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IRC log for #minetest, 2017-03-24

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All times shown according to UTC.

Time Nick Message
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00:19 fireglow what is a sneak ladder?
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00:25 Fixer kek
00:26 fireglow no I mean it
00:27 Fixer fireglow: it is a bug that when you place nodes in certain order - you can climb them up or down without damages
00:27 fireglow ooh
00:27 twoelk sneakladder was a glitch that seasoned players wispered to each other
00:27 twoelk only the worthy wre taught the secrets
00:27 Fixer fireglow: basic example is vertical block air block air block air, go to it, hold shift + space
00:28 twoelk at the top you may be closer to the fabbled air sword
00:28 Fixer used at least since 2011
00:28 Fixer since i used it in 2011
00:30 fireglow yes I used it too, I never realized it wasn't intended
00:31 Fixer fireglow: here is just one example from 2011 world https://i.imgur.com/dQFpPOV.png (it is excessive here, you can leave just one column)
00:36 Fixer mt also has quite nasty damage avoiding bugs, but not everyone knows about that
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02:23 GreenDimond I would like a little modding help if anyone is willing. I am registering a food item, that should give the player health even if a hunger mod is enabled, and it should replace that food with a bucket when eaten. Whenever I eat the food, my game crashes. Here is my code: https://gist.github.com/GreenXenith/c72649608d06371847134e56e4d15e13
02:34 calculon GreenDimond, not sure but i think the func params are in the wrong order
02:34 GreenDimond hm.. :/
02:35 calculon on_use = func(itemstack, user, pointed_thing)
02:36 GreenDimond Now the item gets eaten but does not replace with bucket
02:37 calculon i don't know how this replace_with_item param works
02:38 calculon never seen anything about it in the docs
02:39 calculon a dirty way would be to just add the empty bucket in player's inventory
02:39 GreenDimond http://dev.minetest.net/minetest.item_eat http://dev.minetest.net/minetest.register_on_item_eat
02:39 calculon but you can probably do better
02:40 calculon ho, maybe it needs an ItemStack instead of a string ?
02:41 GreenDimond itemstack?
02:41 GreenDimond I thought that was an itemstack xD
02:41 GreenDimond oh stack vs string
02:41 GreenDimond i see
02:41 GreenDimond whats the diff tho?
02:41 calculon i don't know, just a shot in the dark :)
02:47 GreenDimond so how would I do the add_item?
02:48 calculon inv = player:get_inventory()
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02:48 calculon inv:add_item("main", "default:bucket")
02:49 GreenDimond and where do I put this?
02:49 GreenDimond just where the replace_with_item is?
02:49 calculon somewhere in your on_use handler
02:49 calculon yes
02:49 calculon and replace player by user in your case
02:50 GreenDimond attempts to indext global 'inv' (a nil value)
02:50 calculon well, it should be local inv = ...
02:50 GreenDimond :P
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02:52 GreenDimond attempt to index global 'player' (a nil value)
02:52 riff-IRC NaN
02:53 calculon yes, i said replace player by user
02:53 GreenDimond oh derp
02:55 GreenDimond huh. now it is saying inv is nil again?
02:55 GreenDimond but i already defined it?
02:55 calculon weird
02:56 calculon can you paste the code ?
02:56 GreenDimond gist updated
02:58 calculon there's a comma at end of line 3, i think it's the problem
02:58 calculon btw, hp_change should be local too
02:59 GreenDimond ayyy it worked :D the Hp? lemme check
02:59 GreenDimond the HP works without the local
02:59 calculon yes it works, but you're defining a global variable here, this is never good
03:00 GreenDimond sooo
03:00 GreenDimond local hp_change = 10?
03:00 GreenDimond nono thats not right
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03:00 calculon ?
03:01 GreenDimond I am not used to doing functions and such :P
03:02 calculon local variables are strangely handled in lua
03:02 GreenDimond how would I do it?
03:02 GreenDimond (n00b question)
03:02 calculon when you define a variable without local it becomes global for all the mods
03:02 calculon just make it local
03:03 GreenDimond so yes? local hp_change = 10
03:03 calculon yes
03:04 calculon also note that you'll have a problem if your inventory is full
03:04 calculon because the empty bucket is added before the item is removed
03:04 calculon but i can't find a good solution here
03:05 GreenDimond K it worked :D
03:05 GreenDimond thankyou sir :D
03:05 calculon :)
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07:38 MinetestBot [git] red-001 -> minetest/minetest: Add multiline support to colorize. (#5444) dd2f1d7 https://git.io/vSUGt (2017-03-24T07:36:29Z)
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08:00 MinetestBot [git] nerzhul -> minetest/minetest: Typo fix 329d654 https://git.io/vSUZa (2017-03-24T07:59:52Z)
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08:31 AliIsBack Yo boi
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09:56 JamesTait Good morning all! Happy Friday, and happy Chocolate Covered Raisin Day! 😃
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13:12 forrestman greetings to all,I am newer of minetest.
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15:57 IhrFussel Is anyone using the mob_horse mod for Mobs Redo? I'm experiencing a random bug with it...at times when a player gets attached to one they are 1 node too high...it's very weird and random behavior
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15:58 IhrFussel I mean the player is 1 node above the back of the horse sometimes*
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16:56 Fixer IhrFussel: interesting, create a issue on github for this mod
17:00 IhrFussel Fixer, can it really be a mod issue though when it happens completely random? I'm more thinking of network lag or something inside the engine
17:00 Fixer IhrFussel: nobody will kill you if you just post a bug
17:00 Fixer report
17:11 Milan[m] hey, just a tiny question: in the past i imported building as mts files and not .we files to a map but i don't remember why since i guess the .we file stores more informations, right? Would it be bad to use we with a huge building? Could it gas been a memory problem why i used mts instead?
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17:24 fridolin hello
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17:25 LazyJ Milan[m], sfan5 may be able to answer better.
17:26 LazyJ I think one format was to retain metadata (signs, chests) and the other did not.
17:26 LazyJ But I'm not sure.
17:26 LazyJ sfan5 would know.
17:27 Milan[m] heyo - i just made me a sweet oom so i guess i have the reason :( - yes, mts doesn't store chestcontent/signs e.g. - and for some nodes unfortunally not the correct rotation
17:28 LazyJ I don't think either format does.
17:28 LazyJ Sokomine has a mod for copying stuff from one map to another.
17:29 LazyJ It may retain rotations.
17:30 Milan[m] hmm
17:31 LazyJ Found it:
17:31 LazyJ https://github.com/Sokomine/handle_schematics
17:31 LazyJ "handle_schematics" - save, copy, place and rotate buildings; optionally replace materials with others
17:33 Milan[m] ues - i had crashes caused by this mod in the past but thanks for searching. will think about if i just add a matching node or if i try it again with handeschematics...
17:34 Milan[m] i do not remember what ues was supposed to be o.O
17:36 Milan[m] beside - when we even crashes by oob when saving hs may result in something similar :S
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17:44 sfan5 Milan[m]: mts should always store the correct rotation though
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17:48 Milan[m] well it appears to don't with the xdecor moonbricks :/
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17:52 sfan5 moonbricks don't seem to have any rotation
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17:58 Milan[m] well i mean rotation using the screwdriver
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18:11 Milan[m] ewww i delivered it wrong - the moonbricks becoming fullsized nodes!
18:15 Fixer i think mts does not retain metadata
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18:33 Milan[m] now i duplicated the building in it's own world using mtschemcreate and the slabs are still there. now i am totally confused
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18:46 ensonic it would be awesome to rename all markdown docs in /master/doc .md for better readability
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19:08 MinetestBot [git] SmallJoker -> minetest/minetest: Tile.cpp: Fix MSVC build broken by 072bbba 5a59ad2 https://git.io/vST5q (2017-03-24T19:05:15Z)
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19:42 Sokomine LazyJ: yes, my handle_schematic  od
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19:42 Sokomine there ought to be no crashes tough. if there are, please report them
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19:48 fireglow Hello Sokomine
19:58 Sokomine hi fireglow
19:58 Krock o/ Sokomine, fireglow
19:59 LazyJ Sokomine is alive!
19:59 LazyJ Cancel the funeral services, she's been found.
20:00 LazyJ Keep the catering.
20:00 LazyJ Those snacks are good. ;)-
20:00 Calinou hi Sokomine
20:03 fireglow oh hi Krock ^_^
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20:46 * Sokomine grabs some snacks :-)
20:47 Sokomine hi lazyj, krock, calinou
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21:49 Viper hi!
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21:53 kaeza greetings
21:54 GNU[BDC] hi kaeza PiTTi_
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22:10 ronsor hey guys
22:10 ronsor i'm gonna add some more features for client-side mods (like breaking blocks and sending chat messages)
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22:37 ronsor so after fuzzing around with cmake i'm finally compiling minetest
22:38 juhdanad ronsor: great! I'm not good at mods but if you have any questions, I will happily help you!
22:38 ronsor thanks :)
22:38 ronsor i actually have much experience with C, C++ and Lua so this shouldn't be hard
22:39 ronsor not to mention i get to try funky patches
22:40 juhdanad Well, good for you! I learned c++ one year before, by trying to code Voxelands and Minetest.
22:40 ronsor I learned C and C++ back in 2015 because I wanted to write programs for my router but it didn't have much space
22:40 ronsor I had to make things small
22:40 ronsor I also figured out how to use a cross compiler
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22:51 pgimeno is there any very simple bot client, or a text only client? I've found two bots but I was unable to make them work.
22:51 sfan5 there isnt one right now
22:52 sfan5 should'nt be too complicated to modify the minetest core though
22:53 pgimeno are there any alternatives to make ABMs in a certain area run, even if there's no one connected? (which is my goal)
22:53 pgimeno and thanks sfan5
22:53 sfan5 your abm question: forceloading
22:54 pgimeno this? http://dev.minetest.net/minetest.forceload_block
22:54 sfan5 yes
22:55 pgimeno will that persist even when there are no players connected?
22:55 sfan5 that's the point
22:55 pgimeno excellent, thank you very much! then maybe I don't need a bot after all
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23:22 BBmine Hello, I changed the email address for my forum account to use 2-3 minutes ago, but I haven't received the verification email yet.
23:23 BBmine Nevermind! It just sent it :P Sorry!
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23:38 pgimeno worked like a charm, sfan5, thanks again!
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