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IRC log for #minetest, 2019-03-06

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Time Nick Message
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00:49 JDCodeIt posted a full backtrace on the deserialize error at https://forum.minetest.net/viewtopic.php?p=345103#p345103
00:50 p_gimeno thanks JDCodeIt - see also https://github.com/minetest/minetest/issues/8325
00:50 p_gimeno the cause may be identified
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03:47 Wuzzy What's the correct attach offset for 5.0.0?
03:48 Wuzzy because "adding 10" as the changelog suggests doesn't work
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03:51 sofar that's render coordinates
03:51 sofar it's +1.0 for the player character
03:53 Wuzzy are you sure its not the other direction (minus)?
03:54 Wuzzy i now know why it failed. had a different visual size
03:54 Wuzzy for minecart the offset of 10 works, but i had to subtract, not add
03:55 sofar sure, lol (messy)
03:56 paramat yeah ... +- 1 or 10 =)
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04:51 ShadMOrdre Hello.
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05:03 bocci does anyone know what room lurk is in
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09:18 jas_ !server Glitchtest
09:18 MinetestBot jas_: Glitchtest | dcbl.duckdns.org | Clients: 0/15, 0/0 | Version: 5.1.0-dev / Glitchtest | Ping: 129ms
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10:19 flextape_xp I'm translating MT in my language, could you give me a brief description of what "pitch movement mode" is?
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10:24 jas_ three dimensional free move?
10:25 flextape_xp ?
10:27 jas_ it's when you have 6d movement?  i think it's been referred to as that, not sure.
10:27 jas_ it reminds me of the old game, "descent"
10:27 jas_ if you look that up, it's a good description
10:31 jluc it looks like there is no more blockers for 5.0
10:32 jluc nice
10:34 flextape_xp it has been released yesterday
10:34 jas_ !mod
10:34 MinetestBot jas_: Prevent new accounts from joining [nonew] by taikedz - https://forum.minetest.net/viewtopic.php?t=19720
10:34 jas_ sorry, i should stop, i just love that too much
10:36 jluc oh realy flextape_xp ???
10:36 jluc woaw
10:36 flextape_xp yep, check out minetest.net
10:36 jluc it wasnt announced on google news pages !
10:36 jluc nor on french radio !!!
10:37 jluc pity important news get unnoticed sometime
10:37 jluc Congrats all devs !
10:38 jas_ *\o/*
10:39 jluc i dont see a release link on minetest.net
10:39 jluc nor a "news" page
10:40 jluc (maybe the dev team is a bit shy and prefers dark mining )
10:40 jas_ i'm skipping 5.0.0 and going straight to 5.1.0-dev, haha
10:40 flextape_xp minetest.net says "News: Major release 5.0.0 out. (March 5th 2019)"
10:41 jluc yes
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10:41 jluc google helped me i found
10:41 flextape_xp Under the Tell me more and Download buttons
10:41 jluc find https://dev.minetest.net/Changelog#0.4.16_.E2.86.92_5.0.0
10:43 jluc i read « Android: Rewritten controls. »
10:43 jluc is an android 5.0 version is available in the playstore ?
10:43 jluc (coz i couldnt compile it)
10:43 flextape_xp idk
10:43 jluc + translation abilities : great !
10:49 jluc play store still proposes 0.4.17
10:50 jluc i wish to try the ressources online repository
10:51 jluc but i must upgrade all LAN installs so wait a bit when possible
10:53 flextape_xp i don't think you can access the online resources repo from the android client
10:55 jluc there is allready kindof a ressources repo for android 0.4.17
10:55 jluc it's a separate app
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10:56 jluc but i havent used it yet
10:56 flextape_xp the mod manager thing by rubenwardy?
10:56 jluc android is only used as last resource console for friends when no more computer is available
10:56 flextape_xp lmao
10:57 jluc it looks like it yes
10:58 jluc https://play.google.com/store/apps/details?id=com.rubenwardy.minetestmodmanager&hl=fr flextape_xp
10:58 flextape_xp that's it
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11:00 jluc i read also "Do not grant all privileges to the admin" : that's good
11:00 jluc having the admin fly was a pain
11:00 jluc i had to be the server so all players had no uneven priv
11:02 jluc flextape_xp, the "one-liner news page" on minetest.net home could usefully link to that detailed page https://dev.minetest.net/Changelog#0.4.16_.E2.86.92_5.0.0
11:03 jluc lol bananafeature : "Add slippery group for nodes"
11:04 flextape_xp gotta go cya
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11:06 jluc https://content.minetest.net/ looks like a great tool to discover most usefull mods
11:07 jluc "CDB has 459 packages"
11:07 jluc what is CDB ?
11:08 jluc my son will love discovering these mods by himself
11:09 jluc and i will love not having to install them myself
11:09 Emerald2 Content DataBase.
11:10 jluc ok
11:11 jluc (too many acronyms kill acronyms)
11:25 rodskagg jluc: i'm going to introduce minetest to my nephew next time i visit. should be fun. :)
11:27 rodskagg after deleting ~/.minetest and starting from scratch, this script https://pastebin.com/6q93656i doesn't work now. i get an unfinished string near <eof> error.
11:29 rodskagg is there something i need to do to enable lua or something? this script was working before.
11:30 rodskagg 2019-03-06 11:26:50: ACTION[Server]: singleplayer tried to execute dofile("/home/user/.minetest/worlds/001/list_blocks.lua
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11:44 p_gimeno have you created the directory and copied the file to it?
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11:52 rodskagg ignore me, i'm an idiot. forgot the final ).
11:52 rodskagg soryy. :)
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13:10 owls_lover M
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13:46 JDCodeIt So what's that "thing" when you are using android and unified_inventory where the screen fills with little blinking pictures the first time you open the inventory?
13:48 JDCodeIt ...or is it just me
13:49 rubenwardy it's rendering the item images from the creative inventory
13:49 rubenwardy it'll do it when turning pages too
13:49 JDCodeIt ahh - any way to hide it?
13:53 JDCodeIt Is it in the mod or is a feature of the client?
13:55 rubenwardy it's not a feature, it's a bug
13:55 rubenwardy I'm just saying the technical reason
13:57 tuedel did anyone else notice clouds having a strange yellowish tint at night in 5.0?
13:58 JDCodeIt bug deep in irrlicht implementation on android or something deeper with the android platform?
13:59 tuedel and did the behaviour of the gamma setting change?
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14:02 tuedel the game is looking darker for me on some devices since the upgrade
14:03 rubenwardy it does feel darker
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14:32 galaxie I see that neither Google Play nor F-Droid has 5.0 on it. What's been the trouble so far?
14:32 rubenwardy it's in the beta channel
14:33 galaxie I really hope it fixed the 3D viewing mode bugs, that'd be so cool to see.
14:33 rubenwardy go to the bottom of the store page and select the "opt into the beta" thing
14:33 galaxie F-Droid has a beta channel?
14:33 rubenwardy Google Play does
14:33 rubenwardy we don't control F-Droid
14:33 rubenwardy F-Droid should have it, if it's based on tags
14:33 galaxie Oh. Well, I refuse to run anything from Google Play. As for F-Droid, I don't have enough experience to know how it works.
14:33 rubenwardy it's also available here:   https://github.com/minetest/minetest/releases
14:39 galaxie Who's the maintainer for the Android version? A previous F-Droid issue appears to say that est31 is the maintainer.
14:39 galaxie I looked here and it appears that MT is not in auto-update mode, which I take to mean whoever the maintainer is has to manually confirm releases: https://f-droid.org/wiki/page/net.minetest.minetest
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14:46 galaxie rubenwardy: You seem to be in charge of the Minetest Mods part on F-Droid; is your package up-to-date? It says 1.8.0 but I'm not sure if that corresponds to 5.0.
14:46 rubenwardy Minetest Mods is completely separate
14:46 rubenwardy the most recent Minetest Mods version is 1.8.2
14:46 rubenwardy however, I lost the code for that some how
14:46 rubenwardy it wasn't pushed to git
14:47 galaxie Ouch, that sucks. Would 1.8.0 be compatible with 5.0?
14:48 rubenwardy hopefully
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14:56 MinetestBot [git] rubenwardy -> minetest/minetest: Fix clang tidy error due to incorrect use of quotes for character c735497 https://git.io/fhpn1 (2019-03-06T14:41:37Z)
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15:09 jas_ minetest 6.0.0 coming sooner than i thought?  :3
15:09 rubenwardy nah, I have a better fix open as a PR
15:12 jas_ i have no doubt everything will iron out.  i just suddenly enjoyed the thought of 6.0.0 appearing out of nowhere, ah well!
15:13 galaxie So, which branch do I use for compiling from source? stable-5?
15:14 rubenwardy it depends whether you want stable or rolling releazse
15:15 rubenwardy stable-5 --> latest stable 5.x release
15:15 rubenwardy master -> rolling release
15:15 rubenwardy master may break
15:15 rubenwardy but you'll get the latest features
15:15 rubenwardy master helps us a lot more
15:15 rubenwardy stable-5 helps you a lot more
15:15 rubenwardy us being the devs
15:16 rubenwardy like, you can find issues in master before it is released
15:16 galaxie I think I'll use stable-5 so I don't accidentally crash servers or anything.
15:16 jas_ 5.1.0-dev ftw
15:16 rubenwardy stable-5 is a good idea for servers, probably
15:16 jas_ that's the rolling release version string
15:16 jas_ yeah, servers should be stable
15:16 jas_ (if you want users)
15:17 jas_ but i guess using both is easy, with the dev version being -DRUN_IN_PLACE=1 for examle
15:18 jas_ i like the dev version because i like to try the new modding features sometimes, or use some new feature.  i always used 0.5.0-dev or 5.0.0-dev for that reason, like binding hotbar item slots.
15:19 galaxie Anything different with client-side modding in 5.0?
15:20 jas_ so far on 5.1.0-dev this looks like a nice modding feature:
15:20 jas_ !title https://github.com/minetest/minetest/commit/60ab2d94f07953e74fc98a33d468328c2adac75b
15:20 MinetestBot jas_: Add sounds for falling and attached nodes (#7719) · minetest/minetest@60ab2d9 · GitHub
15:21 jas_ i think so, but i haven't gotten too into it yet.  i was holding mybreath for server-sent csm scripts, but ran out of breath.  am trying it out now, with channels and so on.  i dunno what's new or not, tho
15:22 jas_ i did notice though, it's hard/annoying to enable/disable csm scripts.
15:22 jas_ like, i have to go into mods.conf and edit it outside of minetest, unlike server-side mods which have their own gui for that
15:23 jas_ and i guess it's obvious, but csm scripts are either on/off in a global sense.  whereas server-side mods on on/off on a per-world configuration
15:25 jas_ i always liked the idea of minetest "profiles."  a profile would contain the settings like user name, general preferences (mouse sens), and in this case enabled/disabled csm scripts.  but i'm getting ahead of myself.
15:26 galaxie Who IS the Android maintainer now?
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15:27 jas_ nerzhul
15:27 jas_ (on google player store)
15:27 rubenwardy nerzhul makes the releases, but he doesn't maintain Android otherwise
15:28 jas_ oh right, good correction
15:28 jas_ there was a forum post about android maintainer needed, i think
15:28 jas_ developer*
15:28 jas_ !title https://forum.minetest.net/viewtopic.php?f=18&amp;t=15017
15:28 MinetestBot jas_: Android developer needed - Minetest Forums
15:28 galaxie So who's in change of F-Droid releases?
15:28 jas_ i don't know
15:31 jas_ galaxie: fyi there is a section for CSM in the changelog https://dev.minetest.net/Changelog#0.4.16_.E2.86.92_5.0.0
15:34 rubenwardy est31, any idea?
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16:52 galaxie Anyone else get a blank screen using sidebyside or topbottom 3D mode on mobile?
16:54 galaxie I feel like it might be because my screen is rather small.
16:56 galaxie How would I debug this in Android?
16:57 rodskagg https://imgur.com/a/dnzE6ja < i am watching a mesocons tutorial and they have a very different inventory to me. how do i get that one?
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16:58 rodskagg unified inventory?
16:58 sfan5 that's the normal creative inventory
16:58 rodskagg how do i get that?
16:58 sfan5 enabling creative mode should suffice
16:58 sfan5 you might have to update your minetest though
16:58 ShadMOrdre sfan5, I am available to test the network packet fix, for super large inventories.
16:59 rodskagg sfan5: you were right, i didn't have creative mode on. thanks. :)
17:00 ShadMOrdre Seems I broke 5.0
17:00 jas_ for science!
17:05 sfan5 curl -Ls https://github.com/minetest/minetest/pull/8331.patch | git am -
17:05 sfan5 ShadMOrdre: ^ apply the PR like that before compiling
17:05 sfan5 if you apply this fix on both the server and the client, large creative inventories should work again
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17:14 ShadMOrdre sfan5:  Compiling now
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17:45 rodskagg how do i activate mesecons switches? use key doesn't seem to work.
17:47 p_gimeno right mouse click
17:49 rodskagg thanks
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17:57 ShadMOrdre sfan5:  I've compiled, created a world, configured a ton of mods, and it loads for single player.  Testing a local server option now.
17:59 sfan5 "tons of mods" if likely not enough
17:59 sfan5 unless is matches the configuration you had previously, where the bug appeares
18:00 sfan5 appeared*
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18:42 jluc can i install minetest 5 without compiling on ubuntu ?
18:45 ShadMOrdre sfan5:  I've posted some data here, https://forum.minetest.net/viewtopic.php?f=6&amp;t=22285&amp;p=345221#p345221, if it helps.  It shows the specific mods loaded, and an item list total count from listitems mod.
18:46 ShadMOrdre This is also working for a local terminal server, that I then connect to using the same local installation, in client mode.  Is there more info you'd like, or that I can provide?
18:50 sfan5 ShadMOrdre: so, is it fixed with the patch applied?
18:52 ShadMOrdre I will say yes.  Before, if I enabled creative, it would crash the moment a player connected.  Now, I have all the mods referenced on the forum post loaded.  I would also vote for a minor 5.0.1 emergency patch release when you guys are ready, and some major notice to users of 5.0
18:53 ShadMOrdre It does seem that mesecons, pipeworks, digilines, and servers using those heavy  mods would immediately be affected.
18:54 ShadMOrdre And a HUGE thanks to all you devs who've worked to immediately resolve what appears to be a major issue.  THANK YOU!
18:55 clavi just saw the news on /r/linux_gaming/ too, congratulations!
18:57 clavi now we wait for it hitting my distro's repo (Tumbleweed) :3
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19:33 jluc ok i got it
19:33 jluc download link for *ubuntu could++ point to PPA
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19:57 Ingar aha 5.0 went gold, gratz
19:57 Ingar sry I missed it :p
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19:59 FreeFull Ingar: Funny that Linux recently had its 5.0 release too
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20:00 Ingar FreeFull: my server runs on debian stable, it probably takes a few decades before it gets linux 5
20:01 FreeFull What kernel version are you on right now?
20:01 Ingar mo idea actually, let me check
20:02 Ingar 4.14.33
20:02 Ingar it's aan ARM though
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20:02 FreeFull Yeah, reaching 5.0 will take a while
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20:04 Ingar I'd better update the whole lot
20:04 Ingar mt server is 5.something-git anyway
20:04 FreeFull I have to admit.. I haven't actually played minetest in a long time
20:05 FreeFull Been mostly playing modded minecraft
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20:05 Ingar currently I'm somewhat addicted to my modded Skyrim
20:05 Ingar so many quests to do..
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20:40 p_gimeno is there a MT game with something like quests or chores?
20:42 p_gimeno I tried Adventuretest, but the only quests were one about getting a bowl and another about finding a treasure
20:45 benrob0329 p_gimeno: I want to say that Lord Of The Test has some
20:46 p_gimeno like from NPCs?
20:47 benrob0329 Not sure, I don't play it myself but its worth looking into
20:51 p_gimeno thanks, I'll take a look
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21:36 scr267 I've converted a clone of my server to Minetest 5.0.0 for testing purposes.  I heard from the grapevine that there may be protocol issues that could be addressed in the near future that could break the current 5.0.0 protocol
21:36 scr267 Where could I find out more about that?  If I got this story right?
21:37 sfan5 protocol breakage is not likely at the moment
21:38 sfan5 read issue #8325 for details
21:38 scr267 sfan5, thanks for the response.  So, if I were to deploy the 5.0.0 version I wouldn't have to worry too much about having to deploy again shortly
21:38 ShadowBot https://github.com/minetest/minetest/issues/8325 -- Large inventory lists are not sent correctly
21:38 scr267 thanks
21:39 scr267 I guess thats not in stable yet?
21:40 scr267 One more question: I assume that since the backend isn't modified, I could potentially rollback to 4.17 if necessary?
21:40 scr267 Or Not something I would want to do anyway :-P
21:40 scr267 just checking...
21:40 scr267 :)
21:41 sfan5 minetest will update mapblack to whatever newest version it has continously while the world is being used
21:41 scr267 ah
21:41 sfan5 so no, you can't go back with the new world files
21:41 scr267 Thanks! :)
21:42 scr267 So far my cloned server seems to be working fairly well with it... I haven't yet found any bugs.
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22:10 argyle77 How do I get player name from userdata?
22:11 rubenwardy player:get_player_name()
22:11 rubenwardy userdata is a Lua term that means a type created by C++
22:11 rubenwardy so userdata may not be about a user
22:11 rubenwardy it could also be an itemstack, or a lua voxel manip, or something else
22:12 argyle77 ok gotcha.  for some reason I couldn't get a clue to get_player_name searching the lua_api.  Guess I was looking for the wrong thing.
22:26 MinetestBot [git] rubenwardy -> minetest/minetest: Fix incorrect string length check after cast 82c6363 https://git.io/fhpEF (2019-03-06T22:24:39Z)
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23:28 rodskagg this line of lua ... minetest.set_node({ x = 4, y = 200, z = 6 }, { name = "mesecons_switch:mesecons_switch_off" }) ... is causing this error ... ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air"
23:28 rodskagg doesn't seem to like me placing a mesecon switch that way.
23:29 rubenwardy the node name is wrong
23:29 rubenwardy is what that error is saying
23:29 rubenwardy (but not very clearly)
23:29 rodskagg ah. thanks.
23:29 rodskagg ah, i see the typo. :)
23:33 rodskagg question. if i set switches manually they are orientated depending on which direction i am facing. when i place them with minetest.set_node they are always facing the same way. how do i get my lua script to orientate them?
23:33 rubenwardy using param2
23:33 rubenwardy it's called a face dir
23:33 rubenwardy https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L955
23:34 rubenwardy 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
23:34 rodskagg does that go in the minetest.set_node command?
23:34 rubenwardy minetest.dir_to_facedir({ x = 0, y = 0, z = -1 })   to face back, for example
23:34 rubenwardy yeah
23:35 rubenwardy minetest.set_node(pos, { name = "blah", param2 = minetest.dir_to_facedir({ x = 0, y = 0, z = -1 }) })
23:35 rodskagg ohhhh
23:35 rubenwardy btw: param1 is light
23:35 rubenwardy incase you're wondering
23:35 rubenwardy and there's no param3
23:36 rodskagg so pos is an array of xyz.
23:37 rubenwardy yeah
23:37 rodskagg and the second part is an array of name and param2.
23:37 rubenwardy *table
23:37 rodskagg table is the correct lua terminology?
23:37 rubenwardy yeah
23:37 rubenwardy and the second part is the node
23:37 rodskagg good to know. thanks. :)
23:38 rubenwardy a node is an item name (eg: default:stone), param1, param2 tied to a position
23:38 rodskagg pos is a table of xyz values. node is a table of name and params.
23:38 rubenwardy yeah
23:38 rubenwardy register_node should be register_node_type, really
23:38 rubenwardy well
23:38 rubenwardy I guess it's like saying the stone block vs a stone block
23:39 rubenwardy the former is a type, the latter is an instance
23:40 rodskagg rubenwardy: that worked perfectly. thank you so much for your help. :)
23:40 rubenwardy yw :D
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