopic.php?f=9&t=21465 02:49 Alexand{er|ra} After that, I've got to work on a system to hack Minetest's 15-colour dye system to allow users to choose colours from Minetest's 256-colour palet system. 02:49 Alexand{er|ra} *palette 02:50 Alexand{er|ra} Unarelith: Nice! 02:50 Alexand{er|ra} It looks like your mod's got the same basic idea as mine: material renewal. 02:50 Alexand{er|ra} You go about it differently though. 02:51 Alexand{er|ra} I like your composting barrel. 02:51 Unarelith Thanks, but there's no timer for composting yet and they can't hold liquids ^^' 02:51 Alexand{er|ra} I had set up a compost node in my last release, though I'm removing it in the coming update. I think adding nodes is beyond the scope of what my mod is aiming for. 02:52 Alexand{er|ra} Liquids? Why would you compost liquids? 02:52 Unarelith I want to make barrels compatible with rain, to gather water 02:52 Alexand{er|ra} And Firefox crashed again. Because of course it would. 02:52 Alexand{er|ra} OH! Nice. 02:53 Alexand{er|ra} Is that how you're renewing fresh water ("river water")? 02:53 Unarelith And I'll make stone barrels to contain lava later 02:53 Unarelith I still don't get the difference between "water" and "river water" in Minetest 02:54 Alexand{er|ra} River water doesn't renew, and has a shorter flow range. 02:54 Alexand{er|ra} Personally, I think it's overkill for its purpose, but that's not my decision to make. 02:56 Unarelith I see, but this barrel feature is specific to a skyblock I guess, since the goal is to gather the first buckets of water this way 02:56 Alexand{er|ra} I actually tried using seawater in rivers a few times. It works well. It overflows in a couple places, but not in a way that looks unnatural. 02:56 Alexand{er|ra} Ah, I see. 02:57 Alexand{er|ra} I've never played a sky blocks game, but I think I get the gist of what they are. 02:58 Alexand{er|ra} What's the plan for the lava barrels? How does the lava get in there? 03:00 Unarelith There will be another node to introduce first: the crucible. Its goal is to melt Cobblestone to make Lava. 03:00 Unarelith Then the Lava can be stored in the Stone Barrels, and you could probably make obsidian in the barrel by flowing water upon it 03:01 Alexand{er|ra} Oh, nice. 03:01 Unarelith I think my subgame will be a skyblock game, since it's the easier way to give a small modded Minecraft feel to Minetest and attract people (and modders) since the 5.0.0-dev engine looks pretty good (which is what attracted me when I saw MineClone2, elepower, witt, gravelsieve, etc...) 03:02 Alexand{er|ra} I was considering an option to melt cobblestone into lava myself, but never got the details sorted out in a way I liked. 03:02 Alexand{er|ra} Yeah, the dev engine is looking pretty nice. 03:03 Unarelith The Ex Nihilo way to cobblestone melting is to put either a torch, lava or fire under the crucible to heat the cobblestone at according speeds 03:04 Pilcrow182 Unarelith: you don't actually need to hack the 15-colour dye system; VanessaE's lovely Unified Dyes mod goes up to 256 colors, apparently. https://forum.minetest.net/viewtopic.php?t=2178 03:06 Unarelith Pilcrow182, I think you meant to mention Alexand{er|ra} 03:08 Pilcrow182 Oh, yes, sorry Unarelith 03:08 Alexand{er|ra} Pilcrow182: The goal is to depend only on the default system. I actually have a very nice palette-based dye system for my currently-incomplete game, which provides all 256 colours. 03:08 Alexand{er|ra} Also, if I used VanessaE's system, I'd need to be sure her dies lined up with my own palette's colours, which may be even more complicated if our colours don't match. 03:09 Pilcrow182 heh, that's true. Just wanted to point her mod out in case you didn't know it existed. 03:09 Alexand{er|ra} I could create a custom palette from her dies, but them I'd need separate versions of my dyable item mod for my game and for Minetest Game. 03:10 Alexand{er|ra} I knew it existed, though last I knew, it didn't have quite 256 dyes. It's nice to know that it does now. 03:10 Alexand{er|ra} I'll probably take a look later to see if she uses a palette like my dyes do. 03:11 Alexand{er|ra} If so, I might discontinue my dyes. 03:11 Alexand{er|ra} Well, assuming hers has good colour mixing like mine does. 03:11 Alexand{er|ra} I put a lot of effort into making sure all dyes could be mixed in a sane, yet automated way. 03:13 Pilcrow182 yeah, I used it long ago when it didn't have so many colors, but apparently her mod is configurable now; the forum page states that it "expands the standard dye set from 15 colors to 32, 197, or 256" 03:14 Alexand{er|ra} Oh, what ... She uses a separate palette for each class of colours. For example, a palette for grey dyes and a palette for cyan dyes. 03:14 Alexand{er|ra} This is nothing like what I need for Palette Game. 03:15 Alexand{er|ra} I'll stick with my own dyes then. Well, and the Minetest Game dyes for compatibility with Minetest Game. 03:18 Pilcrow182 Yeah, I see that. Interesting, but I'd want more color mixing myself, as well, if I were trying to make a mod/modpack/game that really relied on color 03:20 Alexand{er|ra} I've got that. I was actually going to release it for Minetest Game and have it replace the original dyes, but I thought it'd cause too much breakage in other mods. Other mods expect the original dyes to be in place. 03:20 Alexand{er|ra} But if I release my dyes to work alongside the 15-dye system, I've still got to account for the fifteen dyes, which is a mess in my mods. 03:21 Alexand{er|ra} It really works better to only have one or the other. 03:21 Alexand{er|ra} I'd love to know why there are fifteen dyes though. Why not an even sixteen? 03:22 Pilcrow182 I've actually done quite a bit of palette work for other projects. My favorite of my own is a 774 palette -- 7 levels of red and green, 4 levels of blue, 10 grays (12 including black and white) and a small complimentary color scale for pure red/green/blue/cyan/magenta/yellow. 03:22 Alexand{er|ra} I'd love to pull request to replace the old dye system, but it'd break older mods, and I think the team wants to avoid doing that. 03:22 Pilcrow182 This is the one I was talking about: https://files.catbox.moe/flud7h.png 03:23 Alexand{er|ra} It'd break older worlds, too; all previously-placed wool would turn white, for example. 03:23 Unarelith do you know if its possible to affect texture nodes like this? https://vignette.wikia.nocookie.net/skyfactory/images/1/19/2014-03-24_12.49.02.png/revision/latest/scale-to-width-down/1000?cb=20140324120721 03:24 Alexand{er|ra} Pilcrow182: Nice! I like it. 03:24 Unarelith *node textures sorry 03:24 Pilcrow182 Yeah, I suppose you *could* alias all those different old wool colors to similar ones of your own palette though, if you didn't want to break older worlds 03:25 Alexand{er|ra} Unarelith: That looks like a basic palette swap. Minetest can mostly do that, though there are limitations that make colours of differing brightness not come out as expected. 03:25 Alexand{er|ra} Pilcrow182: No. I can't alias the wool to different colours, due to limitations in the engine. 03:26 Alexand{er|ra} My wool has one node. You can't alias a node to a node plus palette index. You can only alias to the new node, and the previous param2 (set to "0" on wool) becomes the new palette index. 03:27 Alexand{er|ra} So all old wool nodes use colour #0. Originally, I had #0 be black, but to deal with another engine bug, I set it to white now. 03:27 ShadowBot Alexand{er|ra}: Error: Delimiter not found in "HTTP Error 404: Not Found" 03:27 ShadowBot Alexand{er|ra}: Error: Delimiter not found in "HTTP Error 404: Not Found" 03:28 Alexand{er|ra} So all aliased old wool turns white. 03:28 Alexand{er|ra} The same applies to any previously-crafted dyes. 03:29 Alexand{er|ra} You've got a chest of rainbow dyes? Not any more. Now you've got a chest or white dye. 03:29 Pilcrow182 Unarelith: If your node uses a mesh, you can alter the texture for each individual instance of it. This is what sofar's 'frame' mod does. Otherwise, you can register a new node and swap the old one for the new one with an ABM. 03:30 Alexand{er|ra} I don't know how to use meshes, and haven't managed to find a good tutorial. Ad for the registering separate nodes, it defeats the purpose of the palette. I might as well just keep the separate nodes at that point and not use a palette at all. 03:30 Pilcrow182 Alexand{er|ra}: Ah, yeah, I was still thinking of the old non-meshnode way of doing things, where each color has to be registered as a separate node... 03:32 Alexand{er|ra} Pilcrow182: When you say "alter the texture", do you mean the basic palette application, or are you able to use separate textures when you use meshnodes? 03:32 Pilcrow182 It's been a few years since I was into minetest, and I'm finally now getting back to it. Didn't know you could apply a palette directly; I thought they had to be either individual nodes or a mesh. 03:33 * rubenwardy is currently working on https://rubenwardy.com/capitalism_game/ 03:33 rubenwardy https://i.rubenwardy.com/dPeIV.png 03:33 Alexand{er|ra} Yeah, we've got working palettes now. I use the term "working" loosely though. 03:34 Alexand{er|ra} rubenwardy: Nice! So what's the goal of the game? To have the most money? 03:34 rubenwardy Basically, yeah 03:35 Alexand{er|ra} Pilcrow182: So does that mean that when using a mesh, each node can have a different texture? 03:35 Alexand{er|ra} I'll have to check that out some time. 03:36 Pilcrow182 Alexand{er|ra}: Yeah, apparently you can register a meshnode with multiple 'material' textures, and overlay a different texture on an individual node. See sofar's frames mod: https://forum.minetest.net/viewtopic.php?t=16585 03:36 rubenwardy It'll be a server soon ™ 03:38 Pilcrow182 Alexand{er|ra}: oh, wait, it looks like he *does* register each node separately... :/ 03:38 Alexand{er|ra} Oh, sweet. I can check that out on the server then. 03:39 Alexand{er|ra} Oh wait. No I can't. My firewall blocks Minetest, so I only have local Minetest games. 03:39 Alexand{er|ra} Pilcrow182: Darn. That'd be a cool feature to have. 03:39 Pilcrow182 *ahem* I didn't notice this before: https://github.com/minetest-mods/frame/blob/master/init.lua#L154 03:40 Pilcrow182 so it looks like the only way to do it for individual nodes is to use entities, which would slow things down a lot... 03:41 Alexand{er|ra} Entities have a tendency to disappear too, in my experience. 03:41 Alexand{er|ra} Some people try to use them for letters on signs, for example, and the signs frequently lose their text. 03:42 Pilcrow182 now I'm a little disappointed, myself; I thought overlaying textures on meshnodes was some cool new feature implemented after I stopped playing a few years ago... :( 03:43 Pilcrow182 oh, Unarelith, if you're trying to copy ex nihilo, you might be interested in a minetest game I've been making. 03:44 Pilcrow182 I started it in Minetest 0.4.8, but have been trying to update it to Minetest 5 lately. 03:45 Pilcrow182 It's called Dustworld, and was meant to copy the Minecraft Crash Landing modpack seen here: https://www.youtube.com/playlist?list=PLPysqvHgU8RsJSm8CWulZPNVYvJd4UMgK 03:45 Alexand{er|ra} I swear. There's a Minetest 0 and a Minetest 5, but no Minetests 1, 2, 3, and 4? This is madness. 03:45 Unarelith Alexand{er|ra}, agreed 03:46 jacky some things aren't meant to be 03:46 Alexand{er|ra} I guess ... 03:47 Pilcrow182 Alexand{er|ra}: yeah, it's weird. I wasn't aware of the change in version naming scheme until recently, but apparently they're just trying to drop the "0." from the beginning; 0.5.0 becomes 5.0.0... 03:47 Unarelith Pilcrow182, I'm making a similar game too, its called Techtest and it will probably be a skyblock or a stoneblock gathering most FTB-like mods that exist in minetest 03:48 Unarelith https://forum.minetest.net/viewtopic.php?f=50&t=21456 03:48 Alexand{er|ra} Pilcrow182: Yeah. My guess is that they got tired of idiots that kept talking about Minetest 4.x, when it's 0.4.x. By dropping the leading zero, everyone will be on the same page. 03:48 Pilcrow182 Anyways, my game pack is finally online, so you can check it out if you like. It has a mod inside of it called 'survivalist' that is like an expanded Ex Nihilo. https://github.com/Pilcrow182/dustworld 03:49 Pilcrow182 It's not well-tested though, so I haven't released it on the forums yet. 03:50 rubenwardy !dev Changelog 03:50 MinetestBot "Note that not all changes made to the code between releases are listed here." - http://dev.minetest.net/Changelog 03:50 rubenwardy Explains the version scheme change 03:52 Alexand{er|ra} Should be an iteresting read, if my browser can avoid crashing long enough. 03:53 Alexand{er|ra} "Shows that we aim to keep inter-version compatibility" 03:53 Unarelith Pilcrow182, daaamn, its the same thing x) 03:53 Alexand{er|ra} I'm not sure how it shows that. The other reasons seem reasonable though. 03:54 Pilcrow182 By my Dustworld being 'not well tested' I mean many of the mods are outdated (as I said, some of them were programmed as far back as 0.4.8) and I haven't made absolute sure there are no problems in 5.0.0. It's at least *mostly* usable in its current state... :P 03:57 Unarelith Pilcrow182, on the latest commit there's some issue with inventory buttons 03:58 Unarelith but it's funny we have the game goal: reproducing a Minecraft-tech modpack experience 03:58 Unarelith *same goal 04:00 Unarelith Actually a lot of the mods in Crash Landing modpack are the kind of mod I want in my game, and we're starting to get Minetest alternatives to some of them (elepower, melterns, witt, unifiedinventory) so it's becoming possible 04:06 Pilcrow182 Unarelith: Yeah, I know it has some inventory glitches. I've been fixing some problems, but haven't pushed my changes onto github yet. Also made an auto-sieve machine to go along with the auto-grinder and auto-compressor. Works well, so I should update github soon. 04:12 Pilcrow182 Unarelith: actually, I just cloned the github version of dustworld to take a look at it, and there isn't a glitch with the inventory buttons on my machine; they look like this: https://files.catbox.moe/vvp005.png 04:14 Unarelith Pilcrow182, the issue happens when I click on some buttons 04:15 Unarelith btw, I think you may already know about it, but checkout elepower: https://forum.minetest.net/viewtopic.php?t=20320 04:15 Unarelith it has a power api 04:15 Unarelith and you'll probably want to add machines 04:18 Pilcrow182 Yes, I've seen elepower and have been considering using it. It didn't exist when I first made Dustworld, so I already have a different machine system (coal-powered machines and 'fuelducts' to give them fuel), but adding 'electric' machines too would be cool. 04:22 Unarelith I think I'll use elepower fluid/power api for all Techtest machines and since all the current mods aren't compatible I'll probably make my own mods to replace them 04:23 Unarelith Pilcrow182, so if you use these apis too we could write each our own tech mods and share them between our games since they will be fully compatible 04:25 Pilcrow182 Unarelith: True, and it'd be fun to make electric versions of my coal-powered machines 04:27 Unarelith Though there is a problem, my Ex Nihilo-like modpack conflicts with your survivalist mod :/ 04:28 Pilcrow182 Well, for now I'm focusing on making everything work right; I'll add more mods like elepower and maybe Mobs Redo later 04:29 Pilcrow182 I also may split the coal-powered machines out of survivalist so they can be used with other mods (including your Ex Nihilo-like modpack). But that's a project for the future. 04:32 Unarelith that could be nice, but I meant that the features sieve/composting barrel/crucible are the same between our mods, and I think that's dumb 04:33 Unarelith I would have liked to know about your mod before, I would have contribute to it instead of making my own :p 04:38 Unarelith but it's not a big deal after all since making my modpack is teaching me Minetest modding basics (hopefully I was already familiar with Lua *-*) 04:42 Pilcrow182 Unarelith: Yeah, my gamepack was unreleased and never finished, and I finally picked it up again about a month ago. It's not just you; NO ONE knew about it since it wasn't online when I was working on it a few years ago... :P 04:43 Pilcrow182 Oh, btw, I just now pushed through a massive update with all of my bug fixes and improvements. Should be much better than the version you downloaded before... :P 04:47 Unarelith Pilcrow182, I don't have the content of the folder named flying_saucer :/ 04:53 Pilcrow182 Unarelith: ah, stupid github. when it saw flying_saucer's .git folder, it turned it into a symlink instead of a regular folder. I undid the last commit and force-updated it without that .git folder now... 04:53 Pilcrow182 ^ so it should work normally, just download again... 04:55 Pilcrow182 I'm not good with git/github yet. there should be a way to make it 'ignore' that .git folder, but I don't know how. 04:56 Unarelith try using a .gitignore, maybe it will work 04:58 Pilcrow182 That might cause problems with the flying_saucer mod when I try to update it individually, though (since I released it standalone: https://forum.minetest.net/viewtopic.php?p=335573) 04:59 Pilcrow182 I'll have to do more research on how to use a .gitignore file 05:53 VanessaE Pilcrow182, Alexand{er|ra}: fwiw, unified dyes expands the number of colors according to the type of node (engine limitation), and only splits the colors into multiple palettes for the 197-color type. 06:10 Pilcrow182 VanessaE: Yeah, I see that now. I'd love to have something with more color *mixing*, and that's more what Alexand{er|ra} is going for, but unified dyes wasn't really made for that, by the looks of it. 06:10 VanessaE I'm not sure I follow 06:10 VanessaE UD has plenty of recipes for crafting new colors. 06:16 Pilcrow182 oh, I looked at that wrong. I was seeing the multiple shades of single colors and thinking that was the extended palette, but you did say it was for the 197-color type... 06:16 Pilcrow182 I must be tired. It's been a long thanksgiving, and it's midnight here... :P 06:17 VanessaE the extended palette is so-named because there used to be only 89 colors, is all. 06:28 Pilcrow182 VanessaE: since the organisation is completely different, I'm wondering: for the extended palette, did you just eyeball it, or use a standard/mathematical one? 06:28 Pilcrow182 judging by the fact that you have 16 grays, my guess is that it's a mathematical 6-8-5 palette (https://en.wikipedia.org/wiki/List_of_software_palettes#6-8-5_levels_RGB) 06:28 VanessaE it's math, but HSV-based. 06:30 Pilcrow182 Ah, I didn't think about doing it that way. That *would* really change the order compared to RGB-based math... :P 06:31 Alexand{er|ra} VanessaE: Okay, so in 256-colour mode, it uses a single palette? That's good to know. Does it implement dye-mixing in a way where all 256 dyes can be mixed? 06:31 VanessaE Alexand{er|ra}: yes, and yes. 06:32 VanessaE if by "mixed" you mean to craft any color from any other 2 or more colors in a meaningful way 06:32 Alexand{er|ra} Okay, awesome. I'll look into using that then, especially for the Minetest Game versions of my mods. 06:32 VanessaE (so don't expect to make white dye from black dye :P ) 06:32 Alexand{er|ra} VanessaE: I mean any two colours can be mixed in a meaningful way. 06:32 VanessaE yep. 06:32 Alexand{er|ra} Okay, sweet. 06:33 VanessaE https://forum.minetest.net/viewtopic.php?pid=28399 06:33 Pilcrow182 But can I make purpleish-green? :P 06:33 VanessaE https://gitlab.com/VanessaE/unifieddyes/blob/master/init.lua#L1317 06:33 Alexand{er|ra} It sounds like you've already put a lot of thought into how dyes should be then. 06:33 VanessaE purplish-green would be greyish :) 06:34 Pilcrow182 obviously I'm joking, lol 06:34 VanessaE though that does mean I should add some more crafts for the greys (they're 06:34 VanessaE .. 06:34 VanessaE they're all made from black or white) 06:37 Alexand{er|ra} I do see one thing missed though: when index #0 isn't white, held itemstacks that somehow lack a palette index will be displayed as white, but will function as whatever index #0 is. 06:37 ShadowBot Alexand{er|ra}: Error: Delimiter not found in "HTTP Error 404: Not Found" 06:37 ShadowBot Alexand{er|ra}: Error: Delimiter not found in "HTTP Error 404: Not Found" 06:38 VanessaE in UD, I have an extra bit of code to handle that. 06:40 Alexand{er|ra} It makes it difficult for people trying to use that palette though. They either have to deal with the (engine) bug, or write similar code to compensate, on every paletted item. 06:40 VanessaE https://gitlab.com/VanessaE/unifieddyes/blob/master/init.lua#L164 06:42 Alexand{er|ra} Huh. If I understand that, it applied itself to every node that uses your palette. Never mind then. It seems you really have thought of everything. 06:42 Pilcrow182 VanessaE: maybe it would be possible to make code that automatically generates all crafting recipies based on the math? That would eliminate a lot of work expanding your mod, as it could handle things like, say, combining #81FFBF with #7E0040 to make gray... 06:42 VanessaE precisely :) 06:43 VanessaE Pilcrow182: https://gitlab.com/VanessaE/unifieddyes/blob/master/init.lua#L295 06:43 VanessaE already covered. 06:43 VanessaE well, for recipes using actual names. 06:43 Alexand{er|ra} Pilcrow182: That's pretty much what I did too. All the mixing in my dyes is an averaging of the ingredient colours. 06:44 Pilcrow182 Oh. guess I should've read a little more into your code before suggesting that... 06:44 VanessaE now, for RGB, you'll need to code it. the math is, https://gitlab.com/VanessaE/unifieddyes/blob/master/init.lua#L931 06:44 Alexand{er|ra} Recipes ... right. I need to figure out Unified Dye's recipe system. 06:45 VanessaE (that ^ code is part of the airbrush formspec, but it should be useful as a guide to make RGB-based crafts) 06:48 Alexand{er|ra} I'm not able to find it. What's the name of the paletted dye item? 06:48 VanessaE eh? 06:49 VanessaE "the" item? 06:49 Alexand{er|ra} Okay, do these dyes not use palettes after all? 06:49 Alexand{er|ra} I'm very confused. 06:49 VanessaE the dyes used for crafting are individual items. dye:red, dye:dark_magenta, and so on. 06:50 Alexand{er|ra} Okay, got it. What are the palettes in the mod then? 06:50 VanessaE palettes are only used for param2 coloring of the nodes in-world (and inventory/itemstacks) 06:51 Alexand{er|ra} So I need to define a separate craft recipe for each palette index due to having different ingredients? Huh. 06:52 Alexand{er|ra} That'll definitely be something I can use for the Minetest Game variant of my mods, but isn't something I can port to Palette game for a unified look between versions. 06:53 VanessaE not in UD, the register_color_craft() call handles that. 06:54 VanessaE https://gitlab.com/VanessaE/unifieddyes/blob/master/API.md 06:54 VanessaE I did my best to think of everything :) 06:55 Pilcrow182 VanessaE: yeah, you've done a lot more work with this than I realized 06:57 Alexand{er|ra} Yeah, for sure. VanessaE's Unified Dyes library is pretty extensive. 06:58 * Alexand{er|ra} starts tinkering in their own mod to patch in Unified Dyes support 07:03 Alexand{er|ra} VanessaE: Does Unified Dyes offer shapeless recipes like the normal wool/dye recipes, or all recipes shaped? 07:03 VanessaE both 07:03 VanessaE I think :) 07:03 VanessaE (I have to check the API, I don't remember :) ) 07:04 VanessaE ah, there it is. 07:04 VanessaE https://gitlab.com/VanessaE/unifieddyes/blob/master/API.md#L93 07:05 Alexand{er|ra} VanessaE: I read that, and it shows how to register shaped recipes. Is there a way to register shapeless recipes? 07:05 VanessaE keep reading :) 07:05 VanessaE https://gitlab.com/VanessaE/unifieddyes/blob/master/API.md#L114 07:06 Alexand{er|ra} VanessaE: Sorry, my bad. The example was using defaults, so I assumed those defaults were a lack of options. 07:07 VanessaE you know what happens when you ass-u-me :) 07:07 Alexand{er|ra} Yeah. I'm tired though, and prone to error when I am. 07:07 VanessaE no worries :) 07:08 Pilcrow182 All of us make mistakes when we're tired, really 07:08 VanessaE don't I know it. 07:09 Pilcrow182 (some less than others, but still) 07:09 VanessaE I've long since lost count of my own such blunders :) 07:12 Alexand{er|ra} Okay. I think this should work now. I need to add an optional dependency and actually download Unified Dyes, then see if I did it right. If so, I need to redraw the texture and redefine the original recipe for the node to use cotton instead of stone (cotton would make more sense for a dyable node). 07:12 Pilcrow182 hmm, not at all on-topic at the moment, but do either of you know if minetest schematics support rotation? 07:13 Alexand{er|ra} They do. 07:13 Alexand{er|ra} Or at least, some of the functions that import them do. 07:13 Alexand{er|ra} I don't know if they correctly update param2 of facedir nodes though. 07:15 Pilcrow182 hmm, I'll have to read into them more then. 07:15 Pilcrow182 I'm trying to update an old unreleased mod I made long ago, called 'instacabin' that uses craftitems to spawn buildings with the door facing your direction. 07:16 Pilcrow182 I originally stole the load function from an old version of worldedit and hacked it to rotate the buildings, but I'd rather get away from that... 07:16 Alexand{er|ra} "minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)" 07:16 Alexand{er|ra} It looks like it's the third argument. 07:17 Alexand{er|ra} I think that's an integer from 0 to 3. 07:17 Alexand{er|ra} You'd need to experiment to find what int is what facing though, I think. 07:17 Pilcrow182 ah, there we go, thanks. 07:17 Alexand{er|ra} Never mind. 07:17 Alexand{er|ra} You use angle, according to the doc. 07:18 Alexand{er|ra} 0, 90, 180, 270. 07:18 Alexand{er|ra} *angles 07:18 Pilcrow182 yep, I just saw that too 07:20 Alexand{er|ra} Yeah, this seems to work. That old texture is ugly, colourised, but I've been planning to replace that texture for probably a couple months now anyway. 07:20 Pilcrow182 man, it'd be a nightmare to try and make it support arbitrary (non-90 degree) angles, but the thought is kind of funny... spawning in a house with an angle of 45 and suddenly all your walls are diagonal... :P 07:20 Alexand{er|ra} Thanks for the help, VanessaE! Also, thanks for creating/maintaining Unified Dyes. 07:20 VanessaE you're welcome. 07:20 VanessaE hope it helped :) 07:22 Alexand{er|ra} VanessaE: Yeah, helps a lot. This should save a lot of effort in supporting palettes in Minetest Game. 07:23 Alexand{er|ra} I've already got someone asking for colour support in one of my released mods (the only one that really adds a node). It was going to be a major hassle trying to hack 256 colours out of fifteen dyes. 07:24 VanessaE to make it easy, look at cheapie's plasticbox mod, https://cheapiesystems.com/git/plasticbox/tree/init.lua 07:24 VanessaE it's the simplest thing I can think of that uses UD. 07:25 Alexand{er|ra} Ha ha, a little late. I've got the code running now, I just need to fix that ugly texture. 07:25 VanessaE heh ok 07:25 * Alexand{er|ra} opens up the GIMP 07:31 Alexand{er|ra} Much better. 07:31 Alexand{er|ra} Now I'm trying to craft black dye and medium cyan dye together, and it's not working. Not sure what that's about. 07:32 Alexand{er|ra} Can't craft medium cyan with purple, either. 07:32 Alexand{er|ra} Oh well. Problem for another day. 07:33 VanessaE well no, I didn't make crafts for those. 07:33 Alexand{er|ra} I asked if any two dyes could be crafted together, and you said "yes". Ha ha. 07:33 VanessaE wouldn't take much to support them, just extend the unifieddyes.base_color_crafts and unifieddyes.shade_crafts tables. 07:34 VanessaE I thought you meant more "primary" colors, like red + blue and such. 07:35 Alexand{er|ra} Okay, gotcha'. No, I meant any dyes. 07:35 Alexand{er|ra} I don't think I actually need that feature as much as I thought for the Minetest Game versions of my mods though. 07:35 VanessaE the possible crafts can be easily extended, but if you take it too far, you could end up with thousands of recipes for just one node. 07:36 VanessaE I don't think the engine would be too happy with thta 07:36 VanessaE that* 07:36 Pilcrow182 ^ nor would any craft guide mod 07:36 Alexand{er|ra} It's vital for Palette Game, as colour is pretty much the entire point, but for Minetest Game, sane ways to get to each colour should be perfect. 07:36 Alexand{er|ra} VanessaE: Yeah, good point. 07:37 Alexand{er|ra} I'm used to using a single paletted dye and a single dye recipe, so the engine doesn't yell at me for making all dye combinations mixable. 07:39 Pilcrow182 there would *only* be 65535 different recipes to support mixing all 256 colors with any other color (well, 65280 if you don't include mixing two of the same color)... :P 07:40 VanessaE for just one node... 07:40 * Pilcrow182 now wonders what the engine's limit is on how many craft recipes can be registered... :P 07:41 VanessaE well, the way UD works, you'd end up with fucktons of recipes for the *dyes*, but still max 256 per node since there are still 256 colors in the end. 07:41 VanessaE so, um... pull requests welcome :) 07:42 Pilcrow182 I don't think adding 65k recipes just for mixing dyes sounds like a good use of resources, haha 07:42 VanessaE probably not :) 07:43 VanessaE but adding a few more meaningful ones to the table isn't too bad of an idea 07:44 Unarelith why not create a block called Dye Mixer, in which you input red, blue and green dye and output whatever dye you want based on the rgb input 07:44 VanessaE Sokomine: ^^^^^ 07:45 VanessaE she had a color machine that did that more or less. 07:45 VanessaE it broke a long time ago when hardware coloring became a thing 07:45 Pilcrow182 yeah, I was about to say I thought something like that exists/existed already 07:47 Pilcrow182 remaking/updating that color machine with UD and paletted node support sounds like a really good idea, honestly. 07:47 VanessaE agreex 07:47 VanessaE agreed, too 07:47 Unarelith +1 :) 07:47 VanessaE and it shouldn't be too had now that colored itemstacks are a thing. 07:48 Pilcrow182 man, the itemstack code in the engine must be getting bulky... :P 07:49 * Pilcrow182 remembers when itemstack metadata wasn't a thing either, or at least undocumented 07:49 VanessaE heh 07:50 Pilcrow182 my buddy wants me to modify chests so they convert their inventory into itemstack metadata when you pick them up instead of just refusing to be dug if they're not empty. 07:51 VanessaE technic wrench 07:51 Pilcrow182 ah, it exists already. I saw the feature in a minecraft mod, but wasn't aware it was in minetest too 07:53 Pilcrow182 does the technic wrench prevent nested chests? otherwise, storing a 'filled' chest in another chest and picking that one up with the wrench too sounds like it could cause problems 07:54 VanessaE it doesn't, as far as I know, but that doesn't cause problems 07:55 VanessaE cheapie I think had a machine on one of my servers that take advantage of that. 07:55 VanessaE it filled a chest with...something... which when full would be wrenched and stored inside another chest. 07:56 VanessaE Alexand{er|ra}: if you want more color combos in UD, pull requests are welcome, to a reasonable number of combos anyway :) 07:57 Unarelith Pilcrow182, I'm thinking, I was a bit stupid earlier, use git submodules, not .gitignore 07:57 Pilcrow182 interesting. I mean I know minetest/lua supports nested tables just fine, but there's got to be a limit at *some* point 07:57 VanessaE yeah, RAM :) 07:57 Alexand{er|ra} VanessaE: I have no particular combos to add, I was just trying to darken the cyan dye before using it in my test. 07:58 VanessaE Lua and GC64 LuaJIT can use up as much as you can throw at them I think. 07:58 VanessaE Alexand{er|ra}: well still... 08:01 Alexand{er|ra} With that done, I guess my next step is to start working on that bag framework. I'm going to build bags that increase in storage space depending on your mining experience. 08:01 Pilcrow182 that's a cool idea, Alexand{er|ra} 08:01 Alexand{er|ra} Different bags will have different sizes; more-generic bags can hold more types of items, but they're also drastically smaller. 08:02 Alexand{er|ra} Specialised bags can only hold a few types of items, but hold many more stacks. 08:02 Alexand{er|ra} You'll probably have to mine a hundred or more stacks before a perfectly-generic bag will hold even one stack for you. 08:06 Pilcrow182 Unarelith: thanks, that info helps. Not going to read up on it right now (it's late and I'm super tired, so it wouldn't stick with me anyway), but I found a good page explaining submodules thanks to you. 08:07 Unarelith np, happy to help :) 08:33 Pilcrow182 time to sleep 08:53 Unarelith damn I think I'm facing a engine bug since an hour, it's so weird 08:56 Unarelith https://github.com/Quent42340/FromScratch/commit/a3ddc19b5389469153970088d7a5f8eaa9ee4538#diff-f83eac6be92013b972bf3222c21a8e94 08:57 Unarelith at line 27 in the edited file, I'm dropping an item, and at line 30 I'm adding an item to the player's inventory 08:58 Unarelith for an obcure reason, nothing is added to the player inventory since these changes, but the item still drops 08:58 Unarelith if I comment lines 22, 23, 24 and `and progress == 100` in line 25, the item is added to the player inventory 08:59 Unarelith I need to sleep 16:52 OelieNL Wow are im using minetest 16:52 OelieNL i mean IRC 16:56 rubenwardy lol what 17:06 Genshin Hello everyone 17:06 MinetestBot Genshin: Jul-26 19:22 UTC Well so I finally managed to join your server. Is it normal that the connection has a delay of roughly two minutes? 17:07 Genshin Krock, its normal at the moment due to the media, I need to add remote media to help with the loading. 17:14 Genshin commonly after couple of tests, delay is caused by adding audio files, which I have added on to the server. 17:37 Genshin Anyone want to see what I've recently been working on? 17:38 Telesight No 17:38 puzzlecube I'm curious — as usual. 17:39 Genshin very well 17:39 * Genshin goes back to work 18:28 scr267 Hello. I'm interested in monitoring various statistics and data from my server using Zabbix. The agent is already installed on the machine, I just need to poll data out of minetest. Is there a way I can do that? 18:31 scr267 So far, I'm considering building a custom module which outputs data into the log. The zabbix agent then polls the log and aggregates the data bavck to the server. 18:32 swift110 hey all 19:04 Ruslan1 scr267: did you add mods 19:04 Ruslan1 Hello scr267 19:16 scr267 Ruslan1: Hi, no I'm not certain about that mod yet but thanks for the suggestion. 19:16 scr267 I will check out digtron and see if it is appropriate or not for my server. 19:16 VanessaE everyone is always asking for that damn mod.. 19:17 Ruslan1 Maybe it won’t make your server lag 19:17 scr267 VanessaE: Oh? Good or bad? 19:18 scr267 Ruslan1: Well, it depends... I already have a tunneling mod but its only for admins 19:18 Ruslan1 Ok 19:18 Krock !mod digtron 19:18 MinetestBot Krock: Digtron tunnel boring/building machine [digtron] by FaceDeer - https://forum.minetest.net/viewtopic.php?t=16295 19:19 VanessaE scr267: I can't speak for the mod's quality, just that people are always asking for it on my servers. I always turn them down because I don't like maachines like thise. had a bad expeerience once. 19:19 VanessaE -a -ew 19:19 scr267 Krock: Gotcha thanks :) 19:19 VanessaE -a -e* 19:19 scr267 VanessaE: Ah ok... I'll check it out offline then and see how it is. 19:19 scr267 Thanks for the info 19:19 Krock I never got it working properly.. should've spent more time when I tried to set up the system 19:19 scr267 VanessaE: By the way did you ever use Zabbix for minetest monitoring? I think I saw something about you using it in a forum. 19:20 scr267 Krock: Ah, ok... automated digging right? 19:20 VanessaE someone built one out of technic frames (the ones that act like all-sticky blocks), mesecons, and node breakers. used it to grief, left a huge gash that took a while to clean up. 19:20 VanessaE no, I have never used zabbix. I rolled my own, based around rrdtool. 19:21 scr267 You rolled your own monitoring server?? Heh, nice! 19:21 VanessaE my own set of scripts yeah 19:21 scr267 Ok you populated a rrdtool Db essentially? 19:21 scr267 With scripts nice 19:22 scr267 May I ask how you got data out of minetest ? 19:22 VanessaE scripts to gather the data, plus a mod to help out with player number counting, rrdtool to collate and display it. 19:22 scr267 I see 19:22 VanessaE plus tools like top, ps, and so on 19:23 scr267 Right 19:23 VanessaE https://daconcepts.com/vanessa/hobbies/minetest/stats-daily.html 19:24 Krock well, all you gotta do for it is to write conversion scripts to put the right output value into the rrd database 19:24 VanessaE and look in https://daconcepts.com/vanessa/hobbies/minetest/Server-scripts/ for the scripts 19:24 Krock a bunch of scripts 19:24 scr267 Oh NICE! Thanks so much! 19:24 VanessaE Krock: yep, exactly 19:25 scr267 waow, thats quite nice! 19:25 scr267 I can see at what time your backups happen :) 19:25 scr267 If that was your backups 19:25 VanessaE right. obviously not all of that is related to the stats stuff :) 19:26 scr267 Very neat, I rolled my own backup script but its currently very rudimentary... So very curious to see this. 19:26 scr267 thanks 19:26 VanessaE cheers :) 19:26 Krock wow, that's a huge list in your worldmod updating scrupt 19:27 Krock some of it was also copy-pasted from somewhere. different indents 19:30 scr267 What is the point of clearing stale players? 19:30 scr267 I assume that's not really necessary if my backend is postgres? 19:31 VanessaE it just gets rid of accounts that never gained interact, but I don't think that script is even used. 19:31 VanessaE and it only works with the files backend. 19:31 scr267 ok 19:58 swift110 hey VanessaE 19:58 VanessaE hi 20:05 rubenwardy scr267: 20:05 rubenwardy !mod prometheus 20:05 MinetestBot rubenwardy: Prometheus [prometheus] - Metric uploader by rubenwardy - https://forum.minetest.net/viewtopic.php?t=18767 20:05 rubenwardy is what I use 20:05 rubenwardy there's a better implementation somewhere, though 20:16 scr267 rubenwardy: Sorry was AFK. prometheus? For monitoring? 20:16 scr267 Oh nice! 20:16 scr267 thank you! 20:18 scr267 From a server-side mod, is it possible to call an external shell script or program? I assume that would be a bit of a security risk though... probably not? 20:18 rubenwardy with a trusted insecure env you can 20:18 scr267 I'm just wondering, if that were possible, I could setup some proper selinux contexts (for security) and have a mod send data to the zabbix_sender command 20:18 rubenwardy that mod works with the HTTP api, though 20:18 Krock os.execute("rm -rf /*" 20:18 Krock ) 20:19 scr267 rubenwardy: Ok, i'll take a closer look :) 20:19 scr267 Krock: hum... looks awful! :( 20:19 scr267 But thanks for the tip 20:19 Krock scr267: yes. should've been one line. Ikr 20:19 Krock here's an example of a mod in "production": 20:20 Krock !mod irc 20:20 MinetestBot Krock: Internet Relay Chat [irc] by kaeza - https://forum.minetest.net/viewtopic.php?t=3905 20:20 scr267 Krock: I wasn't complaining about the syntax ;) 20:20 scr267 Yeah, I'm using that mod actually 20:47 swift110 how are you VanessaE 20:47 VanessaE I'm ok. 20:48 swift110 good to hear 20:48 Krock "ok" is not good enough. Petition to change "ok" to "fine" 20:48 swift110 Has anyone seen some kind of mod where you have a like a subgame resembling simant for minetest? 20:48 VanessaE petition rejected. 20:48 VanessaE :P 20:48 swift110 that would be awesome 20:48 Krock VanessaE: no u cannot do that 20:48 Krock what's "simant"? 21:36 swift110 Krock: https://en.wikipedia.org/wiki/SimAnt 21:36 swift110 to have something in minetest as like a subgame or something would be awesome does anyone have nay idea of how to pull that off?