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IRC log for #minetest, 2020-09-01

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All times shown according to UTC.

Time Nick Message
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01:39 Copenhagen_Bram hello
01:39 Copenhagen_Bram just git cloned the latest version of voxelgarden, it's great
01:43 MTDiscord <L​one_Wolf> If you liked that I would also recommend https://content.minetest.net/packages/Hi_World/newplanet/
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01:45 Copenhagen_Bram hmm, should i git clone this one too or is the contentdb version up to date?
01:46 Copenhagen_Bram speaking of which, it'd be neat if the content manager supported git
01:48 MTDiscord <L​one_Wolf> I think the CDB version is up-to-date
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04:29 shangul Client: HexChat 2.14.3 • OS: Ubuntu "focal" 20.04 • CPU: Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz (1.20GHz) • Memory: Physical: 3.7 GiB Total (2.3 GiB Free) Swap: 3.0 GiB Total (2.7 GiB Free) • Storage: 296.1 GB / 476.0 GB (179.9 GB Free) • VGA: NVIDIA Corporation GF108GLM [NVS 5200M] @ Intel Corporation 3rd Gen Core processor DRAM Controller • Uptime: 1d 20
04:29 shangul h 45m 46s
04:29 shangul oh sorry
04:29 shangul wrogng channel
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06:08 MinetestBot [git] HybridDog -> minetest/minetest: [2] Code cleanup in serverpackethandler (#9349) f5df707 https://git.io/JUmlq (2020-09-01T06:08:18Z)
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11:53 search_social how do I call player:setattribute when theh player is not logged in?
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11:58 _Zaizen_ Hi everyone, while doing some things with entities I've noticed that moveresult doesn't return objects that collides if the entity is not moving. Not only it doesn't show objects, it's practically like it's not colliding. Is it that moveresul works only if the entity is moving or it's a bug? If anyone can help me it would be awesome, thanks
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12:07 SwissalpS search_social: you don't, you wait for him to log on.
12:11 sfan5 _Zaizen_: the name is sort of a hint here, the moveresult if the result of *that entity* moving, if it's not moving there will be no result
12:12 sfan5 the other entity (that is moving) will have the first entity in its collision information though
12:12 _Zaizen_ Is there a workaround you suggest I should use if i want the collisions eventhough the entity has to stays till
12:12 sfan5 which other entity do you expect to collide with yours?
12:12 _Zaizen_ Players.
12:13 sfan5 players don't have a moveresult so that's kinda problematic
12:14 _Zaizen_ Yeah I know....
12:14 sfan5 maybe get_objects_inside_radius suffices for your usecase
12:15 _Zaizen_ I thought of that and probably is the only way i can do it in this moment
12:15 _Zaizen_ Thank you so much for your help!
12:18 oil_boi rubenwardy, I need your help with licenses plz
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12:25 rubenwardy uh oh
12:27 MTDiscord <o​il_boi> Wait what
12:27 oil_boi Hey, that's me
12:36 Warr1024 yeah, avatars only show for IRC users if they're also on Discord with the same name...
12:36 MTDiscord <W​arr1024> We select few can now talk to ourselves...
12:37 GreenXenith Very true
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12:37 Warr1024 There is no guarantee that IRC and Discord users actually match up in practice, though.  Each system has different ways of verifying users.
12:37 GreenXenith I am GreenXenith
12:40 MTDiscord <W​arr1024> Discord users who are worried about having their face used by somebody else in these channels can just get on IRC and register their nickname with nickserv, I guess, though I think there are a few caveats to that.
12:41 GreenXenith Registering doesn't matter if you don't enable enforcement
12:41 GreenXenith :eyes: @GreenXenith#3232
12:42 MTDiscord <o​il_boi> Hi forum
12:42 MTDiscord <o​il_boi> Wait no
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12:54 MTDiscord <W​arr1024> There's also a grace period where NickServ lets you use the name before you have to log in.  I don't know whether this channel enforces idenitifying with NickServ before you speak, so it may be possible to slip in a few messages before that expires.
12:54 MTDiscord <W​arr1024> That, and they periodically prune inactive accounts, so if your primary way of talking in here is via Discord, then your IRC nick registration might expire and become available to someone else again...
13:05 Copenhagen_Bram do saplings stop leaves from decaying?
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13:06 sfan5 don't think so
13:06 Copenhagen_Bram ah okay
13:07 Copenhagen_Bram some of the leaves seem to be taking their time to decay in voxelgarden
13:07 Copenhagen_Bram i wonder why
13:07 SwissalpS mostly leaves stay if you place them
13:07 sfan5 uh, I only know about mtg
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13:37 Copenhagen_Bram any voxelgarden players here?
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15:44 search_social Thank you SwissalpS. But it seems that player:setattribute is saved when a player logs out and restored when a player logs in automatically, so it seems like there should be some way to set it when a player is offline
15:50 rubenwardy it's not possible currently, but there's some work towards doing it
15:50 rubenwardy (also note that set_attribute is deprecated, get_meta should be used instead)
15:51 rubenwardy `player:get_meta():set_string("key", "value")`
15:51 rubenwardy it was changed to be the same interface as node and item meta
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16:37 search_social thank you rubenwardy
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17:10 MTDiscord <W​arr1024> Being able to access players offline would be really nice.  I've got a mod or two that involves accessing info about players offline, but it requires using mod storage, and so it won't scale well
17:16 search_social 2020-09-01 10:15:35: ERROR[Main]: Number of registerable nodes (32768) exceeded (ma_pops_furniture:counter1_yellow)
17:16 search_social uh oh
17:17 MTDiscord <W​arr1024> ouch, how many mods you got installed?
17:17 search_social less than 32,000
17:17 MTDiscord <W​arr1024> I should hope so
17:17 MTDiscord <W​arr1024> the question is whether ma&pa registers a massive number of nodes, or whether your other mods had you already close to the limit.
17:18 search_social no i just added a few new mods like pipeworks and technic and digilines
17:18 search_social i don't see how they could have more than 1,000 nodes each tho
17:25 MTDiscord <W​arr1024> they're unlikely to have more than 1000 nodes each
17:25 MTDiscord <W​arr1024> probably each has about 100, except one that has over 30,000
17:26 MTDiscord <L​one_Wolf> ~issue acess offline
17:26 search_social well disabling pipeworks let the server start but random nodes were unknown
17:26 MTDiscord <L​one_Wolf> oop
17:26 MTDiscord <L​one_Wolf> Guess it does an embed too
17:26 search_social as though it was skipping node registrations even though it didn't admit to it
17:27 search_social disable technic brought those nodes back
17:27 MTDiscord <W​arr1024> minetest.after(0, function() local db = {} for k in pairs(minetest.registered_nodes) do m = k:gsub(":.*", "") db[m] = (db[m] or 0) + 1 end minetest.chat_send_all(dump(db)) end)
17:28 MTDiscord <W​arr1024> of course you'll have to get it to run to do that trick, but disabling random mods will either (1) disable the culprit, or (2) lower the node regs down to the threshold where you can run the game to find it
17:28 MTDiscord <W​arr1024> it'd be really nice if MT could tell you which mods were eating up all the capacity, but at least it's not too hard to catch it this way
17:29 MTDiscord <W​arr1024> in theory you could intercept minetest.register_item to detect when you're about to register the 32768th node and dump the report at that time
17:30 celeron55 adding a helpful diagnostic message there in the engine wouldn't hurt
17:38 BuckarooBanzai search_social: let me guess, moreblocks is enabled too?
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17:39 search_social yes i have many random mods xd
17:42 MTDiscord <W​arr1024> mo mods mo problems
17:43 MTDiscord <W​arr1024> Part of the challenge of some MT games (particularly MTG) is figuring out which mods get you the best value.
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18:18 MinetestBot [git] Desour -> minetest/minetest: Mark multiply and divide with two vectors as deprecated (Schur produc… 9ed84cf https://git.io/JUYff (2020-09-01T18:18:10Z)
18:18 MTDiscord <L​one_Wolf> ?
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18:20 MinetestBot [git] sfan5 -> minetest/minetest: Change default ambient occlusion gamma to 1.8 (#10185) 74e22b7 https://git.io/JUYfY (2020-09-01T18:18:32Z)
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18:26 appguru search_social excuse the ping
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18:52 search_social hi
18:58 freelikegnu man, what more shit can fall on my head this week!?
19:05 MTDiscord <L​one_Wolf> https://github.com/minetest/minetest/pull/10360
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20:02 iisu Hi, how do I get an item definition? I want to register another item with similar properties.
20:03 sfan5 minetest.registered_items
20:14 iisu Thanks.
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20:41 iisu So I did this:
20:41 iisu minetest.register_node("foo:torch", minetest.registered_nodes["default:torch"])
20:42 iisu Now I have 2 torches, which is what I wanted.
20:42 iisu But when I place default:torch on the ground, it becomes foo:torch, which is the opposite to what I wanted. :v
20:43 iisu I don't understand why/how this happens.
20:43 sfan5 there might be something in the definition that caues this, maybe the callbacks?
20:44 MTDiscord <W​arr1024> you can't just blindly reuse the definition, you need to pick through it and figure out what can and can't be safely copied
20:45 MTDiscord <W​arr1024> If you want foo:torch to just be literally a default:torch then there's really no point in making a foo:torch and you might as well just use a default:torch.  I do often find myself making nodes that "inherit" most properties from other nodes but change a few things.
20:46 MTDiscord <W​arr1024> things like dirt_with_* or stone_with_* are good examples of when you might do something like that.
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20:46 MTDiscord <L​one_Wolf> Are you trying to create a new type of torch?
20:46 iisu Yes, one that stays in the inventory when the player dies.
20:46 MTDiscord <W​arr1024> also you might end up with an aliasing problem using literally the same def table
20:47 iisu So that the map is not littered with bones containing initial items.
20:48 specing iisu: how about disabling bones altogether?
20:48 specing e.g. on blocky you keep your whole inventory when you die
20:49 MTDiscord <W​arr1024> http://xyproblem.info/
20:49 MTDiscord <L​one_Wolf> You can do that or just make the bones mod check for initial items
20:51 iisu Hmm, maybe I should just use params or something…
20:51 iisu Not an option.
20:52 iisu Yes, I wanna make the bones mod check for initial items but how is it gonna tell initial items from crafted ones?
20:53 MTDiscord <W​arr1024> alternatively, just stop giving players initial items to start out, or make players have to do something first before they get them, so they're far less likely to be running around with items in inventory.
20:53 MTDiscord <W​arr1024> well, one thing you could try is using itemstack meta to flag initial items
20:54 MTDiscord <W​arr1024> you can set an is_initial=1 flag or something, and additionaly set a description meta to rename them so it's obvious why they don't stack with the crafted stuff
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21:23 iisu How do I set ItemStack metadata?
21:23 iisu It needs a string but I can't find out what format the string should be.
21:24 iisu MetaDataRef doesn't seem to have any conversion method.
21:24 MTDiscord <L​one_Wolf> It takes any kind of string you give it
21:25 MTDiscord <L​one_Wolf> itemstack:get_meta():set_string("key", tostring(number))
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21:32 iisu Jesus, that breaks Tell Not Ask.
21:32 MTDiscord <L​one_Wolf> ?
21:33 MTDiscord <L​one_Wolf> That code was an example. Not intended for running
21:35 iisu I mean, you'd expect get_meta() to return a copy of the meta, no wonder why I couldn't figure it out. Bad API design.
21:36 MTDiscord <L​one_Wolf> ~api get_meta
21:36 MTDiscord <W​arr1024> Tell Don't Ask looks like it's an OOPism and MT's Lua API is only reminiscent of OOP, not really properly OOP
21:36 MTDiscord <L​one_Wolf> heh, that bot needs some config to just link it or something
21:36 MTDiscord <J​onathon> aren't bots disabled here?
21:36 MTDiscord <L​one_Wolf> Looks like it
21:36 sfan5 get_meta() returns a reference to the metadata "storage"
21:36 MTDiscord <W​arr1024> get_meta() gives you the meta object which you can use to access metadata
21:37 MTDiscord <W​arr1024> if it were a copy and not an alias that might make more sense on some level
21:37 MTDiscord <W​arr1024> but it was probably a performance over cleanliness trade-off
21:37 MTDiscord <W​arr1024> these objects can get arbitrarily heavy so copying them around is probably not great
21:38 iisu You don't do performance over cleanliness in APIs that are exposed to the outer world.
21:38 MTDiscord <L​one_Wolf> I actually kinda like it
21:39 MTDiscord <L​one_Wolf> Not so many methods stuffed into one object
21:39 iisu Anyways, back to modding. This isn't the time or place for my ranting.
21:39 MTDiscord <W​arr1024> Feel free to build a wrapper layer around what's there to "clean it up" if you want.
21:39 MTDiscord <W​arr1024> Probably wouldn't be too hard.  What you think get_meta() should do is pretty much what get_meta():to_table() does
21:40 MTDiscord <W​arr1024> and set_meta() would just be get_meta():from_table()
21:40 iisu I thought about that, but I'll have to know the API better. I'm only a beginner modder.
21:41 MTDiscord <W​arr1024> I think what you'll find is that when you start peeling back the ugly band-aids, you find even uglier wounds under them and that'll make you want to just leave those in place :-)
21:41 iisu I actually did get_meta():to_table() in my code cause I wasn't sure what get_meta() returns but then I couldn't go back to the string format.
21:41 MTDiscord <W​arr1024> MT is a pretty complex project, and it works pretty well under pretty tight constraints (e.g. it plays pretty well on hardware that's >10 years old) so I'm willing to forgive them a lot of weirdness
21:42 MTDiscord <W​arr1024> I'm just happy when things work as documented, even if the way they're designed is weird.
21:42 iisu Oh, from_table(). I'm retarded, lol.
21:42 iisu Sorry.
21:43 MTDiscord <W​arr1024> to_table is a bit weird too because the table you get back once upon a time used to be serializable, but now the inventory parts contain itemstacks that you have to serialize separately if you want to serialize the whole thing
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