Time Nick Message 00:58 tentkls_in_casca are there any mods that allow a minecraft-like spawn box? 01:30 Wuzzy tentkls_in_casca: what is a spawn box? 01:30 Wuzzy spawning is very VERY basic in Minetest atm. :-( 01:34 tentkls_in_casca Wuzzy, thanks for the reply https://www.google.com/imgres?imgurl=https%3A%2F%2Fimg2.minebook.me%2Fgallery%2F61677_screenshot20121025at70250am.png&imgrefurl=http%3A%2F%2Fwww.minecraftforum.net%2Fforums%2Fminecraft-playstation-3-edition%2Fmcps3-discussion%2F2150482-no-village-are-the-zombie-villagers-spawning-from&docid=9RI1onMRFwOloM&tbnid=3OJC5lMk5EgoaM%3A&vet=10ahUKEwjp-uOTtLfVAhVhzlQKHXpiCsoQMwg3KA8wDw..i&w=1280&h=800& 01:34 tentkls_in_casca bih=954&biw=1213&q=spawner%20bo%20minecraft&ved=0ahUKEwjp-uOTtLfVAhVhzlQKHXpiCsoQMwg3KA8wDw&iact=mrc&uact=8 01:34 tentkls_in_casca derp ":| sorry 01:35 tentkls_in_casca Wuzzy, this is a spawner. i want to control mobs on my server in this fashion, versus advanced spawn modhttps://img2.minebook.me/gallery/61677_screenshot20121025at70250am.png 01:36 Wuzzy why didn't you say "monster spawner" right from the start..? 01:36 Wuzzy I have these things in MineClone 2 01:36 Wuzzy you can also find a very stupid version of this in Mobs Redo 01:36 Wuzzy https://forum.minetest.net/viewtopic.php?f=11&t=9917&view=unread#unread 01:36 tentkls_in_casca Wuzzy, i just got into minetest thanks. 01:37 Wuzzy oh 01:37 tentkls_in_casca minecraft limitations pushed me to opensource :D 01:37 Wuzzy okay, be warned: Minetest Game sucks. 01:38 tentkls_in_casca lol thats pretty definite 01:38 Wuzzy but there are some other games for Minetest. 01:38 Wuzzy Minetest is "just" an engine for MC-like games 01:38 tentkls_in_casca i've found it to be faster than minecraft 01:38 Wuzzy and Minetest Game is the default one. its not very good 01:38 Wuzzy yes, its very true but there are many things missing 01:38 tentkls_in_casca Wuzzy, good way to put it. yeah im trying to dev a server world 01:39 Wuzzy what kind of game are you looking for? 01:39 tentkls_in_casca the melee is total shit. but thats why i use casting on my server 01:39 Wuzzy there are some gems hidden deep in the community? 01:39 tentkls_in_casca im trying to schematic a tower that has a spawner box in it, so all i have to do is paste and get a mob 01:40 Wuzzy how long do you know minetest already? 01:40 Wuzzy i am surprise you already know what a schematic is. o_O 01:40 tentkls_in_casca a week. been reading up on lua, made like 2 mods 01:40 tentkls_in_casca well im a unix guy so :D thanks for the compliment 01:41 Wuzzy oh you dig RIGHT into the rabbit hole. i see 01:41 tentkls_in_casca that is why having a box, versus an egg, is important 01:41 Wuzzy i thought you just wanted to play 01:41 Wuzzy spawner* 01:41 Wuzzy well as I said. Mobs Redo 01:42 Wuzzy but the mob spawner in Mobs Redo suck 01:42 Wuzzy I have thought of maybe creating a standalone mob spawner mod 01:42 Wuzzy what exactly was your "tipping point" WRT Minecraft btw? 01:42 tentkls_in_casca i dont see a spawner box. im in the mod 01:42 Wuzzy only in creative mode 01:43 Wuzzy if not, /giveme mobs:spawner 01:43 tentkls_in_casca i like knowing why something does something. and fix it. so opensource is a must 01:43 tentkls_in_casca the minetest modular structure is just like perl, which is my native language 01:44 Wuzzy your daily conversations sure must sound strange 01:44 tentkls_in_casca yeah well i dont have friends and my wife speaks chinese :D 01:45 Wuzzy the mobs redo mob spawner is very simplistic 01:45 Wuzzy you just place it, then rightclick it and set some values 01:45 Wuzzy but the GUI is awful and half-broken 01:46 Wuzzy I think you either wait until a real mob spawner mod appears or you make your own 01:46 tentkls_in_casca on my server i want it to have no random spawns. so once you clear an area, its clear 01:46 tentkls_in_casca because, like minecraft mods, all spawners suck by design 01:46 Wuzzy whats the point of the mob spawner then? 01:47 Wuzzy a spawwner is just decoration if it never spawns anything 01:47 Wuzzy i have no idea what exactly you want to achieve 01:48 tentkls_in_casca oh sorry. in minecraft you have spawners. which are cagelike boxes that spawn the mob 01:48 tentkls_in_casca so you can create farms by catching one 01:48 Wuzzy i know... 01:48 Wuzzy answer my question 01:48 Wuzzy what do you want to achive? 01:49 tentkls_in_casca i want to worldedit schematics that have a spawner box to place down 01:49 tentkls_in_casca so i can go to a location, paste the schematic and the player will upon visiting 01:49 Wuzzy I guess you're fucked. 01:49 Wuzzy maybe 01:49 tentkls_in_casca kill the mons and secure the spawner from spawning 01:50 Wuzzy I don't know if WorldEdit schematic save metadata 01:50 Wuzzy the mob spawners which we have in MT mods store their information in metadata fields 01:50 Wuzzy the metadata is hte part in which you are interested in 01:50 tentkls_in_casca oh. hm 01:51 Wuzzy I don't know if schematics store metadata... 01:51 tentkls_in_casca do you have a tip to solve the issue another way 'zoning mobs' 01:51 tentkls_in_casca for example, build a portal that spawns the mobs. like how netherportals spawn pigmen 01:52 Wuzzy well you could just write your own spawning algorithm 01:52 tentkls_in_casca the point is to make a quick way to go to a new region, place a schematic with a mobspawner, then move on 01:52 Wuzzy mobs are entities and you spawn entiteis with minetest.add_entity 01:53 Wuzzy it depend on whether schematics support metadata (which I don't know) 01:53 Wuzzy if yes, you win 01:53 Wuzzy if not, you lose 01:53 tentkls_in_casca Wuzzy, thanks for the tip. maybe i can put an explicit condition 01:54 Wuzzy but I believe schematics only support nodename, param, param2 and something called “slice probabilities” 01:54 Wuzzy but if you need metadat you're out of luck 01:55 tentkls_in_casca Wuzzy, i was hoping the spawner box would be a block like minecraft, which is placeable ":| 01:55 Wuzzy it is 01:56 Wuzzy in Mobs Redo it is a placable block 01:56 Wuzzy same for MineClone 2 01:56 Wuzzy which includes Mobs Redo btw 01:56 Wuzzy but it has its own monster spawner 01:56 Wuzzy which is much closer to that of MC 01:57 tentkls_in_casca yeah im been so busy getting into modding... i never learned privs :D so i just got to figure that out 01:57 Wuzzy in Minetest, everything which is a node is also automatically an item which you can have in your inventory and you can also automatically place it unless you explicitly forbid it 01:58 tentkls_in_casca now i get what you are saying about the metadata now that i figured out how to get the spawner 01:58 tentkls_in_casca you are saying that inorder for the spawner to work it has the save the metadata which is user input 01:58 Wuzzy metadata is not neccessarily user input 01:58 Wuzzy this is only the case for Mobs Redo 01:59 tentkls_in_casca Wuzzy, so i could hardcode it? 01:59 tentkls_in_casca i think you just showed me my next area to hack :D thanks man 01:59 Wuzzy well, look for “node metadata” in lua_api.txt 01:59 tentkls_in_casca tho i do feel uncertain about you as you make me doubt my leap into MT 02:00 tentkls_in_casca :D 02:00 Wuzzy why exactly? 02:00 tentkls_in_casca cause you said the game sucks haha 02:00 Wuzzy well 02:00 Wuzzy only the DEFAULT game 02:00 Wuzzy do you think different of Minetest Game? 02:00 tentkls_in_casca ok ok i took it the wrong way. i assumed you liked it as i see your forum posts 02:01 tentkls_in_casca *by coincidence i swear haha not a stalker 02:01 Wuzzy Have you read this already? http://wiki.minetest.net/Minetest explains everything about the big picture well 02:01 tentkls_in_casca well if WoW uses lua for its interface... the sky is the limit. java is like the starbucks of programming - $5 shit-in-a-cup 02:01 Wuzzy you may be missing the big picture 02:02 Wuzzy for me, Minetest is not really about the default game. it is a mistake to reduce Minetest to its default game only. a BIG mistake 02:03 Wuzzy i like the following games for Minetest: Minetest Hades, Pixture, Lord of the Test 02:03 Wuzzy look in the forums for them 02:03 tentkls_in_casca i get it. perl is the same way 02:03 tentkls_in_casca my whole deal is getting mods and hacking at them to fit in my world 02:03 tentkls_in_casca do you have a github? 02:04 Wuzzy hmm i wonder if you have actually *played* anything in Minetest. :D 02:04 Wuzzy I do not own GitHub, no. 02:04 tentkls_in_casca https://github.com/minetest-LOTR/Lord-of-the-Test 02:04 Wuzzy for some reason I am on GitHub as user Wuzzy2 02:05 tentkls_in_casca i guess im too caught up on the code.. it took me the week to get my mod code running 02:05 Wuzzy what do you want to achive in the long run? 02:05 Wuzzy or are you just randomly hacking right now? :D 02:06 tentkls_in_casca no i have a definite goal in mind 02:06 tentkls_in_casca create a world where user interations is smooth, and the world changes 02:06 tentkls_in_casca different regions different mobs, that once defeated are gone forever 02:06 tentkls_in_casca quests via mob-drops and such 02:07 Wuzzy be careful not to re-invent the wheel 02:07 Wuzzy many proplems have been already solved in mods 02:07 tentkls_in_casca is this channel active? 02:07 Wuzzy there are a few quest API mods already 02:08 Wuzzy well we do have a secret exclusive and locked down to insiders channel where modding is discusssed 02:08 Wuzzy to outsiders such as us, #minetest is the place to discuss modding, sadly 02:08 tentkls_in_casca alright well ill earn my way :D 02:08 Wuzzy maybe I'll just say "fuck it" one day and just open a minetest modding channel for all 02:09 Wuzzy but yes, this channel is busy sometimes 02:09 Wuzzy it depends a lot of the time of the day 02:09 tentkls_in_casca so you use mobs-redo? 02:09 Wuzzy Yes 02:09 tentkls_in_casca im trying to decide looking for advice 02:09 Wuzzy well mobs is the big tragic thing in Minetest 02:09 tentkls_in_casca the code looks cleaner than the other mobs 02:09 Bill_a Hey guys does anyone know if there is a way to make a sign sit all the way flat on the block behind it? So there isn't a "gap"? I can screening and show you but don't want to post link here without someone saying thats ok 02:09 tentkls_in_casca Wuzzy, why yo say that 02:10 Wuzzy we have no good mobs 02:10 Wuzzy or better, no good mobs _framework_ 02:10 Wuzzy Mobs Redo is okayish. but not great 02:10 Wuzzy This is also the reason why Minetest Game still does not have any mobs 02:11 Wuzzy The core developers do not want half-baked mob APIs.they want the real thing 02:11 Wuzzy sofar has done some groundwork here, but never finished it 02:12 Wuzzy anyway. long story short mobs redo kinda works for *now*. not the best solution but it gives you the simple mobs 02:12 tentkls_in_casca my method is to work around weaknesses. if the mob ai is bad, then a bas-em like playstyle is best (diablo3) 02:12 tentkls_in_casca s/bas/bash 02:12 Wuzzy what Mobs Redo and all other mob mods are lacking is a good well-thought clear and and *extensible* design 02:13 Wuzzy well i think the mobs situation will be fixed one day 02:13 Wuzzy mobs are far too important to be ignored 02:14 Wuzzy Bill_a: no screenshot posted yet. 02:15 Wuzzy tentkls_in_casca: my preferred method is to FIX weaknesses 02:15 Wuzzy :P 02:15 Bill_a Wuzzy: so it is ok if i post one? 02:15 Wuzzy of course 02:15 Bill_a http://i.imgur.com/sZwZMtb.png 02:16 Wuzzy what is THAT? 02:16 Bill_a You are looking at a block wiht a sign on each side. 02:16 Wuzzy are you complainig about the signlike drawtype? 02:16 Wuzzy in this case you want to make a nodebox 02:16 Wuzzy look at how MInetest Game fixed this. 02:17 Bill_a I'm not complaining about anything. 02:17 Wuzzy look into the Minetest Game/mods/default/nodes.lua for default:sign 02:17 Bill_a I'm asking if there was a way to make the sign sit flush without that little gap. 02:17 Wuzzy look into the Minetest Game/mods/default/nodes.lua for default:sign 02:17 Wuzzy you are using the signlike drawtype which is very simple (and ugly) 02:17 Wuzzy what you want is a simple nodebox 02:18 Bill_a I am using that. 02:18 Wuzzy then you are using it wrong 02:18 Bill_a The signlike i mean 02:18 Wuzzy signlike is not a nodebox 02:18 Bill_a i'm going to look at that file now for the simple nodebox 02:18 Wuzzy nodebox is a different drawtype. 02:19 Wuzzy nodebox means that the node is made of small cuboids 02:19 Wuzzy you can use it to make thngs like slabs or stairs, or even things liike chairs or tables 02:19 Wuzzy the only requirement is that you can completely make out of cuboids 02:20 Bill_a I'm looking that up now. Thank you for pointing me the right way :D 02:21 Wuzzy tentkls_in_casca: so you havent really *played* Minetest so far? :D 02:22 tentkls_in_casca Wuzzy, well i mean, testing kinda counts :D and that hour bored at work on fri 02:22 Wuzzy ok. "playing" as in "playing around".. 02:23 tentkls_in_casca haha i promise i will. im very proud of my vanilla-mc world 02:24 tentkls_in_casca currently the thunder sword is what i regard as the best mechanics-weapon https://forum.minetest.net/viewtopic.php?id=6154# 02:25 Wuzzy yeah this is an interesting mod 02:32 Wuzzy cy 02:32 Wuzzy cy 02:32 Wuzzy cya 02:35 tentkls_in_casca well you were right about it. initial tests prove worldedit+spawner doesnt work 10:46 sy is there currently a viable alternative to unified inventory? 10:47 sy i was looking into inventory++ but it seems to lack crafting addons 10:52 DS-minetest i think there's nothing that is as good as unified_inv 10:52 DS-minetest yet 10:53 sy just found this https://github.com/rubenwardy/sfinv_unified_inventory 10:54 DS-minetest hm, maybe it's good 10:54 * DS-minetest will look at it 11:37 ThomasMonroe hi DS 11:40 DS-minetest hi 12:03 sy i'm going to start a server that tries to replicate the feel of some of the old 0.3.1 servers 12:03 sy not the current ones, the ones when 0.4 was a dev version in which the most exciting addition was a bucket 12:06 sy the whole idea is doing away with UI, teleportation and maybe protection too(!) 12:27 sy how could i have more than one item in the creative inventory? 12:36 calcul0n sy you mean in one stack ? it would be useless as stacks are infinite in creative mode 12:36 sy calcul0n: i prefer having large stacks and an admin pickaxe 12:36 sy on servers you need to be as similar to a player as possible in order to spot bugs 12:37 sy and to be able to give items to players 12:37 calcul0n hmm, then you should play the grant privs 12:37 sy huh? 12:38 calcul0n i guess "/grantme item 99" works in creative too 12:38 sy you mean /giveme 12:38 calcul0n hmm, i mean /giveme 12:38 sy i'd prefer to use the creative inventory 12:38 sy i've already removed the infinite item stacks 12:39 sy https://w1r3.net/rzvhfv.txt here's what I'm working with 12:41 calcul0n unified_inventory has a "refill" slot, it could be an idea 12:41 calcul0n when you put anything in it the stack is refilled to 99 12:51 sy i seem to remember an old inventory mod that spawned 999 of each item 14:27 Trance Hi 16:13 sy rubenwardy: in your "Sfinv Unified Inventory" mod, is it possible to set the stack size to more than 1 item? 16:13 sy so there's 99 items in every slot 16:33 sofar sy: stack size is a property of the item, not the formspec field 16:52 sy sofar: i mean so the inventory spawns the max stack size of every item in each slot 16:52 swift110 hey guys 16:55 habeangur hooy swift110 16:56 swift110 how are you habeangur 16:56 sofar sy: shift-click the creative inventory? 16:56 sofar I dunno 16:56 sofar middle-click takes 10 I think 17:02 * rdococ wishes LuaEntitySAOs could change their pitch and roll, and if they can please disregard this message 17:10 sy sofar: nop 17:10 sy shift click places it in the invbentory 18:44 sy so uh 18:44 sy anyone fancy teaming up with me to create a server? 18:48 O-Line Okay 18:48 O-Line what server you planning on creating? 18:49 sy O-Line: one with a focus on consistency, fair administration, interoperable mods and an immersive experience 18:49 sy sounds wishy washy I know 18:49 O-Line Seems cool 18:49 sy But basically I want to recreate the comradeship that has been lost since the old servers 18:49 O-Line I can be on some of the time 18:50 sy Mind if I PM you the address? 18:50 O-Line I don't mind 18:50 sy It's up in testing right now 18:58 Wuzzy My ultimate Minetest Game 0.4.16 review: https://forum.minetest.net/viewtopic.php?f=15&t=9724&p=286949#p286949 19:17 DS-minetest CalebDavis: and there's a minetest.handle_node_drops(pos, drops, digger) 19:18 CalebDavis well i am trying to remove the item that was just dug from the players inventory and i am using a function that is called whenever a node is dug and it works for most things but not for those things that dont drop themselves 20:32 Wuzzy How can I disable the node drops if the player dug a node with the “wrong” tool? 20:48 DS-minetest maybe with an on_dig 20:51 DS-minetest on_dig = function(pos, node, digger) if digger:get_wield_item():get_name() == "right:tool" then return minetest.node_dig(pos, node, digger) end end 20:51 Wuzzy hmm 20:51 Wuzzy do i have to do this for every node? XD 20:52 Wuzzy but i get your idea 20:52 Wuzzy hmmmmmmmmm 20:53 Wuzzy i look at this 20:53 sofar Wuzzy: you can use tool levels to accomplish that too 20:54 sofar I think :) 20:54 Wuzzy its not really a feature 20:54 Wuzzy docs tell me I'm on my own to implement this 20:54 Wuzzy something like "its int the responsiblity of the node def" 20:54 Wuzzy so if i just set tool levels, nothing happens :/ 20:54 Wuzzy i try to find a solution 20:55 sofar like, cracky = 2 instead of cracky = 1 20:55 Wuzzy ?! 20:55 Wuzzy i thought you meant max_drop_level 20:55 Wuzzy sofar. i think you dont understand 20:55 sofar I don't think that does anything, as someone else already wrote somewhere 20:56 Wuzzy i want to allow the node to be breakable for a tool X, but not allow to yield its drop with tool X 20:56 sofar ah 20:56 Wuzzy to yield its drop it need a special tool class Y 20:56 Wuzzy for example you can use hand to dig stone (very slowly) but it doesnt drop 20:56 Wuzzy with pickaxe you can dig it faster and you get its drop 20:57 Wuzzy so my real question here is how do I modify the node drops 20:57 Wuzzy i only got so far to modify handle_node_drops 20:57 Wuzzy but this function already got the node drops fed from some other source 20:58 Wuzzy sofar: can I somehow influence the drops input value for minetest.handle_node_drops? 20:58 Wuzzy that might be my solution 21:02 DS-minetest A larger level will cause e.g. a weapon of a lower level make much less 21:02 DS-minetest damage, and get worn out much faster, or not be able to get drops 21:02 DS-minetest from destroyed nodes. 21:03 DS-minetest look to special groups 21:04 Wuzzy the special groups dont help at all 21:06 DS-minetest and #### Maximum drop level 21:06 DS-minetest Suggests the maximum level of node, when dug with the tool, that will drop 21:06 DS-minetest it's useful item. (e.g. iron ore to drop a lump of iron). 21:06 DS-minetest i think, you have to set both 21:06 DS-minetest at tool and node 21:12 Wuzzy maximum drop level is useless as there is no actual implementation behind it 21:13 cx384 Wuzzy, maybe this would help you https://github.com/tenplus1/mobs_monster/blob/1561ec14477bb1663ebaaf4813b334e54d0ca193/lava_flan.lua#L110 21:13 DS-minetest Wuzzy: are you sure? 21:14 Wuzzy you can try to convince me other wise by showing me a proof-of-concept 21:14 Wuzzy cx384: good point 21:15 Wuzzy yeah I am currently trying something along the lines of this 21:16 cx384 !next 21:16 MinetestBot Another satisfied customer. Next! 21:18 sy Anyone know how I could have 99 of every node in the creative inventory, instead of just the 1? 21:19 cx384 you can use "/giveme default:cobble 99" 21:21 sy i'd prefer to do it in the inventory 21:21 cx384 sy can you use unified inventory? https://forum.minetest.net/viewtopic.php?t=12767 21:22 sy not a huge fan of the interface 21:22 sy i'm using the sfinv version of it 21:24 cx384 I don't see another easy way to to this. 21:31 sy ugh 21:34 * DS-minetest tested max_drop_level without success 21:40 rubenwardy sy: replace this line https://github.com/minetest/minetest_game/blob/master/mods/creative/inventory.lua#L53 21:40 rubenwardy with local items = ItemStack(name); items:set_count(99); creative_list[#creative_list+1] = items 21:44 sy rubenwardy: thanks, will try this tomorrow 21:45 sy also, do you know if it's possible to make bags work with sfinv_ui 22:08 Brackston Hi 22:08 ThomasMonroe hi Brackston 22:08 Brackston Hey ThomasMonroe 22:09 Brackston Has anyone noticed that the Mesecon Microcontrollers and the Luacontrollers have the same recipe? 22:09 Brackston when i make it I get the microcontroller, not the lua controller on serval servers. 22:11 DS-minetest that is known 22:21 Brackston so I guess we change the init.lua to have a different recipe? 22:28 Brackston Thanks DS-minetest I found the commit on github 22:32 Brackston Today I made a design using 46 luaC and 19 uC, I like the simplicity of the microcontroller. I am an electrical engineer for many decades so this is nice to have the various parts. 22:33 sfan5 Brackston: that's intended since microcontrollers are supposed to be deprecated 22:33 sfan5 i also liked their simplicity so i reduced it even further and added programmable logic gates 22:35 Brackston I assume you are referring the FPGA as the PLCs? 22:36 Brackston I guess I could go back and remove all of the uc and redo them with LuaC's 22:37 sfan5 yes i mean those 22:38 Brackston I haven't figured out how to use those yet. Is there a tutorial teaching how to program it? 22:53 Lone-Star hello all 23:40 Brackston Hello Lone-Star