Time |
Nick |
Message |
00:11 |
|
EvergreenTree joined #minetest |
00:17 |
|
KrimZon_2 joined #minetest |
00:19 |
|
ehlodex joined #minetest |
00:24 |
|
lumberJ joined #minetest |
00:27 |
|
Lymkwi joined #minetest |
00:50 |
|
Player-2 joined #minetest |
01:11 |
|
Lone-Star joined #minetest |
01:16 |
|
EvergreenTree joined #minetest |
01:17 |
|
Ruslan1 joined #minetest |
01:20 |
|
ehlodex joined #minetest |
01:35 |
|
rohju_ joined #minetest |
01:39 |
|
Tmanyo joined #minetest |
02:28 |
|
Lymkwi joined #minetest |
02:53 |
|
Lymkwi joined #minetest |
02:56 |
|
wilkgr joined #minetest |
03:31 |
|
ssieb joined #minetest |
04:14 |
|
Foz joined #minetest |
05:21 |
|
DrFrankenstone joined #minetest |
05:31 |
|
aheinecke joined #minetest |
05:45 |
|
ehlodex_ joined #minetest |
05:57 |
|
Pie-jacker875 joined #minetest |
06:13 |
|
ehlodex joined #minetest |
06:18 |
|
Pie-jacker875 joined #minetest |
06:18 |
|
ehlodex joined #minetest |
06:23 |
|
Blo0D joined #minetest |
06:24 |
|
ehlodex_ joined #minetest |
06:28 |
|
est31 joined #minetest |
06:33 |
|
wilkgr joined #minetest |
06:45 |
|
ehlodex joined #minetest |
07:21 |
|
jluc_ joined #minetest |
07:29 |
DrFrankenstone |
Is there a way in lua for a node to know when a block next to it has changed (like BUD switches in Minecraft), or would this be achieved with ABM polling? |
07:31 |
sfan5 |
polling sounds like a bad idea performance-wise, using register_on_placenode/dignode might be better |
07:32 |
sfan5 |
(though that won't cover all possible changes, so polling is the last alternative) |
07:33 |
|
troller joined #minetest |
07:36 |
DrFrankenstone |
register_on_placenode can probably be bent to the task |
07:56 |
|
longerstaff13-m joined #minetest |
07:57 |
|
BlackGen joined #minetest |
08:50 |
|
Markow joined #minetest |
08:51 |
|
ehlodex_ joined #minetest |
08:55 |
|
Lunatrius joined #minetest |
09:01 |
|
redneonglow joined #minetest |
09:08 |
|
Gael-de-Sailly joined #minetest |
09:35 |
|
Fixer joined #minetest |
09:35 |
|
ANAND joined #minetest |
09:55 |
|
Beton joined #minetest |
10:18 |
|
ehlodex joined #minetest |
10:21 |
|
troller joined #minetest |
10:31 |
|
proller__ joined #minetest |
10:40 |
|
indiana joined #minetest |
10:59 |
|
Blo0D joined #minetest |
10:59 |
|
ehlodex_ joined #minetest |
11:01 |
|
Ruslan1 joined #minetest |
11:09 |
|
aheinecke joined #minetest |
11:25 |
|
ehlodex joined #minetest |
11:25 |
|
proller__ joined #minetest |
11:28 |
|
Jordach joined #minetest |
11:31 |
|
proller joined #minetest |
11:36 |
andirc8000 |
Can someone help me please I want a node to be destroyed with a single punch (and only one node and not the nodes behind it) so here is my modification of oneclick mod (or is it the original one (?)): https://hastebin.com/veruyoyujo.lua it works fine but it destroys sometimes 2 nodes at once |
11:38 |
andirc8000 |
what If I "punched" a node with "almost infinite" strength instead? Would it still unnecessarily destroy the node behind it? |
11:38 |
|
YuGiOhJCJ joined #minetest |
11:39 |
andirc8000 |
instead of using remove_node(pos) * |
11:44 |
|
ehlodex_ joined #minetest |
11:48 |
|
proller joined #minetest |
11:50 |
|
Beton_ joined #minetest |
11:55 |
|
Darcidride joined #minetest |
11:58 |
|
Jordach joined #minetest |
11:58 |
|
ehlodex joined #minetest |
12:02 |
|
Lymkwi joined #minetest |
12:07 |
|
nowhere_man joined #minetest |
12:17 |
|
MarisaG_ joined #minetest |
12:19 |
|
lumberJ joined #minetest |
12:34 |
|
CWz joined #minetest |
13:12 |
|
Beton joined #minetest |
13:21 |
|
Beton_ joined #minetest |
13:25 |
andirc8000 |
anyone? |
13:26 |
|
Beton joined #minetest |
13:47 |
|
ehlodex_ joined #minetest |
13:55 |
|
Fulgen joined #minetest |
14:09 |
|
Player-2 joined #minetest |
14:11 |
|
ANAND joined #minetest |
14:18 |
|
tggt joined #minetest |
14:22 |
tggt |
#minetest |
14:22 |
|
Pie-jacker875 joined #minetest |
14:22 |
tggt |
#minetest-ctf |
14:24 |
tggt |
##minetest-ctf |
14:24 |
ANAND |
?? |
14:24 |
tggt |
how to go on ctf IRC? |
14:27 |
|
octacian joined #minetest |
14:27 |
|
octacian joined #minetest |
14:38 |
|
Hirato joined #minetest |
14:45 |
|
Ruslan1 joined #minetest |
14:47 |
|
proller joined #minetest |
14:54 |
|
Flabb joined #minetest |
14:59 |
|
Player-2 joined #minetest |
15:07 |
|
Lymkwi joined #minetest |
15:12 |
|
ehlodex joined #minetest |
15:15 |
|
Wuzzy joined #minetest |
15:23 |
|
Fixer joined #minetest |
15:25 |
|
ssieb joined #minetest |
15:34 |
|
Billre joined #minetest |
15:35 |
|
Krock joined #minetest |
15:35 |
|
Tux[Qyou] joined #minetest |
15:38 |
|
antims joined #minetest |
15:48 |
|
Lymkwi joined #minetest |
15:49 |
|
Billre joined #minetest |
15:52 |
greeter |
greetings. got a mod's question. a friend of mine and i are both running our own servers. on his, he can dye stone bricks different colors, but on mine i can't. i thought unifieddyes was the mod i was missing but it still doesn't work. any ideas how to get that working? |
15:52 |
|
Lunatrius` joined #minetest |
15:55 |
Krock |
greeter, craft a colored stone brick on his server and use the F5 information to find out how the node is called |
15:55 |
Shara |
greeter: half-guessing, but maybe colormachine? |
15:56 |
|
proller joined #minetest |
15:56 |
Krock |
that will also tell you the mod which is required to add the colored stone (usually) |
15:56 |
greeter |
ah great thank you kindly |
15:56 |
Shara |
I was going to say that, then realise it might be registering it through something, so not showing the right name :P |
15:57 |
Shara |
You can also check which mods are running on their server |
15:58 |
greeter |
i'm looking at that, but i have almost all the same mods they do, the ones that are different have nothing to do with colors |
15:59 |
greeter |
at first i thought maybe they had a more up to date unifieddyes but that update didn't work lol |
15:59 |
Shara |
Are both servers public? |
15:59 |
greeter |
no, mine is but his is locally run |
16:00 |
Krock |
also watch out for mod conflicts or errors in your server's debug.txt - maybe some dependencies weren't satisfied |
16:00 |
Krock |
i.e. mods weren't loaded even though you marked them as to-load in the world configuration file |
16:03 |
Shara |
Can I ask which is yours? (randomly curious) |
16:03 |
|
nowhere_man joined #minetest |
16:04 |
greeter |
i'll notice you the details. also i'll check that out Krock |
16:06 |
|
CarbineMorpho joined #minetest |
16:10 |
Krock |
Shara, it's a secret..? :P |
16:11 |
Shara |
Seems like :) |
16:11 |
Krock |
Shara, heh, looks like you've found him |
16:11 |
Krock |
ravenchat creative ? |
16:12 |
Shara |
Who knows? |
16:12 |
|
EvergreenTree joined #minetest |
16:13 |
Krock |
Me! |
16:19 |
greeter |
yeah that's it, i just didn't want it to be construed as spamming is all, but it's no secret |
16:20 |
Shara |
I don't think it's spamming when directly asked :) |
16:22 |
greeter |
https://forum.minetest.net/viewtopic.php?id=2574 umm i think there's a problem with the images here :\ |
16:28 |
|
morpho_ joined #minetest |
16:29 |
|
proller joined #minetest |
16:31 |
|
Fixer joined #minetest |
16:34 |
|
jluc joined #minetest |
16:40 |
|
Blo0D joined #minetest |
16:47 |
|
Akberid joined #minetest |
16:51 |
|
EvergreenTree joined #minetest |
16:55 |
|
Jordach joined #minetest |
16:55 |
|
ehlodex_ joined #minetest |
17:02 |
|
Vanta joined #minetest |
17:04 |
Vanta |
Hey guys, I have this tiny code snippet https://pastebin.com/F37kG3CN I'm trying to decorate underground caverns with schematics, but for some reason they never spawn, though function returns true |
17:04 |
Vanta |
I mean it's just an example code |
17:04 |
Vanta |
There are 2 lines, one replaces blocks and seconds spawns schematics. Block replacement works just fine |
17:08 |
|
nowhere_man joined #minetest |
17:10 |
|
EvergreenTree joined #minetest |
17:23 |
Krock |
Vanta, A problem I can see there is the mod security: If you run this code outside of the default mod, then it may not have access to that file. |
17:25 |
|
Lunatrius joined #minetest |
17:26 |
Vanta |
It would report that, that it can't access the file |
17:26 |
Vanta |
Instead, function finishes without any problems and returns true value |
17:29 |
Krock |
just looked up the code. it doesn't check whether the mod has access to the schematic or not |
17:29 |
Krock |
but you're only passing "vm" to the placement function |
17:29 |
Krock |
this means "data" stays unlatered |
17:30 |
Krock |
*unaltered |
17:30 |
Krock |
afterwards you're kinda overwriting the placement: vm:set_data(data) |
17:31 |
Krock |
i.e. you can't use data[vi] = foobar and place_schematic_on_vmanip in the same loop |
17:32 |
Krock |
^ Vanta (just to notify) |
17:32 |
|
ehlodex joined #minetest |
17:34 |
Vanta |
Well I put data[vi] just for example, it didn't work anyway without it, anyway place_schematic_on_vmanip should overwrite that action anyway |
17:36 |
Krock |
well yes. should, but doesn't because the code tells otherwise |
17:38 |
Krock |
"data" is Lua-only and the C++ side does not update it when placing a schematic directly into the vmanip |
17:38 |
Vanta |
I see |
17:41 |
|
Telesight joined #minetest |
17:42 |
|
swift110 joined #minetest |
17:45 |
Vanta |
So I should make another separate loop that doesn't write anything to voxel manipulator, for spawning schematics? |
17:46 |
Vanta |
I mean not setting vm data and neither writes anything to map |
17:49 |
Krock |
To still get the same effect, you can 1) get the vm data 2) data[vi] = foobar in the loop & cache the positions to a new table 3) set data 4) discard data 5) loop through the cached positions |
17:49 |
Krock |
.. and place the schematics |
17:50 |
Vanta |
I see, I guess that's why people place empty nodes with schematic spawning abms instead, haha |
17:51 |
Krock |
they should rather use node timers instead of abms - it also spreads the load on the server, i.e. reduces the on-generate lag |
17:59 |
|
Gael-de-Sailly joined #minetest |
17:59 |
Vanta |
Big thanks for help |
18:00 |
Krock |
!next |
18:00 |
MinetestBot |
Another satisfied customer. Next! |
18:08 |
|
Ruslan1 joined #minetest |
18:11 |
|
Fulgen joined #minetest |
18:31 |
|
garywhite joined #minetest |
18:34 |
|
EvergreenTree joined #minetest |
18:41 |
|
Unit193 joined #minetest |
18:41 |
|
rohju joined #minetest |
18:43 |
|
redneonglow joined #minetest |
18:49 |
|
Blo0D joined #minetest |
18:50 |
|
proller joined #minetest |
18:56 |
|
Jordach joined #minetest |
18:59 |
Vanta |
Another question: how can I do operations (for example cave decoration) after it's already been generated? Here is an example snippet, https://pastebin.com/vZrAyZpj |
18:59 |
Vanta |
It never passes the check if node is air |
18:59 |
Vanta |
I can only assume that at the moment of execution caves are not generated yet and everything is stone |
19:03 |
|
KrimZon_2 joined #minetest |
19:04 |
|
longerstaff13-m joined #minetest |
19:12 |
|
Fulgen joined #minetest |
19:19 |
|
paramat joined #minetest |
19:19 |
|
swift110 joined #minetest |
19:20 |
paramat |
Vanta see https://github.com/paramat/planets/blob/c325020d994644786a51967d3776b97d82f46029/init.lua#L396 for an example |
19:22 |
paramat |
use 'place schem on vmanip' between 'set data' and 'write to map', and create a table of positions between 'get data' and 'set data' |
19:22 |
paramat |
as Krock advised |
19:24 |
swift110 |
hey all |
19:28 |
paramat |
Vanta in your 2nd code paste, you are not changing 'ivm' in the y loop |
19:29 |
paramat |
the loop is better in ZYX order, then you can just do ivm = ivm + 1 in the x loop |
19:33 |
Vanta |
Yes, I've noticed, I just copypasted this from somewhere |
19:34 |
Vanta |
It still wouldn't work though, because I'm testing if content_id is default:air |
19:34 |
Vanta |
While it should be just "air" |
19:34 |
paramat |
yes |
19:35 |
paramat |
anyway, in 'on generated' everything has been generated, including caves |
19:35 |
Vanta |
Well, I had "working" snippet before that did detect stone but didn't detect air, so I came to this false conclusion that caves are generated later |
19:36 |
Vanta |
And tried altering the code, searched for examples, came up with the snipped you've seen, but all this time I've been checking for wrong node id |
19:38 |
Vanta |
Why I should just make another loop only for placing decorations? Perfomance reasons? |
19:38 |
Vanta |
should'nt* |
19:38 |
Vanta |
I mean schematics |
19:40 |
paramat |
because 'place on vmanip' adds a schem to 'vm', not 'data'. so in your paste when you did 'set data (to vm)' you were overwriting the schems you had added to 'vm' |
19:40 |
Vanta |
No, I mean completely separate loop that just does place_schematic_on_vmanip |
19:40 |
Vanta |
Without setting and writing to map vm data |
19:45 |
Vanta |
https://pastebin.com/QZ0jdCdU |
19:45 |
Vanta |
This for example |
19:45 |
Vanta |
It works for me |
19:45 |
paramat |
ah you mean using 'place schematic' instead? |
19:45 |
Vanta |
no, using place_schematic_on_vmanip |
19:47 |
paramat |
ok yes just saw the paste |
19:48 |
paramat |
i can't see how that paste works, you never write the vm to map after adding the schematics |
19:49 |
Vanta |
I don't know either, but it does exactly what I want, on first loop it adds floating bush leaves to air, on second loop it spawns trees on stone nodes |
19:50 |
paramat |
plus you have already looped through the mapchunk already, doing it twice may be pointless, might as well create a table of positions n the first loop |
19:50 |
paramat |
hm weird :) |
19:51 |
Vanta |
Well yes that's why I had doubts about that eariler |
19:55 |
Vanta |
https://imgur.com/a/eDnSeWY it's dark and trees are too dense (1/5 chance of spawn) but they are clearly spawned |
20:02 |
|
ssieb joined #minetest |
20:03 |
Krock |
don't pass "data" to write_to_map |
20:03 |
Krock |
and move write_to_map below the 2nd 3D-loop |
20:03 |
Krock |
that should solve the lighting issues IIRC |
20:04 |
|
proller joined #minetest |
20:10 |
paramat |
"don't pass "data" to write_to_map" yes, that's a common mistake started by a mistake in hmmmm's lvm example |
20:11 |
paramat |
even if it works it's still bad code ;) |
20:12 |
Vanta |
Well anyway now I have read voxel manipulator wiki page and seen methods |
20:13 |
|
EvergreenTree joined #minetest |
20:14 |
Gael-de-Sailly |
you should define your content_id once, at beginning |
20:14 |
Gael-de-Sailly |
avoid using it in the loop, it takes time |
20:14 |
Vanta |
It's just a test example |
20:15 |
|
proller joined #minetest |
20:20 |
|
proller joined #minetest |
20:31 |
paramat |
the wiki page is probably out of date and misleading. i made a thread in the news forum with a good example |
20:32 |
|
indiana joined #minetest |
20:55 |
|
Cornelia joined #minetest |
20:56 |
|
tpe joined #minetest |
20:57 |
|
JDCodeIt joined #minetest |
21:02 |
|
EvergreenTree joined #minetest |
21:02 |
|
DI3HARD139 joined #minetest |
21:12 |
|
YuGiOhJCJ joined #minetest |
21:16 |
|
Jordach joined #minetest |
21:29 |
|
EvergreenTree joined #minetest |
21:43 |
|
Ruslan1 joined #minetest |
21:44 |
|
CarbineMorpho joined #minetest |
21:47 |
|
Pie-jacker875 joined #minetest |
21:51 |
|
wilkgr joined #minetest |
22:05 |
|
proller joined #minetest |
22:16 |
|
ehlodex_ joined #minetest |
22:23 |
|
MineLord joined #minetest |
22:23 |
MineLord |
Is there a way to have multiple admin accounts for a server? |
22:28 |
ThomasMonroe |
yes |
22:28 |
ThomasMonroe |
just grant them 'all' :P |
22:32 |
|
Pie-jacker875 joined #minetest |
22:32 |
MineLord |
Thanks |
22:39 |
|
swift110 joined #minetest |
23:12 |
|
xerox123_ joined #minetest |
23:12 |
|
xerox123 joined #minetest |
23:16 |
|
Lone-Star joined #minetest |
23:30 |
|
Jordach joined #minetest |
23:41 |
|
EvergreenTree joined #minetest |
23:46 |
|
Tmanyo joined #minetest |
23:59 |
|
Lone-Star joined #minetest |