Time Nick Message 00:25 rubenwardy Check out @realDonaldTrump’s Tweet: https://twitter.com/realDonaldTrump/status/1021234525626609666?s=09 09:58 tenplus1 Hi folks :) 09:58 tenplus1 https://forum.minetest.net/viewtopic.php?f=9&t=20568 09:58 tenplus1 !title 09:58 MinetestBot tenplus1: [Mod] Pig Iron [pigiron] - Minetest Forums 09:58 ANAND Hiya tenplus1! :) 09:58 tenplus1 hi fixer 10:00 tenplus1 hi ANAND 10:00 tenplus1 we now have Pig Iron in-game :) 10:01 tenplus1 makes steel that little bit harder to obtain and adds a little progression to things 10:01 ANAND Interesting... :) 10:03 tenplus1 would any nice forum admin please move the link into Mod Releases please :PP 10:06 Fixer hi 10:15 Shara Ten, post a move request 10:16 tenplus1 hi shara 10:16 Shara I check them almost every day, so that's the quick way now 10:23 ANAND Shara, I've added a license to this mod, is it now ready for the move? https://forum.minetest.net/viewtopic.php?t=20261 10:24 Shara I can't check right now, but I will later 10:25 ANAND No worries, thanks :) 10:27 Shara I have tried to make mod topic moves much easier to keep track of, so that people won't be kept waiting long 10:27 tenplus1 added move req :) 10:27 Shara And so far it's down from two pages to less than one, so I think it's working 10:34 tenplus1 :) 10:39 * tenplus1 makes pasta 10:40 Krock hi tenplus1 10:40 Krock knock knock 10:41 * Krock watches tenplus1 making pasta right now 10:44 * tenplus1 shares brocolli and tuna linguini with garlic bread 10:44 tenplus1 *noms* hi Krock 10:44 Krock I only know garlic bread from its memes .. 10:45 tenplus1 lol, its nice if made properly :P also https://forum.minetest.net/viewtopic.php?f=9&t=20568 10:48 Krock tenplus1: there's still someone waiting at the door 10:48 tenplus1 ??? 10:49 tenplus1 Jesus, is that you 10:49 tenplus1 :P 10:49 Krock No, it's me, Missing Dependencies 10:49 ANAND lol 10:49 tenplus1 heh, what dependencies 10:49 Krock of your mod. default, luckyblocks and the 3rd that I don't remember 10:50 tenplus1 default, lucky_block? and stairs? 10:50 Krock yeah, these 10:50 tenplus1 only default is needed really :P 10:50 Krock missing in the topic. it's a requirement to move it to Mod Releases 10:50 tenplus1 ohh, 2 ticks 10:52 Krock rubenwardy: the API can still break with 6.0 FYI 10:52 tenplus1 fixed 10:52 Krock nice 10:53 Krock tenplus1: also got an idea regarding the player damage issue 10:53 Krock in falling_node 10:53 tenplus1 do tell ? 10:53 Krock since you want to damage those which are in that area - make use of the Raycast object and start with one node edge, damage all objects inside until you reach the bottom node edge 10:54 Krock gimme time to type lol 10:54 Krock that will damage the player twice, the poor chicken once and the XXL monster trice 10:55 tenplus1 lol 10:55 Krock *thrice 10:55 tenplus1 dont want that sadly 10:55 Krock why not? 10:55 Krock it's about the same amount of code and invested time each iteration 10:56 Krock oh right, Raycast is 5.0 only 10:58 tenplus1 if it only hurts player when landing at their feet in 0.5 then it's ok... 10:58 tenplus1 dont want it to be intensive in any way 10:58 Krock it's not intensive :3 10:59 Krock and the head in sand hurts more than feet in sand 10:59 Krock (in the Outside game) 11:11 rubenwardy Correct, yes 11:12 tenplus1 hi ruben 11:18 tenplus1 thanks for moving mod into releases btw :D 11:20 Shara No problem 11:21 Shara Krock kinda did most of the work for me by telling you what to add :) 11:21 Krock ^^ 11:22 tenplus1 heh, always forget the dependencies :P 11:28 tenplus1 irl steel is stonger than bronze so will look into changing tool specs in the next update 11:43 tenplus1 o/ paramat 11:44 * paramat eats the garlic bread, he loves garlic, despite being slightly vampiric 11:44 tenplus1 lol 11:49 tenplus1 hi DI3HARD139 11:50 DI3HARD139 Hello tenplus1 11:51 tenplus1 o/ 13:53 BillyS Hmmm 13:53 BillyS o/ tenplus1 13:53 tenplus1 hi billy 13:54 tenplus1 whassup 13:54 BillyS Any idea how to make an entity disappear after a certain amount of time? 13:54 BillyS Just breaking things, notin unusual. :P 13:55 tenplus1 yeah, add an on_step = function(self,dtime) 13:55 BillyS I could use minetest.after but that get cancled 13:55 BillyS Oh, smart 13:55 BillyS thx 13:55 tenplus1 and inside that haev a counter... timer = ttimer + dtime ; if timer >= 10 then self.object:remove() 13:56 BillyS Hmm 13:56 BillyS Could I have it disappear when it's child is removed? 13:56 BillyS Actaully ... hmm 13:56 BillyS I'm using a entity system to freeze players 13:57 BillyS But if the server restarts, you'll have invisible indestructable entities floating around 13:57 BillyS Which isn't good 13:57 tenplus1 heh 13:58 Krock BillyS: if that's a longer duration, also save that field in get_staticdat 13:58 tenplus1 do they attach to players when they make them freeze ? 13:58 Krock +a() 13:59 BillyS yes 13:59 BillyS k, thx Krock 13:59 tenplus1 so you could set an attached table and if not attached[player] then do timer, if timer > 10 seconds remove 13:59 BillyS yeah, that would work 14:00 Krock iterate through all players and get player_obj:get_attach() 14:00 Krock if it's nil, they're not attached to anything. if it returns an object, then it might be a freezer 14:00 BillyS players are detacted on reboot, that's the issue 14:00 Krock and if the object belongs to no player, then it can be deleted 14:00 BillyS true 14:00 Krock oh 14:00 tenplus1 many ways to do a thing :)) 14:03 BillyS Hmm ... 14:03 BillyS Each entity would need to know what player it was supposed to be grabbing 14:04 Krock -> keep the player name in the entity 14:04 tenplus1 that's why I mentioned a table, then you could check if player is already attached or not when more than one entity is around 14:04 Krock inb4 such a table already exists by default 14:04 Krock minetest.player_attached or something like that (0.4.x notation) 14:04 Krock s/minetest/default/ 14:05 BillyS What type is staticdata? 14:05 BillyS Or does that not matter? 14:05 Krock you must return a string 14:05 Krock what it contains is up to you 14:05 BillyS ok 14:06 Krock and that very same string will be provided in on_activate 14:07 BillyS I see 14:08 BillyS So if I pass the player name is that string, I can set it as an attribute or something in on_activate, which can be read by on_step 14:08 BillyS Correct? 14:08 BillyS s/is/as/ 14:14 BillyS Ok, I figured it out. Thx for the help 14:19 tenplus1 hi fussek 14:19 tenplus1 er... *fussel :P 14:32 Fixer s/doom/minetest/ 14:33 IhrFussel paramat, it suddenly started happening again (0.4.17.1) 14:33 IhrFussel Hello guys =) 14:33 tenplus1 o/ 14:33 tenplus1 what's happening ? 14:34 tenplus1 hi CWz 14:34 CWz Ello 14:34 paramat oh 14:35 paramat (vehicle halting i assume) 14:35 Fixer IhrFussel: please compile debug build and run it under gdb and then post a backtrace during stall 14:35 IhrFussel Yes cars suddenly halt again when driving at top speed ... it didn't happen for days and now all of a sudden 14:37 IhrFussel Didn't paramat pretty much find the issue code already? He added various debug outputs to his builds in the github issue 14:38 Fixer IhrFussel: of stalls? 14:39 IhrFussel Oh no, sorry I meant the halting of vehicles not the map stalling...that didn't happen for a few days now and I can't tell what "fixed" it either 14:39 IhrFussel Both issues seem to be random...sometimes they happen, other times not 14:40 IhrFussel For now I'll disable colliding with other objects for cars...might look weird when it drives through players but whatever 14:43 Krock Fixer: how do you want to generate a backtrace without a crash? 14:44 Fixer Krock: stop execution and look what was executed last? 14:44 Krock that seems rather unreliable, given the structure of Minetest 14:45 Krock gprof would however provide a call graph - how many times which function was executed. it's much data, and takes time to analyze 14:47 Fixer Krock: you can look in all threads in gdb 14:47 Fixer but whatever 14:48 IhrFussel Wait...do you still collide with players when it's set to false? 14:49 paramat yes the vehicle halting is quite variable. i have found the cause, will probably try coding an engine solution 14:49 Krock and I provided a solution. yet didn't bother making a PR and testing it 14:50 paramat Ihr not sure 14:51 Krock IhrFussel: https://github.com/minetest/minetest/blob/master/src/collision.cpp#L352 no. 14:52 Krock (players are also ActiveObjects) 14:52 IhrFussel Something is wrong...I added the flag as false to my cars definition yet it seems to ignore it? 14:53 tenplus1 o/ Sokomine 14:56 CWz is there any anti spam mod? 14:57 IhrFussel CWz, MT has builtin "anti-spam" settings 14:57 Krock CWz: it's called minetest.conf 14:57 CWz in 0.4.17? 14:59 tenplus1 ssd's are good 15:00 Krock https://github.com/minetest/minetest/blob/stable-0.4/builtin/settingtypes.txt#L870-L879 15:00 Krock well, they seem to be missing in the minetest.conf 15:00 Krock weird enough, I ran the updater just recently 15:02 Krock AH I see why 15:02 Krock the lines start with # 15:07 IhrFussel Nevermind I had to define the flag in framework.lua not in the car definition table 15:08 IhrFussel BTW: Is it not possible to just apply every definition of a table in register_entity()? I see mobs redo and vehicle_mash and other mods do an external "define table" and then they define the ACTUAL values in another file 15:09 tenplus1 minetest.add_item(pos, name, definition/meta) 15:10 IhrFussel In register_entity() it looks like "nametag = def.nametag, hp_max = def.hp_max" that's what I mean 15:10 tenplus1 ohh 15:10 IhrFussel Why not just copy the entire table into register_entity()? 15:10 tenplus1 cause I use the def.* for other stuff before registering entity :P 15:11 IhrFussel But this way one has to edit api.lua to add custom fields 15:11 tenplus1 no you dont 15:12 tenplus1 if you add a field like say self.banana it's saved within the entity itself, no need to touch API at all 15:12 IhrFussel If I add test = 1 in a mob definition then api.lua doesn't know about "def.test" 15:12 tenplus1 do_custom and on_spawn can add/handle any new mob variables you want and they are saved internally 15:12 tenplus1 it doesnt have to... you add that by otehr means 15:13 tenplus1 the api is made in such a way you dont have to touch/change it 15:13 tenplus1 not unless we're adding a brand new feature 15:14 IhrFussel So it's rather a design choice than a technical limitation... assuming table.copy() would simply work inside register_entity() 15:15 tenplus1 yup 15:17 tenplus1 lol, hi sfan 15:25 IhrFussel Krock, so does collide_with_objects = false 100% avoid that issue? Or is it not known yet (wanted to ask paramat but he just left) 15:26 Krock IhrFussel: it skips the entire object collision check, so why do you think it would check objects anyway? 15:26 IhrFussel Cause paramat later said in that issue on github that "it won't work" and player always collide with objects 15:27 IhrFussel But maybe he meant it in another context 15:27 Krock not if they're attached 15:27 Krock but other objects will collide with the attached player 15:27 Krock that's the main issue here. it only ignores one direction 15:28 IhrFussel Okay but halting should not happen anymore randomly if I understood it right 15:28 Krock should not. also the player >should not< jump so weirdly 15:29 Krock yet it does due too the node collisions 15:29 Krock *due to 15:29 tenplus1 can only test and see if it works better :P 15:30 Krock KGM won the bloody war against Linuxdirk because they resigned https://forum.minetest.net/viewtopic.php?p=326607#p326607 15:31 Krock 15:31 IhrFussel I hope you will backport the fix for that, but it#s not even known if there will be another bugfix release before 5.0.0 15:31 Krock > implying there will be 0.4.18. but yet that's not even clear yet 15:31 Krock nvm, I should read the entire sentences 15:32 IhrFussel 0.4.17.2 would sound more appropriate 15:32 tenplus1 0.4.17-3.14 15:33 IhrFussel What's with paramat's MTG issue then? Commits that need to be backported to 0.4 15:34 Krock 0.4.17.2 is already out for andoid 15:34 Krock IhrFussel: just for the case if it happens that 5.0 isn't ready soon 15:59 tenplus1 PigIron changes xpanes' Iron Bars recipe to use iron ingots 16:01 tenplus1 hi aerozoic 16:02 aerozoic yo tenplus1! 16:25 CWz how do i use multiple gsubs 16:26 tenplus1 hi andro 16:46 tenplus1 hi gary 16:46 garywhite hi 17:20 xerox123_ Hey Gael 17:20 xerox123_ And ten and gary 17:21 tenplus1 hi xerox 17:26 tenplus1 anyone interested in testing out my Pig Iron mod, here ya go: https://forum.minetest.net/viewtopic.php?f=11&t=20568 17:30 Krock nice tenplus1. You already got more replies than me on my last three mods together :D 17:30 tenplus1 heh, most of those are to rename the mod to Wrought Iron instead :) 17:31 tenplus1 I still need to add iron tools and override default one's to their respective levels 17:35 * paramat announces "self banana" 17:36 tenplus1 all hail self.banana 17:39 Krock self.banana = self 17:40 Krock now you can have a long banana like self.banana.banana.banana.banana 17:40 tenplus1 infinite bananas... omg! 17:41 Krock more like you're eating the same banana over and over again 17:41 Krock you're eating but it won't satisfy your stomach 17:41 tenplus1 that has to be one good banana 17:42 tenplus1 I take it tools can be overwritten with new values in 0.4.16? 17:42 tenplus1 and 0.4.17 ? 17:43 tenplus1 will be swapping bronze <-> steel values around since steel is stronger than bronze... and adding iron inbetween old steel and stone values 17:44 tenplus1 hi Dar 17:44 tenplus1 hi Darcidride 17:48 Krock tenplus1: no, that's a 5.0.0 feature 17:49 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4689-L4699 17:50 tenplus1 damn, was hopinh to override at startup like a node... pah! 17:51 Krock you can override the tool def 17:51 Krock but it'll be static 17:51 Krock overriding just like regular items. the tool caps will be the same for the items 17:51 tenplus1 that's fine... to tweak default tools at startup 17:52 Krock I thought you meant enhancements 17:52 tenplus1 nah, basically switch bronze/steel capabilities around 17:52 tenplus1 and I'll add iron separately 18:03 ircSparky what is plater control aux1? 18:03 ircSparky player* 18:03 ircSparky use? 18:03 tenplus1 isnt aux1 what's used for E (fast) movement ? 18:04 ircSparky yea i think so 18:04 ircSparky there isnt anything for the drop key? 18:05 tenplus1 not sure 18:05 tenplus1 aux2 mebbe 18:05 tenplus1 :p 18:33 paramat updated my weather mod (snowdrift) https://forum.minetest.net/viewtopic.php?p=326648#p326648 18:33 tenplus1 sweet 18:37 paramat finally followed the forks 18:38 paramat ^ Shara may be interested 18:39 Shara paramat: nice. 18:39 Shara Sometimes more intensive is indeed worth it 18:39 Shara Now I want to see more weather types :D 18:59 tenplus1 hi benrob 19:08 tenplus1 hi ssieb 19:08 tenplus1 Pig Iron updated, added iron sword, axe, shovel, hoe 19:10 ssieb hi 19:32 tenplus1 hi lisac 19:58 tenplus1 Xanadu now running PigIron if anyone wants a try 20:12 lisac hey tenplus1 20:13 lisac PigIron? 20:13 tenplus1 yeah, added a new mod: https://forum.minetest.net/viewtopic.php?f=11&t=20568 20:13 * CWz finished combining two mods 20:13 tenplus1 you cook iron lumps into iron ingots and can make blocks, stairs, tools from it... has rusted iron variants and you need charcoal + iron to make steel 20:15 ircSparky can you give a player an on_rightclick? 20:16 tenplus1 never tried sparky, but you could easily make on_rightclick for an item to click player with 20:17 rubenwardy yes 20:17 rubenwardy a barter mod does this 20:17 tenplus1 player on_rightclick = hydrogen bomb goes off in the distance 20:19 ircSparky !mod barter 20:19 MinetestBot ircSparky: Could not find anything. 20:19 Krock player on_rightclick? since when? 20:19 Krock more like on_place on pointed_thing.ref = PlayerRef 20:21 tenplus1 ahh 20:22 ircSparky I dont see the barter mod 20:29 ircSparky on_place doesnt work on players 20:31 tenplus1 nite folks o//// 21:17 IhrFussel Are there ways for a "bad client" to increase server load/max_lag? 21:19 sfan5 i'm sure there are some 21:20 IhrFussel It#s kinda suspicious to see the lag spike to 2.5 secs from 0.3-0.4 21:20 sfan5 now if you ask for a "bad client" to accidentally increase server load, not sure about that 21:21 sofar yes, there are many ways 21:22 sofar I've tested a few malicious protocol exploits myself, and the server has zero defenses against some attacks 21:37 Sokomine paramat: is there a way to store additional data (mod-side) in a mapchunk? 21:38 paramat don't think so 21:39 Sokomine just wondered after reading an entry in the settlements topic. i don't have any idea for a clean way of inter-mod-communication and telling other mods that this mapchunk has been taken over by this-and-that-mod 21:39 paramat maybe designating a particular node to store metadata? 21:40 paramat like the node at minp 21:40 Sokomine that's what i thought about first as well. might work for the current mapchunk to some degree 21:41 Sokomine but if people mix diffrent ways of spawning buildings...i'm not certain if that'd work 21:44 sofar if 2 mods are "cooperating" I assume it's because they use the same API functions to do certain things 21:44 sofar then why couldn't you have a 3rd mod provide some API class that does the arbitration, and that mod can use mod_storage? 21:44 sofar or something more decent like lsqlite3 if you need more performant storage etc. 21:45 Sokomine sofar: that's the other option, yes. trouble with that is that there may be quit a lot of mapblocks. storing which one got taken over by which mod needs to be stored somewhere 21:45 Sokomine at least village placement mods ususally prefer the surface area, so that limits it slightly. still...quite a lot of are 21:45 sofar "a lot" isn't really a problem for lua 21:46 sofar writing updates to disk a lot is mitigated with mod_storage already significantly 21:46 sofar and you can store unlimited objects in mod_storage if you need 21:46 sofar e.g. you could make the blockpos a key in the mod_storage 21:47 Sokomine mg_villages already stores quite a lot. for the villages as such that ought to be ok (they are far enough apart to be few enough in general). i do store the lone houses as well 21:47 sofar I don't think that's any issue at all 21:47 Sokomine oh? is mod_storage that versatile? can it really handle larger amounts of data? 21:49 Sokomine now if those other village generation mods want to coexist...there's got to be some way of storing who's responsible for what. if mod_storage can do that? 21:50 Sokomine with a real database it'd be possible to just store the coordinates of the mapchunk and what's there. range checks would then be pretty easy 21:51 IhrFussel If mod_storage is as fast/faster as lua tables then iterating through 1,000 will take a few ms at most 21:51 IhrFussel 1,000 data entries* 21:53 IhrFussel Your plan sounds like a lot more than just 1,000 entries though 21:59 Sokomine good question and hard to predict how much it will be 22:06 Sokomine a simple way at least for the current mapchunk might indeed be an api. if all mods that are intrested in large-scale map modification depend on it, ask that api in their on_generated call weather the current chunk has already been taken over or not and tell the api if they want to have it 22:06 Sokomine might be enough for simple cases... 23:06 aerozoic Anybody know if raspberry pi's are good for hosting a server 24/7? 23:09 sofar depends on mods/usage and your expectations of it 23:15 IhrFussel Is a Rpi CPU more powerful than AMD Opteron? 23:17 IhrFussel My server ran on an Opteron in the past and max_lag was constantly between 1.5 and 3 secs...not unplayable but regular lag spikes 23:18 sofar heh, it's far less powerful 23:20 BillyS aerozoic: I know xerox123 has a PRi he hosts on. Not sure if he is willing to host more servers tho 23:20 BillyS *Rpi 23:22 aerozoic I'm looking for cheap options to self-host my server. 23:22 rubenwardy linode.com $10 23:22 rubenwardy :) 23:22 xerox123_ There aren't any servers on my Pi rn 23:23 sofar free AWS hosting for 1 year 23:24 sofar use a t2.micro instance and under 30gb of SSD storage 23:24 sofar plenty to run a really good server 23:25 aerozoic my server map is already more than 30GB 23:29 sofar my server map is 200MB 23:29 sofar tbh even with reasonable map limits you can likely keep it under 10gb 23:29 aerozoic Getting a Rpi is the only cheap option i've found. Or wait and maybe find an old cheap laptop that works. 23:30 sofar I also host at a place that has 100gb and plenty ram/cpu for 50$ a year 23:30 aerozoic sofar, are you suggesting it's possible that i can reduce the size of my already existing server map? 23:31 sofar not suggesting 23:31 sofar there's tools for that 23:31 sofar https://github.com/minetest-tools/mtmapprune 23:31 aerozoic awesome, i didn't know it was possible 23:31 sofar I don't have an ARM build of the tool, sorry :) 23:32 aerozoic oh no that tool won't work. My server has warps all over the map 23:34 aerozoic Would be nice to be able to delete map blocks that are unchanged. 23:36 sofar I'll take patches if you modify it in a way so that you can define "keep" zones instead