Time Nick Message 03:42 Mr_Pardison greetings! 06:42 paramat !tell IhrFussel do you know very roughly the MT version when your 'randomly stopping vehicles' issue started? did it happen in 0.4.16 stable? 06:42 MinetestBot paramat: I'll pass that on when IhrFussel is around 09:32 MinetestBot IhrFussel: Jul-20 06:42 UTC do you know very roughly the MT version when your 'randomly stopping vehicles' issue started? did it happen in 0.4.16 stable? 09:34 IhrFussel !tell paramat 99% sure it did not happen in 0.4.16 but in backport 0.4.17 from Dec ... and it didn't happen in 0.4.17.1 still so I think it is fixed there...did you test 0.4.17.1? 09:34 MinetestBot IhrFussel: yeah, sure, whatever 10:18 IhrFussel The stalling issue makes my server partly unplayable... I advise every server owners with an active playerbase to check the chat log and search for things like "laaaag" or "map not loading" or similar 10:20 tenplus1 hi folks :) 10:21 IhrFussel The stalling does not ONLY affect mapblock sending 10:22 tenplus1 also affects inventory movement (from yesterday) 10:22 tenplus1 hi fussel 10:22 IhrFussel Or well...it does technically I guess...mesecons won't work when it happens 10:25 IhrFussel Ihave 10 videos for proof now that clearly show that only certain app users with random names cause this...the map loads again as soon as the problem user logs off 10:26 tenplus1 thing is... is it the area they are in causing issue, sauth or some player data being loaded/saved ?? 10:26 IhrFussel There is nothing busy server side 10:27 IhrFussel Everything else works, the clients somehow BLOCK map sending/updating 10:27 tenplus1 so something about that particular client is stalling mapload ? 10:27 IhrFussel One client is somehow able to ruin the game for everyone else 10:29 tenplus1 you could always set: strict_protocol_version_checking = true 10:29 tenplus1 and force players to use 0.4.17 and above 10:31 rubenwardy FFS, why are longs 64 bits in the kernel 10:31 rubenwardy This is silly 10:31 tenplus1 hi ruben, also dunno what that is 10:31 tenplus1 *means 10:31 IhrFussel First I need to make sure that it affects all MT servers and not just mine (which is very unlikely since the hardware of the server is pretty modern) 10:32 rubenwardy Longs are usually 32bit, and is that size when in other code in Android 10:33 rubenwardy This is why u64 is a good idea when the size matters 10:33 tenplus1 how does it affect things with longs 64bit 10:34 rubenwardy It's used as flags to control a function. A bit like CSM flavour limits, instead of using tons of booleans you use a number and set individual bits 10:34 tenplus1 ohhh 10:34 tenplus1 gotcha 10:35 IhrFussel tenplus1, do you save the chat log of users? In case you do could you please look for certain messages that could indicate that map loading issue? 10:36 tenplus1 no-one has ever complained about map issues on Xanadu, my inbox only contains books with coords for banned/limited players protected areas 10:36 tenplus1 but then again, we're still on 0.4.16 10:39 IhrFussel It happened before 0.4.17.1 already ... but I meant the chat log of people chatting publicly 10:39 tenplus1 it's monitored, yes... but like I said no-one has ever mentioned issues with the map pausing/loading/glitching 10:43 IhrFussel It is definitely *not* all app users... not all random names cause this, but quite a few 10:43 tenplus1 coudl the particular player that causes the issue be using csm mods to stress information between server and client ? 10:45 IhrFussel Too many different people for that 10:45 IhrFussel I'm pretty sure it is a broken app that handles mapblocks wrong 10:46 tenplus1 so many bogus clients that could do many weird things.. we need a way to stop them connecting 10:46 tenplus1 hi lumber 10:46 IhrFussel But ONE client should never be able to stall the ENTIRE map 10:46 tenplus1 yeah, it's annoying 10:47 IhrFussel So maybe the server waits for each client to acknowledge something and never gets a reply or something 10:47 tenplus1 true, we need a dev to ask for that one 10:48 IhrFussel Or some kind of endless loop between server <-> client 10:48 IhrFussel I could reduce block sends per client to see if that fixes/improves it 10:49 tenplus1 worth a try 10:49 IhrFussel It was 20, after restart 10 10:50 IhrFussel What's the value on xanadu? 10:50 tenplus1 checking 10:51 tenplus1 max_simultaneous_block_sends_per_client = 3 10:51 tenplus1 max_simultaneous_block_sends_server_total = 40 10:53 IhrFussel I think the latter setting is ignored, not used anymore by the engine 10:54 tenplus1 :P 10:54 IhrFussel Only 3? Map loads quick with that value? 10:54 tenplus1 surprisingly yes 10:54 tenplus1 I can use fast and run any direction and map loads quick enough to handle it 10:54 IhrFussel I think setting it higher means less network packages 10:55 tenplus1 considering server is in US and I'm in UK 10:58 IcyDiamond i wonder if its possible to make an npc "build" a schematic 10:58 IcyDiamond aka place nodes in sequence 10:58 IcyDiamond instead of just spawning the schematic 10:58 tenplus1 you could have a schematic saved as a table, loop through table from bottom to top and use npc/mob pathfinding to move to position and place node and keep going 10:59 IcyDiamond i guess 10:59 IcyDiamond i might try at some point 10:59 tenplus1 also hi :))) hi raven 11:01 IcyDiamond lol hi 11:01 IcyDiamond :P 11:02 Raven262 Hi tenplus1 11:03 tenplus1 o/ 11:05 IhrFussel First symptom of the map stalling is map loading very slow suddenly 11:05 tenplus1 and it only happens when a specific player signs on ??? 11:06 IcyDiamond rubenwardy: https://i.lunasqu.ee/Screenshot_18-07-20-14:05:33.png is it just me or is the api doc unreadable now? 11:06 IhrFussel And works again when that specific player leaves yep 11:06 tenplus1 and youv'e asked that user what client they use ??? 11:06 IhrFussel Well the map doesn't stall right away...it can take a moment 11:07 IhrFussel I can try but most app users don't understand English 11:08 rubenwardy IcyDiamond: any errors in the console? 11:08 tenplus1 o/ fixer 11:08 rubenwardy What os/gtk theme? 11:09 Fixer hi 11:09 IcyDiamond rubenwardy: the links on the sidebar all 404 as well 11:09 rubenwardy Must have broke some links then 11:09 rubenwardy What's the URL? 11:09 IcyDiamond https://rubenwardy.com/minetest_modding_book/lua_api.html 11:14 IhrFussel tenplus1, any reason why minetest.item_eat(5) won't work in the beverage mod? I use stamina as hunger mod 11:14 IhrFussel It just won't fill the bar when I drink something 11:15 rubenwardy Code? 11:16 IcyDiamond tenplus1: is pathfinding in the engine or your mobs mod? 11:16 IhrFussel https://github.com/minetest-mods/beverage/blob/master/init.lua#L136 11:16 IhrFussel In on_use() 11:17 IhrFussel Wait... 11:18 IhrFussel Why is it a node and not a craft item? 11:20 tenplus1 fussel, if you use minetest.item_eat(value) it shoudl work fine 11:20 IhrFussel Didn't know you can (ab)use nodes as tools for drinking 11:20 Krock hi tenplus1 11:21 tenplus1 IcyDiamond: minetest.find_path exists but in the actual mob api we have pathfinding as well to move mobs 11:22 Krock sup? 11:22 IcyDiamond ok, i think i'll use your mobs mod 11:22 tenplus1 fussel: I use nodes for wine mod: https://notabug.org/TenPlus1/wine/src/master/init.lua#L44 and wine is eaten/drank ok with stamina mod 11:22 IhrFussel That is so weird, I hear the drinking sound (defined before minetest.item_eat()) but no stamina change 11:23 Krock hi IhrFussel, IcyDiamond :) 11:23 IhrFussel Hey Krock 11:24 IcyDiamond hey Krock 11:24 tenplus1 icy, setting self.path to hold minetest.find_path coords starts them off, also make sure pathfinding = 1, is set in mob def 11:25 tenplus1 hi Krock 11:25 Krock heh tenplus1. 5 minute delay this time :D 11:25 Krock you must be totally busy 11:26 tenplus1 hehe sorry dude, was looking through chat.. paused scroll so I coudl catch up 11:27 tenplus1 o.O ouch, the code is kinda wonky in beverage mod 11:27 tenplus1 all spaced wrong in places 11:29 IhrFussel It's a rather old mod but I need some drinks :P 11:29 tenplus1 heh 11:29 tenplus1 farming redo has some added, but yeah... need to add more drinks... how about wine mod ? :PPPPP 11:30 IhrFussel my players want tea and other healthy stuff =P 11:30 tenplus1 nice 11:30 IhrFussel I also have the sandwiches mod by Annalysa and that one works 11:31 IhrFussel And the sandwiches also just use on_use = minetest.item_eat(5), 11:32 tenplus1 are you using thirty mod ? 11:32 IhrFussel Nope 11:33 tenplus1 in init.lua, line 160, have it say: return minetest.item_eat(5) and see if that helps 11:35 tenplus1 same with line 201 11:36 tenplus1 return minetest.item_eat(5) 11:37 twoelk wasn't there some problem with certain mobile clients granting a too far interact reach? maybe that triggers too much map load 11:38 IcyDiamond rubenwardy: so.. what's up with the docs? 11:38 IcyDiamond error on my side? 11:41 rubenwardy It's using the static CSS of my main site, as the page is missing a relative URL root 11:41 tenplus1 hi aerozoic 11:41 aerozoic wazup tenplus1! 11:42 tenplus1 tinkering... always tinkering :PP you ? 11:43 rubenwardy IcyDiamond: https://github.com/rubenwardy/minetest_modding_book/commit/b4057fda023d2c2189ef5333caa9c98aacba37a3 11:44 rubenwardy IcyDiamond: seen the new chapters? 11:47 IcyDiamond 2018-07-20 14:46:45: ERROR[Main]: .../evert/minetest/bin/../mods/entitybuildqueue/example.lua:4: calling 'place_schematic_on_vmanip' on bad self (userdata expected, got table) 11:47 IcyDiamond i wish it told me which arg 11:47 rubenwardy You're probably giving it data rather than vm 11:48 IcyDiamond VoxelManip() returns data and not a vm? 11:48 rubenwardy Returns a vm 11:48 IcyDiamond then whats the issue? 11:48 rubenwardy You then get data with :get_data() 11:48 rubenwardy Right 11:48 rubenwardy Idk then 11:48 rubenwardy Code? ;) 11:49 IcyDiamond VoxelManip() returns nil 11:50 IcyDiamond but the docs state that the position args are optional? 11:50 IcyDiamond why does it return nil then 11:50 tenplus1 you could have npc change self.state to something unrecognised by api "building" for instance so the npc does nothing, then use do_custom to face direction and place node with punch animation and keep doing that until schem file built... then finally change self.state to "stand" 11:51 IcyDiamond it returns nil even with arguments 11:51 IcyDiamond im doing something wrong again 11:51 IcyDiamond lmao 11:52 rubenwardy When are you calling it? 11:52 IcyDiamond that matters? 11:52 IcyDiamond can't call it at load time? 11:52 IcyDiamond so i guess i'll have to put it in an after()? 11:52 IcyDiamond ¯\_(ツ)_/¯ 11:53 IcyDiamond nope still nil 11:53 IcyDiamond well im confused 11:55 IcyDiamond can i get an example of place_schematic_on_vmanip please 12:33 IcyDiamond i dont understand why VoxelManip returns nil 12:34 tenplus1 make sure any coords are rounded , doesnt seem to work with things like 32.5 etc 12:34 IcyDiamond https://i.lunasqu.ee/Screenshot_18-07-20-15:34:16.png 12:34 tenplus1 ahh 12:36 IcyDiamond it doesnt say anywhere when or where it should be called 12:38 tenplus1 https://dev.minetest.net/minetest.place_schematic_on_vmanip 12:38 IcyDiamond do i even need vm to get data out of a schematic? 12:38 tenplus1 yeh 12:38 tenplus1 check example link 12:38 IcyDiamond I saw that already 12:39 Krock how about write_to_map? 12:39 IcyDiamond ? 12:40 IcyDiamond i need the data from a schematic, not place it in the world 12:44 Krock local placed = minetest.place_schematic_on_vmanip(...) 12:44 Krock if that returns false, then you must specify the positions 12:44 IcyDiamond minetest.get_voxel_manip() returns nil 12:45 Krock err what 12:45 IcyDiamond i have the same question 12:45 Krock https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L963-L976 there's no way it can return nil 12:46 IcyDiamond then what the f is happening here 12:47 Krock here it works just fine https://github.com/SmallJoker/peoplecantlua/blob/master/peoplecantblur/init.lua#L127 12:48 IcyDiamond i am super confused 12:50 xerox123_ Hello all o/ 12:50 tenplus1 hi xerox 12:50 rubenwardy IcyDiamond: at load time, there is no world 12:50 rubenwardy The environment is loaded after mods load 12:51 rubenwardy As you can't know all node definitions until loading is finished 12:51 tenplus1 use a minetest.after function to wait 3 seconds then place schem file 12:51 Krock lol. you're calling this on load? 12:51 rubenwardy Ah 12:52 rubenwardy It'll be setting a nil table 12:52 rubenwardy Nil meta tabld 12:52 rubenwardy So it doesn't return nil, but instead an empty table 12:52 IcyDiamond hmm what 12:52 IcyDiamond ok i must be going crazy 12:52 IcyDiamond it didnt work before with minetest.after either, now it does 12:52 IcyDiamond well then 12:52 rubenwardy L 12:52 rubenwardy Ol 12:53 IcyDiamond i have the confusions 12:56 IcyDiamond static int ScriptApiBase::luaPanic(lua_State*): A fatal error occured: LUA PANIC: unprotected error in call to Lua API (not enough memory) 12:56 IcyDiamond haha lol 12:57 rubenwardy Oh dear 12:57 rubenwardy That's... Not good 12:57 IcyDiamond i tried to dump the data 12:57 IcyDiamond that didn't go well 12:57 IcyDiamond XD 12:57 rubenwardy LVM exposes lots of weirdness like this when done wrong 12:57 rubenwardy Oh wait lol 12:57 rubenwardy Is that a puc version of an oom? 12:58 IcyDiamond 2018-07-20 15:56:11: ERROR[Main]: ServerError: AsyncErr: environment_Step: OOM error from mod 'entitybuildqueue' in callback environment_Step(): not enough memory 12:58 IcyDiamond XD 12:59 IcyDiamond how tf am i supposed to know how big of a vm i have to load 12:59 IcyDiamond or create 12:59 IcyDiamond place_schematic_on_vmanip requires me to specify positions 13:00 tenplus1 its one command i've never used 13:00 tenplus1 prefer normal schematic placement... 13:00 tenplus1 if anything I'd only use vmanip to load the area in question then place normal schem 13:01 IcyDiamond its when you want to do the crazy shiz you run into problems 13:01 IcyDiamond XD 13:01 rubenwardy Store the schem size in a meta file 13:01 IcyDiamond dammit 13:01 rubenwardy Also, if you can work out how to emerge a schematic in an lvm with correct lighting 13:01 rubenwardy Let me know 13:01 rubenwardy Lol 13:01 IcyDiamond lmao 13:02 rubenwardy Or, alternatively find out how to read schem size from the MTS file 13:02 IcyDiamond too much work 13:02 IcyDiamond lol 13:02 rubenwardy Lol 13:03 Krock [LOL INTENSIFIES] 13:04 tenplus1 ::P 13:04 IcyDiamond Motivation rate drops to 0% 13:04 Krock Suicide rate rises to 100% 13:04 IcyDiamond I don't feel like killing myself over a game 13:04 IcyDiamond ¯\_(ツ)_/¯ 13:08 tenplus1 is this just to place a schematic, or the start of the npc building thing 13:08 rubenwardy CTF has separate confs for this 13:09 rubenwardy ItB reimplements schematics using LVMs, and supports meta in the conf 13:19 IhrFussel Can a core dev confirm that max block sends total is an obsolete setting? 13:29 sfan5 "obsolete"? 13:29 tenplus1 deprecated 13:33 sfan5 if it was obsolete it would not exist anymore 13:33 tenplus1 lol 13:33 sfan5 which is the case in 5.0, but not in 0.4.17 13:34 Fixer https://twitter.com/without_pity/status/1019611100323680258 13:35 tenplus1 lol 13:38 IhrFussel sfan5, could the removal of that setting cause such map stalling issues? 13:39 sfan5 you're not running 5.0 are you? 13:42 IhrFussel No, but I removed the block sends total from my .conf because I was told that it#s not used anymore 13:43 sfan5 you should add that setting back 13:44 IcyDiamond !title 13:44 MinetestBot IcyDiamond: Without Pity op Twitter: "Its 33°C in Finland, inside the article circle.… " 13:45 IcyDiamond lol same here and i live in estonia, which is just south of finland 14:04 Krock IhrFussel: for reference, it's still in 0.4.x https://github.com/minetest/minetest/blob/stable-0.4/minetest.conf.example#L908 14:04 Krock it's removed in 5.0-dev, which was already mentioned earlier 14:07 IhrFussel Yes but if it's missing it sets the default (40) no? So it shouldn't be related to the map sending issues 14:08 Krock 40 is quite low for popular servers, but it does indeed take the default value if the setting is not specified 14:09 tenplus1 xanadu is set to 40 14:10 Krock also the settings do not change in-game (exception is probably "/set"), so they surely can't be an issue here 14:15 IhrFussel And no dev got an idea how a "bad client" could "block" map from sending to other clients? Is there a security hole? Does the client request too many blocks at once? 14:19 IhrFussel It looks like the more "bad clients" play the sooner it stalls ... if only 1 is connected with such a client it still loads but very slow 14:20 Krock to find out more, you'd have to add more stats to the minetest binary -> custom build 14:21 Krock or analyse the network traffic (but the packets won't be easily readable) 14:24 rubenwardy I had a similar issue 14:24 rubenwardy Although I didn't notice anything about clients 14:25 rubenwardy As CTF is perpetually full 14:25 rubenwardy I did a wireshark 14:25 rubenwardy Didn't really gain much though 15:27 orbitaldecay Greetings! 15:29 Krock hi orbitaldecay 16:31 Krock rubenwardy: "Moreover, admin shall not merge PRs in mods until a reasonable time has elapsed, and author has been given a reasonable time to review or object to a PR." ~ https://minetest-mods.github.io/README.html 16:31 Krock so what's a reasonable time? two weeks? 16:31 Krock a month? or multiple months? 16:31 rubenwardy I don't know 16:31 rubenwardy sofar? 16:32 tenplus1 200 minutes 16:32 rubenwardy I've been naughty and just merged PRs before 16:32 Krock lol tenplus1. That's clearly too short 16:32 tenplus1 oops, 220 minutes then 16:32 Krock rubenwardy: me too on bugfix PRs which have a good quality 16:32 tenplus1 falling.lua will need to be looked at soon enough and fixed 16:32 rubenwardy I added screenshot.png to mesecons like this 16:33 Krock very naughty indeed. lol 16:58 tenplus1 o/ benrob 16:59 benrob0329 o/ tenplus1 17:05 tenplus1 hi gary 17:06 garywhite hi ten 17:07 tenplus1 you got any servers running benrob ? 17:09 benrob0329 No, I've thought about it a few times though 17:09 tenplus1 heh :) 17:09 tenplus1 am looking for some testers for a new falling.lua replacement 17:12 tenplus1 any takers ? 17:16 tenplus1 wb rdococ 17:17 Krock ok, let's give it a try. < tenplus1 17:17 tenplus1 https://pastebin.com/XBpYT62E <-- make an empty mod with only "default" in depends.txt .. it'll override original entity for falling nodes with new functions 17:18 Krock uhm.. "local builtin_shared = ..." I'm sceptical 17:19 tenplus1 heh, ignore that line 17:19 tenplus1 hi Gael-de-Sailly 17:19 Krock "if below_node.name == "ignore" then" in combination with "get_node" might also delete them half-way falling 17:22 tenplus1 that does same as original falling.lua, just removes entities from unloaded areas 17:22 Krock ehh 17:22 tenplus1 yeh, that was added 17:22 tenplus1 if falling node drops into unloaded map area it's removed 17:23 tenplus1 was meant for edges of map 17:23 tenplus1 dropping sand off the side kinda thing :D 17:24 Krock that could be solved properly using get_node_or_nil 17:24 Krock when it returns a valid "ignore" node then it's the world bottom 17:24 Krock or world edge 17:25 tenplus1 the main difference with this is that falling nodes no longer replace smaller nodeboxes like before... that was a serious glitch... it checks first to make sure it's buildable_to or attached_node and can drop as item isntead of setting as node 17:30 sofar rubenwardy: Krock: 30 days is the cutoff, but I often merge things 10-14 days old for repos that I know people are using and there's no sense in delaying patches getting merged 17:31 tenplus1 o/ sofar 17:32 sofar heya 17:32 Krock I see, thanks sofar 17:33 sofar one of the reasons I don't like to define numbers for words like "reasonable" is that it'll make people just complain if you merge something 1 day too fast 17:38 Krock on the other hand it's not sure whether weeks or months are maent 17:38 Krock *meant 17:39 sofar ah 17:41 Krock tenplus1: node_fall_hurt doesn't seem to work (not defined in minetest.conf) 17:41 tenplus1 if you drop one of the falling nodes registered at top above you it should land and cause you damage 17:41 twoelk reasonable time to respond may be longer during holiday seasons :-D 17:42 Krock and same to the builtin falling node, six falling nodes suddenly become 4 by digging the buttom one 17:42 tenplus1 oh, that's due to the small timer I added to simulate lag 17:42 tenplus1 set delay to 0 17:42 tenplus1 line 34 17:44 Krock oh I see. there's no falling_node_damage group 17:44 tenplus1 there is, yes... the very top function just adds it to sands and tnt :) 17:45 * twoelk is off to the weekend 17:45 Krock ..and desert sand, which I use right now to test 17:45 tenplus1 but once the changes are complete I could make a pull and add the new group to .conf and api txt 17:45 * tenplus1 dropped sand on his head and died... only had 1 heart :D 17:48 Krock dropping it on my head. nothing happens 17:49 tenplus1 you using 0.5 ? 17:49 tenplus1 or 0.4.17 ? 17:49 Krock no, 5.0-dev :P 17:49 tenplus1 ahh, I've not even tested for that yet 17:49 tenplus1 try dropping sand on mobs, works ok... new player model might be iffy 17:50 Krock yes, you'd have to check 1m further down 17:50 tenplus1 tried the get_node_or_nil instead of ignore and got a ton of "2018-07-20 18:50:14: WARNING[Main]: Map::removeNodeMetadata(): Block not found" errors 17:51 Krock is that the client or server? 17:51 tenplus1 client 17:51 Krock aha 17:51 tenplus1 ? 17:51 Krock PR coming soon (TM) 17:52 tenplus1 local below_node = core.get_node_or_nil(below_pos) ; if not below_node then remove and return end 17:52 tenplus1 will go back to normal get_node and checking for "ignore" for now 17:53 Krock not remove. return. 17:54 Krock so that the entity can be saved into the mapblock 17:54 IhrFussel tenplus1, stamina.eat() doesn't even get called with the drinks 17:55 IhrFussel I added log messages to that function but it doesn't log anything 17:56 IhrFussel If I return minetest.item_eat() the itemstack will not be returned right? 17:56 tenplus1 check this fussel, will make it work: https://pastebin.com/vUdig3Cn 17:58 tenplus1 Krock: but if sand dropped off edge of world wont that just have it constantly there and not be removed ? 17:58 Krock no, it'll be loaded again 17:58 tenplus1 trying 17:58 Krock and the on_step code sets the acceleration again 17:59 tenplus1 nope, once placed off the side of the world it stays there never to be removed... would rather it be deleted 18:14 IcyDiamond tenplus1: do mobs have a unique id? 18:14 IcyDiamond that i could access from self 18:14 tenplus1 only traders 18:14 tenplus1 but no, never needed a unique id for them before 18:15 IcyDiamond ok 18:16 IcyDiamond oh wait, self can have custom vars 18:16 tenplus1 yup, you can easily add your own 18:16 IcyDiamond ok this makes it easier 18:16 tenplus1 e.g. self.id = (math.random(1, 1000) * math.random(1, 10000)) .. self.name .. (math.random(1, 1000) ^ 2) 18:17 tenplus1 this is what traders use 18:17 IcyDiamond yeah im going to use it for build queues too 18:18 tenplus1 remember that all self.* values are stored inside mob entity, so if it's in the middle of doing something (like building) it'll remember when it spawns in again 18:19 IcyDiamond def 18:19 IcyDiamond ? 18:19 tenplus1 huh ? 18:19 IcyDiamond mob entity as any instance of it? 18:19 IcyDiamond or what 18:20 tenplus1 yup, you can spawn 20 npc's and assign 1 to build or do something with do_custom and that one npc will remember and continue 18:20 IcyDiamond ok 18:22 tenplus1 it does reset self.state to "stand" when they re-appear, but if you have self.path ready or self.build or whaverer you can check against it and set to "build" maybe to handle that 18:22 Fixer CHAPA 18:59 IcyDiamond tenplus1: how do i get the position of a mob 19:00 tenplus1 local pos = self.object:get_pos() 19:00 IcyDiamond ok ty 19:02 IcyDiamond tenplus1: so, can i make a mob walk to a specific position somehow too? 19:02 tenplus1 if mob has self.pathfind = 1 in it's definition you can set self.path = minetest.find_path() to guide it somewhere and it'll follow 19:03 IcyDiamond oh okay, cool 19:03 tenplus1 sand monsters and npc have pathfind enabled by default :) 19:07 Krock tenplus1: still trying to reproduce the client metadata warning 19:09 tenplus1 Krock: change line:158 to read: local below_node = core.get_node_or_nil(below_pos) 19:10 tenplus1 and line:158 to read: if not below_node then 19:10 tenplus1 and drop a sand block off the edge of the world... that produces the error 19:11 rubenwardy Yessss 19:11 tenplus1 on 0.4.17-1 at least :) dunno about your 0.5 19:11 rubenwardy Soteria caught an apple cheatern 19:12 Krock if not below_node then ... I assume "return end"? 19:14 tenplus1 does sand drop ok and land/set ok ? andif you drop on things like grass/flowers it replaces them ok ? and buildable_to items like torches drop ok ? 19:17 IcyDiamond 2018-07-20 22:16:21: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'npcbuildqueue' in callback luaentity_run_simple_callback(): Mod security: Blocked attempted read from house.meta 19:17 IcyDiamond aw you cant read a file thats in the mod files? 19:17 Krock tenplus1: dropped a node at -30910 to the bottom side of the world. no warning 19:18 tenplus1 weird, I get pages worth of errors when I do it on 0.4.17-1 19:18 Krock IcyDiamond: it's because Minetest does not know that it's your mod 19:18 Krock it would work on startup 19:18 IcyDiamond dammit 19:19 rubenwardy How does CTF do this? 19:19 IcyDiamond so much for having a metadata file for a schematic... 19:19 rubenwardy Is Settings exempt? 19:19 Krock tenplus1: strange. could you please send me the exact file that you used to cause it? 19:19 IcyDiamond now im completely screwed 19:19 rubenwardy IcyDiamond: it works with Setting 19:19 IcyDiamond it is a setting.. 19:19 rubenwardy The lua class for reading .conf files 19:19 IcyDiamond 2018-07-20 22:17:56: ERROR[Main]: [C]: in function 'Settings' 19:19 IcyDiamond does it require the extension? 19:20 Krock probably 19:20 IcyDiamond nope, still errors 19:20 tenplus1 Krock: this is the code that causes the error: https://pastebin.com/U7w61T2m 19:21 Krock and you're simply dropping sand towawrds the world edge? 19:21 rubenwardy IcyDiamond: look at CTF in ctf_maps/schem_map 19:21 IcyDiamond oh wait nvm 19:22 rubenwardy It reads conf during run time 19:22 IcyDiamond my mistake 19:22 IcyDiamond i forgot to prepend the mod path 19:22 rubenwardy It also has dynamic map reloading 19:22 tenplus1 yeah, built a little tower at the edge and drop sand off the edge... ton of errors 19:22 rubenwardy So I can add maps without restarting 19:23 Krock it replaces buildable_to nodes nicely, that's all I found out 19:24 Krock no single warning/error 19:24 tenplus1 and if it drops on a thin nodebox the falling block will drop as an item isntead 19:24 tenplus1 that was the glitch that players would use to remove teleport pads/protectors etc 19:28 Krock 2018-07-20 21:28:21: WARNING[Server]: Undeclared global variable "np" accessed at /data/Minetest/run/bin/../mods/tenplus1_falling/init.lua:235 19:28 Krock that's all I get 19:28 tenplus1 checking 19:29 tenplus1 oops, np shoudl be npos for sound... ehehe,, oops 19:34 tenplus1 could you try placing a very thin node like a carpet (something not replacable) and place tnt far above it, light and see if ti disappears ok 19:35 IcyDiamond hm why does my find_path return nil 19:35 tenplus1 that means it cannot find path 19:35 IcyDiamond its literally a straight line 19:35 IcyDiamond minetest.find_path(pos, pos2, 16, 3, 3, "A*") 19:36 tenplus1 use "Dijkstra" instead f A* 19:36 IcyDiamond tried it, still nil 19:36 tenplus1 so weird 19:36 IcyDiamond indeed 19:37 tenplus1 and pos1 and pos2 are ok ? 19:37 IcyDiamond yes 19:41 Sokomine the pathfinder from burli is quite nice and gives good results 19:41 tenplus1 you got the link for that Sokomine 19:42 tenplus1 keep forgetting to check it out :D 19:42 Sokomine https://forum.minetest.net/viewtopic.php?f=9&t=17406 i use it (at least one version) in my mob_world_interaction mod 19:43 Sokomine probably not so intresting for your mobs, ten. they can't spend much time on calculating a good path and probably shouldn't learn how to open doors :-) 19:43 tenplus1 if mob pathfinding is set to 2 then they tend to break down walls and doors anyhoo :D 19:45 Sokomine buuh! no breaking down of walls 19:45 Sokomine rather let them build their own houses 19:45 tenplus1 would be nice tow atch them build 19:58 tenplus1 hrm, they dont seem to go through the doors when using pathfinder 19:59 IcyDiamond tenplus1: what exatly is "per tick" 20:00 tenplus1 per tick, every 0.01 second 20:00 tenplus1 so 100 ticks per second 20:00 IcyDiamond hm ok 20:00 tenplus1 if you do something with do_custom it runs per tick, if you want it to run every 1 second you need to add a timer to handle that 20:01 tenplus1 check out rat.lua in mobs animal for example 20:01 Sokomine tenplus1: no, the pathfinder can just be modified so that it can find paths through doors. my mob_world_interaction mod is intended to help humanoid mobs who want to open doors and gates 20:02 tenplus1 ahh ok 20:03 tenplus1 cause mod kinda gave up with pathfinder, but redo api has it climbing on the roof to fall into a hole to get player 20:07 IcyDiamond tenplus1: nothing is happening 20:07 IcyDiamond or its taking a while cuz dtime is always like 0.03 20:09 tenplus1 show me code icy 20:09 IcyDiamond oh wait 20:09 IcyDiamond nvm 20:09 tenplus1 :P 20:10 Krock sofar: do you remember whether this code worked reliable to test? https://github.com/minetest/minetest/issues/5246#issue-208040774 20:22 Krock wrote a mod to update the node each second with a new rotation (set_node) and yet no warnings 20:26 IcyDiamond can i make entity look at a position 20:26 IcyDiamond or rotate towards 20:27 Krock yes. 20:28 Krock local dir = vecor.direction(pos1, pos2) entity.object:set_yaw(math.atan2(-dir.x, dir.z)) 20:29 Krock if it's the wrong rotation, add another 90° or change the atan2 function accordingly 20:29 tenplus1 if you mean a mob then use mobs:yaw(self, yaw0 20:30 tenplus1 if you mean a mob then use mobs:yaw(self, yaw( 20:30 tenplus1 then it'll smooth rotate to look that direction 20:31 tenplus1 nite folks :) 20:32 MinetestBot paramat: Jul-20 09:34 UTC 99% sure it did not happen in 0.4.16 but in backport 0.4.17 from Dec ... and it didn't happen in 0.4.17.1 still so I think it is fixed there...did you test 0.4.17.1? 21:04 sofar Krock: never found a reliable reproducer, so no 21:05 Krock too bad. :/ 21:29 Calinou https://www.xkcd.com/583/ 21:44 Krock tHEy'rE dOInG a bAtTLe r0ya1E iN MiN3tEsT oH gAwD https://forum.minetest.net/viewtopic.php?f=10&t=20528& 21:45 Krock tHE meMeS arRiVEd 21:45 * Sokomine takes a bucket of water and pours it over krock (obviously a case of too much heat) 21:46 Krock tHaNK YoU bUt ThAT dIdn'T s0LV3 tHE iS5U3 21:49 * Sokomine wonders weather a bucket of lava might help :-) 21:49 * Krock RuNs aWAy qUiCklY 21:50 Fixer Krock: I SEE A PROBLEMS WITH YOUR FONTS< IT IS A BUG IN GTK RENDERING FROM TWOTHOUSANDS>>> 21:53 IcyDiamond https://www.youtube.com/watch?v=14YCZ0aA68I 21:53 IcyDiamond first vid on my channel lol 21:54 Krock congRaTuLaTIonS, ICydiAMoNd 21:54 IcyDiamond XD 21:54 Krock you seem to be an arch user btw 21:55 IcyDiamond you dont say 21:56 Krock i toTaLlY DOn'T SAY anYThInG 21:57 IcyDiamond XD 22:04 Krock IcyDiamond: could it be that your Minetest binary needs updating? I see those lighting issues on the ground 22:05 IcyDiamond Probably 22:06 IcyDiamond I updated today though 22:08 Krock oh, that's recent enough 22:09 Krock whereas the npc movement is nice, they seem to place nodes outside the usual range 22:15 paramat i guess they're simply pathfinding towards the currently placed node 22:16 IcyDiamond The movement is quite crap, I'll have to experiment with it further 22:26 paramat it's not so bad :)