Time |
Nick |
Message |
00:04 |
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00:16 |
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00:28 |
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00:57 |
GreenDimond |
rubenwardy: What's the modern equivalent to awards.tbv? |
00:58 |
rubenwardy |
There's none |
00:58 |
GreenDimond |
Digtron awards methods are seriously outdated |
01:02 |
GreenDimond |
rubenwardy: When was awards.tbv removed? |
01:02 |
rubenwardy |
3.0 |
01:02 |
GreenDimond |
Digtron added awards support in January of 2017 |
01:02 |
GreenDimond |
Im confused as to how it's actually worked since then |
01:03 |
rubenwardy |
It should use the proper trigger API |
01:03 |
GreenDimond |
It was using awards.players[] |
01:03 |
GreenDimond |
and https://github.com/minetest-mods/digtron/blob/master/awards.lua#L21-L24 |
01:04 |
GreenDimond |
Im at a loss as how to fix it |
01:05 |
GreenDimond |
rubenwardy: If its no longer in use can I safely remove them? |
01:08 |
rubenwardy |
You'll need to implement it your self |
01:08 |
rubenwardy |
It's as simple as lines like this: |
01:08 |
GreenDimond |
Well if I can figure out what it's trying to accomplish it should be simple(ish) |
01:08 |
rubenwardy |
data.a = data.a or {} |
01:10 |
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01:19 |
GreenDimond |
rubenwardy: Alright, makes sense. Is there an equivalent to awards.get_total_item_count? |
01:19 |
rubenwardy |
Yes, use a key of __total |
01:19 |
rubenwardy |
Or smth |
01:20 |
GreenDimond |
Digtron uses both get_item_count and get_total_item_count, what does get_item_count do different? |
01:20 |
rubenwardy |
Get_item_count but with the item name being __total |
01:20 |
rubenwardy |
Total item count is a sum of all item counts |
01:20 |
GreenDimond |
ah |
01:20 |
GreenDimond |
so data.digtron_dug.__total should do it |
01:21 |
rubenwardy |
Yeah |
01:23 |
GreenDimond |
There appears to be a useless `count` argument in awards.increment_item_counter |
01:26 |
GreenDimond |
rubenwardy: Wait what about awards.get_total_keyed_count |
01:26 |
GreenDimond |
doesnt that work for the get_total_item_count? |
01:31 |
GreenDimond |
rubenwardy: Alright I'll stop bugging you now, I got it fixed. |
03:30 |
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04:13 |
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05:39 |
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06:20 |
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07:45 |
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08:28 |
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09:37 |
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10:53 |
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10:57 |
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11:10 |
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11:54 |
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12:13 |
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12:27 |
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13:07 |
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13:11 |
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13:55 |
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14:21 |
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14:23 |
tumeninodes |
anyone else not getting the smoke.png image when they use tnt? just curious, as I do not seem to ever see it. I made some minor adjustments and it worked... once. Then again no smoke when using tnt no matter what I do. very odd |
14:34 |
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14:39 |
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16:59 |
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17:32 |
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18:00 |
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18:21 |
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18:24 |
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18:24 |
Krock |
hi tenplus1 who isn't here agian |
18:24 |
jas_ |
hi tenplus1 |
18:25 |
jas_ |
hi paramat |
18:25 |
rubenwardy |
hi tenplus(g)one |
18:25 |
jas_ |
i don't believe it |
18:25 |
tumeninodes |
:/ a bummer, |
18:26 |
VanessaE |
tenplusnone :P |
18:26 |
jas_ |
haha |
18:26 |
jas_ |
oh well |
18:27 |
rubenwardy |
tenplusnone is better :D |
18:27 |
tumeninodes |
btw, if anyone can test with tnt related to the "no smoke.png' bug I mentioned, would be nice to know it's not just me... has only worked 2 times now in about 60 tries |
18:28 |
tumeninodes |
and as far as I know, there is no rarity-like setting to that particle spawner |
18:28 |
tumeninodes |
(no chance setting that is) maybe one should be thrown in |
18:52 |
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19:07 |
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19:07 |
Andrey01 |
hi |
19:10 |
Andrey01 |
again question: does MT have any callback that will be called after player will close something formspec by pressing "Esc" on the keyboard? |
19:11 |
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19:13 |
jas_ |
not sure if this is what you're looking for but: if you do print(dump(fields)) on minetest.register_player_receive_fields, you'll see fields.quit whenever a player presses escape on a formspec. there's sometimes more specific information, like whether they hit enter, and maybe whether they hit the escape key but i'm not sure |
19:21 |
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19:25 |
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19:49 |
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19:51 |
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20:05 |
Andrey01 |
hi Krock |
20:06 |
Krock |
hi and bye. gtg |
20:17 |
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20:47 |
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21:00 |
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21:21 |
tumeninodes |
thpltpltpltpltplt |
21:24 |
BillyS |
It seems that LBMs don't always run ... is there a way to fix that |
21:24 |
BillyS |
? |
21:25 |
BillyS |
I'm writing a Christmas LBM to turn surface water to ice, and occasionally there are big squares where it didn't seem to work |
21:25 |
BillyS |
Is that bad coding on my part, or just how LBMs are? |
21:26 |
sofar |
lbm's don't run after mapgen, are those mapgen surface water? |
21:26 |
sofar |
or have they existed for a while already? |
21:26 |
BillyS |
They are mapgen surface water |
21:26 |
BillyS |
Hmm ... so I should also have a mapgen function to do it? |
21:27 |
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21:27 |
sofar |
you want to change your landscape, not have this change appear only in new landscape, right? |
21:27 |
BillyS |
Correct |
21:27 |
BillyS |
So it seems I'd need an LBM for the old and a mapgen modification for the new |
21:27 |
sofar |
then mapgen is wrong, for sure |
21:28 |
sofar |
I would suggest doing an ABM instead, even |
21:28 |
sofar |
especially if you're making all the water change to ice |
21:28 |
sofar |
with e.g. 1 neighbor air node |
21:29 |
BillyS |
Hmm ... |
21:29 |
BillyS |
I'll try that |
21:32 |
BillyS |
ABM works a like a charm |
21:32 |
BillyS |
Great, thanks! :D |
21:48 |
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21:54 |
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22:26 |
luk3yx |
BillyS: Make sure you use a special Christmas ice so once you're done you can alias it back. |