Time Nick Message 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 00:05 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 00:20 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 00:40 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 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 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 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 ) 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 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 21:59 neoascetic Hi everyone. So, there is no such thing as force_load for entities anymore? https://github.com/minetest/minetest/pull/606