Time Nick Message 00:02 paramat and the rivers get a bit stupid in watershed mod, i can do much better now 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 00:07 Genshin Good evening guys. 00:39 paramat the biomes are really big that might be why, or a bug 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? 00:53 pgimeno ah, I've just found some trees 00:58 pgimeno and now a volcano! 00:59 pgimeno wow 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 ? 01:36 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? 02:27 Emerald2 I guess we were due for a netsplit. :p 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. 03:43 Emerald2 omg giant shark 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 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 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 12:51 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/ 14:00 red-001 hi Gael-de-Sailly 14:24 Gael-de-Sailly hi :) 14:53 red-001 hi MrResearch 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 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 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* 15:36 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. 15:43 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 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 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) 16:11 yusf I realized I'm able to have the sounds load as a mod instead, thanks anyway! 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 16:47 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 17:30 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 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 18:44 Calinou yusf: if you want an account, PM me (/msg Calinou ) your email address and desired username 21:21 Emerald2 o_O 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 21:45 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 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 21:54 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 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 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? 22:20 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. 22:26 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 22:27 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 02[git] 04DS-Minetest -> 03minetest-mods/mesecons: Check for falling after piston pusher removal (#392) 13993fded https://git.io/vNkIW (152018-01-06T22:32:15Z) 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 22:53 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? 23:01 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 23:17 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 23:32 Copenhagen_Bram Thanks rubenwardy 23:32 Copenhagen_Bram Also unified inventory seems laggy :/ 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? 23:36 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. 23:54 Copenhagen_Bram Where can I download minetest-game in Esperanto? 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 hisforever put = out lol 23:59 hisforever should it ba a sourting tube?