Time |
Nick |
Message |
00:02 |
paramat |
and the rivers get a bit stupid in watershed mod, i can do much better now |
00:03 |
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00:03 |
pgimeno |
stupid? I liked them |
00:03 |
pgimeno |
the way they widen and "cascade" |
00:04 |
pgimeno |
there were no trees, though, no idea why |
00:05 |
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00:05 |
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00:07 |
Genshin |
Good evening guys. |
00:28 |
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00:35 |
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00:37 |
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00:39 |
paramat |
the biomes are really big that might be why, or a bug |
00:42 |
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00:46 |
pgimeno |
hm, I tested riverdev and the biomes there seemed really big, but I didn't get that impression from watershed |
00:49 |
pgimeno |
might it be lack of support for a newer MTG? |
00:49 |
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00:53 |
pgimeno |
ah, I've just found some trees |
00:58 |
pgimeno |
and now a volcano! |
00:59 |
pgimeno |
wow |
01:05 |
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01:30 |
quater |
when I connect to a new server for the first the function core.register_on_connect work fine, but the other times it doesn't work anymore. Is it a bug ? |
01:31 |
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01:36 |
paramat |
riverdev mod is quite rough, i recently simplified it and it's missing some aspects |
01:36 |
paramat |
but it has better rivers |
01:37 |
pgimeno |
I sort of preferred the ones in watershed |
01:48 |
paramat |
=) |
02:16 |
Emerald2 |
Anyone know who's working on Unified Inventory these days? |
02:19 |
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02:27 |
Emerald2 |
I guess we were due for a netsplit. :p |
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03:31 |
Genshin |
If anyone wants to see what i've been up to recently, https://youtu.be/scRyIcOL-XQ |
03:31 |
Genshin |
Hope you guys like it. |
03:33 |
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03:43 |
Emerald2 |
omg giant shark |
03:45 |
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03:46 |
Emerald2 |
That's pretty cool, Genshin. Looks like a lot of work to make. |
03:47 |
Genshin |
Still working on alot of things on my end. even thinking about making minetest character models with animated faces |
04:07 |
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06:27 |
* Cornelia |
had to dig into the Minetest code to figure out if metadata "get_*" methods returned nil or not... |
06:27 |
Cornelia |
It depends... get_string seems to return the empty string of field wasn't set |
06:41 |
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12:14 |
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12:14 |
pgimeno |
if I have a modpack with a mod, and that mod separately, will minetest distinguish both? |
12:18 |
pgimeno |
the format of world.mt seems too plain to distinguish mods in modpacks from regular mods |
12:18 |
rubenwardy |
no, it'll only enable one or fail |
12:18 |
pgimeno |
uh ok, thanks |
12:18 |
rubenwardy |
I believe if you have bar/ and foo/bar it'll enable bar/ |
12:19 |
rubenwardy |
if you have one/bar/ and two/bar/ minetest will fail to load bar with an error |
12:19 |
rubenwardy |
"name conflict" |
12:19 |
pgimeno |
sounds like that is in serious need of improvement |
12:20 |
rubenwardy |
heh |
12:20 |
rubenwardy |
it's low priority on the scale of things |
12:39 |
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12:51 |
pgimeno |
can you have two formspecs visible at the same time? I'm thinking about a form of pop-up windows. |
12:52 |
sfan5 |
nope |
12:53 |
Emerald2 |
o/ |
13:13 |
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14:00 |
red-001 |
hi Gael-de-Sailly |
14:07 |
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14:08 |
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14:24 |
Gael-de-Sailly |
hi :) |
14:29 |
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14:53 |
red-001 |
hi MrResearch |
14:53 |
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14:53 |
iambored |
w o a h |
14:54 |
iambored |
tbh idk why I was obsessed with this game lmao |
14:54 |
red-001 |
ok |
14:54 |
iambored |
welp bye |
14:55 |
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14:58 |
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15:13 |
MrResearch |
hey guys. If I'm adding mods to a server I assume rolling back or using a fresh map is a good idea? |
15:14 |
MrResearch |
also, do protectors protect against mobs? Or just players? |
15:17 |
rubenwardy |
depends on the mobs mod |
15:17 |
rubenwardy |
usually just players |
15:17 |
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15:17 |
rubenwardy |
also, rollback only protects against players |
15:17 |
rubenwardy |
not mods |
15:17 |
rubenwardy |
you can't rollback mod actions |
15:18 |
red-001 |
also, also rollback is pretty broken |
15:18 |
red-001 |
uses a lot of resources |
15:18 |
MrResearch |
I meant literally reverting to an old backup of the map file |
15:18 |
MrResearch |
rather than the rollback command |
15:20 |
MrResearch |
and aside from being vigilant, is there any way to protect against bots? |
15:20 |
rubenwardy |
there aren't any bots |
15:20 |
MrResearch |
good to know |
15:20 |
rubenwardy |
there are idiot players, that just work already punching stuff |
15:21 |
MrResearch |
do tell |
15:22 |
rubenwardy |
urrr |
15:22 |
rubenwardy |
*walk around |
15:22 |
rubenwardy |
not work already |
15:23 |
red-001 |
names* |
15:32 |
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15:36 |
pgimeno |
I may have failed to specify something important in my previous question, sorry. |
15:37 |
pgimeno |
If you have two mods in two different modpacks, and only one of them is enabled, will Minetest always pick the one you have enabled? |
15:38 |
pgimeno |
(I think people who replied earlier may have assumed that both were enabled) |
15:38 |
jluc |
can numeric pad ever work ? |
15:41 |
pgimeno |
background: I'm trying to install Dreambuilder for a world, and I already have some of the mods provided by it installed. So the question is whether I can have them coexist and only the Dreambuilder versions be loaded. |
15:41 |
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15:43 |
pgimeno |
Failing that, I guess I'll have to forget about the mod enable GUI, and use worldmods through symbolic links to enable them for a certain world. Which sucks, but solves the issue. |
15:43 |
red-001 |
you could just delete the existing version |
15:44 |
red-001 |
or not use modpacks, since they are a mess |
15:44 |
pgimeno |
Also forget about the mods directory altogether, and make the links point to my own mods directory. |
15:44 |
pgimeno |
red-001: problem is, in some cases the mods may be different, or different versions |
15:45 |
red-001 |
kinda why modpacks are a mess |
15:45 |
pgimeno |
I assume the modpack is prepared so that all mods are prepared to work together |
15:46 |
pgimeno |
I'm currently looking into this: https://github.com/minetest/minetest/issues/4183#issuecomment-242910631 |
15:47 |
red-001 |
!title |
15:47 |
MinetestBot |
red-001: Mod conflicts if same mod in many modpacks · Issue #4183 · minetest/minetest · GitHub |
15:47 |
pgimeno |
it's a long thread, I pointed to a specific post that suggests adding load_mod_modpack/foobar = true |
15:48 |
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15:48 |
pgimeno |
(by rubenwardy) |
15:52 |
yusf |
What is the MT global path on macOS? Specifically trying to replace sounds as per https://wiki.minetest.net/Sound_Packs (/usr/share/minetest/sounds/ is not writable on macOS) |
15:53 |
red-001 |
do minetest --version |
15:54 |
yusf |
Yes |
15:54 |
* yusf |
sent a long message: yusf_2018-01-06_15:54:57.txt <https://matrix.org/_matrix/media/v1/download/matrix.org/lLgHXtUUMuDHtuCqFHSjpmhl> |
15:56 |
Krock |
> STATIC_SHAREDIR |
15:57 |
yusf |
Oh! |
15:57 |
yusf |
If only the wiki was editable xD |
15:58 |
Krock |
it is. request an account on the forums or hope for Calinou to be online somewhen |
15:58 |
yusf |
Trying it now |
16:01 |
yusf |
Oh okay. No reason to edit yet though, since I haven't gotten it to work for me yet. |
16:03 |
yusf |
If my structure looks like "STATIC_SHAREDIR/sounds/default_grass_footstep.1.ogg", shouldn't it work? (as in the sounds in that directory replaces the subgame ones) |
16:07 |
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16:11 |
yusf |
I realized I'm able to have the sounds load as a mod instead, thanks anyway! |
16:22 |
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16:23 |
Open_Future |
Hi all....wondering if sofar is in here. He was working on converting minecraft map of Canada (from world map) for me to minetest format |
16:24 |
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16:47 |
red-001 |
Open_Future, sofar is on european time iirc so he should show up soon enough if he is afk |
16:47 |
rubenwardy |
he's in the US |
16:49 |
Open_Future |
ok thanks red-001 |
16:50 |
red-001 |
lol thank rubenwardy |
16:50 |
red-001 |
I gave you the wrong timezone it seems |
16:58 |
Open_Future |
Anyone have Anbox working under Solus. Last time I tried the missing piece is binder/ashmem kernel drivers |
17:00 |
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17:29 |
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17:30 |
samson1 |
What money mod or bank mod does anyone recommend? |
17:32 |
Krock |
samson1, http://krock-works.16mb.com/MTstuff/modSearch.php?st=0&at=0&q=currency%7Cmoney%7Cshop%7Cbank |
17:32 |
Krock |
decide yourself |
17:33 |
samson1 |
Thanks. :) |
17:33 |
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17:33 |
Krock |
!next |
17:33 |
MinetestBot |
Another satisfied customer. Next! |
17:35 |
swift110-phone_ |
Sup Krock |
17:36 |
Krock |
Sup sup |
17:37 |
swift110-phone_ |
How are you Krock |
17:39 |
Krock |
same answer as always actually. Nothing happens. Everything stays the same. |
17:40 |
swift110-phone_ |
Oh ok cool Krock |
17:44 |
red-001 |
hey there swift |
17:54 |
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18:44 |
Calinou |
yusf: if you want an account, PM me (/msg Calinou <message>) your email address and desired username |
18:56 |
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21:21 |
Emerald2 |
o_O |
21:27 |
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21:28 |
hisforever |
Hi is there a way to slow down the blocks comming from the Qyrrey? |
21:29 |
Emerald2 |
Why do you want to slow them down? |
21:29 |
hisforever |
The stone comes so fast that it breaks the pipes |
21:29 |
Emerald2 |
Ahh. |
21:30 |
Emerald2 |
Do you use a teleport tube from the quarry to the chests? |
21:30 |
Emerald2 |
You can even use some sorting tubes to put the cobble in the trash or compressed cobble autocrafter or such. |
21:30 |
hisforever |
pipes tp Mv machines |
21:31 |
hisforever |
I have it going there now |
21:31 |
Emerald2 |
You could have it go to a chest then use something to move it to the machines after? That way the pipes won't break. |
21:32 |
Emerald2 |
Filter injector I think would work for that. |
21:32 |
hisforever |
ty Emerald2 you've ben a big help |
21:32 |
Emerald2 |
Anytime. :) |
21:33 |
hisforever |
I can't get the grinder to pass stuf to the furance |
21:34 |
Emerald2 |
Do you have a control logic unit in the grinder? |
21:34 |
hisforever |
yes I have them in everything |
21:36 |
Emerald2 |
Hmmm. Just woke up, not braining too well yet. :) |
21:36 |
hisforever |
I'm about drady to take minetest off the computer, I'm getting so frusted lol |
21:38 |
hisforever |
the grinder bring stuff in but kickes it out the wrong way I've even switched directions tpp |
21:39 |
hisforever |
I'm disabled and its hard to figure things out at 69 lol |
21:41 |
Emerald2 |
If it's anything like my centrifuges it's fussy about which side the tube comes out. XD |
21:41 |
hisforever |
I figured that out too lol |
21:41 |
Emerald2 |
There's also a channel for technic and pipeworks stuff. #minetest-technic |
21:41 |
red-001 |
hisforever, technic right? |
21:42 |
hisforever |
I've even tried putting then on N & S quars too |
21:43 |
hisforever |
yes technic and tubes |
21:43 |
red-001 |
you can report it here https://github.com/minetest-mods/technic/issues |
21:43 |
hisforever |
I'll try that Red Ty |
21:44 |
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21:45 |
red-001 |
not sure if this is more of a pipeworks issue or technic |
21:45 |
red-001 |
https://github.com/minetest-mods/pipeworks |
21:45 |
red-001 |
^ hisforever that's a better place for the report |
21:45 |
Emerald2 |
You can always ping somebody in the technic channel and ask them, too. |
21:47 |
red-001 |
huh we keep the signiture data for deleted accounts |
21:47 |
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21:47 |
hisforever |
didn't know there was one thanks |
21:48 |
Emerald2 |
#minetest-technic |
21:48 |
Emerald2 |
They also do related mods like pipeworks there. |
21:49 |
hisforever |
I have to go I'm on my Phones wifi I stay online very little so God bless |
21:49 |
Emerald2 |
Come back anytime. :) |
21:50 |
hisforever |
Oh I do a Lot hehe |
21:50 |
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21:54 |
red-001 |
pgimeno, is the any reason the c-defs can't be in builtin? |
21:54 |
Copenhagen_Bram |
What's up with moreores? |
21:55 |
Copenhagen_Bram |
/moreores/init.lua:38: attempt to call field 'node_sound_metal_defaults' (a nil value) |
21:55 |
red-001 |
like can't the require be isolated from the sandboxed enviroment or something? |
21:57 |
paramat |
Copenhagen_Bram use a more recent MTGame that has the new metal sounds |
21:58 |
Copenhagen_Bram |
Ooh okay. Lemme try updating with my package manager |
21:59 |
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22:00 |
paramat |
hm distributions might be behind |
22:01 |
paramat |
it's better to download recent 'builds' from the MT webpage |
22:03 |
t20kdc |
depends on distribution - surprisingly Debian supplies 0.4.16 in "stretch-backports" |
22:03 |
t20kdc |
and the rolling release distros probably aren't behind |
22:04 |
paramat |
you need 0.4.15 or newer for metal sounds |
22:05 |
t20kdc |
ah, then Debian 'stretch' or Ubuntu 'zesty' (why do they always use codenames, how does this equal version numbers!??!) should be sufficient |
22:11 |
* Cornelia |
is tempted to make a Cron job to keep it up to date. |
22:11 |
t20kdc |
...Ubuntu's minetest-data package specifies a dependency on Python. It's a bunch of data files... |
22:11 |
Cornelia |
It could either use the GitHub or scrape the link from the website and install. |
22:12 |
t20kdc |
Github seems the obvious solution |
22:13 |
t20kdc |
Scraping website seems the more fun solution |
22:14 |
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22:14 |
JackFrost |
(FYI, 'zesty' is about to go EOL. 'artful/17.10' is the latest.) |
22:15 |
erudition |
does anyone know of a problem where lua thinks every block is default:wood? |
22:15 |
red-001 |
t20kdc, we had some util scripts in python |
22:16 |
red-001 |
maybe thats why... |
22:16 |
t20kdc |
red-001: minetestmapper, perhaps? |
22:19 |
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22:20 |
Flitzpiepe |
Hello everone, I'd like to know if it is possible to attach 2 variable strings using the basic_machines-mod |
22:21 |
Flitzpiepe |
erudition: in which mod? |
22:22 |
Cornelia |
I still use 16.04 LTS |
22:22 |
erudition |
Flitzpiepe: I'm trying to write one |
22:23 |
Flitzpiepe |
ah ok. And there is a situation in that you detect default:wood instead of the real node-name? |
22:24 |
erudition |
Flitzpiepe: yes. minetest.get_node(pos) seems to work fine, but minetest.get_node({pos.x, pos.y, pos.z}) does not |
22:24 |
erudition |
if I set up an ABM to turn a block into itself with the former, the block stays normal. using the latter, they always turn to stone |
22:25 |
Flitzpiepe |
oh |
22:25 |
erudition |
weird right? |
22:25 |
Flitzpiepe |
Yes, that's confusing |
22:25 |
erudition |
or am I missing something? It's my first time. |
22:25 |
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22:26 |
t20kdc |
erudition: minetest.get_node accepts a vector, and vectors have their pos in .x, .y, .z - you have it in [1], [2], [3]. I am quite confused as to why they're being interpreted as 0 when missing... |
22:26 |
Flitzpiepe |
I just started to try to understand mod-script - maybe there is someone with some more experience :D |
22:26 |
Flitzpiepe |
*mod-scripts |
22:26 |
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22:27 |
erudition |
t20kdc: oh is that what is happening? |
22:27 |
t20kdc |
As far as I can tell? |
22:28 |
t20kdc |
erudition: to summarize the solution, just use minetest.get_node(vector.new(pos.x, pos.y, pos.z)) - though I don't see why not to supply pos directly in this case. |
22:28 |
erudition |
so pos.x is a []? |
22:28 |
t20kdc |
...no |
22:28 |
t20kdc |
pos.x is a number |
22:28 |
Flitzpiepe |
t20kdc: are you confised because they should be nil-values? |
22:28 |
t20kdc |
Yes. |
22:28 |
t20kdc |
Anyway, you're passing {pos.x, pos.y, pos.z} - it expects {x = pos.x, y = pos.y, z = pos.z} |
22:29 |
Flitzpiepe |
t20kdc: ok, then I understand the problem - but I have no answer :D |
22:29 |
erudition |
oh, so their positioning isn't enough to specify which param is which |
22:29 |
erudition |
:/ |
22:29 |
t20kdc |
erudition: just use vector.new |
22:29 |
erudition |
doing it now |
22:29 |
erudition |
though that doesn' |
22:29 |
erudition |
-- nevermind |
22:30 |
Flitzpiepe |
but you can say pos.x=pos[1]; pos.y=pos[2]; pos.z=pos[3], can't you? |
22:31 |
t20kdc |
...I'm not sure what you're trying to do here. |
22:31 |
sofar |
if pos = {[1] = ..., [2] = ..., [3] = ...} |
22:31 |
sofar |
but if pos = {[x] = ... |
22:31 |
sofar |
then no! |
22:32 |
Flitzpiepe |
I'oh |
22:32 |
sofar |
minetest.get_node(vector.new(pos.x, pos.y, pos.z)) <- that's a waste of time |
22:32 |
sofar |
if pos == pos.x/y/z, then minetest.get_node(pos) works |
22:33 |
sofar |
if p == {1, 2, 3} then use vector.new(p) |
22:33 |
sofar |
if p == {1, 2, 3} then use vector.new(p[1], p[2]....) |
22:34 |
erudition |
it's not a waste of time if i want a block one over |
22:34 |
MinetestBot |
[git] DS-Minetest -> minetest-mods/mesecons: Check for falling after piston pusher removal (#392) 993fded https://git.io/vNkIW (2018-01-06T22:32:15Z) |
22:34 |
erudition |
that's the reason i broke it out |
22:35 |
erudition |
minetest.get_node(vector.new(pos.x+1, pos.y, pos.z)) |
22:35 |
t20kdc |
erudition: yup, that last one's fine |
22:35 |
nore |
^ minetest.get_node(vector.add(pos, {x=1,y=0,z=0})) |
22:36 |
sofar |
erudition: pos.x = pos.x + 1 ; minetest.get_node(pos) |
22:37 |
erudition |
haha alternatives abound |
22:37 |
rubenwardy |
oh I wanna join in |
22:37 |
sofar |
warning: pedantic level increased by 60% |
22:38 |
erudition |
here we go |
22:38 |
rubenwardy |
local function f(k, v) return k == "x" and v + 1 or v end; for k,v in pairs(pos) do pos[k] = f(v) end; minetest.get_node(pos) |
22:38 |
Cornelia |
Omg lol |
22:39 |
erudition |
haha but what's the smallest way |
22:39 |
sfan5 |
minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z}) |
22:39 |
erudition |
yeah i should probably be doing that |
22:41 |
sofar |
minetest.get_node(vector.add(pos, vector.new(1, 0, 0))) |
22:41 |
rubenwardy |
if you wanna be super generic: for x=-inf,inf do for y=-inf,inf do for z=-inf,inf do minetest["get_node_x_plus_" .. x .. "_y_plus_" .. y .. "_z_plus_" .. z] = function(pos) return minetest.get_node({x=pos.x+x, y=pos.y+y, z=pos.z+z }) end end end end; minetest.get_node_x_plus_1_y_plus_0_z_plus_0(pos) |
22:42 |
sofar |
rubenwardy: lay off the sauce, man |
22:42 |
sofar |
this is too distracting, I can't code this way :) |
22:43 |
erudition |
haha well it works now |
22:43 |
erudition |
but it does seem like that's a bug |
22:44 |
Emerald2 |
XD |
22:45 |
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22:53 |
pgimeno |
red-001: no reason, apart from the possibility of that facing more opposition from other developers, as that adds explicit support in the core for LuaJIT (not sure if it's wanted) |
22:55 |
pgimeno |
red-001: supposedly, require('ffi') returns the same value for all mods (the one that gets stored in package.loaded['ffi'] the first one you require it) therefore it should pose no problems |
22:58 |
pgimeno |
s/(the first) one/\1 time/ |
23:00 |
Lone-Star |
is there a command to change game modes while in game? |
23:00 |
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23:01 |
red-001 |
pgimeno, don't see why you shouldn't do that as long as it doesn't cause the insecure env to be leake |
23:01 |
red-001 |
leaked* |
23:01 |
pgimeno |
red-001: no, and it's a good idea |
23:02 |
pgimeno |
red-001: package is already disabled I believe |
23:03 |
pgimeno |
I mean 'package' (the global 'package' table) is already disabled |
23:03 |
Copenhagen_Bram |
About updating MtGame to include the metal sounds: I was actually trying to run dreambuilder on Carbone |
23:16 |
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23:17 |
paramat |
ah |
23:18 |
paramat |
carbone may need updating |
23:24 |
Copenhagen_Bram |
Where can I download a ton of mods all at once? |
23:24 |
rubenwardy |
Copenhagen_Bram, if you can find a download from github org script, you can from https://github.com/minetest-mods |
23:24 |
rubenwardy |
also: dreambuilder |
23:24 |
rubenwardy |
oh, you said that |
23:25 |
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23:28 |
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23:32 |
Copenhagen_Bram |
Thanks rubenwardy |
23:32 |
Copenhagen_Bram |
Also unified inventory seems laggy :/ |
23:32 |
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23:32 |
nepugia |
is it possible to declare a cooking type crafting recipe that consumes severall input items? (e.g 2 iron ingots) |
23:33 |
hisforever |
got the grunder and furance working but now furance kicks out its product grrr https://imgur.com/a/NgitA |
23:33 |
hisforever |
How can I correct this? |
23:35 |
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23:36 |
hisforever |
finally I'm getting some where Grin |
23:36 |
Samson1 |
I know this is a stupid question, but I am using area protect mod by ShadowNinja, I'm thinking of players being able to protect an area themselves while not having interact on any (unprotected) land. Is it possible? |
23:39 |
hisforever |
Do I need a sourter tube at the output port of the furance? |
23:46 |
Emerald2 |
What kind of tube is hooked up to the furnace now? |
23:48 |
Emerald2 |
Sorry was afk before. Only just got back to the computer. |
23:49 |
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23:54 |
Copenhagen_Bram |
Where can I download minetest-game in Esperanto? |
23:55 |
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23:56 |
hisforever |
I have a cross over coming out/ |
23:57 |
Copenhagen_Bram |
A cross over? |
23:57 |
hisforever |
https://imgur.com/a/NgitA |
23:57 |
hisforever |
comming put of the furance |
23:58 |
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23:58 |
hisforever |
put = out lol |
23:59 |
hisforever |
should it ba a sourting tube? |