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02:54 |
paramat |
will now merge game#1856 game#1849 |
02:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1856 -- Lava cooling: Increase interval to 2 by paramat |
02:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1849 -- Separate player code into new mod by rubenwardy |
03:01 |
paramat |
it is done |
04:59 |
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15:04 |
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15:42 |
VanessaE |
is someone going to review #6042 soon? kinda waiting for that to go in...... |
15:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/6042 -- Make dropped items colorable by juhdanad |
15:46 |
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16:28 |
VanessaE |
thanks, Krock |
17:14 |
Sokomine |
dropped items colorable? sounds good. is there a way to use what colorfacedir etc. offer inside formspecs? with item_image, item_image_button etc? |
17:15 |
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17:16 |
Sokomine |
ah. digging those colored blocks already gives the colored version, so there's a chance (probably got to do with itemstack metadata?). will check... |
17:17 |
ThomasMonroe |
ah hi Sokomine |
17:18 |
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17:20 |
DS-minetest |
hm, item_image and button can maybe have any itemstrings. so make an itemstack, set its meta and make it to a string |
17:27 |
Sokomine |
using an item stack might work, yes |
17:28 |
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19:11 |
paramat |
anyone understand player api well? i'm not completely sure this is correct game#1863 sfan5 rubenwardy ShadowNinja nore |
19:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1863 -- Player_api: Integrate settable player collisionbox by paramat |
19:54 |
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21:43 |
false_chicken |
Hey everyone. I got a quick lua related question. How would I "export" the functions of a mod for use in other mods? I am not too familiar with Lua especially in the context of Minetest. Other languages I work in require a keyword for such a thing. Or obtaining a reference somehow from the code using the other mod. Thanks. |
21:44 |
KaadmY |
No, Minetest's mods use a global namespace |
21:44 |
KaadmY |
Just do `mymod = {stuff = function() print("Foobar!") end}` |
21:44 |
false_chicken |
Ah. I see. Thanks! |
21:45 |
false_chicken |
What about optional dependencies? |
21:45 |
KaadmY |
Hm? |
21:45 |
false_chicken |
I know you can define them in the depends file but am unsure how to go about checking if that mod exists before usage. Do I just check in its nil? |
21:46 |
false_chicken |
if* |
21:46 |
KaadmY |
if minetest.get_modpath("optionalmod") ~= nil then |
21:46 |
false_chicken |
Ah ok. Awesome. Thanks again! |
21:46 |
KaadmY |
In depends.txt you can put a ? after the mod name |
21:46 |
KaadmY |
Which makes it optional IIRC |
21:46 |
false_chicken |
That looks right. |
21:46 |
KaadmY |
(Maybe the ? goes before the mod name though) |
21:46 |
false_chicken |
Yeah I have seen mods do this. |
22:01 |
sofar |
is the dependency required or optional? |
22:02 |
sofar |
if the dependency is optional, just *use* it and let it crash if missing |
22:02 |
sofar |
if optional, check the API functions instead of the mod folder |
22:02 |
sofar |
checking the folder exists is useless if it was renamed |
22:02 |
sofar |
also, #minetest is a good place for asking this |
22:06 |
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22:24 |
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22:26 |
Lone-Star |
hello all. So I have built minetest from source and runs no problem, but would like to rebuild to put on the kid's pc's. so would I have to run "-DRUN_IN_PLACE=FALSE" ? |
22:33 |
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23:19 |
rubenwardy |
sofar, get_modpath works on mod names not folders |
23:19 |
rubenwardy |
so it works even if the folder name is different to the name in mod.conf |
23:20 |
rubenwardy |
however, I'd go with minetest.global_exists |
23:24 |
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