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Nick |
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01:07 |
rubenwardy |
bigfoot547, had some bot attacks |
01:08 |
rubenwardy |
the simple solution is to not run your bouncer as root |
01:08 |
lumberJ |
hey rubenwardy and bigfoot547 |
01:08 |
lumberJ |
bigfoot547 did you ever figure out your compiling issues from a few days ago? |
01:09 |
rubenwardy |
oh lol |
01:09 |
rubenwardy |
heh |
01:09 |
lumberJ |
hmm, thats unfortunate. |
01:10 |
lumberJ |
sorry i pooped out on you |
01:10 |
lumberJ |
might be worth a try |
01:11 |
lumberJ |
tomorrow is always tomorrow, isn't it? :) |
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05:57 |
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05:57 |
handsome_pirate |
Ahoy! |
05:57 |
handsome_pirate |
So, I'm on 0.4.16 |
05:57 |
handsome_pirate |
Carts and advtrains don't work |
05:57 |
handsome_pirate |
They no longer move |
05:57 |
handsome_pirate |
well, they no longer move unless I hit them (carts) |
05:58 |
handsome_pirate |
mesecon track no longer has any effect |
06:10 |
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13:01 |
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13:17 |
ashtrayoz |
Calinou: could you please have a look at moreblocks #87 and tell me if there is anything else needing to be done to it? |
13:29 |
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13:48 |
Krock |
ashtrayoz, are you sure you can't put that into a nice looking loop? |
13:48 |
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13:48 |
Krock |
there seems to be a logic for these alias but that's very hard to see this way |
13:50 |
* deltasquared |
decides to look at the mentioned PR |
13:52 |
deltasquared |
Krock: hmm, yeah, I guess you could put that into a loop |
13:53 |
* deltasquared |
checks he understands which way round register_alias works |
13:54 |
Krock |
deltasquared, just remember this line: minetest.register_alias("mapgen_stone", "default:stone") and you'll do it right every time |
13:54 |
deltasquared |
Krock: oh cool, the mapgen uses aliases internally? neat |
13:54 |
deltasquared |
that kinda figures but still |
13:54 |
deltasquared |
I'll have to remember that one ;) |
13:54 |
Krock |
yes, because each subgame can define their own node names |
13:55 |
Krock |
and of course, mapgen_stone doesn't exist, that's why you replace/alias it |
13:56 |
deltasquared |
ashtrayoz: I concur with Krock, a for-loop over a list of prefixes would help avoid breaking the DRY rule and make it easier to spot mistakes. a comment along with it to explain the need for it wouldn't hurt either I guess... https://github.com/minetest-mods/moreblocks/pull/87/commits/4fc89c7d0d6674e6ac7a5d79d937009a7ae6c40d |
13:56 |
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13:56 |
Krock |
could reduced to about 8 lines, perhaps |
13:57 |
deltasquared |
I'm assuming the prefixes have a generated pattern, I haven't looked closely at the moreblocks code |
14:01 |
deltasquared |
meanwhile... |
14:01 |
deltasquared |
!mod advtrains |
14:01 |
MinetestBot |
deltasquared: Advanced Trains [advtrains] by orwell - https://forum.minetest.net/viewtopic.php?t=14726 |
14:04 |
deltasquared |
huh, it would appear my idea of using free-form entity rails has already been thought of. |
14:04 |
rubenwardy |
really wish advtrains had some more people working on it |
14:05 |
rubenwardy |
was quite buggy last time I tried, saw they've made some fixes though |
14:05 |
deltasquared |
I can't say I'm a fan of those train models. but I'll have a gander |
14:05 |
rubenwardy |
yeah, they're quite uggly |
14:05 |
rubenwardy |
mainly due to lighting and colors |
14:06 |
deltasquared |
to me it's more just the clash with the base MT art style. |
14:06 |
deltasquared |
though, glaring bright colours don't help much :P |
14:06 |
deltasquared |
also, a generic "assets" mod in the modpack, that could *never* clash with anything >_> |
14:08 |
rubenwardy |
lol |
14:08 |
rubenwardy |
that won't be present when you download the release zip |
14:09 |
rubenwardy |
you can also just delete it |
14:12 |
deltasquared |
ok, fine. just trying it out... that... actually works fairly well for a placement system |
14:16 |
* deltasquared |
tries unsuccesfully to get two bend turns to line up |
14:16 |
deltasquared |
work damnit |
14:18 |
deltasquared |
this is certainly a mildly frustrating exercise |
14:18 |
deltasquared |
I knew there'd be a caveat to trying to work with non-orthoganal connections on a cubic grid. |
14:23 |
deltasquared |
hrm, I think I might still give the entity-based approach a whirl at some point |
14:24 |
deltasquared |
on a sorta related note, is there any correspondence to the visual range for entities and the range at which their step callbacks are run? |
14:24 |
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14:24 |
deltasquared |
(obv. they'd be independent because of the client/server split to a degree) |
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15:06 |
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16:06 |
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16:27 |
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16:27 |
deltasquared |
hrm, if you move a mod to a modpack the dependency ordering seems to break |
16:28 |
* deltasquared |
checks to see if depending on the modpack would set the ordering properly |
16:29 |
deltasquared |
... oh wai |
16:29 |
deltasquared |
I'm an idiot |
16:29 |
deltasquared |
it seems I was being a derp and had forgotten to set depends.txt for this particular mod |
16:31 |
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16:43 |
deltasquared |
might I suggest that to catch incidental ordering errors sooner, MT shuffles the starting order for mods being loaded? (still respecting dependency graphs of course) |
16:49 |
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19:11 |
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19:18 |
Dargod |
How can I delay the execution of a function in mod before the completion of loading other mods? |
19:19 |
Krock |
sorry? "delay" and "before" for the same thing? please explain what you would like to do |
19:22 |
sofar |
you can delay it until *after* all mods are loaded. |
19:22 |
sofar |
minetest.after(0, function() print("after all mods") end) |
19:23 |
Dargod |
As I wrote earlier, I'm working on the function of filtering minetest.registered_nodes. however, the mods are loaded sequentially and the table does not have time to fill all the parameters |
19:23 |
sofar |
don't do that |
19:24 |
sofar |
unstead, depend on the mod that you want to remove nodes from, and then minetest.override() them |
19:25 |
Dargod |
no, I just need filtered copy of minetest.registered_nodes, I am not need remove or override |
19:28 |
sofar |
you just need a modified copy? |
19:28 |
Dargod |
thanks, I'll try minetest.after |
19:28 |
Dargod |
yes |
19:28 |
sofar |
yeah, just use the .after(0 method |
19:28 |
Dargod |
Only special nodes with all their parameters |
19:29 |
sofar |
a small optimized cache, essentially? |
19:30 |
Dargod |
hmm, its for additional sfinv creative tabs |
19:32 |
Dargod |
By default, only 3 tabs are offered, and this is not enough |
19:33 |
rubenwardy |
minetest.after is the right approach then |
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22:41 |
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22:42 |
blackGen |
How can implement tinting of the screen? |
22:42 |
blackGen |
For example like when player is submerged in water |
22:42 |
blackGen |
Just displaying 100% stretched texture? |
22:43 |
blackGen |
There is post_effect_color, but it only applies when player is inside the node |
23:02 |
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23:02 |
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23:17 |
blackGen |
Is it possible to execute something like on_step, but on player? |
23:18 |
blackGen |
or I need to register globalstep |
23:19 |
sfan5 |
you can just use on_globalstep and iterater over all players |
23:20 |
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23:20 |
blackGen |
well it seems to be quite heavy |
23:21 |
blackGen |
I was hoping to spawn particles around player after he uses a certain item |
23:21 |
blackGen |
particles keep spawning for some time |
23:21 |
blackGen |
but it needs to follow player pos too |
23:25 |
sfan5 |
can't you attach a particlespawner to an object? |
23:27 |
blackGen |
ah well, haha, I guess I didn't look at the api reference close enough |
23:27 |
blackGen |
Never knew it's possible to attach particle spawners |
23:52 |
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