Time |
Nick |
Message |
00:02 |
Fixer |
._. |
00:04 |
Hijiri |
Open_Future: the forum topic I think has one, also the github |
00:04 |
Hijiri |
or you can use an inventory mod like unified inventory (which is recommended by 3d_armor) |
00:05 |
Open_Future |
If you use unified inventory, do you have to edit config files or anything |
00:05 |
Open_Future |
to disable the regular one |
00:05 |
Fixer |
400 2 by 4, can finally build something |
00:05 |
Fixer |
wooden keg time? |
00:05 |
Fixer |
crap, wrong channel |
00:09 |
Hijiri |
Open_Future: I get some problems in creative mode |
00:09 |
Hijiri |
but if I turn off creative I get unified inventory properly |
00:09 |
Hijiri |
and then I can spawn items through UI |
00:15 |
Fixer |
Hijiri, what problems? |
00:17 |
Hijiri |
when I click buttons it takes me to the ordinary creative formspec and doesn't go back until I relog |
00:18 |
Fixer |
please report this bug :) |
00:18 |
Hijiri |
ok |
00:19 |
Hijiri |
luckily I had a tab open with UI github |
00:20 |
Hijiri |
Fixer: done |
00:22 |
RealBadAngel |
Hijiri, have you uptaded your UI during last few days? |
00:24 |
Hijiri |
I cloned it recently |
00:24 |
Hijiri |
maybe yesterday or the day before |
00:24 |
RealBadAngel |
because ive merged fix for your issue 2 days ago |
00:25 |
Hijiri |
well it says the folder contents were modified last yesterday |
00:25 |
RealBadAngel |
ok, let me check it again too |
00:26 |
Hijiri |
I can check again when I get home |
00:26 |
Hijiri |
but not right now because I am in class |
00:26 |
Hijiri |
when I run git pull it says up to date, and I think I'm tracking master |
00:26 |
Hijiri |
brb for a couple hours probably |
00:29 |
RealBadAngel |
Hijiri, what about updating minetest_game ? |
00:36 |
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00:37 |
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00:38 |
kaeza |
has LTE support they said. it will be fun they said |
00:39 |
kaeza |
half the time the shit disconnects for no reason |
00:39 |
kaeza |
</rant> |
00:45 |
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paramat joined #minetest |
00:46 |
paramat |
Taoki 'node dust' is dropped onto stuff after everthing else has generated, it creates the snow on trees in mgv7 |
01:00 |
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01:04 |
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01:17 |
Fritigern |
Is it possible to set a multi-line MOTD? |
01:20 |
RealBadAngel |
have u tried to use single string with newlines in it? |
01:21 |
Fritigern |
Yes, but those escape chars are not parsed as such, it is being displayed as-is |
01:30 |
kaeza |
as a quick workaround you can add a simple mod to send multiple lines on player join |
01:30 |
jordan4ibanez |
Can I make particles random segments of a texture? |
01:30 |
kaeza |
that's basically MT's implementation of `motd` anyway |
01:39 |
jordan4ibanez |
So if I make a gamemode, as long as I keep all the licensing information it's all legal? |
01:54 |
sofar |
jordan4ibanez: you mean "subgame" ? |
01:54 |
sofar |
jordan4ibanez: by combining mods? |
01:54 |
jordan4ibanez |
I guess so |
01:55 |
sofar |
it's still possible that mods have conflicting licenses and that you can't distribute them in a combined matter |
01:55 |
sofar |
you will have to verify all the used licenses to make sure of that |
01:57 |
sofar |
and btw, you can't make particles random segments of a texture (I tried, texture edits don't work in particles) |
01:58 |
Hijiri |
RealBadAngel: back |
01:58 |
Hijiri |
updating to HEAD of master? |
02:00 |
Hijiri |
Ok, I looked at the old issue, I guess maybe updating it to catch creative instead of creative_inventory would make it behave with old minetest_game how it used to with new minetest_game |
02:00 |
RealBadAngel |
Hijiri, UI was updated 2 days ago to reflect some recent changes in mt game |
02:00 |
RealBadAngel |
so you should have both up to date |
02:00 |
RealBadAngel |
or both outdated ;) |
02:02 |
RealBadAngel |
Hijiri, but wait a sec |
02:02 |
RealBadAngel |
i will change UI to work with both outdated and current one |
02:02 |
Taoki |
paramat: Yeah, but that "everything else" doesn't include tree schematics or other decorations, right? |
02:03 |
Hijiri |
RealBadAngel: Thanks |
02:03 |
kaeza |
RealBadAngel, local creative = creative or creative_inventory or error("You must have creative mod") |
02:04 |
kaeza |
and change every instance of `creative_inventory` to `creative` |
02:06 |
* kaeza |
goes back to his corner |
02:06 |
RealBadAngel |
having creative mod installed is not a requirement |
02:06 |
kaeza |
well, remove the `error(...)` part then |
02:07 |
jordan4ibanez |
What's that mod that shows your item in your player's hand? |
02:07 |
jordan4ibanez |
Also the armor mod that doesn't conflict with unified inventory? |
02:08 |
Hijiri |
3d_armor works with UI |
02:08 |
Hijiri |
I think there is wield_3d for the hand item, but there may have been another one |
02:11 |
paramat |
Taoki dust is after everything, including decorations, how could snow be dropped onto a world otherwise? |
02:12 |
paramat |
see https://github.com/minetest/minetest/blob/master/src/mapgen_v7.cpp#L329 |
02:13 |
paramat |
makeChunk shows the order of generation |
02:13 |
jordan4ibanez |
This is epic http://i.imgur.com/eC5ys1U.jpg |
02:13 |
kaadmy |
jordan4ibanez: what's the player doing that high? |
02:14 |
jordan4ibanez |
Flying |
02:14 |
kaadmy |
is he suffocating yet? |
02:15 |
jordan4ibanez |
Nah haha |
02:16 |
jordan4ibanez |
I didn't even realize these mods existed, they may be small mods, but combined they add a lot of aesthetics to the game, it's quite nice |
02:19 |
RealBadAngel |
Hijiri, ive updated UI, so it will work no matter you update mt game or not |
02:22 |
Taoki |
paramat: Ah. So if there's a tree schematic spawned as a biome decoration, snow won't spawn under trees? |
02:22 |
Taoki |
It's weird to think how that could even be calculated x_x |
02:24 |
Hijiri |
RealBadAngel: thank you |
02:28 |
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02:28 |
paramat |
correct, dust is placed by searching down through a node column for the first solid node, and placing there |
02:29 |
Taoki |
Ah... so it can even spawn on TOP of trees? |
02:29 |
paramat |
in mgv7 taiga there is no snow nodeboxes under trees |
02:29 |
Taoki |
Might have to rethink things then. I wanted to use it for dirt_with_grass... |
02:30 |
paramat |
yeah dust settles on tree tops |
02:30 |
DI3HARD139 |
Hi everyone? |
02:30 |
DI3HARD139 |
-? |
02:32 |
Taoki |
Ok. Will need to think about this. Thanks for clearing me up on that. |
02:37 |
paramat |
you need more biome layers? |
02:38 |
Hijiri |
does colorize work in formspec images? |
02:38 |
kaeza |
Hijiri, it should. try? |
02:38 |
paramat |
more layers is possible but because rarely needed probably not justified |
02:38 |
Hijiri |
ok |
02:39 |
Hijiri |
I tried it and it didn't work, but it had a bunch of other things so probably I made some other mistake |
02:39 |
Hijiri |
I'll try it with a simpler thing |
02:39 |
Hijiri |
ok, yeah, it's working |
02:39 |
Hijiri |
I don't know what I did wrong before |
02:41 |
Hijiri |
kaeza: does it work in image buttons also? |
02:41 |
Hijiri |
that's where I was having issues |
02:42 |
Hijiri |
this is the formspec element that is being generated: image_button[1.5,0;1,1;default_tree.png^[colorize:#00FF00:50;wood;] |
02:44 |
Hijiri |
well combine works |
02:47 |
kaeza |
remember that `ratio` is 0-255, not 0-100 |
02:47 |
kaeza |
maybe the effect is too weak with 50 |
02:48 |
Hijiri |
The texture disappears completely |
02:48 |
kaeza |
huh |
02:48 |
Hijiri |
when I try it with an image rather than image_button the green is okay |
02:48 |
Hijiri |
I don't know if maybe this is fixed in recent minetest |
02:48 |
Hijiri |
I'm still using stable |
02:51 |
Hijiri |
http://i.imgur.com/363rLbB.png |
02:51 |
Hijiri |
(doesn't show the bug, just what I was messing with) |
02:52 |
Hijiri |
the bug would be all the ones with checkmarks missing, if I had applied colorize instead of just overlay with another |
02:52 |
Hijiri |
also I miswrote earlier |
02:52 |
Hijiri |
I didn't use combine, I just used ^ with another texture |
02:53 |
Hijiri |
so I don't know if combine works |
02:54 |
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02:56 |
kaeza |
Hijiri, can you try using `formspec_escape` on the texture? |
02:57 |
Hijiri |
ok |
02:58 |
Hijiri |
hmm |
02:58 |
Hijiri |
I think I'm still getting the problem |
02:59 |
Hijiri |
oh |
02:59 |
Hijiri |
I'm escaping the whole formspec string, whoops |
03:00 |
kaeza |
:P |
03:00 |
Hijiri |
kaeza: yep, it works now, thanks |
03:00 |
kaeza |
great |
03:01 |
kaeza |
the '[' or other funny chars in `^[colorize` could be confusing the formspec parser or something |
03:02 |
kaeza |
also, yw |
03:03 |
DI3HARD139 |
Minetest no longer loves nvidia XD |
03:03 |
kaeza |
who does? |
03:03 |
* kaeza |
hides |
03:04 |
RealBadAngel |
DI3HARD139, why? |
03:05 |
DI3HARD139 |
after 2nd to most recent driver update minetest has been crashing along side of the gfx driver. |
03:05 |
DI3HARD139 |
I blame nvidia for poor OGL support |
03:05 |
RealBadAngel |
do you have any logs? |
03:05 |
RealBadAngel |
bt full could be useable |
03:06 |
DI3HARD139 |
I dont think I do. lemme check. |
03:06 |
DI3HARD139 |
nopre |
03:06 |
DI3HARD139 |
nope* |
03:06 |
RealBadAngel |
it crashes without writing anything to debug.txt? |
03:06 |
RealBadAngel |
kinda impossible |
03:06 |
Hijiri |
overriding the hand item to cast spells |
03:07 |
Hijiri |
good or bad idea? |
03:07 |
DI3HARD139 |
Oh duh the debug.txt |
03:07 |
DI3HARD139 |
I was looking for .dmp files |
03:07 |
DI3HARD139 |
usually it spits out those |
03:08 |
DI3HARD139 |
nothing out of the ordinary. Just the usual .png errors |
03:14 |
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03:16 |
RealBadAngel |
DI3HARD139, can you run game in gdb ? |
03:16 |
DI3HARD139 |
gdb? |
03:16 |
RealBadAngel |
are you on win or lin? |
03:16 |
DI3HARD139 |
win |
03:16 |
RealBadAngel |
nvm then ;) |
03:17 |
DI3HARD139 |
I've been watching for linux distros that will make some sort of transition easier |
03:17 |
DI3HARD139 |
like zorin for example |
03:17 |
RealBadAngel |
try kubuntu or xubuntu |
03:18 |
RealBadAngel |
meanwhile please pastebin part of log since start of client till crash |
03:18 |
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03:22 |
DI3HARD139 |
give me a few mins. pastebin keeps freezing after pasting |
03:22 |
DI3HARD139 |
pasteing |
03:24 |
DI3HARD139 |
http://pastebin.com/ZvhJvpQv |
03:27 |
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03:31 |
RealBadAngel |
DI3HARD139, it this end of log after crash? |
03:32 |
DI3HARD139 |
yep |
03:32 |
DI3HARD139 |
I've noticed that its not always writing the crashes to the log. This applies to my servers aswell |
03:32 |
DI3HARD139 |
which are on linux |
03:33 |
RealBadAngel |
pretty weird |
03:49 |
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04:20 |
ssieb |
I'm using v6 mapgen and biomes. Does anyone know where to find clay? Last I played quite a while back, it used to be found at water level in some places, but we haven't been able to find any clay at all anywhere. |
04:20 |
ssieb |
I just tried searching through the database and couldn't find any there either. |
04:25 |
Fritigern |
Clay is typically found UNDER water |
04:27 |
ssieb |
Fritigern: used to be, yes. But maybe there is a problem with my current settings, but there is no clay in my world |
04:57 |
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10:27 |
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10:41 |
gamemanj |
DI3HARD139: Which OS are you coming from? |
10:45 |
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11:51 |
Krock |
gamemanj, that sounds strange.. is it really a correct sentence? o.o |
11:52 |
gamemanj |
I'm not quite sure... |
11:52 |
Krock |
because people come from a country, city or planet |
11:53 |
gamemanj |
People "come from" places... |
11:53 |
gamemanj |
So it really depends if you consider an operating system as a "place" for the sake of metaphor. |
11:57 |
RealBadAngel |
actually DI3HARD139 comes from Windows planet ;) |
12:07 |
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15:34 |
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15:34 |
Open_Future |
Hi All, i have the animals modpack running, but only see creepers and ghosts etc. How do you get sheep and other regular animals to spawn? |
15:44 |
Open_Future |
I must add that I added it to a world AFTER the world had already been generated....and played for a few days. |
15:48 |
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15:49 |
kaeza |
IIRC, MOBF uses spawners for mobs which are generated on map generation (i.e. new blocks), but there should be an option to add spawners after the fact in the settings dialog (/mobf_settings) |
15:50 |
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15:50 |
Megaf |
Hi all, any other insane person here using TWM? |
15:59 |
Megaf |
!server Megaf |
15:59 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/9, 0/0 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 16ms |
16:00 |
Megaf |
now running on 256 MB of RAM and 128 MB of Swap :) |
16:00 |
Megaf |
!server Megaf |
16:00 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/9, 0/0 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 16ms |
16:00 |
Megaf |
and the heck of ping is that now? |
16:00 |
giho |
Why 0/0 |
16:00 |
Megaf |
=/ |
16:00 |
giho |
Name change -> new stats? |
16:00 |
Megaf |
!up mt.megaf.info 30003 |
16:00 |
MinetestBot |
mt.megaf.info:30003 is up (9ms) |
16:00 |
Megaf |
thats better |
16:00 |
kaeza |
bom dia Megaf |
16:00 |
kaeza |
TWM? |
16:00 |
giho |
xorg window manager? |
16:01 |
Megaf |
kaeza, 16:01 here :) boa tarde |
16:01 |
Megaf |
yep, I just removed KDE and XFCE from my laptop and installed TWM |
16:01 |
Megaf |
I think its one of the oldest WMs |
16:01 |
Megaf |
the latency is just insanely low |
16:02 |
Megaf |
other two WMs I like a lot are FVWM2 and WindowMaker |
16:02 |
Megaf |
WMs/DEs shouldnt cause the overhead they cause |
16:03 |
kaeza |
I use either Xfce or Openbox |
16:04 |
Megaf |
I'm going to reinstall XFCE here soon, and maybe use OpenBox for window managing instead of XFWM |
16:04 |
kaeza |
most other WMs I've tried either don't have configurability, or have some weird quirks, or whatever |
16:05 |
kaeza |
ther there's... Enlightenment *shudder* |
16:05 |
Megaf |
Enlightenment is great, it's just not usable xP |
16:05 |
kaeza |
as xyz once said, "a window manager for fridges" |
16:05 |
Out`Of`Control |
Megaf: 256 mb ram? wow |
16:05 |
Megaf |
yep |
16:06 |
Megaf |
if there's a memory leak it will be killed by the OS anyway, so why should I dedicate more for minetestserver? |
16:06 |
Out`Of`Control |
more players more ram? |
16:07 |
Megaf |
theres never more than 4 players on my server at the same time, or very rarerly |
16:07 |
Megaf |
the limit is 8 or 9 |
16:07 |
Out`Of`Control |
i see |
16:07 |
kaeza |
!server players:most |
16:07 |
MinetestBot |
kaeza: just test | 87.110.8.195 | Clients: 25/78, 28/35 | Version: 0.4.12-dev / minetest | Ping: 43ms |
16:07 |
Megaf |
man, I would certainly accept a job of Minetest server admin xP |
16:08 |
Megaf |
!server ping:less |
16:08 |
MinetestBot |
Megaf: No results |
16:08 |
Megaf |
!server ping:most |
16:08 |
MinetestBot |
Megaf: Planeta Tierra Creativo | 190.209.124.109:30001 | Clients: 0/8, 0/1 | Version: 0.4.13 / minetest | Ping: 758ms |
16:08 |
kaeza |
!server ping:least |
16:08 |
MinetestBot |
kaeza: Capture the Flag (Guns!) | minetest.rubenwardy.com | Clients: 18/20, 16/20 | Version: 0.4.13-dev / capturetheflag | Ping: 1ms |
16:08 |
kaeza |
lol 1ms |
16:08 |
Megaf |
must be on the same location as the bot is |
16:08 |
Out`Of`Control |
bot runs on same box as that server? |
16:09 |
kaeza |
it must be literally sitting side-by-side with MinetestBot |
16:11 |
kaeza |
Megaf, what CPU, BTW? |
16:11 |
Megaf |
Intel(R) Xeon(R) CPU E5-2680 v2 @ 2.80GH |
16:11 |
Megaf |
one core only, not even that maybe |
16:12 |
Megaf |
it's a Xen VM |
16:12 |
kaeza |
ah I see |
16:12 |
Megaf |
Xen VPS I mean |
16:14 |
kaeza |
I used to run my server on a VPS too. about the same specs. it was really playable up to maaybe 6-7 players |
16:15 |
Megaf |
sometimes I think I should reevaluate my choice of country that Ive chosen to live in |
16:15 |
giho |
!server Megaf |
16:15 |
MinetestBot |
giho: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/9, 0/0 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 6ms |
16:15 |
giho |
? |
16:15 |
giho |
Why XEN? |
16:15 |
giho |
Your DC has KVM |
16:16 |
Megaf |
its just too cold, dark and wet here =/ |
16:16 |
Megaf |
giho, when I created the server they didnt |
16:16 |
Megaf |
and I run custom kernel and custom stuffs there, Im not sure if the migration to KVM would work |
16:16 |
giho |
Worked for me. |
16:17 |
Megaf |
I also have custom networking options there |
16:17 |
giho |
Well, irrelevant. They'll migrate you at some point anyways. |
16:17 |
Megaf |
with the migration from Xen to KVM network and disk device names would change |
16:18 |
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16:18 |
Megaf |
kaeza, where do you run your server now? |
16:19 |
kaeza |
/dev/null :( |
16:19 |
Megaf |
oh |
16:19 |
Megaf |
at least is very fast, isnt it? |
16:19 |
Megaf |
xP |
16:19 |
kaeza |
indeed |
16:19 |
kaeza |
:D |
16:19 |
giho |
!server Darkage |
16:19 |
MinetestBot |
giho: Darkages | me0w.net | Clients: 0/32, 0/4 | Version: 0.4.13-dev / minetest | Ping: 8ms |
16:19 |
kaeza |
I can have infinite world sizes |
16:24 |
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16:26 |
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16:31 |
gamemanj |
/dev/null is the fastest server ever |
16:31 |
gamemanj |
But it only has one world-gen |
16:31 |
gamemanj |
and it's impossible to get any nodes |
16:45 |
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16:55 |
sfan5 |
Megaf: wot |
16:55 |
Megaf |
sorry |
16:56 |
sfan5 |
!server players:most |
16:56 |
MinetestBot |
sfan5: just test | 87.110.8.195 | Clients: 28/78, 29/38 | Version: 0.4.12-dev / minetest | Ping: 37ms |
16:59 |
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17:00 |
giho |
> just test |
17:06 |
gamemanj |
just a test yet ever so popular |
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19:58 |
steven2 |
when I join an online server and the client downloads lots of things (media, etc.), where do they go?, are they deleted after I stop MT? |
19:59 |
sofar |
they're cached only. |
19:59 |
sofar |
once you log off they're gone |
20:00 |
gamemanj |
Then what's the point of "~/.minetest/cache"? |
20:00 |
Calinou |
sofar, they are not… |
20:00 |
sofar |
no? then why does it re-download everything every time you connect? |
20:01 |
Obani |
sofar, didn't you notice it was faster after the first time ? |
20:02 |
sofar |
Obani: nope, sluggish as ever |
20:03 |
gamemanj |
Well, it might not be per-server, |
20:03 |
gamemanj |
I'm seeing hashes in here |
20:03 |
gamemanj |
So if a resource were used on one server and also used on another, could be shared... |
20:04 |
steven2 |
okay, I see media cached files, but I was looking for cached mods. But they are server side... they are not passed to clients in any way right? |
20:04 |
gamemanj |
Lua code is all server-side. |
20:04 |
gamemanj |
If you want the mods, either search for them by name, or ask the server operator nicely, perhaps? :) |
20:05 |
gamemanj |
"/mods" should give you the list of mod IDs. |
20:05 |
gamemanj |
Some of those will be part of the subgame, though. |
20:06 |
gamemanj |
(these?: beds, boats, bones, bucket, creative, default, doors, dye, farming, fire, flowers, give_initial_stuff, screwdriver, sethome, stairs, tnt, vessels, wool, xpanes) |
20:07 |
steven2 |
ah yes, okay... thanks :) okay... I ask again just in case there are other/more people today than the other day: is there any way to intercept/log the in-game console output of the client? |
20:08 |
steven2 |
(one way would be to download the mod and search for the help text, then) |
20:08 |
gamemanj |
(Ah, now I see what you're trying to do. That would work.) |
20:09 |
steven2 |
yes, trying to document about areas |
20:09 |
steven2 |
little complex |
20:09 |
steven2 |
also it uses 2 mods at once :S |
20:10 |
steven2 |
(also to save chats) |
20:11 |
steven2 |
I was told the other day that it is necessary to modify engine code for that IIRC |
20:13 |
ShadowNinja |
The server prints CHAT: lines, but the client doesn't. And that doesn't print messages sent by the server. |
20:13 |
steven2 |
yes, the server prints everything, it's nice |
20:14 |
steven2 |
ah or maybe not al |
20:14 |
steven2 |
all |
20:14 |
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20:15 |
steven2 |
yes, client's comand and their outputs surely are not printed |
20:15 |
steven2 |
yes, clients' comands and their outputs surely are not printed* |
20:16 |
steven2 |
except maybe with --verbose, etc. |
20:19 |
steven2 |
well, I am retyping from help screenshots, not many problem for now |
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20:47 |
steven2 |
"/add_owner <ParentID> <Player> <AreaName>: Give a player access to a sub-area between two positios that have already been protected. Use set_owner if you don't want the parent to be set." "set_owner" is not available for me on this server ("worldedit" and "areas" mods installed; it says "no permission (areas)"), but, then, I did "/select_area <ID>" (selecting the whole area, not a sub-area) and used the area ID as "<ParentID>" and |
20:48 |
steven2 |
done :) (I hope; it shows now 2 areas with the same name, different IDs and different owners). Later I will test it. |
20:48 |
steven2 |
positions* |
20:49 |
Fritigern |
Wasn't there some setting in minetest.conf which allowed one to disable fire? |
20:51 |
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20:53 |
Fritigern |
I have disable_fire = true in my minetest.conf, but people can still take it from CI and place it. So I guess that was not the setting in question. |
21:02 |
iqualfragile |
good evening |
21:02 |
iqualfragile |
Fritigern: iirc disable_fire disables fire spread |
21:02 |
iqualfragile |
so they can put fire, but it won't do anything |
21:03 |
iqualfragile |
if you really want to completly disable fire you can create an extremly simple "mod" that aliases fire to air |
21:07 |
technics |
who i have to ask for an webhook on the minetest/minetest and the minetest/minetest_game repo for my jabberbot?^^ |
21:08 |
Fritigern |
Wannabe griefers see fire in CI, and start smapping the stuff all over the place. Even though it does not spread, it's still a big nuisance. Also, the fact that disable_fire does not actually disable it but prevents burn and spreadf is very misleading |
21:10 |
gamemanj |
Hang on, writing a one-liner... |
21:11 |
gamemanj |
Hmm. Ok, two-liner, one line in each of two files... |
21:13 |
gamemanj |
Actually, no, I can do it in a one-liner if I use a few tricks, that you certainly wouldn't want to perform twice. |
21:16 |
iqualfragile |
minetest.register_alias("fire:basic_flame", "air") |
21:16 |
iqualfragile |
@Fritigern |
21:16 |
iqualfragile |
put that into a new mod |
21:16 |
iqualfragile |
and fire is disabled for real |
21:16 |
* gamemanj |
meanwhile was messing around with metatables |
21:17 |
iqualfragile |
will also automatically remove all fire nodes on block load |
21:17 |
gamemanj |
iqualfragile: You might also want a depends.txt in there, though. |
21:17 |
technics |
Fritigern, this setting disable fire "branding" (dont know a better word...maybe movement) |
21:18 |
iqualfragile |
or even better, add some on place trigger, that kickbans people that try to place fire |
21:18 |
technics |
i will not burn trees or something, the flames just be there but dont break anything |
21:18 |
technics |
*it |
21:21 |
technics |
i like how there is a bit fire after using tnt on my server ...feels more real ...or with the dungeonmaster mob. or whatever. i personally dont like the thinking about complete banning it |
21:23 |
Fritigern |
Alright, about the nofire mod (i'm calling it that), does it really only need that one line? Nothing before or after that? |
21:24 |
iqualfragile |
yes, only that one line |
21:24 |
iqualfragile |
depends is not nescescary, as mods get lodaded after gamemode-mods |
21:28 |
Fritigern |
I wish I could tell you that it works |
21:29 |
Fritigern |
The mod loads, there are no errors, but it has no effect. |
21:29 |
gamemanj |
I also tested it, and wondered if I had made an error in configuration somewhere... |
21:29 |
gamemanj |
I do know that this works though. |
21:29 |
gamemanj |
minetest.register_node(":fire:basic_flame", {description = "Alternative Dirt", tiles = {"default_dirt.png"}}) |
21:29 |
gamemanj |
...Wait a sec, need groups so it can be removed ^.^; |
21:30 |
gamemanj |
minetest.register_node(":fire:basic_flame", {description = "Alternative Dirt", tiles = {"default_dirt.png"}, groups = {dig_immediate = 2, not_in_creative_inventory = 1}}) |
21:30 |
Fritigern |
that is for the alias, or should I put that elsehwere? |
21:31 |
gamemanj |
Basically, replace the alias line with that second line I wrote. |
21:31 |
gamemanj |
It overrides the basic_flame node with not-firelike dirt. Which also doesn't show up in the creative inventory, |
21:31 |
gamemanj |
so nobody has access to it. |
21:32 |
gamemanj |
On the other hand, if you want fire to exist but not be accessible via the creative inventory, there's another thing that could be tried... |
21:32 |
gamemanj |
But it's probably best that fire not be around in the first place :) |
21:34 |
Fritigern |
I have to go now, I will have to try and tacke this issue later. Thank for the help, although it's still not doing what I need it to. BTW, don't forget about permanent_flame as well |
21:35 |
gamemanj |
permanent_flame is just another override with a different ID :) |
21:35 |
* gamemanj |
then removes the "depends.txt" file he was using for testing, to see if it changes the outcome |
21:35 |
gamemanj |
... |
21:36 |
gamemanj |
iqualfragile? |
21:36 |
gamemanj |
<iqualfragile> depends is not nescescary, as mods get lodaded after gamemode-mods |
21:36 |
gamemanj |
I think you may have been in error about that. |
21:37 |
gamemanj |
Fritigern: Not sure if you'll see this, but anyway: depends.txt is needed after all, it seems. |
21:37 |
gamemanj |
depends.txt should contain a single line, without the quotes: "fire" |
22:33 |
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23:10 |
Fixer |
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm |
23:12 |
sfan5 |
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmh |
23:12 |
Fixer |
stutters are back |
23:12 |
Fixer |
i don't understand anything |
23:12 |
Fixer |
it is like phase of the moon |
23:12 |
Fixer |
fuck this shit |
23:12 |
Fixer |
how i supose to test it? |
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23:20 |
Fixer |
this is crazy |
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