Time Nick Message 03:10 rubenwardy Yeah, that's probably not what they meant 08:14 Krock Me: Why do these client side translations not work? 08:15 Krock Also me: It must work even though I don't have gettext enabled since it's a custom implementation 08:15 Krock Source code: You suck. > calls gettext("LANG_CODE") 08:17 Krock hello Gael-de-Sailly 08:17 Gael-de-Sailly Hello :) 08:41 ANAND lol Krock 09:25 tenplus1 Hi folks... 09:25 tenplus1 hi Krock :P thx for pull req. 09:26 tenplus1 Simple Skinds updated... Mobs Redo API updated (multiple animations per action added) 09:27 longerstaff13 o/ 11 09:27 tenplus1 hi longer :P 09:27 Krock hi tenplus1 :) 09:27 tenplus1 o/ 09:28 tenplus1 :P 10:28 tenplus1 wb, how was noms :P 10:30 Krock very nom. much tasty. such hi tenplus1 10:30 tenplus1 ehehe, *noms pasta* 10:31 Krock tomorrow maybe too :) dunno 10:32 tenplus1 Mobs_Animal updated, Panda makes use of multiple stand animations :DD 10:41 tenplus1 hi fixer 10:56 IcyDiamond added first powered tool to elepower: hand drill 10:56 tenplus1 whats it do... also hi 10:56 IcyDiamond it mines 10:57 IcyDiamond and hi 10:57 tenplus1 hand drill ? the one that drills holes into walls n stuff ? 10:57 IcyDiamond yeah but this is essentially a pickaxe 10:57 IcyDiamond xD 10:58 tenplus1 so a road drill ? 10:58 IcyDiamond lol 11:26 Krock New minigame idea: https://i.imgur.com/6IFSmXq.png Remove item entities. When another starts moving you lost 11:26 tenplus1 explain??? 11:27 Krock Well, a mod would spawn entities on top of each other, with different collision boxes 11:28 Krock and then each round the player must remove an entity from the bottom. When another entity on top starts moving, they lost. 11:28 tenplus1 hrm, kinda like kerplunk but with items 11:28 Krock just like a combination of Mikado & Janga Tower 11:29 tenplus1 would have to try it out 11:45 ANAND Is it possible to center a label in a formspec irrespective of the display resolution and DPI? 11:45 ANAND or any element for that matter? 11:45 tenplus1 hi anand 11:45 ANAND Hiya tenplus1 :) 11:46 tenplus1 sadly no, there's no code or setting to centre text in formspecs, you gotta judge it all by eye and hope it works on all clients 11:46 ANAND oh :/ 11:47 tenplus1 a justification setting is needed so badly 11:48 tenplus1 left, right, centre align 11:49 tenplus1 hi aerozoic 11:50 aerozoic wazup tenplus1! 11:50 tenplus1 o/ 11:52 Krock well, Irrlicht would allow that 11:52 Krock but it's not exposed to the Lua API 11:53 Krock only HUD texts can be centered quite well 11:54 tenplus1 gotta use that technique for hud text on formspecs then :) 11:56 ANAND Yea! :D 11:58 ANAND Or a simple and `alignment` field would help too. e.g. label[x,y;alignment;text] 11:58 tenplus1 a while ago I made a GUI lib for pascal that used special chars for formatting inside elements e.g. "Left aligned|^Centred|`Right" 11:58 ANAND Interesting 11:59 tenplus1 modders would use them to have buttons with multiple lines by using | to split text onto a separate line 11:59 tenplus1 but yeah, alignment would be just as good for label 12:11 tenplus1 wb ANAND 12:20 tenplus1 ANAND: is this ok ? https://github.com/minetest/minetest/issues/7613 12:23 tenplus1 Krock: does the additional ; character affect formspecs on older client s? 12:23 tenplus1 wouldnt it just ignore it ? 12:23 Krock they error. 12:23 tenplus1 damn... 12:24 Krock https://github.com/minetest/minetest/blob/master/src/gui/guiFormSpecMenu.cpp#L1252 12:24 tenplus1 how about adding a special character to the beginning of the text ? 12:24 Krock possible. but sounds very hacky 12:24 Krock rather increase the formspec version 12:24 tenplus1 it would still allow alignment and be backwards compatible. 12:25 tenplus1 label[0.5,0.5,"^This is centre aligned"] 12:25 tenplus1 label[1.0,0.5,"`This is right aligned"] 12:25 tenplus1 label[0.0,0.5,"This is left aligned"] 12:25 Krock That would break labels which use "^" on purpose 12:25 Bobr hiya tenplus1 12:25 tenplus1 hi bob 12:27 tenplus1 cant say I've seen labels using "^" on purpose, especially not at the very beginning of a line 12:27 tenplus1 woudl only need to check 1st character for either of those to work 12:30 tenplus1 would be a change modders would more than welcome and change mods accordingly if they ever do use ^ or ` 12:35 Krock Then why not "^Left align" "Right align^" "^Center text^" that would be at least a consistent notation 12:35 tenplus1 left align is default so isnt needed, but having to type all that instead of a simple char seems a litlte overkill 12:36 Krock "all that" = 2 characters for centered text 12:37 Krock there are btw also languages the use RTL natively 12:37 tenplus1 oh wait, I assumed you meant "Right align^text here" 12:37 Krock mainly arabic ones 12:37 Krock lol no 12:37 tenplus1 does formspec use multi-language support ? 12:37 tenplus1 I heard it freaked out when using intllib 12:37 Krock not sure, but translations would allow changing the alignment 12:38 Krock *it would allow translation to change the alignment 12:38 tenplus1 so "^left" "^centre^" "right^" <--- 12:39 Krock yes. "^" which softly attach the label to one side, depending on which end they are 12:39 tenplus1 ok, could you add that to the issue or shall I? 12:40 Krock do whatever you'd like to do :P 12:40 Krock just brainstorming here 12:40 tenplus1 udpated :) thx 12:41 tenplus1 the more info or ideas suggested the more chance a dev will pick up on it and actually do it :) 13:27 tenplus1 hi fussel 13:28 IhrFussel Hello tenplus1 ... looks like there is a bug in the main menu that prevents you from pressing return...probably caused by deleting a favorite server from the list and trying to connect to another after 13:28 IhrFussel I thought my key was broken 13:28 tenplus1 heh 13:58 Krock I MOOOOVE https://github.com/minetest-mods/xdecor/pull/95 13:58 tenplus1 ? 13:59 tenplus1 that's what I do with all my textures 13:59 Krock found one of these mods which flood the terminal with warnings 13:59 Krock and that's good, as long it's a valid header :) 14:00 Fixer Krock: tiiime is ruuuninngg ouuuuuuttt 14:00 Krock quick! build a time machine 14:00 Krock quack! It's a duck 14:01 tenplus1 :PP 14:22 tenplus1 hi behalebabo 14:34 tenplus1 wb ANAND 14:35 ANAND ty 11 :) 14:44 IcyDiamond could i disable a tool without setting its group caps to an empty table? 14:45 tenplus1 disable completely or remove from game ? 14:45 IcyDiamond tool capabilities* 14:45 IcyDiamond disable usage 14:45 IcyDiamond so a pickaxe wont mine etc 14:45 tenplus1 you COULD use minetest.override and add an on_use function with nothing inside it 14:45 tenplus1 then the tool will be useless 14:45 IcyDiamond hmm 14:46 IcyDiamond so if on_use returns nil, nothing happens? 14:46 ANAND on_use should return an itemstack 14:46 IcyDiamond ah 14:46 tenplus1 yeah, override on startup and the tool will do nothing 14:46 IcyDiamond but what if i want it to be usable again 14:46 IcyDiamond is there a default on_use to call? 14:46 ANAND Store the previous on_use in a local var 14:46 tenplus1 make on_use nil and it shold work again 14:46 IcyDiamond well that aint gonna work for me 14:47 tenplus1 you doing this per player? 14:47 IcyDiamond i need to check for power level and determine if tool can be used or not 14:47 IcyDiamond yes 14:47 tenplus1 ahh, that wont work at all then 14:47 IcyDiamond thought so 14:47 ANAND Ohh... 14:47 tenplus1 you could register an on_dig function for that tool that checks player levels 14:47 IcyDiamond i currently set tool caps to an empty table 14:47 IcyDiamond but i want to use tool caps 14:48 ANAND Then store tool caps in a local var instead 14:48 IcyDiamond so i guess i have to store them somewhere 14:48 IcyDiamond in memory i guess 14:48 IcyDiamond or as an extra meta 14:48 IcyDiamond meta makes more sense 14:54 Bobr hiya tenplus1 can i pm u please 14:55 tenplus1 k 14:55 Krock "yes" 14:55 tenplus1 yeah ok 14:56 IcyDiamond man i wish there was a callback for tools when they were created 14:56 IcyDiamond or crafted 14:59 tenplus1 hi twoelk 14:59 twoelk o/ 15:17 rubenwardy There's a crafted callback, IcyDiamond 15:17 tenplus1 hi ruben.... so as you craft the tool it can do something ? 15:18 rubenwardy You can set the tool caps to have no groups 15:18 rubenwardy And have this as default 15:18 rubenwardy So the default toolcaps has no groups 15:19 tenplus1 is this for 0.5 though, or will it work on 0.4.17 ? 16:00 rubenwardy IcyDiamond makes mods for 5.0 16:01 tenplus1 ahh 16:01 rubenwardy 0.4 ain't any fun, y'know 16:04 tenplus1 I'm very eager for 0.5stable on all platforms 16:08 Krock inb4 there will never be a 0.5 stable 16:10 * Krock writes a notice for tenplus1 which says: "In order to look feature-complete and bug-free Minetest's next release will be 5.0 instead of 0.x.x" 16:10 tenplus1 whassat, 0.5 will be a feature release :p 16:10 Krock meanwhile LibreOffice is doing the same right now 16:10 Krock except that they're increasing by a whole major number 16:13 twoelk fakenews fakefacts fakeversioning? 16:14 Krock fakecake 16:16 BillyS o/ tenplus 16:19 Krock tenplus1: what kind of chat mod are you using? https://i.imgur.com/ApP552V.png 16:19 Krock so I can strip those color coes 16:19 Krock *codes 16:19 tenplus1 my own :) type this: " " <-- put a ton of spaces 16:21 Krock will rejoin a few times to make my mod overwrite yours well :D 16:21 tenplus1 lol 16:22 Krock <(c@#ffdf00)Krock(c@#ffffff)> thx for text dump 16:22 Krock hmmmm 16:22 tenplus1 heh 16:22 Krock why the heck are you colorizing the name but not the brackets? 16:23 Krock duh.. more code lines for my CSM I guess 16:24 tenplus1 why ? 16:24 Krock because it should look like this https://raw.githubusercontent.com/SmallJoker/colored_names/master/screenshot.png at the end 16:25 Krock probably just moving the < bracket after the colorizing part 16:25 tenplus1 you gonna test it on xanadu and see if it works ? 16:25 Krock yes, thus: will rejoin a few times to make my mod overwrite yours well :D 16:26 Krock tenplus1: does that player tag color change or is it meaningless? 16:27 tenplus1 it's just to highlight player name, nothing more 16:27 tenplus1 and a wee bit of code in the background to stop swearing and mass use of spaces 16:27 Krock and there's no way to turn it off per-player yet, I presume? 16:28 tenplus1 nope, you play on Xanadu you get the yellow name and white text :D 16:30 Sokomine can mobs safely use minetest.node_dig? 16:31 tenplus1 you mean in pathfinding when they knock down walls ? 16:32 Sokomine tenplus1: er, no knocking down of walls. just when helping players build something. might require removing surplus nodes. usually flattening terrain 16:33 tenplus1 that's a do_custom feature you have to write for sokomine 16:33 tenplus1 mobs api doesnt have anything related to dig apart from pathfinding to get to player, and even then it adheres to protection 16:33 Sokomine was more asking if the api function can handle it if it's called with a mob 16:34 Sokomine hm. probably not due to the inventory? 16:34 BillyS I wonder if I could download multicraft 16:34 BillyS And remove the advertising 16:35 BillyS Since the devs continue to insist that it's open source 16:36 tenplus1 fork the fork :P nice 16:36 BillyS :P 16:36 BillyS Hmm ... isn't there a list of names that it uses? 16:36 BillyS A very long one, irrc 16:36 BillyS I'm trying to find that 16:37 Sokomine wasn't there something of google no longer wanting clones of the same program? 16:59 IhrFussel Multicraft doesn't use these random player names IIRC 16:59 IhrFussel It's the "most fair" 3rd-party app 17:02 Krock Sokomine: I know that it's a lot of color but each name has its own color, which makes chatting so much easier for me 17:03 Krock since I wrote that mod I rather look at the color instead of reading the nick 17:03 Krock keeping track of the chat is quite easy now 17:04 tenplus1 lol 17:09 Sokomine krock: hm, yes. still, random colors would confuse me. it would be nice to assign your own colors or to have i.e. moderators in one color 17:13 Krock the colors are assigned by some kind of hash. so it's always the same for the same nickname 17:13 tenplus1 what colour is mine 17:14 Shara tenplus1: in this channel here you are pink to me :P 17:14 tenplus1 nooooooo, also hi :P 17:14 tenplus1 you are mustard yellow 17:14 tenplus1 krock is violet 17:14 Shara Hehe.. Krock is the yellow one to me :) 17:16 Krock tenplus1: light yellow 17:16 Krock (ingame). and here you're green 17:16 tenplus1 lolol 17:19 Sokomine you're all white/grey unless you say my name. in such a case you become yellow in irc 17:20 ANAND For me, IhrFussel is pink, Krock is purple 18:15 shivajiva Krock always flags as red to me, ironically :') 18:16 Krock shivajiva: 18:17 shivajiva lol 18:20 tenplus1 hi benrob 18:23 benrob0329 hi tenplus1 18:35 tenplus1 hi paramat 19:06 tenplus1 wb 19:06 Bobr ty 19:12 Fixer O,,,,,,,O 19:13 tenplus1 why not zoidberg 19:23 tenplus1 wb raven 19:23 Raven262 ty ten 19:24 ThomasMonroe what? no greetings for me? :O 19:24 ThomasMonroe oh wait I have a bouncer 19:24 tenplus1 ehehe, hi THomas :P 19:24 ThomasMonroe xD heya tenplus1 19:24 tenplus1 Mob API updated with new random animation sets 19:24 ThomasMonroe noice 19:25 tenplus1 the panda in mobs_animal shows it off with 4x standing animations :D 19:25 ThomasMonroe O_O 19:26 tenplus1 it's cute, an eat, rub it's eyes, shake head and hide behind it's arms 19:26 ThomasMonroe btw anyone seen octacian? 19:26 tenplus1 not lately, no 19:26 ThomasMonroe okay 19:29 Krock afaik they're busy with RL 19:29 ThomasMonroe probably 19:30 ThomasMonroe RL's about to kick in to gear for me 19:32 tenplus1 hi Mister 19:32 ThomasMonroe heya Mr_Pardison 19:32 Mr_Pardison hiya 11 19:32 Mr_Pardison o/ 19:32 tenplus1 :P 19:54 tenplus1 Bobr: were any of those gaming rigs ok ? 19:54 Bobr the 2nd one im going for 19:55 tenplus1 the intel one 19:55 Bobr yep 19:55 tenplus1 kewl :P 19:55 Bobr its quite fast apparently 19:56 tenplus1 :) 19:56 tenplus1 so'z the amd one :D 19:56 Bobr the more expensive the better lol 19:57 tenplus1 not always, check both specs and reviews 19:57 tenplus1 but they do both have same nvidia gfx 19:58 Bobr yeah 19:58 Bobr gonna revamp my room and install it by my be 19:59 tenplus1 :P 20:01 longerstaff13 I have my room split into 2 rooms 20:01 longerstaff13 one side for my "offie" and other side my actual bedroom 20:01 longerstaff13 office* 20:01 tenplus1 o/ longer... sleeping in your office... ekk 20:02 longerstaff13 lol 20:14 Bobr lllmao 20:14 tenplus1 ekk 20:27 tenplus1 nite all o/ 20:45 * Sokomine lures some mobs to her building site and tries to train them 20:50 Krock CHOO CHOOO I'm a train-ed mob 21:30 Fixer 'E'ating soup from a tin located in a dragged shopping cart dumps the remainder of the soup on the floor. 21:39 IhrFussel If I depend on WE in another mod and simply call worldedit.set(air_top,air_bottom,"air") will it work? 21:41 IhrFussel air_top/bottom are pos tables {x=0,y=0,z=0} 21:46 * Sokomine employs krock for house building 21:47 Sokomine IhrFussel: depends on worldedit i'd say. similar to my question earlier. if worldedit can do it... 21:48 IhrFussel WE has a worldedit.set() function I'm just not sure if calling that one function is safe enough 21:49 sofar if you list it as an explicit dependency in depends.txt, then yes, you can call interfaces in it directly 21:50 sofar you can do something like this if you're pedantic: 21:50 sofar if not worldedit then abort("You lied!") end 21:53 sfan5 IhrFussel: worldedit explicitly exports an api 21:53 sfan5 if you depend on it you can rely on these functions 21:54 IhrFussel sfan5, so not even necessary to set worldedit.pos1[name] etc? 21:54 sfan5 don't touch those 21:55 IhrFussel And if I call worldedit.set() multiple times in a row is it safe from corruption? 21:56 sfan5 why would it corrupt 21:56 IhrFussel I mean will it always finish the previous call first? No matter how large the area? 21:57 sfan5 the api is not async, it will be complete when the function returns 22:00 Sokomine sofar: might still be possible to write another worldedit-mod that claims to be worldedit but doesn't provide the function. but that's then clearly the user's fault 22:22 sofar a clear crash is better than a lousy error message, usually anyway 22:40 IhrFussel sfan5, does worldedit.set() work even if no player is nearby? 22:41 IhrFussel I think voxelmanip works without mapblocks being in RAM but not sure 22:42 sfan5 yes