Time Nick Message 00:36 specing I wonder- why does the furnace not have multiple slots for items and multiple for fuel? 01:31 SoylentCow it's traditional 05:48 theolodger oh 11:02 Markow Hi everyone. Huge question. I'm currently on a Minetest server and I have my area protected (the server uses "Areas" mod). There is a player, without any special privileges, he is able to walk righ through protected walls!!! How is this possible? 11:02 Markow I asked him and he said it is a "glitch" which allows him to do this, but he will not tell me how it is done 11:03 Markow He walks through any protected area through the walls. I have no idea how this is being done. 11:04 Markow This player is unable to destroy my protected blocks though. He can only "walk through" them 11:05 Markow The only "privs" we have are: fast home interact money shout 11:10 Markow The server version being used is 5.0.1. My MT client is 5.3.0. 11:10 Markow Is it possible a server version that old has the glitch I mentioned? 11:13 Markow I notice that this player "punches" the blocks in the protected area and just walks right through it 11:14 Markow But the blocks are not destroyed 11:21 bdju can 1 node of water stop fall damage from 100 blocks or so? I died and I want to know if I hit the edge of the next node or if the water was the problem 11:21 bdju I'm using dynamic liquids in case that matters 11:24 Markow Oh well, everyone must be either busy or sleeping, or working 11:25 bdju yes probably (sorry I don't know about your problem btw) 12:09 luk3yx Markow: The client predicts that the node will be destroyed, and it's possible to sneak through before the server can correct it. 12:10 Markow luk3yx: But how is that player able to do it, and I canno do it. We have the same privs. 12:11 Markow I asked that player how it is being done. No explanation, silence. 12:15 luk3yx Markow: Latency 12:15 Markow How is it controlled? 12:15 Markow What timing is used? 12:16 luk3yx If you're closer to the server it will take less time for the correction to be sent to your computer 12:21 specing luk3yx: why doesen't the server correct the player's position as well? 12:22 Markow I don't think that player runs the server. But being close enough to it is sufficient to take advantage of the latency? 12:23 specing maybe they modified the latency? 12:23 specing it's possible to tell your OS to delay minetest's packets by a few seconds 12:23 specing you could try it out yourself 12:23 Markow Ah, yes, with Iptables 12:25 specing no, with qdisc 12:25 Markow Thanks for the response. It's hard to believe the lengths some players go through just to compromise a game 12:25 specing I haven't tried this myself 12:25 specing you should 1) file a bug 2) tell the admins to ban that player 12:26 Emerald2 It's annoying when they do that. I've seen people turn off and on their wifi to break into secured areas on some servers. 12:26 Emerald2 And yeah, if there's enough lag you can straight up dig through some walls and get through before the blocks get replaced. 12:27 Markow I wonder if there is a way in MT to prevent that, or in the mod? 12:28 * Emerald2 shrugs. 12:28 Emerald2 Above my paygrade. ;) 12:28 specing if the server doesen't check player position for correctness then you could just program an arbitrary teleport command into the client 12:28 specing no need to lagbreak walls 12:28 Markow Would be a nice workaround to fix in MT, if possible 12:30 Markow Well, at least the player wasn't allowed to destroy the blocks, that is important, to prevent griefing. 12:32 Emerald2 Position correction is tricky though. Add in lag and it starts throwing players around the place. 12:32 specing yes, I'm mostly concerned with chests and dig protection working 12:32 Markow But still, some privacy is nice when you get these kids in your face, not leaving you alone during gameplay. 12:33 Markow They just follow you around, everywhere you go 12:33 Emerald2 I had that problem on some servers. 12:33 specing knockback is also broken in minetest. You can get armor, find a rat and a wall. And the rat attacks will push you until you end up INSIDE the wall 12:33 specing and you will take damage from being inside the wall. And you will have to dig yourself out 12:34 Markow Overall though, "areas" mod is a great one. Essential to avoid griefers. 12:34 Emerald2 And much simpler than placing protection blocks all over your build. 12:36 Emerald2 And certainly less ugly. :) 12:39 Markow Is there a mechanism in MT for the server owner to see the IP addresses of those who join? 12:39 Markow Or that must be done using standard Linux CLI commands? 12:44 sfan5 specing: you can indeed teleport to arbitrary locations provided the elapsed time matches player walk speed 12:45 specing that's a serious bug, then 12:46 sfan5 also the issue you're describing with knockback and a wall sounds like a bug in the mob mod 14:06 balirt I wonder how much work it would be to allow setting a damage group for the damage_per_second of a node 14:07 balirt currently, one can only differ between the node types that cause the nodedamage by checking for the "reason=node_damage" in the "minetest.register_on_player_hpchange" callback 14:07 balirt and then checking the surrounding nodes and guessing which node caused it 14:08 sfan5 guessing? doesn't the damage table give the name of the node? 14:08 balirt the amount of damage doesn't need to be guessed, but I want to have the information on which node caused the damage 14:09 balirt so I can both make the cactus collision box yield a constant damage, and prevent the constant damage from it when sam wears iron shoes 14:09 balirt it all comes back to the cursed cactus issue, and the lack of on_contact events 14:11 balirt but having a more general method in c++ would be nice since querying over the environment blocks of all players (or entities) at each on_step is kind of excessive 14:11 balirt imagine wanting to make a skeletonmob have that damage, and requiring to check each creeper's surrounding blocks every step 14:11 sfan5 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4474 14:12 balirt ...well now I feel stupid 14:12 balirt sorry for my inability to read the api 14:14 balirt I was reading in https://rubenwardy.com/minetest_modding_book/lua_api.html and I guess it claims it's outdated for a reason 14:17 sfan5 there's https://minetest.gitlab.io/minetest/ which is up to date 14:17 sfan5 but it's not on a single page, somewhat inconvenient 14:18 balirt I had that bookmarked but switched to the old one for precisely this convenience :D 14:20 balirt well with that solution, I can't think of any ungrateful complaints anymore 14:20 balirt you guys really fix/enhance everything eventually 14:21 sfan5 eventually 14:21 balirt only takes a few decades at most 14:23 balirt maybe in 20 years we'll have custom tool animations and animated pictures in HUD and item textures 14:23 balirt at that point we can basically call it an unreal engine-lite 14:24 balirt and rebuild AAA games of 2020 inside 14:49 balirt nvm I think found a workaround 15:02 balirt is there a way one could make a block/texture invisible to some people, and visible to others at the same time? 15:03 balirt in other words, make a render command dependent on the player ID 16:04 Tumby Hello, I saw in a 5.0.0 changelog video that global textures are in the game, which allow nodes to look less repetitive. But I can't find any information on how to use them 16:12 balirt can this video answer some of your questions? he creates a global texture and then shows it's use, including code. his minetest version is 5.1.0 so should be accurate 16:12 balirt https://www.youtube.com/watch?v=wLNvq6xKjCQ 16:12 balirt (@Tumby) 16:13 Tumby thats exactly what i need, thank you. i wonder why google didnt just show me that 17:42 djenkins_ Is it possible for a mod to trigger a screenshot (I'd like to do this as part of some semi-automatted debugging / AI/ML mapgen annealing. 17:42 djenkins_ If not, would it be difficult to add a "minetest.screenshot(pos, vector)" api? 17:43 sfan5 https://github.com/minetest/minetest/pull/6932 17:43 sfan5 there used to be one but it was removed as you can see 17:44 djenkins_ bummer, ty 17:45 sfan5 if you run server and client on the same system i'm sure you could use system APIs to create a screenshot (after positioning the player correctly) 19:17 u0_a259 hey i seem to be having problems launching minetest: https://0bin.net/paste/NufyzDCivSBMIakZ#qPzFBL97hcHZqveQygAYmGP-YiLVOczGSH+/qm8H4gg 19:17 u0_a259 could someone please help me? 19:20 Krock update builtin 19:21 Krock the minetest binary you're running is probably older than the misc stuff you have installed 19:22 Krock check whether "minetest --version" is 5.3.0 19:34 u0_a259 sorry if someone answered me but i can't see your messages 19:37 Lone_Wolf update builtin 19:37 Lone_Wolf the minetest binary you're running is probably older than the misc stuff you have installed 19:38 Lone_Wolf check whether "minetest --version" is 5.3.0 19:38 Krock u0_a259: http://irc.minetest.net/minetest 19:39 Lone_Wolf heh, forgot about that, guess I could have just linked it 19:43 u0_a259 i updated my game and it works 19:44 u0_a259 thanks krock 19:44 Krock !next 19:44 MinetestBot Another satisfied customer. Next! 21:53 specing Why do register_craftitem and other functions not require documentation strings? 21:53 specing there's description field but it's actually just human readable name! 21:54 sfan5 documentation strings? 21:55 specing yes, like multiple lines of text per item 21:55 specing verbosely describing what an item does 21:57 specing and what it is 21:57 MinetestBot swift110: Jul-12 04:18 UTC Just got a message from Debian's package management system earlier today, "Accepted minetest 5.3.0+repack-1 (source) into unstable" 22:44 fruitsnack is it possible to make entity collide with nodes that aren't walkable? For example water 22:44 fruitsnack with physical = true 22:44 sfan5 no 22:45 fruitsnack thanks 22:47 * SoylentCow wags tail thoughtfully 22:55 swift110 hey all 22:57 SoylentCow yo