Time Nick Message 07:10 jordan4ibanez How do I do colored chat in 0.5 latest dev? 09:12 hisforever ok How fo a make rivers on s flat land ? 09:16 Wuzzy i dont think this is trivially possible 09:16 Wuzzy unless you write a mod for it... XD 09:18 jluc My son invited 3 friends and did a minetest min LAN party 09:19 jluc he was on the server and so he had super-powers like flying and go underground 09:19 jluc that was fun ! but not very fair for the other 09:19 jluc is there a way to play on the server machine without having these super power ? 09:21 hisforever Thanks Wuzzy I kind of thought it would be impossable lol 09:22 Wuzzy jluc: yes 09:22 Wuzzy jluc: MT has a privilege system 09:22 Wuzzy jluc: just revoke the fly and noclip privileges 09:22 Wuzzy jluc: /revoke fly 09:22 Wuzzy jluc: /revoke noclip 09:23 Wuzzy See also: https://wiki.minetest.net/Privileges 09:24 Wuzzy jluc: oh. sorry. forget what i said. you probably can't revoke the privileges. you son's the admin. :P 09:24 Wuzzy open your own server :P 09:26 Wuzzy Did anyone ever have Lua OOM errors? and how do i fix/debug them? 09:39 hisforever Is there a mod forpictures and frames? 09:40 jluc Wuzzy, I'm using Ubuntu or Lubuntu on all 4 machines but i havent a 5th. 09:40 jluc Is there a way to open both a "server" and a "client" minetest on the same computer ? 09:40 Wuzzy yes 09:41 jluc i just have to launch minetest twice or is it a bit more complex ? 09:41 Wuzzy Local Game → activate “Host Server”. enter name/password. start. 09:41 Wuzzy PW can be empty 09:42 Wuzzy careful with password. it silently creates an account the first time you log in and saves the password. if you forget the password later, you have a problem 09:42 jluc i've noticed that. When forgoten, i had to create account anew 09:43 Wuzzy also read: https://wiki.minetest.net/Server 09:43 Wuzzy srsly, read the wiki. a lot of people have put a lot of time into it 09:43 jluc yes it's usefull 09:43 jluc thanks ! 09:47 jluc the wiki is ok for core data but the forums about mods are more a kind of jungle 09:48 Wuzzy yes 09:48 Wuzzy the biggest problem IMO with mods is lack of documentation. and almost nobody cares 09:48 jluc i imagine next time we do a mini LAN Party i could be admin and interact with the world 09:48 Wuzzy i have even created a very flexible help mod for mods to use. sadly, there is no widespread adoption yet :( 09:49 Wuzzy jluc: lol you can't even interact? 09:49 jluc as for now i didnt play withem, and my son played on the server 09:50 jluc next time i'd like the game to start creative-like, and at some time i could activate monsters mods 09:50 jluc or release some monsters or new blocks or actively have special event happen 09:50 jluc acting as a dunjon master in this world 09:51 jluc or like a god lol 09:51 jluc do you have advices to manage events / a game / like this ? 09:52 Wuzzy events? 09:52 Wuzzy so far i think you have to do this completely by hand, i guess 09:52 jluc event like "a group of zombie arrives" 09:52 Wuzzy but i dont know every mod. ;) maybe there is such a mod 09:52 Wuzzy but tbh i dont think so 09:53 jluc event like "untill now it was creative mode, and from now on it is survival mode" 09:54 jluc or an event/setting like "zombie were very rare and now they are numerous" 09:55 jluc event like "players now have access to bows and arrows" 09:55 sfan5 i don't think there is such a mod 09:56 jluc a way of managing a gameplay scenario 09:56 jluc interactively 16:22 blackGen hey, player collisionbox is unmodifiable yet? (in 0.4.16) 16:22 blackGen I mean changing "collisionbox" property of a player 16:37 lumberJ blackGen, i believe you can modify it via player:set_properties() 16:38 lumberJ but i have not tested it 16:38 blackGen well that's what I'm doing, visual_size changes just fine, but collisionbox doesnt 16:38 blackGen And there is a pull request on github that allows changing collisionbox 16:39 blackGen which implies it's not possible in 0.4.16 17:23 lumberJ maybe one of the coredevs will come along and be able to give a definative answer on that, blackGen 17:28 TalkLounge Hello 17:28 TalkLounge Can anyone help me with minetest.find_nodes_in_area({x = pos.x + 5, y = pos.y + 5, z = pos.z + 5}, {x = pos.x - 5, y = pos.y - 5, z = pos.z - 5}, {"default:stone"}) 17:29 TalkLounge This returns every time a table with no ingredient 17:29 TalkLounge I use 0.4.15 17:36 TalkLounge Someone there? 17:40 lumberJ TalkLounge can you pastebin your code? if you don't define the 'pos' variable then i guess it probably would return an empty table 17:40 TalkLounge pastebin, wait a second 17:42 TalkLounge Here https://pastebin.com/NzQrqC55 17:44 TalkLounge The Code works to set the node but the code dont remove the nodes 17:44 TalkLounge Because the table is empty 17:45 TalkLounge dump & minetest.chat_send-all 17:49 TalkLounge No one there? Uhh 17:54 lumberJ is it because the nodes you want removed are outside of the radius that is being checked and the nodes that are within are being set to light, TalkLounge? 17:56 TalkLounge No, I already have done this with default:stone and it doesnt work too 18:01 lumberJ it would be easier to tell why you are getting an empty table if your error checking was written into your code, so i can see exacty how/where you are checking the value that minetest.find_nodes_in_area is returning 18:03 TalkLounge error checking? 18:04 lumberJ in other words how do you know from your code that minetest.find_nodes_in_area is returning an empty table? 18:05 lumberJ it seems to me that the values of the light nodes are being stored in 'nodepos' but that value is being redefined everytime the player moves, so the older values cannot be converted back to air 18:05 TalkLounge minetest.chat_send_all(dump(minetest.find_nodes_in_area...)) 18:06 TalkLounge Thats not the problem, the problem is, that minetest.chat_send_all(dump(minetest.find_nodes_in_area...)) return an empty table 18:07 TalkLounge So minetest.find_node... doesnt work, but why? 18:09 Krock TalkLounge, the table is not empty 18:10 TalkLounge ? 18:10 TalkLounge with minetest.chat_send_all& dump its empty 18:11 Krock remove the #nodepos > 0 check 18:11 TalkLounge Ok, I try 18:12 Krock then change for key, value in pairs(nodepos) do to for npos, ncount in pairs(nodepos) do 18:13 Krock and replace the if-check inside that loop with vector.equals(pos, npos) 18:13 Krock then re-run the entire code again and hope that it'll work now 18:13 TalkLounge I try... 18:14 Krock if you have 0.4.16-stable, then swap the minimal and maximal coordinate values 18:14 Krock or upgrade to 0.5.0-dev 18:15 Krock (the coordinate values of find_nodes_in_area) 18:15 TalkLounge My server uses 0.4.15 I will update if 0.5 is out 18:15 Krock correct position sorting has been added in 0.4.16-dev (6eb03c1) 18:16 lumberJ well, be careful with that 0.5 will probably break many things on your 0.4.15 server, TalkLounge 18:16 Krock okay, now please provide a new pastebin with the requested changes applies, TalkLounge 18:16 TalkLounge lumber, I know 18:16 Krock lumberJ, likely nothing if he updates MTG too. The clients will have problems, however 18:17 lumberJ ok, just wanted to make sure 18:17 lumberJ true, Krock but that can be just as much of a headache :D 18:18 Krock not his problem if the clients use outdated clients 18:18 TalkLounge https://pastebin.com/2tUYkqyh Doesnt print anything in Chat... 18:18 Krock TalkLounge, that's because you forgot to swap the minimal and maximal position like I said 18:19 lumberJ well, I wouldn't consider users with the latest stable client to be 'outdated' 18:19 TalkLounge Ah ok, wait.. 18:19 Krock minetest.find_nodes_in_area(vector.add(pos, -5), vector.add(pos, 5)) 18:19 lumberJ its not as easy for windows and tablet players to keep up with the latest dev version 18:21 Krock it must not be >that< new. For now there are AFAIK only two breaking changes. #1: the protocol version and #2 the content/node definition version (real global textures) 18:23 TalkLounge https://pastebin.com/mdQ26NuX 18:24 TalkLounge 2017-11-30 19:22:28: ERROR[Main]: ServerError: Runtime error from mod 'walking_light' in callback environment_Step(): /usr/share/games/minetest/builtin/common/vector.lua:16: attempt to index local 'b' (a number value) 18:27 Krock TalkLounge, well great. isn't there a 2nd backtrace for the error? 18:27 Krock nevermind. your builtin is outdated 18:28 Krock ..or a mod overwrites the vector.add function, as it should support this operation for 4 years already (if not longer) 18:29 sfan5 in other words: maybe just upgrade to 0.4.16? 18:29 lumberJ i believe when i tested 0.5 with a 0.4.16 client, all the other appeared to be one node lower than their actual position. doesn't truly 'break' anything, but it sure look odd 18:29 TalkLounge That works now: https://pastebin.com/Kf9ThEnE 18:29 TalkLounge Thank you all 18:29 Krock sfan5, not sure if that fixes >that< problem in particular 18:30 Krock TalkLounge, so what did you change? 18:30 TalkLounge The error, I changed for npos, ncount in pairs(nodepos) do to for ncount, npos in pairs(nodepos) do 18:33 TalkLounge Thanks for helping me. Bye. :) 18:37 Krock !next 18:37 MinetestBot Another satisfied customer. Next! 22:42 paramat ~tell hisforever if you ask in the 'mapgen questions' forum thread i'll explain in more detail, essentially you use mgv7, disable mountains, and alter noise params to create flat land 22:42 ShadowBot paramat: O.K. 22:46 paramat blackGen player collisionbox is settable in latest dev version, so will appear in MT 0.5.0 stable