Time |
Nick |
Message |
00:03 |
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00:05 |
rdococ |
Yay |
00:05 |
longerstaff13-m |
Blobs |
00:10 |
rubenwardy |
hay |
00:10 |
rubenwardy |
yaY |
00:15 |
rdococ |
The yay is slowly infecting the other minetest players. My evil plan is coming to fruition. |
00:16 |
rdococ |
rubenwardy: I was thinking of making a mod that adds support for items that take up more than one inventory slot, but the main problem with that is that each inventory only has a number for how many slots it has, and you can create multiple formspec elements for the same inventory which have different sizes |
00:17 |
rubenwardy |
yeah, you'll struggle with that |
00:18 |
rubenwardy |
you'll need to wait for CSM/new GUIs probably |
00:18 |
rubenwardy |
to do that well |
00:18 |
rubenwardy |
it's a better idea just to adapt and do something similar but better |
00:19 |
Out`Of`Control |
write a special mod. You write node name Mod unregister, remove craft, remove mapgen part for node. |
00:24 |
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00:50 |
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00:59 |
Markow |
Has anyone tested the Adv Train Mod on Minetest 0.50 ? |
01:00 |
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02:32 |
Markow |
Minetest 0.5.0-dev-7e3f88f (Linux) | Using Irrlicht 1.8.4 \o/ :D |
02:36 |
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03:45 |
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03:58 |
rdococ |
https://github.com/rdococ/stack_max |
04:03 |
Markow |
Is there an autojump flag when going up blocks? |
04:11 |
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04:29 |
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04:37 |
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05:22 |
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05:27 |
rdococ |
Idea: If you use the waving water option, flowing water blocks with lower water levels have troughs that clip the block below them. |
05:27 |
rdococ |
s/Idea/Issue/ |
05:27 |
rdococ |
Not sure if anyone's mentioned it on github yet |
05:29 |
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05:37 |
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05:50 |
AlexYst |
I'm trying to make use of the "hand" inventory list on players, but when I put anything in it, I get a segmentation fault. Is there a special way in which this list needs to be handled? |
05:59 |
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06:04 |
hisforevr |
I really need help Here is a past of mt debug.txt https://pastebin.com/Aj8HNx4c |
06:06 |
AlexYst |
hisforevr: Pastebin blocks me. I can take a look if you use a different paste site, such as <https://paste.debian.net/>. |
06:06 |
hisforevr |
pk will do |
06:07 |
hisforevr |
okthanks |
06:09 |
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06:12 |
hisforevr |
https://paste.debian.net/1018944/ there is the new past , sorry for typos |
06:13 |
AlexYst |
hisforevr: Oh, sweet. That's an easy fix. |
06:13 |
AlexYst |
Find your copy of the dreambuilder modpack. |
06:13 |
AlexYst |
Add a blank file. |
06:13 |
AlexYst |
Name it "modpack.txt". |
06:13 |
AlexYst |
That should clear up the problem. |
06:14 |
hisforevr |
I use Manjaro Linux Os |
06:14 |
hisforevr |
ok I'll try that |
06:14 |
hisforevr |
brb |
06:19 |
hisforevr |
noe I get this https://paste.debian.net/1018945/ |
06:19 |
AlexYst |
I got about a second before a segfault this time. Still, nothing in the debug log though. |
06:20 |
AlexYst |
hisforevr: Where did you put the "modpack.txt" file? |
06:21 |
AlexYst |
Is it at "/home/hisforevr/.minetest/mods/dreambuilder_modpack/modpack.txt" or somewhere else? |
06:21 |
hisforevr |
now =noeyes |
06:21 |
hisforevr |
yes I did |
06:21 |
hisforevr |
sorry but My mind id not going to fingers lol |
06:22 |
AlexYst |
That's really odd. Minetest should be looking for two files there. "init.lua" and "modpack.txt". If it finds neither, it complains that "init.lua" is missing, which is what your error messages say. |
06:22 |
hisforevr |
I put it ecatally as you showed |
06:23 |
hisforevr |
ty AlexYst |
06:23 |
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06:24 |
AlexYst |
hisforevr: Is it working now then? |
06:25 |
hisforevr |
brb I'll show you a screen shot |
06:25 |
AlexYst |
Alright, sounds good. |
06:29 |
hisforevr |
https://imgur.com/a/Lqnya |
06:29 |
AlexYst |
Same error. |
06:29 |
AlexYst |
Hmm. |
06:29 |
AlexYst |
hisforevr: Could you open a command line and run "touch /home/hisforevr/.minetest/mods/dreambuilder_modpack/podpack.txt"? |
06:30 |
hisforevr |
ok |
06:30 |
hisforevr |
brb |
06:31 |
hisforevr |
thats strange I get no such directory there too |
06:32 |
AlexYst |
Okay, odd. That's where your debug log said the modpack is. |
06:33 |
AlexYst |
Oops, I misspelled the filename ... still, the directory was copied and pasted from your debug log. It shouldn't be saying the directory doesn't exist. |
06:33 |
hisforevr |
is'nt that where its supose to be? |
06:34 |
AlexYst |
hisforevr: Yeah, it looks tight to me. |
06:34 |
AlexYst |
The distro versions usually keep the config files at ~/.minetest, then you need to use the mods directory of that. It looks like you put it int the rigth place. |
06:34 |
hisforevr |
I've been withminetest for years and never had a problem |
06:35 |
AlexYst |
hisforevr: Can I get a screenshot of your "modpack.txt" file in the directory? I'm sure it's nothing, but maybe I can see something there. |
06:35 |
hisforevr |
sure brb |
06:36 |
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06:37 |
hisforevr |
https://imgur.com/a/sDL7W |
06:38 |
AlexYst |
hisforevr: That's not the "modpack.txt" file, that's the contents of the ".minetest" directory. |
06:39 |
hisforevr |
https://imgur.com/a/sDL7W |
06:40 |
AlexYst |
That's the same wrong screenshot. |
06:40 |
hisforevr |
whoops brb |
06:40 |
AlexYst |
Ha ha, no worries. |
06:41 |
rdococ |
The yay |
06:41 |
hisforevr |
the modpac.txt is empty |
06:42 |
AlexYst |
Ah, there's the issue. Rename it "modpack.txt", not "modpac.txt". |
06:43 |
hisforevr |
https://imgur.com/a/niuns |
06:44 |
AlexYst |
Okay, your file path on that is perfect. It should work. I'm confused as to why it's not working. |
06:44 |
* AlexYst |
goes back through the error messages |
06:46 |
hisforevr |
https://imgur.com/a/sumvE |
06:47 |
hisforevr |
I'm glad someone is confuzed as I lol |
06:47 |
AlexYst |
Did you change it to a directory? It won't work as a directory, it needs to be an empty file in the modpack's directory. |
06:47 |
AlexYst |
Yeah, that's definitely confusing. |
06:47 |
AlexYst |
Um. WHat version of Minetest is that? "run minetest --version" if you don't know. |
06:48 |
AlexYst |
*run "minetest --version" |
06:48 |
AlexYst |
Never mind. |
06:48 |
AlexYst |
I'm being stupid. |
06:48 |
hisforevr |
w |
06:48 |
AlexYst |
It's in the title bar of the screenshot ... |
06:48 |
AlexYst |
0.4.16 definitely had the modpack feature. |
06:49 |
hisforevr |
w0mods folder too |
06:49 |
AlexYst |
I was just using dreambuilder the other day, too. On 0.4.16. |
06:49 |
* AlexYst |
tries the modpack again on their end to try to replicate the bug |
06:50 |
hisforevr |
thiis issue is not just a dreambuilders issue |
06:50 |
AlexYst |
hisforevr: Other modpacks are doing this to you as well? |
06:51 |
hisforevr |
yes |
06:51 |
hisforevr |
all of them |
06:51 |
AlexYst |
At least it's consistent then. |
06:51 |
* AlexYst |
puts away dreambuilder |
06:52 |
AlexYst |
Did you compile that? Or is it what your distro had in the repository? |
06:52 |
hisforevr |
I've tried installing minest completely new install |
06:53 |
hisforevr |
I used a repoitory |
06:53 |
AlexYst |
My best guess then is that the people that maintain the repo did something funky to the source code then. |
06:54 |
hisforevr |
I'm disabled with ceberal palsy learning is hard |
06:54 |
hisforevr |
yes me too |
06:54 |
AlexYst |
I'm sorry. |
06:54 |
AlexYst |
The only thing I can think to do is take everything out of the modpack. |
06:55 |
hisforevr |
Just thought Id explain the typos |
06:55 |
AlexYst |
The individual mods should work if you put them in the mods directory without the modpack. |
06:55 |
AlexYst |
Oh, no worries. You type better than most people I know. |
06:56 |
hisforevr |
with everything out of the mods forder it works fine as a tsttter fike |
06:57 |
hisforevr |
ok let me show you with a nother mod pac brb |
06:58 |
AlexYst |
The mods can be moved from the modpack to the mods directory directly. It's messier, but it should let you use the mods you want to. |
07:00 |
hisforevr |
are you going to be here tomorrow? all my other mods are on an external drive |
07:01 |
AlexYst |
Sure, I can be here tomorrow. |
07:02 |
hisforevr |
tyI'll try what you said I'm in the Us so I'm getting tired |
07:03 |
hisforevr |
I'll be here same bat channel lol |
07:03 |
AlexYst |
Yeah, me too. G'night! Hopefully we can get this working tomorrow. |
07:03 |
hisforevr |
God bless bye |
07:04 |
AlexYst |
VanessaE: I just noticed "dreambuilder_modpack/usesdirt/README.md". I followed the directions and tried to read it, but it's empty, ha ha. |
07:06 |
AlexYst |
Hmm. I can't be causing segfaults. I guess I'll have to come up with something else. |
08:11 |
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08:16 |
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08:40 |
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08:54 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Add player:get_meta(), deprecate player attributes (#7202) 91615f9 https://git.io/vxSjO (2018-04-06T08:52:29Z) |
09:25 |
rubenwardy |
AlexYst: what code are you using? |
09:25 |
rubenwardy |
What Minetest version? |
09:26 |
rubenwardy |
What code meaning the Lua |
09:33 |
rdococ |
Best idea ever: salt and vinegar and cheese and onion crispsâ„¢ |
09:36 |
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09:39 |
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Fixer joined #minetest |
09:42 |
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09:44 |
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10:01 |
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10:21 |
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10:23 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-06-13:22:58.png anvil mode now works |
10:23 |
rubenwardy |
woo! |
10:24 |
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10:24 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-06-13:24:27.png and of course repair as well :) |
10:32 |
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10:33 |
AlexYst |
rubenwardy: Minetest 0.4.16. As for the code, I had some code to add the hand to the inventory formspec, but I deleted it. I also tried manually adding things to the hand by editing the player file before starting the world up. Both resulted in a segfault if the hand slot had something in it. |
10:34 |
AlexYst |
I could write up a simple example probably. Hold on. |
10:35 |
IcyDiamond |
hmmm what |
10:36 |
IcyDiamond |
if i dump my group caps from metadata, the first instance in the "times" list is "null" |
10:36 |
IcyDiamond |
however its not there when i dump the table that is set as the capabilities |
10:39 |
IcyDiamond |
hmmmm im confused |
10:40 |
AlexYst |
rubenwardy: This simple four-liner does it: <https://paste.debian.net/plain/1018985>. |
10:40 |
AlexYst |
New players get an item put in their hand inventory list, then the game crashes. |
10:40 |
rubenwardy |
ah, it's probably because cobble doesn't have tool capactities |
10:40 |
IcyDiamond |
meh whatever, it doesnt seem to be an issue |
10:41 |
rubenwardy |
shouldn't seg fault though |
10:41 |
AlexYst |
Huh. I can try with a tool. |
10:41 |
AlexYst |
In an old version, I used to use similar code to put nodes in the hand. |
10:41 |
rubenwardy |
to work out the toolcaps of the wielded stack, it checks in this order: 1) the meta, 2) the stacks definition 3) the hands definition |
10:43 |
IcyDiamond |
can i set an item's metadata when its created? similar to a node's on_construct |
10:44 |
AlexYst |
rubenwardy: Huh. It seems to work if I put a mese pick in the hand instead of cobble. I guess the hand list's use (not necessarily the *intended* use) has changed in the code since I last had this working. |
10:46 |
AlexYst |
Huh ... It used to be that tools in the hand list still took wear. That's no longer the case either. |
10:49 |
AlexYst |
Well, this isn't going to work for what I was trying to do this time, but I might be able to use it for something else. At one point, I tried to use this slot to basically redefine the hand for individual players, but it didn't work because of tool wear. It should work now though. |
10:50 |
AlexYst |
I noticed I can't drop the item in the hand slot either. Back before< i could, which was another problem. |
10:50 |
AlexYst |
*I |
10:51 |
AlexYst |
Oh wait. I *can* drop it. And the item gets cloned when I do. |
10:52 |
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10:52 |
AlexYst |
Scratch that. I just made a mistake. It's undroppable. |
10:53 |
rubenwardy |
fancy making an issue describing the current behaaviour and the behaviour you'd like? |
10:54 |
AlexYst |
Mostly, I'd just like it not to segfault and crash. Other than that, I'm mostly just trying to figure out how it works so I can use it properly. |
10:54 |
AlexYst |
I'll make an issue for the segfault though. |
10:55 |
rubenwardy |
well, there's two issues here |
10:55 |
AlexYst |
What's the second? |
10:55 |
rubenwardy |
the inability to do those things you mention |
10:58 |
AlexYst |
In the past, this slot basically acted like a regular inventory slot, so it did things normal inventory slots do. For example, you could put node in that slot, then place that node. It didn't act as the way it does now, but the new behaviour (aside from the segfault) seems like an improvement. Before, if your hand wasn't empty, the hand list wasn't used at all. Now it seems to provide the digging |
10:58 |
AlexYst |
capabilities for when holding non-tools, like the "" item normally does. |
10:59 |
AlexYst |
It's not a problem or anything, it's just continued development of that slot's use. |
11:00 |
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11:05 |
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11:05 |
AlexYst |
Alright, submitted. |
11:06 |
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11:06 |
rubenwardy |
thanks |
11:21 |
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11:26 |
AlexYst |
I guess that's the end of that bug. I expected it to be a lot harder to fix. |
11:26 |
rubenwardy |
nice |
11:27 |
rubenwardy |
quick fix |
11:50 |
IcyDiamond |
for some reason my itemstack's metadata doesnt get updated |
11:50 |
IcyDiamond |
idk |
11:50 |
IcyDiamond |
unless you cant :set_int on an item's meta? |
11:51 |
IcyDiamond |
oh wait |
11:51 |
IcyDiamond |
im stupid |
11:53 |
rubenwardy |
this again? https://rubenwardy.com/minetest_modding_book/en/chapters/common_mistakes.html#set-itemstacks-after-changing-them |
11:54 |
IcyDiamond |
no |
11:55 |
IcyDiamond |
i forgot to do a math thing |
11:55 |
IcyDiamond |
XD |
11:55 |
rubenwardy |
right |
11:55 |
IcyDiamond |
i was always setting it to 0 |
11:55 |
IcyDiamond |
:P |
11:55 |
rubenwardy |
I'll make sure to add "remember to do a math thing" to that page |
11:55 |
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11:56 |
IcyDiamond |
:D |
11:56 |
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12:02 |
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12:05 |
IcyDiamond |
ok i added an item called Florb |
12:05 |
IcyDiamond |
it holds 1000 mB of fluid at a time |
12:05 |
IcyDiamond |
meaning it can transfer <1000 between the melter and caster |
12:05 |
IcyDiamond |
:D |
12:06 |
IcyDiamond |
buckets can only transfer 1000 mB at a time, florbs can transfer the smaller amounts |
12:06 |
IcyDiamond |
is what im trying to say |
12:06 |
IcyDiamond |
rdococ: No more dump button required! |
12:06 |
IcyDiamond |
but ill still keep it |
12:06 |
IcyDiamond |
:P |
12:07 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-06-15:07:11.png |
12:07 |
rubenwardy |
nice! |
12:10 |
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12:18 |
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12:19 |
IcyDiamond |
I'm quite happy with this mod already |
12:21 |
deltasquared |
IcyDiamond: well look out, give it three weeks and I will be submitting one hell of a cleanup PR, probably :P |
12:21 |
IcyDiamond |
XD |
12:21 |
IcyDiamond |
I mean, cleanup is always welcome |
12:22 |
deltasquared |
much like I feel compelled to help fix M$ windows problems, I feel compelled to clean up code if I see something bothersome (not that I can name an example in your codebase right now) |
12:23 |
IcyDiamond |
XD |
12:23 |
IcyDiamond |
Oh you'll get to name plenty of those |
12:23 |
IcyDiamond |
It's a big rat's nest |
12:23 |
IcyDiamond |
XD |
12:24 |
IcyDiamond |
I'll need to refactor a lot of the material code |
12:24 |
IcyDiamond |
It's just a hell rn |
12:24 |
IcyDiamond |
XD |
12:26 |
IcyDiamond |
I'll be more than happy to accept any pr on this |
12:27 |
deltasquared |
like I said, three weeks. still have... *other things* to address right now |
12:29 |
IcyDiamond |
:P |
12:31 |
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12:31 |
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12:33 |
IcyDiamond |
just built latest MT |
12:33 |
IcyDiamond |
yey |
12:35 |
deltasquared |
yeah, I used the nix package manager to do it, that was an interesting experience |
12:35 |
IcyDiamond |
I used.. uh.. cmake |
12:35 |
IcyDiamond |
xD |
12:35 |
deltasquared |
(nixos has... different places for things >_> so trying to run it from a host arch linux system was oof) |
12:35 |
deltasquared |
oh, it's still cmake under the hood |
12:35 |
IcyDiamond |
ofc |
12:36 |
deltasquared |
the build conditions would be reproducible is all. |
12:36 |
deltasquared |
well, until master gets new commits, but eh |
12:42 |
BillyS |
<_< |
12:42 |
BillyS |
>_> |
12:42 |
* BillyS |
places a corium source above deltasquared and runs |
12:42 |
deltasquared |
/_/ |
12:42 |
deltasquared |
NOU |
12:43 |
BillyS |
rofl |
12:44 |
deltasquared |
I thought dealing with your shenanigans was bad enough on VE-Survival |
12:44 |
deltasquared |
no corium messes on the public MT channel please :P |
12:45 |
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12:45 |
IcyDiamond |
BillyS: https://i.lunasqu.ee/Screenshot_18-04-06-15:44:57.png this might be of interest to you |
12:45 |
deltasquared |
o.o |
12:45 |
deltasquared |
IcyDiamond: is that that weird drawtype I never figured out how to use |
12:45 |
deltasquared |
the one with internal liquid in the param2 |
12:45 |
IcyDiamond |
ayy |
12:46 |
deltasquared |
so, liquid substance storage in tanks? me likey |
12:46 |
deltasquared |
something that, amusing, pipeworks never managed to- |
12:46 |
IcyDiamond |
deltasquared: https://github.com/LunaSquee/melterns/blob/master/fluidity/tanks.lua#L106 |
12:46 |
* deltasquared |
has idea |
12:46 |
deltasquared |
oh, now I really need to get on with libmt_node_network |
12:47 |
deltasquared |
IcyDiamond: imagine piping these things around with pipeworks |
12:47 |
IcyDiamond |
lmao |
12:47 |
deltasquared |
including corium apparently... how ironic |
12:47 |
IcyDiamond |
it registeres tanks for all fluids the mod finds |
12:47 |
IcyDiamond |
and florbs too |
12:47 |
deltasquared |
IcyDiamond: but doesn't that mean all mods have to be ordered before fluidity? |
12:48 |
IcyDiamond |
optional_depends |
12:48 |
IcyDiamond |
for ones that add fluids |
12:48 |
BillyS |
HOW DID U DO DAT?!? |
12:48 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-06-15:47:56.png |
12:48 |
* BillyS |
loves it |
12:48 |
deltasquared |
there isn't a sane mechanism to register reverse dependencies alas |
12:49 |
IcyDiamond |
well your mod can also register a tank for itself |
12:49 |
IcyDiamond |
i made sure to make all of my register functions available from other mods |
12:50 |
deltasquared |
IcyDiamond: hmm.... oh yeah, I forgot you can register nodes from other contexts like that |
12:50 |
deltasquared |
I've been out of the loop dang |
12:51 |
IcyDiamond |
my register functions make use of minetest.get_current_modname() |
12:51 |
deltasquared |
doesn't help that a lot of the code I wrote was more algorithmic guts than anything |
12:52 |
IcyDiamond |
if i wanted to pull off a smeltery like in tinkers construct, i'd have to register a casting basin for all fluids, a casting table for all fluids and a tap for all fluids |
12:52 |
IcyDiamond |
and an invisible tank for all fluids to use as the level indicator in the smeltery |
12:52 |
IcyDiamond |
xD |
12:52 |
BillyS |
OOh, corium tap |
12:52 |
deltasquared |
might it not be easier in that case to use an entity? |
12:52 |
IcyDiamond |
idk |
12:53 |
deltasquared |
and then just have a glowing or non-glowing tank |
12:53 |
IcyDiamond |
i havent explored entities at all |
12:53 |
deltasquared |
only problem with entities... hmm. y scaling wouldn't look right, so you'd need a base block that the entity coul clip into to mimic a partial filled tank |
12:53 |
deltasquared |
*could |
13:04 |
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13:30 |
IcyDiamond |
ok i created api functions for tanks to fill and drain them |
13:30 |
IcyDiamond |
fluidity.tanks.take_from_tank_at(pos, amount, underfill) and fluidity.tanks.fill_tank_at(pos, fluid, amount, overfill) |
13:30 |
fridolin |
hi @all :D |
13:30 |
IcyDiamond |
last param is a boolean |
13:31 |
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13:31 |
IcyDiamond |
now its pretty easy to create a pipe support for these tanks i guess |
13:31 |
IcyDiamond |
xD |
13:32 |
IcyDiamond |
i'll add a "can_fluid_go_in_tank" function as well |
13:32 |
IcyDiamond |
XD |
13:32 |
deltasquared |
IcyDiamond: the only thing was that VE wanted a saner pipe system than we have now in pipeworks before adding more liquids |
13:32 |
deltasquared |
it is, by her own admission (and my own observation... yikes), a bit of a mess |
13:34 |
deltasquared |
it turns out, making it sane and performant would require mapping out the entire pipe network and what it connects together. which becomes a graph problem (the mathematical dot-to-dot concept, not the chart kind). doing *that* fast involves nested graphs and propogating updates... |
13:34 |
deltasquared |
I fell down a rabbit hole really damn fast |
13:34 |
deltasquared |
it'll take me some time when I return to it just to get back up to speed with where I was >_> |
13:46 |
Markow |
What's the best mod for sloped roofs? Non-Cubic, Mill, or other, or are these all combined into one mod? |
13:46 |
Markow |
There seems to be so many overlapping mods |
13:55 |
IcyDiamond |
can i really only use liquidlevel for glasslike_framed? |
13:56 |
IcyDiamond |
kind of a bummer |
13:56 |
IcyDiamond |
oh wait nvm |
13:57 |
IcyDiamond |
if you leave out the detail texture i get what i want |
14:00 |
Krock |
Markow, technic's CNC node makes such shapes possible, if you want that on your server |
14:00 |
Krock |
there's no "best mod" |
14:01 |
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14:01 |
Markow |
The mod is called Technic or CNC ? |
14:08 |
Krock |
!mod technic |
14:08 |
MinetestBot |
Krock: Technic [technic] by RealBadAngel - https://forum.minetest.net/viewtopic.php?t=2538 |
14:09 |
IcyDiamond |
would it be possible to make a node only work when it has a certain structure built around it |
14:10 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-06-17:09:49.png like this |
14:11 |
IcyDiamond |
oh man i love my heatbricks texture |
14:13 |
IcyDiamond |
!mod melterns |
14:13 |
MinetestBot |
IcyDiamond: Could not find anything. |
14:13 |
IcyDiamond |
right, wait a bit |
14:13 |
IcyDiamond |
xD |
14:15 |
Krock |
!mod melterns |
14:15 |
MinetestBot |
Krock: Melterns - Tinkers in Minetest [melterns] by IcyDiamond - https://forum.minetest.net/viewtopic.php?t=19916 |
14:16 |
IcyDiamond |
ayyy |
14:17 |
Krock |
lmao |
14:17 |
IcyDiamond |
XD |
14:24 |
IcyDiamond |
LOL WHAT I created a new world and i spawned inside a tree! |
14:31 |
Markow |
Krock: I looked at the "technics" recipes and didn't see anything for slanted roofs, unless I missed it |
14:31 |
Markow |
or "sloped" roofs |
14:31 |
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14:32 |
Krock |
Markow, because you'd need to build a machine which fabricates the stuff for you, that's what technic is about |
14:33 |
Markow |
Isn't that already done in the 'non-cubic' mod, or the mod which contains the mill machine? |
14:35 |
MinetestBot |
[git] numberZero -> minetest/minetest: Fix SAOM (#7200) 460b375 https://git.io/vx9ah (2018-04-06T14:33:43Z) |
14:35 |
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14:45 |
Krock |
as already said, there's no "best mod", as a few out there contain slopes. technic is only one of them |
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17:03 |
IcyDiamond |
why does pipeworks not call "can_insert" |
17:03 |
IcyDiamond |
its documented to have that function |
17:06 |
IcyDiamond |
neither does it call can_remove or remove_items |
17:06 |
IcyDiamond |
what am i doing wrong |
17:07 |
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17:09 |
IcyDiamond |
yeaah idk how to do pipeworks |
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17:32 |
IcyDiamond |
okay so filter-injectors pull from the input_inventory inv |
17:33 |
IcyDiamond |
but why isn't can_insert called? |
17:35 |
VanessaE |
IcyDiamond: it's okay, I don't know how to use it either, and it's my mod :) (nore wrote most of the tubes code though) |
17:35 |
IcyDiamond |
hah |
17:35 |
IcyDiamond |
eh, i got something working |
17:35 |
IcyDiamond |
its.. something |
17:35 |
IcyDiamond |
i guess |
17:35 |
VanessaE |
and, I believe those are supposed to be callbacks, not function calls./ |
17:35 |
IcyDiamond |
yes |
17:36 |
VanessaE |
look at the chest code, maybe it'll be helpful |
17:36 |
IcyDiamond |
I did, it really wasn't xD |
17:38 |
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17:42 |
IcyDiamond |
yeah pipeworks is not really ideal for piping buckets in and out of slots |
17:42 |
IcyDiamond |
xD |
17:43 |
IcyDiamond |
can i specify the inventories in which a certain side could pull out of? |
17:43 |
IcyDiamond |
that'd be great |
17:44 |
VanessaE |
idk :) |
17:44 |
* VanessaE |
pokes nore |
17:56 |
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18:14 |
rdococ |
IcyDiamond: I know that depending on which side you connect a pipe to, items will go to different inventory slots in, say, a furnace, so I'm not sure how but I think yes. |
18:14 |
IcyDiamond |
I looked at the furnace code, I couldn't find anything such |
18:14 |
IcyDiamond |
Dunno |
18:15 |
IcyDiamond |
Whatever |
18:15 |
IcyDiamond |
rdococ: but hey, now you can transfer tank contents below 1000 mB! |
18:15 |
IcyDiamond |
Using florbs |
18:15 |
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18:36 |
Markow |
Is Don, the creator of "myroofs" mod ever here? |
18:36 |
Shara |
He's been mostly gone for quite a long time. |
18:37 |
Krock |
like so many other people. I hope they're fine |
18:37 |
Shara |
He's told me a few times he wants to come back, only to each time vanish again. :( |
18:37 |
Markow |
His myroof mod is excellent, except, it's missing one necessary block for completion |
18:38 |
Markow |
Does anyone know how to create a custom block here for a specific mod? |
18:38 |
Markow |
I can make a screenshot to show exactly what I need |
18:38 |
Shara |
Well, you could fork the mod and just add it, or have another mod addin that node. |
18:39 |
Shara |
adding* |
18:41 |
Markow |
I always build my structures using an odd number of blocks, both length and width |
18:41 |
Markow |
The "myroof" mod accomodates even blocks fine, but not odd |
18:41 |
Markow |
Here is an example: |
18:41 |
Markow |
https://i.imgur.com/cmwveUE.png |
18:42 |
Markow |
I need a custom block which is a triangular |
18:42 |
Markow |
to cap off the top of the roof |
18:42 |
Markow |
He's missing that block |
18:43 |
Markow |
And the screwdriver tool is unable to rotate one of the blocks to accomodate it |
18:44 |
Markow |
I cannot find any such block in all of the mods |
18:44 |
Shara |
I think to enable scredriver you just need to add paramtype2 = "facedir", |
18:44 |
Shara |
Unless I'm forgetting something |
18:44 |
Astrobe |
Isn't there something like this in moreblocks? |
18:45 |
Markow |
I performed left and right click combinations with the screwdriver, but that didn't work |
18:45 |
Markow |
Astrobe: Nope, I didn't see it |
18:45 |
Shara |
Check if that line is present in the node definition |
18:45 |
Shara |
If not, add and try again |
18:45 |
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18:46 |
Shara |
For the roof top you want, I guess you would need to add a model. |
18:46 |
Markow |
What do you mean by model? |
18:47 |
Shara |
Look at the mod. The other nodes have models here: https://github.com/minetest-mods/myroofs/tree/master/models |
18:47 |
Markow |
The block needed woult be three sides of 1/2 of a normal block |
18:47 |
Markow |
*would |
18:47 |
redneonglow |
hi |
18:47 |
redneonglow |
i am having bizarre problems with lag lately |
18:47 |
Markow |
Not a true pyramid, but a triangle |
18:48 |
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18:48 |
redneonglow |
i am extremely desperate |
18:48 |
redneonglow |
this is bizarre and the vps shows no bizarre behavior |
18:48 |
redneonglow |
but i do see in my log |
18:48 |
redneonglow |
lots of mesages like |
18:48 |
Shara |
Also, since it's in minetest mods you could just make a PR if you can make the changes |
18:48 |
redneonglow |
2018-04-06 14:23:07: WARNING[Server]: ServerEnv: Trying to store id = 54331 stat |
18:48 |
redneonglow |
ically but block (93,1,20) already contains 64 objects. Forcing delete. |
18:48 |
redneonglow |
? |
18:48 |
redneonglow |
what is going on |
18:48 |
xerox123 |
you have a buggy mod that's creating entities |
18:49 |
redneonglow |
such as a mobs mod? |
18:49 |
xerox123 |
I had that issue for a bit, then after adding mods back 2-3 at a time found my issue to be caused by rgblightstone |
18:49 |
redneonglow |
i have mobs redo, with animals and the fish from mobs_water |
18:49 |
Markow |
Shara: Woud be nice to have such a block with all block types |
18:49 |
Markow |
Not only in 'myroofs' |
18:49 |
redneonglow |
never heard of that one |
18:49 |
xerox123 |
I'm not sure on how those mods work |
18:49 |
Markow |
Such a block shape is missing everywhere |
18:50 |
redneonglow |
i cant even connect sometimes, or it gives me incorrect packet errors |
18:50 |
redneonglow |
i cant connect at all right now |
18:50 |
Shara |
Markow: Sure, but I don't make models. So you need to make that yourself or find someone who will. Maybe then some mods will start to include it. |
18:50 |
Markow |
Shara: I don't make them either, which is why I asked here ;) |
18:50 |
redneonglow |
anyone have a list of troublemaker mods? |
18:50 |
redneonglow |
i have the latest versions of what i ahve |
18:51 |
redneonglow |
i've never heard of lightstone |
18:51 |
Shara |
redneonglow: that can be almost any mod, depending on al kinds of things :) |
18:51 |
Shara |
But is this on a public server? |
18:51 |
redneonglow |
yes |
18:51 |
redneonglow |
three on a vps, and especially one of them |
18:51 |
Shara |
Name? |
18:51 |
redneonglow |
digital farms |
18:51 |
redneonglow |
it crashed just now for some reason |
18:51 |
redneonglow |
have to start it up |
18:52 |
redneonglow |
there is no crash dump or anything |
18:52 |
redneonglow |
just the flooded messages toward the end |
18:52 |
Shara |
Sure. I just want to try and grab the mod list so I can see if anything stands out |
18:52 |
redneonglow |
inventory size 981 |
18:53 |
redneonglow |
tons of them are popping up now in the shell window |
18:53 |
redneonglow |
it's below 1 now though i'd expect it to increase |
18:54 |
redneonglow |
that's what ahppens until it hits 30 and goes nuts |
18:56 |
Shara |
Well, looks like my client crashes when I try to join |
18:59 |
Astrobe |
Seems it'q listed on the servers list ( 45.33.65.68:52000 ) so you can get the mods from there |
19:00 |
Astrobe |
or rather, the first dozen of the 73. |
19:05 |
Markow |
Shara: I don't make them either, which is why I asked here ;)/clear |
19:05 |
Markow |
ooops |
19:05 |
Markow |
My apologies |
19:05 |
Shara |
Heh :P |
19:05 |
Shara |
No problem |
19:05 |
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19:05 |
Markow |
"auto-tab" the culprit |
19:05 |
Markow |
lol |
19:06 |
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19:13 |
deltasquared |
>_> |
19:18 |
redneonglow |
thanks for help Shara |
19:19 |
redneonglow |
i'm doing a clearobjects and then shutting down to remove the fish mod, hopefully that will lessen the problem |
19:44 |
redneonglow |
Shara: got rid of the fish part of mobs_water and only have 1 abm error so far |
19:44 |
redneonglow |
will keep an eye |
19:44 |
Shara |
Good luck |
19:44 |
redneonglow |
i do remember the full mobs_water included alligators, sharks, etc, but it was too slow so i only left the fish because players liked them |
19:49 |
redneonglow |
again even without the fishes teleporting to an ocean caused lag |
19:49 |
redneonglow |
waiting for the map to finish loading |
19:53 |
redneonglow |
lag 10, with no errors... :( |
20:18 |
redneonglow |
whatever, if it is caused by loading or generating large areas of the map, removing the fish will help |
20:45 |
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21:11 |
redneonglow |
Shara: you still here? |
21:13 |
Shara |
For a given value of here |
21:30 |
redneonglow |
i use postgresql for all my servers now, including the players |
21:31 |
redneonglow |
you said my auth.txt was big |
21:31 |
redneonglow |
is it dangerous to remove old accounts then? |
21:31 |
redneonglow |
or what effect would it have? |
21:32 |
Shara |
That depends how you do it |
21:32 |
Shara |
And I can't know what effect it would have on your server |
21:32 |
Shara |
It may or may not be an issue |
21:33 |
redneonglow |
ok |
21:33 |
redneonglow |
no just wondfering |
21:34 |
redneonglow |
stuff seems to be better now that i removed the fish |
21:34 |
redneonglow |
i think it was the loading of new areas simultaneously with mobs |
21:34 |
redneonglow |
and oceans are a lot to load |
21:34 |
redneonglow |
with lots of possible fish |
21:34 |
rubenwardy |
it would allow people to re-register and take over any accounts removed |
21:34 |
rubenwardy |
so they would have access to chests and any areas |
21:34 |
rubenwardy |
but not any privileges |
21:35 |
rubenwardy |
plus the inventory if you don't delete the row in the player DB |
21:35 |
Shara |
Depends on set up. Taking over of areas is impossible the way I do it, for example, but probably won't help on someone else's server |
21:37 |
rubenwardy |
oh, how do you do that? |
21:37 |
Shara |
Magic |
21:37 |
Shara |
Of the darkest most terrible kind |
21:37 |
rubenwardy |
oh god |
21:37 |
Shara |
I know :( |
21:38 |
rubenwardy |
I guess you could disallow creation if there exists and area with that username |
21:38 |
rubenwardy |
easy peasy |
21:38 |
rubenwardy |
not all mods will do this though |
22:03 |
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22:26 |
redneonglow |
i'd honestly rather not, i was just asking |
22:27 |
redneonglow |
i dont like being unethical like that |
22:27 |
redneonglow |
but the name123 phone users who time out and dont play... |
22:28 |
Astrobe |
Oh, that's phone users? I always wondered why people connect on my server and do nothing. would connect and do nothing. |
22:29 |
Astrobe |
woops, pinky hit enter before brain. Bloody fingers. |
22:35 |
redneonglow |
it's an unknown google play counterfeit |
22:36 |
redneonglow |
or iphone |
22:36 |
redneonglow |
there's a rumor that the players don't even know their names |
22:39 |
[k00l]shamoanjac |
<Astrobe> Oh, that's phone users? I always wondered why people connect on my server and do nothing. would connect and do nothing. |
22:39 |
[k00l]shamoanjac |
could also be malicious |
22:40 |
[k00l]shamoanjac |
filling connection slots with fake clients |
22:44 |
Astrobe |
nah, I'm running a small server from home limited to ten clients and they are always alone. I somewhat assumed that it was just kids who start the game and then hide the window because mum comes to check if they actually do their homework and then forget about what they were doing. |
22:46 |
Astrobe |
MT is so light that while tweaking mods I launch multiple clients without realising it. |
23:44 |
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23:56 |
Hijiri |
[k00l]shamoanjac: new server? |
23:57 |
[k00l]shamoanjac |
Hijiri: what |
23:57 |
Hijiri |
is there a new server |
23:57 |
[k00l]shamoanjac |
of mine? no, in fact I have never hosted a Minetest server |
23:58 |
Hijiri |
ok |
23:58 |
Hijiri |
oh, you were quoting Astrobe |