Time Nick Message 00:03 Exe_Virus Hello, I'm working on a waterfalls mod, and I am currently stuck trying to make particle spawners more reliable. I have used node timers for things like a fountain as a test case, and these work relatively well, except when a user attempts (but does not finish) to dig the node (this cancels the timer randomly) and when the player walks to far from the node, as this stop the node timer functionality all together from what 00:03 Exe_Virus I can see. Is this better solved using abm's, is it just me using 4.17 and having issues there, or is it just a known issue with node-timers where these will not restart when returning to a mapblock later? Thank you for any help in advance! 08:14 MinetestBot numzero: Jun-28 23:36 UTC Hi 10:37 BuckarooBanzai41 https://github.com/leereilly/games#sandbox-1 10:41 BuckarooBanzai41 ups, wrong link, i meant: https://osgameclones.com (minetest entry) 11:55 Ingar minetest is not a clone! 11:55 Ingar to be a clone, it has to use a few extra GiB of memory 13:03 scr267 Is there any reason why a mod would set itself back to 'false' in my world.mt file? 13:03 scr267 OR why would minetest do this? 13:35 pyrollo Because he is in bad mo(o)d 13:35 pyrollo *it* 14:10 scr267 pyrollo, thanks for your help 14:10 scr267 Actually I found the issue... but it raised a few questions though. 14:10 scr267 I had commented out one of the mod lines in order to disable it..(dumb thing to do) the server re-added a new line for the same mod since the mod code was still there. 14:10 scr267 But hte new line was set to 'false' 14:11 scr267 So any time I tried to update the original mod line to 'true', the one from the end of the file just kept overriding and setting my original line to false as well. 14:11 scr267 Basically my own ****** fault 14:12 scr267 pyrollo, sorry hadn't caught the joke... was running around between screens... :) 14:19 pyrollo Thats even better :) 14:19 pyrollo Too bad there is no warning for duplicate entries 14:22 nepugia hey, what is the point of the width paramtere in get_craft_result? 14:33 scr267 pyrollo, Yeah a warning would be nice. :) 14:34 pyrollo nepugia, isn't that a way to have 1x or 2x recipe (instead of usual 3x) ? 14:35 nepugia pyrollo: don't you pass a table to indicate what the craft was? 14:35 pyrollo Yes but IIRC it's a one dimension table so you have to specify the width 14:35 pyrollo (Sorry, I speak without being sure at all) 14:35 nepugia why? building the recipes in the first place takes a two level table 14:37 pyrollo I check, I was right. 14:37 pyrollo I dont know why, some Minetest Mysteries 14:44 calcul0n shapeless recipes take a one level table iirc 14:58 lllI1I is it possible to have recipes with longer than 3 width, for use in special crafting tools/nodes 15:02 sfan5 recipes can have any width 15:05 lllI1I also how is it felt about mouse unlocking/locking support in the CSM API 15:05 lllI1I just a thought I had 17:11 MinetestBot 02[git] 04luk3yx -> 03minetest/minetest_game: intersects_protection(): Fix compatibility code 133d530e0 https://git.io/fj6qw (152019-07-03T17:10:39Z)