Time |
Nick |
Message |
00:02 |
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RealBadAngel joined #minetest-dev |
00:03 |
RealBadAngel |
sofar, indeed item meta data is the string. but the string can be serialized table -> so it can hold anything |
00:03 |
RealBadAngel |
check for example technic tools |
00:04 |
sofar |
RealBadAngel: "books" uses it too |
00:04 |
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Fixer joined #minetest-dev |
00:05 |
RealBadAngel |
description in api is quite confusing |
00:06 |
sofar |
I've started to piece together a more coherent way of using it |
00:06 |
sofar |
I'm just going slow... little time here and there in between kids and work and sleep |
00:06 |
sofar |
but it's neat I can finally have books show up with their given title |
00:08 |
sofar |
RealBadAngel: you'd probably do it in a tenth of the time I could ;) |
00:16 |
RealBadAngel |
it could be done, but such item couldnt be stackable rather |
00:17 |
sofar |
I wouldn't want to to be stackable |
00:17 |
RealBadAngel |
name can be stored ofc in item's meta, theres no problem with it as with nodes (see #3166) |
00:17 |
sofar |
such named items are likely unique anyway |
00:18 |
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nolsen joined #minetest-dev |
00:20 |
RealBadAngel |
it could be something like a modifier for textures |
00:20 |
RealBadAngel |
which will cause to read the name from specified location (meta) |
00:22 |
RealBadAngel |
or even a field in itemdef |
00:22 |
RealBadAngel |
that will cause less problems i think |
00:26 |
sofar |
RealBadAngel: while that sounds great, I'm really just looking at having the code display a different item name in any inventory view :) |
00:26 |
sofar |
the rest all needs client-side coding to handle each individual custom field to do overrides in metadata |
00:28 |
sofar |
the issue I see now is that we need a new serialization function in the l_item.cpp, and another deserialization in guiFormSpecMenu.cpp |
00:28 |
* sofar |
wraps head some more |
00:29 |
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est31 joined #minetest-dev |
00:40 |
sofar |
how receptive are folks to stuff like this: https://github.com/minetest/minetest_game/pull/737 ? |
00:41 |
thePalindrome |
I would be more than okay with it, but I'm not sure if anyone else would have any objections |
00:42 |
sofar |
I have a stash of modifications that likely can go in to minetest_game, some are simple like this one... trying to get an idea whether upstreaming is worth it or not. |
00:43 |
sofar |
I see very little cosmetic tweaks in minetest_game |
01:21 |
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02:41 |
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04:11 |
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06:07 |
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06:21 |
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06:23 |
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06:53 |
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07:07 |
sofar |
sometimes lua has me completely baffled |
07:07 |
sofar |
1) elseif node.name:sub(1, 16) == "doors:door_steel" then |
07:07 |
sofar |
works |
07:07 |
sofar |
2) if node.name:sub(18, 1) == "t" then |
07:08 |
sofar |
never works, node.name:sub(18,1) is always "" in this context |
07:12 |
VanessaE |
why would it? that's out past the end of the string |
07:12 |
sofar |
no |
07:12 |
VanessaE |
that 't' is at position 13.... |
07:12 |
sofar |
node.name is actually doors:doot_steel_t_1 |
07:12 |
VanessaE |
ah |
07:12 |
sofar |
doors:door_steel_t_1 |
07:13 |
sofar |
so it's 2 characters beyond the 16 |
07:13 |
sofar |
if I print "node.name" in the elseif, it's got the 20 character full name in it |
07:13 |
sofar |
but print(string.sub(node.name, 18, 1)) |
07:13 |
sofar |
prints nothing |
07:14 |
VanessaE |
that's because the third argument is an absolute position also. |
07:14 |
VanessaE |
so you'd want 18, 19 and "t_" for your test string |
07:14 |
sofar |
oh OF COURSE LUA DOES IT DIFFERENTLY |
07:14 |
VanessaE |
heheh |
07:14 |
sofar |
fuck me |
07:16 |
VanessaE |
it's just keeping you on your toes :) |
07:17 |
sofar |
ok so |
07:17 |
sofar |
I've just implemented *keys* to lockable doors, trapdoors and chests |
07:17 |
sofar |
you can craft skeleton keys |
07:17 |
sofar |
and if the owner of a locked item uses a skeleton key on a lockable thing |
07:17 |
sofar |
then they can give that key to other players to open the chest, door/trapdoor and get items from it |
07:18 |
VanessaE |
there...um |
07:18 |
VanessaE |
is a mod for that. |
07:18 |
sofar |
I looked at that and didn't like the implementation |
07:18 |
sofar |
it makes non-default chests |
07:18 |
VanessaE |
Soko is gonna hate you ;) |
07:18 |
sofar |
this mod works with default chests |
07:18 |
sofar |
and default doors |
07:18 |
sofar |
oh, and the keys are specific to the door or chest |
07:19 |
sofar |
if you break the door, and put a new one there, none of the old keys will fit |
07:19 |
sofar |
same with the chests |
07:19 |
sofar |
and the trapdoor |
07:19 |
VanessaE |
I like that idea |
07:19 |
VanessaE |
to a degree that is |
07:19 |
sofar |
of course, the default trapdoor is also a new addition |
07:19 |
VanessaE |
after all, surely keys that you've crafted should work on any door you put in a given location |
07:20 |
sofar |
nope, a key only ever fits on one thing |
07:20 |
VanessaE |
my house's front door locks disagree :D |
07:20 |
sofar |
well you can create many keys that open one door |
07:21 |
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Kray joined #minetest-dev |
07:21 |
VanessaE |
I'm just saying you may have some trouble "selling" your idea -- I'm thinking specifically of the cost to recraft the keys. are they recyclable? |
07:21 |
sofar |
I was thinking of making a recycling option |
07:21 |
sofar |
right now I have them made out of 1 gold ingot |
07:22 |
sofar |
should be trivial to make that reversable |
07:22 |
sofar |
and yes, I'll probably do that |
07:22 |
sofar |
actually, I should make it smeltable :) |
07:22 |
VanessaE |
I suggest borrowing an idea from homedecor: split the ingot into strips (I think it's 6 per), use those to craft the keys |
07:22 |
sofar |
smelt it back in an oven |
07:23 |
sofar |
yeah, minecraft has nuggets |
07:23 |
VanessaE |
well homedecor does that with steel and copper ingots anyway |
07:23 |
VanessaE |
didn't realize MC had a similar idea |
07:23 |
sofar |
stuff like that should just go into default |
07:23 |
sofar |
it's way too useful |
07:23 |
VanessaE |
splitting of ingots into strips? |
07:24 |
sofar |
strips, nuggets, whatever you call it |
07:24 |
sofar |
still have to fix up the last thing to actually open doors (the rest is done) |
07:26 |
VanessaE |
I agree with that idea |
07:27 |
VanessaE |
lesse... steel, copper, bronze, gold, ...and I'm missing one I think |
07:27 |
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07:27 |
VanessaE |
so 4 or 5 new items. Of course you know they'll end up being kinda "ignored" like mese crystal fragments are :P |
07:29 |
sofar |
well mese is really just an odd material |
07:30 |
sofar |
I wouldn't add nuggets for iron or bronze. maybe just for gold initially |
07:30 |
VanessaE |
homedecor uses copper and steel strips pretty extensively actually |
07:30 |
VanessaE |
of course that's only one mod |
07:31 |
sofar |
btw you may also like https://github.com/minetest/minetest_game/pull/737 |
07:31 |
sofar |
and I'm working on an idea to have "named" itemstacks for single-itemstack-items |
07:32 |
VanessaE |
good idea about the book, but I wonder if a "belt and buckle" is the best indicator? |
07:32 |
VanessaE |
what about a bookmark sticking out one end? |
07:32 |
sofar |
my wife recognized it instantly |
07:32 |
VanessaE |
to me, "belt and buckle" applied to a book suggests "locked" as in a diary |
07:32 |
sofar |
make that one in your x32 texture pack ;) |
07:33 |
sofar |
it actually IS locked, to other players |
07:33 |
sofar |
they can only view it, not modify |
07:33 |
VanessaE |
hm |
07:33 |
VanessaE |
I'd forgotten about that. |
07:34 |
VanessaE |
looks good to me then |
07:34 |
VanessaE |
(but my vote doesn't count here :P ) |
07:37 |
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07:48 |
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08:40 |
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08:44 |
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09:08 |
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09:39 |
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09:41 |
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10:23 |
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10:29 |
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10:32 |
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11:39 |
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11:48 |
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11:59 |
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12:00 |
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12:07 |
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12:31 |
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13:21 |
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14:46 |
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14:50 |
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15:13 |
sofar |
so I find my test minetest server running overnight spewing these after ~1 hours of running: |
15:13 |
sofar |
2015-12-08 07:02:32: WARNING[Server]: active block modifiers took 845ms (longer than 200ms) |
15:14 |
sofar |
and I'm wondering if it's not cleaning up particle spawners that fire regularly that have expired |
15:18 |
sfan5 |
particle spawners cause no load on the server |
15:18 |
sfan5 |
(or at least they should, don't know how they're implemented) |
15:18 |
sofar |
then I need to hunt down why abm's are causing it to bog down |
15:19 |
sofar |
there's about 4-5 seconds in between that message being printed |
15:30 |
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15:49 |
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16:01 |
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18:14 |
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18:46 |
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19:39 |
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20:11 |
jin_xi |
sofar: there is something wrong with particle spawners, if a spawner has a set lifespan its ID number is never cleared when the spawner expires |
20:11 |
jin_xi |
minetest maintains a list of all spawners which keeps growing |
20:17 |
sofar |
yeah, that's exactly what my thought was |
20:17 |
sofar |
I added a particle with 0.1 time, I guess I should try 0 |
20:46 |
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21:57 |
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21:58 |
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21:59 |
neoascetic |
Hi everyone. So, there is no such thing as force_load for entities anymore? https://github.com/minetest/minetest/pull/606 |
22:15 |
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23:05 |
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