Time Nick Message 00:25 backnforth Hi, can someone tell me why I can't connect to the minetest server for the raspberry pi while using a raspberry pi 00:49 pauloue backnforth, I don't think you can connect to a server on the same computer 01:34 blaise ???? ???????? ?????????? ?????? ? ????? ?????.... 01:34 blaise =( 01:35 blaise pauloue: yeah you can actually 01:35 blaise it's called single player 01:35 Flitzpiepe 47 A5 15 5... ? 01:35 blaise Flitzpiepe: nien. 01:36 Flitzpiepe I tried to translate you questionmark-code into Hex 01:40 blaise it's Ukranian 01:40 blaise there were only a few possibilities 01:46 * Shara didn't think ukrainians typed in question marks 01:46 Shara But what do I know 01:50 blaise they don't 01:50 blaise or they use the upside down one 06:21 bubblesnek There's a file that allows you to remove certain items from the creative inventory. Does anyone know where that file is located on Debian GNU/Linux? 06:25 bubblesnek Or at least some typical directory information or file names? 07:04 bubblesnek Nevermind. I figured it out. 07:26 Sketch2 brb 07:51 Sketch2 is there a way to make a formspec show up if you right-click on another player? 07:52 Sketch2 I might be able to do it with mobs, but if you can't do it to other players, then it would be limited to singleplayer mode 07:55 lumberJ maybe player:right_click(clicker) 07:55 lumberJ haven't used that before though 07:56 Sketch2 and that would do, regardless of what you're wielding, or would it need to be tied into some object? 07:57 lumberJ my guess is it should matter. seems to only depend on a player being right clicked 07:57 lumberJ but i've never experiemented with that method before 07:58 lumberJ shouldn't matter* 07:58 Sketch2 ty, sounds good. I'll try it 07:59 lumberJ yep, let me know how it goes 08:12 Sketch2 I don't get what 'clicker' is. clicker — another ObjectRef 08:12 Sketch2 that's what you're wielding? 08:12 VanessaE it's you. 08:13 VanessaE clicker, placer, etc always point to you or whoever. 08:13 Sketch2 but isn't that already piped in by using player: 08:14 VanessaE perhaps. :) 08:14 VanessaE just answering the question 08:14 Sketch2 local clicker = player:get_wielded_item() player:right_click(clicker) 08:15 Sketch2 I'm prolly wrong there, but that's what my thought process was 08:15 Sketch2 but how would you use it to bring up a formspec? 08:15 VanessaE no idea. 08:16 Sketch2 if it really is the player, it seems unusable code 08:16 Sketch2 self-referential loop 08:18 Sketch2 I don't need the clicker, I need the clickee 08:19 VanessaE oh, I see how it works. 08:19 VanessaE that's for SAO 08:19 VanessaE so it'd be some_entity:right_click(clicker) 08:20 VanessaE I think. 08:20 Sketch2 ok, I get the part about some_entity:right_click(clicker) but what's SAO? 08:21 VanessaE serveractiveobject 08:21 VanessaE anything that moves, I guess 08:23 Sketch2 right on. but I don't see a player:get_pointed_at() or anything like that 08:24 VanessaE what should it do? 08:24 lumberJ the clicker is the one you want to receive the formspec, right Sketch2? 08:24 Sketch2 when you right-click another player, it pops up a formspec for both players 08:25 Sketch2 then they battle it out by clicking buttons in that formspec 08:25 lumberJ so player will also receive formspec 08:25 Sketch2 yup 08:36 Sketch2 oh wait, maybe it's a wiki typo. I'm seeing here on_rightclick(self, clicker) 08:37 Sketch2 http://dev.minetest.net/LuaEntitySAO 08:38 lumberJ what is a wiki typo 08:39 lumberJ on_rightclick is a lua entity property 08:39 lumberJ :right_click(clicker) is method you can append to the player or entity object 08:39 Sketch2 it 'prolly isn't. I'm just trying to wrap my head around the 'clicker' thing 08:40 Sketch2 so can I register the on_rightclick(self, clicker) in the minetest.register_on_joinplayer() 09:07 Sketch2 When it says " The following properties are treated specially by the engine if included: " that makes me think I have to define it myself 09:07 Sketch2 or maybe it comes with a default, and it can just be redefined 09:08 Sketch2 That's true of pretty much everything in Lua tho 09:09 Sketch2 this'd be so much easier if I saw example code 09:09 Sketch2 Trying to think of any mod that might have something like it 09:09 Sketch2 maybe mobs... I'll look there 09:12 lumberJ possibly mobs with taming or traders 09:14 Sketch2 that looks about right. gonna caffeinate my brain so I can absorb this 09:42 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Flower spread: Only spread to the same surface node 13495fa32 https://git.io/vAWgJ (152018-02-17T09:37:27Z) 09:42 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Boats: Prevent entering 'ignore' nodes 137754555 https://git.io/vAWgU (152018-02-17T09:37:22Z) 10:59 Sketch2 There's a chuckle. http://dev.minetest.net/Lua_Table_Formspec "Note, this is not currently implemented and is apparently just a proposal." 11:01 Sketch2 How much of that page has any actual bearing on the game? 11:01 Sketch2 theoretical wiki entries could go on ad infinitum 11:20 Sketch2 in formspec, button: W and H are the size of the button what unit is that in, pixels, slots? 11:26 Sketch2 looking at more_chests code, guessing it must be slots. 11:29 Sketch2 oh wait, formspec is a string, not a list? 11:34 Sketch2 That might complicate things, 'cuz I'll have to regenerate the string every time a button is clicked 12:23 Sketch2 it says I've got a missing closing parenthesis https://pastebin.com/DWBeS3AQ init.lua:35: ')' expected (to close '(' at line 6) near 'end' 12:24 Sketch2 Can't imagine why. need more coffee in me to find it 12:25 progysm will the extra comma works at 26? 12:26 Sketch2 oh, does Lua prefer you don't? Was thinking in terms of Python 12:26 progysm I don't know.. 12:26 progysm on_rightclick, does it need some function keyword? 12:27 Sketch2 possibly. I was going by what I saw in mobs, when you try to feed sheep with wheat. https://github.com/PilzAdam/mobs/blob/master/init.lua 12:28 progysm yeah, but this is a property definition at 205 12:28 progysm at 30, you are calling a function on_rightclick 12:29 Sketch2 oh, ok. lemme get coffee, and peruse it 12:30 Krock Sketch2, what do you try to do there? "self" is not defined there 12:30 Krock neither is "clicker" or on_rightlick 12:30 progysm it's copy-paste coding 12:31 progysm aka: it doesn't work 12:31 Krock indeed.. 12:31 Sketch2 Well, the wiki was confusing 12:31 Krock progysm, it works when you copy it from StackOverflow :D 12:32 Krock you don't know why but it does 12:32 progysm only the solution with the most vote 12:32 Sketch2 heh, I get the notion of how to code it, but it's not always readily apparent what the structure is supposed to be 12:32 Sketch2 I get it once it's pointed out 12:33 Sketch2 but sometimes you gotta make your best guess, then ask for help 12:34 Sketch2 on_rightclick had 2 different ways to access is. VanessaE pointed me out to that 12:34 Krock minetest.show_formspec needs a string for argument #1. That's the player to which it should be shown, here: player:get_player_name() 12:35 Sketch2 one is uh, a player function, and the other is all the movable objects 12:35 Krock afterwards: what would you like to rightclick? a node? entity? 12:35 Sketch2 a player or enemy mob 12:36 Sketch2 yeah, I get the formspec thing, that's what the table's doing 12:36 Sketch2 it's being concatenated into a string 12:36 Sketch2 the idea is: rightclick an enemy, and the formspec pops up for both players 12:37 Krock minetest .register_on_joinplayer is then the wrong place/callback for this 12:37 Sketch2 well, I can't put it into a node definition. How else would I go about it? 12:38 progysm I guess you need to access the node definition to overwrite the property 12:39 Krock taking "enemy" as an entity: extend the callback on_rightclick in each entity definition to show the formspec 12:39 Krock but you can't specify that to happen for players too 12:39 Krock as rightclicking them does not trigger any callback 12:41 Krock however, punching has a callback -> minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)) 12:41 Sketch2 can't be punch tho, 'cuz that'll be used for energy weapons 12:42 Sketch2 well, maybe. 12:43 Sketch2 I mean, I could do it old-style, and if punch is held down 12:43 Sketch2 I don't think it lets you do that tho, 'cuz punches are cycled 12:44 progysm wow, so much typos in the documentation.. 12:44 progysm "minetest.regsitered_entities" 12:46 Krock *so many 12:46 Sketch2 the wiki would be more usable if they had a few more examples 12:46 progysm so I guess it would be.... local mob_onrightclick = minetest.registered_entities["mobname"].on_rightclick 12:47 Krock Sketch2, if you have a special item to rightclick the entities/players, it would be possible too 12:47 Sketch2 it just seems like the examples are so limited. they might show a line, but not it's use in context 12:47 progysm writing good documentation is hard 12:48 Sketch2 I agree. programmer always knows what he's talking about 12:48 Sketch2 hard to communicate it to others sometimes 12:48 Sketch2 the item thing might be doable. 12:50 Sketch2 do they make items that aren't droppable? 12:50 Sketch2 oh, maybe some of the admin tools 12:51 Sketch2 it would need to be like that, 'cuz if you lost your item, then you wouldn't survive 12:52 progysm make it easily craftable 12:52 Krock local old_drop = minetest.item_drop function minetest.item_drop(itemstack, dropper, pos) if itemstack:get_name() == "mymod:myitem" then return end old_drop(itemstack, dropper, pos) end 12:52 Krock ^ to prevent dropping an item 12:53 Sketch2 ahh 12:54 Sketch2 k, I'll tink around with it some more. this coffee isn't doing anything for me. gonna need like 3 more cups to wake up 12:57 progysm or going inside a cafeine-rehab center 12:58 Sketch2 I don't usually drink that much coffee; mostly tea. 12:58 Sketch2 Just have permanent low energy 12:59 progysm energy come from sugar 12:59 Sketch2 oh, guess that makes sense. I don't add anything to it 13:49 Sketch2 heh. So I'm looking at the wiki to figure out how to create the tool code http://dev.minetest.net/minetest.register_tool 13:50 Sketch2 "This article is incomplete." oh, boy 13:50 Sketch2 At least it gives an example. But I have to wonder, what all am I missing 13:53 Sketch2 I'll look at the default tools code for now 13:55 cx384 You can find everything there: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4579 13:56 Sketch2 is that 0.5 code tho? 13:59 cx384 oh yes this is 0.4.16: https://github.com/minetest/minetest/blob/0.4.16/doc/lua_api.txt#L3979 14:00 Sketch2 cool 14:02 Sketch2 would simply setting on_drop = nil keep tool being dropped? 14:03 Sketch2 ...keep tool *from being dropped 14:04 cx384 I think so. 14:32 Sketch2 on_use = function(itemstack, user, pointed_thing) How do I determine if pointed_thing is a player or a mob? 14:33 Sketch2 http://dev.minetest.net/pointed_thing it returns a string "object" or actual object data? it's not clear 14:34 Sketch2 oh, maybe it's both. {type="object", ref=ObjectRef} 14:37 Sketch2 I still don't see from http://dev.minetest.net/ObjectRef or http://dev.minetest.net/LuaEntitySAO how you'd determine if it's a player or a mob tho. 14:41 Sketch2 maybe I could try get_inventory() 'cuz mobs wouldn't have an inventory 14:46 Krock :is_player() or :get_player_name() ~= "" 14:47 Sketch2 ty. that's much better 14:47 Krock and mobs can't have an inventory right now. You'd have to create a detached one 14:48 Sketch2 yea, I figured as much. If there was an inv, player. else, mob 15:03 Sketch2 huh, I thought wrapping a get_hp() in an assert() would safely determine if pointed_thing is SAO vs dead node if assert(pointed_thing:get_hp()) then... 15:03 Sketch2 Is there another way to check, 'cuz that crashes 15:05 Sketch2 'cuz I don't want the formspec to pop up when just clicking random nodes 'round the screen 15:05 Sketch2 it only needs to pop-up if you click a player or a mob 15:07 Sketch2 Wonder why assert() doesn't catch nil init.lua:30: attempt to call method 'get_hp' (a nil value) 15:11 Sketch2 dunno. wrapped it in a pcall() instead. That seems to do ok 15:28 Krock Sketch2, it does catch nil values 15:29 Krock or rather.. it throws an error when nil is passed 15:29 Krock did you intend to do this: assert(obj.get_hp, "get_hp function is nil!") ? 15:29 Sketch2 oh, then I needed an inverted assert 15:32 Sketch2 That might'a done it. I knew it was something like that 15:34 Sketch2 its getting there. What's the trick to spawn in mobs? 15:34 Sketch2 maybe just jump out to open lit grass 15:36 Sketch2 I thought there was a command to type in, like spawn mobs:sheep 15:36 Sketch2 forget exact wording 15:52 Sketch2 made progress anyway. I'll screw with it later. 16:09 derixithy Has anoyone a mesh with rounded corners available for me or can point me to a mod that has one. I found a tree mod somewhere that had those but it did not have working download links anymore. 16:11 Sketch2 rounded cube, or cylinder? 16:11 derixithy rounded, but not to large 16:15 Sketch2 I'm looking here- https://forum.minetest.net/viewforum.php?f=11 16:16 Sketch2 I think there is a circular-saw table that does it 16:19 Sketch2 what was the name of the tree mod? mabe there's another copy of it around 16:20 Krock !mod meshnodes 16:20 MinetestBot Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059 16:20 Krock !mod mesh 16:20 MinetestBot Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059 16:21 Krock not that one. https://forum.minetest.net/viewtopic.php?t=10428 <-- Here are a few nodes 16:41 derixithy I could not find what i was looking fore, bu i think i will settle for nodebox type and setting the collisionbox to a fullblock to make it less ugly looking 16:45 Sketch2 I might end up making something similar in Blender in the next couple days, 'cuz I was gonna use rounded cubes in my subgame anyway 16:48 derixithy If you do, keep me posted, because setting the selectionbox to {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} makes it unselectable, lol. I tried running blender but my pc did not agree with it at all 16:49 Sketch2 yeah, I'll see about doing it tonight. just gimme a holler tomorrow 16:49 derixithy oh i can set it to full instead of fixed. 16:50 derixithy will do that, rounded is still better than the nodebox types 16:50 Sketch2 I agree 16:55 Sketch2 Making it is simple enough. It's literally just a cube with a bevel modifier. https://github.com/doyousketch2/rounded-cube/blob/master/rounded_cube.stl 16:55 Sketch2 but then you gotta add the node definition 16:56 Sketch2 If you know how to, there's a rounded cube. used .stl format 'cuz GitHub has a viewer for it, and I believe irrlicht engine can open them 17:09 derixithy sounds complicates 17:12 Sketch2 not really. as I say, I'll do it tonight. Brain is empty, otherwise I'd do it right now 17:13 derixithy learning lua and texture editing is hard enough, i'll stay far away from blender 17:13 Sketch2 I don't remember what formats it uses, and their website is conveniently down at the moment 17:14 Sketch2 so I made a guess, but 'prolly end up needing to use another format 17:14 Sketch2 I'll look at what others use 17:14 Sketch2 oh, yeah. Blender's a beast 17:15 Sketch2 there's parts of it I can do in 2 seconds 'uz I've played around in it a lot, but there's other parts I won't even attempt 17:17 derixithy when you pass 30 learning seems to be getting harder 17:17 Sketch2 heh, no joke 17:18 Krock derixithy, I'm pretty sure there's an emacs command to revert that 17:28 derixithy hahaha let me fire up my package manager then 18:25 MinetestBot 02[git] 04red-001 -> 03minetest/minetest: Remove legacy chat network code. (#6954) 13ae6aed1 https://git.io/vAWdB (152018-02-17T18:23:21Z) 18:30 Sketch2 derixithy - https://github.com/doyousketch2/rounded-cube not sure about the texture tho, it looks a bit dark to me 18:31 Sketch2 s'posed to look like it does in the inventory, but who knows. 18:45 Sketch2 oh, had to UV unwrap it. textures show up now 18:52 derixithy i was just going to say that 18:52 derixithy it was grey https://imgur.com/a/MxSig 18:53 Sketch2 I assumed minetest didn't need it, just applied basic cubic UV wrapping to every node 18:53 Sketch2 it 'prolly does that for nodeboxes, but I guess UV's are needed for meshes 18:54 derixithy i'll try again in a litle bit. do you also have one that i can use for trees with straight top and bottom? 18:55 Sketch2 oh, can do. lemme get some liquid in me. 19:04 derixithy Still no textures for me 19:57 Sketch2 huh, I can try re-uploading 20:20 derixithy Tried it now, and works perfectly 20:41 Sketch2 k, added one that has a flat top & bottom, so it's like a cross between a cylinder and a cube https://github.com/doyousketch2/rounded-cube 20:42 Sketch2 It looks ok, but I'm not certain how minetest expects the UV to be unwrapped, so I had to go with what blender did 20:43 Sketch2 the top texture isn't symmetrical, and I've no clue why. I'd need to read a wiki, but I doubt one exists on that topic 20:44 NathanS21 Minetest doesn't expect the UV to be unwrapped in any way, it reads the UV from the model 20:44 NathanS21 You can unwrap your mesh however you'd like, and apply your textures for that uv mapping 20:48 Sketch2 but you still need to specify textures in your init file, right? 20:48 NathanS21 yes 20:48 NathanS21 tiles = { 20:48 NathanS21 {name = "tex1.png"},{name = "tex2.png"} 20:48 NathanS21 }, 20:49 Sketch2 oh, you know it it is. Y is up in Minetest, Z is up in Blender 20:49 Sketch2 that's prolly what was throwing me 20:50 NathanS21 ya, but you can change that in your obj export options. 20:50 Sketch2 I'll have to model the whole thing sideways 20:50 NathanS21 not at all, check out this image. http://nathansalapat.com/sites/default/files/pictures/minetest/minetest-obj.png 20:51 NathanS21 just change the up to 'Y up' in the export settings and your meshes will all be rotated properly. 20:53 Sketch2 oh, ok. I'll try that 21:20 Sketch2 It's still just using 1 texture, even if I specify 6, but at least they line up, so it looks better now. https://github.com/doyousketch2/rounded-cube 21:23 NathanS21 oh, did you create six materials in Blender? 21:24 NathanS21 If the UV mapping uses multiple textures you need to create multiple materials in Blender, one for each image texture. 21:24 NathanS21 I actually recorded a video on how to use multiple materials on meshes in Minetest, it might be somewhat helpful. :) 21:24 NathanS21 http://www.nathansalapat.com/minetest/b3d4minetest-08 21:25 Sketch2 Oh, ok. Will it automatically know which is top,bottom, etc? 21:26 NathanS21 Will what? minetest? 21:28 Sketch2 yeah, I guess you have to UV unwrap in order for each material, huh? 21:28 Sketch2 however tiles puts 'em 21:28 Sketch2 top, bottom, left, right, back, front 21:28 NathanS21 ya, you UV unwrap the mesh and then create a material for each texture 21:29 NathanS21 I think you would want a UV map for each material 21:29 Sketch2 woo, they don't make it easy, do they 21:29 NathanS21 if you were doing all sides of the object you would need six materials and uv maps 21:29 NathanS21 though if the top and bottom were the same texture you can just use one material and UV map for both 21:29 NathanS21 same with the sides 21:53 Sketch2 OK, cool. looks 1000x better now. https://github.com/doyousketch2/rounded-cube 21:54 Sketch2 You can swap out the textures if you want, but the geometry's there, and stuff lines up 21:55 NathanS21 That does look better. 22:02 Sketch2 I should 'prolly add paramtype2 = 'facedir', so they're rotational with a screwdriver 22:32 rmbeer hello 22:33 rmbeer i have problem for craft the items of minetest... 22:33 rmbeer i use 3 dump of iron and 2 stick but nothing happened... 22:33 rmbeer [iii][.s.][.s.] 22:34 NathanS21 Do you get an error at all? 22:34 rmbeer no... 22:35 rmbeer nothing error appear... 22:35 NathanS21 Are you sure that the mod that provides this recipe is loaded? 22:36 rmbeer I do not know, it's the typical thing that I use, it should be by default... 22:36 NathanS21 Should you be using iron ingots, rather than lumps? 22:37 rmbeer NathanS21, how to build the ingots? 22:37 NathanS21 cook lumps in a furnace to get ingots 22:38 NathanS21 you need ingots and sticks to make a pickaxe, if that is what you are trying to craft 22:40 rmbeer thanks 22:40 NathanS21 no problem 23:19 rmbeer i have problem for load modules, where must report? 23:19 rmbeer the module is 'moreblocks' 23:21 rmbeer https://ptpb.pw/G7IJ.txt 23:24 NathanS21 you might need to update your copy of moreblocks 23:50 rmbeer NathanS21, yes, i updated all... 23:50 rmbeer also have a bunch of errors in other modules.... 23:50 rmbeer i need a admin in the forum for activate account...