Time Nick Message 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? 01:35 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 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 02:09 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 02:50 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 06:05 swift110 hey 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 09:10 jas_ interesting 10:48 sfan5 FatalNIX: mostly because of luajit, see here: https://github.com/minetest/minetest/pull/1277 || https://github.com/minetest/minetest/pull/3437 11:09 JayTheNinja23 hi 15:07 MinetestBot 02[git] 04tenplus1 -> 03minetest/minetest_game: Flowers: Add waterlily right-click checks 132d8207a https://git.io/vdkPl (152017-09-25T14:58:59Z) 15:07 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest_game: Sfinv: Remove possibility of infinite loop when homepage doesn't exist 13a4b94a3 https://git.io/vdkP8 (152017-09-25T14:57:55Z) 15:07 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest_game: Sfinv: Rename navigation tabs to reduce chance of a conflict 13db08c0d https://git.io/vdkP4 (152017-09-25T14:57:11Z) 15:07 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Ores (non-mgv6 mapgens): New distributions 1374ed63f https://git.io/vdkPB (152017-09-25T14:55:22Z) 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 16:04 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 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 deltasquared though then again it *is* 32768 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 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 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 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 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... 17:28 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 17:49 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 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 18:12 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Positional sound: Limit volume when closer than 1 node 13a455297 https://git.io/vdIJ4 (152017-09-25T18:09:21Z) 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 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 02[git] 04paramat -> 03minetest/minetest: Can_zoom player object property: Add missing documentation 136df312a https://git.io/vdITA (152017-09-25T18:33:31Z) 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. 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 20:50 Krock (minetest.registered_nodes[minetest.get_node(pointed_thing.under).name] or {}).buildable_to for dealing with unknown nodes 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 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 02[git] 04nerzhul -> 03minetest/minetest: Implement mod communication channels (#6351) 136f1c907 https://git.io/vdI2A (152017-09-25T22:11:20Z)