Time Nick Message 02:34 Billre whats a good frontend to the maps.sqlite file? I've trying DB Browser for SQLite but it's very slow to load the file and I'm not seeing any data. 06:07 sovetskiy Please help me to find out how to change player's inventory size correcly. My code (https://pastebin.com/GpsrdqaG) is not working. 12:30 Guest_6755 how to make blocks with a slope? For example a road with a slope? 12:37 Guest_1199 how to make blocks with a slope? For example a road with a slope? (minetest) 12:37 VanessaE Guest_1199: moreblocks mod 12:37 VanessaE comes with a table saw that can cut many kinds of blocks into slopes et al. 13:25 deltasquared now I'm curious as to how the moreblocks mod achieves slopes, I would assume via meshes as AFAIK nodeboxes don't do continuous slopes 13:28 VanessaE correct. 13:28 deltasquared I'm just sat here staring at the .obj file and trying to visualise it in 3D space 13:29 deltasquared also quite frankly I don't get most of wavefront obj format directives, but the coordinates are fairly obvious 13:30 VanessaE I used to know the basics, enough to write a script to convert a glob of nodeboxes into a valid .obj model 13:31 deltasquared I have a soft spot for any format I can write with a text editor. granted sometimes a modelling program makes it a lot easier to work with, but I like having that option 13:31 paramat Guest_1199 please don't repeat a question so soon, it might take a few hours for someone to see and answer :] 15:08 deltasquared haha, welp, calling set_attach() on an entity with a player object as it's parent fails hilariously 15:08 deltasquared the entity's position updates as expected but it just doesn't render at all 15:08 deltasquared it "re-appears" when detached, though. 15:09 deltasquared in fact when it does so it goes through the teleport glide effect, seemingly from the last position it was in before being attached to a player 15:10 deltasquared it doesn't matter too much to me in this particular case as I wasn't intending to attach things to players in particular, just interesting to observe 16:50 w_laenger !tell Player_2 Hello 16:50 MinetestBot w_laenger: yeah, sure, whatever 17:52 deltasquared stupid question time, the docs doesn't appear to have a "none" visual type for entities, would there be a straightforward way to make an entity that has no rendering in the world? 17:52 deltasquared the use case is an entity which changes the light level of the node it's in 17:53 deltasquared I figure perhaps an empty mesh, transparent sprite or transparent textured cube visual would do it 17:53 * deltasquared decides to see what happens if none is specified 17:57 Krock or set the scale to 0 18:02 paramat would be useful, sometimes it's useful to attach a player to an invisible entity 18:04 deltasquared well I'm going to see in a minute if MT crashes if I don't define it... in the meantime, might have missed it, but is there a mechanism to set initial armor groups from an entity def? (in particular immortal=1) 18:43 deltasquared huh, is it not sufficient to light up a node with paramtype="light" by setting it's param1 value, or does it also have to be registered as a light source... 18:45 deltasquared ... apparently so. shucks. 18:49 aidalgol Is a subgame just a bundle of mods, or is there something more to it? 18:50 sfan5 pretty much just that 18:55 deltasquared sfan5: you have to put modpack.txt there though right? 18:56 Krock no. game.conf instead 19:12 deltasquared lel, once again I can't texture for jack 20:17 Billre I'm looking at map.sqlite file in sqliteman and the data blobs looks encrypted. I want to be able to search the data for instances of blocks - for example: locations of technic furnaces. I can't seem to do it this way. Is there another way? 20:18 sfan5 they're just in serialized form, no encryption 20:19 Billre This what part of it looks like: ýöÛo¿ýöÛoÿß÷ 20:21 Billre what do you mean by serialized? 20:22 sfan5 not in a human-readable format 20:25 Fixer it might take a few days for someone to see and answer on irc, but usually nobody answers :D 20:28 Billre Seems like I need to do the querying within minetest then. How would I do that? 20:30 Billre Fixer: I guess this where I need to be patient and wait a few days? :D 20:57 deltasquared woo, it works. I have a light source that follows me as I move around 20:57 deltasquared now to find a way to make that happen when I wield a torch I guess 20:59 deltasquared so, I did a bit more investigation into the attach-to-player thing, it seems that the server-side entity updates correctly, but the GenericCAO that the client sees does not - so the entity (and it's nametag) remains stuck at where it was pre-attach 20:59 deltasquared I dunno if this was something fixed in 0.5.0-dev 21:00 deltasquared I know that it's updating server-side correctly in this instance as the entity in question is the one spawning this light source. 21:01 deltasquared even weirder though, is that while the entity visually remains fixed in place, it is lit depending on it's real position according to entityref:get_pos() 21:01 deltasquared I can only assume something is not getting synced correctly somewhere 21:16 swift110 goodness I forgot to get a new mouse 21:16 swift110 actually I would prefer to use a usb joystick with the game 21:17 deltasquared swift110: are you mad!? 21:17 deltasquared but muh muscle accuracy 21:18 swift110 deltasquared, not mad 21:18 swift110 lol 21:20 deltasquared swift110: try playing with a console controller and get back to me ;) 21:20 deltasquared (assuming there's some way to get MT to speak to one...) 21:36 aidalgol Is there a subgame that mostly plays itself? Like the Minecraft automation (machinery) mods taken to the extreme? 21:36 rubenwardy technic is a good automation one 21:36 aidalgol rubenwardy: For Minetest? 21:36 rubenwardy yeah 21:36 rubenwardy !mod technic 21:36 MinetestBot rubenwardy: Technic [technic] by RealBadAngel - https://forum.minetest.net/viewtopic.php?t=2538 21:36 aidalgol cool! 21:37 aidalgol I had trouble getting into Minecraft because there's no goal, and building got boring. And writing mods looked painful. Maybe I'll have more fun just writing mods for Minetest. :P 21:50 Fuchs we discussed this a bit at #live, minetest these days has advancements, 21:50 Fuchs *minecraft, sorry 21:50 Fuchs and they give you goals to reach, like mine stuff to go to the nether, go to the end, kill the dragon etc. 21:50 Fuchs I think that might be something nice for minetest, too 21:51 rubenwardy Fuchs, in #-hub we're currently talking about the default game should be 21:51 Fuchs oh 21:51 rubenwardy please repost that: D 21:51 swift110 hmm 21:51 rubenwardy it's good to have a third party opinion 21:51 Fuchs rubenwardy: bah, just forward it, otherwise it's even one channel more I need to have an eye on :p 21:52 swift110 rubenwardy, whats the link to the event you was at 21:52 rubenwardy https://forum.minetest.net/viewtopic.php?f=3&t=18742 21:53 Fuchs (we are currently working on pictures, can only take a few more weeks *cough*) 22:04 deltasquared next stupid question time, is there an easy mechanism to arrange for a callback when a player switches items? 22:05 deltasquared the justification here is that I'd like to be able to detect when a player switches to a torch in their hand without needing to continously poll. 22:07 deltasquared so it'd have to be something like: when a player switches to a torch or logs in holding one, trigger a "start" callback. when a player switches away, dies, or otherwise ceases to hold a torch (logout can be handled separately), trigger a "stop" callback 22:08 deltasquared I mean I *could* implement it via globalstep but I'm concerned that'd be slightly ouch performance wise 23:26 aidalgol Fuchs: On pictures? 23:26 Fuchs of the event 23:26 aidalgol ah 23:27 GreenDimond There a certain TenPlus1 here? 23:27 aidalgol I thought you meant a photography mechanic in the game. 23:27 GreenDimond Well, I dont see him so.. 23:27 GreenDimond Jordach, you familiar with mob animations in Minetest (using mobs_redo api)? 23:30 GreenDimond Is anyone here familiar with mob animations using mobs_redo? 23:34 GreenDimond Well, I am having a problem where only the last mob placed actually has any animation. 23:36 Jordach localise everything 23:36 GreenDimond It also alternates between 2 of them 23:37 GreenDimond after one restart its mob a, and another its mob b, but never c,d,etc.. 23:37 GreenDimond How do I localize a mob?.. 23:38 Jordach GreenDimond, protip 23:38 Jordach local entity = { defs here} 23:38 Jordach then function entity:on_step(dtime) 23:38 GreenDimond Does that work with mobs_redo though...? 23:38 Jordach and entity:on_activate(staticdata, dtime_s) 23:38 Jordach (as functions) 23:39 Jordach then minetest.register_entity("mod:name", entity) 23:39 Jordach that grants an easy way to make each entity local 23:40 GreenDimond Doesnt sound like that will solve my problem 23:40 Jordach i'm in the middle of writing something clever ;) 23:40 GreenDimond looking at cow.lua in mobs_animal, there is nothing like that, yet they work fine. 23:43 GreenDimond I might have solved my own problem 23:43 Jordach see 23:44 Jordach keep testing and restarting 23:44 GreenDimond Apparently mobs_redo doesnt like it when there is no walk/run start/end even though the velocity for both is 0 :P