Time |
Nick |
Message |
00:00 |
sebboh |
Hello! In creative mode, I created a miner mob and instructed it to start digging. Immediately, the game crashed. When I restart the game, it crashes again! |
00:02 |
sebboh |
I was thinking that I can probably delete the miner from the world by using sqlite. I don't know what block he is in, though... Also I don't even know if mob positions are stored in blocks. :) |
00:02 |
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00:03 |
sebboh |
I do have the formula for (x,y,z) --> blocks.pos, I got that from here https://forum.minetest.net/viewtopic.php?f=3&t=9774 |
00:05 |
sebboh |
ohh, maybe the minetest API is going to be more helpful. |
00:06 |
sebboh |
..if I can interact with it even though the world crashes when I start it. |
00:08 |
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00:09 |
sofar |
sebboh: the entity is stored with the block data, so if you would go that route, you would also delete a large chunk of the map |
00:10 |
sofar |
sebboh: it's probably easier to disable the mod and load the world, then destroy any entity that can't be loaded (purple bitmap, can't miss it) and then re-enable the mod |
00:10 |
sebboh |
It's currently a dead world. My son and I have some houses in there. |
00:10 |
sebboh |
er, I'd thought about that but didn't follow up on it. :) Lemme try. I should be standing next to the miner |
00:13 |
sebboh |
this worked! |
00:13 |
Sketch2 |
I agree, disable the mod so the mob is undefined |
00:13 |
Sketch2 |
cool |
00:14 |
sebboh |
He says THANK YOU :) |
00:24 |
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00:56 |
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01:28 |
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01:29 |
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01:30 |
Sketch2 |
Mostly have a map. |
01:31 |
Sketch2 |
have to design doors, and swap out the papyrus that I used as walk-trough placeholders |
01:34 |
Miner123 |
Does anyone know server [MSC] Skyblock? |
01:34 |
Miner123 |
Having a bit of hassle. |
01:34 |
Miner123 |
:) Hi everyone |
01:34 |
Sketch2 |
hi |
01:35 |
Sketch2 |
Those skyblock games make me woozy |
01:35 |
Miner123 |
Why? Can be pretty fun |
01:35 |
Sketch2 |
something like fear of heights |
01:36 |
Miner123 |
Ah.. ye, guess they would |
01:36 |
Sketch2 |
I like playing 'em, but I feel disoriented |
01:37 |
Sketch2 |
does it say who runs it? |
01:37 |
Miner123 |
Ye, Helwyr |
01:37 |
Miner123 |
I sent a PM. No reply so far |
01:40 |
Miner123 |
There's no craft recipe for one of the quest items.. Any chance it's supposed to be a challenge? |
01:41 |
Sketch2 |
dunno. usually you have to complete a different task to get it |
01:41 |
Sketch2 |
like to get an axe, you need to place 10 dirt, or something like that |
01:41 |
Sketch2 |
which means you gotta dig it, and place it 10 times |
01:42 |
Miner123 |
I've done all the others I can on the level so far |
01:42 |
Miner123 |
Only one or two left I think |
01:42 |
Miner123 |
And don't have the Items for the rest |
01:44 |
Miner123 |
Ye, 3 tasks including that one. Both others I don't have the blocks for |
01:46 |
Sketch2 |
what is it? |
01:47 |
Miner123 |
An iron bar |
01:48 |
Miner123 |
There is a different recipe for iron bar (looks like iron bars) but using it doesn't affect the quest |
01:50 |
Sketch2 |
http://cornernote.github.io/minetest-skyblock/items/xpanes-bar/ |
01:51 |
Miner123 |
That's the one there is a recipe for. The one in the quest is a single vertical bar |
01:52 |
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01:53 |
Sketch2 |
dunno what mod it comes from, if it isn't listed in the items page- http://cornernote.github.io/minetest-skyblock/items/ |
01:54 |
Sketch2 |
if you type /mods it might tell you if anything else is installed |
01:55 |
Sketch2 |
so you can look up recipes for those specific items |
01:56 |
Miner123 |
Mmm. Okay I'll try |
02:02 |
Miner123 |
And tks for the help Sketch2 :-D |
02:02 |
Sketch2 |
yep. trying to think of mods that have vertical bars |
02:02 |
Sketch2 |
I think homedecor might use one as a fence-post |
02:04 |
Sketch2 |
or a lamp-post, table leg... |
02:05 |
Miner123 |
Oh ok. A search which searches mod items would help :D |
02:05 |
Sketch2 |
I agree. |
02:06 |
Sketch2 |
I usually click the 'More Results' button on the Minetest forums or GitHub results |
02:09 |
Miner123 |
There's an iron fence in more fences |
02:10 |
Sketch2 |
sounds about right. ther's a few that supply one. is that mod on the server? |
02:11 |
Miner123 |
no |
02:11 |
Miner123 |
sfinv would be an inventory mod? |
02:12 |
Miner123 |
There's an ambience mod |
02:13 |
blaise |
ya... I like the idea but ambience needs some fine tuning |
02:14 |
blaise |
hey, what do we do if there's not enough room for buttons in the inventory |
02:14 |
blaise |
for things like fishing and armor and bags and what not? |
02:15 |
Miner123 |
Use inventory mod |
02:15 |
blaise |
i do.. |
02:15 |
blaise |
unified inventory |
02:15 |
Miner123 |
Create a fork of unified inventory.. :) |
02:16 |
blaise |
lol |
02:29 |
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02:49 |
Sketch2 |
I thought about it. buttons that just throw out 1 row |
02:49 |
Sketch2 |
instead of everything ya got |
02:51 |
Sketch2 |
water heater pipe burst. |
02:52 |
Sketch2 |
had to make do by wrapping it with one of those stretchy elastic exercise-bands |
02:52 |
Sketch2 |
then strapping that in place with cord |
03:10 |
Miner123 |
Good thinking |
03:10 |
Miner123 |
Did it work? |
03:10 |
Sketch2 |
yep. it should hold 'till mornin' |
03:10 |
Sketch2 |
then call plumber to swap out the pipe |
03:11 |
Miner123 |
ok ... *thumbs up* (shortage of smileys) |
03:11 |
Sketch2 |
lols, ty |
03:13 |
Miner123 |
Helwyr got back to me. Started working on issue.. then went to bed :D |
03:13 |
Miner123 |
Anyways I'll keep myself busy till it's looked at |
03:14 |
Sketch2 |
oh oh yea, sometimes it takes a while to track down a bug |
03:15 |
Miner123 |
Ye, I'm sure. In Lua it looks like the actual code is easy but that doesn't make the coding easy |
03:15 |
Miner123 |
If it's a code issue |
03:15 |
Sketch2 |
right. those quest things can be convoluted |
03:16 |
Miner123 |
oh ok |
03:19 |
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03:27 |
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03:28 |
Miner123 |
Bye |
03:28 |
Miner123 |
Tmanyo |
03:28 |
blaise |
Gut nacht |
03:28 |
Miner123 |
oh.. right. Already gone |
03:29 |
blaise |
Ich muss eine Frau finden .. :( |
03:29 |
blaise |
Ich habe das große Verlangen |
03:44 |
oiaohm |
Question what issue list minetest or minetest game for a feature request to be able to upload and download from textarea in dialogs to and from local files? This would make using lua controllers a lot simpler on more than 1 server. |
03:45 |
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03:45 |
Sketch2 |
to up load and download what, Lua code? |
03:46 |
Miner123 |
Feature list? |
03:46 |
Sketch2 |
I'd look at WorldEdit. It has a save/load feature |
03:46 |
oiaohm |
Sketch2: yes I do doors, mining machines... All using lua controllers. |
03:47 |
oiaohm |
Sketch2: some of those are quite little complex little scripts. |
03:48 |
Miner123 |
blaise: I hear you |
03:50 |
Miner123 |
Ah, you want to request a feature in Minetest? |
03:50 |
Miner123 |
I think you're more likely to get it if you request it for the mod. Minetest is kept very minimal |
03:52 |
Miner123 |
Think Lua controllers are in Mesecons |
03:52 |
oiaohm |
Sketch2: I am more looking for something generic that is not dependant on loaded mods. |
03:52 |
Miner123 |
https://github.com/minetest-mods/mesecons |
03:55 |
Sketch2 |
I'm not saying that you have to use WorldEdit... I'm saying, look at its code to figure out how to add a save/load feature to your dialog box. |
03:55 |
oiaohm |
Miner123: I am already using locally More Mesecons lua controller tool for copy being my lua controllers my most complex so far only has 16 lua controllers from mesecons. It is possibly a complete world destroyer as it design to mine in all 3 axis out. |
03:57 |
Sketch2 |
I'm certain other mods save. It's just that WordEdit is one of the few I can think of that offer a menu for it, like you specified |
03:58 |
oiaohm |
Sketch2: I am not after saving to the world file as a lot do. Like More Mesecons lua controller tool that I had to get a bug fixed saves to the player file. Does WordEdit mod make the client able to read files and send that to server. |
04:00 |
Sketch2 |
I guess it could in a way. Load a loadcal file, paste it into the map. Is that what you're going for? |
04:00 |
Sketch2 |
I thought you wanted to load code, not nodes |
04:02 |
oiaohm |
please note being able to use local cut copy paste to textareas would also solve my issue. |
04:02 |
Miner123 |
Maybe load code into the Lua controller in the game from a file |
04:02 |
Sketch2 |
I wouldn't store instructions in the player |
04:02 |
Sketch2 |
I'd keep it in a separate file |
04:03 |
Sketch2 |
in case of accidental corruption |
04:03 |
oiaohm |
When you are playing on someone else server I don't want to have to waste hours retyping stuff and be risking typos. |
04:04 |
Sketch2 |
I can see that |
04:04 |
Miner123 |
I need coffee |
04:04 |
Miner123 |
And a pizza |
04:05 |
oiaohm |
So far I have liked minetest it this one thing that is annoying the heck out of me. |
04:05 |
Sketch2 |
you know, there's a few elevator mods, travelnet, and whatnot, that do what your talking about in a way |
04:05 |
Sketch2 |
the menu saves data to a file |
04:06 |
Sketch2 |
the user just doesn't see it happening |
04:06 |
Sketch2 |
it happens behind the scenes |
04:07 |
oiaohm |
Sketch2: server side or client side. |
04:08 |
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04:08 |
oiaohm |
Great connection dropped. |
04:09 |
oiaohm |
Sketch2: server side or client side. what I am after here is file read/write client side. Or access to the copy paste buffer client side. |
04:23 |
Sketch2 |
Sounds dangerous. is the code filtered somehow |
04:25 |
oiaohm |
Sketch2: you are now getting why this need to be client feature. So the what ever is paste or read from file is restricted to acceptable chars and checked for invalid. |
04:25 |
oiaohm |
I guess this might be a engine feature request. |
04:31 |
oiaohm |
Sketch2: I found the feature cut copy paste is there I just had mapped keys in bad ways. |
04:38 |
oiaohm |
Sketch2: still will think about asking for local file read/write feature. Would make staying inside minetest interface possible instead of switching out to another application can back. |
05:00 |
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05:10 |
Sketch2 |
was checking on plaumbing patch job. holding up OK |
06:05 |
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13:12 |
AndrBuilder2 |
hi |
13:13 |
AndrBuilder2 |
how can i define in the minetest.register ... which texture will be "faceing" which way? |
13:13 |
AndrBuilder2 |
placing the block "front" should be facing the player |
13:15 |
Sketch2 |
paramtype2 = 'facedir', |
13:15 |
Sketch2 |
and then set your six textures. top , bottom, left, right, back, front |
13:16 |
AndrBuilder2 |
instead of "tiles"? |
13:17 |
Sketch2 |
well yeah. one sec. can spell it out |
13:17 |
AndrBuilder2 |
https://pastebin.com/zPDfBEBc |
13:18 |
Sketch2 |
tiles = { 'top.png', 'bottom.png', 'left.png', 'right.png', 'back,png', 'front.png' } |
13:19 |
Sketch2 |
some can be reused, if you like. tiles = { 'top.png', 'top.png', 'side.png', 'side.png', 'side,png', 'front.png' } |
13:20 |
AndrBuilder2 |
and where to put the paramtype2 = 'facedir' , ? |
13:20 |
Sketch2 |
before or after tiles. anywhere in the registration definition |
13:21 |
Sketch2 |
Lua isn't too picky about order in that way |
13:21 |
Sketch2 |
just so long as the variable is set |
13:21 |
AndrBuilder2 |
ok i will try right now :) |
13:23 |
Sketch2 |
I say that. but then again, the order of the tiles IS important |
13:23 |
Sketch2 |
top, bottom, left, right, back, front |
13:23 |
lumberJ |
good morning AndrBuilder2, Sketch2 |
13:24 |
AndrBuilder2 |
where can i find the groups i can use for blocks? ... |
13:24 |
AndrBuilder2 |
hello lumberJ |
13:24 |
Sketch2 |
If you use 1, it uses that for all sides |
13:24 |
Sketch2 |
I believe if you provide 2, then it does 1 as the top & bottom, then the other as the sides |
13:25 |
Sketch2 |
groups? |
13:25 |
lumberJ |
the main groups should be in the lua api |
13:25 |
Sketch2 |
http://dev.minetest.net/minetest.register_node#Node_definition |
13:25 |
Sketch2 |
for how it's dug? |
13:25 |
lumberJ |
new groups can be created by mods as well though |
13:25 |
AndrBuilder2 |
register node .... has a "group" ... (groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},) |
13:26 |
Sketch2 |
yeah ok. I got'cha |
13:26 |
Sketch2 |
they default to 1 |
13:26 |
Sketch2 |
you only need to change 'em if you wanna make 'em higher |
13:26 |
lumberJ |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1509 |
13:26 |
Sketch2 |
I don't think you need parentheses tho |
13:27 |
Sketch2 |
groups = {choppy=2, oddly_breakable_by_hand=2, flammable=3}, |
13:28 |
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13:28 |
AndrBuilder2 |
ok |
13:29 |
AndrBuilder2 |
lumberJ: how is your channel called again? |
13:29 |
lumberJ |
#City-States |
13:30 |
AndrBuilder2 |
ah now working since i'm in the webchat and not registered |
13:31 |
lumberJ |
you can do /nickserv identify |
13:31 |
lumberJ |
and identify with your Androbuilder registration |
13:32 |
lumberJ |
/msg nickserv* |
13:33 |
lumberJ |
so like: /msg nickserv identify <registerednick> <registeredpassword> |
13:35 |
jluc |
/msg nickserv help for the list of all commands |
13:36 |
jluc |
and "/msg nickserv help command" for help on a specific "command" |
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13:42 |
AndrBuilder2 |
is there a list of all default blocks? |
13:43 |
lumberJ |
AndrBuilder2, probably minetest wiki is your best bet |
13:43 |
lumberJ |
either that or read through the file where they are registered in the default mod |
13:44 |
lumberJ |
they are all in one file. i think its called nodes.lua or registrations.lua, something like that |
13:44 |
Sketch2 |
you could look in the default texture directory to get a good idea |
13:45 |
Sketch2 |
I agree with lumberJ tho, if you need more info |
13:46 |
AndrBuilder2 |
can i use something in a creafting definition like "any plant block" ... or any block of the group XY ? |
13:46 |
Sketch2 |
minetest/games/minetest_game/mods/default/textures/ |
13:46 |
NathanS21 |
groups yes |
13:46 |
Sketch2 |
for the drawtype? |
13:46 |
lumberJ |
AndrBuilder you can replace craft itmes with group:items |
13:47 |
lumberJ |
but i'm not sure if all the plants share a common group |
13:47 |
lumberJ |
but ofcourse you can modify them so they do with minetest.item_override() |
13:47 |
Sketch2 |
oh yea, like make a generic and use it to populate others. sure |
13:47 |
AndrBuilder2 |
? |
13:49 |
Sketch2 |
Wish there was an easier way to type code in here |
13:50 |
AndrBuilder2 |
true |
13:52 |
Sketch2 |
https://pastebin.com/e8mJZKFB |
13:52 |
Sketch2 |
using a template to define part of the definition |
13:53 |
Sketch2 |
you could then use it for further registrations |
13:54 |
AndrBuilder2 |
mhh don't really understand what you said ... i understand your idea of ... defining some item once and use it over and over again?` |
13:55 |
Sketch2 |
yeah, sorry if it wasn't clear. I realized 'define part of the definition' seemed terribly circular after I typed it |
13:55 |
Sketch2 |
but yea, you've got the idea. That's what you were going for, right? |
13:55 |
remix2000 |
/leave |
13:55 |
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13:57 |
Sketch2 |
I meant 'use a template to define part of the registration' |
13:57 |
AndrBuilder2 |
i was looking for .... craft my item out of ... any wood |
13:57 |
AndrBuilder2 |
or any plant |
13:57 |
lumberJ |
group:wood in the craft registration |
13:57 |
lumberJ |
plants i don't think have a common group |
13:57 |
AndrBuilder2 |
in my crafting definition i have to put in default:wood default:sapling .... |
13:58 |
lumberJ |
https://wiki.minetest.net/Groups |
13:59 |
lumberJ |
group:flora appears to exist |
14:01 |
lumberJ |
https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua |
14:01 |
lumberJ |
group:sapling also |
14:02 |
AndrBuilder2 |
great thanks i will check it out and try it now |
14:04 |
lumberJ |
np |
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14:35 |
AndrBuilder2 |
can't find the iron ingot ?! dafault:iron_ingot |
14:35 |
AndrBuilder2 |
? |
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Calinou |
AndroBuilder: it's steel_ingot |
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15:55 |
Calinou |
there's no iron ingots in Minetest ;) |
15:55 |
Calinou |
(likewise, it's pick_steel and not pick_iron) |
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17:15 |
Sketch2 |
just discovered the kitchen sink drain was leaking behind the wall, for who-knows-how-long |
17:15 |
Sketch2 |
dismantling the sink was hell |
17:16 |
Sketch2 |
hoping to just run a new drain instead of relying on the crusty broken one that's back there |
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18:07 |
Krock |
Gael-de-Sailly, so these "sand lines" should not happen? |
18:08 |
Gael-de-Sailly |
no |
18:09 |
Gael-de-Sailly |
it's when the mapgen tries to calculate valley height with negative values for distance to water |
18:11 |
Krock |
from the visuals alone it looks better, so I guess the implementation is ok too :) However, could you please use "std::max(..., 1.0f)"? |
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Gael-de-Sailly |
I was simply using MYMAX since I see it everywhere else in valleys mapgen's code |
18:19 |
Gael-de-Sailly |
std::max does the same? |
18:23 |
Krock |
yes, it's a new C++11 feature, which now should slowly replace our own implementation |
18:23 |
Krock |
however, it might need the "algorithm" headers.. |
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Gael-de-Sailly |
ok I'll see later. |
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MrBlueEyes |
Hello |
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MrBlueEyes |
Shara is something wrong with DarkLands? |
23:32 |
Shara |
Yes, sniper's working on it. Sorry. |
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Shara |
Seems it being down the other day was advanced warning... the server went boom. |
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MrBlueEyes |
Oh okay, I was wonder because I tried to join it since 8 am. |
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MrBlueEyes |
Brb |
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