Time Nick Message 04:08 tune how do I enable noclip and stuff in my singleplayer world? 04:09 tune okay, /grant singleplayer fly worked 04:11 tune weird, the void kills me whether I'm creative or not 04:11 tune thought maybe I could fly to the nether 04:22 lumberJ you probably need to disable damage in the main menu 04:22 lumberJ creative doesn't effect the damage system, just your inventory 05:12 tune got some weirdness trying to add mods to mineclone2. might have to start from scratch 05:13 lumberJ adding mods to games other than minetest_game can be tricky 05:14 lumberJ particularly those which depend on other mods from within that game 07:11 Ruslan1 Hello 09:47 LMD Hello Ive got a question about "minetest.get_craft_recipe(output): returns input" 09:48 LMD what if ive got for instance sticks : I use minetest.get_craft_recipe("default:stick") How to get resulting amount of sticks(4) ? 10:15 MinetestBot 02[git] 04Hawk777 -> 03minetest-mods/mesecons: Let things fall behind movestones (#421) 13f61b1af https://git.io/fNlAR (152018-07-23T10:14:05Z) 10:17 * deltasquared does some flamegraph profiling while FPS limited by long viewing range: https://ptpb.pw/trVR.svg 10:17 deltasquared I should probably do that again with the client separated to get a better look at that. 10:55 LMD How did ya do that ? 10:55 LMD Did you change MT or LUA ? 11:02 MinetestBot 02[git] 04SmallJoker -> 03minetest-mods/mesecons: Check protection on microcontroller programming (#420) 135a0492b https://git.io/fN8e2 (152018-07-23T11:00:59Z) 11:15 LMD "11:47:48 - LMD: Hello Ive got a question about "minetest.get_craft_recipe(output): returns input" 11:15 LMD 11:48:39 - LMD: what if ive got for instance sticks : I use minetest.get_craft_recipe("default:stick") How to get resulting amount of sticks(4) ?" 11:16 LMD Okay - problem solved : returned table.output works 12:50 MinetestBot 02[git] 04AntumDeluge -> 03minetest-mods/mesecons: Add 'settingtypes.txt' (#350) 13334400a https://git.io/fN8IA (152018-07-23T12:48:34Z) 12:55 MinetestBot 02[git] 04numberZero -> 03minetest-mods/mesecons: Fix Luacontroller’s print() (#422) 13d4e05f3 https://git.io/fN8LG (152018-07-23T12:53:32Z) 14:21 Andrey01 what does next error mean: attempt to index field '?' (a nil value) ? 14:21 Andrey01 I have never seen so error before 14:55 fireglow !mod currency 14:55 MinetestBot fireglow: Automats and currency [bank] by erwin.maximilian - https://forum.minetest.net/viewtopic.php?t=13871 15:05 Raindsum Hello 15:25 Andrey01 and btw, anybody can explain me please when '.' symbol should be written in index, and when '[ ]' should be written? 15:26 Andrey01 i know '.' should be written when the index is string, and '[ ]' should be written when the index is number 15:27 Andrey01 however, when i have integer key in a table and i try to write '[ ]' in index it doesn`t work, but with '.' it works! why so? 15:30 sfan5 a["b"] is equivalent to a.b 15:30 sfan5 so if you have a string constant as index you can use . 15:30 sfan5 in all other cases use [] 15:35 Andrey01 similar error happened when i tried to link to one of "pos" table keys (returned from minetest.get_pos() method) and it required to write '.', but keys were integer 15:48 Kat ##minetest-ctf 16:25 Andrey01 why does in-game menu installer expose all packages mixed? I think it should expose in same order as in content.minetest.net 16:25 Andrey01 because it is impossible to find new packages there 16:25 Andrey01 and btw, devs, are you going to add new Mob API for Minetest? 16:26 Andrey01 and also to add new mobs there? 16:26 Andrey01 in 5.0.0 16:27 Andrey01 i think you should add new mobs because the game really looks like unalively 16:35 twoelk a real mob api is said to probably not be scheduled for the big five - but there will be fireflies and butterflies :-P 16:36 twoelk by new mod api and new mobs what where you thinking of? 16:46 * twoelk thinks there are quite enough monsters for minetest 17:07 IhrFussel !tell Andrey01 My server has 30-35 different mob types and I even removed some mobs from various mods ... so no, MT doesn't need more mobs IMO ... or you mean MTG? 17:07 MinetestBot IhrFussel: I'll pass that on when Andrey01 is around 18:40 LMD !tell Andrey01 I think he meant MTG. 18:40 MinetestBot LMD: I'll pass that on when Andrey01 is around 19:23 MinetestBot Andrey01: Jul-23 17:07 UTC My server has 30-35 different mob types and I even removed some mobs from various mods ... so no, MT doesn't need more mobs IMO ... or you mean MTG? 19:23 MinetestBot Andrey01: Jul-23 18:40 UTC I think he meant MTG. 19:24 Andrey01 IhrFussel, i meant to add new mobs for MTG 19:24 Andrey01 devs, might you add them in 5.0.0? 19:24 Andrey01 i can make models for new mobs and textures 19:26 IhrFussel I doubt that they will add real monsters/animals in MTG and even if they do, it will be the most basic ever ... only a mob API is planned AFAIK 19:27 IhrFussel I think even just a NPC API for now and it's planned for 6.0.0 last I heard 19:27 Andrey01 for example, add some animals (cow, deer, bull, birds...), insects(spiders, caterpillars...) and some monsters 19:27 Andrey01 i would like to hear from developers what they think about it 19:30 Andrey01 if i would be a developer, i would rather add some of them 19:31 IhrFussel Andrey01, https://github.com/minetest/minetest/pull/6348 (abandoned for now) 19:31 Andrey01 are there any devs here? 19:33 IhrFussel Some of them are in this channel (you should recognize their names since they are the same as in the forum) 19:35 Andrey01 devs, are you going to add new mobs at once? or have you abandoned this idea? 19:38 IhrFussel If you want someone to pay attention you need to ping them 20:01 Techy5 I have a question... 20:07 sfan5 you should probably ask it then 20:07 Techy5 I'm working on my huckleberries PR. I needed to use nodetimers for berry regrowth, but nodetimers are already utilized by leafdecay. What should I do? 20:08 Techy5 leafdecay overrides on_timer 20:10 Techy5 All I can think is to either try to combine the two (which would require a custom leafdecay function), or use minetest.after. 20:10 LMD I think it would be a good idea to add more content in MTG. Else, most people think : MC comes with a bunch of features, and in minetest I need a mod to even have no flat torches ? 20:10 LMD - citing some people 20:11 LMD MTG should be PLAYABLE. 20:11 LMD Which it is NOT without mobs. 20:11 LMD When we started playing MT 20:12 LMD we wondered whether mobs would spawn in the night 20:12 LMD But nothing came 20:12 LMD nothing 20:12 LMD nothing 20:12 LMD and 20:13 LMD so we thought, umm - there are no mobs here. Took us a while to realize what is included in MTG, and what we have to add using mods & (sub)games 20:13 LMD OH, a even BETTER proposal : (trumpet sounds) 20:13 LMD wait for it 20:13 Cornelia Techy5: get a reference to the old on_timer function and wrap it in your own 20:13 LMD here it comes 20:13 Techy5 The goal is to keep the default game lightweight and simple. 0.5 even comes with a content browser. 20:14 LMD : Include SEVERAL (sub)games by default ! Id recommend LOTT and MCL2 as a good start. 20:14 sfan5 Techy5: that's not easily solvable since there can only be a single node timer, minetest.after won't work either since that doesn't persist 20:14 Cornelia Techy5: i.e. `local function my_on_timer(): old_on_timer(); my_logic(); end` 20:14 Cornelia Or something like that. 20:14 Cornelia My Lua is rusty. 20:14 LMD @Techy5 : I think thats a bad goal, as we have to present THE best of MT, as youd do in a introductory video 20:16 Cornelia You can even check if the existing on_timer is nil or not. If not, then execute. Otherwise, ignore. 20:20 Shara I am wondering why bushes need leafdecay... 20:20 Techy5 Why would they not? 20:20 Shara Well, unlike trees they are not left floating far above players heads 20:21 Techy5 hmm 20:21 Shara (I'm Ezhh by the way, in case you didn't know) 20:22 Techy5 ok 20:23 Shara leaf decay for trees makes a lot of sense, because otherwise you get floating leaf clouds where players couldn't be bothered to remove them... they want the wood, not the leaves afterall. 20:23 Shara But you don't really harvest bushes for wood, plus the leaves are low level, either on the ground or just above... so that's weird 20:25 Techy5 sfan5: What do you mean when you say minetest.after 'doesn't persist'? 20:26 sfan5 if you restart the server, a pending minetest.after won't be run 20:32 sofar you can use my (optionally persistent) timer mod for that, if needed 20:33 sofar https://github.com/minetest-mods/timer 20:49 Techy5 Currently, my plan is to implement a custom on_timer function. If 'elapsed' is less than a certain value, execute a leafdecay function, otherwise execute berry regrowth. 20:54 Shara Techy5: better to wait on paramat's response to my question in the PR. 20:55 Shara I suspect leafdecay was only added to bushes because "why not?" instead for any more meaningful reason. 20:55 Techy5 okay. 20:55 Shara instead of* 20:55 Shara He was the one who added them to leafdecay, so would like to get his reasons because we decide on a more complicated approach. 20:57 Techy5 Sigh. I don't like having to name a node 'default:huckleberry_bush_leaves_with_berries'. 21:01 Shara Heh, yes, it is a bit crazy. I guess I'm wondering if we need the _bush part afterall, because there is no tree version in this case 21:03 Techy5 No, there isn't. The schematic could still have _bush, but leaves, stem, etc. really don't IMO. 21:04 Techy5 unless there are going to be huckleberry trees, lol 21:04 Shara Don't give us ideas :D 21:07 Shara You picked something definitely not as straight-forward as it first seemed for your first PR 21:08 Techy5 Haha. 22:13 Techy5 What are the offset, spread, octaves, and persist noise parameters? What do they do? 22:17 Shara lua_api.txt has a section on Noise Parameters. 22:17 Shara That's probably the best place to start if you want to understand it 22:22 Techy5 Thanks. 22:58 Natechip im using the advanced trains mod, can anyone tell me why this command will not open both Japanese Train doors when in the ATC controller? B0 W OR OL D10 OC D1 R SM 23:46 johnnyjoy I have an odd question. I would like to cancel the generation of a blocks selectively using lua. Does anyone know if that is possible?