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IRC log for #minetest-hub, 2018-09-24

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Time Nick Message
00:26 paramat no idea, PR thread might explain
00:33 VanessaE what thread?
00:49 paramat at github
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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 ;)
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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
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01:56 VanessaE heh
01:56 paramat looks good
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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 :) )
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09:16 xerox123_ Nice
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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
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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...
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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
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15:51 tenplus1 o/ fixer
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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
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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
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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?
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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 :)
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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
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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
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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
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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
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