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IRC log for #minetest, 2018-06-09

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All times shown according to UTC.

Time Nick Message
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00:46 entuland sorry for the perhaps dumb question, but I can't find it googling or reading the docs nor the bodding book:
00:47 entuland I can happily build stuff with the voxel manipulators
00:47 entuland but I can't remove nodes
00:47 rubenwardy set to air
00:47 entuland setting them to the content id of air seems to be a no-op
00:47 entuland minetest.get_content_id("air") gives me 126
00:47 entuland which is what I'm putting there
00:48 entuland but I see no effect
00:48 entuland nodes get added but not removed
00:48 entuland I must be doing something stupig
00:48 entuland stupid*
00:48 entuland let me recheck my code
00:50 entuland yep, definitely something wrong in my code
00:56 entuland found the culprit, the function was the same for both tests
00:56 entuland only that the two areas were orientated differently
00:56 entuland I was trying to iterate with a for loop from the max to min instead of the other way around :P
00:57 entuland solved by maxing and minning the values to account for any orientation
00:57 entuland thanks for confirming that I just needed to set them to air, rubenwardy
00:57 entuland blatantly copied the voxel manip example from your book :P
00:58 rubenwardy which I copied from CTF
00:58 rubenwardy which was copied from Jump
00:58 entuland eheheh
00:58 rubenwardy which was copied from hmmmm
00:59 rubenwardy who wrote the feature
00:59 entuland gotta love open source :P
00:59 rubenwardy it's like proprietary code
01:00 rubenwardy but when we nick code, we do it legally
01:01 entuland eheheh
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10:39 * M-JLuc discovers https://rubenwardy.com/minetest_modding_book/en/index.html
10:40 M-JLuc (that url should appear in minetest footer !)
10:40 rubenwardy XD
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12:43 entuland yeep
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17:08 erstazi Anyone ever have issues where stairs don't show in Unified Inventory but you can build them?
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17:13 Krock stairs from moreblocks? use a circular saw
17:22 erstazi Krock: well, I can craft the stairs however when I do search, it doesn't show in the unified inventory's right search results
17:23 Krock what if you scroll though and leaving the search field empty?
17:26 erstazi still no stairs. went through all the pages. However, I can craft them! Odd. Probably a weird bug for unified_inventory
17:31 AlexYst Unified Inventory has all sorts of strange quirks. It wouldn't surprise me if this was an intended feature meant to "help" you.
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17:37 erstazi It used to be there at least with 0.4.16. No issues before. I upgraded to 0.4.17 but I didn't know it was this way until today/this morning
17:40 AlexYst Oh. Hey. ).4.17 is out. I hadn't noticed that. Also, I was under the impression we were jumping to 0.5.0 next for some reason.
17:40 * AlexYst checks to see if 0.4.17 has the new flowers
17:43 AlexYst Nope. The green and black flowers aren't in 0.4.17. Nor is the new firefly. I'm guessing the kelp is missing too.
17:43 * AlexYst downloads anyway
17:45 AlexYst I'm not sure what is different in terms of Unified Inventory though. Maybe the stairs are now coded differently in some way?
17:46 erstazi probably
17:47 erstazi I am not too worried as I can craft them. I am searching the code to see where it could be the bottle neck.
17:50 AlexYst Oh hey! They fixed that pine-trees-won't-grow-on-snowy-dirt bug! That was driving me nuts in one of my worlds. I had to keep clearing the spreading snow off the areas I was planting.
17:50 AlexYst Now any plant that grows on dirt will grow on snowy dirt. That seems much more reasonable.
17:51 AlexYst (Before, no plant would.)
17:57 Astrobe Collision boxes. I'm starting to believe that MT is trying to hard to be nice. One can define quite detailed colboxes but other parts of the engine have a hard time dealing with that.
17:58 Astrobe Like the line_of_sight() function. Despite setting the step to 0.1 in Mobs Redo, mobs still hit "through walls" sometimes.
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17:59 MinetestBot Dr-Frankenstone: Jun-04 20:27 UTC <paramat> the only risk when a mod places biome nodes is that they are at risk from being removed by cave generation due to being 'is_ground_content = true'. but if your mod is adding landscape then that's not a problem, you would probably want caves to form in your mod nodes
18:00 Astrobe I'm thinking, a simpler 1 node = 4 subnodes (wrt colboxes) we at least be more consistently handled.
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