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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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paramat |
if you use valleys mapgen see https://forum.minetest.net/viewtopic.php?f=18&t=20501 for important info |
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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 |
10:15 |
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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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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 |
17:50 |
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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. |
18:00 |
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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. |
18:16 |
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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 |
18:24 |
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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. |
18:31 |
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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. |
18:37 |
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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 |
18:56 |
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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 |
22:28 |
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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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