Time |
Nick |
Message |
00:49 |
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00:49 |
nurupo11 |
Ꭺllɑh ⅰs dⲟiᥒg |
00:49 |
nurupo11 |
ѕ∪ᥒ iѕ not dоinɡ Αllɑh ⅰs ԁоіnɡ |
00:49 |
nurupo11 |
ⅿooᥒ іs nⲟt doing Allɑһ ⅰs doⅰnɡ |
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07:44 |
cimbakahn |
Hello Everyone! |
07:45 |
cimbakahn |
At what level (when you're mining) can you find chromium? |
07:55 |
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08:04 |
ChimneySwift |
it spawns under y=-100 with no elevation dependant spawn frequency variations |
08:07 |
cimbakahn |
ChimneySwift: Sorry! I didn't know someone answered. You mean -100 ? |
08:14 |
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08:14 |
chek15 |
Ꭺlⅼаһ is ⅾⲟіᥒg |
08:23 |
ChimneySwift |
cimbakahn: yeah it starts at - 100 |
08:23 |
cimbakahn |
ChimneySwift: Thank you very much! |
08:24 |
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10:27 |
Quiark |
so what will happen if I install caverealms on an existing world? |
10:31 |
Helenah |
caverealms? |
10:31 |
* Helenah |
takes a look |
10:31 |
Helenah |
Interesting |
10:37 |
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10:42 |
paramat |
best use caverealms-lite instead, the original mod is excessively intensive and to be honest tastelessly overdone on decorations |
10:45 |
paramat |
if you install caverealms on an existing world only newly generated underground mapchunks will have the mod features |
10:46 |
paramat |
the original 'caverealms' mod is redundant now anyway because all our mapgens have c++ generated giant underground caverns, the mod no longer needs to generate them |
10:46 |
paramat |
i think -lite just adds decorations to the c++ caves |
10:48 |
rubenwardy |
Yeah, that |
10:52 |
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13:05 |
sovetskiy |
how to programmatically know what node player is looking at? |
13:21 |
ANAND |
You can use Raycast |
13:21 |
sovetskiy |
what is it? |
13:21 |
ANAND |
https://github.com/minetest/minetest/blob/a4f41e7bfc6c2d823eab1465258617cb033a452c/doc/lua_api.txt#L5336 |
13:24 |
Helenah |
ANAND: Aaah, you are here too. |
13:24 |
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13:25 |
sovetskiy |
I don't see minetest.raycast here https://dev.minetest.net/Category:Methods |
13:25 |
Helenah |
Wait... I got confused on channels, sorry |
13:26 |
sovetskiy |
:-) |
13:26 |
ChimneySwift |
the wiki is not usually up to date |
13:27 |
ChimneySwift |
you'll always be better off looking at lua_api.txt |
13:27 |
ChimneySwift |
it's markdown so you can parse it to html and format it however you want too |
13:27 |
sovetskiy |
it's bad, because I always look in wiki, but not in that mess called 'lua_api.txt' |
13:28 |
ChimneySwift |
the wiki is maintained by community members, the api is updated with the engine by the devs |
13:28 |
ChimneySwift |
it's much easier to just update 1 file in the same repository |
13:30 |
ChimneySwift |
it would be nice to see the wiki up to date, but there aren't enough people working on it |
13:30 |
ChimneySwift |
I haven't even gotten my account yet :p |
13:31 |
sovetskiy |
maybe it's easiear to make some script that automatically parse lua_api.txt in pleasant way with separate chapters and hyperlinks? |
13:35 |
ChimneySwift |
theoretically yeah, but it's not exactly of high priority so someone basically has to want to do it. the api can be easily formatted to html with a script though if you were interested in your own solution. |
13:35 |
ChimneySwift |
*someone has |
13:36 |
ChimneySwift |
I agree, but yeah, just not something that the devs probably want to do :/ |
13:37 |
sovetskiy |
ok, how can I find out what node player looks? I dont even know the coords of players eyes! Only player:get_pos() |
13:39 |
ChimneySwift |
using a mixture of get_pos, get_look_vertical and grt_look_horizontal (or are those the deprecated methods? check just to make sure) |
13:40 |
ANAND |
sovetskiy: Here's an example of constructing a Raycast from player pos and look dir: https://github.com/Uberi/Minetest-WorldEdit/blob/f7256633c03f2bc60288271dbd17ef4ed31256ae/worldedit_brush/init.lua#L74 |
13:41 |
sovetskiy |
eyes == pos of player + 2 |
13:41 |
sovetskiy |
so simple |
13:41 |
ANAND |
~1.56 actually |
13:42 |
sovetskiy |
local raybegin = vector.add(placer:get_pos(), {x=0, y=2, z=0}) -- player head |
13:42 |
ANAND |
depends on how precise you want the raycast to be |
13:42 |
ANAND |
Yes ik, worldedit_brush doesn't require precision |
13:42 |
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13:44 |
ANAND |
This mod uses Raycast for constructing a sniper rifle's bullet path: |
13:44 |
ANAND |
https://github.com/ClobberXD/sniper/blob/1126a6ebf2f80ce5798d02a4058b833e62c0aba7/api.lua#L72 |
13:44 |
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13:46 |
sovetskiy |
whay thre is no method that returns pos of player eye-cam? |
13:46 |
sovetskiy |
+2, +1.56, +1.625. Who is accurate? |
13:47 |
ANAND |
I think ObjectRef:get_eye_offset does just that |
13:47 |
ANAND |
I'll check |
13:47 |
sovetskiy |
no |
13:48 |
sovetskiy |
from wiki: |
13:48 |
sovetskiy |
set_eye_offset(pos1p, pos3p) — Defines camera offset value for player. Offsets are relative to the default camera position for the given view, not relative to the player's position as returned by getpos() and not relative to previous calls (so using {x=0,y=0,z=0} resets to the default position for the view). Offset vectors are in a left-handed coordinate system where x is toward the player's right, y is up, and z is toward t |
13:48 |
sovetskiy |
he player's front. |
13:49 |
sovetskiy |
even unit vector of camera can be obtained, but not pos of camera itself |
13:49 |
ANAND |
Ah... |
13:50 |
twoelk |
doesn't <pointed thing> do what you need ? |
13:50 |
ANAND |
twoelk: the pointed_thing returned by Raycast:next? |
13:51 |
twoelk |
doesn't that return the nearest thing you are exactly looking at? |
13:51 |
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13:53 |
twoelk |
`pointed_thing.intersection_point`: The absolute world coordinates of the point on the selection box which is pointed at. |
13:53 |
twoelk |
https://github.com/minetest/minetest/blob/a4f41e7bfc6c2d823eab1465258617cb033a452c/doc/lua_api.txt#L1324 |
13:54 |
twoelk |
else you might want to explore this mod https://github.com/minetest-mods/camera |
13:55 |
sovetskiy |
minetest.raycast(pos1, pos2, objects, liquids) |
13:55 |
sovetskiy |
pos1 = player:getpos() + some_magic_number_supposed_to_be_height_of_eyes |
13:55 |
sovetskiy |
pos2 = pos1 + vector.multiply( placer:get_look_dir(), 5 ) |
13:58 |
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13:59 |
ANAND |
Small nit: pos1 and pos2 goes above the first line :) |
13:59 |
ANAND |
go* |
14:00 |
ANAND |
From my experience, 1.625 seems to be a very accurate y-offset for eye-level |
14:05 |
sovetskiy |
well I if press F5 to see to debug info, there is aleady name of pos player's looking at. How do they do that? |
14:06 |
sovetskiy |
*name of node |
14:17 |
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14:21 |
ANAND |
sadly mods can't access that feature |
14:21 |
ANAND |
IIRC, there's an open feature request for that |
14:23 |
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14:32 |
paramat |
in MT 5.0.0 'eye_height' is now a player object property https://github.com/minetest/minetest_game/blob/aafe31c14ea41afbb243c9443658863bd9460b6b/mods/player_api/init.lua#L18 |
14:33 |
piesquared |
I need to find my debug.txt, for my server. I searched for it, and i got this: /root/minetest/worlds/world/debug.txt |
14:33 |
piesquared |
/root/minetest/bin/debug.txt |
14:33 |
piesquared |
/root/minetest/debug.txt |
14:33 |
piesquared |
/root/minetest/games/debug.txt |
14:33 |
piesquared |
/root/minetest/mods/debug.txt |
14:33 |
piesquared |
/root/minetest/mods/minetest-u_skinsdb/debug.txt |
14:33 |
piesquared |
/root/.minetest/debug.txt |
14:33 |
piesquared |
/root/minetest-keep/worlds/world/debug.txt |
14:33 |
piesquared |
/root/minetest-keep/bin/debug.txt |
14:33 |
piesquared |
/root/minetest |
14:33 |
piesquared |
-keep/debug.txt |
14:33 |
piesquared |
/root/minetest-keep/games/debug.txt |
14:33 |
piesquared |
(Sorry, i cant use pastebin...) |
14:33 |
piesquared |
Which one is it? |
14:35 |
paramat |
please don't paste many lines, you can use github gist or other pasting services |
14:35 |
ANAND |
Probably /root/minetest/debug.txt, with or without the bin/ in between |
14:35 |
piesquared |
I have parental restrictions. |
14:36 |
paramat |
in MT 0.4.x eye height was actually hard coded in the engine |
14:36 |
piesquared |
Thanks. I’ll try it. I got a minor bug of the server crashing when a player gets on... |
14:36 |
ANAND |
Well, you could just ask us the location of debug.txt :) |
14:36 |
paramat |
ah |
14:38 |
ANAND |
piesquared: If you still can't find the right debug.txt, start minetest from the terminal with the following parameter: --logfile '/path/to/debug.txt' |
14:38 |
piesquared |
An unhandled exception occurred: Failed to save block: database disk image is malformed |
14:38 |
piesquared |
Translated... |
14:38 |
ANAND |
nvm :) |
14:38 |
piesquared |
I found it. |
14:39 |
piesquared |
All 30000 lines... |
14:39 |
piesquared |
So thats my error. |
14:39 |
ANAND |
corrupted world.mts probably? |
14:39 |
piesquared |
Whats that? |
14:40 |
piesquared |
(Ive had this thing for a week... |
14:40 |
piesquared |
*) |
14:40 |
calcul0n |
btw, /root is definitely not the right place to install minetest :p |
14:40 |
sovetskiy |
dude, call it to find your bloode file: |
14:40 |
sovetskiy |
find / -name debug.txt 2> /dev/null |
14:40 |
calcul0n |
are you running the server as root? |
14:41 |
piesquared |
Well, thats what my server host did. |
14:41 |
piesquared |
Yup. |
14:41 |
calcul0n |
i don't know much about that, but i suspect it's a bad idea |
14:46 |
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14:56 |
timdorohin |
calcul0n: running server as root is _totally_ bad idea |
14:56 |
piesquared |
Well. Tell my server owner that... |
14:56 |
* piesquared |
nudges MarisaG |
14:57 |
timdorohin |
piesquared: did you have dedicated server? or it is VPS? |
14:58 |
piesquared |
Hm? |
14:58 |
timdorohin |
If you have root account on OpenVZ VPS it is totally fake root that cant do anything to physical server machine |
14:58 |
piesquared |
Pretty sure i have real root. |
15:00 |
timdorohin |
you just sitting on a nuclear bomb with timer that you can't see |
15:01 |
piesquared |
No, MarisaG is. |
15:01 |
piesquared |
:P |
15:01 |
timdorohin |
someday say "BOOM" and you will be restoring all from backup |
15:01 |
timdorohin |
*it will say |
15:02 |
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15:57 |
Hijiri |
I signed up for the content DB and I foudn that I already had a mod release. Was this automatic or did someone else just add it for me? |
15:58 |
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15:58 |
Hijiri |
not a complaint, just wondering |
16:05 |
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16:08 |
rubenwardy |
Hijiri: manual |
16:09 |
rubenwardy |
There's a user rank which allows people to add other people's mods |
16:15 |
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16:26 |
Hijiri |
cool, thanks |
16:27 |
Hijiri |
is it possible to add version numbers to dependencies? |
16:27 |
Hijiri |
and / or the minetest engine |
16:27 |
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16:30 |
rubenwardy |
No |
16:31 |
rubenwardy |
You will be able to depend on a minetest version |
16:31 |
rubenwardy |
The releases there should be for 5.0.0-dev, but I doesn't matter too mich |
16:32 |
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16:44 |
Hijiri |
sounds like there would be problems if a mod depended on by others made a backwards-incompatible release |
16:48 |
Krock |
It's still possible to extend the "depends" and "optional_depends" mod.conf params in order to accept a format like "mod_name1.4.3;1.5.0" to let the engine handle the compatibility and the resulting errors/warnings |
16:49 |
Krock |
of course, a mod would have to add/update their version setting to make this work |
16:49 |
Hijiri |
would 1.4.3;1.5.0 mean the range 1.4.3-1.5.0? |
16:50 |
Krock |
yes, whereas warnings are thrown after (and with) version 1.5.0 |
16:50 |
Krock |
since it's not clear whether it would actually work. 2.0.0 might result in an error; but who expects modders to follow semver? |
16:50 |
Hijiri |
would the engine figure out which releases to download from the content DB? |
16:51 |
Krock |
uh well, those releases have a different numbering AFAIK |
16:51 |
Hijiri |
it doesn't seem like you can currently select a particular release |
16:51 |
Hijiri |
to download |
16:52 |
Krock |
yes |
16:53 |
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16:54 |
rubenwardy |
I won't be adding support for depending on versions until the engine adds it |
16:54 |
rubenwardy |
doesn't make sense |
16:54 |
rubenwardy |
it also results in dependency hell |
16:54 |
rubenwardy |
it being adding it to the engine |
16:55 |
Hijiri |
well, the alternative is that a single api mod making a breaking change means that players have to download it manually |
16:55 |
Hijiri |
when installing mods depending on it |
16:55 |
Hijiri |
(until those other mods update) |
16:56 |
Krock |
and before there's at least three different reports of the same error until the users figure out what to do |
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17:58 |
erstazi |
Is there a way to craft filling buckets with water? |
17:59 |
erstazi |
I have tried using water source with a bucket to craft a water bucket (for automation) and haven't found a way besides gathering water manually. |
18:05 |
JLuc |
you'd need a pump woudnt you ? |
18:10 |
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18:10 |
erstazi |
JLuc: I do have a water pump. |
18:13 |
JLuc |
is that from a plugin ? |
18:14 |
JLuc |
then you could look in the code |
18:15 |
erstazi |
JLuc: yep. I just wrote a little crafting mod to handle the crafting for water cans from a water source https://pastebin.com/feey8N33 |
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18:44 |
JLuc |
does this receipe work fine ? |
18:45 |
Hijiri |
I think there's a liquid transport mod that allows filling buckets |
18:46 |
Hijiri |
https://forum.minetest.net/viewtopic.php?f=9&t=20327 but it's WIP |
18:46 |
Hijiri |
oh but this doesn't have automation |
18:48 |
Hijiri |
looks like elepower (https://forum.minetest.net/viewtopic.php?f=9&t=20320) has a machine (the "bucketer") that automates bucket-filling / emptying (I think?) |
18:54 |
erstazi |
JLuc: yep. However, until elepower mod or fluid_lib for minetest 5.0.0 is ready, I still have to manually put in "default:water_source" which is better. I am just too lazy to fill water buckets HAHA |
18:55 |
erstazi |
Hijiri: thanks. I saw that about elepower. It is geared towards 5.0.0 |
19:06 |
erstazi |
JLuc and Hijiri: thank you both for your help! |
19:14 |
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19:16 |
Hijiri |
just had an idea, with bucketing automation you could make a "bucket swap" station where you pay to have your bucket filled with fluid |
19:16 |
Hijiri |
(or it puts the bucket in a filling queue and outputs an already-filled bucket) |
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21:45 |
Helenah |
Having here using technic? |
21:45 |
Helenah |
The manual talks about needing to connect a wire to the switching station, however none of the wires do |
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22:00 |
calcul0n |
Helenah, make sure you're not confusing technic and mesecons |
22:01 |
calcul0n |
both have wires and a switch thing, which different stuff |
22:01 |
calcul0n |
*are |
22:01 |
calcul0n |
also technic wires must be connected to the bottom of the machines |
22:03 |
Helenah |
I'm not |
22:03 |
Helenah |
But how do I connect a second wire to the switching station? The wiki and manual lacks information. |
22:05 |
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22:33 |
Helenah |
calcul0n: How do I take advantage of the realm system? I read they are possible to stack vertically. |
22:33 |
Helenah |
I've even seen realm mods. |
22:33 |
Helenah |
But I'd like a realm with the same parameters as my world |
22:34 |
calcul0n |
i don't know what this realm system is |
22:35 |
calcul0n |
you don't need a second wire to the switch, just need to have it somewhere on your network |
22:35 |
calcul0n |
to plug more machines, just plug them to some of the existing wire |
22:36 |
Helenah |
I didn't realise it was that simple! |
22:40 |
paramat |
you'd like stacked realms with each being similar to the core mapgen? |
22:41 |
Helenah |
Yeah |
22:42 |
paramat |
a lua mapgen could do that but being lua means lag is a problem on a server |
22:42 |
Helenah |
So these realms are an actual thing in the world? So what is my world really? Is it containing some main realm? |
22:43 |
paramat |
core mapgen can't yet do repeating realms, however mgv7 does have optional floatlands at y = 1280, will post the setting .. |
22:43 |
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22:44 |
paramat |
mgv7_spflags = mountains,ridges,floatlands,caverns |
22:44 |
Helenah |
hmm |
22:44 |
paramat |
add that to .conf, start a new mgv7 world, fly up to y = 1280 and fly around to see |
22:45 |
paramat |
the mgv7 floatlands are the only stacked realm in the core mapgens, so far |
22:45 |
Helenah |
When do you plan to implement a realm system? It's a viable solution for a Multiworld mod, though, it would be Multirealm, but you know what I mean. |
22:45 |
Helenah |
And wont they not block sun light? |
22:46 |
Helenah |
Creating a huge shader on the realms under? |
22:46 |
paramat |
yeah i've thought about it a lot, and have even coded an experimental new core mapgen that repeats. it's possible |
22:47 |
Helenah |
And what about Multi(world)? |
22:47 |
Helenah |
or Multi(dimension) |
22:47 |
paramat |
i added a feature that can stop shadows at cetain y values |
22:47 |
Helenah |
Nice |
22:48 |
paramat |
multi dimensions is much more difficult and much less likely to happen |
22:48 |
Helenah |
Well, you gotta start somewhere, and if realms is where you gotta start then so be it. |
22:49 |
Helenah |
I think Multiworld would be easier than Multidimension |
22:49 |
Helenah |
Realms even easier |
22:50 |
paramat |
i thought about dimensions and decided that stacked realms divided by impassable barriers is actually essentially dimensions, there's just less vertical height. however we have lots of unused vertical height so .. |
22:50 |
Helenah |
hmm |
22:50 |
Helenah |
I think the redundant worlds directory needs to be utilised. |
22:51 |
Helenah |
And all you would need to start is a world-world teleport command. |
22:51 |
paramat |
and MC, if it had the vertical height, would have put the nether at great depth and the aether above |
22:51 |
Helenah |
The question is... how do you host many worlds. |
22:52 |
paramat |
there's an issue discussing this and the problems |
22:52 |
Helenah |
I just know a dev has thought about multiworlds, hence the worlds dir. |
22:52 |
Helenah |
and I know there isn't a deadline, however is it a future plan? |
22:52 |
paramat |
https://github.com/minetest/minetest/issues/4428 |
22:52 |
* Helenah |
opens |
22:53 |
paramat |
the worlds dir has nothing to do with dimensions |
22:54 |
paramat |
no plan for dimensions |
22:54 |
paramat |
but i might code a stacked realm core mapgen sometime |
22:59 |
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22:59 |
Helenah |
Wow, nice discussion (2016-2018) |
23:06 |
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23:08 |
Helenah |
paramat: Is there anything like dynmap? |
23:09 |
paramat |
i've seen something similar for some servers |
23:09 |
paramat |
so yes |
23:10 |
paramat |
on some server websites there will be a dynamic map |
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23:41 |
Helenah |
paramat: How do I use the transformers? |
23:41 |
Helenah |
I'm assuming I can drop HV solar energy to MV or LV |
23:45 |
paramat |
i've never used technic or mesecons :3 |
23:46 |
Helenah |
paramat: Aaah, I accidentally confused you with calcul0n |
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