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IRC log for #minetest, 2018-05-26

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All times shown according to UTC.

Time Nick Message
00:06 sovetskiy textarea element in formspec does not show vertical scrollbars if these is much text. why?
00:08 entuland cause formspecs are imperialist and don't like you :P
00:08 sovetskiy very funny!
00:09 entuland :P
00:11 entuland you could though create some kind of interaction by using button_exit (I think you can also try and have the handler for the doubleclick close and reopen the whole form)
00:11 entuland my workaround there is to store in a table what element the player doubleclicked on the list, so that I can look it up when rebuilding the form
00:12 entuland not the best UX, but doable
00:13 sovetskiy reopen form? screen will blink?
00:13 entuland dunno, you should try it
00:13 entuland the transition will most likely be noticeable
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00:14 entuland didn't face that specific scenario because I close the form on doubleclick and teleport the player (I use that technique to remember the last chosen station in my tpad mod)
00:15 entuland I think I'll fiddle with that just for curiosity
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00:54 entuland oh too bad sovetskiy left... my test seems to say that you can reopen the form and it works as if you didn't reopen it at all
00:54 entuland meaning you _can_ actually pretend that a click on a list is updating a field live
00:55 entuland without any noticeable flickering
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00:57 entuland https://gist.github.com/entuland/4390231d607221b96eed6c1a0eb5e7ca
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01:03 entuland is the bot here able to dispatch messages to users when they log in again?
01:05 sofar use memoserv
01:05 sofar but minetestbot also can do things, yes
01:07 entuland thanks sofar, I'll read up about memoserv, never known about that feature
01:17 ircSparky so, to make stone take longer to mine, you'd increase or decrease cracky? also why does override item seem to mess up fences?
01:18 entuland from the api: ### Digging time calculation specifics
01:18 entuland Groups such as `crumbly`, `cracky` and `snappy` are used for this
01:18 entuland purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
01:18 entuland faster digging time.
01:19 ircSparky ok
01:19 entuland 0.4.16 api
01:19 entuland about fences I have no idea, sorry, never messed with them
01:23 ircSparky would there be a way in a lua mod to make all the group ratings slower?
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01:24 ircSparky I guess i could do it like rnds lab, and have stone be replaced with stone1 on dig, then stone 2, 3, and then air
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01:31 entuland oh nice I just found out I have a memo dating back one year or so ahahahah
01:31 entuland I tried checking whether you can alter that value for the whole group but you only can change the amount of wear on the tool or something
01:31 entuland each node requires setting a value separately upon registration as it seems
01:34 BillyS Didn't someone write a flat mapgen for minetest?
01:34 BillyS I can't seem to find it . .
01:35 entuland isn't that bundled with the game?
01:35 entuland I have a flat option when generating
01:35 entuland guess the code should be lying there somewhere
01:35 BillyS Ah, found it
01:36 entuland in the bundled stuff or somewhere else?
01:37 BillyS https://github.com/SmallJoker/flatgen/blob/master/init.lua
01:38 paramat there is an inbuilt flat mapgen
01:38 paramat much less server lag and more options
01:39 BillyS I'll go with that, then
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01:39 paramat let me know if you need info on that
01:39 BillyS Hmm, how can I set the minimum world height?
01:40 paramat ? ground level?
01:40 BillyS No, minimum world height. The height after which there are no blocks
01:40 BillyS I'm making a skyblock map, or something like it
01:41 paramat ah, 'mapgen_limit', but that acts in all axes
01:41 BillyS Oh, rats.
01:41 BillyS Hm
01:41 entuland those generators (v6, v7, flat, etc) are written in C++ and expose an API to the Lua mods, correct?
01:41 BillyS I think so
01:42 BillyS Hmm, could I make the flat mapgen generate blocks which killed the player on contact?
01:42 paramat so you want a flat layer of nodes of full world width but without nodes down to -31000?
01:42 BillyS (Bascially, can I make it spawn custom blocks?)
01:42 BillyS I'd prefer that
01:42 paramat yes you can
01:43 entuland I've searched the advanced settings for "flat" and found a bunch of params (specific flags, ground level, threshold and so forth) how would I force it _not_ to create any forests?
01:43 paramat use the Biome API to defne a biome with your custom nodes for 'node_stone'
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01:43 paramat 0.4.16 stable?
01:43 BillyS Yep
01:43 entuland 0.4.16 here as well
01:44 BillyS Is the biome API documented in lua_apt.txt?
01:44 BillyS *lua_api.txt
01:44 paramat yes
01:44 BillyS I would assume it is, but if it's a mod
01:44 BillyS Ok
01:44 paramat https://github.com/minetest/minetest/blob/04f79623a7276a5a09390ac910795ab6c1889dee/doc/lua_api.txt#L821
01:44 paramat you can remove any biome with that
01:44 paramat use a mod that depends on 'default'
01:45 entuland removing biomes would be the way to get rid of forests?
01:45 paramat also, the 'ask mapgen questions here' thread in the forum (modding discussion) has lots of advice
01:45 paramat yes
01:45 entuland good, thanks
01:46 BillyS Looks like "minetest.clear_registered_biomes()" is what I need
01:46 paramat the biome list is here https://github.com/minetest/minetest_game/blob/18956c7f69bd7783b657b50201ab6938f3480282/mods/default/mapgen.lua#L536
01:46 BillyS Then I can register my own biome, I assume
01:46 paramat well, that clears all biomes
01:46 paramat yes
01:47 paramat clear then define your own
01:48 entuland uhm... there is something I don't get about the broad picture... that's not stuff I would mess with in a mod, I'd need to create a separate game for tweaking generation for new worlds, correct?
01:49 entuland reading how that registration is done inside minetest_game I guess so
01:49 twoelk some mods take over mapgen
01:50 BillyS When registering a biome, if I don't want a node (eg. node_dust), do I just leave it undefined?
01:51 entuland but you can't do that in a mod running in the root /mods folder I guess, that mod needs to be in the subgame folder, twoelk?
01:51 BillyS I don't think so, iirc technic has its own mapgen
01:51 entuland oh
01:51 twoelk nope
01:51 entuland interesting
01:52 entuland last question: so I can mess with that stuff on an existing world and any chunk that needs to be generated / regenerated will use the new settings?
01:52 twoelk ethereal, or australia are extensive examples, valleys started as lua mod
01:53 twoelk https://wiki.minetest.net/Mods:Mapgen
01:54 twoelk declare singlenode as mapgen and then take over the show
01:54 entuland cool, thanks :)
01:55 entuland ah crap several links in that page require some higher auth or somehitng
01:56 yetanother2elk|3 ?
01:56 entuland "You're not authorised to read this forum"
01:56 yetanother2elk|3 eh?
01:56 rubenwardy paramat's mods which have been deleted
01:57 entuland links such this (meseor) https://forum.minetest.net/viewtopic.php?f=11&t=5930
01:57 entuland "this post has been deleted" would have been better :P
01:58 rubenwardy well, posts don't get deleted - they just get moved to a trash forum which only moderators can view
01:58 rubenwardy which is why you get that message
01:58 rubenwardy you're not allowed to read the trash forum
01:58 entuland I see
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01:58 entuland that's okay, at least now I know what that _could_ mean
01:58 rubenwardy still confusing, regardless of the reason
01:59 * twoelk wonders what his nick is this time
01:59 * twoelk is mighty confused
02:00 entuland O_o
02:01 entuland you're speaking about the yetanother2elk|3 handle, twoelk?
02:01 twoelk hm, yeah that and another in another channel - all active at the same time
02:02 VanessaE so there are six elks instead of two?
02:02 VanessaE :P
02:02 twoelk can't remember how long my alias list was
02:05 twoelk got disconnected and tried to nuke the old nick, wich didn't work and after time out reclaimed it - but by then two others had reconnected - and the changed nick multiplied ... and I got a little confused
02:05 VanessaE heh
02:08 BillyS Hmmm
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02:08 BillyS How can I disable cave systems? I want the map to be perfectly flat.
02:08 paramat "When registering a biome, if I don't want a node (eg. node_dust), do I just leave it undefined?" yes. but some undefined nodes will fallback to default nodes, like 'node_stone' falls back to default:stone
02:09 BillyS Hmm, I see
02:10 BillyS Maybe I have to use is_ground_content = false
02:10 BillyS On the nodeds
02:10 paramat https://github.com/minetest/minetest/blob/80dc961d24e1964e25d57039ddb2ba639f9f4d22/minetest.conf.example#L1198
02:10 BillyS *nodes
02:11 paramat mg_flags = nocaves,dungeons,light,decorations in .conf or advanced settings when you create the world
02:11 BillyS Ah
02:11 paramat add 'no' to anything you don't want
02:11 BillyS Heh, I'm gonna have to give you credit for the map. :P
02:12 paramat or, you can set mapgen params in lua code in a mod
02:13 BillyS What does nolight do?
02:15 paramat makes it dark hehe
02:15 paramat no joke
02:15 paramat that's for lua mapgens
02:15 BillyS Ah
02:16 paramat so that light calculation can be delayed until after the lua mapgen places stuff
02:16 paramat avoids doing it twice
02:16 BillyS Hmm ... I'm writing my own MT game, not a mod. When I include the "default" mod the mapgen sorta works, but when I don't it doesn't work at all . . .
02:17 * entuland waves
02:17 * BillyS waves back
02:18 BillyS Hmm, it /looks/ like it doesn't do anything I don't . . .
02:22 BillyS Hmm, dpecified node_filler and node_Stone, and now it works.
02:22 BillyS *specified
02:27 paramat ah in a game you need to define the 'mapgen aliases'
02:28 paramat see the start of default/mapgen.lua in MTG
02:28 BillyS I see . . . thanks!
02:28 paramat that will define the nodes used by core mapgen
02:29 paramat apart from the custom nodes you have defined for a biome
02:30 BillyS Also, is there a way to cause a player to be damaged when standing on a node?
02:30 BillyS damage_per_second only works when they are inside the node
02:30 paramat hmm
02:31 paramat you could reduce the size of the collisionbox so that a player sinks into it a little
02:31 BillyS And I could define a custom function, but considering that I will have thousands of these nodes, I don't that that's very smart.
02:31 BillyS s/custom function/ABM/
02:31 BillyS Hmm . . that could work . . .
02:31 paramat it may only need a very tiny reduction in the collisionbox height
02:31 BillyS rn, I just set walkable to flase
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02:31 BillyS *false
02:32 BillyS So they just start falling through the nodes
02:32 BillyS They continue for some 1000 blocks deep, so no worry of lag preventing them from dying
02:33 paramat or add dust nodes that are 'airlike' drawtype and do damage
02:34 BillyS Hmm . . good idea
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11:36 MinetestBot [git] SmallJoker -> minetest/minetest: Formspec verification: Fix show_formspec inside callbacks (#7374) bb4f0fd https://git.io/vhqnt (2018-05-26T10:50:44Z)
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11:43 Joe-e19 Does Minetest work for Intranet? But it's slow here and it looks like Minetest uses the Internet instead of the Intranet. I'm playing Minetest with my sister from one router.
11:47 NathanS21 If you are hosting the server on one of your computers it will go over intranet
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12:16 sy minetest has no such distinction
12:17 sy an address is an address
12:17 sy if you specify an internal one
12:17 sy that's what it'll use
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17:44 Genshin anybody knows what is causing this to happen? https://cdn.discordapp.com/attachments/317789365222899712/449714959375400980/screenshot_20180526_002145.png
17:46 entuland qualify "this" better
17:46 entuland you mean the clipped horse or whatever your ride is?
17:47 Genshin "this" as in "A model texture bug"
17:47 entuland the purple-ish thing?
17:47 Genshin yes
17:47 Genshin even the player hand
17:47 entuland is that stuff you can test in the latest stable? I see you're running 0.5
17:48 Genshin Well im not the one running this, its a screenshot from a friend of mines reporting a issue
17:48 entuland trying the same thing in 0.4.16 would be my first test
17:48 entuland cause 0.5 is far from stable
17:49 Krock could also be a backface culling issue
17:49 entuland knowing what that thing exactly is, and having access to the model, would help
17:50 entuland to rule out stuff like the one Krock just pointed out
17:50 Genshin My friend is running a 0.5.0-dev from sfan5
17:50 entuland debugging by proxy :)
17:51 Genshin not quite, he's using this build "minetest-0.5.0-22ebbe1-win64"
17:51 Krock so with 0.4.16 and 0.4.17-dev it's ok but not with 0.5.0-dev?
17:52 Genshin Perhaps, maybe lol
17:53 Krock perhaps it's a model issue
17:53 Genshin Im just running a standard 0.5.0-dev build
17:53 Genshin And it's fine on my end, even to others that had joined my server
17:54 Genshin but apparently this is afecting omnly to one person so far
17:54 Genshin *only*
17:54 Krock is it public so I could check whether the issue persists on today's build?
17:54 Krock i.e. fresh baked 0.5.0-dev
17:54 Genshin It's public
17:54 sfan5 !server legacy
17:54 MinetestBot sfan5: Genshin - Legacy Forge [ALPHA tu-3.0] | genshin.mt.ds4.mytekegaming.com:40000 | Clients: 2/60, 1/2 | Version: 0.5.0-mytekegaming / legacy_forge | Ping: 76ms
17:55 Krock ah there we go, thanks :)
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18:00 paramat Genshin the grass textures are buggy in that screenshot, see https://github.com/minetest/minetest/issues/5600 same bug
18:00 sfan5 oh I know this
18:01 Genshin interesting
18:01 sfan5 Genshin: your friend does not have a graphics driver installed
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18:01 sfan5 this is how it looks on the windows default, which is OpenGL 1.0
18:02 Genshin I'll notify him to install his graphics driver then
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21:40 Out`Of`Control hi!
21:40 Out`Of`Control anyone know what is default key for "console" in minetest?
21:41 Shara f10?
21:41 Genshin F10 my dude
21:41 Out`Of`Control its F10?
21:42 Out`Of`Control thanks Shara Genshin
21:42 Shara No problem :)
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