Time Nick Message 17:19 freezeminer hello 17:20 freezeminer can sombody help me to make a hungergames server 20:44 MinerofLands hey PilzAdam do you think something like this is posible? 20:44 MinerofLands http://forum.minetest.net/viewtopic.php?pid=93133#p93133 20:45 MinerofLands i think the easiest way of doing that...is create new privs like craft, cook, etc etc 20:45 PilzAdam well, have you tried one of the workbench mods? 20:45 PilzAdam they dont refill the craftresult field when you take an item 20:46 thexyz it's possible 20:46 PilzAdam you will have the same problem since you have to write your own craft functions in Lua 20:46 thexyz PilzAdam: why don't they? 20:47 PilzAdam the players craftresult list has a special handling 20:47 thexyz can't the same be implemented with inventory callbacks? 20:47 PilzAdam but it uses the builtin craft mechanics; and they cant be used here 20:47 PilzAdam thexyz, Im talking about how the API currently is, not what could be done in the engune 20:47 PilzAdam *engine 20:48 thexyz I'm also talking about the api 20:48 thexyz there are allow_put, allow_take, on_take 20:48 PilzAdam currently you cant have this behaviour for other lists 20:48 thexyz which should be enough to implement default crafting grid in Lua 20:48 thexyz or am I wrong? 20:49 PilzAdam callbacks are called when you placed the stack somewhere else, having the item "at the mouse" isnt "taking" 20:49 thexyz oh, I get it now 20:49 MinerofLands so its not possible :( 20:49 thexyz it's possible 20:50 MinerofLands ok im not that good i LUA or anthing for that matter lol...ill see how i do it 20:50 PilzAdam it is, but it will be a bit annyoing to craft many items 20:50 PilzAdam +possible 20:50 MinerofLands can you guys be so kind to make a small template for me? 20:50 thexyz PilzAdam: can't we have a pseudo-inventory for that? named like player_name_mouse 20:51 thexyz in 0.4.7+ 20:52 PilzAdam I guess that goes against the current design(?) 20:52 PilzAdam Im not familiar with the engine internals of the inventories 20:55 ExcaliburZero I am working on an item that, when used, plays a music file, but I can't seem to get it to work. Does anyone know what it isn't working? Code: http://codepad.org/zTGqlnL4 20:56 MinerofLands PilzAdam or thexyz can you make me a simple template, so i can build from there? i need a little lift 20:56 thexyz PilzAdam: yes, I guess that'll lag a lot 20:57 thexyz ExcaliburZero: -function(handle) +function() 20:57 thexyz oh, wait 20:58 thexyz that's not it 20:58 PilzAdam ExcaliburZero, why dont you do "object = placer"? 20:58 thexyz hm.. I wonder if there's a need to pass handle like that though 20:59 PilzAdam thexyz, yes 20:59 PilzAdam is oog a valid ogg file extention? 21:00 ExcaliburZero PilzAdam: I think so. 21:00 PilzAdam have you checked the filename? 21:00 PilzAdam oh, wait 21:01 PilzAdam dont add the file extention 21:01 PilzAdam just do "Zelda_Song_of_Storms" 21:01 PilzAdam IIRC minetest expects the filename without the extention 21:02 ExcaliburZero PlizAdam: Okay, I'll try those changes. 21:02 thexyz PilzAdam: you mean, closures won't work there? 21:02 thexyz like they do here http://codepad.org/uenukS80 21:03 thexyz that's odd but I'm too lazy to test it 21:03 PilzAdam dunno 21:03 ExcaliburZero It works! 21:03 MinerofLands PilzAdam did you read my message above :D 21:04 PilzAdam maybe add a note in lua-api.txt that file extentions have to be removed? 21:04 PilzAdam MinerofLands, the mod will be pretty complex 21:04 PilzAdam give me some time to come up with something useful 21:05 thexyz Sounds are referred to by their name with a dot, a single digit and the 21:05 thexyz file extension stripped out. When a sound is played, the actual sound file 21:05 thexyz is chosen randomly from the matching sounds. 21:05 thexyz it's already here 21:05 thexyz there's also an example in devwiki http://dev.minetest.net/sound_play 21:06 thexyz MinerofLands: I doubt a working example will help you 21:06 kaeza ExcaliburZero, also, if possible, remove the empty items ('') from the recipe 21:06 PilzAdam oh, yea, was only reading the "SimpleSoundSpec:" part 21:09 ExcaliburZero I was wondering for the tool, could there be a way to have it pop-up a window, when used, and a song could be selected from that window? 21:10 PilzAdam MinerofLands, would you be ok if every register_craft(), get_craft_result() and get_craft_recipe() call of existing mods will be not compatible? 21:11 PilzAdam you would need to rewrite the crafting of every mod you want to add 21:11 MinerofLands yeah 21:11 MinerofLands that would be alright 21:13 PilzAdam https://gist.github.com/PilzAdam/5709653 21:14 PilzAdam it would look somewhat like this 21:15 PilzAdam do you also want my to have my suggestion that crafting takes time like cooking in the furnace? 21:15 PilzAdam -my 21:15 MinerofLands yeah 21:15 * BrandonReese nods 21:15 MinerofLands please 21:16 PilzAdam ok, this may take a day or so :-) 21:16 BrandonReese is the furnance completely written in lua? 21:17 MinerofLands ok pilz no hurrys heh 21:17 MinerofLands i mean adam 21:17 MinerofLands :d 21:20 ExcaliburZero What is the code to display a window (with text and buttons). 21:47 ExcaliburZero I found that it is a formspec, but how do I use a formspec? 21:48 MinerofLands have you seen the api? or any other docs on modding? 21:48 MinerofLands i.e the wiki 21:50 ExcaliburZero I've looked at the wiki, but I'm not sure how to use a formspec. The wiki article on it doesn't give an example on how to display it, it just shows how to define it. 21:50 ExcaliburZero http://dev.minetest.net/formspec 22:04 PilzAdam MinerofLands, I got the furnace working :D 22:04 MinerofLands awsome 22:04 MinerofLands it will be so cool 22:42 PilzAdam MinerofLands, it works! 22:44 MinerofLands great :D .....did you finish it that quick? 22:45 PilzAdam https://github.com/PilzAdam/economy 22:45 PilzAdam only the level stuff, though 22:45 PilzAdam let me explain how it works: 22:45 PilzAdam each player has levels, each level has a name and a rating 22:45 PilzAdam the levels are stored in this table: https://github.com/PilzAdam/economy/blob/master/mods/crafting/init.lua#L2 22:47 PilzAdam craftings can say that the player has to have at least a certain rating for a level 22:47 PilzAdam like this: https://github.com/PilzAdam/economy/blob/master/mods/default/crafting.lua#L22 22:47 PilzAdam in this example only players, that have the a rating of 1 or higher in "wood" can craft sticks 22:48 PilzAdam todo: save the playerlevels table to a file 22:48 PilzAdam add the crafting time thing 22:49 PilzAdam I also need to implement it for the furnace 22:50 MinerofLands nice 22:50 MinerofLands very nice 22:50 PilzAdam also a way for players to raise their levels is needed 22:51 PilzAdam MinerofLands, can you make all the levels for the default craftings? 22:51 PilzAdam this wood thing is just for testing 22:52 MinerofLands sure i guess...is this gonna be in the default game? 22:52 PilzAdam no, it will stay a seperate game 22:52 MinerofLands ohh ok :D 22:52 PilzAdam it also doesnt break the default craftings 22:52 MinerofLands so i add this to everything? level = {wood=1}, 22:53 PilzAdam yea, but also things like "stone", "tool" or whatever you want 22:53 PilzAdam e.g. an iron pickaxe can require tool=2 and iron = 1 22:53 MinerofLands ahh ok 22:54 PilzAdam smelting iron could be iron=2, so making a pickaxe is easier than making the iron yourself 22:54 PilzAdam -> you need to buy it 22:54 PilzAdam (until your iron level is high enough) 22:55 PilzAdam this has a lot of potential 22:56 MinerofLands ok...when im done with it..should i commit? 22:56 PilzAdam do you have a github account? I can add you to the repo 22:56 PilzAdam or you fork and pull request 22:58 MinerofLands this is my github 22:58 MinerofLands https://github.com/LandMineMT 22:58 PilzAdam but I really suggest you to think about a good system before doing anything 22:58 MinerofLands ok ill give it some thought 22:58 PilzAdam also, I have no idea how players can get the levels 22:59 PilzAdam the crafting levels are based on that, so you need an idea for that first 22:59 PilzAdam maybe you can buy levels? or increase them by doing stuff, e.g. stone gets increased when digging stone 23:00 MinerofLands yeah when you dig the nodes 23:00 MinerofLands and buy them 23:00 MinerofLands also learn them from books of some sort 23:00 PilzAdam I guess this will only work in multiplayer 23:00 MinerofLands yeah 23:01 MinerofLands like swords can be require swordman = 1 and will increase with mobs killed (simplemobs) or players killed 23:04 MinerofLands the more swordman level you have, you can make better swords and if possible do a bit more damage 23:04 MinerofLands so a wood sword would be swordman = 1, wood = 1 23:04 MinerofLands etc 23:08 PilzAdam ok, good furnace working 23:08 MinerofLands nice 23:08 PilzAdam it checks the levels when the player tries to place the item in the furnace 23:10 MinerofLands k...did you add me to the repo? if no ill just fork it lol that way you can review it 23:10 MinerofLands first 23:10 PilzAdam yea, better fork it 23:11 PilzAdam easier to handle merge conflicts 23:11 PilzAdam https://github.com/PilzAdam/economy/commit/fe17aa3dc550859cf4e623787a4eb402f6d7f378 23:13 MinerofLands how does my fork update when you commit? 23:16 PilzAdam https://help.github.com/articles/fork-a-repo#step-3-configure-remotes 23:26 PilzAdam MinerofLands, https://github.com/PilzAdam/economy/commit/6bd53c97564906c61e750416f09f7c03d62061e8 23:26 MinerofLands it writes it to a file ? 23:26 PilzAdam syntax for the comman is: /set_skill singleplayer wood 1 23:27 PilzAdam yes, its saved in worldirectory/playerskills 23:28 MinerofLands nice...but that means i have to give them skills they cant get them on their own rihgt? 23:29 PilzAdam well, currently there is only the command; but there definetly needs to be an automatic way to set the skills 23:29 PilzAdam e.g. it increases if you killed 10 mobs or so 23:29 PilzAdam but the basic system is pretty much done now 23:30 MinerofLands yup...its gonna be cool 23:30 PilzAdam hmmm.... I dont know if the crafing time thing is really needed 23:30 MinerofLands no i really dont think so 23:31 PilzAdam it would be a PITA to implement 23:31 MinerofLands lol yeah 23:32 PilzAdam oh, you need to give each player his own workbench at the beginning 23:32 MinerofLands should i add the levels to the crafts now? or later? and ok i will 23:32 MinerofLands is it in the default? 23:32 PilzAdam I suggest to do this when granting people interact 23:32 MinerofLands or use the workbench mod 23:32 PilzAdam the itemname is "crafting:workbench" 23:33 MinerofLands ohh ok 23:33 MinerofLands got it 23:33 PilzAdam I guess you can do the levels now; and also add all the mods you want 23:34 PilzAdam then we only need to implement the skill increasing thing and we are done 23:34 MinerofLands alrighty..just let me get this upstream working :D 23:35 PilzAdam I guess it would be best if someone writes down a whole skill system 23:35 PilzAdam wich contains how you get the skills and what skills are needed to craft things 23:35 PilzAdam I can implement the rest 23:35 PilzAdam s/the rest/it 23:36 MinerofLands ohh like in a notepad? 23:36 MinerofLands lol 23:37 PilzAdam maybe ask at the forum for some ideas 23:38 MinerofLands alright...ill make a thread containing how i think it should be and let others build on it 23:38 PilzAdam make sure to explain how the undelying system works 23:39 MinerofLands alright 23:40 PilzAdam and we also need to add the economy stuff 23:41 MinerofLands i was thinking this mod 23:41 MinerofLands http://forum.minetest.net/viewtopic.php?id=4111 23:43 PilzAdam hmmm 23:43 MinerofLands what? or did you want to make a custom one? 23:44 PilzAdam that doesnt really fit what I think (http://forum.minetest.net/viewtopic.php?pid=93126#p93126) 23:44 PilzAdam just one shop at the spawn that sells every node 23:44 PilzAdam player should not craft money, the only way to get it is by selling nodes 23:45 MinerofLands that is true 23:45 PilzAdam I guess I have to write my own 23:45 MinerofLands but still players should have the ability to seel stuff 23:45 MinerofLands sell** 23:45 PilzAdam sure 23:45 PilzAdam and since we can modify every single node the "worthiness" field would be quite nice 23:46 MinerofLands indeed 23:46 MinerofLands so the pirce iwll depend on worthiness? not a custom one? 23:46 MinerofLands price will** 23:46 PilzAdam yes, buying = worhtiness + 10% and selling worhtiness - 10% 23:47 PilzAdam this could work quite well since there are only one (or maybe a few more) shops in the world that are owned by "the server" 23:48 PilzAdam they have infinite resource, of course 23:48 PilzAdam somewhat like the creative inventory 23:48 MinerofLands ahhh i see 23:49 PilzAdam the benefit of this is that it doesnt depend on the number of players that are playing 23:50 PilzAdam the downside is that it isnt a "real" economy 23:50 PilzAdam but a "real" economy would impossible, I think 23:50 PilzAdam so this should work quite well for a normal minetest server 23:51 MinerofLands yeah 23:52 MinerofLands still ill add the levels tomorrow im busy atm heh....ill make the thread though in a couple of minutes 23:53 PilzAdam sure, not hurry 23:53 PilzAdam *no 23:53 PilzAdam I need some textures for the shop sometimes