Time Nick Message 03:03 VanessaE !tell tenplus1 "which call is lagging in bees now" --"ABM #2, same as [before]" i.e. wild hives take anywhere from 5 seconds to as much as 30 to spawn 03:03 MinetestBot VanessaE: yeah, yeah 03:03 ShadowBot https://github.com/minetest/minetest/issues/2 -- Burned wood 10:36 IcyDiamond https://gitlab.icynet.eu/evert/quick_harvest/blob/master/init.lua made a quick mod to harvest crops via right clicking 10:36 IcyDiamond xD 10:36 IcyDiamond super hax 10:39 IcyDiamond i dont know which mod did that in minecraft, but i love it and need it 10:46 IcyDiamond oh crud i forgot protection check 10:52 IcyDiamond oh and it only works with farming_redo 11:43 Fixer nice 11:43 Fixer for lazy people 13:54 Peppy hi 13:55 Fixer hello 13:56 Peppy a weird problem appeared on luckyblock mod, it's not really random 13:56 IcyDiamond i tried building minetest for android but i couldn't do it 13:56 IcyDiamond errors left and right 13:56 IcyDiamond so i gave up 13:56 Peppy it used to work fine, the problem appeared when we compiled minetest with LuaJIT support 13:58 Peppy any advice ? 13:59 sfan5 and what is this "weird problem"? 14:00 Peppy well luckblocks would (almost) throw the same items every time 14:00 Peppy so, randomness problem 14:02 sfan5 where do you get your randomness? 14:03 Peppy well, several luckyblocs placed in the area 14:04 Peppy each one should throw different items when hit 14:05 Peppy most of the time they would now throw the same items 14:16 Krock Peppy: randomness is never good when calling without any user input in between the calls. A pseudo-RNG should improve that a bit 14:16 Krock due to more or less equal distributed values 14:17 Peppy well, I'm sorry, maybe I didn't clearly explain the issue. I didn't modify the mod. 14:22 IcyDiamond Krock: I haven't gotten that since April fools 14:22 IcyDiamond Well done 14:22 Krock maybe try to modify and see whether it improves anything. 14:23 Krock IcyDiamond: not sure what you're talking about 14:23 IcyDiamond :P 14:23 Krock *wink* 14:24 Peppy Krock : thanks, i'll try removing custom added blocks ;) 14:30 MinetestBot tenplus1: Sep-29 03:03 UTC "which call is lagging in bees now" --"ABM #2, same as [before]" i.e. wild hives take anywhere from 5 seconds to as much as 30 to spawn 14:30 tenplus1 hi folks 14:30 tenplus1 hey Krock 14:31 Krock hi tenplus1 14:38 Peppy I guess I found the issue, some files were modified at some point, my bad, solved :) 14:38 Peppy thanks for your help 14:40 Krock !next 14:40 MinetestBot Another satisfied customer. Next! 14:42 IcyDiamond !previous 14:42 IcyDiamond !prev 14:44 tenplus1 hi icy and Peppy 14:48 IcyDiamond hi 14:48 IcyDiamond tenplus1: https://gitlab.icynet.eu/evert/quick_harvest/blob/master/init.lua made a quick mod to harvest farming_redo crops via right clicking 14:48 IcyDiamond look at the level of hax 14:48 IcyDiamond XD 14:49 Peppy hi tenplus1 14:50 tenplus1 lo0lol 14:51 IcyDiamond tenplus1: also, you mention registered_plants in api.txt but there is no such thing in the mod itself 14:51 IcyDiamond lol 14:52 IcyDiamond i had to do SO much hacking to find last growth stage crops and the corresponding seed 14:52 IcyDiamond it should be this ugly 14:52 IcyDiamond shouldn't* 14:54 tenplus1 will look into that after I finish with bee's 14:54 IcyDiamond why do you put an apostrophe in bees 14:54 IcyDiamond XD 14:55 tenplus1 that's a tiny bee 14:55 IcyDiamond lol ok 14:56 tenplus1 I really feel that lbm's need a neighbours table to be like abm's 15:00 IcyDiamond tenplus1: also, you might want to change WTFPL to CC0 15:01 tenplus1 is this for bees? 15:01 IcyDiamond yeah 15:01 tenplus1 I cannot... it's not my mod... 15:01 IcyDiamond ? 15:02 tenplus1 Bas80 made the bee;s mod, all I've done if tidy code, fix issues and add a few things... it's still hismod 15:02 tenplus1 so he controls license 15:02 IcyDiamond WTFPL has no restrictions 15:02 IcyDiamond thats the point 15:02 tenplus1 will try and ask him if still around 15:04 tenplus1 VanessaE: you around ??? 15:12 Krock IcyDiamond: it has the restriction that you must rename the license when you want to "fork" it 15:13 IcyDiamond haha 15:13 IcyDiamond tenplus1: see? you're doing it wrong 15:13 IcyDiamond XD 15:14 tenplus1 Krock: so I'm allowed to change the license ? 15:15 Krock yes. CC0 and WTFPL are almost identical so it's fine to use either one of them 15:15 tenplus1 ahh kewl 15:15 tenplus1 thanks 15:15 Krock WTFPL also allows removing credits and everything - but those should be kept because we're nice guys 15:18 tenplus1 icy, any plants added using register_plant() function will automatically add information to the farming.registered_plants[] table 15:18 tenplus1 usually with name, seed, minlight, maxlight and steps 15:18 tenplus1 just gotta add that same information to the other crops cause I never use it for redo :P 15:20 tenplus1 k, license changed... 15:20 tenplus1 bees git updated 15:20 Krock bees BEES beees 15:22 tenplus1 as for wild beehives taking their time to appear, that's normal... they gotta build them first :D 15:22 tenplus1 I coudl change it to an lbm but scanning leaves would be super slow, so an abm running now and again is better immo 15:32 Peppy i'd like to execute a Lua command twice a month (say, on 1 and 15) to reset public mines with /deleteblocks 15:32 Peppy is there an easy way to do that ? 15:33 Peppy hey, mod idea : minetest-cron ! 15:38 Peppy I could write to a file via cron in the world directory and let a mod read it, but this is not pure Lua 15:39 tenplus1 wb 15:39 Krock ty 15:53 tenplus1 IcyDiamond: I've added crop information for each item in Farming Redo to the farming.registered_plants table 15:54 tenplus1 it's up to mod authors who dont use farming.register_plant to add information for each of theirs also 16:00 tenplus1 o/ calcul0n 16:00 calcul0n hello :) 16:51 tenplus1 hi tim 16:52 timdorohin tenplus1: hi 17:08 tenplus1 o/ CWz 17:18 rubenwardy Don't use cc0 17:18 rubenwardy It has no warranty disclaimer by default 17:18 tenplus1 am I allowed to change a fork to MIT ? 17:18 tenplus1 also hi 17:18 rubenwardy Yes 17:19 tenplus1 ah ok, will change to MIT 17:21 IhrFussel MT auto-complete is flawed... When there is a name "Wildberrry" and another "Wildberry300" then MT can only select Wildberrry 17:21 tenplus1 okies, changed license 17:22 tenplus1 keep hitting tab and it switches between them 17:22 IhrFussel No it doesn't 17:22 tenplus1 hrm, strange 17:22 BillyS A wild BillyS appeared! 17:22 tenplus1 hi billy :) 17:22 BillyS hi 17:22 IhrFussel The 3 R's seem to confuse MT 17:38 tenplus1 Levio-sah! 18:06 tenplus1 o/ 19:30 tenplus1 hi Cal 19:37 Fixer hello tidyman 19:38 tenplus1 wb ffixer 19:56 tenplus1 nite all 20:36 VanessaE bah, missed tenplus1 20:37 VanessaE !tell tenplus1 That ABM is causing lag spikes. "5 to 30" seconds meaning the server deadlocks for that time. 20:37 MinetestBot VanessaE: I'll pass that on when tenplus1 is around 20:46 VanessaE on a more positive note, I'll just point out that my street signs mod has seen a lot of dev over the last couple of days. 20:47 Krock oh nice. what has changed? 20:50 VanessaE Fixer: my street signs combines the two principles. :) 20:52 PsychoVision Hello Everyone :) 20:54 VanessaE Fixer: why are we using [off]? :P 20:54 PsychoVision I am here with a simple yet complex maybe question.. Is there a NON BLENDER definitive guide book explaining how to texture mesh Obj's? 20:55 VanessaE PsychoVision: I'm sure there is, but blender or bust :P 20:55 PsychoVision moo 20:55 PsychoVision OK! 20:55 Krock PsychoVision: many have tried, many have asked. Yet you'll have to google/DDG it 20:56 PsychoVision I have many many times but every answer I seem to creep up on lands me in the same pot.. where Minetest only displays one solid exported texture or the overlay tiles like crazy 20:56 VanessaE ok, that's simple 20:57 VanessaE you know how to UV map in blender right? 20:57 PsychoVision Not yet 20:57 PsychoVision But I will learn if thats a starting point I should be 20:57 VanessaE it is. 20:57 PsychoVision I Build Models in Adobe Photoshop 20:58 PsychoVision ^ I Use this for work A LOT so I am familiar 20:58 PsychoVision So UV map needs to be flat I take it 20:58 VanessaE it's just a matter of select a face, then go into the UV editor screen, load an image, and adjust the shape that's there representing the face you selected to make it fit the texture. 20:59 VanessaE UV's are totally free-form, a UV map image can be any size, any shape, and apply to any number of faces/polys. 20:59 PsychoVision OK! 20:59 VanessaE one material per texture image file. 20:59 PsychoVision GOOD Answer YAY! 20:59 VanessaE does that make sense? 20:59 VanessaE NOW. 20:59 PsychoVision I Can understand that 20:59 VanessaE ok, you have a model that looks pretty in blender. it has 6 texture files or less. 21:00 VanessaE right? 21:00 PsychoVision Yes 21:00 PsychoVision Flat actually Flat white ATM 21:00 PsychoVision Hold On 21:00 VanessaE it's fully UV mapped now. NOW, make sure the material names are sensible instead of just "Material.001" and so on. 21:00 PsychoVision https://pasteboard.co/HGbhMGI.png 21:00 PsychoVision There it is 21:01 VanessaE ok now show me blender 21:01 PsychoVision One Moo 21:02 PsychoVision I Have to export from Adobe and Import again 21:02 VanessaE well just show me in Aadobe. 21:02 VanessaE Adobe* 21:04 VanessaE ok just tell me... is it fully textured in the modeling program? 21:07 PsychoVision Says It need to be repaird -_- And Yes it is 21:08 IcyDiamond Earth in Minetest is flat 21:08 IcyDiamond Change my mind.tiff 21:08 PsychoVision What you would Normally see as black has one texture.. the Keys Ivory texture the peddles are brass and so on 21:09 VanessaE that's perfect. 21:09 VanessaE 6 or fewer textures? 21:09 Krock IcyDiamond: at least there are no map distortions 21:10 VanessaE Krock: Gall-Peters FTW ;) 21:10 IcyDiamond Krock: was that a jab at jeija? 21:10 IcyDiamond XD 21:10 Krock IcyDiamond: yes. but it was still a cube 21:10 PsychoVision Yes 4 Textures 21:11 IcyDiamond Where has Jeija disappeared to 21:11 IcyDiamond All of his stuff is ded 21:11 PsychoVision Exports as 4 21:11 VanessaE good. 21:12 PsychoVision :} 21:12 VanessaE now in blender, or in Adobe if you can figure out the equivalents, export to OBJ with these settings: 21:12 VanessaE http://i.imgur.com/E0mRov3.png 21:13 PsychoVision I THink so :D 21:13 PsychoVision I've seen these B 4 21:13 VanessaE ok. 21:13 IcyDiamond I know that mesecons is not maintained by him anymore either 21:14 VanessaE once you export, grep "g " yourfile.obj or open in a text editor and search for "g " (that's lower g and a space). the results will tell you the texture order in the file. 21:14 VanessaE then you just do tiles = { the texture files in the order shown by that grep) 21:14 VanessaE } 21:15 PsychoVision NICE! 21:15 VanessaE see? it's dead simple ;) 21:15 PsychoVision Okokokokokokkokkokokokokok I will try this 21:15 * PsychoVision Hugs 21:16 PsychoVision Thank You so Very much for the walkthru 21:16 VanessaE models + textures into blender, OBJ out with those settings, then specify the model and texture list in your code :) 21:16 IcyDiamond VanessaE: do you happen to know Jeija? What's he up to these days 21:16 VanessaE you're quite welcome. 21:16 PsychoVision I will try to get this going so my steampunk Mods will finally come to be 21:16 VanessaE IcyDiamond: I sorta know him, he's still doing mesecons afaik. 21:17 IcyDiamond Hmm. 21:17 Krock IcyDiamond: probably just busy with IRL stuff 21:17 IcyDiamond Most likely 21:20 VanessaE Krock: nah, he already did that :) 22:48 zorman2000 Hi all, I'm having a small problem... want to hide the health bar, however, hard as a I try I still see it 22:48 zorman2000 I'm trying to use the following: local flags = player:hud_get_flags() flags.healthbar = false player:hud_set_flags(flags) 22:59 Shara At a guess, player:hud_set_flags({healthbar = false}) might do it 22:59 paramat just what i was about to suggest, no need to 'get' 23:07 zorman2000 It doesn't work either way 23:07 zorman2000 I tried that because that was what hudbars mod did 23:07 zorman2000 But I also tried Shara's suggestion at the beginning 23:07 zorman2000 Btw, it is working in 0.4.16 23:07 zorman2000 I suspect a bug 23:07 paramat doing this in-game, not on mod load? 23:08 zorman2000 Doing it on the player_api mod, inside a minetest.register_on_joinplayer 23:09 paramat yeah seems correct 23:09 Shara So this is only an issue for 5.0.0? 23:10 zorman2000 It seems so... will checkout the most latest version and check 23:10 Shara I can test in a bit 23:10 paramat https://github.com/minetest/minetest_game/blob/24900f7da571f9851e50be35753c091f11b7be1e/mods/map/init.lua#L23 map mod does it this way 23:11 paramat .. but not for wielditem 23:11 Shara I've only ever played around with disabling map before, not the healthbar 23:11 zorman2000 I just want to disable healthbar and breathbar (was trying healthbar first) 23:11 zorman2000 Writing a custom HUD mod so wanted to do that 23:12 paramat sorry, 'healthbar' 23:12 zorman2000 Yeah, I saw the code, I definitely tried player:hud_set_flags({healthbar = false}) first thing 23:13 zorman2000 Compiling latest 0.5.0... 23:14 zorman2000 Also, while that happens, had a question about hotbar. Noticed the background image is 596 pixels long 23:14 zorman2000 So I tried to place a HUD image of 596 pixels long on top of it, and it was like 128 pixels longer 23:15 zorman2000 Scale of the image was 1,1, so not sure if Minetest is drawing the hotbar smaller or the images larger 23:18 Shara Okay, so I can confirm using a simple test mod that player:hud_set_flags({healthbar = false}) works in current stable, but not in 5.0.0 23:19 zorman2000 Yeah, and probably because of the same, adding a HUD image right on top of the hotbar doesn't gets rendered 23:19 zorman2000 Only the healthbar 23:19 Shara Disabling the map still works 23:21 zorman2000 Should I open an issue? 23:21 Shara I can also disable breathbar and wielditem fine; it's really just health 23:21 Shara If there's not one yet, yes :) 23:24 Shara Looks like it's been reported 23:25 zorman2000 I was looking and can't find... can you please give me the link? 23:25 Shara moment.. reading a few threads here 23:26 zorman2000 Sure! 23:26 Shara It was reported here, but looks like this was closed because devs didn't understand at the time: https://github.com/minetest/minetest/issues/7191 23:28 Shara (the person reporting it didn't help by mixing up other issues) 23:29 zorman2000 Yes, true, added a comment there about the specific healthbar issue 23:31 Shara Added comment 23:31 zorman2000 Thanks for the help! 23:31 Shara paramat: can we reopen that? There's definitely something up with it 23:31 paramat yeah sure 23:31 paramat is this in singleplayer or multiplayer? 23:31 Shara I would, but technically shouldn't :P 23:31 Shara I've only tested singleplayer 23:31 zorman2000 I was hosting game 23:31 zorman2000 So multiplayer 23:32 Shara So both 23:32 paramat wondering if 'on joinplayer' is too early in singleplayer and a 'minetest.after()' is needed for the healthbar. just a random thought 23:32 paramat ah 23:33 paramat reopened 23:33 zorman2000 I can certainly trying adding the minetest.after for the sake of it 23:33 Shara well, it's already bad enough that minetest.after is needed for max hp setting... but I'll drop one in in a sec just to be completely sure 23:34 paramat well if it fails in multiplayer the environment is already up and running 23:35 Shara Only here's the thing... with .after it works 23:36 zorman2000 I just added a minetest.after like this: minetest.after(1, function() player:hud_set_flags({healthbar=false}) end) 23:36 zorman2000 I can still see the healthbar... but! It doesn't update anymore 23:36 zorman2000 I got hurt and it didn't update 23:36 Shara It's removed the healthbar for me on singleplayer 23:38 zorman2000 Ok, created new world and it removed it now 23:38 zorman2000 But just logged in/out and it is back... 23:39 Shara I've had issues with on join while setting up other things 23:39 Shara In my case the problem was max hp 23:39 zorman2000 So, what is the recommendation? Should I do it outside on_join? 23:40 zorman2000 Doing it inside a globalstep certainly helps 23:41 paramat heh 23:42 zorman2000 Ok, did a minetest.after(2), not inside any other code, it works 23:42 zorman2000 Crazy 23:42 Shara I only needed 0.1 to make it work 23:42 zorman2000 Let me try 23:43 zorman2000 Yes, I can confirm 0.1 works too 23:43 zorman2000 Thanks for the workaround... I really needed to continue on 0.5.0 (using player metadata) 23:44 paramat so lowered issue to 'low priority' hope this is ok 23:44 Shara paramat: it will break mods 23:44 paramat oh 23:44 paramat reverted 23:45 Shara There's clearly a change somewhere that's affected register_on_joinplayer. You shouldn't need to drop in .afters even on multiplayer 23:46 Shara It's kind of funny... I was tempted to start looking at hud mods today as well, and didn't get around to it 23:46 zorman2000 Now you did :) 23:46 Shara Now I just want to hide from them more :) 23:48 zorman2000 HUD is hard indeed, things don't behave as one would expect 23:53 paramat oh and the hotbar textures are indeed scaled 23:53 paramat that is, the 8 slot frame and the selector frame 23:54 zorman2000 Right 23:54 zorman2000 It is like 0.8 of the original size 23:54 zorman2000 Is this documented somewhere? 23:55 VanessaE I wish hotbar textures were only scaled to react to gui scaling et. al, but cropped or tiled horizontally so that one could just provide a single image for all possible hotbar lengths. 23:56 VanessaE you know, crop the width to #slots*height 23:56 VanessaE (so assume square slot images) 23:57 paramat not documented no