Time Nick Message 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 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 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 12:49 sagax how to wrap video to blocks? 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 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 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? 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 14:53 Krock maybe there's an engine limit somewhere 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 15:41 Touchatonku hi 16:53 jas_ hello 16:54 Zughy hey there 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 17:47 Corey[m]1 I'll see if I can whip up a screenshot 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) 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 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 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 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 19:03 Corey[m]1 Thanks for the help @NetherEran and @Krock, I shall now return to lurking 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 20:20 NetherEran you can use the storage object that get_mod_storage returns not only when the mod starts up 20:31 rubenwardy You should store it in a file local 20:51 Zughy what was the mod to show player nicknames only if they weren't behind a block? 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) 21:22 Zughy well it'd be great, especially because translations right now don't work on signs_lib ( :( )