Time Nick Message 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 they're often out of date. 06:52 VanessaE get your mods from the forum, or the respective gitlab, github, etc.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. 06:53 Pilcrow182 ^ yep. the Minetest Content Database is also a big help: https://content.minetest.net/ 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. 07:23 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. 16:30 hisforever Hi I'm building a skyscraper and I'm in the clouds is there a way to raise the sky Liet? 16:45 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 17:13 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? 18:16 paramat 'rating' is the number, like 'crumbly = 3' 18:16 paramat p_gimeno ^ 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 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 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 02[git] 04pauloue -> 03minetest/minetest_game: Remove double inner/outer in stairs descriptions 13068e0b1 https://git.io/fpnL8 (152018-11-16T18:50:53Z) 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! 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. 23:26 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 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 rubenwardy Also, there were related fixes for this, soake sure you're on 0.4.17.2