Time Nick Message 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 07:44 cimbakahn Hello Everyone! 07:45 cimbakahn At what level (when you're mining) can you find chromium? 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 chek15 Ꭺlⅼаһ is ⅾⲟіᥒg 08:23 ChimneySwift cimbakahn: yeah it starts at - 100 08:23 cimbakahn ChimneySwift: Thank you very much! 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 10:42 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 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. 13:25 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 13:44 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 13:46 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 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? 13:53 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 ) 13:59 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 14:21 ANAND sadly mods can't access that feature 14:21 ANAND IIRC, there's an open feature request for that 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 14:56 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 15:57 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 Hijiri not a complaint, just wondering 16:08 rubenwardy Hijiri: manual 16:09 rubenwardy There's a user rank which allows people to add other people's mods 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 16:30 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 16:44 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_name@1.4.3;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 16:54 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 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 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 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! 19:16 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) 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 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. 22:33 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 .. 22:44 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 Helenah Wow, nice discussion (2016-2018) 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 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