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MinetestBot |
[git] paramat -> minetest/minetest: Lua_api.txt: Re-order some sections. Alphabeticise class reference (#… e4e95e4 https://git.io/f4QIP (2018-06-26T01:34:27Z) |
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MinetestBot |
[git] mazocomp -> minetest/minetest: Fix libgmp detection (#7488) ae8ae6c https://git.io/f4QBM (2018-06-26T08:00:33Z) |
08:04 |
MinetestBot |
[git] red-001 -> minetest/minetest: Fix buffer overrun in SRP (#7484) 7bdf5ea https://git.io/f4QRe (2018-06-26T08:02:26Z) |
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13:43 |
sur3 |
is xdecor compatible with homedecor and moreblocks? |
13:44 |
rubenwardy |
I probably wouldn't use them together |
13:44 |
rubenwardy |
they may have conflicting recipes |
13:44 |
rubenwardy |
just use xdecor, less bloat :) |
13:45 |
sur3 |
well I already use homedecor and moreblocks but I'm missing a trampoline thats why I thought to add xdecor as well.. |
13:46 |
rubenwardy |
!mod [jump] |
13:46 |
MinetestBot |
rubenwardy: Jump Challenge [jump] get as far as you can by rubenwardy - https://forum.minetest.net/viewtopic.php?t=9326 |
13:46 |
rubenwardy |
err |
13:46 |
rubenwardy |
!mod [jumping] |
13:46 |
MinetestBot |
rubenwardy: Jumping [jumping] by Jeija - https://forum.minetest.net/viewtopic.php?t=2957 |
13:46 |
Krock |
> 2012 mod. |
13:47 |
rubenwardy |
that old already |
13:47 |
rubenwardy |
:'( |
13:48 |
sur3 |
yes i thought the same, that xdecor is probably better maintained and could yield some other additional cool blocks.. |
13:49 |
sur3 |
though in the forum it was stated that xdecor i a cutdown version of homedecor, but if it features an addition trampoline it probably features other cool additional stuff as well? |
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MinetestBot |
[git] SmallJoker -> minetest/minetest: Update settings translations b589352 https://git.io/f4Qxs (2018-06-26T13:38:42Z) |
13:51 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Rename CSM flavours to restrictions db42542 https://git.io/f4QxG (2018-06-26T13:38:42Z) |
13:52 |
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13:53 |
sur3 |
btw can I remove stuff from creative inv? |
13:53 |
rubenwardy |
not_in_creative_inventory=1 in groups |
13:54 |
sur3 |
yeah that is when adding stuff, but if it is already added, can I remove it afterwards? |
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14:00 |
sur3 |
lol I just thought moreblocks is not maintained anymore but Calinou just didnt update the first post and posted an update post in the end of the thread instead :D |
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14:12 |
stormchaser3000 |
would a 282 GB rollback.sqlite file cause lag on a server? |
14:13 |
stormchaser3000 |
along with a 38 GB size map? |
14:13 |
stormchaser3000 |
trying to solve LoS's lag problems |
14:19 |
rubenwardy |
probably |
14:19 |
rubenwardy |
worth trimming it |
14:30 |
entuland |
wow... what does that rollback file contain to be that larger than the map size? |
14:31 |
Krock |
individual changes in the world since its creation |
14:32 |
entuland |
oh... so each alteration of each player can be traced back? |
14:32 |
entuland |
cool |
14:34 |
sur3 |
!mod moretrees |
14:34 |
MinetestBot |
sur3: More Trees! [moretrees] by VanessaE - https://forum.minetest.net/viewtopic.php?t=4394 |
14:34 |
sur3 |
thx Mod |
14:34 |
sur3 |
*Bot |
14:35 |
entuland |
uhm... how comes I don't have one such file in my worlds? does it need to be enabled or does it need a mod? wiki has a red link there: https://wiki.minetest.net/Rollback |
14:35 |
red-001 |
it needs to be enabled |
14:36 |
red-001 |
it has some serious preformence issues |
14:36 |
entuland |
eh, I can guess that :) |
14:37 |
red-001 |
https://github.com/minetest/minetest/search?q=rollback&type=Issues |
14:38 |
entuland |
uhm... that seems to be a global flag to be set in the advanced settings... I thought it could be toggled on a per-world basis, but probably there is something I'm still missing there... |
14:38 |
red-001 |
per-world settings aren't really a thing |
14:39 |
red-001 |
as I'm sure you noticed by now |
14:39 |
red-001 |
you can tell minetest to use a different path for the config file for every server |
14:41 |
entuland |
uhm... no, I didn't really noticed that worlds barely know about the enabled mods and not much more than that, I just opened the world.mt file and noticed |
14:41 |
entuland |
that's okay, good to know for the future |
14:41 |
entuland |
thanks red-001 |
14:43 |
sur3 |
which mod contains the life tree with the golden apples? |
14:48 |
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sur3 |
ahh found it its from ethereal |
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15:03 |
sur3 |
VanessaE and TenPlus1 made so many great mods but its hard to combine then with the dependencies and recommendations, seems they live in different cosmoses xD |
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15:04 |
Ruslan1 |
I found problems |
15:04 |
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15:05 |
Ruslan1 |
Anyone |
15:05 |
Ruslan1 |
Know |
15:06 |
Krock |
Nice. You may keep these problems because you're the finder of them. Enjoy. |
15:06 |
Ruslan1 |
Never mind |
15:06 |
Krock |
I consider frying them, so they're crisp and it'll be a nice snack |
15:07 |
Ruslan1 |
Ok |
15:09 |
sur3 |
Hi Ruslan1 it's me kurktu, we met on hameers server ;) |
15:11 |
sur3 |
!mod nyan |
15:11 |
MinetestBot |
sur3: Nyancat's heaven [nyanland] by Jeija - https://forum.minetest.net/viewtopic.php?t=658 |
15:11 |
sur3 |
!mod nyancat |
15:11 |
MinetestBot |
sur3: Nyancat's heaven [nyanland] by Jeija - https://forum.minetest.net/viewtopic.php?t=658 |
15:11 |
sur3 |
!mod j pup |
15:11 |
MinetestBot |
sur3: Could not find anything. |
15:12 |
Krock |
sur3, /query MinetestBot |
15:12 |
sur3 |
thx |
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Ruslan1 |
Hi sur3 |
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Booming |
Hello |
17:46 |
srifqi |
Hey! |
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MinetestBot |
[git] paramat -> minetest/minetest: Cavegen: Fix errors when getting biome outside mapchunk (#7480) 93661ca https://git.io/f47gR (2018-06-26T18:35:23Z) |
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19:22 |
sur3 |
ca i unregister nodes or reregister them with different properties? Or would I need to modify minetest.registered_nodes[itemstring] instead somehow? |
19:24 |
sur3 |
ah I found minetest.unregister_item(name) but is everything an item? |
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paramat |
you can't register in-game. and yes nodes are items |
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20:35 |
sur3 |
so it's e.g. not possible to remove diamonds from creative inventory because they are defined as being in inv in minetest_game? |
20:36 |
paramat |
hmm |
20:37 |
paramat |
actually. i guess you can unregister them then reregister them with different properties. but this is all done at mod load time, what imeant was you can't do it later during a game session |
20:38 |
paramat |
try and see |
20:38 |
paramat |
also |
20:38 |
paramat |
you can override an item and change it's nodedef |
20:39 |
paramat |
see MTG farming mod for how |
20:39 |
paramat |
that's a simpler way to do it |
20:40 |
sur3 |
yeah I wanted to do it in a mod anyway so thats ok |
20:43 |
sur3 |
thing is I want people to be creative, but that yielded an deflation where diamonds etc. are worth nothing anymore so I want some items to be removed from the inv to have them as a rare currency only achievable by mining ^^ |
20:43 |
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20:44 |
Cornelia |
sur3: it might be easier to make your own definition for your rare currency item and define an ore block for it. |
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20:47 |
sur3 |
Ah ok thats an idea I also thought about, but I need to remove some items from creative inv anyway, therefore I thought it would be easier to do it that and kill two birds with one stone, didnt think it was that hard to remove items from creative inv.. :-/ |
20:47 |
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20:47 |
embden |
Hello, my nephew really likes your game, thanks! But I have some questions about the game. |
20:48 |
Cornelia |
Why are you using a creative inventory if you want people to mine? |
20:48 |
Cornelia |
(sorry if you explained already, I seemed to have missed that part of the conversation..) |
20:49 |
sur3 |
Cornelia, I'm trying to combine both worlds, that people have basic stuff to be creative with and more rare stuff only achievable by mining, thought that way I have the best of both worlds mining and creative |
20:50 |
embden |
For example, I found out that some servers doesn't allow to enter because there is no name/pass. But the problem is that the error message is in English. Maybe it is better to check a server's requrements (about login/pass) and highlight required fields if needed. |
20:50 |
Cornelia |
Mm... Well if you are having trouble removing items from the creative inventory you could ALSO create a new creative inventory and make it display in your game mode. Call it free raws or something. :P |
20:50 |
sur3 |
so I dont want to force people who just want to be creative to go mining first, but I also want to reputate miners letting them display special nodes for their house etc. ^^ |
20:51 |
entuland |
embden, as far as I can tell you _must_ provide a username and a password for _any_ server you try to join |
20:51 |
entuland |
the password will be set for that username the first time you'll use it |
20:51 |
Cornelia |
Yea. |
20:51 |
Cornelia |
It's to protect your own player since minetest lacks a centralized account system. |
20:52 |
entuland |
then if you need you should be able to change the password from the ESC menu _while_ you're logged into that world |
20:52 |
sur3 |
there are some servers that dont require a password but you should still set one because otherwise others can steal your stuff and worse ^^ |
20:53 |
entuland |
oh it can be made optional? didn't knew that |
20:53 |
embden |
entuland, my nephew was playing on one server without any pass. And then he tried to enter a Subgames server but the server returned a error message in English. And he doesn't know English almost at all. |
20:53 |
embden |
So, he had no clue what to do. |
20:53 |
entuland |
as it seems it's not mandatory for all worlds |
20:53 |
sur3 |
yeah I had the password optional on my server a long time, that brought real problems.. -/ |
20:54 |
entuland |
but for those that require one, it's not set by the world owner, it's just that you're forced to pick one for yourself |
20:54 |
red-001 |
embden, is the translation to your language incomplete? |
20:55 |
embden |
red-001, can server return a locale-based error message? |
20:55 |
sur3 |
"create a new creative inventory and make it display in your game mode" whats the function to do that? |
20:55 |
sur3 |
I'm using unified inventory |
20:56 |
red-001 |
embden, oh I was under the impression this was just the standard message about empty passwords not being allowed |
20:56 |
red-001 |
which is client-sided |
20:56 |
red-001 |
translation of server messages is supported but only in 5.0.0-dev |
20:57 |
embden |
red-001, the error message from a server can't also be copied. ok, that's great |
20:57 |
red-001 |
huh |
20:58 |
red-001 |
letting people code that easily is a decent idea |
20:58 |
red-001 |
copy** |
20:59 |
embden |
I also have a question: how to make the game fullscreen? |
21:01 |
Cornelia |
sur3: basically there's code to create other inventories, like the creative one, and display it. You'd have to add items to it but then you can probably use unified inventory to add a tab or something for your new inventory. |
21:01 |
red-001 |
you don't |
21:01 |
red-001 |
I mean there is a setting for it but it is hopelessly broken |
21:01 |
Cornelia |
sur3: I recommend rubenwardy's mod book. :P |
21:02 |
sur3 |
ohh, so it's better to try remove the items from the default creative inv? |
21:02 |
Cornelia |
It might be easier.. or harder. :P |
21:03 |
rubenwardy |
Lol |
21:03 |
rubenwardy |
Use not in creative inventory |
21:03 |
rubenwardy |
Or remove all creative tabs and add your own |
21:03 |
rubenwardy |
This is like 10-20 lines |
21:04 |
Cornelia |
Sur3 wants to remove existing items from that inventory.. dunno how hard it'd be. |
21:04 |
rubenwardy |
I just said |
21:05 |
sur3 |
rubenwardy, but how can I use no_in_creative_inventory on already existing items? |
21:06 |
embden |
red-001, can you give me a link to the issue? |
21:06 |
sur3 |
or how do I remove or add creative tabs? |
21:06 |
red-001 |
I guess https://github.com/minetest/minetest/issues/4921 |
21:08 |
embden |
thanks |
21:08 |
Cornelia |
sur3: there should be a redefine option for existing items. |
21:08 |
paramat |
sur3 override the nodedef to change the groups |
21:12 |
sur3 |
something like: |
21:12 |
sur3 |
minetest.registered_items[default:diamond].groups[#groups+1]={not_in_creative_inventory=1} |
21:13 |
sur3 |
? |
21:14 |
entuland |
uhm... no, doesn't sound right sur3 |
21:15 |
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21:15 |
embden |
it is also interesting is there something like a world of tanks mod? |
21:16 |
entuland |
sur3, "groups" is a table that contains keys / values directly, not subtables |
21:16 |
entuland |
minetest.registered_items[default:diamond].groups.not_in_creative_inventory = 1 |
21:16 |
entuland |
probably |
21:16 |
sur3 |
oh ok thanks |
21:16 |
entuland |
of course you also need to wrap default:diamond |
21:16 |
entuland |
as a string |
21:17 |
entuland |
and I would also first test _if_ whatever definition you're altering is there or not |
21:17 |
entuland |
unless you're sure about it from previous checks in your code |
21:18 |
entuland |
(default:diamond is MTG stuff, if you run your code in a different game it may fail) |
21:18 |
entuland |
IIRC |
21:19 |
rubenwardy |
sur3: yes! |
21:19 |
rubenwardy |
entuland, sur3: copy groups and use override_item |
21:20 |
rubenwardy |
https://github.com/rubenwardy/food/blob/master/food/init.lua#L56-L63 |
21:21 |
rubenwardy |
1. editing groups like that will change more than one node, and nodes share group tables most of the time |
21:21 |
rubenwardy |
2. override_item is needed to update the engine |
21:23 |
sur3 |
oh ok |
21:27 |
entuland |
oh, thanks for the clarification, rubenwardy... inspecting a node I've seen that groups was just a simple table and I assumed it was the same in the definition |
21:27 |
rubenwardy |
it is |
21:28 |
rubenwardy |
in default they use the same table for lots of things |
21:28 |
rubenwardy |
hence why you need to copy |
21:28 |
entuland |
I see |
21:30 |
entuland |
that stuff would be probably better proxied with getters / setters, but I guess that by now too many mods may be relying on accessing them directly |
21:39 |
paramat |
can't you just use override _item and set the group table for a node and add 'not in creative'? as i wrote earlier see farming mod https://github.com/minetest/minetest_game/blob/0df2753a68f43e8e759e5c201183464e66d24449/mods/farming/nodes.lua#L1 |
21:42 |
sur3 |
paramat, but then I have to copy all properties from the item first because I have to set them all right? It's not add_item but override_item.. ^^ |
21:43 |
sur3 |
my idea is I make a list of items that should get the not_in.. group added and then the property is just added to every item in the list I defined ^^ |
21:43 |
paramat |
ok yes |
21:43 |
paramat |
need some code then :) |
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sur3 |
Ok works, thanks for the help, now I just have to add a lot of items to the list ^^ |
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sur3 |
btw is there a fast way to get the item strings of items in-game? |
22:33 |
stormchaser3000 |
what actions get logged to the rollback.sqlite file? |
22:34 |
stormchaser3000 |
the new rollback.sqlite file for LoS is already 2 GB in size |
22:34 |
stormchaser3000 |
and that is just from today |
22:34 |
embden |
red-001, I can't really understand from the fullscreen mode issue description what the problem is |
22:34 |
red-001 |
It might work on your system |
22:35 |
red-001 |
but it tends to cause a wide range of issues |
22:35 |
embden |
red-001, no it doesn't work in Win10 and in Linux |
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23:07 |
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23:07 |
LemonFox |
Hello everyone, |
23:07 |
LemonFox |
I need some help on modding |
23:07 |
LemonFox |
I wish to add a ... structure but in a area changing form |
23:08 |
LemonFox |
simply i want to add a meteorite |
23:08 |
LemonFox |
but i want it to make a large crater around it |
23:08 |
LemonFox |
so i think this is more mapgen than building |
23:09 |
LemonFox |
However i do not want to make a mapgen which makes everything else different |
23:09 |
LemonFox |
Any Advice? |
23:10 |
entuland |
not sure I get _when_ exactly you want that operation to be performed |
23:10 |
entuland |
you want that stuff to appear randomly across the world? |
23:10 |
LemonFox |
AT mapgen time |
23:10 |
LemonFox |
randomly placed yes |
23:11 |
LemonFox |
i want the moteorite to be inside a crater though which is why i think its a mapgen modification |
23:12 |
entuland |
yep, then you most probably need to act at mapgen time (which I know nothing of) - I'm a workaround guy, so if I had a hook that tells me that a chunk has just been generated (in my mod), I could eventually check coords / nodes to see if I can operate there directly messing with a voxel manipulator or the alike |
23:12 |
LemonFox |
I was hoping paramat would be on - he is probably the king of mapgens |
23:12 |
entuland |
eheheheh |
23:13 |
entuland |
out of luck, you stumbled on a noob for the moment :P |
23:13 |
LemonFox |
also the meteor would be multiple chunks large |
23:14 |
LemonFox |
your not a noob |
23:14 |
LemonFox |
i only normally mod simple stuff |
23:14 |
LemonFox |
this is my crazy project |
23:16 |
entuland |
eheheh too kind of you, but yes, I'm a noob in minetest, despite the mods I've made |
23:16 |
entuland |
that surely looks like a nice project |
23:16 |
entuland |
why don't you inspect some mapgen mods to see how they operate and fiddle with them for starters? |
23:17 |
Cornelia |
LemonFox, I think you'll have to use the voxel manipulator for that. |
23:19 |
Cornelia |
LemonFox: Would this be a random event that happens? Or meteors that gen in when the world is created. |
23:19 |
LemonFox |
i planning on pre gen |
23:19 |
Cornelia |
Okay.. |
23:19 |
LemonFox |
i suppose it could crash from the sky ... |
23:20 |
LemonFox |
would you let a meteor destroy hafl of your mansion if you new of the value inside |
23:21 |
entuland |
eheheh |
23:25 |
LemonFox |
Very valuable items inside |
23:25 |
LemonFox |
and good building blocks as stone |
23:25 |
LemonFox |
shiny black stone |
23:26 |
* Cornelia |
points to the MC mod "MeteorCraft" by Reika. :P |
23:27 |
Cornelia |
But yes.. I think you'll need to use the Voxel Manipulator, some peeling noise to figure out where to spawn your meteors during generation, and something to run the code once when a chunk is gen'd. |
23:27 |
Cornelia |
*perlon |
23:27 |
Cornelia |
*perlin |
23:28 |
LemonFox |
not like that mod |
23:28 |
LemonFox |
that uses ore and is disgusting |
23:29 |
Cornelia |
Opinión. |
23:29 |
LemonFox |
custom dark stone is what i plan to use |
23:29 |
Cornelia |
*o |
23:29 |
entuland |
Opiniòn ahahahah |
23:30 |
LemonFox |
more like the Applied energestics |
23:30 |
entuland |
that sounded cool, cause it sounded french / spanish with the different stress on the "o" |
23:30 |
Cornelia |
I have four languages enabled on my phone.. it likes to take a random guess every time I start typing. |
23:30 |
entuland |
eheheh |
23:30 |
Cornelia |
It was Spanish. :P |
23:30 |
Cornelia |
I think.. :p |
23:31 |
Cornelia |
Yea. |
23:31 |
entuland |
:) |
23:31 |
Cornelia |
It's coming from the Spanish Gboard. |
23:31 |
paramat |
oh i'm on now |
23:33 |
paramat |
i actually coded a meteorite mod years ago that added small on-mapgen craters |
23:33 |
paramat |
it ran in normal mapgens, scanned what nodes were around and scattered them around the crater |
23:33 |
Cornelia |
Neato. |
23:35 |
paramat |
but yes use the lua voxel manipulator |
23:35 |
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23:35 |
Cornelia |
LemonFox quit. |
23:35 |
Cornelia |
They were the one trying to add meteorites. |
23:37 |
paramat |
yeah just saw :) |
23:37 |
Cornelia |
How would you hook into chunk generation? |
23:39 |
entuland |
is that the on_generate() thing I found in lua_api? |
23:39 |
paramat |
it would work like a core-mapgen altering mod such as https://github.com/paramat/roadv7 |
23:39 |
paramat |
yes 'on generated' |
23:40 |
entuland |
uhm... so in the end my "workaround" by coincidence was actually the way it works? |
23:40 |
Cornelia |
Heh. I couldn't remember the function to do it. on_generate() was what I was wanting to know. :P |
23:49 |
paramat |
!tell LemonFox see https://github.com/paramat/roadv7 as a good example of how to add a structure to a core mapgen at mapgen time |
23:49 |
MinetestBot |
paramat: yeah, sure, whatever |
23:52 |
paramat |
nice project, a giant impact crater |