Time Nick Message 00:07 AlexYst I was trying to create an underground farm, but it's just not feasible. To make it work, there needs to be a mese lamp or mese lamppost directly above each plant. There's no room to walk if I do that. 00:08 AlexYst I was hoping to maximise the efficiency of my underground highway's space, but it looks like that's not going to happen. 00:19 AlexYst Hmm. It looks like there's space to walk between adjacently-placed lampposts, on further inspection. 00:19 AlexYst It's not entirely comfortable, but it'll work. 00:20 AlexYst Now I just need to worry about whether I can gather enough mese to build that many lampposts. 00:20 AlexYst (In addition to the mese required for all the powered rails of the highway.) 00:33 AlexYst It looks like I'd need to gather 194 mese crystals from every 16^3 area I clear out. One in every 21 nodes would need to be a mese ore. I don't think mese is that densely-packed. I need to come up with a new plan. 00:34 AlexYst Maybe I should just leave the farm out of my highway plans altogether. 00:52 jas_ what we need is soil mixed with broken pieces of mese so it glows hehe 00:52 AlexYst That'd be lovely. Underground farms would be so much more feasible. 00:54 AlexYst The catch is that the soil'd need to glow at LIGHT_MAX or LIGHT_MAX-1. Anything dimmer and it won't keep the crops growing. I'm not sure the Minetest Game developers want a soil that bright. 00:55 AlexYst Hmm ... I wonder though ... Maybe once I find the time to complete my current mod, I'll set up a glowing soil mod that adds nodes like you described. If someone doesn't beat me to it. 00:58 XeonSquared uranium grass 00:59 AlexYst Hmm. That gives me an unrelated idea for some reason. Maybe crops could be added for growing minerals, based on the mineral mixed with the soil and/or seed. 01:00 AlexYst Mese cotton might produce mese crystal fragments, for example. 01:00 XeonSquared that sounds useful 01:00 AlexYst Nah. I won't do that. 01:00 AlexYst Have you seen the mineral trees mod? 01:01 AlexYst I forget what it's called. 01:01 XeonSquared I haven't. Not played much Minetest recently. 01:01 AlexYst My mineral crops would be a bad knockoff of that, now that I think about it. 01:01 AlexYst It makes it so minerals spawn in freshly-generated trees sometimes. 01:02 AlexYst But if you mine them and put those tree/mineral nodes near water, they grow a continuous stream of that mineral. 01:02 AlexYst It's like farming, but without the need to keep replanting. 01:02 XeonSquared That's convenient 01:03 AlexYst Yeah. It's an old mod, but I don't see anyone using it. 01:03 AlexYst I came across it when I was trying to find mods to test their compatibility with my main mod. 01:04 AlexYst I found all sorts of incompatibilities in different mods, so I was able to fix those issues. 01:04 AlexYst That mod worked right off the bat though. 09:20 deltasquared hi all, I'm looking for some guidance with the lua API, wasn't sure if it went in #minetest-dev judging by the topic there, so here goes 09:20 deltasquared looking at the object property table for set_properties(), I'm curious as to what visual_size is for 09:20 deltasquared given that it's only a 2D vector. 09:21 deltasquared the ObjectRef and LuaEntitySAO pages don't really mention what it is, so unless this is documented somewhere else I don't know where I would find out 09:22 deltasquared I'm curious because because there's a "standard monoid" for it in player_moniods, and I wondered if it had something to do with viewmodel scaling - because I reckoned if it did, a combination of this, collisionbox, and set_eye_offset() could be used to implement a "player shrink" mod 09:27 sfan5 deltasquared: visual_size is used for scaling indeed https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L574 09:27 deltasquared sfan5: oh boy, core code time. 09:28 deltasquared sfan5: huh, but the visual size there has 3 components in the vector? does that mean the lua API docs on the site are incorrect? 09:28 deltasquared because the page only lists x and y 09:28 sfan5 if you look closely you only see visual_size.X and visual_size.Y 09:29 deltasquared ... oooooh 09:29 deltasquared my brain auto-read the third one as .Z for some reason 09:29 deltasquared my bad. 09:30 deltasquared I guess it doesn't make much sense to have x and z be independent considering rotation etc. 09:31 deltasquared though, the idea I could make the player model really thin is amusing me greatly 09:47 Chinchou that quit message is tripping my "must fix bug" mode D: 09:48 * Milan[m] uploaded an image: 2017-09-12-114733_3360x1396_scrot.png (20KB) 09:48 Milan[m] dafuq :o 09:49 Milan[m] i was so close to update my servers to latest master merge :o 09:51 Milan[m] why is there no backwards compatibility? many players need their time to update minetest anyways, this may cause problems in the minetest community :/ 09:51 sfan5 0.5 was planned to be a compat breaking release from the beginning 09:53 Milan[m] if there is no way around that, maybe consider making the error message more "noob-friendly"... i'd say 09:54 sfan5 pretty sure 0.4.16 connecting to 0.5 yields a different error message 09:54 Milan[m] oh i see 09:56 sfan5 Milan[m]: indeed http://i.imgur.com/E9hQXHx.png 09:57 Milan[m] Hmm i think at least one sentence more like "Please update your client" may be useful 10:12 deltasquared alright, I'm back again. does minetest have any facility by which one could test out lua fragments which use the mod API in-game? 10:12 deltasquared like, just being able to open a console and type something like "get_current_player().()" 10:13 deltasquared mostly so I can play around with such calls without having to restart the game and add it to an item or something 10:13 sfan5 !mod luacmd 10:13 MinetestBot sfan5: LuaCmd [luacmd] by prestidigitator - https://forum.minetest.net/viewtopic.php?t=9671 10:14 deltasquared sfan5: oh, naturally. cheers. 10:15 deltasquared welp, why not get back into programming again while experimenting with best block game :P 10:15 Milan[m] okey, i think i sucessully reverted the latest minetest merge *pew* 10:18 deltasquared git troubles again? 10:18 deltasquared just as long as you never have to git push --force I guess... 10:19 deltasquared well, I say *again*, but I was thinking of another channel in that case 10:21 deltasquared welp, decided to call set_physics_override() to see what happens, now I can't move, welp. 10:21 Milan[m] i just never had to revert a whole merge before ^^ but i think the -m2 was just what i needed 10:21 Milan[m] okey maybe i was wrong, it's still 0.5.0-dev xD 10:22 deltasquared I should probably read the layman's shortlog for the upcoming version on the wiki. 10:59 deltasquared hmm, interesting. pretty sure I'm spelling collisionbox correctly and using it according to the wiki, but it doesn't appear to affect collision with nodes 11:00 deltasquared there goes the shrink idea, the viewmodel part works but tiny model is stuck hovering off the ground :P 11:02 sfan5 setting the player collisionbox from lua was a recent addition 11:03 deltasquared sfan5: right, so I'm not aware of what it looks like internally - is it just a case that the engine doesn't take this set collision box into account when determining movement around nodes? 11:03 sfan5 are you using 0.4.16? 11:03 sfan5 if yes then the engine ignores whatever cbox you try to set on players 11:04 deltasquared sfan5: yes indeedy... let me guess, I need a dev build 11:04 sfan5 bingo 11:04 deltasquared arch linux's packages are still on 0.4.16. 11:04 deltasquared which means I gotta compile from source, oh dear. I hope this doesn't take too long 11:04 sfan5 it won't 11:05 sfan5 a dev build is what it says, no surprise that official sources don't have them 11:05 deltasquared sfan5: I'm going to see if there's an unofficial source build package in the arch user repository so it's automated 11:05 sfan5 there is 11:06 deltasquared sfan5: yeah but I don't know if it just pulls from git master, I'd have liked at least an RC or somming instead of most bleeding edge possible :P 11:07 sfan5 bleeding edge is not as unstable as it sounds 11:07 deltasquared I guess it varies on dev style ;) 11:07 deltasquared hrm, minetest-git has 21st june 11:08 deltasquared sfan5: I think I'll build it manually anyway, I can set the bulid flags that way. also because run-in-place mode 11:09 deltasquared ... does run-in-place mode even work if built on linux? 11:09 deltasquared only one way to find out, I guess 11:09 sfan5 why wouldn't it? 11:09 deltasquared I dunno, run-in-place always felt like it was only there for windows, though if the code is done right I guess it wouldn't matter 11:10 deltasquared sfan5: I'm just used to some of the projects I use routinely having sloppy coding standards :P 11:10 deltasquared such as broken abstractions 11:10 Chinchou deltasquared, ew 11:10 deltasquared Chinchou: ? 11:10 sfan5 deltasquared: while this *is* an open-source project that doesn't mean everything is broken :P 11:10 Chinchou Anyway, it works fine - I use run_in_place on my Devuan and debian boxes, makes things nice and easy. 11:11 deltasquared Chinchou: it'll make things easier in my case so the dev build doesn't clobber the system package 11:11 Chinchou Exactly! 11:11 Chinchou In my case, it keeps my scripts from breaking. 11:11 Chinchou Write once, keep 'em in the build directory. 11:12 deltasquared might I suggest by the way, edits to some of the API pages so say the code examples have comments such as "in development version" 11:12 deltasquared inb4 "why don't you do it" 11:12 sfan5 api pages = dev.minetest.net? 11:12 deltasquared sfan5: yes 11:13 sfan5 this would not have happened if you had used the primary reference, as that is kept in git 11:13 sfan5 !api 11:13 MinetestBot Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt 11:13 sfan5 ;) 11:13 deltasquared oh, 'course. right. I guess I'll just clone the repository already. 11:13 deltasquared btw would it be worth retrieving git version of minetest_game as well? I don't know if the base game's mods use any of the new features 11:13 deltasquared can't hurt, I guess 11:14 sfan5 it's generally advised to have matching mtg + engine 11:14 deltasquared fair enough, it rules out one more thing to check 11:15 deltasquared now I just need to check how to do cmake out-of-dir builds again 11:15 deltasquared ... it is cmake right 11:15 sfan5 cmake . -DRUN_IN_PLACE=1 11:16 deltasquared sfan5: I like to keep git clones on a read-only drive specifically for storing external source code, so I guess I'd replace "." with said directory 11:16 sfan5 ye 11:16 deltasquared also, is it necessary to specify luajit still? I'd prefer the speedups :P 11:17 sfan5 it will detect that automatically 11:17 deltasquared already used by the base arch package, so I guess I'm good there 11:20 deltasquared ... d'oh, left my umask on 11:20 * Chinchou sees cmake, sneezes. 11:20 deltasquared I didn't know you could be allergic to cmake :P 11:20 Chinchou I think that almost anyone who tries using it will end up being allergic to it. 11:21 Chinchou (as a dev, I mean) 11:21 deltasquared Chinchou: I looked at an example once and almost immediately saw macro usage, and was like "this is going to go well..." 11:21 Chinchou Anyway, I use ccmake(cmake-curses-gui in the debian/devuan repos) - makes things a lot easier on me 11:21 Chinchou for configuring, not for developing, I mean. 11:22 deltasquared !shrug 11:22 deltasquared ... oh wait, wrong channel 11:23 Chinchou Pff. Anyway, 'tis a nice UI to cmake. 11:27 deltasquared next part, is it any worth getting leveldb 11:27 deltasquared I heard it was supposed to be faster or something I dunno 11:27 sfan5 not that important for casual usage 11:27 deltasquared more for servers huh 11:28 deltasquared here goes 'nuffin 11:30 deltasquared to actually run it after it's built, could I run it directly from the build output directory? 11:30 deltasquared though if it's run-in-place I guess I could just make a directory, symlink the binaries, and fill in the other bits like minetest_game myself 11:31 deltasquared ”specified size 18446744073709551615 exceeds maximum object size 9223372036854775807” 11:31 deltasquared o.O 11:31 deltasquared erm 11:32 deltasquared I didn't see the context that made the compiler deduce that, so I'll just disregard it for now 11:32 deltasquared in a memcpy() call it looked like 11:32 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Optimize gui icon texture 13d572d76 https://git.io/v5M8K (152017-09-12T11:30:11Z) 11:32 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Support //cube in the GUI 135bbb6b3 https://git.io/v5M86 (152017-09-12T11:25:33Z) 11:32 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Remove Lua functions from WorldEdit GUI 13d6a9b51 https://git.io/v5M8i (152017-09-12T11:04:25Z) 11:32 sfan5 deltasquared: it expects to be ran from the cloned repo 11:33 deltasquared sfan5: -_- 11:35 deltasquared sfan5: couldn't it have least linked the binary in the source dir then copied it? would have made my, uh, interesting setup easier to work with 11:35 deltasquared grah. fun. 11:35 sfan5 in the end you just need to copy the binary there yes 11:36 deltasquared I mean I understand why, it just ticks me a little wrt to build dir separation 11:36 celeron55 i guess you could use cmake's install feature to get all the stuff in a specific place 11:37 deltasquared I suspect I also gotta restart the build now to reconfigure cmake if I do the build in-place 11:37 celeron55 not sure if it works, but it should 11:37 deltasquared celeron55: sounds good, though right now it doesn't alleviate my problem, I was hoping *not* to have to dive into cmake today :P 11:40 deltasquared lunch time first though. back later 12:21 deltasquared oh look, my laptop palmrest has a built-in heater :P 12:24 deltasquared sfan5: I'll just compile inside a shallow clone this time to avoid any issues 12:24 deltasquared thankfully it doesn't take long as pointed out 12:29 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: WorldEdit 1.2 1347d9a2a https://git.io/v5Muq (152017-09-12T12:28:47Z) 12:29 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Remove work in progress/unused components 1335ad2f0 https://git.io/v5Mum (152017-09-12T12:13:18Z) 12:54 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: WorldEdit 1.2 13cfe1562 https://git.io/v5M2f (152017-09-12T12:52:24Z) 12:54 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Fix invalid node error message of //mix 13f7ec5e4 https://git.io/v5M2J (152017-09-12T12:52:24Z) 12:54 sfan5 ... 12:57 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: WorldEdit 1.2 1359dc2d3 https://git.io/v5M2l (152017-09-12T12:56:01Z) 12:57 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Fix invalid node error message of //set and //mix 13283f47f https://git.io/v5M28 (152017-09-12T12:56:01Z) 12:57 sfan5 last time i promise 12:59 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Fix assignment to undeclared global "sign" @ worldedit_commands/init.… 134605596 https://git.io/v5M21 (152017-09-12T12:58:26Z) 13:01 deltasquared sfan5: PR technical difficulties? :P 13:02 deltasquared welp, the collisionbox thing is kinda working now... though the game likes to let me fall through blocks now at small size 13:02 sfan5 deltasquared: needed to include the fix commit before the release commit 13:03 sfan5 and then it turned out i needed to amend the fix again 13:03 deltasquared so you had to undo the release commit to amend the fix? 13:03 deltasquared that sounds like something I've had to do before 13:03 sfan5 well "undo"... 13:04 sfan5 i made the fix commit and swapped them with rebase -i 13:04 deltasquared ok, so this time I'm going to use the api doc in the repository. 13:05 deltasquared I kinda wish it weren't in one big lump though. 13:09 deltasquared sfan5: just noticed something when setting my collisionbox X and Z to +-0.03 (1/10th usual): pressing my face into a block appears to prevent me from being able to jump, but a little distance away appears to be fine 13:09 sfan5 yeah non-standard cboxes aren't tested at all 13:09 deltasquared hah. 13:09 deltasquared guess who's job that's going to become then -_- 13:10 deltasquared things like this though wouldn't get real-world testing though until a mod relies on them I guess 13:12 deltasquared sfan5: another thing I noticed, even when not playing around with player "size scaling", I noticed that the range limits on set_eye_offset() in third person mode prevent getting a decent over-the-shoulder position 13:12 deltasquared though then again that was an older version, so I'll just check that 13:18 deltasquared nope, still limiting. I think that'd only be a problem in 3rd person when "sized up" as it were 13:34 deltasquared hehe, small cbox lets me get through diagonal gaps between blocks using sneak 14:19 Brackston How is the technic:common_tree_grindings made? The grinder(s) do not produce it from wood planks or logs. Am I missing something in a seetting to make this happen? 14:39 DS-minetest for technic:common_tree_grindings you need default:tree afaik 14:45 Brackston Hi DS-minetest, I have the default:tree and place it into either grinder (LV of MV), and nothing happens. the grinders both process ores fine. 14:45 Brackston LV or MV* 14:46 cx384 Brackston, for what do you need technic:common_tree_grindings 14:54 cx384 I think it should work. https://github.com/minetest-mods/technic/blob/322615542e570f6363c7006b90f334e9ffd722c8/technic/machines/register/grindings.lua#L50 15:08 Brackston cx384 I am test building on a server. Noting what does not work 15:12 Brackston It seems like it should work. Thanks for the link cx384 15:13 Brackston I will have to wait for the server admin to have him check the file for diff 15:13 Brackston Thanks again 15:16 Brackston I am going to try the rubber tree and see if that functions. 15:22 Brackston Acacia and rubber trees grind, default:tree and default:wood do not grind. 15:24 rdococ woof! woof woof. woof ? !? woof 1! 16:10 luizrpgluiz hi 16:49 luizrpgluiz hello guys, I see that few players even here in irc have difficulties in opening a simple minetest server on their computers because they have difficulties in configuring adsl routers and even wifi, it happens that these devices do not have operating systems like other competitors like D-Link and TP-Link where both use other systems made by them where users have difficulty opening the input and output ports for client and server 16:49 luizrpgluiz communication and vice versa, before opening a server, first check the steps to open the ports and configure the firewalls of your devices or use openwrt, ddwrt or librewrt.(PT-BR: olá pessoal,vejo que poucos jogadores mesmo aqui no irc tem dificuldades em abrir um simples servidor de minetest em seus computadores por terem dificuldades em configurar os roteadores de adsl e até wifi,acontece que estes aparelhos não tem sistemas op 16:49 luizrpgluiz eracionais iguais a de outros concorrentes como D-Link e TP-Link onde ambas usam outros sistemas feitas por elas onde os usuários tem dificuldades em abrir as portas de entrada e saída para comunicação de cliente e servidor e vice versa,antes de abrir um servidor,verifíque primeiro os passos para abir as portas e configurar os firewalls de seus aparelhos ou usem o openwrt,ddwrt ou librewrt.) 17:00 sfan5 ? 17:00 jas_ better a forum thread methinks 17:03 luizrpgluiz sfan5: few people remember this and only the most experienced can open servers without depending on vps 17:04 sofar why not post it in french too? or in german? 17:04 jas_ hi luizrpgluiz ... on here people may miss it, on forum there are subforums in many languages 17:04 sofar (hint: that was somewhat sarcastic) 17:05 luizrpgluiz sofar: kkkkkkkkkkk 17:05 sofar dumping a large text in IRC isn't likely going to help much. no search engine will pick it up 17:05 sofar good intentions, though 17:07 luizrpgluiz sofar: I put it in English and within the relatives in my native language, because if I put it in English only, the staff will be a bit confused by the mistakes of English that I do without meaning to. 17:09 luizrpgluiz sofar: I put it without translation into English on the topic of discussions in other languages in the Portuguese part. 17:12 jas_ anybody ever notice the player's movement being quantized ever so slightly every so often, just a little, while jumping forwards diagonally? i've noticed it for a while now but never brought it up and was curious. 17:34 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix core.wrap_text and make its behaviour consistent with the docs 136fa2f6b https://git.io/v5DYv (152017-09-12T17:33:00Z) 17:34 MinetestBot 02[git] 04kahrl -> 03minetest/minetest: Make INodeDefManager::getIds return a vector, not a set 1317fd5fe https://git.io/v5DYf (152017-09-12T17:31:46Z) 17:37 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix failing linter (travis) 137f2a19d https://git.io/v5DYu (152017-09-12T17:35:31Z) 17:49 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Network: Remove large parts of deprecated legacy code (#6404) 13ee9a442 https://git.io/v5D3t (152017-09-12T17:48:09Z) 18:37 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Network: Fix logging into older worlds with base64 hashes 135e141ac https://git.io/v5Dc1 (152017-09-12T18:26:03Z) 19:30 bigfoot547 swift110, y u flood lol 22:02 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Item drop: Tune to land exactly 2 nodes away with level view (#6410) 13604fe20 https://git.io/v5DDU (152017-09-12T22:01:50Z)