Time Nick Message 00:23 rubenwardy Check out @blblgme’s Tweet: https://twitter.com/blblgme/status/1045615208868253696?s=09 00:25 tumeninodes 0_0 wha? 00:42 VanessaE ... 00:42 VanessaE I'm tempted to reply: "Go ahead, try it." 00:44 paramat the meaning of his tweet is unclear, the reply assumes a specific meaning. no worries 00:45 tumeninodes go home notch, you're drunk 00:47 VanessaE meh 00:48 VanessaE discretion, _ = valor(msg) 00:48 VanessaE :"P 00:49 tumeninodes tomorrow we all wake to find there was an 'acquisition' 00:50 VanessaE well one thing for sure: that would stop He Who Has A Child Porn Obsession from continuing his efforts to rip us all off :) 00:51 tumeninodes nah, he'd just become someone else's headache then 00:52 VanessaE true, but that "someone else" has a whole lot more money in one bank account than the rest of us combined :) 00:52 tumeninodes so very true 00:53 tumeninodes although, I still have all these Isuzu stocks I could cash in... 00:53 tumeninodes ... oh, wait 00:53 VanessaE heh 00:55 tumeninodes I meant to say Datsun..., but it's still funny 00:56 VanessaE wonder how my shares in Bank of Zimbabwe are doing........ 00:56 VanessaE :D 00:57 tumeninodes not too good, I just sent their exiled King my routing number 00:57 VanessaE heh 00:59 tumeninodes somewhere in the world, deep in some dark woods, there is a Datsun pickup truck, buried up to the top 3" of it's roof, with a tree growing through it..., and it still runs 00:59 VanessaE heh 01:00 tumeninodes Don't laugh..., you know it's true :D 01:08 tumeninodes freenode must have a new K-Line gatling gun 01:09 VanessaE it does 01:10 tumeninodes it's doing a pretty good job 01:11 VanessaE yep, but those "allah is doing" spams are sneaking through once in a while 01:12 tumeninodes yeh, that allah is a pretty good hacker 09:20 BuckarooBanzai hi all, can anyone tell me why i can't override methods on an overridden item/node? The following code works on the water- and lava-bucket but not on the technic nodes: https://github.com/pandorabox-io/pandorabox_custom/blob/master/onplace_restriction.lua 09:22 ANAND Technic is probably loaded after your mod 09:23 ANAND Are you using the on_mods_loaded callback? 09:23 BuckarooBanzai nope, but i added technic as a dependency and the technic-code is not deferred either.. 09:24 ANAND Ah 09:24 BuckarooBanzai i will try executing my code in the on_mods_loaded callback.. 09:26 ANAND Adding technic as a dependency is sufficient 09:26 ANAND The callback isn't required for this purpose. Sorry for misunderstanding 09:28 ANAND Are you following the following convention for overriding items? 09:28 ANAND https://github.com/minetest/minetest/blob/d77f3b3fdeb0da2a69547594b5a75570a54b02d1/doc/lua_api.txt#L232 09:29 ANAND The itemstring is required to be prefixed with a `:` character to indicate overloading 09:29 VanessaE but you shouldn't use that feature. 09:29 VanessaE use minetest.override_item() instead, if possible. 09:30 ANAND Ah 09:31 BuckarooBanzai did not try that yet but i will, technic uses that already: https://github.com/minetest-mods/technic/blob/master/technic/items.lua#L163 it hopefully works multiple times :) 09:31 VanessaE it does. 09:32 VanessaE as long as each thing being overridden in a node/itemis unique 09:32 VanessaE like description changed by one mod, drawtype and model by another, groups by a third mod, etc. 09:33 VanessaE otherwise, the things being changed just take on whatever setting was the last to be applied. 09:34 VanessaE :mod: notation on the other hand is a total overwrite of the item, so it'll undo a prior override_item() call, and it'll also undo a prior redef of the node using that notation -- essentially :mod: notation un-registers the item, then creates a new instance of it. 09:35 VanessaE so it's only useful if a mod needs to register some item under some other mod's namespace 09:36 VanessaE (like mod "foo" wants to register "bar:baz_item", a leading colon is required) 09:36 BuckarooBanzai i tried it with minetest.override_item() and it seems to work with both buckets and nodes (https://github.com/pandorabox-io/pandorabox_custom/blob/master/onplace_restriction.lua#L33) 09:38 VanessaE yes. 09:38 BuckarooBanzai thx for the help, one problem less with newbie griefers... :D 09:38 VanessaE yw :) 10:00 ANAND Oh... Thanks for explaining how override_item works :) 10:01 VanessaE sorry if it seemed like I was talking down to you guys. 10:58 BuckarooBanzai no problem, you cleared things up :D 15:01 tenplus1 hi folks 15:29 xerox123 heya tenplus1 15:29 tenplus1 hi xerox :) 16:13 tenplus1 wb 16:20 tenplus1 hi benrob 16:22 benrob0329 hi tenplus1 16:22 * benrob0329 is finishing a ~135m tall elevator for a mesecons contest 16:22 tenplus1 ooh nice 16:22 tenplus1 am tweaking lucky blocks :D 16:29 tenplus1 hey Krock 16:30 Krock hi tenplus1 16:30 Krock > me, not ready one in a week 16:30 Krock > wild tenplus1 appears 16:30 tenplus1 lol 16:30 Krock s/one/once/ 16:30 tenplus1 choose one: math.random(-10,10)/9 or math.random()-0.5 16:31 Krock depends on which values you need 16:31 tenplus1 item drops 16:32 Krock former will generate whole numbers in [-10;+10], then divide by 9 which causes the maximal value being a little above 1 or below -1 16:32 Krock latter will come close to -0.5 or +0.5 16:33 benrob0329 tenplus1, the only problem with my elevator design is the fact that its slow, but its only slow because of the activation mechanism 16:33 tenplus1 so long as it works the mod functioning it can be optimized at a later time 16:34 benrob0329 I'm using a stack of detector tubes to create a pulse going up or down 16:34 tenplus1 Krock: good point, I want players ready with a baseball mitt to catch the items coming out :D 16:34 benrob0329 but pipeworks items are slower than flying without fast 16:35 benrob0329 I could use a staggered mesecon torch stack, but they all shift at once 16:36 tenplus1 if it weren't for switching mesecon items on/off to show them active you could run it a lot smoother, and the resulting ON could show the odd particle effect maybe 16:40 tenplus1 o/ gael 16:40 Gael-de-Sailly hi tenplus1 16:41 Gael-de-Sailly back in a minute 16:47 lisac lol OldCoder is back at it 16:47 lisac just got an email 16:47 tenplus1 crap! now what's he up to..... also hi 16:48 rubenwardy the usual bs 16:48 tenplus1 *deeper than usual sigh* 16:49 Krock *checks emails* 16:49 lisac hey tenplus1 16:50 lisac lol he attached a very long pdf 16:50 tenplus1 gawd, no wonder the internet has been slow today 16:50 Krock is it safe to open? 16:52 TommyTreasure hi tenplus1. yup, yet another mobs question :) what is the difference between the parameters, 'active_object_count' and 'aoc'? 16:53 tenplus1 hi tommy 16:54 tenplus1 aoc is the number of that mob you want at one time within a map block and active_object_count is the number of entities the abm finds 16:56 TommyTreasure ok, so by *not* specifying aoc = x could have caused the hundreds of mobs to spawn in 1 spot? 16:56 TommyTreasure i'm using the 'mobs:spawn' method on the offenders. 16:56 tenplus1 if you dont specify it then it defaults to 1 16:57 tenplus1 nil checks have a fallback value 16:57 TommyTreasure hmmm, even if active_object_count is set to 1 or 2? 16:58 TommyTreasure just ran a 4 hour test on my local server. i commented the active_... and added aoc =... and no swarms. also, the existing swarms seemed to die off within a few minutes of activity in those areas 16:58 tenplus1 active_object_count is only used to make sure that it wont spawn an entity inside a mapblock if the max limit has been reached (usually 99 entities) 16:59 TommyTreasure is that something that was changed in the past year in mobs_redo? 17:00 tenplus1 before it was limited to how many mobs were active inside a block 17:00 tenplus1 now it counts THAT kind of mob, e.g. sheep, cows, stone monsters etc. and wont go above the limit set for them 17:00 TommyTreasure ok, its starting to make sense then. the swarms started after i updated a few months ago, and got totally out of control with the newest version 17:00 tenplus1 the count_mobs() line handles totals 17:01 TommyTreasure the 'swarms' only occured on the mobs that had active_ob.... set 17:02 xerox123 yay! successfully flashed my phone to lineage 15.1 i think 17:02 tenplus1 the count_mobs() function makes sure it wont spawn a third sheep in that area if only 2 max were specifiec 17:02 tenplus1 *d 17:02 tenplus1 congrats xerox 17:02 Krock xerox123: nice. Freedom .. but root access still sucks if you don't have a bluetooth keyboard attached 17:03 xerox123 plan on installing Magisk 17:05 TommyTreasure btw, thanks for putting up with my questions. :) 17:05 tenplus1 is ok 17:05 tenplus1 always gives me a chance to double check things are working ok in the first place :D 17:09 tenplus1 tweaked the mob count feature, lemmie test and upload changes 17:37 tenplus1 TommyTreasure: mobs redo api updated with counter tweaks 17:41 Krock Will merge https://github.com/minetest-mods/technic/pull/390 in 5 minutes 17:42 TommyTreasure tenplus1, ty. i'll grab it later today. time for a very long nap :) 17:43 tenplus1 enjoy :P 17:45 Krock merging https://github.com/minetest-mods/moreblocks/pull/129 too 17:45 tenplus1 w00t! 17:47 Krock done 17:48 tenplus1 when registering an ABM, the active_object_count and active_object_count_wider return values since it counts how many entities are in that area... wouldnt it have been better to simple return the object lists instead 17:49 Krock and push a table each time the ABM is triggered? really? 17:49 tenplus1 hrm 17:49 Krock aren't ABMs already slow enough without collecting the entity table references? 17:50 tenplus1 doesnt it already collect the entities around it when running, but only return the count ??? 17:50 Krock the entities are kept in Lua. Everything what the server knows is that there's some kind of thing with an ID at a position with some velocity 17:52 Krock pushing an entity reference requires the server to look up each entity by its ID in the Lua table where the definitions are kept 17:52 Krock still, it's an integer-indexed array but even that takes time 17:52 tenplus1 am asking because the active_object_count_wider is very specific how many entities are inside the active abm range, yet... when I use get_objects_in_area with the same active_object_range * 16 it misses some 17:53 Krock yes, because the server knows that there's something; but not what it is 17:53 Krock and it misses some because the mapblocks are unloaded fast 17:53 tenplus1 they are fully loaded at the time, I can actually see 3 sheep roaming around yet only 2 are picked up 17:54 tenplus1 active area of 1 )* 16) 17:54 tenplus1 does it get entities in a circular radius or square area ? 17:54 Krock then it's the C++ code counting for objects which sucks 17:54 Krock square area in mapblocks 17:54 Krock *cubic area 17:54 tenplus1 good, that's what I was hoping... but something isnt right 17:54 tenplus1 it's missing entities 17:55 Krock entities can in fact be active (stored) in another mapblock than they currently are 17:57 tenplus1 the position and radius are taken from the actual mob trying to spawn, and if 2 area already active I would hope they would be counted 17:57 tenplus1 oh wait, euclidean metric ? that cant be a box ? isnt that range from pos so circulat 18:23 tenplus1 o/ 18:25 ssieb \o 18:40 tenplus1 laters folks 21:03 IhrFussel Today I learned that lua loop variables are "read-only" meaning modifying them does not in any way modify the real table values 21:15 Krock IhrFussel: not if the value of the key/value pair is a table 21:18 Fixer I knew UEFI will end in disasters like that :( https://arstechnica.com/information-technology/2018/10/first-uefi-malware-discovered-in-wild-is-laptop-security-software-hijacked-by-russians/ 21:23 Krock > DIP packaging for ICs in mainboards 21:27 Fixer future we deserve