Time |
Nick |
Message |
00:13 |
Fixer |
fuck launchers |
00:13 |
Fixer |
work on legitimate problems instead |
00:13 |
Fixer |
do not multiplay them |
00:13 |
Fixer |
multiply |
00:13 |
Fixer |
* |
00:30 |
|
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00:35 |
srifqi |
(About registration confirmation) How about adding "Login" and "Register" tab inside "Multiplayer" tab? That way, the user will only be created when using "Register" tab. |
00:44 |
|
twoelk left #minetest-hub |
01:09 |
|
srifqi left #minetest-hub |
01:58 |
rdococ |
Idea: fracking mod. Adds machines that, when powered by technic, automatically grabs ores beneath it to a certain radius until there are no more. |
01:59 |
rdococ |
It would have the side effect of randomly converting stone within the operating range below it to dirt, and dirt below it to gravel. |
02:00 |
rdococ |
Of course, this side effect wouldn't occur very much, otherwise you'll end up with a world of gravel ready to fall as soon as someone interacts with it. |
02:40 |
|
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03:00 |
rdococ |
I've decided to hold off on my idea for a mutable crops mod until item descriptions can be modified by item metadata. |
03:27 |
sofar |
they already can |
03:27 |
sofar |
e.g. keys use it |
03:30 |
rdococ |
huh. |
03:40 |
sofar |
why do you need to modify the description though? |
03:46 |
|
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03:48 |
rdococ |
sofar: I was planning for players to be able to see how fast the seeds would grow before planting them, but I guess that isn't necessary as the players could grow them and time them |
03:48 |
sofar |
that sort of information shouldn't be directly revealed imho |
03:49 |
rdococ |
true |
03:50 |
rdococ |
Without the item description you can tell that seeds of the same species will grow at different speeds when they can't stack, but not how fast they'll grow |
03:50 |
sofar |
well, you could call the "high quality seed" and "low quality seed" |
03:50 |
sofar |
or something like that |
03:51 |
sofar |
or even just something like |
03:51 |
sofar |
"large melon seed" "small melon seed" |
03:51 |
sofar |
come up with some way to make them distinct so people understand what's going on |
03:51 |
rdococ |
hm |
03:52 |
rdococ |
According to information I gleaned from the internet, small seeds germinate faster but I'm not sure if they grow faster once sprouted |
04:03 |
|
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04:12 |
rdococ |
At the moment I'm modifying the default farming mod. Its API can be extended rather easily. |
04:12 |
rdococ |
At the very least a proof in concept, anyway |
04:46 |
|
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07:26 |
|
longerstaff13-m joined #minetest-hub |
08:24 |
rdococ |
I know that the player has a certain tool in their inventory, but not which index it is on. How would I find that tool and take durability from it? |
08:27 |
sfan5 |
get each item and comapare its name to the one you're looking for? |
08:28 |
sfan5 |
also if you need to do this you're probably doing something wrong |
08:35 |
rdococ |
I'm creating a jetpack item whose durability needs to go down when it's active. |
08:36 |
rdococ |
s/item/tool |
08:36 |
sfan5 |
I guess that's fine |
08:36 |
rdococ |
Hm, I don't think players should leave while the jetpack is active, and then rejoin with it still active... |
08:40 |
rdococ |
It currently takes durability using minetest.after. I considered using register_globalstep but didn't want to iterate through a list of players/player names on every step. |
08:41 |
rdococ |
I'm going to add a durability cost to the activation and deactivation of the jetpack so that they can't spam it to gain height without losing any durability. |
09:06 |
rdococ |
Weird, the tool doesn't seem to keep metadata? Does itemstack:set_name() keep metadata? I would hope so... |
09:17 |
rdococ |
I'm pretty sure itemstack:set_name preserves metadata - I mean, why wouldn't it? |
09:52 |
|
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10:05 |
|
Fixer joined #minetest-hub |
10:05 |
rdococ |
I ended up using a single minetest.after loop that iterates through the players. Not perfect, and not even that good, but it beats register_globalstep. |
10:06 |
rdococ |
Well, it would be good if I didn't have to iterate through all 32 slots of the player's inventory. Luckily I was able to avoid that most of the time |
10:08 |
sfan5 |
you could have your player equip the jetpack by putting it in an extra slot |
10:08 |
sfan5 |
similar to how the armor mod does it, then you know where to find the item |
10:09 |
rdococ |
True, that did cross my mind |
10:09 |
rdococ |
In fact, I was even planning on making it an item of armor, which is probably what I'll end up doing anyway |
10:09 |
rdococ |
Like that wings mod I made, although I can't find it now. |
10:42 |
rdococ |
sfan5: I couldn't find it, but is there a callback for when a player presses the jump button even if they're not on the ground? |
10:43 |
sfan5 |
there's no callbacks for inputs generally |
10:46 |
rdococ |
Hm, game did a segfault |
10:47 |
rdococ |
set_player_privs should give a Lua error, surely, not segfault when it's given invalid arguments? |
10:50 |
|
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11:25 |
|
Jordach joined #minetest-hub |
11:54 |
|
longerstaff13-m joined #minetest-hub |
12:00 |
AndroBuilder_ |
Hi is there s mod or function to restart the server ingame? |
12:01 |
|
longerstaff13-m joined #minetest-hub |
12:02 |
AndroBuilder_ |
And one to chat from the linux server terminal into the game |
12:04 |
|
Krock joined #minetest-hub |
12:09 |
|
CWz joined #minetest-hub |
12:16 |
Jordach |
>tfw siri suggests minetest.net |
12:21 |
|
aerozoic joined #minetest-hub |
12:23 |
Jordach |
!tell Megaf my 2013 MBAir has no issues running MT at all with High Sierra |
12:23 |
MinetestBot |
Jordach: I'll pass that on when Megaf is around |
12:23 |
Jordach |
anyone got a 0.5-dev server around here |
12:26 |
Jordach |
solid 60fps with shaders, nice |
12:34 |
rdococ |
I have a solid 10fps on servers, and shaders don't make much of a difference |
12:36 |
ThomasMonroe |
have you optimized the settings? |
12:40 |
rdococ |
Render distance 20, which shaders are enabled doesn't make much difference |
12:41 |
rdococ |
I think I know why it's that low though |
12:43 |
Krock |
the nouveau driver (nvidia cards) has serious issues running two OpenGL applications (2x Minetest) side by side. One instance alone performs quite well but with the 2nd it's less than half as fast |
12:53 |
|
Mr-Pardison joined #minetest-hub |
13:00 |
Jordach |
lmao |
13:00 |
Jordach |
wow |
13:00 |
Jordach |
150 v_range in a forest and still 60fps |
13:01 |
ThomasMonroe |
:O |
13:01 |
Jordach |
on a MacBook Air |
13:01 |
ThomasMonroe |
what magickery is this O_o |
13:01 |
ThomasMonroe |
XD |
13:02 |
Jordach |
blob:https://imgur.com/8d5827cf-0e83-494c-8195-528f8a14ee6b |
13:02 |
Jordach |
reeeeeeee |
13:02 |
Jordach |
https://i.imgur.com/7NsmoaJ.png |
13:02 |
Mr-Pardison |
what kind of sorcery is this? |
13:02 |
Jordach |
no goddamn idea |
13:04 |
Jordach |
i've found that irrlicht needs macOS fullscreen for any formspec to operate properly |
13:04 |
Jordach |
(aka the maximise button) |
13:04 |
Jordach |
otherwise the mouse cursor locks and stops moving, or the form stops responding |
13:13 |
Jordach |
if you restart MT on macOS with the resolution you want, formspecs work correctly |
13:23 |
|
lumberJ joined #minetest-hub |
13:25 |
Fixer |
hi, post a bugreport |
13:26 |
Fixer |
also vrange 150 is low |
13:26 |
Fixer |
my gpu from 2005 can do better |
13:26 |
Fixer |
now visit some spawns like Hometown, Vanessas, etc |
13:26 |
Jordach |
Fixer: it's how macOS handles the mouse pointer in relation to OpenGL |
13:27 |
Krock |
Is there any mod that colourizes the nicknames in the chat messages? |
13:27 |
Jordach |
chat6 was it? |
13:27 |
Jordach |
i can't remember |
13:27 |
Jordach |
i know it was one of cheapies |
13:27 |
Fixer |
chat3 |
13:28 |
Jordach |
couldn't remember the name :^) |
13:30 |
Krock |
nice, thanks Fixer |
13:35 |
rubenwardy |
AndroBuilder_: minetest.request_shutdown or smth |
13:35 |
rubenwardy |
I suggest using the search feature on lua_api ;) |
13:36 |
rdococ |
^ |
13:37 |
Jordach |
AndroBuilder_: i made a mod inside SP that'll auto restart the server unless players are active on it, at which it'll delay its restart |
13:39 |
Jordach |
i provided a shell script to help with linux hosts as well |
13:39 |
Jordach |
https://github.com/Jordach/Solar_Plains/tree/master/mods/auto_maintainence |
13:40 |
rubenwardy |
woah |
13:40 |
rubenwardy |
/usr/bin/atom: line 57: 2237 Segmentation fault (core dumped) nohup "$ATOM_PATH" --executed-from="$(pwd)" --pid=$$ "$@" > "$ATOM_HOME/nohup.out" 2>&1 |
13:40 |
rubenwardy |
ffs Atom |
13:41 |
Jordach |
>using atom instead of VS Code |
13:42 |
|
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13:43 |
rubenwardy |
Microsoft though |
13:43 |
rubenwardy |
no thanks |
13:43 |
Jordach |
VS Code is open source |
13:43 |
sfan5 |
>using webshit to edit text |
13:43 |
rdococ |
Embrace, extend, extinguishâ„¢ |
13:44 |
rubenwardy |
it's not about the license |
13:45 |
Jordach |
just install sublime jk |
13:46 |
rubenwardy |
I also have a turn of plugins, some of them modified |
13:46 |
rubenwardy |
and it works for me |
13:46 |
rubenwardy |
soooo..... |
13:49 |
rdococ |
I'd like to hear your thoughts on this sorta-Minetest-ish-related-thing-ish-not-really: Do you think Microsoft will use their Embrace, Extend, Extinguish shenanigans on Minecraft? |
13:49 |
rdococ |
Or do you think they're already doing it/done it? |
13:50 |
sfan5 |
Minecraft is and always was "closed" |
13:50 |
sfan5 |
there is nothing to EEE |
13:50 |
rubenwardy |
^ |
13:50 |
rubenwardy |
MC *is* MS's product in that area |
13:51 |
rubenwardy |
for example, they did EEE on word processors in order to gain market share on their own word processor |
13:51 |
rdococ |
Hm, true. |
13:51 |
rubenwardy |
if they were to do EEE on the voxel genre, it would be on Minetest or such |
13:52 |
rubenwardy |
but that doesn't make sense as our market size is tiny |
13:52 |
Mr-Pardison |
didn't MS want to buy Lotus Notes some time back or was that some other company? |
14:05 |
Jordach |
>80s playlist without toto - africa |
14:05 |
Jordach |
dropped |
14:08 |
Jordach |
rubenwardy: minetest is the linux of voxel games |
14:08 |
Jordach |
you can either have prepacked distros or build it yourself |
14:12 |
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14:12 |
Jordach |
that name always gives me a small smirk |
14:18 |
rubenwardy |
so, what's everyone working on? |
14:19 |
|
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14:21 |
Jordach |
rubenwardy: a big fat SP NPC dialog document |
14:21 |
rubenwardy |
document? |
14:21 |
Jordach |
complete with world states |
14:22 |
rubenwardy |
I wrote this for rpgtest: https://github.com/cdqwertz/rpgtest/tree/master/mods/dialogue |
14:22 |
rubenwardy |
just the formspec part though, no trees |
14:23 |
Mr-Pardison |
rubenwardy: trying not to take an L in my stats class (and fixing some errors in my init file). |
14:23 |
Jordach |
rubenwardy: the NPC system i'm working on are instanced shards of the root class |
14:23 |
rdococ |
German wikipedia seems to find Minetest notable enough to write an article on: https://de.wikipedia.org/wiki/Minetest |
14:23 |
Mr-Pardison |
I'll put it into an IDE so that it's easier for me to debug. |
14:24 |
Mr-Pardison |
cool. |
14:24 |
rubenwardy |
rdococ: find some sources in English |
14:24 |
rubenwardy |
see the wikipedia page on notability |
14:24 |
rubenwardy |
if you can find sufficient third-party resources then it could be added through AfC |
14:24 |
Jordach |
rubenwardy: these entities have complete pathfinding and interact with the local world and ojects like doors |
14:25 |
rubenwardy |
wikipedia's meaning of notability is about references |
14:25 |
rubenwardy |
not about the value of something |
14:25 |
rubenwardy |
Jordach: nice! |
14:25 |
rubenwardy |
are you implementing a decision tree? |
14:25 |
Jordach |
a very limited one |
14:25 |
rubenwardy |
I'd like to get around to making colonists which use decision trees |
14:25 |
Jordach |
each type of NPC have a list of interactables with a base table that any can use speificall |
14:25 |
rubenwardy |
think Dwarf Fortress |
14:25 |
rubenwardy |
or rimworld |
14:25 |
Jordach |
i liked the terraria method more |
14:26 |
rubenwardy |
so you'd build a base and have colonists to do work |
14:26 |
rubenwardy |
you place templates and can't actually build anything yourself, maybe |
14:26 |
rubenwardy |
idk about that |
14:26 |
rubenwardy |
hmmm |
14:26 |
Jordach |
i'd rather have NPC quests and loot rewards for doing it |
14:26 |
rubenwardy |
sure |
14:26 |
rubenwardy |
that's good to have too |
14:27 |
Jordach |
after playing warframe for like 100+ hours recently |
14:27 |
Jordach |
that shit needs to be standard |
14:27 |
rubenwardy |
would you be up to reviving NPC framework or making your own? |
14:27 |
Jordach |
NPCF is a turd that isn't unix philosphophy compliant |
14:27 |
rubenwardy |
it would be good to have something that takes away the pain of navigation and statecontrol |
14:27 |
rubenwardy |
yeah, NPCF isn't great atm |
14:27 |
Jordach |
doing everything from mob to npc is no go |
14:28 |
Jordach |
every if check running every step adds up quick |
14:28 |
rubenwardy |
basically, I'd like a library to do two things: manage a state machine, provide functions for common tasks like walk_to() |
14:28 |
rubenwardy |
NPC does this, just not very cleanly |
14:29 |
Jordach |
of course like everything else in SP, config is per player |
14:29 |
rubenwardy |
oohh, SP=solar plains |
14:29 |
Jordach |
instead of per server |
14:29 |
rubenwardy |
not single player |
14:30 |
Jordach |
fun fact, there's an end game market system that resembles the AoE2 market |
14:30 |
rubenwardy |
nice |
14:31 |
rubenwardy |
hope you eventually get it to a playable state and release it |
14:31 |
rubenwardy |
make sure you decide on you MVP (minimal viable product) and work towards that |
14:31 |
rubenwardy |
then release it |
14:31 |
* Jordach |
jokingly inserts a lootbox called A Feeling of Pride and Accomplishment |
14:31 |
rubenwardy |
then add more stuff afterwards |
14:31 |
rubenwardy |
just so you actually finish this before disappearing to MC for months again |
14:32 |
|
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14:32 |
Jordach |
i do it in short sprints and go back to thinking about design |
14:32 |
rubenwardy |
sure |
14:32 |
rubenwardy |
you may have missed this: |
14:32 |
rubenwardy |
¬title https://forum.minetest.net/viewtopic.php?f=49&t=19760 |
14:33 |
rubenwardy |
!title https://forum.minetest.net/viewtopic.php?f=49&t=19760 |
14:33 |
MinetestBot |
rubenwardy: Please make more games! - Minetest Forums |
14:34 |
Jordach |
rubenwardy: ever realised how kind of fucked MT is without someone like me working on something big that even attracts know MC players |
14:34 |
rubenwardy |
heh |
14:34 |
Krock |
CSM: Yet not perfect, needs color correction when it's too dark: https://i.imgur.com/rhUwKdf.png |
14:35 |
Mr-Pardison |
have to hop brb |
14:35 |
Jordach |
why'd you think i build wardrobe instead of plonking the fatass of player_textures in thee |
14:35 |
Jordach |
built* |
14:36 |
rubenwardy |
Krock: I'd support an engine feature to have per-user colored nicks |
14:36 |
rubenwardy |
ideally client side - I believe the engine sends chat messages from players as str username, str message |
14:36 |
Jordach |
rubenwardy: a MC player i do things with does that using the scoreboard system and we all get coloured nicks |
14:36 |
rubenwardy |
although should also have the coloring algorithm exposed to users |
14:36 |
rubenwardy |
idk |
14:36 |
rubenwardy |
*exposed to mods |
14:36 |
Jordach |
i'd love to have a colour picker built into MT |
14:37 |
Krock |
well, I've done this with CSM, having one "message" variable which then is parsed using regex :D |
14:37 |
Jordach |
click the select colour box and either input #aabbcc or use the wheel |
14:38 |
rubenwardy |
not sure how often that would be used |
14:38 |
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14:38 |
Jordach |
for wardrobe it'd be a life saver |
14:39 |
Jordach |
having a book of premade colours would be a saver too |
14:39 |
Jordach |
which you could simply copy and paste |
14:39 |
rubenwardy |
you can sort of do that already with a pallete |
14:39 |
* Krock |
looks at the "string to hex color" lookup table inthe engine |
14:39 |
Jordach |
yes but that's limited |
14:39 |
rubenwardy |
for something that low priority I would rather wait until a formspec replacement |
14:40 |
rubenwardy |
you could then implement a color picker with a client-side Lua component |
14:40 |
Jordach |
>client side |
14:40 |
Jordach |
no u |
14:40 |
Jordach |
a game should not need a damn crutch installed client side to work |
14:41 |
rubenwardy |
client-side scripting will add a lot more possibilities when nice APIs are installed |
14:41 |
rubenwardy |
*implemented |
14:41 |
rubenwardy |
we can't anticipate all wanted components |
14:41 |
Jordach |
client side would work better if the server sent clientmods |
14:42 |
Jordach |
banning FFI and possibly os and io commands would be best |
14:42 |
rubenwardy |
that's being added |
14:42 |
rubenwardy |
that's being banned |
14:42 |
Jordach |
i have an experimental FFI discord bridge that works mostly |
14:43 |
rubenwardy |
why do you need FFI for that? |
14:43 |
Jordach |
async |
14:43 |
Jordach |
MT can do webserver commands, but leaves those shitty in server logs |
14:43 |
Jordach |
that can't be told to fuck off ever |
14:44 |
Jordach |
while an async operation with libcURL allows me to do it without spamming the console |
14:45 |
rubenwardy |
it should probably not log if the domain name is the same as before |
14:45 |
Jordach |
the discord.go bridge spams it with both it's requisite localhost domand |
14:45 |
Jordach |
domain* |
14:46 |
Jordach |
any time i try and see scrollback in ssh, mt webrequests eat the whole damn thing |
14:46 |
Jordach |
i might simply just add in a small discord server that performs the heartbeat and then the MT client does the rest inside a library |
14:47 |
Jordach |
but for constant async ops, FFI is a godsend since i can abuse thread |
14:52 |
Jordach |
i'd love to see a joke MT mod where it's entire content were an FFI library |
14:52 |
Jordach |
just as a tech demo |
14:54 |
rdococ |
Hm, for the jetpack I should probably create an entity and attach the player to it |
14:54 |
Jordach |
i already did that |
14:54 |
Jordach |
if you enable collsion and move too fast |
14:55 |
Jordach |
content_ignore will stop you |
14:56 |
Jordach |
do keep that in mind though |
14:56 |
rdococ |
I wonder if there's a way to make content_ignore go-through |
14:57 |
rdococ |
Probably a bad idea, though |
14:57 |
Jordach |
i wish entities could select whether to no collide with it |
14:57 |
rubenwardy |
is_physical |
14:57 |
Jordach |
no |
14:57 |
Jordach |
ungenerated chunks are still collision objects |
14:58 |
Krock |
Update: dark names are now gone and inverted to bright ones :D https://i.imgur.com/d419m2z.png |
14:58 |
Jordach |
or unloaded, but generated |
14:58 |
rdococ |
I wonder if technic sulfur can be used as fuel in a furnace |
14:59 |
Jordach |
should be |
15:00 |
rdococ |
I wonder if it could have any other non-technic uses |
15:06 |
Jordach |
i wish we could give items a mesh like blocks |
15:09 |
|
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15:17 |
Fixer |
Krock: drop down chat sucks though |
15:18 |
Fixer |
we need MC like analogue separate from console |
15:18 |
rubenwardy |
screenshot? |
15:19 |
|
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15:26 |
|
ssieb joined #minetest-hub |
15:28 |
Krock |
rubenwardy, git clone https://github.com/SmallJoker/colored_names.git |
15:38 |
|
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16:07 |
Krock |
rubenwardy, I find it quite funny how small the path between "include in the engine" and "it's a mod task" is. Some other ideas were already rejected as it's doable easily using mods |
16:07 |
Krock |
^ Re: forum post |
16:07 |
rubenwardy |
true |
16:08 |
rubenwardy |
this isn't a game play thing though, and the code will likely be very light |
16:08 |
* Jordach |
laughs in solar plains |
16:08 |
Jordach |
everytime someones says can't be done i just prove em wrong |
16:08 |
* Krock |
cries in solar plains skin creator |
16:09 |
Jordach |
will eventually fix it |
16:09 |
Jordach |
bigger fish to fry |
16:11 |
rubenwardy |
at the very least, Minetest should color nicks and the message differently |
16:17 |
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16:24 |
rdococ |
Darn, wanted to tell Jordach that the halting problem for turing machines can't be solved using turing machines |
16:25 |
Krock |
-> !tell |
16:25 |
rdococ |
eh, the joke's kinda passed now, he wouldn't know what I meant |
16:42 |
xerox123_ |
hello |
16:43 |
Mr_Pardison |
oy |
16:46 |
|
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16:46 |
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16:47 |
|
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16:48 |
Mr_Pardison |
rdococ: there back. |
16:48 |
rdococ |
<rdococ> eh, the joke's kinda passed now, he wouldn't know what I meant |
16:48 |
Mr_Pardison |
ik but could still work. |
16:48 |
rdococ |
<Jordach> everytime someones says can't be done i just prove em wrong |
16:49 |
rdococ |
Jordach: halting problem. Also, 2 + 2 cannot ever equal 5 ;) |
16:50 |
Jordach |
rdococ: my nvidia titan does eval to 5 |
16:50 |
Jordach |
:^) |
16:51 |
rdococ |
local two = 2.5; |
16:55 |
Jordach |
rdococ: https://www.theregister.co.uk/2018/03/21/nvidia_titan_v_reproducibility/ |
16:57 |
rdococ |
Jordach: Still, halting problem :P |
16:57 |
Jordach |
quantum computing solves it |
17:03 |
rdococ |
are you sure? |
17:03 |
rdococ |
I'm pretty sure quantum computing can't solve the halting problem |
17:05 |
xerox123_ |
Krock, is your mod compatible with chat3 servers? |
17:06 |
Krock |
xerox123_, no idea.. |
17:06 |
Krock |
I hope so :D |
17:11 |
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17:49 |
Jordach |
ugh |
17:49 |
Jordach |
vscode pls |
17:50 |
Jordach |
oh shit yes https://github.com/minetest/minetest/commit/821e3f7072b040f57e33785536a4f00a064a0069 |
17:52 |
benrob0329 |
Jordach: emacs pls |
17:53 |
Jordach |
benrob0329: https://en.wikipedia.org/wiki/EMac |
17:53 |
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17:53 |
benrob0329 |
Jordach: kek |
17:53 |
Jordach |
:^) |
18:00 |
Krock |
benrob0329, real programmers use cat and sed to edit |
18:05 |
rdococ |
Real programmers use a programming language |
18:08 |
benrob0329 |
Real programmers spend their entire live aligning their internal energy and learning concentration; only just to have the smallest chance of flipping one bit in the code of the universe. |
18:08 |
Jordach |
!xkcd programmers |
18:08 |
Jordach |
aw |
18:09 |
benrob0329 |
The real trick is debugging a core dump though. |
18:09 |
Krock |
the universe programming is a ROM, but with broken reading access, which must be repaired by scientists. that's so much work, it takes a very long time |
18:11 |
rdococ |
The universe runs with a relatively tiny amount of RAM, meaning that it must make huge compromises in the precision of both the position and momentum of every particle |
18:23 |
Krock |
xerox123, @chat3 - do you know a crowded server that uses it? |
18:24 |
Krock |
hometown apparently. *checks* |
18:25 |
Krock |
hm.. it seems to leave an empty space on each message start |
18:27 |
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18:41 |
Krock |
xerox123, chat3 and my CSM are compatible as soon you disable the colored chat feature 8) |
19:06 |
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19:55 |
tenplus1 |
hi folks |
19:55 |
tenplus1 |
hey benrob |
20:00 |
rubenwardy |
o/ |
20:00 |
tenplus1 |
hey ruben ;) |
20:04 |
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20:04 |
tenplus1 |
o/ jordach |
20:04 |
Jordach |
shutting the lid on my mac turns off wifi |
20:04 |
Jordach |
ripppp |
20:04 |
tenplus1 |
silly mac |
20:14 |
Krock |
clever power saving mechanism - but pointless when it's plugged in |
20:15 |
tenplus1 |
heh... hi Krock |
20:16 |
Krock |
hi tenplus1 |
20:17 |
Krock |
tenplus1, haven't seen you for too long. here's a meme to pick up a punchline of yours from a few days ago: https://i.redd.it/i2i22iklf5r01.jpg |
20:17 |
tenplus1 |
lolz :P |
20:19 |
Jordach |
nie |
20:19 |
Jordach |
nice |
20:28 |
Jordach |
*toto - aftica starts playing in a quiet channel* |
20:30 |
Jordach |
>forgets GH password |
20:31 |
Jordach |
>doesn;t want to reset due to chrome containing it and is too lazy to boot up a PC to read out the password |
20:31 |
tenplus1 |
lol |
20:31 |
TommyTreasure |
is there a way to enforce "groups = {unbreakable=1}" from other mods being able to dig them? |
20:32 |
Krock |
> not using hardware notices to keep passwords in mind if forgotten |
20:32 |
tenplus1 |
hi tommy |
20:32 |
TommyTreasure |
hi tenplus1 |
20:32 |
* tenplus1 |
uses unbreakable group for mob explosions and falling.lua fixes |
20:32 |
Krock |
TommyTreasure, mods can always dig them. minetest.set_node(pos, air_node) |
20:33 |
TommyTreasure |
i sort of figured that :( |
20:33 |
TommyTreasure |
i guess /revoke interact is the only way. LOL |
20:33 |
Krock |
interact revoke on mods? ??? |
20:33 |
TommyTreasure |
on the player |
20:34 |
TommyTreasure |
just kidding |
20:34 |
tenplus1 |
you could override every node and add an on_punch check for the group, if not found then return the normal dig function |
20:34 |
tenplus1 |
mebbe |
20:34 |
TommyTreasure |
i was hoping i could keep players from digging or drilling through bedrock |
20:35 |
tenplus1 |
you can tommy, just dont set any groups... then it's indestructable |
20:35 |
tenplus1 |
and the on_blast function is empty so it cant be blown up |
20:35 |
tenplus1 |
only admin pick can get rid of it then |
20:35 |
tenplus1 |
cloud blocks are like that |
20:35 |
TommyTreasure |
so, just comment out the "groups = {unbreakable=1}," line? |
20:35 |
Krock |
TommyTreasure, how about a PR for technic(?) so they can't dig that any more? |
20:36 |
TommyTreasure |
its more than just technic |
20:36 |
tenplus1 |
keep the unbreakable group only, but nothing else... then it's pretty safe from anyone digging it |
20:36 |
TommyTreasure |
digron, and mp-xtraores too |
20:36 |
Krock |
PR for them all |
20:36 |
TommyTreasure |
digtron* |
20:36 |
tenplus1 |
add the on_blast() = function() end to the block also |
20:37 |
tenplus1 |
nite folks o/ |
20:37 |
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23:31 |
redneonglow |
what the hell is going on with minetest? |
23:32 |
redneonglow |
my entire spawn area was destroyed with the protection blocks still there! |
23:32 |
redneonglow |
and i cant even do anything about it! |
23:32 |
redneonglow |
(when logged in as a regular user) |
23:33 |
redneonglow |
how the hell was someone able to destroy my server? |
23:33 |
redneonglow |
no trees |
23:33 |
redneonglow |
just random blocks |
23:33 |
redneonglow |
and destroyed blocks |
23:34 |
redneonglow |
only one of my servers |
23:34 |
redneonglow |
is there a vulnerability i should be aware of? |
23:39 |
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23:41 |
IhrFussel |
If I want to check if the current inventory slot contains any item is this check enough? if player_inv:get_stack("main",i) then ? |
23:41 |
redneonglow |
a lot of gibberish names are trying to join this server... |
23:41 |
redneonglow |
how the hell is this possible? |
23:42 |
IhrFussel |
redneonglow, check the logs first... also check if someone had access to your machine |
23:42 |
redneonglow |
what machine |
23:42 |
redneonglow |
it's on a vps |
23:43 |
redneonglow |
it appears to be an individual named "ElSmacko" |
23:43 |
redneonglow |
i dont know he but nobody else was able to destroy a protected spawn area, with the exception of protection logos |
23:44 |
redneonglow |
no chat from this user |
23:45 |
redneonglow |
he seems to have used a lot of mesecons |
23:45 |
redneonglow |
rollback is ongoing. i think it's him |
23:45 |
Shara |
redneonglow: It will almost certainly be a mod |
23:45 |
IhrFussel |
A VPS is also running on a "machine" so check ssh logs etc ... if nothing suspicious can be found check debug.txt |
23:46 |
IhrFussel |
Also check if anticheat has been disabled in minetest.conf |
23:46 |
redneonglow |
Rollback is full of errors like "Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "default:cobble" at (2559,26,-1366) (block (159,1,-86))" |
23:46 |
redneonglow |
it's still ongoing though |
23:50 |
redneonglow |
it was this guy, everything is back |
23:50 |
IhrFussel |
Every dug node is logged usually so check debug.txt |
23:51 |
redneonglow |
107.195.0.169 |
23:51 |
redneonglow |
it is logged |
23:51 |
redneonglow |
and somehow he was able to do it |
23:51 |
Shara |
It probably wasn't done directly, but by using mesecons |
23:51 |
redneonglow |
i cant do it |
23:51 |
IhrFussel |
If on linux grep -a "NAME digs node" path/to/debug.txt |
23:51 |
redneonglow |
how can mesecons bypass protection? never did before |
23:52 |
redneonglow |
in years |
23:52 |
Shara |
No idea, because I don't use the mod much myself. I know there are things in it that can move other nodes though |
23:53 |
Shara |
But hard to really say what it could be, since we don't know what's on your server |
23:53 |
redneonglow |
some stuff the rollback didnt work on, there's a floating armor stand i have to clear out with worldedit |
23:54 |
redneonglow |
yes there are lots of fun things |
23:54 |
redneonglow |
why it took 2 years for someone to figure out how break spawn areas is strange |
23:54 |
Shara |
which server? |
23:56 |
redneonglow |
sign text is also in the wrong place |
23:56 |
redneonglow |
creative gardens |
23:56 |
redneonglow |
but i'm shutting everything down for now |
23:58 |
Shara |
Ahh, was going to check stuff |