Time Nick Message 00:16 nisio anybody used to play on the Ogb.us server? wondering what happened to it and the guy who ran it 00:42 Boingo Can someone tell me what is going on in the last line here: https://pastebin.com/S50wMb5g (Not the end...) 00:42 Boingo Specifically, what is the vector.divide doing? 00:43 Boingo It is moving the object, I get that, but I don't seem to understand how. 00:43 Hecklesss vector.divide(v, x): 00:43 Hecklesss Returns a scaled vector or Schur quotient 00:43 Boingo Hecklesss: I read that. Looking for more.... english-y 00:44 rubenwardy It makes a new vector 00:44 Hecklesss no, I don't know what a Schur quotient is either, which is why I wrote my own vector lib 00:44 Boingo Hecklesss: Yeah.... 00:44 rubenwardy Which is the old vector but with each component divided by x 00:44 Hecklesss so it's just a plain old divide 00:45 Hecklesss with needlessly smug documentation 00:45 Boingo So, maybe I am missing it, but if I increase "speed", it slows down. 00:45 Hecklesss yes, because that's what dividing does 00:45 Boingo Figured as much. 00:45 Hecklesss for x/y, as y goes up the result goes down 00:46 Hecklesss as y approaches infinity, result approaches zero, or something like that 00:46 Hecklesss and as y approaches zero OH SHI- 00:46 Boingo So if I change it around and multiply, and give it, like 1.8, that will do more like I am expecting? 00:46 Boingo Which is increase = faster 00:46 Hecklesss you should multiply instead of dividing 00:46 Boingo Gotcha, thanks. 00:47 Hecklesss and it's set_velocity, not setvelocity 00:47 Hecklesss also, don't try doing this to a player, it won't work 00:47 Boingo Why not? 00:48 Boingo Although I am not doing that yet, that was sorta coming up next. 00:48 Hecklesss it just doesn't, because some parts of minetest are hardcoded 00:48 Hecklesss what you can do is attach a player to an entity and manipulate that 00:48 Boingo Hmm... good to know. 00:49 Boingo setvelocity seems to work though.... vs set_velocitiy? Or alias? 00:49 Boingo *old alias? 00:49 Hecklesss maybe setvelocity is an old alias 00:50 Hecklesss anyway, the api txt clearly says which methods are legal for which type of ObjectRef 00:51 Hecklesss and sadly player has a get_player_velocity but no setter equivalent, probably something to do with movement prediction, which I just argued that it shouldn't be so hardcoded 00:51 Hecklesss what are you hacking anyway, Boingo? 00:52 Boingo Um.... just messing around right now. 00:53 Boingo Reading other peoples mods. 00:53 rubenwardy It's not because it's hardcoded 00:53 rubenwardy It's because the server does not control the player 00:53 rubenwardy The client does 00:53 Boingo While I do program for a living, it isn't, sadly, on MineTest. Just sorta getting my bearings and the feal for Minetest. 00:53 rubenwardy So it can't do set_velocity, as it's not suppotted 00:54 rubenwardy It's also a bad idea, due to latency 00:54 Heckless hardly an excuse 00:54 Heckless Minecraft has pistons (I think), Quake has jumppads, don't tell me you can't set velocity in a multiplayer game 00:55 Heckless not to mention any form of knockback in any game at all 00:55 Heckless whatever the excuse me is, trust me, the workaround is going to be worse 00:56 Heckless whatever the excuse is* 00:56 rubenwardy It's not an excuse 00:56 rubenwardy It's saying we don't support it yet 00:56 rubenwardy It's not a hardcoded thing 00:56 Heckless there you go 00:57 Heckless the 'yet' is what I wanted to hear :) 00:59 Boingo rubenwardy: Since you wrote the book on the subject.... Animated nodes. Are there docs on how to make them (I don't see it in the book) 00:59 Heckless Do you mean animated textures? Cause that's just a texture modifier 00:59 rubenwardy What kind of animations? 00:59 Boingo Yeah, textures. 01:00 Boingo animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.4} 01:00 Boingo That is it, right? 01:00 Heckless yup 01:00 Boingo K. 01:00 Boingo I will play with it. 01:00 Heckless aspect w/h isn't actual frame resolution, but just the aspect ratio 01:01 Heckless length is the length of the whole cycle 01:01 Heckless vertical_frames has the frames arranged vertically on one texture, played top to bottom 01:02 Boingo Seems like I am backwards again. Increasing length makes it go slower. 01:02 Heckless cause it's length, not speed 01:02 Boingo Length in time? 01:02 Heckless as I said, it's the amount of time in seconds it takes to flip through all frames 01:02 Boingo Length in pixels 01:02 Boingo Ah, time. 01:02 Heckless so it's also dependent on frame count 01:02 Boingo Cool. 01:02 Boingo Thanks again! 01:15 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Lua_api.txt: Improve and complete drawtype documentation 13d57024b https://git.io/vxJWu (152018-03-13T01:12:28Z) 02:08 MarisaG I am working on a text gui for managing the Linux minetest server, what do you think? https://imgur.com/Oc3jJ5Q 02:08 Heckless Turning off respawn sounds scary. 02:09 MarisaG LOL that is server respawn, not items ;) 02:09 MarisaG THat means oif the server dies should it be started p again 02:11 Heckless I thought it's like when you dunk the spawn in lava, making death effectively permanent 02:11 MarisaG lol 02:12 Heckless I'll call it a Lava Bucket Denial of Service attack. 02:12 MarisaG :p 02:14 MarisaG can you think of other features i should add? 02:16 Heckless d Unleash dinosaurs on the players 02:16 MarisaG hehe 03:08 MarisaG hi nowhere_man 03:10 MarisaG hi Hawk777 03:14 Hawk777 Uh, hi. 03:14 Hawk777 Never been greeted here before, I don’t think! 03:14 MarisaG lol really? thats so sad! 03:15 MarisaG im in san francisco, you? 03:19 Hawk777 Generally prefer not to advertise that. 03:19 MarisaG oh ok 03:20 MarisaG i run the minecity.online website 03:21 Hawk777 I see, a hosting platform. 03:21 MarisaG hosting and general minetest discussion/download 03:22 MarisaG its nice to meet you anyway :) 03:23 Hawk777 Glad to see there are people doing dedicated Minetest hosting, as there were doing Minecraft back when I played that. 03:23 MarisaG thx 03:24 Heckless Dedicated hosting, you say? 03:24 MarisaG im working on a gui for managing the minetest server 03:24 Heckless Just how powerful those servers are, then? 03:25 MarisaG amd64 with 2gb ram 03:25 MarisaG 32gbsdd 03:25 MarisaG Can get beefier if there is really a need for it. 03:26 MarisaG i dont bother to list that now as most people can get by with the $14 plan 03:27 MarisaG my plan is $14 with first month free 03:28 MarisaG or $19 if you want daily offsite backups 03:31 MarisaG servers in several areas including europe and asia 03:31 Heckless I'm not looking for a server, but I'm curious about how much of a Lua beating can a server like that take 03:31 Heckless and how bad can a subgame get before it's declared single player only 03:32 MarisaG depends on how much data you have i suppose 03:34 MarisaG i run several servers of my own on the base level and havent seen any issues yet 03:35 MarisaG mb LaCosa 03:35 MarisaG wb 03:35 MarisaG ;) 03:51 MarisaG hi paramat 03:51 paramat hello 03:54 MarisaG wb AndroBuilder 03:57 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Rename 'subgame' to 'game' 1392ca9dd https://git.io/vxJzi (152018-03-13T03:54:52Z) 03:57 Heckless whoa 04:23 MarisaG wb indiana 04:27 sofar MarisaG: btw, if you have any insights into "bad mods" I'd love to hear about them 04:27 sofar maybe we can fix up some of them 04:29 MarisaG ok, will keep my eyes open :) 04:32 MarisaG hi sonosfuer 04:33 MarisaG sofar: i am more of a server/utility coder though, not that good in lua ;) 04:33 sonosfuer ello there 04:39 sofar MarisaG: easy enough to see which servers are unusually high in load ;) 04:39 MarisaG true 04:42 MarisaG hiya Weedy 05:13 Heckless How many goats do I need to sacrifice to get hud_remove to work? 05:47 VanessaE Heckless: nonono, you have to sacrifice a dragon, goats are only needed when dealing with formspecs. 05:48 Heckless but I haven't implemented dragons yet, or goats for that matter 05:48 VanessaE well, then you're screwed. :P 05:48 Heckless I do have plenty of roast lizards on a stick though, do these count as dragon? 05:49 VanessaE nope 05:50 Heckless seriously though my hud_remove calls are ignored 05:50 Heckless all they do is free the ID 05:50 VanessaE odd 05:50 Heckless the text stays and just lays over the last one 05:50 Heckless hud_change is also ignored 05:51 Heckless I do get new IDs if I "accidentally" leak the element 05:51 VanessaE is there some other mod out there that uses those calls that's also broken? 05:51 Heckless this is a subgame from scratch 05:52 VanessaE well, just for something that you can base a bug report on 05:55 Heckless https://a.uguu.se/2ZhtBUqazaHT_lizards.png :( 05:58 Heckless https://a.uguu.se/g1dl62Q0fRYx_bug.gif 05:59 Heckless I wanted a roast lizard, and all I got was a raw bug 06:20 rubenwardy 0.5.0-dev has HUD bugs still 06:20 Heckless thanks, that could be it 06:20 rubenwardy Although don't believe that specific one has been reported 06:21 Heckless I tried checking 4.x for comparison but my stuff doesn't compile on that already 06:25 sofar please stop using a.uguu.se 06:25 sofar it's blocked everywhere 06:27 Heckless first time I hear that complaint 06:41 iska nice character but you should consider putting some clothes on it 06:42 Heckless Not until bone-to-bone parenting works :^) 06:42 iska maybe just dirty texture work :P 06:47 Heckless https://a.uguu.se/y1IEGsqtj1Wr_run.gif hey, how are you gonna appreciate this with full armor on 07:10 MarisaG any motre things you guys would want in a minetest management tool? 07:10 MarisaG more 07:11 nore sofar: same, first time I heard about a.uguu.se being blocked, never has any problems with it, where is it blocked? 07:11 MarisaG what is a.uguu.se? 07:11 MarisaG like imgur? 07:11 nore An image pasting service 07:11 nore Yep 07:11 MarisaG ah ok 07:12 MarisaG i like imgur ;) 07:12 MarisaG integrated into ubuntu well 07:22 MarisaG https://imgur.com/Oc3jJ5Q my minetest management console ;) 07:37 MarisaG hi jluc 07:41 jluc 'o 07:55 MarisaG hi srifqi 08:42 srifqi hi MarisaG 10:15 srifqi Any suggestion for #7126 ? 10:15 srifqi https://youtu.be/8Rgk7FjNDv0 10:15 srifqi https://youtu.be/z9x4qkHGfrU 13:08 Boingo Two questions... Is it better in general to split out various functions of a mod into sub-mods and make a modpack, or just leave it all in one mod? 13:10 Boingo And... I am looking to make something that goes "up" and "down" like rails do, when attached to a nearby version of it, but lay flat if there is no similar block up or down. The same logic as a rail asending or desending, it forms a 45 degree angle when attached. I was looking in the carts mod, but I can't seem to locate the logic that handles drawing that part. Any pointers would be greatly apprciated. 13:17 juli is it possible to delete the player settings of a player from ingame? 13:17 juli so that it is after that like a new player? 13:17 juli or is there some command i could use in a mod? 13:18 rubenwardy player settings? 13:18 rubenwardy ahh 13:18 rubenwardy minetest.delete_player() 13:18 rubenwardy deletes the inventory, position, health, etc 13:19 rubenwardy not the privileges or password 13:19 juli hmm ok but what happens if the player joins? 13:19 juli is the function on_newplayer called? 13:20 rubenwardy not sure 13:20 rubenwardy I imagine that's auth related 13:21 juli hmm 13:21 rubenwardy minetest.get_auth_handler().delete_auth(name) 13:21 rubenwardy so, call both that ^ and delete_player 13:21 rubenwardy note that chests and things in mods will still exist 13:21 juli ok 13:21 juli yes thats not the big problem 13:22 juli but maybe there should be a function on_delete_player etc to let mods remove this stuff in the files too ^^ 13:22 rubenwardy good idea 13:24 juli where can i find the api for the buildin functions or just a list? in the dev wiki its not listed 13:24 rubenwardy minetest.net/lua_api 13:25 rubenwardy that's the official API docs 13:25 rubenwardy there's also rubenwardy.com/minetest_modding_book/lua_api.html 13:26 juli ok thank you :) 13:27 juli the delete player function isn't listed in the api though 13:30 rubenwardy huh 13:30 rubenwardy did it work though? 13:30 juli not testet yet 13:32 juli attemt to call field delete_player: a nil value ... 13:35 juli same with auth handler ... 13:35 rubenwardy the auth handler one definitely exists 13:36 rubenwardy although it may only be 0.5.0 13:36 rubenwardy I can't find delete_player anywhere, looks like I made it up 13:36 lumberJ it used to be there 13:37 lumberJ you are not going crazy rubenwardy 13:37 lumberJ https://github.com/minetest/minetest/pull/5475/files 13:37 juli lol but 4.16 says definitely nil value 13:38 rubenwardy aah, remove_player 13:38 rubenwardy it's minetest.remove_player 13:38 rubenwardy that's why 13:38 juli kk i'll test 13:38 rubenwardy should be delete player 13:38 rubenwardy lol 13:40 juli ok inventory is deleted, that is good. Seems also on new player was called, because the player has initial items 13:43 juli ah i wrote delete_player and not delete_auth .... 14:32 AndroBuilder hi how can i "messure" the performance of MT on my server? ... is there any way to find out which of two empty servers will perform better with many users on them later on? 14:33 Boingo You could run: minetest --speedtests 14:34 Boingo But I am not sure if that is really what you are looking for. 17:35 ThatMTGuy Hi guys, I got questions on meta:mark_as_private(). #1: if I call this twice with different names, does the second call unset the private status of names mentioned in the first call but not the second call? 17:35 ThatMTGuy #2: can I mark special keys like "infotext" as private? 17:36 ThatMTGuy #3: finally, this does reduce network usage, right? 17:36 ThatMTGuy The documentation is pretty basic and doesn 17:36 ThatMTGuy 't cover this. Thanks in advance! 17:37 ThatMTGuy My use-case: machines similar to Technic. There can be lots of them, and a lot of data is stored in numerous meta keys. 17:57 sfan5 ThatMTGuy: 1) no, calling it twice with the same name won't unset anything 2) yes, but then the infotext will obviously not display 3) it does, yes 17:57 sfan5 s/the same/a different/ 18:00 ThatMTGuy sfan5, thanks! just want I hoped for. 18:01 ThatMTGuy *what 18:02 algun|home DjZeb here perhaps? 18:06 algun|home Shift falling was great while it lasted. 18:07 algun|home I don't see why shift jumping was "fixed" though 18:07 algun|home You could sneak and then jump farther 18:08 algun|home because you'd jump from a ledge 18:20 jluc Hello 18:20 jluc i just installed minetest on windows10 18:20 jluc it hangs when i launch it 18:20 jluc i have to launch it "as admin" so it runs nice 18:20 jluc is that the way it has to be ? 18:23 algun|home i highly doubt it, where did you get it from? 18:24 jluc from minetest.net 18:25 jluc it seems it requires it so as to write on the disk 18:25 jluc i installed it in "program files (x86)" 18:25 algun|home there's an installer? 18:25 jluc no 18:25 jluc i linked to the bin/minetest.exe 18:25 rubenwardy do not ever run a program as admin if it's not an installerf 18:25 rubenwardy not a good idea 18:25 algun|home pcard: what do you mean linked? 18:26 rubenwardy and you should move minetest to somewhere writtable 18:26 jluc ah that's it 18:26 jluc linked = create shortcut on desktop 18:26 rubenwardy for example, c://games/minetest 18:26 rubenwardy does it work i fyou open it directly? 18:26 jluc ok rubenwardy 18:26 jluc nope, same 18:26 algun|home rubenwardy: don't support my customer! 18:27 jluc :-) 18:27 rubenwardy then move to a writable place like c://games 18:27 rubenwardy or my documents 18:27 jluc my son is playing with it now so i'll do the move later 18:27 algun|home jk, i was taking my sweet time i reckon. i wanted to be sure 18:27 jluc and i've promised him to try create a megabomb (out of tnt mod, just renaming and changing 5 to 50 !) 18:28 jluc btw rubenwardy i tried your mod maker first and had issues with the produced craft code 18:28 jluc the block code was ok 18:29 jluc i thought the craft code might be outdated 18:29 jluc it was very pleasant to start easily and see : you just created a new ore ! 18:31 ThatMTGuy Another question: does `meta:set_*(..., nil)` delete the meta data entry (instead of simply set it to "" or 0 or 0.0)? 18:32 ThatMTGuy In particular, would that call also delete the private status of the meta key? 18:42 algun|home yo rubenwardy these are questions for you ^^ 18:52 paramat Boingo 'raillike' drawtype is handled in the engine, not lua mods. have you tried using 'drawtype = "raillike"' to have your node act the same way? 18:59 jluc it worked ! nice megabomb available now lol 19:47 Boingo paramat: I didn't know that was what I was looking for. I can try it. 19:49 Boingo paramat: Did you see my other question about the modpack vs monolithic mod? 19:49 paramat ah that 19:50 paramat functions of a mod are best all in one mod 19:50 paramat a modpack is only for distinct mods 19:50 rubenwardy lol 19:51 paramat :) 19:51 rubenwardy smaller mods are better, ie: each one should have a focused purpose 19:51 rubenwardy it's annoying to deal with mods like homedecor or UI which are all in one mod 19:51 Boingo Those seem like conflicting answers. 19:52 rubenwardy not really, paramat's is a non-answerf 19:52 paramat well it's a balance 19:52 rubenwardy a mod is a single mod 19:52 rubenwardy a modpack is for distinct mods \o/ 19:52 paramat closely related functions should of course be in 1 mod 19:52 Boingo If I have some epic new mod I want to build, but parts seem like they could be isolated and used by others independantly? 19:52 rubenwardy everything is a compromise 19:52 sfan5 ThatMTGuy: setting a meta to an empty string will delete it, this applies to the "private status" too 19:53 sfan5 it may only apply once the mapblock is serialized though 19:53 rubenwardy like, don't have some mega god mod like default or homedecor 19:53 rubenwardy which is a pain to depend on or work with 19:53 rubenwardy but don't have a mod per node 19:53 sfan5 so don't try :set_string("foo", "") :set_string("foo", "oldvalue") to reset the private status of "foo" 19:54 paramat " parts seem like they could be isolated and used by others independantly?" that is a good reason to use multiple mods 19:56 Boingo Oof, that raillike worked, and screwed up a ton of other stuff... more playing. Thanks for the tip though. 20:01 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Rename 'subgame' to 'game' 13da877cc https://git.io/vxTqM (152018-03-13T20:00:29Z) 20:03 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Add new pine needles texture by Splizard 13c2209c1 https://git.io/vxTmq (152018-03-13T20:02:18Z) 20:05 algun|home Are Gundul or Hoshi here? 20:07 algun|home banned me from Jungle for hacking (which I wasn't) 20:08 algun|home you bend physics a bit with a vanilla client and suddenly you're accused of sorcery 20:09 paramat how can you bend physics from the client? 20:10 algun|home obviously people who are not accustomed to having no privs 20:10 algun|home paramat: i'll tell you an example that doesn't work: while falling, you used to be able to hold shift and stop immediately without getting hurt (now you do) 20:11 Shara paramat: depending on a few things, there's more than one option for breaking physics. 20:11 algun|home i used to dig holes straight down, then make a "ledge" on the bottom, could fall for 1000s of blocks, if i held shift at the right time i would stop and wouldn't get hurt 20:11 paramat yes old sneak behaviour 20:12 paramat that's fine in my opinion 20:13 algun|home now i would understand if i was banned for lagging the server, but no, i'm told "[Jungle] is no playground for [my] hacked stuff" 20:13 ThatMTGuy sfan5, I'm actually trying to know in what specific cases would the private status of metadata be erased, so that I can avoid them. So after calling :set_string("foo", ""), the key "foo" will be guaranteed to exist? Because before calling meta:mark_as_private(), I am having to initialize a bunch of keys, and most of the time the default value is "" or 0 or something like that. 20:14 sfan5 0 is fine, "" is not 20:14 sfan5 set_string("foo", "") will erase the key "foo" 20:14 paramat that old damage evasion bug is part of old sneak behaviour so is not hacking, you can quote me on that 20:14 ThatMTGuy Oh dear. 20:14 algun|home Another thing is the classic digging while moving through owned blocks. They reappear but you go through. Apparently the mod wasn't aware of this (because at most places they have send to jail functionality for this) 20:14 ThatMTGuy How can I ensure a key with string value exists then, with value ""? 20:15 paramat algun yes that is an engine bug, also not hacking 20:15 algun|home paramat: i said, i have a vanilla client 20:15 Shara algun|home: If you got banned for hacking due to lag glitching through a node under you, just find a better server maybe 20:15 algun|home but i can't tell *them* that because they banned my ip 20:16 paramat do they have a forum thread or any other way of contact? 20:16 algun|home Shara: i don't know what it was specifically. I just know one of my tricks sounded like hacking to them 20:16 Shara Of course some servers may also have that against the rules, but it's not hacking. 20:16 algun|home though i explained each one to the mod... 20:16 algun|home mod mentioned no rules against any of it 20:16 rubenwardy if you modify your client to use old move when the server wants new move, and it gives you an advantage, then I consider that a hacked clientf 20:18 algun|home rubenwardy: vanilla is vanilla 20:18 algun|home but i have new move 20:18 algun|home i figured out a different trick, and this one won't be as easy to fix ;) 20:18 paramat algun here's the link to this discussion http://irc.minetest.net/minetest/2018-03-13#i_5252447 if you can send it to them somehow 20:18 paramat does the server allow each player to choose between old move and new move? 20:18 algun|home paramat: heh cool 20:19 algun|home paramat: i don't think it's mentioned 20:19 Shara paramat: algun said they are not using old move, so that doesn't make much sense :) 20:19 algun|home but again, that's not what i exploited 20:19 algun|home thx Shara 20:20 Shara But if you genuinely didn't break rules, and got banned without them being able to say why, it's probably not a server that's worth your time long term. 20:20 Shara None of us can know what happened, but that would be my approach. 20:20 algun|home *shrugs* maybe 20:20 paramat how are you using the old damage evasion bug then? new move fixes that 20:20 algun|home seemed nice, so i invested some time in it :/ 20:20 algun|home paramat: i'm an old player 20:21 Shara paramat: that was given as an example that used to work, not what was done now 20:21 paramat oh 20:22 paramat i misunderstood 20:23 paramat anyway lagging through owned nodes is an engine bug that affects everyone 20:23 ThatMTGuy This is what I've been doing so far: 20:23 ThatMTGuy meta:set_string("owner", "") meta:set_int("siren", 0) -- More keys: string, int, float. meta:mark_as_private({ ... -- Key names. }) 20:23 algun|home paramat: i'm a bit better than others at it ;) maybe that gave them a spook 20:23 algun|home i read something in an admin room 20:24 ThatMTGuy So I'm to understand that the "owner" key will not exist here, even though I need it to? 20:24 fwhcat ,b k,vck,CGn?GCML6gh5k6cgh5k1gcjdxgh,mlxfkg,j 20:25 algun|home ThatMTGuy: i hate you not getting answers, hope 70 peeps in #minetest-dev can help you 20:25 ThatMTGuy Webchat is muted there. I'd have to download an ENTIRE irc client and set up and account ... too lazy. 20:26 sfan5 algun|home: -dev is not for mod development 20:26 sfan5 ThatMTGuy: correct 20:26 algun|home ThatMTGuy: ok i guess you're where you want to be then 20:28 ThatMTGuy sfan5: so the only way is to set a dummy string value, then? 20:28 sfan5 just mark it as private when you know the actual owner 20:30 fwhcat crap, sorry for that 20:31 fwhcat I could say keyboard bugged, but it was my 4 y.o.'s son 20:33 algun|home :) 20:38 ThatMTGuy It's not just owners though (that was not a representative example). For instance, in some cases the string keys are modified frequently, and sometimes they are given a "" value to represent null/off/disabled/inactive, etc. 20:38 sfan5 then you need to find a different value for that 20:39 ThatMTGuy I suppose I could basically rewrite everything to make it work, but that is a lot of effort. 20:49 Boingo Is it possible to change the nodebox and textures on a node after it is intilized, like on_punch (or really anything)? 20:50 paramat no, but you can change it to another node 20:50 Boingo I tried to change the node_box to a new value and it didn't crash, but it didn't work (in on_punch) 20:51 Boingo Ah, so swap it to a totally different node.... hmm.... 21:00 algun|home Boingo: what would happen if you changed it then swapped with itself? 21:01 Boingo I have no idea. 21:02 Boingo A completely different node works for my case though (I think it might at least, still playing with it) 21:39 paramat changing to a different node is useful because the node name now reflects the state 21:40 Boingo Yeah, but I think that won't work for me either, but just conceptually, not because of the code. 21:40 Boingo Is it possible to animate raillike in specific directions? 21:40 Boingo When I use the animation, it seems like when they link up it is weird around corners, etc. 21:43 Boingo rubenwardy's book doesn't cover raillike really at all, and certainly no animation of raillike, plus I can't really find it anywhere else either. 21:53 paramat i just added documentation in lua_api.txt 21:54 paramat it takes 4 textures in a certain order, and each needs to be a certain orientation to work 21:54 paramat copy the orientation of rails in MTG 21:56 paramat actaully see the textures in tnt mod in MTG, that's animated raillike 21:56 paramat *actually 21:56 Boingo in the TNT mod? 21:57 Boingo Interesting... 21:57 Boingo I wouldn't have thoght to look there. 21:57 Boingo And I can animate those? 22:00 paramat they are already animated 22:00 paramat it's used for gunpowder trails 22:01 Boingo Gotcha. And if I don't want one (crossing) is that possible? 22:01 Boingo (It should just be a T) 22:01 paramat well, any railike node placed with 4 neighbours will take the crossing texture, but you can make the crossing texture anything you want 22:02 paramat visually you can avoid crossings 22:02 Boingo Hmm.... but then I have to make it work correctly too. 22:02 Boingo Hm...... 22:03 paramat see https://github.com/minetest/minetest/blob/92ca9dda54299a9ccbccf43071f6d44468cac05d/doc/lua_api.txt#L1027 22:03 Boingo Yeah, I see that. 22:04 paramat what are you using it for? 22:04 paramat the raillike behaviour is hardcoded in the engine 22:05 Boingo Well, I was just goofing off, trying to learn the API/etc. I was trying to build converyor belts (based off the old factory mod). It looked pretty good, with half-height (slab-like) nodes that worked. I added 3 different speeds, with colors to match. Then I ran into problems. 22:05 Boingo Slopes up and down down't work so well with the half-height nodes. 22:05 Boingo They work great when flat. 22:06 paramat indeed slopes are always 45 degrees and are for whole node slopes 22:06 Boingo So I though, just use raillike... That gives you up and down. 22:06 Boingo But, I don't want crossing converyors. 22:07 Boingo A "T" should just dump the contents on to the other belt. 22:07 paramat yes, the flow behaviour will be determined by your code, not the visuals 22:07 Boingo (And this stems from my other question about mods vs modpacks, I think if this works, it would be a good small mod, used in other modpacks) 22:07 paramat so no problem 22:07 Boingo Right. 22:08 Boingo The movement code works pretty well already. 22:08 Boingo I also want to make the belts "back up", as an option, instead of fall off the end... but I don't have that part yet. I have to have each entity look ahead down the belt to see if it is full. 22:10 swift110 hey all 22:16 algun|home can a mod subscribe to node registration? 22:20 blaise bleh 22:20 blaise I got the logitech G430's 22:20 blaise lmao 22:24 rubenwardy algun|home, kinda 22:24 rubenwardy by overriding register_item 22:28 algun|home rubenwardy: a mod could do that? 22:28 rubenwardy yeah 22:28 algun|home Shara: ^ 22:28 algun|home bb 22:28 rubenwardy local old_reg = minetest.register_item 22:28 andirc8000 can someone help me with a simple mod? 22:29 rubenwardy function minetest.register_item(name, def) / --- some stufff / return old_reg(name, def) / end 22:29 rubenwardy andirc8000: ask, don't ask to ask :) 22:30 andirc8000 rubenwardy: so I'm trying to make destroy-on-one-click mod to work in creative mode. 22:31 andirc8000 rubenwardy: for now this is the code: https://pastebin.com/PwQAT5iG (init.lua) 22:32 rubenwardy you've got mixed up between APIS 22:32 rubenwardy display_chat_message is server side only 22:32 rubenwardy oops 22:32 rubenwardy *client side only 22:32 andirc8000 rubenwardy: I get: 'attempt to call field 'display_chat_message' (a nil value) 22:32 rubenwardy replace it with chat_send_all 22:37 Shara No idea if algun checks logs, but overriding would never be a good solution to what I think he was thinking there. 22:38 rubenwardy not sure what he wanted 22:38 Shara He was trying to look at ways other mods could register handholds nodes that would work with my handholds mod 22:39 rubenwardy ah yeah 22:39 rubenwardy well, heh 22:39 Shara As the mod is set up right now, it simply won't work 22:39 Shara But overriding the tool in another mod wouldn't solve anything, as the next mod would need to do the same and so on 22:39 Shara Way too messy. 22:40 rubenwardy !title https://forum.minetest.net/viewtopic.php?f=18&t=19808 22:40 MinetestBot rubenwardy: Subgames have been renamed to Games - Minetest Forums 22:40 Shara :D 22:40 Shara About time too 22:40 rubenwardy not sure on the grammar of that title, lol 22:40 andirc8000 I see in https://wiki.minetest.net/Controls that 'Punch / Mine / collect / item stack' has no 'minetest.conf setting' is it possible to assign a keyboard key to it instead of left-mouse-button? 22:40 Shara Now you spoiled it... no one would have wondered without you saying that :) 22:45 andirc8000 ... Is there a reason for 'Punch' key being un-customizable? 22:46 andirc8000 non-customizable * 22:46 rubenwardy there's a PR to make it bindable 22:46 andirc8000 ... -> Is it possible to do that with a mod? 22:46 rubenwardy currently it's only the left key 22:46 rubenwardy no