Time Nick Message 00:06 Gustavo6046 Is water supposed to flow down a lesser further extent when it goes down a level? 00:24 Gustavo6046 Water can push items, but I hoped they'd not get stuck. 00:24 Gustavo6046 I was sorely mistaken. 00:24 Gustavo6046 https://i.imgur.com/N71ETwN.png 00:33 FrostRanger[m] Gustavo6046: do you have ethereal and 3d armor installed by chance? 00:33 Gustavo6046 FrostRanger[m]: yes, both 00:35 Gustavo6046 is it configurable? 00:35 FrostRanger[m] When both of those mods are installed, 3d armor enables fire damage by default 00:36 FrostRanger[m] If you go into the config and coment out the line for the torch, you can remove that though 00:36 FrostRanger[m] The config for 3d armor that is 00:37 Gustavo6046 ah 00:37 Gustavo6046 I see 00:37 Gustavo6046 thanks! 00:37 FrostRanger[m] Np 00:41 Gustavo6046 FrostRanger[m]: is it a .conf file? I found mods/3d_armor/3d_armor/armor.conf.example 00:42 Gustavo6046 ohhh 00:42 Gustavo6046 api.lua 00:43 Gustavo6046 there is the definitions for armor.config, including fire_protect_torch 00:43 Gustavo6046 waaait 00:43 Gustavo6046 oh 00:43 Gustavo6046 FrostRanger[m]: I had no idea there was a whole system for reading config files from the world directory 00:45 Gustavo6046 or wait 00:45 Gustavo6046 nevermind lol 00:45 Gustavo6046 I'm stupid 00:45 Gustavo6046 there are ingame interfaces for it, I didn't know 01:14 FrostRanger[m] Gustavo6046: actually, I was referring to editing them directly 01:18 Gustavo6046 FrostRanger[m]: ah 01:18 Gustavo6046 I still haven't figured out how 01:18 Gustavo6046 which is funny 01:18 Gustavo6046 maybe I just uncomment the lua line? but that doesn't seem like it 01:20 Gustavo6046 let me check the wiki 01:20 Gustavo6046 I'm definitely missing something lol 01:20 adfeno Hi there error: terminate called without an active exception, when copying the minetest.format_chat_message and redefining it. 01:21 adfeno Gustavo6046: I think lua_api.txt is the best place to check stuff. 01:21 adfeno Sometimes the wiki is not updated. 01:23 Gustavo6046 Ahh. 01:23 Gustavo6046 adfeno: no, the wiki.minetest.net wiki. I'm not creating a mod or anything 01:23 Gustavo6046 I've written a mod before, or well, more precisely I added changes to one 01:23 Gustavo6046 Anyway, I'm trying to figure mod configuration. 01:23 Gustavo6046 For some reason there's just nothing obvious in the file tree and the wiki has nothing about it either. 01:23 adfeno What is the issue, Gustavo6046? 01:24 Gustavo6046 In 3d_armor/api.lua, armor.config is defined, but I dunno if it reads any configuration file, and/or how that would work. 01:24 Gustavo6046 I an definitely missing something obvious and I'm probably dumb. 01:24 Gustavo6046 I mean because ofi t 01:24 adfeno Mostly see a file called settingtypes.txt 01:24 Gustavo6046 Oh, there is that 01:25 Gustavo6046 armor_fire_protect_torch (Enable fire protection torch damage) bool false 01:25 adfeno or do a recursive search, starting from 3d_armor, for the phrase: minetest.settings 01:26 Gustavo6046 I found the relevant setting 01:26 Gustavo6046 It's set to true by default when it encounters ethereal is loaded (which it is) 01:26 Gustavo6046 So I just put that in minetest.conf? Seems a bit counter-intuitive. 01:26 Gustavo6046 For some reason 01:27 adfeno You can make separate conf for a given server, provided you use --config option when launching Minetest. 01:29 Gustavo6046 I do do that 01:29 Gustavo6046 I didn't realize mod config went in the same file 01:29 Gustavo6046 :p 01:29 Gustavo6046 Well, I don't know, I'll test i now 01:29 adfeno Gustavo6046: That setting can be adjusted in graphical user interface (before starting a world or joining a server), in the advanced settings. Or, you can do as you said. 01:29 Gustavo6046 it now* 01:29 Gustavo6046 adfeno: it's a dedicated server 01:30 adfeno Gustavo6046: Ah, nice, I`m also doing one in Brazil. 01:41 Gustavo6046 yeah! 01:41 Gustavo6046 adfeno: my dedicated server is actually a digital ocean VPS in the US that an american friend gave me an account on 01:41 Gustavo6046 guess what, I'm from Brazil! 01:43 adfeno Nice to meet you 01:43 Gustavo6046 Thanks, mate! 01:43 adfeno Brazilian Minetest players have a XMPP chat room/channel where there are some brazilian developers 01:44 adfeno xmpp:minetest@chat.libreplanetbr.org?join 01:44 adfeno We might soon migrate to other server, but for now we use that. 01:45 adfeno More information about what is XMPP, and how to use it: https://libreplanet.org/wiki/XMPP.pt 02:05 adfeno Can we use colors in chat? 02:25 adfeno For some strange reason, get_player_by_name is terminating/aborting my server. 02:25 adfeno I think I have an idea. 02:25 adfeno I`ll try set nametag color to "" 02:30 steveiRcvs Hi. 02:31 steveiRcvs I'm playing through skyblock, I'm on the last level. How am I supposed to get iron bars? The guide says to break steel bars, but I've broken over a hundred now and nothing is happening. 03:00 adfeno How to redefine minetest.format_chat_message ? 03:00 adfeno to add nametag color? 10:31 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix segfault with invalid texture strings and minimap enabled 13f018737 https://git.io/JtP3o (152021-02-14T10:28:02Z) 12:32 adfeno It seems that the callback to on_priv_revoke doesn't have priv, contrary to what lua_api.txt said. 12:34 adfeno And also, every attempt to get player privs during on_priv_revoke/grant gives outdated list of privs. 12:47 adfeno I could check privs on each message, but that would not be practical. 12:48 adfeno I think I`ll only check on join. 12:54 ZeroConfig Doesn't anyone know of a working, updated or alternate to this: https://github.com/ChaosWormz/forbidden_usernames/blob/master/init.lua 12:55 ZeroConfig Because this one doesn't work, gives an error: bad argument #1 to 'pairs' (table expected, got nil) 12:55 ShadowBot https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome 12:57 ZeroConfig Or also if someone knows how to correct the code to fix it. 12:58 ZeroConfig It's supposed to check new players usernames and disallow certain names from registering. I want to block perverted names. Thank you. 13:01 ZeroConfig It says it was originally by sfan5, so maybe he has a better version of it? 13:01 sfan5 that one functions implementation was originally by me, not the mod 13:02 ZeroConfig Ok. Can you offer me any advice with this? 13:02 sfan5 anyway I'm pretty sure there's an updated version called name_restrictions or similar 13:02 ZeroConfig Thank you sir, I'll search for that one. 13:03 ZeroConfig Thank you, I found it: https://github.com/ShadowNinja/name_restrictions 13:04 sfan5 by looking at the code I can tell that it's similarily outdated and won't work 13:04 ZeroConfig Also does anyone know what "squeakecraft[er]" is? I've seen that name in both versions. 13:04 ZeroConfig Yeah 4 years ago. :( 13:07 ZeroConfig I googled this, but it still doesn't tell me what it is: https://github.com/Pipsqueake/SqueakeCraft 13:08 ZeroConfig The entire readme is: 13:08 ZeroConfig README.md 13:08 ZeroConfig SqueakeCraft 13:08 ZeroConfig This is the future home of the SqueakeCraft source files for full LGPL compliance with the Minetest Game Engine. 13:30 adfeno Gess, I think I found the issue. 13:30 adfeno I'm so dumb ;) 14:24 adfeno Is there any way to do something only after on_priv_revoke/grant prcessed all changed privs? 14:25 adfeno For example, admin can do /revoke player fly,home (note the comma), this will make an unordered call to on_priv_revoke for all of fly and home 14:26 sfan5 minetest.after(0, ...) probably 14:26 sfan5 I've faced this proble in the past and decided to just not fix it 14:26 sfan5 problem* 14:27 adfeno unordered in the sense that priv inside on_priv_revoke will be a string with priv name, and this will repeat with no particular order (after receiving the list, server could do home first then fly, or fly first then home). 14:28 adfeno sfan5: Ah I see, thanks 16:26 MTDiscord <08a​ppguru> minetest.after is not the way to go here 16:26 MTDiscord <08a​ppguru> rather, you should override the func of the revoke/grant chatcommand to execute an additional callback specified by you afterwards 16:31 sfan5 that's also a hack and worse since those chatcommands are not the only way to grant or revoke privs 16:33 MTDiscord <08a​ppguru> but would you want on_priv_revoke to be essentially on_step? I don't think so 16:52 sfan5 I'm suggesting using minetest.after(0) inside on_priv_revoke to wait for the change to actually happen 18:17 TechDude Wuzzy, I have a question about mineclone2 18:17 Wuzzy hello 18:17 Wuzzy i am Wuzzy. 18:17 TechDude so I wanna find a village 18:17 TechDude but I can’t find one, so I wanna make one 18:18 TechDude i do /giveme mobs_mc:villager 16 18:18 TechDude then I place all of em and build some homes, BUT 18:18 TechDude how am I supposed to trade with them? I’ve looked at the code countless times 18:19 Wuzzy rightclick 18:20 TechDude I tried rightclicking multiple times 18:20 Wuzzy with empty hand 18:20 TechDude and my mcl version is not outdated, I downloaded it the day before yesterday 18:20 Wuzzy the next version might have villages 18:20 TechDude wait “empty hand” oh, ok! Thx 18:20 Wuzzy that worked? 18:21 TechDude No, I’ll try it ltr 18:21 Wuzzy if it does not work, then its a bug 18:21 TechDude i doing off-topic stuff rn 18:21 Wuzzy oh, there is one villager that you cannot trade with. 18:21 Wuzzy its the one with green clothing iirc 18:21 TechDude nitwit ik 18:21 Wuzzy but all others should work. if they dont, its a bug 18:22 TechDude all villagers i place are nitwit 18:22 Krock can I kill Villagers? 18:23 TechDude Well ofc u cam 18:23 TechDude can* 18:31 Wuzzy that is definitely a bug 18:32 Wuzzy report MCL2 bugs here: https://git.minetest.land/MineClone2/MineClone2/issues 18:53 TechDude I’m back, and being able to kill villagers is a bug? Wuzzy 18:54 Wuzzy no 18:54 Gustavo6046 So 18:54 Gustavo6046 10+1's Builtin Item water pushing thing doesn't always push item completely off a block 18:54 Gustavo6046 Sometimes they get stuck 18:58 Gustavo6046 Particularly in diagonal corners 19:01 Krock that's because it uses the old style of manual collision detection 19:01 Krock it checks the node below its center only 19:01 Krock and if that happens on a corner, it attempts to fall but fails doing so because the engine still does collisions 19:01 Krock updating the mod's code to 5.3.0-ish should fix such issues 19:04 Gustavo6046 dah 19:04 Gustavo6046 ah* 19:04 Gustavo6046 Krock: 5.3.0-ish 19:04 Gustavo6046 ? 19:04 Gustavo6046 It is updated 19:04 Gustavo6046 I installed it yeasterday ;p 19:04 Gustavo6046 :p * 19:04 sfan5 does mineclone use its' own item entity code? 19:04 Gustavo6046 I could do the check on the four horizontal corners 19:04 Gustavo6046 Like in a fork or something 19:05 Krock yes sure the mod is up-to-date but isn't using recent features apparently 19:05 Gustavo6046 I wonder if I can fork it into GitHub using the github import functionality, and send a PR back to notabug. 19:05 Gustavo6046 Krock: oh, you said updating the mod's code 19:05 Gustavo6046 lol 19:05 Gustavo6046 Apologies, I probably need a caffeine transfusion. 19:06 Krock no, PRs must be on the same service. you could however export your commits as patches and submit those to notabug 19:09 Gustavo6046 Oh, okay 19:16 Sven_vB hi :) is the \e(c@#111) color code in an NPC dialog a MineTest feature, or one of Irrlicht, or is that a server mod 19:16 ShadowBot https://github.com/minetest/minetest/issues/111 -- Window close icon gives odd screen appearance on shutdown 19:17 Gustavo6046 Krock: you mean if there is space under an item, or if it should still be propelled by water? 19:17 Gustavo6046 If the latter, then checking on the four corners should also apply up to four thrusts depending on how many flowing water nodes intersect with the item, right? 19:17 Krock Wuzzy: do you have a good real-world example to test get_short_description() ? 19:18 Wuzzy the show_wielded_item mod 19:18 Wuzzy but it needs updating, still 19:18 Wuzzy which i will probably do after release 19:19 Krock https://repo.or.cz/minetest_show_wielded_item.git/tree this one? 19:19 Krock nvm you moved to another service 19:20 Krock okay then I'll test it on a few random mods to check whether it works well 19:20 Krock thanks anyway 19:21 Wuzzy ? 19:21 Gustavo6046 Krock: as in, what exactly does it check regarding the node below it? 19:21 Gustavo6046 below the item, of course 19:22 Gustavo6046 Like, if it is still on a floor and/or pushable? 19:22 Krock whether it can fall thoguh 19:22 Gustavo6046 Oh, okay 19:22 Krock i.e. walkable = false 19:22 Krock minetest 5.3.0 (or so) introduced collision information which can be used for that sort of thing 19:23 rubenwardy > okay then I'll test it on a few random mods to check whether it works well 19:23 rubenwardy Make sure you have something to actually show get_short_description. You could modify show_eielded_item for that 19:23 Krock 5-line testing mod that just runs the function on the wielded item 19:23 Krock should be good enough 19:26 Krock ah yes. xdecor's enchantment feature works just fine to test this 19:28 Gustavo6046 Krock: it only checks def_under 19:28 Krock Gustavo6046: yes and that's exactly the problem 19:29 Gustavo6046 Krock: yes, but I don't know how I am going to change the code below to check for possibly four 19:29 Krock not the part with "check" but "only". it should also take collision data into account 19:29 Gustavo6046 Krock: I know 19:29 Gustavo6046 but what I mean is 19:29 Krock this literal edge-case can be solved pretty much by a single node check 19:30 Gustavo6046 lol, "edge" case, nice pun :D 19:30 Krock well it's not really a pun because it's literally an edge case 19:30 Gustavo6046 but yeah, am I supposed to list up to four unique nodes under the item, and loop the code below it over all them? 19:30 Krock https://github.com/minetest/minetest/blob/master/builtin/game/item_entity.lua 19:31 Krock this is the behaviour without the item_entity mod 19:32 Krock the trick here is to use the collision data to get the nearest colliding node 19:32 Krock https://github.com/minetest/minetest/blob/master/builtin/game/item_entity.lua#L254-L262 19:32 Gustavo6046 Ahh, I see 19:32 Krock have a look into the lua api doc, or print(dump()) that stuff to check what happens 19:33 Krock tinker a bit and you'll find a solution sooner or later 20:00 Gustavo6046 Krock: I just adapted the little snippet of code from minetest builtin's item_entity.lua 20:00 Gustavo6046 https://termbin.com/bxbv 20:00 Gustavo6046 is this good? 20:00 Gustavo6046 or does it look good? 20:00 Gustavo6046 I should probably test it fist 20:00 Gustavo6046 first* 20:01 Gustavo6046 but I don't know 20:02 Krock the only thing that could happen there is that you get an error and lose a few seconds of gameplay progress 20:02 Krock just try it 20:03 Krock oh wait. you should get "moveresult" from the 3rd on_step arg 20:03 Krock i.e. > self, dtime, moveresult 20:05 Gustavo6046 Krock: doesn't it?} 20:05 Gustavo6046 oh 20:06 Krock I was just guessing. haven't looked at builtin_item for a while 20:09 Gustavo6046 ah 20:09 Gustavo6046 alright 20:09 Gustavo6046 Krock: true 20:09 Gustavo6046 It wasn't defined 20:10 Gustavo6046 this better? https://termbin.com/aw6k 20:14 Gustavo6046 Krock: so I forked the original notabug repo and put my changes in a branch https://notabug.org/Gustavo6046/builtin_item/src/gus-mod-update-5.3.0 20:15 Gustavo6046 now I want to make a pull request, but I can't tell if "base: master" refers to master on my repo or master on 10+1's! 20:15 Krock > this better? https://termbin.com/aw6k 20:15 Krock dunno. does it work as you'd expect? 20:15 Gustavo6046 Krock: didn't check yet 20:15 Gustavo6046 you know, I should probably check first 20:15 Gustavo6046 hang on 20:16 Krock good question. next question. I usually open Pull Requests in the original repository and point that to my working branch in the fork, if possible 20:16 Gustavo6046 oh, ok 20:16 Gustavo6046 Wait 20:16 Krock github does that correctly by default but I dunno about notabug 20:16 Gustavo6046 Krock: it does show it in TenPlus1's repo 20:16 Gustavo6046 in notabug 20:17 Gustavo6046 I just noticed anyway 20:17 Gustavo6046 https://i.imgur.com/nSEI9Ln.png 20:17 Krock that's good 20:17 Gustavo6046 mhm 20:21 Gustavo6046 Krock: it's still stuck on the corner 20:21 Gustavo6046 https://i.imgur.com/JwGmcGn.png 20:21 Gustavo6046 but 20:21 Gustavo6046 it doesn't seem to happen as much 20:21 Gustavo6046 but 20:21 Gustavo6046 still happens 20:23 Krock oh I think that happens because there's no water 20:23 Krock or is there? difficult to tell 20:23 Gustavo6046 Krock: what? 20:23 Gustavo6046 I mean 20:23 Gustavo6046 Krock: indeed, it is like I said before you came up with your ground thing 20:23 Gustavo6046 it's not about ground 20:23 Gustavo6046 it's about water 20:24 Gustavo6046 it stops being pushed just early enough that it does not fall 20:24 luizrpgluiz hi all 20:25 Gustavo6046 To be fair, Krock, it does seem to happen more with TenPlusOne's code 20:26 Gustavo6046 Maybe 1/4th of a second is not fine enough? 20:26 luizrpgluiz Gustavo6046: hi 20:26 Gustavo6046 Hello luizrpgluiz 20:26 luizrpgluiz Gustavo6046: how are you? i am brazilian :) 20:26 Gustavo6046 same! :D 20:27 Gustavo6046 I'm alright 20:31 Gustavo6046 Krock: I think I found what I was looking for 20:32 Krock a valentine present for me? 20:32 Krock how nice of you. thanks! 20:33 Gustavo6046 Hehe 20:33 Gustavo6046 I suppose too, but 20:33 Gustavo6046 Krock: in local function quick_flow, below line 105 I think 20:34 Gustavo6046 that's where it finds water flow direction 20:34 Gustavo6046 but it only checks orthogonally 20:34 Krock ah yes there we go 20:34 Gustavo6046 I think by duplicating the lines and adding checks with slight offsets on X (in one duplicate) and on Z (in another duplicate) I should be able to rectify this. 20:34 Gustavo6046 But I don't know 20:35 Gustavo6046 or maybe just do diagonals regularly 20:35 Gustavo6046 Yeah 20:35 Gustavo6046 I'll use 0.5, not sqrt(2)/2 :) 20:38 Gustavo6046 Hm, that doesn't seem to work 20:38 Gustavo6046 I'll use 1 20:50 Gustavo6046 Krock: the changes I did actually work! 20:50 Gustavo6046 I just had to change the inverse square root table 20:50 Gustavo6046 because it required a precision to 0.25 instead of to 1 20:56 Gustavo6046 I could probably just have rounded it or something 20:57 Gustavo6046 But I'm still happy with how it turned out 21:15 Gustavo6046 Krock: something feels funny 21:15 Gustavo6046 the items often look reluctant to fall down 21:15 Gustavo6046 like, they're about to go down a level, but then they recoil back 21:16 Gustavo6046 They don't so much as get stuck, in that they keep moving 21:16 Gustavo6046 https://i.imgur.com/CdQIojT.png 21:16 Gustavo6046 This one slowly zigzagged its way to that obstacle block, and only then fell down the narrow canal 21:30 Krock heh 21:46 Gustavo6046 I think I messed some stuff 22:08 Gustavo6046 Krock: I expanded the scope of the PR a little 22:08 Gustavo6046 latest commit pushes items through acceleration instead of velocity 22:08 Gustavo6046 I found that that easily fixes the issues too 22:08 Gustavo6046 https://notabug.org/TenPlus1/builtin_item/pulls/2 22:46 Gustavo6046 Krock: I think that the last commit I just appended concludes, at least for now. 22:46 Gustavo6046 I tested a bit in singleplayer and it should work fine. 22:47 Gustavo6046 Just removed a debug print I forgot to lol 22:52 Gustavo6046 :o 22:52 Gustavo6046 it seems to work well! 22:53 Gustavo6046 even in multiplayer 22:53 Gustavo6046 check mouses.xyz, I can tphr 23:24 TechDude Anyone here plays mineclone2 and has the same problem as me? https://git.minetest.land/MineClone2/MineClone2/issues/1120 23:24 TechDude p 23:24 TechDude Er nvm the “p”