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06:33 |
njoseph |
Hello. |
06:33 |
njoseph |
How do I know whether a mod should be installed on the minetest server or client? |
06:47 |
ANAND |
Generally, mods should always be installed on the server unless it explicitly specifies that it's to be installed on the client. |
06:49 |
njoseph |
Thanks. I have a bunch of mods to install. I need to know which ones are client mods. Where do I find the information? |
06:49 |
ANAND |
Where did you download them from? |
06:50 |
njoseph |
From Debian repositories |
06:51 |
VanessaE |
they'll almost exclusively be server modsz |
06:51 |
VanessaE |
-z |
06:51 |
VanessaE |
client mods are still somewhat rare |
06:51 |
VanessaE |
and they're always for smallish features |
06:52 |
VanessaE |
anything with content will always be a server mod. |
06:52 |
njoseph |
Guess I'll just install them all on the minetest server and see if anything fails. |
06:52 |
ANAND |
It's recommended to download mods from the Minetest forum |
06:52 |
VanessaE |
yeah, don't use debian's repos. they're often out of date. |
06:52 |
VanessaE |
get your mods from the forum, or the respective gitlab, github, etc. links. |
06:52 |
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06:53 |
Pilcrow182 |
^ yep. the Minetest Content Database is also a big help: https://content.minetest.net/ |
06:53 |
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06:53 |
ANAND |
CDB is more 5.0-ish mods, AFAIK |
06:54 |
VanessaE |
no |
06:54 |
ANAND |
Oh |
06:54 |
VanessaE |
it's purpose is to be the source of mods in 5.0's "mod store", but the *content* isn't 5.0-centric. |
06:54 |
VanessaE |
all of my mods are listed there, for example, and I do my work in 0.4.17.1 |
06:55 |
ANAND |
I see |
06:56 |
njoseph |
BTW, are these mods by sapier gone forever? https://forum.minetest.net/viewtopic.php?f=3&t=20731 |
06:56 |
Pilcrow182 |
In all fairness, it'd be better if a "minimum minetest version" were provided for each mod, but that would be pretty difficult at this point... |
06:58 |
njoseph |
I just installed a minetest server. Don't know if there will be animals in it since I don't have the mods from sapier installed. |
07:00 |
ANAND |
njoseph: Unless there's a very specific reason you want those mods, I suggest you get other well-maintained and up-to-date mods like Mobs Redo. |
07:01 |
VanessaE |
Pilcrow182: not so much. it's easy to mention min/max versions in the forum post for the mod, or in the readme |
07:01 |
VanessaE |
maybe rubenwardy can be convinced to add that to the db |
07:08 |
Pilcrow182 |
VanessaE: Except if the modder themselves doesn't know. Someone could, for example, make a mod for 0.5.0 but, by chance, only use function calls that will work as far back as 0.4.8. Would 0.5.0 be listed as its minimum, or would someone need to dig through earlier API versions and/or test the mod with earlier versions to see what its *actual* minimum really is? |
07:09 |
VanessaE |
not 0.5.0. 5.0.0. |
07:09 |
VanessaE |
but, it's a bit simpler |
07:09 |
Pilcrow182 |
oh. I actually didn't notice the version naming change, lol |
07:10 |
VanessaE |
for example, one of my mods doesn't work properly on 0.4.16 or earlier but not because of a function call, rather because of how the client behaves. many of them won't work on MT below ...mmm I think 0.4.13, whenever meshe drawtype was introduced. |
07:11 |
VanessaE |
-e |
07:14 |
VanessaE |
all my mods work adequately on 5.0.0 as far as I can tell, though |
07:16 |
VanessaE |
but I guess mods that mess around with the player model could have probs, something about the player selection box I think |
07:16 |
VanessaE |
(if written for 0.4.x and used on 5.0) |
07:17 |
Pilcrow182 |
ok, I said "function calls", I meant "features" I suppose. Say someone is just getting into Minetest at 5.0.0, makes a simple mod that just adds a few modes with 'normal' drawtype and no newer/special features, and doesn't know how far back it would work. Maybe " |
07:17 |
Pilcrow182 |
maybe "made for 5.0.0, minimum version unknown" would suffice |
07:18 |
VanessaE |
then they just don't specify a minimum version, or specify something that they know works. |
07:19 |
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07:23 |
Pilcrow182 |
oh, njoseph, there are no animals (or even enemies) yet in default Minetest, so you'd have to add them with mods. That said, Sapier's Animals modpack is pretty old and kind of laggy, last I used it. I'd recommend TenPlus1's Mobs Redo instead. |
07:23 |
Pilcrow182 |
^ njoseph: https://forum.minetest.net/viewtopic.php?t=9917 |
07:29 |
Pilcrow182 |
anyways, it's late for me. night all! o/ |
07:29 |
ANAND |
Good night, Pilcrow182 :) |
07:30 |
VanessaE |
night |
07:31 |
njoseph |
Thanks everyone. |
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16:30 |
hisforever |
Hi I'm building a skyscraper and I'm in the clouds is there a way to raise the sky Liet? |
16:31 |
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16:45 |
scr267 |
Is there a way to tell the value of a digiline circuit? |
16:46 |
scr267 |
Like a digital signal reader just to see if there is an interruption in the circuit |
16:56 |
calcul0n |
hisforever, i don't think so, but you can disable clouds rendering |
16:56 |
calcul0n |
search for cloud in the advanced settings |
16:58 |
calcul0n |
scr267, you can plug a luacontroller to your circuit and send any message it gets to an LCD display |
16:58 |
calcul0n |
or to the chat, i don't remember the exact command |
16:58 |
scr267 |
ok, ill give that a trye |
16:58 |
scr267 |
try |
16:59 |
scr267 |
I seem to be having difficulties with placing my digilines correctly |
16:59 |
scr267 |
:-P |
17:10 |
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17:13 |
pgimeno_ |
I'm reading the description of raillike_group in lua_api.txt. It says it returns a rating, but later it says it creates a new id if one does not exist. Does "rating" mean "id" there? |
18:02 |
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18:15 |
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18:16 |
paramat |
'rating' is the number, like 'crumbly = 3' |
18:16 |
paramat |
p_gimeno ^ |
18:19 |
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18:20 |
paramat |
for group 'rail', only '1' is used |
18:21 |
paramat |
oops no, 'rail = 1' is only used in carts |
18:22 |
paramat |
(cart mod, MTG) |
18:22 |
p_gimeno |
that matches my testing better :) thanks |
18:22 |
MinetestBot |
p_gimeno: Nov-12 19:36 UTC <paramat> yes 'large cave' refers to the mid-size often flooded caves, 'large' because they are the classic 'large caves' from mgv6, and were the largest before caverns were added. the massive caves are called 'caverns' |
18:22 |
paramat |
'raillike' is a drawtype not a group |
18:24 |
paramat |
rails don't need a group unless you're using 'connect_to_raillike = n' |
18:24 |
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18:24 |
p_gimeno |
paramat: the function is called minetest.raillike_group('name'), I was planning on documenting it in dev.minetest.net |
18:24 |
p_gimeno |
yes, it's for connect_to_raillike |
18:25 |
paramat |
ah i see |
18:25 |
p_gimeno |
but I don't have an account there... should I ask Calinou? |
18:26 |
p_gimeno |
(I already did, but he's not around so I still don't know if he's the person to go for that) |
18:27 |
paramat |
ok i see that API now in docs, misunderstood |
18:28 |
p_gimeno |
no problem, so my question is, is the rating for connect_to_raillike an ID in this case? |
18:28 |
paramat |
'a new group id is created' i expect this means a new rating number |
18:28 |
p_gimeno |
ok, thanks |
18:29 |
paramat |
those docs are unclear indeed |
18:29 |
p_gimeno |
docs say: "* `connect_to_raillike`: makes nodes of raillike drawtype with same group value connect to each other" |
18:30 |
paramat |
see the code https://github.com/minetest/minetest/blob/ade7a1cbcf7156ebddb12bd2ec2ea60818d72b19/builtin/game/misc.lua#L233 |
18:30 |
p_gimeno |
I'd suggest changing that to "with same rating value" |
18:30 |
paramat |
agreed |
18:30 |
p_gimeno |
I see, thanks |
18:34 |
p_gimeno |
also, thanks for the note on large caves vs. caverns :) |
18:35 |
p_gimeno |
setting nocaverns solved the issue |
18:35 |
paramat |
'rating' is used here in lua_api.txt too so is the best terminology https://github.com/minetest/minetest/blob/34a5960671d2bae76b3ad2080397ffae694a4209/doc/lua_api.txt#L1471 |
18:37 |
p_gimeno |
yes, indeed |
18:37 |
Calinou |
I'm around now :) |
18:40 |
* p_gimeno |
waves :) |
18:51 |
MinetestBot |
[git] pauloue -> minetest/minetest_game: Remove double inner/outer in stairs descriptions 068e0b1 https://git.io/fpnL8 (2018-11-16T18:50:53Z) |
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21:54 |
scr267 |
Just curious but if a log entry shows a player grabbing stuff from creative inventory on a survival server, and that player has no creative priv, that means he/she is cheating? |
21:54 |
scr267 |
for example: |
21:54 |
scr267 |
2018-11-16 16:39:42: ACTION[Server]: sam12 takes maptools:pick_admin_with_drops from creative inventory |
22:01 |
Ruslan1 |
scr267: try remove it |
22:01 |
ChimneySwift |
scr267: update your sfinv asap |
22:01 |
scr267 |
sfinv? |
22:01 |
sfan5 |
are you running the newest version? |
22:01 |
scr267 |
Probably not, it's a build from around 6 months ago. |
22:01 |
ChimneySwift |
it's a bug that allowed people to access creative inventory from csm |
22:02 |
ChimneySwift |
update minetest_game |
22:02 |
scr267 |
Ok |
22:03 |
ChimneySwift |
also yes, most people would consider that cheating. |
22:03 |
scr267 |
Just to be clear, I didn't get to see the postgresql table for that user's inventoy until it was too late... I think he cleared it... I was monitoring the logs. |
22:03 |
scr267 |
So that log clearly shows that he did access a creative tool |
22:03 |
scr267 |
ok, I'll firewall off his IP address. |
22:03 |
scr267 |
Thanks for the info |
22:04 |
Krock |
there are ACTION logs for creative inventory actions btw |
22:04 |
Krock |
grep for those and ban each username |
22:04 |
Krock |
oh. *scrolls up* you already noticed that line |
22:04 |
scr267 |
Krock: well, a couple of my main users do have creative privs.. but yeah, I can grep -v and inverse the search, good point |
22:05 |
Krock |
6 months sounds a bit odd. go for the latest stable |
22:05 |
scr267 |
Well, I think I built it after March, I can't remember the exact date... Yes I'll grab the latest stable. |
22:05 |
scr267 |
Thanks for all the tips. |
22:06 |
Krock |
!next |
22:06 |
MinetestBot |
Another satisfied customer. Next! |
22:31 |
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23:24 |
scr267 |
Is stable-0.4 the latest ? |
23:25 |
sfan5 |
it's the one you want for running a server yes |
23:25 |
scr267 |
Hum, seems that's the one I built already. And same for the minetest_game I'm using. |
23:25 |
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23:26 |
scr267 |
I'm using unified_inv... I assume this could have a similar bug as the one mentionned in sfinv? |
23:27 |
sfan5 |
I know of no such bug in unified_inv |
23:32 |
scr267 |
Ok - hum... wonder how he managed that then... |
23:33 |
ChimneySwift |
you probably have sfinv too |
23:33 |
scr267 |
Yes, but it's part of the minetest_game stable 0.4 |
23:34 |
scr267 |
Er, i'll take another look... Can I update a single mod like that independently? |
23:34 |
scr267 |
I mean - if it's part of minetes_game? |
23:38 |
p_gimeno |
I don't think so, no |
23:40 |
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23:40 |
rubenwardy |
Sfinv doesn't have a creative inventory |
23:40 |
rubenwardy |
So there's no such bug in sfing |
23:41 |
rubenwardy |
The bug would be in creative, which supports sfinv |
23:41 |
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23:41 |
rubenwardy |
Also, there were related fixes for this, soake sure you're on 0.4.17.2 |
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