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IRC log for #minetest, 2019-01-22

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All times shown according to UTC.

Time Nick Message
00:28 Xiong Well. Anyone have ideas about cleaning a dirt field? Grass tends to invade. Hard to see, hard to eliminate, hard to keep from returning.
00:43 swift110 hey all
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00:55 Xiong gabba gabba hey
00:56 Xiong Forest firefighting is tough work.
00:59 Xiong swift110 What do like best about mt and what would you most enjoy that it lscks?
00:59 Xiong *lacks
00:59 rubenwardy mobs
00:59 * rubenwardy runs
00:59 Xiong ??
01:00 Xiong Exists mobs mods. Runs?
01:01 * Xiong confused
01:02 Xiong Okay you like mobs. What about a feature not currently available?
01:04 Xiong Guess he ran fast.
01:04 kaeza mobs
01:04 kaeza And mobs too
01:05 kaeza Survival is no fun right now :-(
01:05 kaeza Hunger would be good too
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02:42 ircSparky has anyone here used ReShade on minetest?
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09:48 Taoki Hey. I need a little help with something if anyone can let me know please.
09:49 Taoki What's the easiest way to fill a cubic area (start pos to end pos) with a certain node, but using vmanip rather than minetest.set_node or whatever that was?
09:49 Taoki I'm essentially looking for the same thing as "place schematic on vmanip", but where I can fill a certain area with one node most effectively.
09:50 Taoki Note: It must support air as well, as I'm also using it to clear up spaces.
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10:22 sfan5 Taoki: vmanip with the VoxelArea helper should be pretty simple once you have it figured out
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10:30 Taoki Thanks. Trying to figure out how to use the buffer parameter of get_data for performance improvement. The API doc only shows it should be an array, but how do I use it?
10:31 Taoki Like if I put anything in there it automatically improves performance?
10:32 sfan5 if you have an array from a previous get_data() call, you can reuse it to avoid some table-creation costs
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12:36 Taoki Almost done fixing some issues. I'm stuck at one peculiar problem: It appears that area:iterp goes through the wrong set of nodes and does not change what it should.
12:36 Taoki Looking at the iter example from https://dev.minetest.net/VoxelManip
12:37 Taoki I'm doing the same thing as there but getting abnormal results
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12:42 Taoki Yeah: It's creating nodes at a higher position than where the loop goes. This is very weird.
12:43 Taoki In most cases though it simply doesn't work.
12:53 Taoki Yeah... in some cases it works but it's very random. I'm confused. Pondering whether it's MGV7 related.
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13:06 ceda_ei hi. minetest.settings["abc"] returns nil even though minetest.conf contains a line "abc = 1". Am i using minetest.settings wrong?
13:06 ceda_ei also, is there a way to reload minetest in place without having to restart the server. e.g. in case I install a new mod
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13:20 Taoki Okay: No more problems when not using iter / iterp. Those two are broken.
13:25 Taoki NVM: Seems to be unreliable without it too.
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13:51 Xiong ceda_ei See https://dev.minetest.net/Settings. I have no specific knowledge of this but I do know generally an OO API when I see it. And (again generally) OO believers have ideas about accessors.
13:53 Xiong When you wrote appears to me as a little test code that assumes minetest.settings is a simple table... which yes is how I might do it but I'm not a software jock. I suggest you play ball and use the accessor functions.
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13:58 Xiong See: https://www.google.com/url?sa=t&source=web&rct=j&url=http://www.dagolden.com/wp-content/uploads/2010/07/20060117_whats_all_the_fuss.pdf&ved=2ahUKEwiL_J21xYHgAhWILnwKHaA8AQMQFjABegQIAxAB&usg=AOvVaw3pGuX4fgPtcFm38A9h1kUW
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14:02 Xiong That's a PDF overview of inside-out (=flyweight) objects. I'm not saying thus is what the high priests have done! But it does show how far some people will go to enforce encapsulation. Having eyeballed the API previously linked, I wouldn't expect your test code to work. Suggest you pass through the marked door.
14:09 Xiong Dunno about your IRC client but mine messed up that first link. Here:
14:09 Xiong https://dev.minetest.net/Settings
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15:21 Taoki Okay: Is it possible to define a schematic as a Lua table, and use minetest. place_schematic from it (without having to save a mts file)?
15:33 Taoki Right: I understand that minetest.place_schematic and minetest.place_schematic_on_vmanip should be able to take a Lua table as a parameter instead of a filename.mts string. Can anyone confirm this is correct?
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17:32 rubenwardy Taoki: confirmed
17:32 rubenwardy look at that schem mod for MTG items
17:33 rubenwardy hmmm
17:34 rubenwardy savechems
17:34 rubenwardy saveschems
17:34 rubenwardy !mod saveschems
17:34 MinetestBot rubenwardy: Convert table schematic to .mts [saveschems] by paramat - https://forum.minetest.net/viewtopic.php?t=12011
17:34 rubenwardy note that you don't actually need to convert to mts
17:46 Taoki Back. Thanks!
17:46 Taoki Gonna make some Lua schematics on the run for filling areas. The voxel manipulator is broken... spent over 8 hours today trying to get it to work, no success.
17:47 Taoki Should report it as a bug but people are going to think it's something wrong in my mod, despite looking at everything I could possibly imagine to make sure it's not.
17:48 rubenwardy :'(
17:48 rubenwardy what issues?
17:48 rubenwardy I've used the LVM extensively
17:50 Fixer roses are red, violets are something, software has bugs, so do you :}
17:53 Taoki rubenwardy: It's hard to explain around the complexities in my mod. Essentially I'm using this example to fill a cubic area with one type of node: https://dev.minetest.net/VoxelManip The result is that often times nothing happens, while at other times I see the nodes moved upward at an invalid position.
17:53 rubenwardy sounds like you're calculating indices wrong
17:54 Taoki The invalid position seems to have to do with the chunk's upper edge. My blocks spawn at around position 60 although the range I give the code often doesn't go over 20.
17:54 Taoki I can pastebin the part with this code, it's relatively small... 1 moment
17:55 Taoki https://pastebin.com/raw/07KV5ki4
17:55 Taoki Note that I tested post_start and pos_end with print functions, so those are supposed to be fine.
17:56 Taoki Oh... and io_vm_update simply does vm:update_map() vm:update_liquids() vm:calc_lighting() vm:write_to_map()
17:57 Taoki In this use case voxelmanip is also given, so one can ignore the "if not voxelmanip then" parts (it's always true)
17:58 Taoki But yeah: Let me know if you see anything I should change there. Because I looked at everything for hours and the results of that code are still a mess. If I can't solve it I'll just make table schematics on the fly (minetest.place_schematic works fine).
17:59 Taoki Oh... and of course I get the vm from on_generate with: local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
18:01 rubenwardy is voxelmanip definitely nonnil?
18:02 Taoki Pretty sure it is. I'll add another debug print and test again to reconfirm
18:06 Taoki Yeah, confirming it's never null
18:22 Taoki Any thoughts what could possibly be wrong there? I'm pretty certain it must be an engine bug, I checked too well everything in my mod.
18:31 Taoki Okay. Hmmmmm...
18:32 Taoki It appears that another loop through the schematic somewhere else was interfering. I commented out an unrelated code and now it seems to work. Still need to test to make sure.
18:36 Taoki Still does it but more rarely it seems. Those functions are really unstable.
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18:45 Taoki https://i.imgur.com/Mtw5GqD.jpg Here's a screenshot of what is happening. The layer you see floating above the roads is supposed to be spawned right under them. The positions in the loop are themselves correct, yet they still end up there sometimes for unknown reasons
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18:49 Taoki In some cases even trees spawn on top of them. I'm at a loss lol.
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18:58 Andrey01_ can i use mesh in "bed_definition" table instead nodebox and also in "door_defintion" ?
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19:48 DoyleChris on raspberry pi, is there a way to stop the server, backup world and mods folder and rerun.
19:48 DoyleChris all automatically
19:49 Taoki Now I wonder how "if minetest.registered_nodes["default:cobblestone"] ~= nil then" could possibly not be true...
19:49 Taoki Just tried that out and apparently that statement doesn't execute
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19:49 DoyleChris i know the copying ill run a program but, shutting down minetest and rstarting
19:55 Taoki Anyone know how minetest.registered_nodes["default:cobblestone"] can be nil? Obviously doing that as a test, same issue for other ones.
19:57 kaeza Trato
19:57 kaeza Blah
19:57 kaeza Taoki: does your mod depend on default?
19:59 kaeza I.e. is your mod loaded after default registers the node?
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20:04 kaeza Also, it seems to be "default:cobble"
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20:14 Taoki kaexa: I set it to depend, and it's likely loaded after.
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20:36 scr267 im having a bit of a hard time with teleporting pneumatic tubes.. anyone have experience with that?  The problem is my items going through the tubes appear to be teleporting... but don't appear on the receiving end.
20:37 scr267 Both teleporting pipes are setup with <player>:1 channels.     <player> being the name of my username on the server.
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21:14 MinetestBot [git] paramat -> minetest/minetest: Fix warnings about dungeongen.cpp memcpy() and unused variable in Map… bc1e547 https://git.io/fh25q (2019-01-22T21:13:06Z)
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22:08 rodskagg hi. i've read that minetest supports controllers, but my logitech f310 doesn't work. is it only certain controllers that do?
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23:58 sofar rodskagg: mine works, I think there is an option you need to enable first

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