Time Nick Message 08:18 IcyDiamond dammit, infotext has a size limit 08:18 IcyDiamond cant display the crystal contents there either then 08:19 IcyDiamond :/ 08:24 rdococ I'm working on a texture pack 08:24 IcyDiamond coolio 08:24 rdococ It is going pretty well, stone and cobble textures are yay 08:28 IcyDiamond i'm 18 today 08:30 rdococ Happy birthyayâ„¢ 08:31 IcyDiamond thanks ^^ 08:36 rdococ I made the sand look like popcorn 08:37 IcyDiamond XD 08:43 shivajiva Happy birthday IcyDiamond :) 08:43 IcyDiamond thanks 08:50 rubenwardy Hb 08:51 IcyDiamond ^^ 08:51 IcyDiamond https://i.lunasqu.ee/Screenshot_18-04-18-11:51:16.png well this item can now show crystal contents 08:54 IcyDiamond https://i.lunasqu.ee/Screenshot_18-04-18-11:54:18.png heres the recipe 09:03 IcyDiamond whats the best way to detect the presence of a structure 09:03 rdococ Not sure but I was pondering that myself 09:04 IcyDiamond i want to make crystals pick-upable by building a certain structure around it and right clicking it with the wand 09:04 rdococ I would like to see more mods have machines that require the placement of multiple nodes in the form of a structure, similar to a nuclear reactor 09:08 shivajiva http://dev.minetest.net/minetest.find_nodes_in_area may be useful 09:10 shivajiva testing mint 18.3 in a vbox, pleased to see Calinou's one liner still works for building minetest :) 09:14 tenplus1 hi folks 09:14 shivajiva Hiya tenplus 09:14 tenplus1 hi shiva, how's you ? 09:15 shivajiva good thanks, just saying I was pleased to see the one liner from Calinou builds mt on mint 18.3 09:15 tenplus1 sweet :) 09:16 tenplus1 is there a one-liner for macos or does that not have the dev files 09:16 shivajiva I'm quite impressed with 18.3 seems miles ahead of my last look at 18.1 09:16 tenplus1 oh yeah, mint is one of the best linux flavours out there :) 09:16 tenplus1 still built on ubuntu cause it's a stable base 09:17 shivajiva never seen one for macos tbh 09:17 shivajiva looked at Neon for a few minutes till I realised it's barer that a bare bear 09:18 rdococ barely 09:18 tenplus1 lol 09:18 tenplus1 hi rdococ 09:19 shivajiva so the daily driver finalists are mint kde 18.3 or kubuntu and mint is winning hands down 09:19 tenplus1 mint puts far more effort into useability, the overall look and feel of the desktop 09:20 tenplus1 for a beginner linux it wins against them all :D 09:20 shivajiva hopefully they will have come up with a script to turn xfce version into KDE DE by the time I need to replace it again 09:21 tenplus1 lol, remember that the installer can upgrade an existing version 09:21 tenplus1 so installing mint kde from flash drive will update the xfce version you have on disk 09:23 shivajiva Neon can't even find build-essential in the repos in it's standard form, I was surprised by that 09:23 tenplus1 prolly a glitch that'll be fixed soon enough 09:24 shivajiva yep, odd tho considering main is enabled 09:24 shivajiva install synaptic and it can see it 09:24 tenplus1 xfce is showing a lot of promise though, latest release works very well indeed 09:27 shivajiva I only moved away from cinnamon because of the system tray issues, wonder if they fixed that now 09:27 tenplus1 probably yeah :) cinnamon is nice but too flashy for me :D 09:30 tenplus1 hi fixer 09:42 tenplus1 hir ed 09:43 tenplus1 *red 09:45 IcyDiamond hey tenplus1 09:45 tenplus1 hi icy :) 09:46 IcyDiamond I use your mobs mod on my server and i noticed that the mobs cannot jump up ledges 09:47 IcyDiamond they kinda just start bouncing 09:47 tenplus1 yeah, they use to jump/walk uphill ok but so many complaints about animals escaping that I had to limit it 09:47 IcyDiamond okay 09:47 tenplus1 they CAN jump uphill if they hit it at the right angle :) but you could comment out the stepheight lines from animals and they will walk uphill ok 09:48 tenplus1 until engine entity bug has been fixed for stepheight I have to limit this 09:49 IcyDiamond I prefer your mobs mod to sapier's to be honest, yours seems to work better and be more active of a project as well 09:49 tenplus1 once the stepheight glitch has been sorted I'll change them back to walking uphill again :) but for now they escape too easily from behind enclosures... that's why I added mob fences (2 high but look like normal fence) 09:49 Fixer hi 09:50 tenplus1 o/ 09:50 IcyDiamond Alright, cool 09:50 IcyDiamond oh, you created ethereal as well, i absolutely love it! 09:50 tenplus1 thanks :) 09:50 IcyDiamond :D 09:51 tenplus1 https://github.com/tenplus1/mobs_animal/blob/master/cow.lua#L30 <-- you can change jump height to 8 and they will go uphill better 09:51 tenplus1 just for your own server 09:52 IcyDiamond Okay, but I'll keep it like it is for now :P 09:52 tenplus1 they quite happily walk up half slabs tho :D 09:52 IcyDiamond Cool 09:55 tenplus1 shivajiva: coudl you look at something for me 09:55 IcyDiamond You don't tell a developer to "just use" 09:55 IcyDiamond Meanie. 09:57 tenplus1 lol 10:01 tenplus1 hi sniper 10:04 tenplus1 player override handler with changeable defaults: https://pastebin.com/mns1Mskb 10:09 rdococ what if a mod wants to, say, double the override? 10:10 tenplus1 default speed is 1.0, to double speed of player you add 1.0 instead of *2 10:10 tenplus1 all effects can be handled by adding and subtracting only, no need for * and / 10:11 tenplus1 also if say you were in space you could set the defaults to handle things like speed, gravity etc 10:11 tenplus1 and the effects would add/subtract from the new defaults isntead :) 10:11 tenplus1 it's all covered 10:11 rdococ Say I was in a cobweb that was meant to divide my speed by 4, and then put on double speed shoes, how fast should I go? 10:11 IcyDiamond lol 10:12 rdococ Should I go at 0.5 speed (cobweb * 2) or 1.25 (cobweb + 1.0)? 10:12 tenplus1 cobwebs handle player speed automatically by using fluid density 10:12 tenplus1 the cobweb is really water that slows player down :) so no need to change effects 10:12 rdococ Cobwebs are water? O_O 10:12 tenplus1 yup :) thta's how they work in ethereal... it's like walking through really dense water that slows player to a crawl :D 10:12 IcyDiamond :D 10:13 rdococ Ah, that makes sense. I was wondering why a cobweb in my attic was flowing. 10:13 IcyDiamond lol 10:13 rdococ Seriously, though, I didn't even know there was a way to apply liquid slow-down to nodes that don't flow 10:14 tenplus1 sorry I meant mobs, not ethereal :) hah 10:14 tenplus1 https://github.com/tenplus1/mobs_monster/blob/master/spider.lua#L84 10:14 IcyDiamond liquidtype = "source", 10:14 rdococ Oh, liquid_range = 0 10:14 IcyDiamond liquid_alternative_flowing = "mobs:cobweb", 10:14 tenplus1 range is 0 so it wont spread out or flow anywhere :) 10:14 IcyDiamond liquid_alternative_source = "mobs:cobweb", 10:14 IcyDiamond HAHAHA 10:14 rdococ that's clever, lol 10:14 IcyDiamond that's hilarious! 10:15 tenplus1 was a novel approach to cobwebs I thought :P 10:15 rdococ If you set the range to a value higher than 0 it will spread infinitely :P 10:15 tenplus1 saves playerplus slowing the player down 10:15 tenplus1 yeah 10:15 IcyDiamond do cobwebs "wave" if i enable waving? 10:15 tenplus1 and liquid_viscocity = 11 is how fast player moves 10:15 tenplus1 lol no, thankfully :P 10:15 tenplus1 that was disabled 10:15 rdococ how? 10:16 IcyDiamond lmao 10:16 tenplus1 shame that disable_jump doesnt work tho... you can still swim up inside a cobweb 10:17 tenplus1 I wanted players to sink until they fall out of the web :D 10:17 IcyDiamond yeah i was just about to say 10:17 IcyDiamond :P 10:18 tenplus1 but as an example, say you had your own cobweb and player walked into it, you could do something like: pova[player_name]["cobweb"].speed = 0.5 -- half speed 10:18 rdococ Hehe, I broke water by setting its flowing alternative to its source 10:18 tenplus1 lol 10:19 tenplus1 but if you had diamond boots on with 2x speed boost then you're speed would only be 1.5 :) 10:19 rdococ Hehe, it spreads like Minecraft Classic water 10:20 tenplus1 minetest has so many ways to do things, like the player knockback added to PlayerPlus mod... 10:20 rdococ Also, I propose a new rule: All versions of Minecraft (that other game that's proprietary, but I kinda liked until Microsoft brought it) before 1.8 release can be referred to by name, while later versions and Cash Grab Edition must be referred to with "You Know What" 10:21 tenplus1 hahahaha, yeah... like the 2.0 that microsoft has started work on 10:21 rdococ The version threshold may be changed to as early as 1.0.0 release depending on personal preference 10:22 IcyDiamond microshit ruins everything 10:22 tenplus1 sad but true... windows 10 is testament to that 10:22 rdococ I might adjust that rule so that versions of Pocket Edition before *its* 1.0.0 release can be referred to by name 10:23 IcyDiamond i use arch linux btw 10:23 IcyDiamond ^ thats also a meme for some reason 10:23 tenplus1 using arch ? 10:23 rdococ If I have to reinstall Linux I'm probably going to install Mint 10:23 IcyDiamond I put Mint on my mom's laptop 10:23 * tenplus1 uses Lubuntu 18.04 (final beta) 10:24 tenplus1 so does Xanadu serve 10:24 IcyDiamond idk at least I've left the mc community for good now 10:25 tenplus1 mc in itself is a good game, but I prefer the mt community and mods :) 10:25 IcyDiamond me too 10:25 IcyDiamond i enjoy modding minetest a lot 10:25 rdococ I tried out Voxelands today 10:25 IcyDiamond i could never get that enjoyment from writing java 10:25 IcyDiamond that was a pain in the ass 10:25 rdococ It was intriguing, although I couldn't figure out how to connect to a server properly (it said "invalid password", which was weird as I've never played it before). 10:26 IcyDiamond lol 10:26 tenplus1 looks interesting, and as for code I prefer lua :) it's very simple 10:26 IcyDiamond aye 10:27 IcyDiamond I don't know if my voxel engine idea is ever going anywhere 10:28 tenplus1 any good ideas can be added to the github area for mt, if the devs like it sometimes it'll end up in-game 10:28 IcyDiamond I unfortunately dont have the brains for it and i don't intend on learning game development either 10:29 IcyDiamond like, at a school 10:29 tenplus1 I taught myself programming but forgot how to do c++ cause I never used it in many years 10:29 tenplus1 lua however is easy to pick up :D 10:30 IcyDiamond I know C++ a bit 10:30 IcyDiamond Not as well as I'd like though 10:30 IcyDiamond And yeah, Lua was my first prog. language 10:31 tenplus1 the love2d libs give a nice feel to the programs on a desktop :) so writing apps is a thing 10:31 rdococ Lua is pretty intuitive, except when it's not 10:31 IcyDiamond lol 10:31 IcyDiamond !title https://github.com/LunaSquee/universium-engine 10:31 MinetestBot IcyDiamond: GitHub - LunaSquee/universium-engine: Scriptable Voxel Planet Rendering System (concept) 10:31 IcyDiamond ^ thats my idea 10:32 rdococ Hm, idea: Space dimension which contains teleporters to the other dimensions in the world in the form of planets 10:33 tenplus1 would be fun to have planets to wander around mario galaxy style 10:33 Shara and fall off them, because gravity 10:33 IcyDiamond I want to have semi-realistic planet system where you can generate procedural solar systems and stuff like that 10:34 IcyDiamond and then build spacecraft to fly between them 10:34 IcyDiamond realistic gravity physics would be super dope as well 10:35 IcyDiamond imagine slingshotting off planets 10:35 tenplus1 eheheh 10:35 tenplus1 and getting sucked towards a moon or sun even 10:35 IcyDiamond :D 10:35 Shara You may need a different game :) 10:35 tenplus1 hi shara 10:35 Shara Hi ten 10:35 IcyDiamond Shara: as I said, it's an idea for an engine, not mt :) 10:35 rdococ I would love directional gravity at the very least, even if you wouldn't be able to actually turn upside down and walk on ceilings and walls 10:36 tenplus1 when the mapgen layers is finished we can have all sorts of realms and planets in mt (flat of course) but it will add a whole new level of playability 10:36 rdococ Not just one new level, whole realms of playability ;) 10:36 tenplus1 if entities were rotatable we could possible do that 10:36 tenplus1 step on a block, flip player, rotate gravity 10:37 tenplus1 brb, making lunch 10:37 * IcyDiamond unsubscribes from minecraft youtubers 10:38 * rdococ is too lazy to unsubscribe from them 10:38 * rdococ unsubscribes from particularly annoying ones, though, and has subscribed to a few Minetest youtubers 10:38 Shara I'd be happy to just make a game for MT, instead of make an engine and a game :) 10:39 rdococ making a game for MT from scratch is still rather difficult 10:39 Shara I know. 10:39 Shara In the process of doing it 10:40 IcyDiamond I'll probably make one as well at one point 10:40 tenplus1 +1million 10:40 rdococ I tried creating a game for Minetest from scratch but gave up 10:40 tenplus1 Shara: https://pastebin.com/mns1Mskb 10:40 Shara Hmm, at 170+ commits from 6 different contributors so far, and I still don't consider it ready to make public 10:41 rdococ tenplus1: Hm, my double speed boots still seem to add 1.0 speed rather than actually double it ;) 10:42 Shara tenplus1: eww, globalstep :P 10:42 rdococ You also don't need to use a globalstep, come to think of it 10:42 Shara after 10:43 rdococ I don't think you need to use minetest.after either 10:43 rdococ There's no point of recalculating everything every second if no changes have happened 10:43 Shara have only skimmed the code, since attention is mostly elsewhere 10:44 tenplus1 that's okie... it's a test run to make sure it's viable and can be done really :) 10:45 Shara other_worlds has a gravity option, but that's all I ever really did with gravity 10:45 IcyDiamond https://i.lunasqu.ee/Screenshot_18-04-18-13:45:49.png clever 10:46 tenplus1 pova allows BASE settings for speed, jump and gravity :) 10:51 rdococ I'm working on a player physics handler of my own, because why not. it's called physicsh 10:51 tenplus1 heh 10:51 * Shara needs one for game she is making 10:52 Shara Getting that right is one of the most important things 10:55 tenplus1 agree'd 10:55 tenplus1 and I still think having something simple included in the game itself for all mods to make use of is important 10:56 Shara well, it will be included in the game I'm working on 10:56 Shara But I have a big advantage over in MTG when it comes to how flexible I can be 10:56 Shara -in* 10:56 rdococ I'm hardcoding the defaults as 1,1,1 since if you want to override those, then you can use a multiplier 10:56 rdococ I'm also handling the multipliers before the adders 10:56 Shara I don't have to worry about breaking mods and so on, because the mods were never written for this game anyway :) 10:57 tenplus1 rdococ: the defaults can be used with / and * no probs 10:58 tenplus1 just the additional effects that are prolly simpler with + and - 10:58 rdococ true 10:59 rdococ that would mean I'm doing twice as many calculations as I should, but at least I'm not doing them every second :P 10:59 IcyDiamond I've cleaned up my youtube subscriptions 11:00 tenplus1 the only reason I'm using globalstep and a 1 second counter is that things like beds reset effects, armor resets effects etc. 11:01 rdococ Although I have taken a completely different approach 11:02 tenplus1 do tell ? 11:02 rdococ I'm keeping the table where the data actually is hidden, but my code defines a global interface that mods can use to update the modifiers 11:03 rdococ physicsh:get_handler("rdococ") would get the modifier handler for the player "rdococ", for example 11:03 rdococ When created, the handler is stored in a table so that the next time it is called it just uses the existing one 11:03 tenplus1 yeah, was gonna do that also, this was just a test base to make sure it all worked 1st ;D 11:03 tenplus1 but yeah, hide the table, add functions 11:03 rdococ The handler is empty but has a metatable which gives access to functions that allow you to set the modifiers 11:06 tenplus1 hi longer 11:06 TommyTreasure hi tenplus1 11:06 tenplus1 hi tommy :) 11:06 longerstaff13-m Hey 10+1 11:07 TommyTreasure i've discovered an issue with pipeworks and the dreaded ServerEnv warnings. not sure where to post it though 11:07 tenplus1 git issue 11:07 tenplus1 minetest-mods 11:07 IcyDiamond 14:06 <+longerstaff13-m> Hey 10+1 11:07 TommyTreasure but it could either be the mod or the engine. not sure 11:07 IcyDiamond savage 11:08 longerstaff13-m ? 11:08 TommyTreasure the coords displayed in the ServerEnv warnings don't match with the overloaded tubes 11:08 IcyDiamond I don't like pipeworks 11:08 rdococ Dreaded ServerEnv warnings? 11:08 TommyTreasure lol, i'm addicted to them 11:08 IcyDiamond I like the idea of it but eh 11:08 rdococ I do think Pipeworks could use some works 11:08 TommyTreasure when a tube gets overloaded, the server slows to a crawl, and up to 100 warnings/second in the log file 11:09 IcyDiamond we need Thermal Dynamics in minetest 11:09 rdococ We need pipeworks pipes that don't spawn entities for every single item they transfer 11:09 TommyTreasure pipeworks was updated fairly recent 11:09 tenplus1 if items in pipes get to a certain limit it should just transfer items without showing them... that'd help 11:09 IcyDiamond [1] 1522 illegal hardware instruction (core dumped) ./bin/minetest 11:09 IcyDiamond omg what 11:09 tenplus1 faster machines = higher number limits 11:09 rdococ Wat 11:09 IcyDiamond my mt just randomly crashed 11:09 IcyDiamond "illegal hardware instruction" 11:10 sfan5 the NASA is on to you 11:10 rdococ Your Minetest build broke the law 11:10 TommyTreasure i've had players unload their 'digtron' and totally overload the tubes 11:10 IcyDiamond lol 11:10 tenplus1 hi sfan 11:10 TommyTreasure and the coords in the warning messages can be from opposite edges of the map 11:11 TommyTreasure make it a nightmare for the admin to find the offending tube 11:12 TommyTreasure the new version of pw has the 'broken tube' thing, but the server lag only stops when the dropped items either decay or are picked up 11:13 IcyDiamond [1979383.757802] traps: minetest[1522] trap invalid opcode ip:564c080e3ba4 sp:7ffe209cdd10 error:0 in minetest[564c07ca4000+778000] 11:13 IcyDiamond this is in my dmesg 11:13 TommyTreasure and, the displayed coords in the warnings don't even seem to be a multiple of the offending tube 11:13 rdococ tenplus1: To improve performance when a modifier is modified (heh), I will only recalculate the multipliers when they change, and store the values of the multiplication for use when the adders are recalculated 11:14 rdococ what nodes are at the coords? 11:14 tenplus1 that's kewl :) all my routine does is add up table changes +/- for when they are on a timer 11:15 TommyTreasure they vary. 11:15 rdococ odd, maybe some dirt and grass blocks decided to break the hardware law ;) 11:15 TommyTreasure and the coords vary, even if its the same offending tube 11:19 rdococ Interesting, the pova test axe can point at liquid nodes? 11:21 tenplus1 yeah, it's from my test mod... I use that axe to test all sorts from speed checks to node manips 11:27 Diamond Yello 11:27 rdococ I modified it so that it doesn't create new functions every time a player joins (which wouldn't be that bad but still) 11:27 Guest34785 wha 11:27 Guest34785 why am I a guest 11:28 IcyDiamond Oh, I used wrong nick 11:30 rdococ I could probably optimize it quite a bit more, but mehh 11:30 rdococ For example, I don't even need to recalculate using a for loop if I keep track of a separate multiplier_total, adder_total, and other things 11:31 tenplus1 hi twoelk 11:32 tenplus1 rdococ: what IF a mod resets the overrides back to 1.0, will it handle that ? 11:32 rdococ tenplus1: Hm, good point 11:32 tenplus1 that's the only reason I'm on a loop with this one, so it's constant no matter what happens 11:32 rdococ Too bad there's no on_physics_override callback or something 11:32 tenplus1 and being every second will never slow down the game :) 11:32 tenplus1 that woudl be a good idea btw 11:33 rdococ I could be super extremely hacky and replace the set_player_override function with a dummy function that does nothing, keeping the real one hidden 11:33 tenplus1 or add a callback function to the original so it informs your mod etc :) 11:34 rdococ True, that would be cool too 11:34 tenplus1 I'd like to see your code sometime :) sounds interesting 11:34 rdococ I just need to make sure my mod doesn't inform itself when it calculates the override 11:34 twoelk o/ 11:34 rdococ I'm going to release it on github shortly, because it's basically fully functional now 11:34 tenplus1 sweet :P 11:35 rdococ Also, I'm gonna use the Unlicense/WTFPL, so you can do whatever :P 11:35 tenplus1 am just adding functions now and localising the table 11:35 * twoelk hears dummies are to hide the real stuff - and wonders 11:35 tenplus1 hi fussel 11:36 rdococ I won't be implementing the callback system or hacky dummy replacement yet though 11:36 IhrFussel Hey tenplus1 :) Does "mark meta as private" exist in 0.4.16? If so how do I do that? 11:37 rdococ What, apparently public domain doesn't exist in the same way in Europe 11:37 tenplus1 ooh, I havent used provate meta yet... think it was added just after 0.4.16 during dev stage 11:38 rdococ Private meta? 11:38 rdococ Interesting 11:38 tenplus1 locked chests and the like, no-one can access apart from player 11:38 IhrFussel I need it for password protected doors 11:40 tenplus1 ooh, nice feature :) 11:40 tenplus1 dont want csm mods getting the password 11:41 rdococ I have a texture pack on which makes the loading bar look like it did before it became cartoonish 11:41 IhrFussel Seems to be as simple as meta:mark_as_private(data) 11:41 IhrFussel Now I only need to check if it exists in 0.4.17 backport 11:41 rdococ (It's not perfect, the bar is still larger and green when full, but it's completely rectangular) 11:42 tenplus1 :) 11:42 tenplus1 I take it the bar is part of a texture pack also ? 11:43 rdococ It's basically a few textures I put together 11:43 rdococ New stone, cobble, and dirt texture, and also a different heart texture, but that's about it 11:44 rdococ https://github.com/rdococ/physicsh 11:44 rdococ It has been released. 11:45 rdococ My coding style is neat, but it's also messy. It's a bit weird - I try to minimize the amount of lines by doing tricks such as "x and y or z" for conditional assignments, but I also make sure to leave spaces where I think they should be 11:46 rdococ I'm also rather fond of Lua metatables, even if they're a bit weird 11:46 * twoelk is not sure how sound unlicense is in the EU 11:46 rdococ Good point, I'm in Europe, might switch to WTFPL 11:47 IhrFussel tenplus1, seems to have existed since 0.4.16 11:48 tenplus1 it has ? damn I gotta start using that in mods 11:49 IhrFussel According to Wuzzy's forum post in the 0.4.16 feature freeze topic, it did 11:51 rdococ tenplus1: Yay, now we will have two physics modifier mods :P 11:51 tenplus1 ehehe 11:51 rubenwardy rdococ: no, don't use WTFPL 11:51 tenplus1 use MIT 11:51 rdococ rubenwardy: Why not? 11:51 tenplus1 hi ruben 11:51 rubenwardy it doesn't have a waranty disclaimer 11:52 rubenwardy or mention patents 11:52 MinetestBot lumberJuice: Apr-10 10:53 UTC 0.4.17 (and a possible 0.4.18) will not contain any major features from 0.5.0 ... the devs want 0.5.0 to be as attractive as possible for server owners, so only bugfixes and very tiny changes are backpoorted to 0.4.X 11:52 rubenwardy I personally use MIT 11:52 rubenwardy but BSD, Apache, ZLib, or whatever are fine 11:52 rubenwardy not CC0 though 11:53 rdococ In the next commit I think I'll switch to MIT license 11:54 rdococ Uh 11:54 rdococ https://choosealicense.com/licenses/mit/ 11:55 rdococ Suggests I should put my full name? I don't want people to know my full name 11:55 IhrFussel rubenwardy, mark_as_private() really only needs to be called once at init time of the door? the string I specified will then always be hidden for clients? 11:55 rubenwardy yes 11:55 rubenwardy rdococ: you don't need it 11:55 rubenwardy any alias is fine 11:55 rdococ Ah 11:56 twoelk rdococ is the name attached to your coding so it is propably more valid anyways ;-P 11:57 rdococ Switched to MIT license. 11:58 IhrFussel Can I mark as many data as I want as private? Or are there limitations? Also does marking them private increase the size in some way? 12:01 tenplus1 rdococ: https://github.com/tenplus1/pova 12:01 rdococ Cool 12:02 tenplus1 added simple functions to handle default overrides and to add/get/del custom one's 12:02 rubenwardy IhrFussel: sure, but you shouldn't be storing large amounts of data in a node anyway 12:02 tenplus1 give yourself pova:axe to test (use to apply effects, right=click to remove) 12:03 twoelk hm, inserting a sd-card reboots my tablet; should I be concerned? :-D 12:03 rdococ Does minetest.get_current_modname return the name of the mod currently being run if used in an API function meant to be used by other mods? 12:03 tenplus1 depends whats on sd 12:03 rdococ I think it would 12:03 tenplus1 yeh 12:03 tenplus1 k folks I gotta go :) laters all o/ 12:04 IhrFussel rubenwardy, sure to both questions? Or is marking as private just maybe a byte that tells the engine to ignore when sending mapblocks to client? 12:04 rubenwardy heh 12:05 rubenwardy it's a boolean added in a hash map, probably 12:05 rubenwardy so increases size by the size of the key per field that is private 12:05 rubenwardy so if the key is "foobar", then it is increased by 6 bytes 12:07 * twoelk carefully reboots his old tablet without the external sd-card 12:07 IcyDiamond minetest.get_current_modname returns the mod currently initializing itself 12:07 rdococ Ooh, private metadata that doesn't get sent to client? Yay! 12:07 IhrFussel Ah okay so we are only talking < 100 bytes most likely unless the key name is longer than 50 chars 12:09 * longerstaff13-m looks in 12:09 rdococ IhrFussel: Ooh, are you using renameable keys as passwords? 12:09 rdococ That's actually really clever if so 12:10 IhrFussel rdococ, meta:set_string("password",passworduserenetered) 12:10 IhrFussel entered* 12:11 rubenwardy no no no no 12:11 rubenwardy don't store passwords like that! 12:11 rdococ IhrFussel: I don't think that's private metadata 12:11 rubenwardy use a hash function 12:11 rdococ ^ that too 12:11 IhrFussel I use meta:mark_as_private("password") at init 12:12 IhrFussel It's just password for doors on the map, nothing too secure 12:12 rubenwardy still, don't store passwords in plaintext 12:12 rubenwardy users are idiots and will use the same password as for other things 12:12 rdococ If nobody uses their account password as their door password 12:12 longerstaff13-m Some still will though 12:12 IhrFussel mark_as_private() should solve that 12:13 rdococ IhrFussel: Not if the server is hacked and the hackers see the server files, or if a server admin takes a peek 12:13 rubenwardy no 12:13 rubenwardy it is very bad practice to store passwords in plaintext, it's one of the worst things you can do in terms of security 12:13 IhrFussel I am the only person who has access and I would never share my machine with someone else 12:14 IhrFussel I also secured the server a lot (no root access, fail2ban and more) 12:14 rdococ Well, an extra layer of security won't hurt anyone ;) 12:14 rubenwardy I mean, you also have running bash commands from your server 12:14 rubenwardy and probably have sandboxing disabled 12:15 rubenwardy don't be fucking lazy, do things propery and securely 12:15 rdococ When quantum computing gets here it'll break existing encryption but then we'll have quantum encryption 12:15 rdococ ^^ 12:16 rdococ I'm a pretty lazy coder and even I did hashing and salting when I had an IRC bot people could log into 12:16 IhrFussel I don't let players run bash commands by choice...they only get to choose what kind of file to read for example... like "/customfolder/data/$whatplayersenter.txt" 12:16 rdococ I also made sure to hide the PMs that contain the passwords on my terminal 12:17 rdococ IhrFussel: Just hash them -_- 12:17 rdococ Which server is this btw? 12:21 IhrFussel My one and only: IFS 12:21 rdococ I haven't been on there in ages 12:21 rdococ Been too busy sleeping 12:22 rdococ Looks like it has a lot of stuff, it's taking ages to load 12:23 IhrFussel It's a very unique server 12:24 IhrFussel You've already been there haha (evel 26) 12:24 IhrFussel level* 12:29 IcyDiamond I'm there too now :P 12:36 rdococ IIRC there was a website for communicating with IFS 12:37 rdococ can't find it though 12:37 rdococ found it 12:55 Shara A very unique server... makes me think of a snowflake :) 12:56 Mr_Pardison ah, snow. 12:56 Mr_Pardison how long it has been since I've seen that. 13:13 rdococ physicsh currently applies multiplication modifiers before addition ones 13:13 rdococ I don't plan to change that unless people think it should be changed 13:17 rdococ Does player override no longer get reset on respawn? 13:17 rdococ I had to add it manually 14:09 benrob0329 o/ Jordach 14:10 rdococ Yay, something isn't working for absolutely no reason 14:10 Jordach o/ 14:10 benrob0329 rdococ, welcom to life 14:10 Mr-Pardison benrob0329: real life. 14:13 rdococ Is there a limit on how fast two consecutive set_physics_overrides can be called or something? 14:15 rdococ I'm at a total loss 14:19 rdococ Apparently an error occured when I tried to use table.copy 14:19 rdococ Apparently one of the indexes of the table I was trying to copy is nil 14:20 rdococ How the hell does that happen?! 14:21 rdococ Nevermind. 14:21 rdococ I'm so dumb -_- 14:24 rdococ I forgot that lua tables are actually references to those tables, so "x = y; x[3] = 2" modifies y as well 14:25 Mr-Pardison your wrong on the cont of being dumb. 14:26 Mr-Pardison you just had a temporary memory lapse. 14:27 rdococ True. 14:27 rdococ (But I'm still dumb :P) 14:28 rdococ Anyway, I've simplified the physicsh API considerably because I think the handler system was unnecessary 14:28 rubenwardy you're* 14:29 Mr-Pardison thx. 14:29 Mr-Pardison *physics 14:29 rdococ https://github.com/rdococ/physicsh 14:29 rdococ The h was not a misspelling :P 14:30 rdococ It still 'handles' the player's physics, but the metatable-based handler system was removed because it was unnecessarily complicated-ish. 14:30 rubenwardy https://physic.sh 14:30 rdococ Heh 14:31 rubenwardy > not registered by you 14:31 rubenwardy disappointed 14:46 Jordach rdococ: not at all 14:52 rdococ ? 14:54 rdococ Jordach: ? 14:54 Jordach you can change physics as often as the server can update a client 14:55 rdococ Ah. 14:55 rdococ Turns out that wasn't the problem anyway. 15:19 Mr-Pardison rubenwardy: you have a bounty_admin priv with your ctf_bounties mod ( https://github.com/rubenwardy/capturetheflag/blob/master/mods/ctf_bounties/init.lua#L94 ). My bounty hunting mod will also register a bounty_admin priv. 15:20 Mr-Pardison Is there going to be a conflict between them or does yours depend on being used with the CTF PvP engine? 15:22 Mr-Pardison my form of the bounty_admin priv will allow whomever has the priv to remove someone from the bounty list. 15:25 Shara Mr P, they'll in effect be the same priv 15:25 Shara I'd also guess no one would intend to run both at once 15:26 Shara Not all mods need to work with each other 15:27 Mr-Pardison thanks. 15:28 shivajiva Shara is correct the engine will accept the first registration and complain about the second so only one instance of the priv will in fact be registered 15:29 shivajiva if run together that is 15:30 Mr-Pardison I'll probably put a notice in the README not to run both of them together so that the conflict won't occur just to be on the safe side. 15:31 shivajiva the nice way to do it is to check if the priv has been registered in your mod prior to registering it I suppose 15:33 Shara Mr-Pardison: can you really imagine someone using CTF, a game with it's own built in bounty hunting, then adding another bounty hunting mod on top of that? 15:33 Shara its* 15:34 Mr-Pardison not really. 15:34 shivajiva someone will try it I have no doubt =) 15:34 Mr-Pardison just want to cover all my bases just in case. 15:34 Shara And it will be their own fault :) 15:34 Mr-Pardison and I can't say that I didn't provide them a notice about running both at the same time. 15:34 Shara I really wouldn't put it in the readme. It's would kind of be like sban mentioning it shouldn't be used with xban2 15:34 shivajiva lol 15:35 shivajiva oddly enough... 15:35 Shara Oh, I bet someone has 15:36 shivajiva sban will coexist with xban2 after the import has been done 15:37 shivajiva totally pointless ofc 15:37 Shara I guess someone will try and run caverealms with CRL next :) 15:37 rdococ I wonder if there are scenarios where a mod will want to apply a multiplier to player speed/jump/gravity that applies after the addition. 15:38 Shara rdococ: if there isn't yet, I'm sure we can make one! 15:38 rdococ Lol 15:38 shivajiva probably 15:40 shivajiva but you could force the load order with depends.txt as long as the mod is known I think 16:04 longerstaff13 o/ 16:04 Mr-Pardison \o 16:04 longerstaff13 \o/ 16:04 longerstaff13 :P 16:16 rdococ \o\o/o/ 16:42 rdococ I'm considering adding semantic versioning my physicsh mod 16:43 rdococ Not sure how I should do that though. It works fully but I'm not sure how often I'm going to update the API for it in a backwards incompatible manner in the future. 16:59 rdococ Krockodile 17:00 Mr-Pardison Dundee? 17:00 rdococ Dundelicious 17:29 rdococ If I want to add semantic versioning to a mod that has already gone a few updates, how should I do it? Start at 0.1.0 or count modifications before the addition of semantic versioning? 17:33 benrob0329 rdococ, release 0.0.1 I suppose 17:33 benrob0329 or take whatever the current version number is and conver that to something semvar friendly 17:34 Krock release 0.0.1-beta 17:36 IhrFussel Does MT have a "table to string" function builtin? 17:36 rdococ https://semver.org/ suggests starting at 0.1.0 17:36 Krock IhrFussel, minetest.serialize 17:36 Krock or dump() 17:37 Krock but converting objects and functions won't be possible 17:39 rdococ I'm not sure if physicsh can be extended much more to be honest, it does basically everything it's meant to do 17:54 IhrFussel Krock, doesn't minetest.serialize add unwanted characters to the string? I just want a table that I splitted from a string back to a string... I guess the easiest way is local newstr = "" and inside the table loop newstr = newstr..table[i] 18:35 rdococ I'm optimizing physicsh (my player physics handling system) so that adding and removing modifiers no longer requires a full recalculation 21:41 Jordach rdococ: exploit all the things 21:41 Jordach be white hat 21:42 rubenwardy technically he was a grey hat 21:42 Jordach or grey hat if you like a nice bed of money 22:30 * Jordach inserts space core speech 22:32 rubenwardy I'm changing how crafting works on CTF 22:32 rubenwardy is there anything missing from here that's useful to craft? https://i.rubenwardy.com/4s9KX.png 22:34 rdococ Maybe a steel pickaxe for maps that have mese ore but don't start you with one? 22:35 rubenwardy oops, forgot picks 22:35 rdococ People often don't bother crafting axes in CTF, so I build bases out of wood when I can get my hands on it 22:35 rdococ It's harder to mine than cobble or stone because people are much more likely to have pickaxes 22:47 Jordach just add lootboxes jk 22:49 rdococ I've said this before, but it'd be fun to have a gamemode which replaces the regular weapons with TNT and buckets of water & lava, forcing people to be more creative 22:49 rubenwardy that would be mega griefy 22:49 Jordach git gud 22:50 rdococ If you want you could remove the lava and make sure that the TNT doesn't blow up as much as it does in MTG+ 22:50 rdococ (MTG+ being my shorthand spelling for "MTG with mods") 23:09 IhrFussel rubenwardy, barely anyone visits the website and it looks like rdococ was the first to find that exploit...I removed the affected page 23:09 rubenwardy well, an attacker could erase the logs 23:09 rubenwardy but it's probably unlikely 23:13 IhrFussel all logs exist 23:13 rdococ Unless someone removes them 23:18 IhrFussel Also you need root access for logs no? 23:21 rdococ idk, I guess it would depend on how you have it set up? 23:21 IhrFussel the web server doesn't run as root 23:21 rdococ ah 23:21 IhrFussel Well I cannot access logs without sudo 23:22 rdococ I think it might be okay, which is a relief if that's the case 23:29 IhrFussel Looks like the web server can only access its own logs 23:30 IhrFussel And those look fine 23:30 rdococ K. 23:34 rubenwardy you can get root access very easy from a normal account 23:34 rubenwardy especially if your kernel is outdated 23:35 rubenwardy then again you're not a multiple million $ company, so you're unlikely to see zero days 23:35 rubenwardy but it's still good practice to assume that priv escalation is always possible 23:36 rubenwardy well, -especially 23:38 IhrFussel I'm still trying to understand when the exploit works...whenever I use a var inside shell_exec()? in php? 23:39 rubenwardy you need to escape any names 23:39 IhrFussel So htmlspecialchars()? 23:39 rubenwardy just don't ever use shell_exec anyway 23:40 rubenwardy it's always bad 23:40 rubenwardy or use it with proper passing of parameters 23:40 rubenwardy but still bad 23:40 IhrFussel does the exploit require " or '? 23:41 rdococ No, that's not why the exploit happens 23:42 IhrFussel Actually it only worked cause you closed a cat command with " and typed stuff after 23:42 rdococ No, the " wasn't it 23:44 rdococ I also don't remember closing a cat command with " 23:45 IhrFussel The cat was part of the php code ... your " closed the command inside shell_exec() and likely allowed you to pass more commands 23:45 rubenwardy that's how shell injection works 23:46 rubenwardy just don't use shell_exec 23:46 rdococ I didn't use " though... 23:46 rubenwardy use the file reading API, preferably with a base DIR 23:46 rubenwardy so you can never read outside that base dir 23:47 IhrFussel If you didn't use " I don't see how it worked... the php line was basically shell_exec(" cat path/to/some/dir/$userdata.txt") 23:51 rubenwardy shell_exec(" cat path/to/some/dir/rdococ.txt; echo bad.txt") 23:52 rubenwardy spaces make it two different commands 23:52 rdococ ^ 23:52 rdococ although I used && 23:52 rubenwardy yeah] 23:53 rubenwardy shell_exec(" cat path/to/some/dir/rdococ.txt; cat SSH_KEY >> ~/.ssh/authorized_keys; echo .txt") 23:53 rubenwardy there we are, shell session :) 23:56 rdococ Cats are so cute 23:56 rubenwardy oh, meant echo