Time Nick Message 02:35 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Mgvalleys: Make river depth variation and humidity drop optional (#7532) 13bc9bb63 https://git.io/fNGY1 (152018-07-18T02:34:05Z) 02:38 paramat if you use valleys mapgen see https://forum.minetest.net/viewtopic.php?f=18&t=20501 for important info 05:41 air are there any callbacks when a node is loaded or unloaded? 05:54 sofar air: no 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 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. 18:42 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 19:50 MinetestBot 02[git] 04beyondlimits -> 03minetest-mods/mesecons: Fix crash when error()ing an invalid value on programming (#418) 1312fb09f https://git.io/fNZ6K (152018-07-18T19:49:34Z) 22:05 mesecrafted01 does anyone here know how to use digistuff camera? 22:25 TailSky #SONOS Raspberry Pi Server!!! 22:25 TailSky #join SONOS Raspberry Pi Server!!! 22:26 TailSky #help 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 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. 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.