Time |
Nick |
Message |
00:17 |
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00:17 |
Nexus24680 |
Wuzzy |
00:17 |
Nexus24680 |
Can anyone help me port this MCL2 mod to default Minetest? |
00:21 |
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00:54 |
MinetestBot |
[git] paramat -> minetest/minetest: Mgv7: Avoid divide-by-zero errors 34e8e0e https://git.io/vQYis (2017-06-24T00:48:29Z) |
00:54 |
MinetestBot |
[git] paramat -> minetest/minetest: Mgvalleys: Use existing 'lava_max_height' value in CavesRandomWalk 9a77397 https://git.io/vQYiG (2017-06-24T00:48:20Z) |
00:56 |
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00:59 |
tumeninodes |
gonna drop this here if anyone wants to check it out. Quick little irrlicht / c++ game no longer in dev. but has some neat bits http://garnetgames.com/puzzlemoppet/ |
01:01 |
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03:30 |
ThomasMonroe |
goodnight everyone |
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06:22 |
AntumDeluge |
I'm unclear on attribution/license for three textures from 'default' mod ... |
06:22 |
AntumDeluge |
https://github.com/minetest/minetest_game/blob/master/mods/default/textures/default_coal_lump.png |
06:22 |
AntumDeluge |
https://github.com/minetest/minetest_game/blob/master/mods/default/textures/default_mineral_coal.png |
06:22 |
AntumDeluge |
https://github.com/minetest/minetest_game/blob/master/mods/default/textures/default_mineral_iron.png |
06:22 |
AntumDeluge |
README isn't clear on these: https://github.com/minetest/minetest_game/blob/master/mods/default/README.txt |
06:23 |
AntumDeluge |
'default_coal_lump' appears to be CC BY-SA 3.0 by Gambit but was renamed from 'default_coal.png'. But, I am not 100% sure. |
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07:27 |
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07:27 |
zahran |
hi |
07:28 |
zahran |
Sokomine: was that travelnet ur creation? |
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07:31 |
cheapie |
zahran: Sokomine made that mod, yes. |
07:31 |
zahran |
hm....i was having trouble installing it. |
07:31 |
cheapie |
What issue do you have? |
07:32 |
zahran |
failed to enable mod Sokomine-travelnet as it contains dissalowed characters |
07:32 |
cheapie |
Rename it so it doesn't have a "-" in it. |
07:32 |
zahran |
ok, thankx |
07:33 |
zahran |
ok, worked, thanks cheapie |
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09:01 |
sfan5 |
AntumDeluge: if it was renamed/based on that then it's that license |
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09:02 |
AntumDeluge |
sfan5, yes, but I don't know if that is the case. |
09:04 |
sfan5 |
you can check in the git history |
09:04 |
AntumDeluge |
Ah, good point. Thank you. |
09:10 |
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09:44 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Game::showOverlayMessage: securise function 8a84e89 https://git.io/vQYNF (2017-06-24T09:43:17Z) |
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11:23 |
DS-minetest |
!c 2**5 |
11:23 |
MinetestBot |
32 |
11:42 |
MinetestBot |
[git] Dumbeldor -> minetest/minetest: C++11 cleanup on constructors guiEngine (#6036) 9da5fb1 https://git.io/vQOvW (2017-06-24T11:41:30Z) |
11:46 |
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12:17 |
Out`Of`Control |
hi |
12:32 |
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12:54 |
Krock |
hi |
12:54 |
Krock |
ThomasMonroe, your IP leaks on join |
12:56 |
red-001 |
and generates a bit of spam especial if you have a bad connection |
12:57 |
red-001 |
you might want to enable sasl |
12:59 |
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13:02 |
ThomasMonroe |
hmm |
13:02 |
ThomasMonroe |
thanks Krock |
13:03 |
Krock |
!next |
13:03 |
MinetestBot |
Another satisfied customer. Next! |
13:10 |
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13:52 |
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13:54 |
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13:57 |
Megaf |
!server Megaf |
13:57 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/6, 0/3 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms |
13:57 |
Megaf |
ok, the migration from Xen to KVM was succeful |
14:00 |
red-001 |
!SERVER craig |
14:00 |
red-001 |
!server craig |
14:00 |
MinetestBot |
red-001: Craig's Server | minetest.davison.io | Clients: 2/30, 2/4 | Version: 0.4.16-dev / craig-server | Ping: 7ms |
14:00 |
jcalve |
what kind of syntax is lua_api.txt written in? |
14:01 |
juhdanad |
I think it is md. |
14:01 |
jcalve |
looks like md now that you mention it lol |
14:01 |
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14:03 |
Sokomine |
zahran: yes, the travlenet mod was created by me |
14:11 |
Megaf |
!server Megaf |
14:11 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/6, 0/3 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms |
14:11 |
Megaf |
Sokomine, ^ |
14:11 |
Megaf |
it is also on http://servers.minetest.net/ |
14:11 |
Sokomine |
strange. not in my list |
14:16 |
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14:24 |
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14:24 |
Krock |
Sokomine, what if you try to connect to it? any error message? |
14:25 |
Krock |
jcalve, it has been md-like for a while, then converted but there may still be some ugly formatted parts |
14:27 |
jcalve |
yep pandoc didn't like it very much |
14:28 |
Sokomine |
connecting is no problem. it just didn't show up in my list |
14:28 |
Sokomine |
now after manually entering megafs server (again) it does of course show up. but it didn't before |
14:29 |
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14:38 |
Krock |
hmm..strange |
14:38 |
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14:40 |
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14:43 |
tumeninodes |
So, after some researching, I now have a bit better understanding why MT has no colored lighting to date |
14:44 |
ThomasMonroe |
hi tumeninodes |
14:44 |
tumeninodes |
Hi ThomasMonroe |
14:44 |
ThomasMonroe |
ive seen you comment on a few mods |
14:46 |
tumeninodes |
good comments or bad comments? :P |
14:46 |
ThomasMonroe |
i think you commented on mine, but im not sure |
14:46 |
ThomasMonroe |
:P |
14:46 |
ThomasMonroe |
lol |
14:46 |
ThomasMonroe |
both |
14:46 |
tumeninodes |
your mod which is?? (sorry I have poor memory) |
14:47 |
ThomasMonroe |
Exotic ores |
14:47 |
red-001 |
ThomasMonroe, how far did you get with your redstone recreation project? |
14:47 |
ThomasMonroe |
i quit bcs of the limitations of the MT engine |
14:47 |
red-001 |
the one called rubystone or something like that |
14:47 |
ThomasMonroe |
it cant updat nodes simultaneously |
14:48 |
tumeninodes |
hi red-001 |
14:48 |
red-001 |
hi tumeninodes |
14:48 |
tumeninodes |
oh, yes rubystone |
14:48 |
red-001 |
voxelmanip? |
14:49 |
tumeninodes |
my eye twitches every time I see the word voxelmanip |
14:49 |
ThomasMonroe |
lol |
14:49 |
red-001 |
thats the system TNT uses for bulk node updates |
14:49 |
red-001 |
and lua mapgens |
14:50 |
red-001 |
but it's pretty hard to understand if you ask me |
14:50 |
tumeninodes |
someone suggested I use it to create the drawbridge I was trying a while back |
14:50 |
red-001 |
a lot of lua table magic is involved |
14:51 |
juhdanad |
tumeninodes: the sound PR is done. |
14:51 |
tumeninodes |
hence the twitch |
14:51 |
red-001 |
tumeninodes, that might be overkill |
14:51 |
ThomasMonroe |
right, but what i need is to be able to have an instantaneous piston extenstion and retraction for two pistons at the same time |
14:51 |
tumeninodes |
hi juhdanad |
14:51 |
juhdanad |
hi |
14:51 |
red-001 |
it's slower for small areas |
14:51 |
red-001 |
but a lot faster for large ones |
14:51 |
tumeninodes |
Really???!! that was much quicker than I anticipated |
14:52 |
juhdanad |
it was a two-line fix. |
14:52 |
nore |
ThomasMonroe: that's not a limitation of the mt engine but of how you code things |
14:52 |
tumeninodes |
juhdanad, wow! that's awesome |
14:52 |
juhdanad |
https://github.com/minetest/minetest/pull/6040 |
14:53 |
juhdanad |
But now I have to go, goodbye! |
14:53 |
red-001 |
I'm starting to regrete trying to work on seperating out the config files for diffrent worlds |
14:53 |
tumeninodes |
bye, and thank you very much |
14:53 |
ThomasMonroe |
ok nore |
14:53 |
red-001 |
turns out a lot of stuff accesses settings |
14:53 |
ThomasMonroe |
but im still not interested anymore |
14:53 |
tumeninodes |
red-001 I thought it was overkill the moment I glanced at voxelmanip :D |
14:54 |
nore |
of course, just telling :) |
14:54 |
tumeninodes |
I thought about trying it with an .mts but have not tried yet |
14:54 |
red-001 |
what is it suppose to do? |
14:54 |
ThomasMonroe |
ik |
14:55 |
tumeninodes |
hold on, I just got confused |
14:58 |
tumeninodes |
red were you asking me the question "what is it supposed to do"? |
14:58 |
red-001 |
yeah your mod |
14:59 |
tumeninodes |
the drawbridge? or the sound |
14:59 |
red-001 |
is it suppose to create a bridge or create a bridge that can be used as a drawbridge |
14:59 |
red-001 |
since MTS isn't that good of an idea for the second |
15:00 |
red-001 |
but it's good enough for the formare |
15:00 |
tumeninodes |
oh, I was working on a simple drawbridge |
15:01 |
tumeninodes |
I tried various means but the collision code cant deal with it |
15:01 |
red-001 |
ThomasMonroe, you might want to ask for voice on -hub |
15:02 |
ThomasMonroe |
i had voice, but its not auto |
15:04 |
red-001 |
then do ask an OP if you can be added to the access list |
15:05 |
tumeninodes |
I figured I could use two instances, the same as trees use from sapling to tree. and try to use on right click to trigger the switch |
15:06 |
ThomasMonroe |
i asked tenplus1 earlier |
15:08 |
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15:13 |
Billre |
a player created a drawbridge of sorts with ghoststone on TPS xtreme |
15:13 |
tumeninodes |
<--- is off to go play with the walking in water pr and keep digging into coloured lighting |
15:13 |
tumeninodes |
Billre, wha? |
15:14 |
tumeninodes |
I have made a few but they are non functional past approx 3 nodes (fall through) |
15:14 |
red-001 |
ghoststone right? |
15:14 |
Billre |
I don't know how he did it because I never studied it. but was cool .. use player detector and a timer somehow .. so that if you didn't run across fast enough it would drop you |
15:14 |
Billre |
right, ghoststone |
15:14 |
Out`Of`Control |
in water? |
15:15 |
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15:15 |
tumeninodes |
collision issue same as all of mine, you have to sprint across them |
15:15 |
Billre |
over water and lava .. about 20 blocks up, spanning between two cliffs. he actually had three .. two the same, one a bit different .. all in a row .. was a cool challenge to get across them all and die in the lava below |
15:15 |
Out`Of`Control |
i disable ghost stone, sometimes cause crash when its in water |
15:16 |
Billre |
didn't know that ... why need in water? |
15:18 |
tumeninodes |
Is it bizarr I have not heard of ghoststone? |
15:18 |
* Billre |
stares in disbelief |
15:19 |
tumeninodes |
hangs head in shame |
15:19 |
Billre |
apply a mesecon signal to one ghostone connected to others and they all disappear |
15:19 |
tumeninodes |
0_0 |
15:20 |
red-001 |
Out`Of`Control, clearly the water shorts the mesecons inside it |
15:20 |
red-001 |
you need to get waterprove mesecons |
15:20 |
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15:20 |
Out`Of`Control |
red-001: i could not trigger crash, but after disabling ghoststone no more crashes |
15:21 |
Out`Of`Control |
so i suspect ghoststone in water trigger it |
15:21 |
tumeninodes |
I only ever tried mesecons very early on in MT |
15:21 |
tumeninodes |
hello juhdanad |
15:21 |
Billre |
if you want to make some cool things, you need it |
15:22 |
Out`Of`Control |
you did try mover and pistons? |
15:22 |
twoelk |
try a dreambuilder server. they usually use quite a few for gates and such |
15:22 |
Billre |
there's even a video out there on how to make a logic register with them ... can make a computer within the game ... |
15:22 |
Sokomine |
tumeninodes: try to look for a mod that adds drawbridges. there's at least one that comes with a switch. it stores two schematics - one with gate (or bdridge) in one state and one in the other. the switch switches between the two stored states. that works pretty well |
15:22 |
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15:22 |
juhdanad |
hello. Do not make nodes with large nodeboxes, as they won't work. |
15:23 |
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15:23 |
tumeninodes |
hi sokomine: see, that;s what I thought.. schematics could do it |
15:23 |
Billre |
I have a question myself ... is there a mod to make letters? Like A B C D that are one block high each? |
15:24 |
tumeninodes |
I think there a like 2 abc type mods |
15:24 |
Sokomine |
billre: there are lots of mods that add letters |
15:25 |
Out`Of`Control |
i use moreblocks for that |
15:25 |
tumeninodes |
juhdanad: you mean with oversized nodeboxes or multiple as a drawbridge? |
15:25 |
Sokomine |
Billre: check out http://krock-works.16mb.com/MTstuff/modSearch.php and try words that might be contained in such a mod |
15:26 |
juhdanad |
oversized nodeboxes are not supported by the engine, as the collision calculation time is proportional to the volume of the nodebox. |
15:26 |
twoelk |
http://wiki.minetest.net/Mods:Learning has a list of alphabet blocks |
15:26 |
juhdanad |
You can safely use multiple nodes, they should work. |
15:26 |
tumeninodes |
the problem in attempting to create a basic drawbridge, is the collision code |
15:27 |
Billre |
oh nice! thanks Solomine and krock |
15:27 |
Billre |
the drawbridge collides with knights trying to ride across? |
15:27 |
Billre |
;-) |
15:27 |
Sokomine |
tumeninodes: hm, yes. the problem are nodes that are larger than one node. their collusion boxes do (or did?) not always work correctly |
15:28 |
tumeninodes |
sokomine: even using a schematic? because that was my next attempt when I got around to it |
15:28 |
Sokomine |
no, the drawbridge does not always collide correctly. imagine a 3 node high drawbridge, drawn up. it might block you at the bottom. but jump or come in higher and you might walk through. or you might walk through if it's placed at a certain position - while it would work correctly placed at another coordinate |
15:28 |
juhdanad |
The collision check is safe if the collision box does not exceed (-1.5, -1.5, -1.5), (1.5, 1.5, 1.5). |
15:29 |
Sokomine |
tumeninodes: the schematics approach means that the player builds the gate/bridge out of normal nodes and nodebox nodes etc. - no need for 2-node-high things there |
15:29 |
Krock |
Billre, the teaching mod contains numbers.. not sure about letters |
15:29 |
tumeninodes |
dang it.... But yeh this is what I ran into with my drawbridge and portculis |
15:29 |
Billre |
thanks Krock |
15:29 |
juhdanad |
tumeninodes: how long is your drawbridge? |
15:29 |
Sokomine |
yes, i started such a drawbridge mod locally as well and wasn't really satisfied |
15:29 |
tumeninodes |
it is not such a big issue with the portculis (I'm spelling that wrong) as it is only and up and down action |
15:30 |
tumeninodes |
juhdanad:it was 5x5 nodes :P |
15:30 |
tumeninodes |
get to 3 and drop |
15:30 |
Krock |
!next |
15:30 |
MinetestBot |
Another satisfied customer. Next! |
15:30 |
Sokomine |
if you don't need any animation you might of course just use set_node. for a small thing like a drawbridge it'd be more than fast enough |
15:30 |
juhdanad |
Well, then you need to use multiple nodes as a drawbridge. |
15:31 |
Sokomine |
even the doors in default kind of use two nodes. even if it's just to block nodes from beeing placed where the upper part of the door is |
15:31 |
Billre |
you could use a command block to place them if you have admin privs |
15:32 |
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15:32 |
tumeninodes |
I tried using NBE, A mesh made in blender, etc... in NBE first made one big-a$$ node, then tried with individual nodes |
15:33 |
tumeninodes |
the only issue using multiple nodes becomes a texture issue between the two states |
15:34 |
Sokomine |
texture issue? |
15:35 |
tumeninodes |
create a drawbridge, open (all nodes laying along the ground). Then in the close state, the nodes will be stacked, the textures will be positioned differently |
15:35 |
Sokomine |
ah, ok |
15:36 |
Sokomine |
i don't remember which world i did my drawbridge experiments in... |
15:36 |
juhdanad |
You can use facedir nodes for the drawbridge, or use different nodes for the two state. |
15:36 |
tumeninodes |
a nice physics set up would be pretty awesome for such things |
15:37 |
tumeninodes |
true regarding facdir |
15:38 |
tumeninodes |
but that is what I mean... I could do all of this using schematics, couldn't I? |
15:38 |
tumeninodes |
and simply keep using the on-right click function as I have been |
15:43 |
tumeninodes |
trying to find the discussion related to collision with sofar but it is lost in the "ask your modding questions here" abyss |
15:45 |
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15:47 |
tumeninodes |
off to brave the outside world, ttyl everyone |
15:47 |
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17:14 |
Billre |
how is "name" or "player" defined in mods? |
17:14 |
Billre |
I'm looking at some mods and they don't define it the variable but use it |
17:14 |
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17:25 |
jcalve |
so the api says player.set_physics_override() takes a table as argument but passing a table crashes with the error "userdata expected, got table" |
17:33 |
jcalve |
whoops it's player:set_physics_override() |
17:33 |
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17:33 |
Nexus24680 |
Wuzzy, are you here? |
17:34 |
Wuzzy |
maybe |
17:34 |
Nexus24680 |
Sup |
17:34 |
Krock |
jcalve, did the problem solve itself? |
17:34 |
Nexus24680 |
I stumbled across this and wanted to ask you |
17:35 |
Nexus24680 |
Would be possible to port mcl_furnaces? |
17:35 |
Nexus24680 |
To stock |
17:35 |
Nexus24680 |
??? |
17:36 |
Krock |
Billre, please provide the context. What would you like to do? |
17:36 |
jcalve |
Krock: yep |
17:36 |
Nexus24680 |
Wuzzy, check out the above comments |
17:38 |
Billre |
Krock: I would like to use a command block to retrieve the nearest players name so that "tell @nearest "hello" name "Welcome to the game" |
17:38 |
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17:40 |
Billre |
Krock: so basically it would get the name of the nearest player |
17:41 |
Billre |
Krock: someting like local name = minetest:get_player_name:@nearest or some such thing |
17:42 |
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17:43 |
Wuzzy |
>_> |
17:44 |
Wuzzy |
now that I am ready to answer, Nexus24680 is gone |
17:44 |
Wuzzy |
Billre: not possible yet :( |
17:45 |
Wuzzy |
but good idea |
17:45 |
Wuzzy |
but syntax is too verbose |
17:45 |
Krock |
Billre, the command block does not execute any Lua code |
17:45 |
Billre |
Krock, I can use the /lua command within it |
17:45 |
Wuzzy |
oh crap. you're right |
17:46 |
Wuzzy |
does the command block check privs? |
17:46 |
Krock |
I believe it's sandboxed |
17:46 |
Billre |
Wuzzy, I'm not that far into it yet . .just started on /lua this morning |
17:46 |
Wuzzy |
not the comman block |
17:46 |
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17:46 |
Wuzzy |
you should try the Luacontroller instead |
17:47 |
Wuzzy |
this is much better suited for your needs |
17:47 |
Krock |
hmm.. I don't see any Lua command in Meseoncs |
17:47 |
Krock |
*mesecons |
17:47 |
Billre |
Wuzzy, how would the lua controller get the name of the player that actuates it? |
17:48 |
Wuzzy |
idk |
17:49 |
Wuzzy |
the luacontroller does not know anythng about its outside world, except for everything which comes trhough the 4 ports |
17:49 |
Wuzzy |
but maybe you could try some digilines magic? but i am really clueless now |
17:49 |
Krock |
lua minetest.get_player_by_name("@nearest"):setpos({x=0,y=0,z=0}) |
17:50 |
Krock |
check out what this one outputs |
17:50 |
Krock |
(in the command block) |
17:50 |
Wuzzy |
i bet it will segfault |
17:51 |
Wuzzy |
ok not segfault |
17:51 |
Wuzzy |
just crash |
17:51 |
Krock |
if you're able to use /lua, then the commandblock will be able too |
17:51 |
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17:51 |
Wuzzy |
hopefully the commandblock does only execute commands if the owner has the correct privs |
17:52 |
Nexus24680 |
What were you saying? |
17:52 |
Krock |
Nexus24680, /topic |
17:52 |
Krock |
see the logs link |
17:52 |
Krock |
click on it and scroll down to read them |
17:52 |
Nexus24680 |
OK |
17:52 |
Nexus24680 |
Done |
17:52 |
Billre |
command blocks issue chat commands. /lua is from WorldEdit |
17:52 |
Krock |
ACK |
17:52 |
Nexus24680 |
What was your response, Wuzzy? |
17:52 |
Wuzzy |
Nexus24680: I did not say anything |
17:52 |
Nexus24680 |
You didn't answer me |
17:52 |
Wuzzy |
you just disappeared into the void |
17:52 |
Krock |
Wuzzy, don't worry: https://github.com/minetest-mods/mesecons/blob/master/mesecons_commandblock/init.lua#L156 |
17:53 |
Nexus24680 |
Well, I emerged from the darkness |
17:53 |
Wuzzy |
i dont see why mcl_furnaces must be ported |
17:53 |
Wuzzy |
its almost identical to Minetest Game's furnace |
17:53 |
Wuzzy |
in fact, it has been forked from it |
17:53 |
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17:53 |
Krock |
Nexus24680, http://irc.minetest.net/minetest/2017-06-24#i_4987586 |
17:53 |
Nexus24680 |
The default one lacks features MCL_furnaces has |
17:54 |
Wuzzy |
the only real difference is that it has 1 output slot. the rest is really the same |
17:54 |
DS-minetest |
moremesecons modpack adds a luablock |
17:54 |
Nexus24680 |
The default furnace only accepts coal as fuel |
17:54 |
Nexus24680 |
And doesn't has charcoal |
17:54 |
Krock |
oops. the answer was for Billre |
17:54 |
Billre |
that's interesting DS-minetest |
17:54 |
Nexus24680 |
But yours has |
17:54 |
Wuzzy |
this has nothing to do with the furnace |
17:54 |
Wuzzy |
charcoal is in mcl_core. |
17:55 |
Wuzzy |
in fact, fuels and smelting recipes are completely abstracted away from the furnace mod |
17:55 |
Nexus24680 |
Where are they located? |
17:55 |
Nexus24680 |
Exactly |
17:55 |
Wuzzy |
but this is Minetest's design, not related to subgame or mods |
17:55 |
Wuzzy |
charcoal is in mods/ITEMS/mcl_core |
17:56 |
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17:56 |
Wuzzy |
charcoal is very simple. its almost the same as coal, but you can get it from tree trunks |
17:56 |
Billre |
Krock, I will try testing those lines |
17:56 |
Nexus24680 |
Ik |
17:56 |
Nexus24680 |
And where the smelting instructions? |
17:57 |
Wuzzy |
this is called the "crafting guide" (or "recipe book" in MCL2) |
17:57 |
Wuzzy |
Minetest Game is one of a few subgames which is still lacking a crafting guide |
17:57 |
Nexus24680 |
Yeah, but I mean, how did you programmed charcoal and its recipe? |
17:58 |
Wuzzy |
at least 19 subgames have a crafting guide. Minetest Game doesn't. |
17:58 |
red-001 |
charcoal is like a 10 liner |
17:58 |
Wuzzy |
yes |
17:58 |
red-001 |
plus a texture |
17:58 |
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17:58 |
red-001 |
there are a bunch of charcoal mods on the forum |
17:58 |
Wuzzy |
http://krock-works.16mb.com/MTstuff/modSearch.php?st=0&at=0&q=charcoal |
17:59 |
Wuzzy |
sigh |
17:59 |
red-001 |
!mod charcoal |
17:59 |
MinetestBot |
red-001: Another Charcoal Mod [another_charcoal] by cx384 - https://forum.minetest.net/viewtopic.php?t=13549 |
17:59 |
Wuzzy |
and 5 more mods with IDENTICAL name :(( |
17:59 |
red-001 |
!mod charcoal |
17:59 |
Wuzzy |
i hate it when mods "share" their identifier |
17:59 |
MinetestBot |
red-001: Another Charcoal Mod [another_charcoal] by cx384 - https://forum.minetest.net/viewtopic.php?t=13549 |
17:59 |
red-001 |
;( |
17:59 |
Wuzzy |
this completely defeats the purpose of an identifier |
17:59 |
red-001 |
I was hoping it would randomise the selection |
17:59 |
Wuzzy |
yes "charcoal" is NOT an unique name XO |
17:59 |
Wuzzy |
lol |
17:59 |
red-001 |
!mod tnt_extras |
17:59 |
MinetestBot |
red-001: Extra TNT blast effects [tnt_extras] by red-001 - https://forum.minetest.net/viewtopic.php?t=13959 |
18:00 |
red-001 |
!mod chat_log |
18:00 |
MinetestBot |
red-001: Chat log [chatlog] by JBR - https://forum.minetest.net/viewtopic.php?t=6220 |
18:00 |
red-001 |
!mod chatlog |
18:00 |
MinetestBot |
red-001: Chat log [chatlog] by JBR - https://forum.minetest.net/viewtopic.php?t=6220 |
18:00 |
red-001 |
alright then |
18:00 |
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18:01 |
Nexus24680 |
OK Thanks but how did you added tools, leaves, saplings, etc as fuels? |
18:01 |
Nexus24680 |
Stock MT only has wood and coal as fuels |
18:02 |
Krock |
minetest.register_craft({method = "fuel" ... |
18:02 |
Wuzzy |
you're wrong, Nexus24680 |
18:02 |
Wuzzy |
http://wiki.minetest.net/Smelting |
18:02 |
Wuzzy |
the correct name is "Minetest Game" by the way, not "Stock MT" |
18:02 |
Wuzzy |
:P |
18:02 |
twoelk |
you can use almost anything that burns as fuel |
18:02 |
Wuzzy |
yes |
18:03 |
DS-minetest |
!mod hi |
18:03 |
MinetestBot |
DS-minetest: Too short search term. |
18:03 |
Wuzzy |
charcoal is not really needed. fuel is cheap in Minetest Game |
18:03 |
twoelk |
on skyblock servers for example it is wise to start with leaves as fuel |
18:03 |
Wuzzy |
DS-minetest: http://krock-works.16mb.com/MTstuff/modSearch.php?st=0&at=0&q=hi |
18:04 |
Wuzzy |
Public Service Announcement: The forum search is broken. Use this website to find mods: http://krock-works.16mb.com/MTstuff/modSearch.php |
18:05 |
Wuzzy |
Nexus24680: so... so far there isnt anything in mcl_furnaces which is worth “porting†|
18:05 |
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18:05 |
Wuzzy |
mcl_furnaces is basically just one of a million forks of furnace from Minetest Game |
18:05 |
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18:05 |
Wuzzy |
oh wait |
18:05 |
Wuzzy |
i mean from default/furnace.lua... >_> |
18:06 |
Wuzzy |
i totally forgot that Minetest Game has that default blob ... >_> |
18:06 |
Calinou |
we should be like Node.js, split minetest_game into 200 mods |
18:06 |
Calinou |
dirt/init.lua, cobble/init.lua... |
18:06 |
Calinou |
:D |
18:06 |
Nexus24680 |
Well then |
18:06 |
Nexus24680 |
I download a charcoal mod |
18:07 |
Wuzzy |
it seems that all charcoal mods suck |
18:08 |
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18:08 |
Nexus24680 |
Y? |
18:08 |
Wuzzy |
just a short glimpse |
18:08 |
Wuzzy |
just forget what i said |
18:15 |
MinetestBot |
[git] juhdanad -> minetest/minetest: Helper methods for hardware colorization (#5870) 5a41a98 https://git.io/vQOcq (2017-06-24T18:15:09Z) |
18:15 |
MinetestBot |
[git] juhdanad -> minetest/minetest: Emit liquid sound if the player walks in liquid (#6040) c2df1a0 https://git.io/vQOcm (2017-06-24T18:15:00Z) |
18:19 |
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18:40 |
tumeninodes |
Shazam! Just realized I'm still logged in :P |
18:41 |
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19:25 |
red-001 |
no |
19:25 |
red-001 |
I'm not here |
19:26 |
red-001 |
. |
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19:28 |
red-001 |
anyway hello bigfoot |
19:29 |
red-001 |
I'm currently trying to make settings per-world for the server |
19:29 |
red-001 |
turns out a lot of stuff uses settings |
19:30 |
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19:31 |
red-001 |
https://github.com/red-001/minetest/commit/02a31af554e63e614b3d239a3cb3a661172e6b0f |
19:31 |
red-001 |
how I got so far |
19:31 |
red-001 |
!title |
19:31 |
MinetestBot |
red-001: [WIP] Make setting files per-world. · red-001/minetest02a31af · GitHub |
19:31 |
red-001 |
huh |
19:31 |
red-001 |
I guess it changed |
19:32 |
red-001 |
I'm guessing some sort of gateway nonesense |
19:34 |
MinetestBot |
bigfoot547: [CSM] Add function to set the FOV of the local player by bigfoot547 · Pull Request #5797 · minetest/minetest · GitHub |
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20:12 |
AntumDeluge |
Is there any way to get a return value for functions called from the minetest/core global? |
20:12 |
AntumDeluge |
I wanted to get return values for 'minetest.unregister_item' & 'minetest.register_alias'. |
20:14 |
calcul0n |
some functions return a value, some thers don't :) |
20:14 |
calcul0n |
what kind of value do you expect from those ? |
20:15 |
AntumDeluge |
Hopefully boolean. |
20:15 |
sfan5 |
why boolean |
20:15 |
sfan5 |
unregistering items should not fail |
20:16 |
AntumDeluge |
I could iterate through registered items & alias to find out if they were successfull. |
20:16 |
AntumDeluge |
It does fail if you don't have the correct item name. |
20:16 |
sfan5 |
well then check whether the item exists at all beforehand |
20:17 |
AntumDeluge |
That's difficult to do when I'm using a pre-formatted list that may or may not include items that are not registered. |
20:17 |
calcul0n |
yep, and unregistering a non-existing item doesn't fail, as the item still doesn't exist at the end :) |
20:18 |
AntumDeluge |
Right, the server just emits a warning message. But, it would be nice to use the return value to execute follow-up operations. Like I said, I can just iterate through registered items & aliases. |
20:18 |
sfan5 |
why is that difficult |
20:19 |
AntumDeluge |
It's not. I just figured that a return value would be more optimized. |
20:19 |
AntumDeluge |
It's not difficult, but it's more complicated than just getting a return value. |
20:20 |
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21:09 |
jcjordyn120 |
is there a way to revoke all permissions from everyone? |
21:12 |
sfan5 |
you edit auth.txt |
21:12 |
sfan5 |
(that's the easiest way at least) |
21:13 |
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21:14 |
jcjordyn120 |
I have like 2000 entries lol. |
21:16 |
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21:16 |
IhrFussel |
jcjordyn120, you use commands for that...I edited a 50,000 lines auth with those |
21:17 |
jcjordyn120 |
IhrFussel, oh nice |
21:17 |
IhrFussel |
I mean command line commands not ingame... is your server runbnin |
21:18 |
IhrFussel |
running* Linux? |
21:18 |
jcjordyn120 |
yep. |
21:19 |
IhrFussel |
And you want to revoke ALL privs from EVERY account? |
21:21 |
jcjordyn120 |
IhrFussel, yes |
21:23 |
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21:25 |
IhrFussel |
jcjordyn120, I'll look for a fitting command in a few minutes |
21:26 |
jcjordyn120 |
cool |
21:41 |
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21:43 |
IhrFussel |
jcjordyn120, sorry I had a call...will try to write one now |
21:43 |
jcjordyn120 |
it's fine |
21:47 |
IhrFussel |
jcjordyn120, UNTESTED but seems to work awk 'BEGIN {OFS=FS=":"} {gsub (/.+/, "", $3)}1' path/to/auth.txt > testauth.txt |
21:48 |
IhrFussel |
See if testauth.txt has the desired results |
21:52 |
jcjordyn120 |
it works |
21:53 |
jcjordyn120 |
I just need to regrant everyone interact and shout lol |
21:53 |
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21:54 |
IhrFussel |
jcjordyn120, that's very easy with a mod |
21:54 |
jcjordyn120 |
orly |
21:56 |
IhrFussel |
Yes one sec I'll do a pastebin |
21:59 |
IhrFussel |
jcjordyn120, this should work https://pastebin.com/9nevn9YA |
22:00 |
jcjordyn120 |
nice |
22:08 |
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23:19 |
Johnnygag |
Somone Please Help Me |
23:25 |
Dumbeldor |
What do you want Johnnygag ? |
23:30 |
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23:31 |
Johnnygag |
I Have The Home Decor MOD But The Kitchen Set Living Set Nor Bathroom Set Are Showing Up :( |
23:34 |
Dumbeldor |
You have to activate the mod |
23:35 |
Johnnygag |
I did its Enabled For My World But Now Showing Up |
23:35 |
Johnnygag |
Not* |
23:36 |
Dumbeldor |
Your other mods work ? |
23:36 |
Johnnygag |
Yes |
23:38 |
Dumbeldor |
Check the version of the mod. Re-installs the. And if you can not, try posting on the forum. You can also contact the mod developer. |
23:38 |
IhrFussel |
Johnnygag, check the dependencies if ti has any |
23:38 |
IhrFussel |
it* |
23:38 |
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23:38 |
Johnnygag |
ok give me a sec |
23:39 |
Dumbeldor |
Good luck Johnnygag :p |
23:39 |
Johnnygag |
wool home decor_i8n & Unifieddyes |
23:40 |
Johnnygag |
sorry Homedecor_i18n |
23:42 |
Johnnygag |
Dependencies Are Wool HomeDecor_i18n & Unifieddyes |
23:42 |
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23:53 |
GreenDimond |
*sigh* still can't figure out how to test PRs. |
23:53 |
GreenDimond |
doing curl -I https://github.com/minetest/minetest_game/pull/1794.patch | git am says its empty. |
23:54 |
Johnnygag |
Compile it? |
23:55 |
Johnnygag |
What is Compile? |
23:55 |
GreenDimond |
Still confused... |
23:55 |
GreenDimond |
how do you download a PR... |
23:55 |
Johnnygag |
uhhh Idk half the stuff your saying |
23:56 |
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23:56 |
GreenDimond |
yes |
23:57 |
Johnnygag |
no my problem is That Home Decor Is Not SHowing Up |
23:57 |
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