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IRC log for #minetest, 2018-07-18

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02:35 MinetestBot [git] paramat -> minetest/minetest: Mgvalleys: Make river depth variation and humidity drop optional (#7532) bc9bb63 https://git.io/fNGY1 (2018-07-18T02:34:05Z)
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02:38 paramat if you use valleys mapgen see https://forum.minetest.net/viewtopic.php?f=18&t=20501 for important info
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05:41 air are there any callbacks when a node is loaded or unloaded?
05:54 sofar air: no
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09:34 sur3 whats wrong with this line, it doesnt stop when nodename is equal to ignore?: while (nonename ~= "ignore") and (nodename ~= "air") and (pos.y<max_y) do
09:35 sfan5 you spelt nodename wrong
09:35 sfan5 also the brackets are not required
09:35 sur3 ohh thankx xDDD
09:35 sur3 yes i used the brackets because it didnt work xD
09:36 sur3 but was just the spelling mistake then xD
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09:48 sur3 hmm this example 2 seems not to work as expected.. https://dev.minetest.net/minetest.get_node
09:56 entuland sur3: how is it not working as expected?
09:57 sur3 well the function should have loaded an area and get a node.name ~= ignore then, but my code stopped inside an ignore, meaning the node returned was still not loaded
09:58 entuland I suspected something like that... checking what read_from_map() should actually do
09:59 sur3 probably VoxelManip:get_node_at() is the better function..?
09:59 air minetest.get_node_or_nil()?
10:00 entuland get_node_or_nil() will still fail to return an unloaded node
10:00 entuland sur3: I think you need both read_from_map() and VoxelManip:get_node_at()
10:01 air you want to get an unloaded?
10:01 entuland he's trying to make this example working: https://dev.minetest.net/minetest.get_node
10:02 entuland sur3: dump out what you get from get_node_at(), it may be something different from what you get from get_node()
10:03 entuland the api reads it will return a MapNode table, not sure if it's the same thing
10:03 sur3 the api says a table also containing name so should be fine
10:03 air so that example doesn't need a force loader?
10:03 entuland according to the api, the read_from_map() is necessary to force the loading of an unloaded area
10:04 entuland otherwise even the manipulator will get "ignore" nodes
10:05 air minetest.forceload_block() also loads an area
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10:07 entuland I have a feeling that will force that to stay loaded till forceload_free_block() gets run on the same pos or till the server gets restarted
10:07 air https://github.com/auouymous/teleport_sd/blob/master/init.lua#L313
10:08 entuland yep, even in that usage sample, seems like additional handling is necessary to avoid keeping stuff loaded: https://github.com/auouymous/teleport_sd/blob/master/init.lua#L334
10:09 air would the example block until the area is loaded?
10:09 sur3 doesnt get_node_at() take a position parameter? o.O
10:09 air nah, it returns a node at random pos :)
10:09 sur3 lol?
10:10 entuland it does, sur3 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3010
10:10 sur3 ahh ok thx
10:10 sur3 because at other line in api it was only called get_node_at() ^^
10:10 entuland just referencing the method probably :)
10:11 sur3 ok
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10:16 sur3 still returns ignore: https://pastebin.com/tBPqFwwa
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10:18 entuland ouch
10:19 sur3 hm?
10:19 entuland then I have no idea how to debug that further
10:19 sur3 oh
10:19 sur3 probably this forceload_block then?
10:19 entuland not sure
10:20 air the forceload works perfectly
10:21 entuland there probably is some way to have the nodemanip working (after all, what you're experiencing there looks like a bug, sur3)
10:22 entuland if you need to have it working no matter what use forceload as advised by air, just make sure you release those forceloads afterwards
10:22 sur3 well I'm using minetest 0.4.16
10:23 entuland also try to forget about pastebin.com, it's crappy and often firewalled, there are way better services around
10:23 sur3 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4507 - I'll set that to false then
10:23 entuland no that only applies to the server restart
10:23 sur3 ok
10:23 entuland if you don't release it, the area will remain loaded even if you move away
10:24 sur3 but setting it to false is a good idea anyway isnt it?
10:24 entuland indeed it is
10:24 sur3 to true i mean
10:24 entuland yep it should be set to true
10:24 entuland that thing has a weird default
10:24 sur3 yes thats also what i was wondering about ^^"
10:25 air it defaults to true
10:26 air nevermind
10:29 sur3 ok with the forceload it seems to work
10:30 ManElevation__ heyaii! one question, why do i sometimes get connection timeout on my own server when im connected to the same network but using a different device?
10:30 sur3 https://pastebin.com/880iwvRd
10:31 sur3 can i just do minetest.get_node(pos).name after the forceload or do i still need the voxel manip?
10:32 air you shouldnt do anything after the forceload
10:32 air you need a timer and keep checking the node
10:32 air it takes time for it to load the area
10:32 sur3 what? o.O
10:33 sur3 oh
10:33 air asynchronous
10:33 sur3 so the server will stuck for all players if I do it without a timer or just for the player that triggered the function?
10:34 entuland ManElevation__: try to forget about pastebin.com, it's crappy and often firewalled, there are way better services around
10:35 entuland gist.github.com or hastebin.com or many others
10:35 entuland oops
10:35 entuland sorry
10:35 air if you forceload and immediately get_node_or_nil it will return nil
10:35 entuland I mistaken sur3's link as yours, ManElevation__, my apologies
10:35 sur3 ok then I will keep the voxel manip
10:36 air the voxel manip looks like it will block
10:36 sur3 will it block the whole server or just the user with whom the function is called?
10:36 air that wouldn't be good on servers
10:36 air that code runs on the server
10:37 sur3 yes but isnt the server multithreaded?
10:37 air dunno
10:39 sur3 the function is called via minetest.after
10:41 sur3 think I'll just hope that the function is called in parallel to normal server actions so it doesnt block the players.. ^^
10:41 sfan5 sur3: nothing else can happen while lua code executes
10:42 ManElevation__ entuland np
10:42 sur3 sfan5, what really? o.O
10:42 sfan5 with the exception of loading data from disk and mapgen, the server is entirely single-threaded
10:43 sur3 so that's why minetest is always to stucky and slow.. no parallelization.. o.O
10:43 sur3 *so stucky
10:45 sur3 think I'll use the forceload combined with voxel_manip anyway, the stucking should seldom happen as more and more of the map is loaded.. ^^"
10:45 sfan5 you'll run out of ram at some point
10:47 sur3 oh so loading means the get node also returns ignore if the map already is created on hdd but not loaded in ram?
10:47 sur3 will 5.0 have more parallelization?
10:48 sfan5 get_node can only retriee nodes that are currently loaded in ram
10:48 sfan5 retrieve*
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10:49 sur3 oh ok thought it would only return ignore if the map was not generated, but then I could have walked less to test the loading :D
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17:35 quater Hi, I would like the player to shoot a fire ball like in https://github.com/MT-Axinite/mobs_monster/blob/master/dungeon_master.lua . Is it the same way for the player ?
17:37 sfan5 have you tried?
17:37 quater no
17:37 Krock you'd need to spawn the arrow and set a velocity but then it surely will work
17:38 Krock just put some effort in
17:38 sur3 I had a problem of some stuff breaking because someone used - meaning only a minus sign as his username, how can i prevent such usernames?
17:46 sfan5 modified version of the no_guests mod
17:49 quater the player isn't a mobs and the arrow has a fixed velocity, I would like a variable one
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17:52 Astrobe Actually making players shoot missiles requires you to dig a little bit in Mob Redo's code.
17:53 Astrobe if quater is still arround he/she's lucky cause I've done exactly that a few days ago, so I can share it.
17:54 sur3 sfan5, thx
17:55 Astrobe It should be noted that the throwing mod can do that too, perhaps more easily, but it uses balistic trajectories which may not be what you want.
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18:00 Andrey01 hi
18:06 Andrey01 can anybody help me with code problem? I can not call my function https://gist.github.com/Andrey2470T/44bf7cb5c01821fef9cf1f72bc286286
18:06 Astrobe I have trouble with slabs. Small mobs have a tendency to enter in them and the other day I fell through one. Does it have something to do with the fact that it's a nodebox?
18:07 Krock falling through slabs or entire nodes (on corners) is a common issue
18:07 Krock s/common/known/
18:09 Astrobe Andrey01, I think your thrid parameter should be a table but you forgot the { }.
18:11 Andrey01 third parameter is a table: time = {st_time = 0, expired_time = 0}
18:13 Astrobe Ok, I misread it a little; but you cannot do that.
18:13 Andrey01 what can i not do?
18:13 Astrobe Assignement is a statement in Lua IIRC, not an expression.
18:14 Astrobe remove the "time =" I guess. Do the same for the other parameters.
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18:18 quater Astrobe, I would like to see it
18:19 Astrobe https://pastebin.com/aaV8ATSA
18:20 Andrey01 thanks, Astrobe, now all works fine
18:20 Astrobe Of course there's bit of my game's internal logic there that you don't need or have like the energy thing.
18:20 Astrobe yw
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18:27 Andrey01 here is strange error again, i need to add "end" to line 140, although there is already "end" on line 141 that closes "if"!
18:27 Andrey01 https://gist.github.com/Andrey2470T/1f276a7f812b240ca20a8bc0743d495f
18:27 Krock "strange error" oh boi. there are no strange errors; just stilly mistakes
18:29 Astrobe you don't need the "break" after "return".
18:29 Astrobe What's strange, though, is that he should get a different error message for that. Lua detects when you put statements after a return IIRC.
18:30 Andrey01 ah, yes, exactly, 'return' keyword already finish the function
18:30 Astrobe Like the previous case, the error message should have stated what I've stated - unless I'm wrong, that is.
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18:33 Astrobe Error messages are hard; it's like the MT error message about naming conventions that suggest to do the opposite of what you should do.
18:34 Astrobe I guess it was written before the adoption of GitHub and it's habit of adding the "-master" suffix to folders.
18:34 Krock > not using mod.conf in 2018
18:34 Krock also, you cannot have any code in the same scope after a "return" in Lua
18:35 Krock Lua cannot warn you about that unreachable code, so it throws an error on compile
18:35 Krock s/compile/parse/
18:36 Astrobe mod.conf ok, my ignorance.
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18:42 Andrey01 btw, what to do in such cases when i want to call player:set_meta(key, value) and i want "value" to be other table? There are only set_int(), set_float() and set_string()
18:42 sfan5 serialize the table first
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19:50 MinetestBot [git] beyondlimits -> minetest-mods/mesecons: Fix crash when error()ing an invalid value on programming (#418) 12fb09f https://git.io/fNZ6K (2018-07-18T19:49:34Z)
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22:05 mesecrafted01 does anyone here know how to use digistuff camera?
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22:25 TailSky #SONOS Raspberry Pi Server!!!
22:25 TailSky #join SONOS Raspberry Pi Server!!!
22:26 TailSky #help
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22:29 TailSky #minetest
22:30 Alexand{er|ra} I'm trying to crate an inventory slot similar to the craft result slot on the main inventory menu, where when you take the item, you can take it again without putting the first one down, if another generates to take. Is it possible to do that, or does the client handle that slot specially in a way mods can't imitate?
22:31 TailSky i can not join at sonos
22:31 Alexand{er|ra} What is sonos?
22:31 TailSky How?
22:31 TailSky server
22:31 rubenwardy /        not   #
22:31 rubenwardy also
22:31 TailSky i am new
22:32 rubenwardy not sure that that's even a channel
22:38 paramat sur3 if a loaded area is not generated yet it will be full of loaded ignore nodes
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23:07 Alexand{er|ra} Hmm. I think I got as close as I could get, but it doesn't work. I can store the results in the craftresult inventory location, but that's only triggered when the player tries to put the item *down*, not when they try to pick it up.
23:08 Alexand{er|ra} Actually ... If I turn it into a button instead of an inventory slot, this could work. It'll look funny to the player, but might function seamlessly.
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23:16 Alexand{er|ra} Okay, that seems to work perfectly aside from the predicted strange appearance and the fact that .... Nope, the cosmetic issue is the only problem. The other issue was a typo in my code.
23:18 Alexand{er|ra} I guess the craft result slot in the crafting grid acts more like a button than an actual inventory slot. It seems like client-side special treatment, not server-side.
23:19 Alexand{er|ra} I'm perfectly happy with these results, but I wonder how much of the cosmetic issue I can cover up as well. That's a project for another time though.
23:20 Alexand{er|ra} Mostly, I needed to know if this could be pulled off before planning around having this as an option.
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