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IRC log for #minetest, 2020-05-03

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All times shown according to UTC.

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07:20 Andrey01 Hello, I seem can`t hunt out a file where        the air node registration occurs, maybe does it happen engine-side at all?
07:23 nephele game/register.lua:345
07:24 ANAND It happens both in builtin and in the engine
07:24 ANAND IIRC
07:24 sfan5 https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L345
07:24 sfan5 https://github.com/minetest/minetest/blob/5cf6318117edcae6bf30d829d9e9dd9dbf1d4bf7/src/nodedef.cpp#L966
07:25 Andrey01 Thanks
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09:35 rdococ hmm, how do I get access to the output of minetest.log()? I looked in debug.txt but I don't think it shows up there
09:35 Krock it does, if the minetest.conf log level is low enough
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09:37 rdococ is the default level high enough? I want to see if there's an "error"
09:38 rdococ (those quotes weren't meant to be sarcastic lol)
09:38 sfan5 errors and warnings show by default
09:39 rdococ ah
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12:49 sagax how to wrap video to blocks?
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13:07 Krock sagax: currently not possible. For animated textures, take this as an example: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L2229
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13:27 kagi hi, just wanting to vent frustration about all those moreblocks slices cluttering up unified inventory even though theres a separate section for them~ wondering how hard it would be to fix~
13:29 VanessaE there is a config option to keep the cut shape out of the creative inv.
13:30 VanessaE but I don't recall what it is offhandf
13:30 VanessaE -f
13:32 Krock https://github.com/minetest-mods/moreblocks/blob/master/settingtypes.txt#L3
13:32 Krock ^ kagi
13:32 Krock minetest.conf setting moreblocks.stairsplus_in_creative_inventory = false
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14:21 Gael-de-Sailly Hi, how do you increase the mapblock loading distance ? Setting 'max_block_send_distance = 30' doesn't help for me.
14:26 nephele i think kp_plus or so to increase the vision range?
14:31 Gael-de-Sailly kp_plus?
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14:36 Gael-de-Sailly ah ok the key +
14:36 Gael-de-Sailly it's not what I mean
14:37 Gael-de-Sailly it increases the distance at which the blocks are rendered if they are loaded, but it doesn't load them beyond 160 nodes
14:39 Krock so the server needs to send them
14:39 Krock max_block_send_distance = 10
14:39 Krock and if they're not yet generated: max_block_generate_distance = 10
14:40 Krock use latter with caution. range 10 creates a lot of unused mapblocks in your world
14:40 Gael-de-Sailly I set max_block_send_distance = 30 and there is no difference with 10, loading distance is still ~160 nodes
14:43 Gael-de-Sailly i'm on singleplayer
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14:53 Krock maybe there's an engine limit somewhere
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14:59 Gael-de-Sailly sounds like
14:59 Gael-de-Sailly just tested by reducing this setting to 5 and this actually reduces the loading range
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15:41 Touchatonku hi
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16:53 jas_ hello
16:54 Zughy hey there
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17:36 Corey[m]1 Hey, I have a lighting question, is there a way to prevent lights from progating outside of a closed box (or did I misconfigure my node somehow), the issue is light appears outside of an enclosed concrete box, where the light is placed inside the box
17:42 sfan5 how does the box look?
17:47 Corey[m]1 one moment
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17:47 Corey[m]1 I'll see if I can whip up a screenshot
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17:49 Corey[m]1 and I forgot I have no way to upload it
17:49 Corey[m]1 great
17:56 Krock sunlight_propagates = false
17:56 Krock paramtype (1) may not be "light"
17:58 Corey[m]1 Well my mod is currently broken, my tests are failing and I'm kinda impatient to fix it atm
17:58 Corey[m]1 The issue is a node as a light source inside an enclosed cube (made of nodes) is somehow lighting outside of that cube
17:59 Corey[m]1 I'll double check if the enclosing nodes have sunlight_propogates set
17:59 Corey[m]1 The paramtype is set to light for the node
18:00 Krock if it shines through node edges, update Minetest.
18:00 Krock this was fixed somewhen during 0.5.0-dev period (IIRC)
18:04 Corey[m]1 welp, this was 5.1 built from source
18:04 Corey[m]1 but it's windows...
18:04 Corey[m]1 so.,anything is possible
18:04 Corey[m]1 I'll try the latest on my linux machine (once I fix these tests)
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18:28 Corey[m]1 Welp, the problem persists even on the latest master
18:28 Krock please don't blame me. it's your mod.
18:29 * Krock runs
18:29 Corey[m]1 Here are some screenshots: https://yatm.icedragon.space/assets/screenshots/uploads/screenshot_20200503_131843.png
18:29 Corey[m]1 Nah I'm not blaming you, I know the engine has some... rough edges
18:29 Krock definitely wrong node definition
18:29 Krock replace that with cobble and it'll be dark
18:29 Corey[m]1 one sec
18:29 Corey[m]1 I forgot the filename for the other
18:30 Krock //replace whatever:node default:cobble
18:30 Corey[m]1 Inside: https://yatm.icedragon.space/assets/screenshots/uploads/screenshot_20200503_131853.png
18:31 Corey[m]1 Inside of replacing the node, I can always just steal parts of the cobble definition for my concrete
18:31 Corey[m]1 inside > instead
18:31 Krock try updating the light within the mapblock
18:31 Krock maybe it's just buggy and outdated
18:32 NetherEran I think I recreated you bug
18:32 Corey[m]1 So, in short just replace the lights and see if that resolves it?
18:32 NetherEran does it have paramtype = "light" in its definition?
18:32 Corey[m]1 Yep
18:32 Krock <Corey[m]1> The paramtype is set to light for the node
18:32 Corey[m]1 I define all my nodes with it..
18:33 Krock I told you to not do that
18:33 Corey[m]1 Is that an issue
18:33 NetherEran if you want light to not go through them it is
18:33 Krock naah, it's just that light shines through
18:33 Corey[m]1 Welp, TIL
18:34 Corey[m]1 I'll remove it and give it a twirl again
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18:39 Corey[m]1 Well, removing the paramtype didn't solve it...
18:39 Corey[m]1 I'll try setting it to none and try again
18:42 NetherEran did you use /fixlight on the nodes? If not they'll keep glowing until they're replaced
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18:57 Corey[m]1 I just did
18:57 Corey[m]1 and nothing changed
18:57 Corey[m]1 Huh
19:01 Corey[m]1 Well now it works, for some reason the world I was in refused to fix the lights
19:01 Corey[m]1 Even placing new nodes had the same light issue
19:01 Corey[m]1 but at least it works now
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19:03 Corey[m]1 Thanks for the help @NetherEran and @Krock, I shall now return to lurking
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20:16 freelikegnu ugh I
20:17 freelikegnu I'm so frustrated, what can I use to store data of things my mobs do while my mod is running? minetest.get_mod_storage() only works when the mod starts up :P
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20:20 NetherEran you can use the storage object that get_mod_storage returns not only when the mod starts up
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20:31 rubenwardy You should store it in a file local
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20:51 Zughy what was the mod to show player nicknames only if they weren't behind a block?
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20:58 rubenwardy Zughy:
20:58 rubenwardy !mod [playertag]
20:58 MinetestBot rubenwardy: Entity based nametags [playertag] by sparky - https://forum.minetest.net/viewtopic.php?t=19401 - https://github.com/Elkien3/playertag
20:59 sfan5 perhaps that should be added as a client-side feature for nametags
20:59 Zughy yes pls
20:59 sfan5 scaling them with size + obscuring them
21:00 sfan5 though if you add that you are very close to a general "render this text onto this texture pls" feature
21:00 sfan5 (which is also heavily requested)
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21:22 Zughy well it'd be great, especially because translations right now don't work on signs_lib ( :( )
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