Time |
Nick |
Message |
00:26 |
paramat |
no idea, PR thread might explain |
00:33 |
VanessaE |
what thread? |
00:49 |
paramat |
at github |
01:05 |
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01:17 |
VanessaE |
paramat: I find no relevant PR. only thing close is an olllllllld one from 2013 that set the max to 23 without explanation. |
01:17 |
VanessaE |
https://github.com/minetest/minetest/blob/master/src/hud.h#L53 |
01:18 |
VanessaE |
(https://github.com/minetest/minetest/pull/699) |
01:26 |
paramat |
mysterious, the discussion may have been in IRC |
01:26 |
VanessaE |
imho it should just cap the max to the size of the player's inv. |
01:27 |
VanessaE |
I can imagine there being someone out there who could theoretically display all 32 slots |
01:27 |
paramat |
24 or n*8 makes much more sense |
01:27 |
VanessaE |
as long as n>3 ;) |
01:28 |
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01:32 |
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01:36 |
paramat |
heh yeah |
01:36 |
VanessaE |
incidentally: http://i.imgur.com/xbhN7dG.png |
01:37 |
VanessaE |
when building-out a road network, even 23 slots can be a little tight O_O |
01:38 |
ChimneySwift |
lol, if you had an ultrawide you could probably fit more than 32 slots XD |
01:39 |
VanessaE |
perhaps, if there were more than 32 to show at all :) |
01:40 |
ChimneySwift |
XD |
01:41 |
VanessaE |
there have been days where I would have liked to have a couple more rows :) |
01:46 |
ChimneySwift |
only sometimes? I wish I had more every time I build something :P |
01:49 |
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01:56 |
VanessaE |
heh |
01:56 |
paramat |
looks good |
02:00 |
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02:02 |
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02:39 |
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03:01 |
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04:00 |
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06:32 |
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06:47 |
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06:48 |
VanessaE |
the new city on my server's coming along nicely, http://daconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_20180924_024452.png |
06:48 |
VanessaE |
(~3200x2400 image, too big for imgur to show it all :) ) |
06:49 |
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07:06 |
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08:24 |
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09:15 |
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09:16 |
xerox123_ |
Nice |
10:06 |
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10:19 |
IcyDiamond |
require() is disabled when mod security is on. |
10:19 |
IcyDiamond |
I thought that wouldn't be an issue when adding mod to trusted list? |
10:20 |
sfan5 |
you need to use the require from inside the insecure environment |
10:20 |
sfan5 |
read the docs for request_insecure_environment |
10:21 |
IcyDiamond |
uh, there really isn't much said about it anywhere |
10:21 |
IcyDiamond |
and I do env.require() |
10:21 |
IcyDiamond |
local env = minetest.request_insecure_environment() |
10:22 |
IcyDiamond |
env.require("socket") |
10:25 |
sfan5 |
that should work |
10:26 |
IcyDiamond |
env is not nil but it still errors with "require() is disabled when mod security is on." |
10:29 |
timdorohin |
IcyDiamond: i have found an answer |
10:29 |
timdorohin |
IcyDiamond: https://forum.minetest.net/viewtopic.php?f=11&t=20802#p331046 |
10:29 |
IcyDiamond |
interesting |
10:29 |
timdorohin |
tl;dr: you need to hack around global require() |
10:29 |
IcyDiamond |
thats.. odd |
10:30 |
timdorohin |
Yea, but this is how it implemented in IRC mod, so... |
10:30 |
timdorohin |
IcyDiamond: the reason is that thing that you require() calls require() inside itself for something |
10:31 |
timdorohin |
and use restricted global require |
10:32 |
timdorohin |
so we need to replace global require function with unrestricted and then replace it back |
10:33 |
timdorohin |
IcyDiamond: if you look at stack trace you can see that not your mod file throwing an error, but the library that you require |
10:54 |
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11:19 |
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11:38 |
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11:54 |
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12:36 |
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12:36 |
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12:57 |
IcyDiamond |
timdorohin: aha! that makes sense. thanks |
13:03 |
* rubenwardy |
wonders if metadata is the right term for the generic class |
13:04 |
rubenwardy |
given that mod storage isn't really meta data |
13:12 |
IcyDiamond |
can I get the name of the game used from lua api? |
13:13 |
IcyDiamond |
i.e minetest_game |
13:14 |
IcyDiamond |
oh wait, minetest.get_version returns it |
13:14 |
IcyDiamond |
never mind |
13:16 |
IcyDiamond |
well.. maybe not |
13:16 |
rubenwardy |
the world |
13:16 |
rubenwardy |
oh |
13:16 |
rubenwardy |
hmm |
13:16 |
rubenwardy |
it's better to not do that |
13:16 |
rubenwardy |
and instead look for mods you actually need |
13:17 |
IcyDiamond |
I want it for status report |
13:17 |
IcyDiamond |
I want it to say the name of the game used too |
13:21 |
IcyDiamond |
is the `clients` param in `minetest.get_server_status()` comma or space-separated? I can't really see it for myself right now |
13:22 |
IcyDiamond |
wait a minute |
13:22 |
IcyDiamond |
im stupid |
13:22 |
IcyDiamond |
that's the exact same string printed when you join a server in chat, of course i can see it for myself... |
13:49 |
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15:14 |
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15:34 |
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15:34 |
tenplus1 |
hi folks |
15:34 |
tenplus1 |
VanessaE: https://notabug.org/TenPlus1/bees |
15:34 |
rubenwardy |
new chapter https://rubenwardy.com/minetest_modding_book/en/map/storage.html |
15:34 |
rubenwardy |
!title |
15:34 |
MinetestBot |
rubenwardy: Storage and Metadata - Minetest Modding Book |
15:34 |
tenplus1 |
hi ruben, nice addition |
15:36 |
tenplus1 |
hi rdococ |
15:36 |
rdococ |
hi elevendividedby1 |
15:36 |
rubenwardy |
that's a bit crazy |
15:37 |
rdococ |
it's not crazy enough in my opinion |
15:37 |
rdococ |
I mean, only as much as 10%? it should be 100% tbh |
15:48 |
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15:51 |
tenplus1 |
o/ fixer |
16:33 |
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16:37 |
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16:47 |
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16:47 |
Krock |
hi tenplus1 |
16:47 |
Krock |
>>> SPEED >>> |
16:47 |
tenplus1 |
hey Krock :D |
16:47 |
tenplus1 |
Bee's Mod updated to 2.3: https://notabug.org/TenPlus1/bees |
16:54 |
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16:54 |
tenplus1 |
o/ aerozoic |
16:54 |
aerozoic |
hey tenplus1 |
16:55 |
aerozoic |
quick question... |
16:55 |
tenplus1 |
whassat ? |
16:55 |
aerozoic |
did you fix the saddle bug yet? |
16:55 |
tenplus1 |
saddle bug ? |
16:55 |
aerozoic |
where it disappears if you quit the game while riding |
16:56 |
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16:56 |
tenplus1 |
lol, it doesn't even check for that... I assume players usually dismount before signing off :P |
16:57 |
aerozoic |
one would normally assume things just don't disappear XD |
16:58 |
tenplus1 |
if player's client stalls then it's difficult to add to inventory, so maybe a check for player during riding and if they suddenly disappear then a saddle is dropped at that position ?!?! |
16:58 |
aerozoic |
i've forgotten the mechanics of how it works XD |
17:00 |
tenplus1 |
I'll eventually rewrite the horse mob so that saddles appear on the actual animal, that way it can be taken off at will |
17:00 |
aerozoic |
ah yeah, that would be a proper fix |
17:01 |
tenplus1 |
for now I'll add a quick check for player avai;lability and have it drop the saddle as an item |
17:01 |
aerozoic |
what if it were like a tool that never leaves the inventory? |
17:01 |
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17:02 |
tenplus1 |
o/ paramat |
17:03 |
aerozoic |
adding the check as you describe wouldn't actually solve anything. Any player who leaves the game while riding will still lose their saddle. |
17:04 |
tenplus1 |
it's a stop gap until I rewrite horse mob, I dont havbe time to do it now |
17:05 |
aerozoic |
ok, i'm just happy that you have a plan :) |
17:11 |
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17:20 |
tenplus1 |
aerozoic: fixed |
17:21 |
tenplus1 |
if player disconnects then horse remembers it had a saddle, player only needs to right click to get back on without using up another one |
17:21 |
aerozoic |
oh cool |
17:21 |
aerozoic |
thx :) |
17:22 |
aerozoic |
does that mean any player can ride the horse after the first player quits? |
17:22 |
tenplus1 |
nope, it still does an owner check |
17:22 |
aerozoic |
nice |
17:23 |
rud0lf |
hi aerozoic :) |
17:23 |
aerozoic |
wazup rud0lf ! |
17:23 |
rud0lf |
rain is coming to town |
17:23 |
aerozoic |
yep |
17:23 |
rud0lf |
i'm soaked but not hungry any more :) |
17:24 |
rud0lf |
yes in poland we need to hunt our supper, it's a primitive country.. |
17:24 |
tenplus1 |
hi rud0lf |
17:24 |
aerozoic |
lol |
17:24 |
rud0lf |
hi tenplus1 :) |
17:25 |
tenplus1 |
lol, in Krakow they had the best japanese resto I've ever been to |
17:25 |
rud0lf |
krakow is expensive |
17:25 |
rud0lf |
:] |
17:25 |
rud0lf |
they rob tourists off regular price |
17:26 |
rud0lf |
but the food is good, so well.. |
17:26 |
tenplus1 |
ehehe |
17:27 |
tenplus1 |
brb |
17:44 |
tenplus1 |
Shara: did you have time to check out Stairs Redo's new placement feature ? |
17:45 |
Shara |
haven't had much time for anything the last few days sorry |
17:45 |
tenplus1 |
it's okie :) just curious if anyone tested it :D |
17:45 |
tenplus1 |
sounds like you've been super busy also |
17:49 |
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19:14 |
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19:14 |
tenplus1 |
hi behalebabo |
19:16 |
TommyTreasure |
hi tenplus1 |
19:16 |
tenplus1 |
hey tommy :D |
19:16 |
TommyTreasure |
question regarding pathfinding in mobs_redo api |
19:16 |
tenplus1 |
? |
19:17 |
TommyTreasure |
what are the acceptable values |
19:17 |
tenplus1 |
when registering a mob pathfinding = 1 is basic following of player, pathfinding = 2 is advanced (can break blocks, build up to player etc) |
19:19 |
TommyTreasure |
i saw that in the api.txt file. however, there's many mods that have the value of either 'true' or 'false' in the 'pathfinder = ' line |
19:19 |
TommyTreasure |
i've had an issue where mobs would spawn out of control, and in massive swarms |
19:20 |
tenplus1 |
pathfinding can be true, that's just level 1... |
19:20 |
TommyTreasure |
last night, i commented the 'pathfinding' line in 2 of the worst offenders |
19:20 |
tenplus1 |
you gotta check the spawn numbers for that one... they spawn ok here and on xanadu |
19:20 |
TommyTreasure |
had a dmobs mob that was spawning in swarms of hundreds :) |
19:20 |
tenplus1 |
can u show me the code for it |
19:21 |
tenplus1 |
didnt you say you use a custom version of water dragon ? |
19:21 |
Shara |
tenplus1: he uses my version, which you originally helped with |
19:21 |
TommyTreasure |
yes, but was having the same issue with sand monsters, as well as sharks (mobs_water) |
19:21 |
tenplus1 |
ahh, I think I have it on git page... checking... |
19:22 |
Shara |
It's private, but can invite you if you don't have access |
19:22 |
TommyTreasure |
i was getting hundreds of "pathfinder: failure to update cost...." warnings |
19:22 |
Shara |
TommyTreasure: did you change anything from my version of the waterdragons? |
19:22 |
tenplus1 |
that's minetest doing that... has been fixed in 0.5 |
19:23 |
TommyTreasure |
after commenting the 'pathfinder = false' line in the mobs, it seems the issue has been slowed to almost non-existance |
19:23 |
TommyTreasure |
yes, but only in the 'follow' and 'drops' |
19:23 |
tenplus1 |
pathfinding doesnt affect mob spawning |
19:24 |
Shara |
I know I had issues with sea dragon clusters every so often as well, but it seemed to just happen now and then and could never work out why |
19:24 |
TommyTreasure |
not saying it does, but was weird that commenting that particular line in the 2 mob mods, seems to have cured my mob swarm issue |
19:25 |
tenplus1 |
looking at spawn code it spawns a water dragon 1 in every 64,000 water source found, but it looks like someone removed the "air" neighbor so it'll check the underwater nodes also |
19:25 |
TommyTreasure |
i had one swarm of water dragons, that after i killed them off, i ended up with 10 stacks of their drops |
19:26 |
tenplus1 |
wait, skip that.. .it's using the old register_spawn function, "air" as neighbor is automatic |
19:26 |
Shara |
tenplus1: feel free to just push any fixes you think it needs |
19:26 |
Shara |
you have access |
19:26 |
tenplus1 |
will look into that tomorrow if you like and update dmobs to 0.4.1 fucntions |
19:27 |
Shara |
thanks :) |
19:28 |
TommyTreasure |
btw tenplus1, i'm only stating my observations on my server, not criticizing the methods, or suggesting that was a fix. :) |
19:28 |
tenplus1 |
we can also remove the do_custom for water dragon cause we have an on_spawn function now |
19:28 |
tenplus1 |
that's ok tommy :) anything that can be fixed or made better is a good thing :D |
19:28 |
tenplus1 |
thanks to aerozoic we fixed saddle glitch on disconnect |
19:29 |
tenplus1 |
every little helps :D |
19:29 |
TommyTreasure |
i was actually wondering if it may have been a conflict with other mob mods. i have to admit that my server is overloaded with mobs mods. :) |
19:29 |
tenplus1 |
what mob mods are you running ??? |
19:29 |
TommyTreasure |
water, monster, nssm, nssb, npc, dmobs, and a few others. :) |
19:30 |
TommyTreasure |
well over 50 different mobs |
19:30 |
tenplus1 |
if they all use mobs redo api then it should be fine, but if you use different mobs api's I dunno, no guarantee |
19:31 |
TommyTreasure |
afaik, they are all redo compliant |
19:31 |
* TommyTreasure |
got carried away with the compatible mobs in the redo readme |
19:32 |
tenplus1 |
will need to go through most of the mobs redo Mods and update them to use newer features |
19:32 |
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19:33 |
TommyTreasure |
observation. before commenting the 'pathfinding' line in waterdragons, i got 500+ lines of cost warnings in debug.txt within the first 5 minutes of server start. after commenting the line, zero |
19:34 |
tenplus1 |
water dragons dont need pathfinding, they move so slowly anyhow :D |
19:34 |
TommyTreasure |
i know, but the line was 'pathfinding = false' |
19:35 |
tenplus1 |
remove it completely or make it nil |
19:35 |
TommyTreasure |
i only wish the pathfiner warning would identify the offending mob :) |
19:35 |
tenplus1 |
yeah, many errors in console dont identify what's wrong... but thankfully the pathfinding error is removed in dev |
19:36 |
TommyTreasure |
in this case, the warning actually made me look for the issue. is it really a good idea to keep it from logging? |
19:37 |
tenplus1 |
yeah, it floods console which can slow down things |
19:37 |
TommyTreasure |
it sure did, but it hastened my efforts to find the problem :) |
19:38 |
tenplus1 |
that reminds me, I gotta add support for the pathfinding mod... many improvements, although I dunno how fast it woudl be |
19:39 |
tenplus1 |
thankfully all of the features in mobs api can be disabled so it runs faster :D |
19:39 |
paramat |
lol |
19:39 |
tenplus1 |
hi paramat |
19:40 |
paramat |
"it runs great if i disable everything" :) |
19:40 |
TommyTreasure |
btw, i had a similar issue with mobs_water (sharks). had the spawn amount at 120000, and they were still spawning like crazy. i'll be checking to see if commenting that line helped there, later today |
19:40 |
tenplus1 |
lol paramat, I mean if you just want a mob to wander around and nothing more it can be done without using any additional cpu |
19:43 |
tenplus1 |
thing is tommy, most of the water mobs use {"default:water_source"} for spawning and there's a LOT of those nodes, so no matter how high you put the spawn rate they can accumulate |
19:43 |
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19:44 |
tenplus1 |
hi Andrey01 |
19:45 |
Andrey01 |
hi |
19:49 |
TommyTreasure |
not sure, but i think i changed 'neighbors' to a coral node |
19:50 |
tenplus1 |
am thinking of adding a mob counter so that only a certain number appear at any time on server |
19:52 |
Andrey01 |
here is an error when particles_spawners_def[particles_spawner_param][min_or_max_param][particles_spawner][point] appears nil, however particles_spawner filed is table coordinates and i want to get each its number |
19:52 |
Andrey01 |
https://gist.github.com/Andrey2470T/54a1b88ac25540e09f92d01bb766012b |
19:52 |
Andrey01 |
question: why? |
19:55 |
tenplus1 |
there's a nil value being passed to your particle function, use the PRINT statement to print out variables before calling the particlespawner and see which one it is, then trace it back to source |
19:55 |
paramat |
paste your code and look at line 45 |
19:59 |
paramat |
line 11: 'particles_spawner_def[' and 'particles_spawners_def[' are meant to be spelled different? |
19:59 |
Andrey01 |
https://gist.github.com/Andrey2470T/54a1b88ac25540e09f92d01bb766012b#file-init-lua-L49 |
19:59 |
Andrey01 |
^ whole code |
19:59 |
tenplus1 |
I pointed that one out last time as well |
20:00 |
Andrey01 |
paramat, these are different indexes |
20:00 |
paramat |
ok |
20:00 |
paramat |
long lines make code unreadable |
20:01 |
* tenplus1 |
's eyes bleed |
20:01 |
Andrey01 |
ah yes |
20:01 |
Andrey01 |
i don`t have any idea how to compose it the other way |
20:02 |
Andrey01 |
its to be more readable |
20:02 |
tenplus1 |
wait a sec, are you registering a globalstep every time the function is called ?!?! |
20:03 |
Andrey01 |
no |
20:03 |
Andrey01 |
it calls one time |
20:04 |
Andrey01 |
ahm well yes |
20:04 |
Andrey01 |
what`s wondering here? |
20:08 |
Andrey01 |
probably it will take a time enough much to read my code and puzzle out |
20:08 |
tenplus1 |
does it simply show a healing effect around the player as they walk around ? |
20:09 |
Andrey01 |
it will show healing effect always |
20:10 |
tenplus1 |
you could do a simple globalstep function, loop through each player inside and display a particlespawner every 1 second for each |
20:13 |
Andrey01 |
well i won`t remake my program, just i want to know why it works incorrectly, do you know why? |
20:13 |
Andrey01 |
why does that error happen? |
20:14 |
tenplus1 |
you are passing nothing inside a value that should be a table or position |
20:15 |
tenplus1 |
the error doesnt match up to your code, you have only pasted a part |
20:16 |
Andrey01 |
i posted it entirely |
20:16 |
tenplus1 |
remove_particle_spawner function is missing |
20:18 |
Andrey01 |
strangely... particles_spawners_def[particles_spawner_param][min_or_max_param][particles_spawner] gets a table with coordinate and it means particles_spawners_def[particles_spawner_param][min_or_max_param][particles_spawner][point] should get a value of this table |
20:18 |
Andrey01 |
where does it miss? |
20:18 |
tenplus1 |
if all you are doing is showing particles for each player as they heal, you have overcomplicated things |
20:20 |
Andrey01 |
so why does it return nil? |
20:20 |
tenplus1 |
nil = nothing, the variable is empty |
20:21 |
Andrey01 |
"point" can not be empty because it gets a value through the loop |
20:22 |
Andrey01 |
it is getting 1, 2, 3 |
20:22 |
tenplus1 |
if it's showing that error then it's empty... use PRINT statements to view variables |
20:24 |
Andrey01 |
i printed it in debug.txt, but it can not print because of the error |
20:26 |
Andrey01 |
nothing understand... |
20:36 |
aerozoic |
can somebody remind me what to search for in the server log to check if a player used a hack to give themselves stuff? |
20:37 |
aerozoic |
maybe not a hack but a bug, i don't remember what it was, lol |
20:41 |
tenplus1 |
!tell Andrey01 this might help: https://pastebin.com/DM01sxXw |
20:41 |
MinetestBot |
tenplus1: I'll pass that on when Andrey01 is around |
20:41 |
tenplus1 |
night folks |
20:41 |
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