Time |
Nick |
Message |
00:06 |
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00:55 |
Hijiri |
ircSparky: By it doesn't work, do you mean it doesn't get attached? |
00:57 |
ircSparky |
I dont see the entity that is to be attached |
00:57 |
ircSparky |
it dissapears |
00:59 |
Hijiri |
are you in first person, and is the puncher you? |
01:03 |
ircSparky |
both first and 3rd, and it is me |
01:05 |
ircSparky |
have you gotten it to work? |
01:05 |
ircSparky |
or do you know where someone has? |
01:21 |
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01:35 |
Hijiri |
well, I don't remember if the bone name is Body, but it sounds like it should have worked if it's correct |
01:35 |
Hijiri |
I've tried it before |
01:36 |
Hijiri |
ircSparky: here is the code: http://lpaste.net/358691 |
01:36 |
Hijiri |
ignore the registration for test:connector, I didn't use it for anything |
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02:06 |
ircSparky |
that code dosnt giveme anyhitng, and head does not seem to work either |
02:06 |
ircSparky |
I will put it in githum |
02:08 |
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02:09 |
FatalNIX |
any plans to adopt 5.2? |
02:09 |
FatalNIX |
or 5.3 |
02:10 |
FatalNIX |
oh I see |
02:10 |
FatalNIX |
it is probably because luajit |
02:11 |
FatalNIX |
you know I never really understood that for most things, luajit is definately faster ut plain old lua is extremely fast already, sometimes I think pople just can't code :P |
02:24 |
jas_ |
either that or plain old lua wasn't fast enough to handle whatever, probably total number of players on the server. i think minetestserver shimmies at like 30-40 players. |
02:24 |
jas_ |
i think also because everything is on a single thread? *shrugs* <-- and doesn't know how to code! ;^) |
02:26 |
ircSparky |
To anyone interested: https://github.com/Elkien3/backpack |
02:29 |
ircSparky |
the main thing thats would be important for attacking to the "Body" bone is so sitting and laying look normal. also then it would support playeranim |
02:30 |
jas_ |
interesting, the bag is an entity. i have one very similar (https://github.com/jastevenson303/backpacks) but they're nodes. i too, plan to implement swing-open-anywhere, but also want to make it so they can be placed anywhere regardless of protection (but feels risky) |
02:31 |
jas_ |
it makes sense that one would be able to hold the bag with one hand and access its contents with the other, heh. i tried to do attached_inventory=1, but the node would lose its metadata |
02:31 |
jas_ |
tempted to give your entity backpack a look-see and see how it feels, thanks for that |
02:40 |
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02:50 |
jas_ |
(i always intended to make it a 3d model visible on the player, leaving them with only their 8-slot hotbar if they dropped their backpack |
02:51 |
jas_ |
(i even got it as a slot on player inventory that when you removed the bag, so did your bottom 24 slots disappear. there was a problem with glitches and lists and formspec stuff, want to try again tho) |
02:53 |
jas_ |
(iirc it was a problem with duplicating stacks, by way of very quickly exchanging item-atop-item click and releases, maybe it's fixed by now.) |
02:56 |
ircSparky |
sounds cool |
02:59 |
ircSparky |
I have a feeling entites are really cut out for stuff like this :P |
02:59 |
ircSparky |
atleast its stylish :P |
03:00 |
ircSparky |
what you said sounds like an awesome idea for a hardcore gamemode |
03:00 |
ircSparky |
good luck! im off to bed |
03:05 |
jas_ |
ye, that's the idea. thanks, and good night |
03:06 |
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06:05 |
swift110 |
hey |
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06:19 |
Hijiri |
it's how minecraft does it |
06:20 |
Hijiri |
any block that needs to do anything more than a block normally can do spawns an entity for itself |
06:20 |
Hijiri |
e.g. chests for animation |
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09:10 |
jas_ |
interesting |
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10:48 |
sfan5 |
FatalNIX: mostly because of luajit, see here: https://github.com/minetest/minetest/pull/1277 || https://github.com/minetest/minetest/pull/3437 |
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11:09 |
JayTheNinja23 |
hi |
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15:07 |
MinetestBot |
[git] tenplus1 -> minetest/minetest_game: Flowers: Add waterlily right-click checks 2d8207a https://git.io/vdkPl (2017-09-25T14:58:59Z) |
15:07 |
MinetestBot |
[git] rubenwardy -> minetest/minetest_game: Sfinv: Remove possibility of infinite loop when homepage doesn't exist a4b94a3 https://git.io/vdkP8 (2017-09-25T14:57:55Z) |
15:07 |
MinetestBot |
[git] rubenwardy -> minetest/minetest_game: Sfinv: Rename navigation tabs to reduce chance of a conflict db08c0d https://git.io/vdkP4 (2017-09-25T14:57:11Z) |
15:07 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Ores (non-mgv6 mapgens): New distributions 74ed63f https://git.io/vdkPB (2017-09-25T14:55:22Z) |
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15:58 |
fireglow |
is there a way to count the registered nodes and sort by mod/namespace? Just got "ERROR[Main]: Number of registerable nodes (32768) exceeded", lol |
16:00 |
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16:04 |
deltasquared |
fireglow: not sure about sorting, though you can access registered nodes at runtime via the minetest.registered_nodes table |
16:04 |
deltasquared |
out of block ids is definitely an annoying problem to have |
16:05 |
deltasquared |
fireglow: you suspect something is taking a crap-ton of ids? |
16:06 |
fireglow |
deltasquared: yes, the streets mod |
16:06 |
fireglow |
throwing that on my already fairly modded server caused the error. |
16:06 |
deltasquared |
fireglow: I'm just trying to cook up a lua snippet |
16:07 |
deltasquared |
fireglow: though you'll need somewhere to run it... dunno if you have luacmd handy |
16:07 |
fireglow |
it would be nice to know if my existing mods are close to the limit already or if it's solely streets fault |
16:07 |
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16:07 |
fireglow |
oh cool! |
16:07 |
fireglow |
sec |
16:08 |
deltasquared |
fireglow: I may be a few minutes, I'll have to revise string chopping in lua |
16:08 |
fireglow |
no rush, no stress :) I'm glad of any assistance you can give |
16:08 |
fireglow |
I'll throw on luacmd |
16:08 |
deltasquared |
but the basic idea is to chop the bit after the : in each registered node, and use that as an index into a table where the counter is incremented, then print all the mod prefixes out again via pairs() on the table |
16:09 |
deltasquared |
bearing in mind, this will only work when the game is already running. |
16:09 |
deltasquared |
if the game crashes because of ID limits I don't know how you'd get code in there |
16:09 |
fireglow |
that's good enough |
16:10 |
deltasquared |
right, so gives a range from start to end inclusive... hmm. |
16:12 |
deltasquared |
eyy, this is more head baking that I expected at this time of day |
16:12 |
paramat |
wow someone exceeded the limit |
16:12 |
deltasquared |
paramat: I didn't realise that was suprising? |
16:12 |
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16:12 |
deltasquared |
though then again it *is* 32768 |
16:13 |
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16:13 |
paramat |
there is an issue for optionally increasing the limit, but needs some coding i can't do, otherwise i would have done it by now |
16:14 |
deltasquared |
paramat: could it theoretically be 65536 (16 bits) without breaking stuff in structures? |
16:14 |
deltasquared |
and map saves, come to thing of it |
16:14 |
deltasquared |
the former structure being the C++ kind in the engine code |
16:14 |
paramat |
well, read the issue https://github.com/minetest/minetest/issues/6101 |
16:15 |
fireglow |
paramat: that limit is probably high enough, I strongly suspect some mod that has node creation in a buggy loop or something |
16:15 |
paramat |
yes it's certainly high enough :) |
16:15 |
fireglow |
;) |
16:15 |
paramat |
when people exceed it the word 'excessive' comes to mind |
16:16 |
Krock |
fireglow, you also could overwrite the minetest.register_node and register_item functions to get the items before it throws the error |
16:18 |
paramat |
in 2013 kahrl considered 4096 nodes a lot hehe |
16:20 |
paramat |
anyay it's all about dummy ids needed, which is why the limit is half the expected 65000 |
16:20 |
deltasquared |
fireglow: "attempted to perform arithmetic on local "start" (a nil value)" shoot, a bit longer, please bear with |
16:22 |
paramat |
and 65000 is the limit set by map format |
16:23 |
deltasquared |
paramat: not 65536? |
16:23 |
deltasquared |
you know, 2^16 |
16:23 |
paramat |
yeah that's what i mean (lazy) |
16:24 |
deltasquared |
wait, continue isn't a lua thing? could have sworn I saw it in docs |
16:25 |
Krock |
you could put it into a separate do ... while loop and use break |
16:25 |
deltasquared |
is ok, I've fixed it. just wrapped the block in another if check instead |
16:25 |
Krock |
they added goto in a newer version, which I can't understand why they did so |
16:26 |
deltasquared |
me neither. |
16:27 |
deltasquared |
welp, apparently I'm balling up string.sub somehow |
16:28 |
deltasquared |
buggerit, I'm formatting this first so I can read it |
16:28 |
deltasquared |
fireglow: I'll be honest I may have to go soon anyways sorry |
16:28 |
deltasquared |
an interesting little challenge though |
16:29 |
deltasquared |
... ooh. OOOH. |
16:29 |
deltasquared |
I'm an idiot, as usual |
16:29 |
deltasquared |
got key from pairs() and actual modname mixed up |
16:31 |
rdococ |
heh |
16:32 |
rdococ |
what mod are you making? |
16:32 |
fireglow |
deltasquared: sure, no problem, you're under no obligation whatsoever :) |
16:32 |
deltasquared |
rdococ: not, I'm making a lua fragment for fireglow to check which mods are taking up nodes |
16:32 |
fireglow |
rdococ: a script that counts node usage by other mods |
16:32 |
rdococ |
ah |
16:32 |
rdococ |
why's that? |
16:32 |
deltasquared |
fireglow: *deep breath* results={} for key, _ in pairs(minetest.registered_nodes) do local start,_ = string.find(key, ":") if start ~= nil then local modname=string.sub(key, 1, start-1) local currentcount=results[modname] if currentcount == nil then currentcount = 1 else currentcount = currentcount + 1 end results[modname] = currentcount end end print("results: ") for name, value in pairs(results) do print(name..": |
16:32 |
deltasquared |
"..tostring(value)) end |
16:32 |
deltasquared |
bugger. |
16:32 |
deltasquared |
I'll paste it |
16:33 |
fireglow |
rdococ: I'm hitting the node limit :S |
16:33 |
fireglow |
deltasquared: yay |
16:33 |
deltasquared |
fireglow: https://ptpb.pw/F94a try that |
16:34 |
deltasquared |
sorry for no indentation, not sure how luacmd or the MT console would handle it with the newlines in |
16:34 |
fireglow |
oh bugger, I can't paste |
16:34 |
deltasquared |
fireglow: hmm? ctrl-v should do it? |
16:35 |
fireglow |
I'll type it into a command block |
16:35 |
fireglow |
I can't paste to minetest, for somereason |
16:35 |
deltasquared |
fireglow: if the non-indented version won't work, I'll make a version inside a function that you can stick into an init.lua in a temp. mod |
16:36 |
fireglow |
no wait, sec |
16:36 |
deltasquared |
...? |
16:36 |
deltasquared |
hurry up, me be hungry :P |
16:36 |
deltasquared |
you'll need to see it's print() output of course |
16:36 |
fireglow |
yes it works, thanks! |
16:37 |
deltasquared |
fireglow: see anything interesting? |
16:37 |
fireglow |
hmm, biggest consumer of nodes is ethereal with 1004, but nothing that should get close to 33k |
16:38 |
deltasquared |
I wonder if there's a way to hook minetest.register_node to count it's invocations... |
16:38 |
fireglow |
ah, moreblocks is 3728 |
16:38 |
deltasquared |
I didn't add a sum bit at the end :P |
16:38 |
fireglow |
no worries |
16:38 |
fireglow |
thank you for your help, deltasquared!! Lua whizz ;) |
16:39 |
deltasquared |
anyway, feel free to keep that. like most of my other code, it's public domain. I don't give on copyrights, do what you like. http://unlicense.org |
16:39 |
deltasquared |
*ahem* I hereby disclaim copyright and intend this to be an overt act of relinquishment yadda yadda. |
16:39 |
fireglow |
yay :) |
16:39 |
deltasquared |
fireglow: programming whiz in general I would prefer :P |
16:39 |
deltasquared |
also, https://github.com/thetaepsilon-gamedev *hint hint* |
16:39 |
fireglow |
of course! =) |
16:40 |
deltasquared |
though, some things are being constructed still. |
16:40 |
deltasquared |
now, I really must get food going, have fun. |
16:40 |
fireglow |
nice, I'll keep watching it |
16:40 |
fireglow |
enjoy the food |
16:44 |
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16:44 |
ClockGen |
hey, how exactly I'm supposed to use --name and --password arguments while hosting a server? (linux) |
16:45 |
sofar |
not |
16:45 |
sofar |
you don't use those |
16:45 |
ClockGen |
Why |
16:45 |
sofar |
you set `name = adminusername` in the minetest.conf for the server |
16:45 |
sofar |
and than that user is the server admin |
16:45 |
ClockGen |
Well I was hoping that I can actually use --name and --password as arguments to avoid using 2 separate config files |
16:46 |
sofar |
if you run 2 servers, I strongly recommend making separate server configs |
16:46 |
sofar |
otherwise they both have the same server name, server description etc etc |
16:46 |
ClockGen |
Well I run 1 dedicated server but using my main minetest.conf |
16:47 |
ClockGen |
Which I use for my client too |
16:48 |
ClockGen |
Is there a way to set admin password without actually logging once? |
16:48 |
fireglow |
you can just remove the whole client section for the server configuration, makes it easier to manage |
16:48 |
sofar |
not really |
16:49 |
sofar |
a server config file can just be 10-15 options, so it's no really big deal |
16:49 |
ClockGen |
Yeah I already wrote another server config but then found these "--name" and "--password" |
16:49 |
ClockGen |
So I thought I can use it, apparently not |
16:49 |
sofar |
those are for the client, obviously |
16:49 |
sofar |
a server creates no user |
16:50 |
ClockGen |
Well there is not much definition really, so I thought it's admin name and password |
16:51 |
ClockGen |
Another question: what are units of player_transfer_distance setting? |
16:51 |
ClockGen |
conf example on github says it's blocks |
16:51 |
sfan5 |
ClockGen: running two instance from a single config is not a good idea as they might overwrite each others changes |
16:52 |
sfan5 |
if the conf says "blocks" it's units of 16 nodes |
16:52 |
ClockGen |
oh well that's what I thought |
16:52 |
ClockGen |
But I cant really get used to nodes and keep calling them "blocks" |
16:53 |
sfan5 |
it's fine if you know that a different convention is used internally |
16:55 |
ClockGen |
Is there a way to create new world from commandline without actually generating any blocks? |
16:56 |
ClockGen |
So I could enable all mods |
16:56 |
ClockGen |
Without using gui at all |
16:56 |
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16:56 |
deltasquared |
food be cooking now |
16:56 |
deltasquared |
fireglow: nice to know it will be useful, certainly I get a kick from making stuff people actually use |
16:56 |
deltasquared |
might add it to libmthelpers later. |
16:57 |
Krock |
ClockGen, minetest --server --world <new path> |
16:57 |
Krock |
or just minetestserver |
16:59 |
ClockGen |
Oh well nothing is going to be generated unless somebody joins? |
17:01 |
fireglow |
deltasquared: yes, definitely useful :) I added it to my useful wiki page that also holds a nice patch from sfan5 |
17:01 |
sfan5 |
a patch by me? :thinking. |
17:01 |
sfan5 |
🤔 |
17:01 |
deltasquared |
that moment when you realise there was something you could do simpler... |
17:02 |
ClockGen |
Ok thanks for help with my stupid questions |
17:02 |
deltasquared |
instead of chopping the nodename string up, I could have just used mod_origin |
17:02 |
deltasquared |
*derp* |
17:02 |
Krock |
s/stupid/beginner/ |
17:02 |
fireglow |
sfan5: https://dev.firc.de/wiki/Games/MinetestAdmin the block counting |
17:02 |
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17:02 |
sfan5 |
oh |
17:11 |
deltasquared |
fireglow: currently hammering it into shape so it'll appear in https://github.com/thetaepsilon-gamedev/libmthelpers |
17:12 |
deltasquared |
I've made the list results part used a passed function for printing, so it won't depend on print() as it exists at mod load time (meaning you can still make it print to player log for example) |
17:13 |
deltasquared |
man, I freaking love closures. |
17:13 |
deltasquared |
argh, something's cooking well... |
17:19 |
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17:28 |
asie |
I wonder if my old Minetest mods still work. |
17:28 |
sfan5 |
probably |
17:28 |
asie |
meselamps and mesegates |
17:28 |
Lowe[m] |
Hi |
17:28 |
asie |
hi |
17:29 |
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17:48 |
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17:49 |
deltasquared |
hello again. |
17:58 |
FreeFull |
asie: Best way to find out is to try them out |
17:59 |
asie |
apparently there's an issue on mesegates |
17:59 |
asie |
that it doesn't work, since feb 2015 |
17:59 |
Krock |
asie, deprecated_lua_api_handling = error and your chances are high that they don't work |
18:00 |
Krock |
question answered |
18:00 |
asie |
so, let's contribute to one of the voxel games which actually respects your freedom |
18:00 |
asie |
and install minetest again |
18:04 |
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18:04 |
deltasquared |
erm, mind if I ask what the context is here |
18:04 |
alket |
hi, how to spawn more mobs in mobs_redo mod ? |
18:05 |
deltasquared |
fireglow: that thing I wrote for you is up on github now, https://github.com/thetaepsilon-gamedev/minetest-mod-libmthelpers/blob/master/stats.lua |
18:06 |
asie |
huh. the mesecons API pretty much changed entirely |
18:07 |
deltasquared |
don't you just love fresh re-writes? :P |
18:11 |
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18:12 |
MinetestBot |
[git] paramat -> minetest/minetest: Positional sound: Limit volume when closer than 1 node a455297 https://git.io/vdIJ4 (2017-09-25T18:09:21Z) |
18:13 |
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18:17 |
deltasquared |
wait, so if you were closer than one node it'd blast your ears off? |
18:17 |
deltasquared |
I hope I don't run into that quite frankly |
18:17 |
asie |
okay, so the mod seems to almost work, except wires don't connect to the gates at all |
18:17 |
asie |
hmm |
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18:21 |
deltasquared |
!mod mesegates |
18:21 |
MinetestBot |
deltasquared: Could not find anything. |
18:21 |
deltasquared |
asie: are we referring to something in mesecons itself or |
18:22 |
asie |
https://github.com/asiekierka/mesegates |
18:22 |
asie |
it's a gate mod I made which has many more features than the builtin one |
18:23 |
asie |
but it's 2.5 years old |
18:23 |
deltasquared |
rargh, the mesecons effectors and such API is not something I want to try and dive into right now |
18:29 |
rdococ |
mesecons api is weird |
18:29 |
rdococ |
externally, it's okay, but internally, it's super weird |
18:29 |
asie |
it seems that mesecons simply can't see my gates |
18:29 |
asie |
though my receptor/effector calls seem fine |
18:30 |
deltasquared |
rdococ: great. and to think that I was considering hooking into it for something I'm writing... that's going to be *fun* |
18:30 |
rdococ |
heh |
18:30 |
rdococ |
the mesecons api is internally eternally odd |
18:31 |
asie |
i used to call, uh |
18:31 |
asie |
mesecon:update_autoconnect(pos) |
18:32 |
asie |
but that's gone now |
18:34 |
asie |
found the commit which caused it, hm |
18:36 |
MinetestBot |
[git] paramat -> minetest/minetest: Can_zoom player object property: Add missing documentation 6df312a https://git.io/vdITA (2017-09-25T18:33:31Z) |
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18:47 |
deltasquared |
hmm, component registration system wants a logger, but the logger is accessed via the registration mechanism |
18:49 |
deltasquared |
bah, I'll let modns keep it's existing log, feck it. |
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20:36 |
dogetest |
Hello. Im trying to use can_dig function from oldnode inside on_dig, but minetest says can_dig is nil. Im also want to access buildable_to attribute from a pointed_thing, but I dont know how |
20:37 |
sfan5 |
minetest.registered_nodes[minetest.get_node(pointed_thing.under).name].buildable_to |
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20:50 |
Krock |
(minetest.registered_nodes[minetest.get_node(pointed_thing.under).name] or {}).buildable_to for dealing with unknown nodes |
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21:20 |
dogetest |
It seens buildable_to isnt exactly whatI needed. Im writing a mod which is going to charge a fee from players when they dig or place. doing it through register_on_dignode and register_on_placenode didnt work because if players couldnt pay the fee I would need to revert dig/place. Ive tried thorugh is_protected, but didnt work because of sapplings running it multiple times. Now Im trying to wrap nodes dig and place, but |
21:20 |
dogetest |
when right-clicking on a chest while with a dirt on hand, it places the dirt instead of opening the chest |
21:21 |
sfan5 |
overriding callbacks needs to be done with care |
21:21 |
sfan5 |
if it isn't these problems are no surprise |
21:26 |
dogetest |
basically, if not defined a on_place for dirt node, when right-clicking a chest, while with a dirt on hand, is going to open the chest. If defined on_place = minetest.place_node, the node gets placed instead of opening chest |
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21:46 |
dogetest |
using minetest.item_place instead of minetest.place_node should fix it, but isnt |
21:55 |
dogetest |
fixed :D |
22:12 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Implement mod communication channels (#6351) 6f1c907 https://git.io/vdI2A (2017-09-25T22:11:20Z) |
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