Time |
Nick |
Message |
00:01 |
Alexand{er|ra} |
It looks like there's not a way with the current API. Too bad. |
00:02 |
rubenwardy |
Unarelith: use a collision boz |
00:02 |
rubenwardy |
-z+x |
00:03 |
Alexand{er|ra} |
rubenwardy: How do you do that? I don't see it in the API doc. |
00:04 |
rubenwardy |
Search for "collision_box" in the API docs https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
00:04 |
rubenwardy |
Can't link from my phone |
00:06 |
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puzzlecube joined #minetest |
00:08 |
Alexand{er|ra} |
Firefox keeps crashing so I can't get a good look at it. |
00:08 |
Jordach |
https://rubenwardy.com/minetest_modding_book/en/items/node_drawtypes.html#nodebox Alexand{er|ra} |
00:08 |
Alexand{er|ra} |
It looks like it's a feature in the development version though, so that's something to look forward to. It's not in my 0.4.17-based doc though. |
00:10 |
Alexand{er|ra} |
Jordach: I'm not sure what you're trying to point out on that page. Collision isn't even mentioned. |
00:10 |
Jordach |
it's missing quite a bit of stuff, but is comprehensive otherwise |
00:10 |
Alexand{er|ra} |
And ... another browser crash. Stupid Firefox. |
00:11 |
Alexand{er|ra} |
It's missing the one feature we were discussing though; the only feature needed at the moment. |
00:11 |
Jordach |
https://github.com/minetest/minetest/blob/stable-0.4/doc/lua_api.txt#L4029 |
00:11 |
Jordach |
that only applies to entities :thinking: |
00:12 |
Alexand{er|ra} |
I'm guessing that's the "collision_box"? Unarelith: Check that link for instructions, but they only work in the development version, not the current version. |
00:12 |
Alexand{er|ra} |
Right. It's only entities that Unarelith is having a problem with though. |
00:12 |
Alexand{er|ra} |
Specifically, item entities. |
00:13 |
Alexand{er|ra} |
Like dropped items, I mean. |
00:13 |
rubenwardy |
Are you using an outdated version of Firefox? |
00:13 |
rubenwardy |
I don't have any crashes |
00:14 |
Unarelith |
Alexand{er|ra}, actually, I think Minecraft has the same problem. The mod Ex Nihilo has a similar barrel and I think they don't drop the item because of that issue |
00:14 |
Jordach |
they also dont pick up items dropped onto the barrel, only through hoppers and pipes |
00:15 |
Unarelith |
true :/ |
00:16 |
Alexand{er|ra} |
rubenwardy: I'm using the version packaged with Debian 9. It usually only crashes if I open a link from WeeChat. Not sure why. If I open a link from WeeChat, I have about half a minute before Firefox crashes on me. |
00:51 |
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00:56 |
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01:30 |
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01:52 |
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02:20 |
Pilcrow182 |
hmm, it's kind of late. I wonder if anyone's online and not AFK right now. |
02:22 |
rubenwardy |
the world is wide |
02:23 |
Pilcrow182 |
hey rubenwardy, how you doing today? |
02:23 |
rubenwardy |
good thanks! you? |
02:25 |
Pilcrow182 |
I'm great. Spending 5 days in St Louis Missouri for Thanksgiving, as my mom's boyfriend's family wanted to meet me and my sisters. |
02:26 |
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02:27 |
Alexand{er|ra} |
I'm online. I have too much studying to do to leave my machine for now. |
02:27 |
Pilcrow182 |
internet problems, puzzlecube? |
02:27 |
Alexand{er|ra} |
I really should get dinner on the stove though ... |
02:27 |
* Alexand{er|ra} |
goes off to see what's in the refrigerator |
02:29 |
Alexand{er|ra} |
Hmm. These cashews will do for now. |
02:29 |
Pilcrow182 |
Yeah, I feel you, Alexand{er|ra}. What are you studying, if you don't mind my asking? |
02:29 |
* Alexand{er|ra} |
returns to the laptop |
02:30 |
Alexand{er|ra} |
Pilcrow182: Computers. CS 3303: Data Structures and CS 4402: Comparative Programming Languages. |
02:31 |
Alexand{er|ra} |
I was supposed to study Web stuff this term, but my advisor goofed off for about a week instead of helping with a registration issue, so the course filled up on me. |
02:34 |
Pilcrow182 |
Ugh, I don't know about you but I hated web stuff (was going to university for IT: Programmer/Analyst myself, but didn't finish) |
02:36 |
Alexand{er|ra} |
Pilcrow182: In my last Web-related course, they taught us bad practices. I was appalled. This is a big part of why standards aren't followed! Schools aren't teaching standards compliance! If the course was taught correctly though, I would have enjoyed it. |
02:36 |
Alexand{er|ra} |
I'd really enjoy learning how to make my website less bad. |
02:37 |
Alexand{er|ra} |
It's a bit bland, to be honest. |
02:39 |
Pilcrow182 |
Heh. Well, I don't have a website (or a need for one) myself, so I get by on what little I know of html |
02:40 |
Pilcrow182 |
I'm more interested in games/mods and local tools (shell scripting, mostly, though I can program in a few *real* languages when I need to do something complicated)) |
02:41 |
Alexand{er|ra} |
I'd love to work on mods more. I usually don't have much time for that though. |
02:42 |
Alexand{er|ra} |
I am fitting a small modding project in on my breaks between reading assignments today though. |
02:43 |
Pilcrow182 |
Oh, I suppose I lied; I *do* have a github.io page, but that's really as simplistic a 'website' as you can get -- a blank white page with some text and a few links to various other projects... :P |
02:46 |
Pilcrow182 |
Alexand{er|ra}: yeah, I was actually reading some of the IRC logs earlier, when you were talking with Unarelith about tools that turn stone to gravel, etc. |
02:48 |
Alexand{er|ra} |
Yeah. My current step is to fix up my material-renewal mod. I don't like the random cobble-sometimes-drops-sand-or-gravel thing, so I'm setting up dedicated tools for conversion when players actually want to produce those materials. |
02:48 |
Unarelith |
btw I made barrels and crooks, my modpack is on the forum now :p https://forum.minetest.net/viewtopic.php?f=9&t=21465 |
02:49 |
Alexand{er|ra} |
After that, I've got to work on a system to hack Minetest's 15-colour dye system to allow users to choose colours from Minetest's 256-colour palet system. |
02:49 |
Alexand{er|ra} |
*palette |
02:50 |
Alexand{er|ra} |
Unarelith: Nice! |
02:50 |
Alexand{er|ra} |
It looks like your mod's got the same basic idea as mine: material renewal. |
02:50 |
Alexand{er|ra} |
You go about it differently though. |
02:51 |
Alexand{er|ra} |
I like your composting barrel. |
02:51 |
Unarelith |
Thanks, but there's no timer for composting yet and they can't hold liquids ^^' |
02:51 |
Alexand{er|ra} |
I had set up a compost node in my last release, though I'm removing it in the coming update. I think adding nodes is beyond the scope of what my mod is aiming for. |
02:52 |
Alexand{er|ra} |
Liquids? Why would you compost liquids? |
02:52 |
Unarelith |
I want to make barrels compatible with rain, to gather water |
02:52 |
Alexand{er|ra} |
And Firefox crashed again. Because of course it would. |
02:52 |
Alexand{er|ra} |
OH! Nice. |
02:53 |
Alexand{er|ra} |
Is that how you're renewing fresh water ("river water")? |
02:53 |
Unarelith |
And I'll make stone barrels to contain lava later |
02:53 |
Unarelith |
I still don't get the difference between "water" and "river water" in Minetest |
02:54 |
Alexand{er|ra} |
River water doesn't renew, and has a shorter flow range. |
02:54 |
Alexand{er|ra} |
Personally, I think it's overkill for its purpose, but that's not my decision to make. |
02:56 |
Unarelith |
I see, but this barrel feature is specific to a skyblock I guess, since the goal is to gather the first buckets of water this way |
02:56 |
Alexand{er|ra} |
I actually tried using seawater in rivers a few times. It works well. It overflows in a couple places, but not in a way that looks unnatural. |
02:56 |
Alexand{er|ra} |
Ah, I see. |
02:57 |
Alexand{er|ra} |
I've never played a sky blocks game, but I think I get the gist of what they are. |
02:58 |
Alexand{er|ra} |
What's the plan for the lava barrels? How does the lava get in there? |
03:00 |
Unarelith |
There will be another node to introduce first: the crucible. Its goal is to melt Cobblestone to make Lava. |
03:00 |
Unarelith |
Then the Lava can be stored in the Stone Barrels, and you could probably make obsidian in the barrel by flowing water upon it |
03:01 |
Alexand{er|ra} |
Oh, nice. |
03:01 |
Unarelith |
I think my subgame will be a skyblock game, since it's the easier way to give a small modded Minecraft feel to Minetest and attract people (and modders) since the 5.0.0-dev engine looks pretty good (which is what attracted me when I saw MineClone2, elepower, witt, gravelsieve, etc...) |
03:02 |
Alexand{er|ra} |
I was considering an option to melt cobblestone into lava myself, but never got the details sorted out in a way I liked. |
03:02 |
Alexand{er|ra} |
Yeah, the dev engine is looking pretty nice. |
03:03 |
Unarelith |
The Ex Nihilo way to cobblestone melting is to put either a torch, lava or fire under the crucible to heat the cobblestone at according speeds |
03:04 |
Pilcrow182 |
Unarelith: you don't actually need to hack the 15-colour dye system; VanessaE's lovely Unified Dyes mod goes up to 256 colors, apparently. https://forum.minetest.net/viewtopic.php?t=2178 |
03:06 |
Unarelith |
Pilcrow182, I think you meant to mention Alexand{er|ra} |
03:08 |
Pilcrow182 |
Oh, yes, sorry Unarelith |
03:08 |
Alexand{er|ra} |
Pilcrow182: The goal is to depend only on the default system. I actually have a very nice palette-based dye system for my currently-incomplete game, which provides all 256 colours. |
03:08 |
Alexand{er|ra} |
Also, if I used VanessaE's system, I'd need to be sure her dies lined up with my own palette's colours, which may be even more complicated if our colours don't match. |
03:09 |
Pilcrow182 |
heh, that's true. Just wanted to point her mod out in case you didn't know it existed. |
03:09 |
Alexand{er|ra} |
I could create a custom palette from her dies, but them I'd need separate versions of my dyable item mod for my game and for Minetest Game. |
03:10 |
Alexand{er|ra} |
I knew it existed, though last I knew, it didn't have quite 256 dyes. It's nice to know that it does now. |
03:10 |
Alexand{er|ra} |
I'll probably take a look later to see if she uses a palette like my dyes do. |
03:11 |
Alexand{er|ra} |
If so, I might discontinue my dyes. |
03:11 |
Alexand{er|ra} |
Well, assuming hers has good colour mixing like mine does. |
03:11 |
Alexand{er|ra} |
I put a lot of effort into making sure all dyes could be mixed in a sane, yet automated way. |
03:13 |
Pilcrow182 |
yeah, I used it long ago when it didn't have so many colors, but apparently her mod is configurable now; the forum page states that it "expands the standard dye set from 15 colors to 32, 197, or 256" |
03:14 |
Alexand{er|ra} |
Oh, what ... She uses a separate palette for each class of colours. For example, a palette for grey dyes and a palette for cyan dyes. |
03:14 |
Alexand{er|ra} |
This is nothing like what I need for Palette Game. |
03:15 |
Alexand{er|ra} |
I'll stick with my own dyes then. Well, and the Minetest Game dyes for compatibility with Minetest Game. |
03:18 |
Pilcrow182 |
Yeah, I see that. Interesting, but I'd want more color mixing myself, as well, if I were trying to make a mod/modpack/game that really relied on color |
03:20 |
Alexand{er|ra} |
I've got that. I was actually going to release it for Minetest Game and have it replace the original dyes, but I thought it'd cause too much breakage in other mods. Other mods expect the original dyes to be in place. |
03:20 |
Alexand{er|ra} |
But if I release my dyes to work alongside the 15-dye system, I've still got to account for the fifteen dyes, which is a mess in my mods. |
03:21 |
Alexand{er|ra} |
It really works better to only have one or the other. |
03:21 |
Alexand{er|ra} |
I'd love to know why there are fifteen dyes though. Why not an even sixteen? |
03:22 |
Pilcrow182 |
I've actually done quite a bit of palette work for other projects. My favorite of my own is a 774 palette -- 7 levels of red and green, 4 levels of blue, 10 grays (12 including black and white) and a small complimentary color scale for pure red/green/blue/cyan/magenta/yellow. |
03:22 |
Alexand{er|ra} |
I'd love to pull request to replace the old dye system, but it'd break older mods, and I think the team wants to avoid doing that. |
03:22 |
Pilcrow182 |
This is the one I was talking about: https://files.catbox.moe/flud7h.png |
03:23 |
Alexand{er|ra} |
It'd break older worlds, too; all previously-placed wool would turn white, for example. |
03:23 |
Unarelith |
do you know if its possible to affect texture nodes like this? https://vignette.wikia.nocookie.net/skyfactory/images/1/19/2014-03-24_12.49.02.png/revision/latest/scale-to-width-down/1000?cb=20140324120721 |
03:24 |
Alexand{er|ra} |
Pilcrow182: Nice! I like it. |
03:24 |
Unarelith |
*node textures sorry |
03:24 |
Pilcrow182 |
Yeah, I suppose you *could* alias all those different old wool colors to similar ones of your own palette though, if you didn't want to break older worlds |
03:25 |
Alexand{er|ra} |
Unarelith: That looks like a basic palette swap. Minetest can mostly do that, though there are limitations that make colours of differing brightness not come out as expected. |
03:25 |
Alexand{er|ra} |
Pilcrow182: No. I can't alias the wool to different colours, due to limitations in the engine. |
03:26 |
Alexand{er|ra} |
My wool has one node. You can't alias a node to a node plus palette index. You can only alias to the new node, and the previous param2 (set to "0" on wool) becomes the new palette index. |
03:27 |
Alexand{er|ra} |
So all old wool nodes use colour #0. Originally, I had #0 be black, but to deal with another engine bug, I set it to white now. |
03:27 |
ShadowBot |
Alexand{er|ra}: Error: Delimiter not found in "HTTP Error 404: Not Found" |
03:27 |
ShadowBot |
Alexand{er|ra}: Error: Delimiter not found in "HTTP Error 404: Not Found" |
03:28 |
Alexand{er|ra} |
So all aliased old wool turns white. |
03:28 |
Alexand{er|ra} |
The same applies to any previously-crafted dyes. |
03:29 |
Alexand{er|ra} |
You've got a chest of rainbow dyes? Not any more. Now you've got a chest or white dye. |
03:29 |
Pilcrow182 |
Unarelith: If your node uses a mesh, you can alter the texture for each individual instance of it. This is what sofar's 'frame' mod does. Otherwise, you can register a new node and swap the old one for the new one with an ABM. |
03:30 |
Alexand{er|ra} |
I don't know how to use meshes, and haven't managed to find a good tutorial. Ad for the registering separate nodes, it defeats the purpose of the palette. I might as well just keep the separate nodes at that point and not use a palette at all. |
03:30 |
Pilcrow182 |
Alexand{er|ra}: Ah, yeah, I was still thinking of the old non-meshnode way of doing things, where each color has to be registered as a separate node... |
03:32 |
Alexand{er|ra} |
Pilcrow182: When you say "alter the texture", do you mean the basic palette application, or are you able to use separate textures when you use meshnodes? |
03:32 |
Pilcrow182 |
It's been a few years since I was into minetest, and I'm finally now getting back to it. Didn't know you could apply a palette directly; I thought they had to be either individual nodes or a mesh. |
03:33 |
* rubenwardy |
is currently working on https://rubenwardy.com/capitalism_game/ |
03:33 |
rubenwardy |
https://i.rubenwardy.com/dPeIV.png |
03:33 |
Alexand{er|ra} |
Yeah, we've got working palettes now. I use the term "working" loosely though. |
03:34 |
Alexand{er|ra} |
rubenwardy: Nice! So what's the goal of the game? To have the most money? |
03:34 |
rubenwardy |
Basically, yeah |
03:35 |
Alexand{er|ra} |
Pilcrow182: So does that mean that when using a mesh, each node can have a different texture? |
03:35 |
Alexand{er|ra} |
I'll have to check that out some time. |
03:36 |
Pilcrow182 |
Alexand{er|ra}: Yeah, apparently you can register a meshnode with multiple 'material' textures, and overlay a different texture on an individual node. See sofar's frames mod: https://forum.minetest.net/viewtopic.php?t=16585 |
03:36 |
rubenwardy |
It'll be a server soon ™ |
03:38 |
Pilcrow182 |
Alexand{er|ra}: oh, wait, it looks like he *does* register each node separately... :/ |
03:38 |
Alexand{er|ra} |
Oh, sweet. I can check that out on the server then. |
03:39 |
Alexand{er|ra} |
Oh wait. No I can't. My firewall blocks Minetest, so I only have local Minetest games. |
03:39 |
Alexand{er|ra} |
Pilcrow182: Darn. That'd be a cool feature to have. |
03:39 |
Pilcrow182 |
*ahem* I didn't notice this before: https://github.com/minetest-mods/frame/blob/master/init.lua#L154 |
03:40 |
Pilcrow182 |
so it looks like the only way to do it for individual nodes is to use entities, which would slow things down a lot... |
03:41 |
Alexand{er|ra} |
Entities have a tendency to disappear too, in my experience. |
03:41 |
Alexand{er|ra} |
Some people try to use them for letters on signs, for example, and the signs frequently lose their text. |
03:42 |
Pilcrow182 |
now I'm a little disappointed, myself; I thought overlaying textures on meshnodes was some cool new feature implemented after I stopped playing a few years ago... :( |
03:43 |
Pilcrow182 |
oh, Unarelith, if you're trying to copy ex nihilo, you might be interested in a minetest game I've been making. |
03:44 |
Pilcrow182 |
I started it in Minetest 0.4.8, but have been trying to update it to Minetest 5 lately. |
03:45 |
Pilcrow182 |
It's called Dustworld, and was meant to copy the Minecraft Crash Landing modpack seen here: https://www.youtube.com/playlist?list=PLPysqvHgU8RsJSm8CWulZPNVYvJd4UMgK |
03:45 |
Alexand{er|ra} |
I swear. There's a Minetest 0 and a Minetest 5, but no Minetests 1, 2, 3, and 4? This is madness. |
03:45 |
Unarelith |
Alexand{er|ra}, agreed |
03:46 |
jacky |
some things aren't meant to be |
03:46 |
Alexand{er|ra} |
I guess ... |
03:47 |
Pilcrow182 |
Alexand{er|ra}: yeah, it's weird. I wasn't aware of the change in version naming scheme until recently, but apparently they're just trying to drop the "0." from the beginning; 0.5.0 becomes 5.0.0... |
03:47 |
Unarelith |
Pilcrow182, I'm making a similar game too, its called Techtest and it will probably be a skyblock or a stoneblock gathering most FTB-like mods that exist in minetest |
03:48 |
Unarelith |
https://forum.minetest.net/viewtopic.php?f=50&t=21456 |
03:48 |
Alexand{er|ra} |
Pilcrow182: Yeah. My guess is that they got tired of idiots that kept talking about Minetest 4.x, when it's 0.4.x. By dropping the leading zero, everyone will be on the same page. |
03:48 |
Pilcrow182 |
Anyways, my game pack is finally online, so you can check it out if you like. It has a mod inside of it called 'survivalist' that is like an expanded Ex Nihilo. https://github.com/Pilcrow182/dustworld |
03:49 |
Pilcrow182 |
It's not well-tested though, so I haven't released it on the forums yet. |
03:50 |
rubenwardy |
!dev Changelog |
03:50 |
MinetestBot |
"Note that not all changes made to the code between releases are listed here." - http://dev.minetest.net/Changelog |
03:50 |
rubenwardy |
Explains the version scheme change |
03:52 |
Alexand{er|ra} |
Should be an iteresting read, if my browser can avoid crashing long enough. |
03:53 |
Alexand{er|ra} |
"Shows that we aim to keep inter-version compatibility" |
03:53 |
Unarelith |
Pilcrow182, daaamn, its the same thing x) |
03:53 |
Alexand{er|ra} |
I'm not sure how it shows that. The other reasons seem reasonable though. |
03:54 |
Pilcrow182 |
By my Dustworld being 'not well tested' I mean many of the mods are outdated (as I said, some of them were programmed as far back as 0.4.8) and I haven't made absolute sure there are no problems in 5.0.0. It's at least *mostly* usable in its current state... :P |
03:55 |
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03:57 |
Unarelith |
Pilcrow182, on the latest commit there's some issue with inventory buttons |
03:58 |
Unarelith |
but it's funny we have the game goal: reproducing a Minecraft-tech modpack experience |
03:58 |
Unarelith |
*same goal |
04:00 |
Unarelith |
Actually a lot of the mods in Crash Landing modpack are the kind of mod I want in my game, and we're starting to get Minetest alternatives to some of them (elepower, melterns, witt, unifiedinventory) so it's becoming possible |
04:06 |
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04:06 |
Pilcrow182 |
Unarelith: Yeah, I know it has some inventory glitches. I've been fixing some problems, but haven't pushed my changes onto github yet. Also made an auto-sieve machine to go along with the auto-grinder and auto-compressor. Works well, so I should update github soon. |
04:12 |
Pilcrow182 |
Unarelith: actually, I just cloned the github version of dustworld to take a look at it, and there isn't a glitch with the inventory buttons on my machine; they look like this: https://files.catbox.moe/vvp005.png |
04:14 |
Unarelith |
Pilcrow182, the issue happens when I click on some buttons |
04:15 |
Unarelith |
btw, I think you may already know about it, but checkout elepower: https://forum.minetest.net/viewtopic.php?t=20320 |
04:15 |
Unarelith |
it has a power api |
04:15 |
Unarelith |
and you'll probably want to add machines |
04:18 |
Pilcrow182 |
Yes, I've seen elepower and have been considering using it. It didn't exist when I first made Dustworld, so I already have a different machine system (coal-powered machines and 'fuelducts' to give them fuel), but adding 'electric' machines too would be cool. |
04:22 |
Unarelith |
I think I'll use elepower fluid/power api for all Techtest machines and since all the current mods aren't compatible I'll probably make my own mods to replace them |
04:23 |
Unarelith |
Pilcrow182, so if you use these apis too we could write each our own tech mods and share them between our games since they will be fully compatible |
04:25 |
Pilcrow182 |
Unarelith: True, and it'd be fun to make electric versions of my coal-powered machines |
04:27 |
Unarelith |
Though there is a problem, my Ex Nihilo-like modpack conflicts with your survivalist mod :/ |
04:28 |
Pilcrow182 |
Well, for now I'm focusing on making everything work right; I'll add more mods like elepower and maybe Mobs Redo later |
04:29 |
Pilcrow182 |
I also may split the coal-powered machines out of survivalist so they can be used with other mods (including your Ex Nihilo-like modpack). But that's a project for the future. |
04:32 |
Unarelith |
that could be nice, but I meant that the features sieve/composting barrel/crucible are the same between our mods, and I think that's dumb |
04:33 |
Unarelith |
I would have liked to know about your mod before, I would have contribute to it instead of making my own :p |
04:38 |
Unarelith |
but it's not a big deal after all since making my modpack is teaching me Minetest modding basics (hopefully I was already familiar with Lua *-*) |
04:40 |
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04:42 |
Pilcrow182 |
Unarelith: Yeah, my gamepack was unreleased and never finished, and I finally picked it up again about a month ago. It's not just you; NO ONE knew about it since it wasn't online when I was working on it a few years ago... :P |
04:43 |
Pilcrow182 |
Oh, btw, I just now pushed through a massive update with all of my bug fixes and improvements. Should be much better than the version you downloaded before... :P |
04:47 |
Unarelith |
Pilcrow182, I don't have the content of the folder named flying_saucer :/ |
04:53 |
Pilcrow182 |
Unarelith: ah, stupid github. when it saw flying_saucer's .git folder, it turned it into a symlink instead of a regular folder. I undid the last commit and force-updated it without that .git folder now... |
04:53 |
Pilcrow182 |
^ so it should work normally, just download again... |
04:55 |
Pilcrow182 |
I'm not good with git/github yet. there should be a way to make it 'ignore' that .git folder, but I don't know how. |
04:56 |
Unarelith |
try using a .gitignore, maybe it will work |
04:58 |
Pilcrow182 |
That might cause problems with the flying_saucer mod when I try to update it individually, though (since I released it standalone: https://forum.minetest.net/viewtopic.php?p=335573) |
04:59 |
Pilcrow182 |
I'll have to do more research on how to use a .gitignore file |
05:46 |
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05:53 |
VanessaE |
Pilcrow182, Alexand{er|ra}: fwiw, unified dyes expands the number of colors according to the type of node (engine limitation), and only splits the colors into multiple palettes for the 197-color type. |
06:00 |
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06:10 |
Pilcrow182 |
VanessaE: Yeah, I see that now. I'd love to have something with more color *mixing*, and that's more what Alexand{er|ra} is going for, but unified dyes wasn't really made for that, by the looks of it. |
06:10 |
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06:10 |
VanessaE |
I'm not sure I follow |
06:10 |
VanessaE |
UD has plenty of recipes for crafting new colors. |
06:16 |
Pilcrow182 |
oh, I looked at that wrong. I was seeing the multiple shades of single colors and thinking that was the extended palette, but you did say it was for the 197-color type... |
06:16 |
Pilcrow182 |
I must be tired. It's been a long thanksgiving, and it's midnight here... :P |
06:17 |
VanessaE |
the extended palette is so-named because there used to be only 89 colors, is all. |
06:28 |
Pilcrow182 |
VanessaE: since the organisation is completely different, I'm wondering: for the extended palette, did you just eyeball it, or use a standard/mathematical one? |
06:28 |
Pilcrow182 |
judging by the fact that you have 16 grays, my guess is that it's a mathematical 6-8-5 palette (https://en.wikipedia.org/wiki/List_of_software_palettes#6-8-5_levels_RGB) |
06:28 |
VanessaE |
it's math, but HSV-based. |
06:30 |
Pilcrow182 |
Ah, I didn't think about doing it that way. That *would* really change the order compared to RGB-based math... :P |
06:31 |
Alexand{er|ra} |
VanessaE: Okay, so in 256-colour mode, it uses a single palette? That's good to know. Does it implement dye-mixing in a way where all 256 dyes can be mixed? |
06:31 |
VanessaE |
Alexand{er|ra}: yes, and yes. |
06:32 |
VanessaE |
if by "mixed" you mean to craft any color from any other 2 or more colors in a meaningful way |
06:32 |
Alexand{er|ra} |
Okay, awesome. I'll look into using that then, especially for the Minetest Game versions of my mods. |
06:32 |
VanessaE |
(so don't expect to make white dye from black dye :P ) |
06:32 |
Alexand{er|ra} |
VanessaE: I mean any two colours can be mixed in a meaningful way. |
06:32 |
VanessaE |
yep. |
06:32 |
Alexand{er|ra} |
Okay, sweet. |
06:33 |
VanessaE |
https://forum.minetest.net/viewtopic.php?pid=28399 |
06:33 |
Pilcrow182 |
But can I make purpleish-green? :P |
06:33 |
VanessaE |
https://gitlab.com/VanessaE/unifieddyes/blob/master/init.lua#L1317 |
06:33 |
Alexand{er|ra} |
It sounds like you've already put a lot of thought into how dyes should be then. |
06:33 |
VanessaE |
purplish-green would be greyish :) |
06:34 |
Pilcrow182 |
obviously I'm joking, lol |
06:34 |
VanessaE |
though that does mean I should add some more crafts for the greys (they're |
06:34 |
VanessaE |
.. |
06:34 |
VanessaE |
they're all made from black or white) |
06:37 |
Alexand{er|ra} |
I do see one thing missed though: when index #0 isn't white, held itemstacks that somehow lack a palette index will be displayed as white, but will function as whatever index #0 is. |
06:37 |
ShadowBot |
Alexand{er|ra}: Error: Delimiter not found in "HTTP Error 404: Not Found" |
06:37 |
ShadowBot |
Alexand{er|ra}: Error: Delimiter not found in "HTTP Error 404: Not Found" |
06:38 |
VanessaE |
in UD, I have an extra bit of code to handle that. |
06:40 |
Alexand{er|ra} |
It makes it difficult for people trying to use that palette though. They either have to deal with the (engine) bug, or write similar code to compensate, on every paletted item. |
06:40 |
VanessaE |
https://gitlab.com/VanessaE/unifieddyes/blob/master/init.lua#L164 |
06:42 |
Alexand{er|ra} |
Huh. If I understand that, it applied itself to every node that uses your palette. Never mind then. It seems you really have thought of everything. |
06:42 |
Pilcrow182 |
VanessaE: maybe it would be possible to make code that automatically generates all crafting recipies based on the math? That would eliminate a lot of work expanding your mod, as it could handle things like, say, combining #81FFBF with #7E0040 to make gray... |
06:42 |
VanessaE |
precisely :) |
06:43 |
VanessaE |
Pilcrow182: https://gitlab.com/VanessaE/unifieddyes/blob/master/init.lua#L295 |
06:43 |
VanessaE |
already covered. |
06:43 |
VanessaE |
well, for recipes using actual names. |
06:43 |
Alexand{er|ra} |
Pilcrow182: That's pretty much what I did too. All the mixing in my dyes is an averaging of the ingredient colours. |
06:44 |
Pilcrow182 |
Oh. guess I should've read a little more into your code before suggesting that... |
06:44 |
VanessaE |
now, for RGB, you'll need to code it. the math is, https://gitlab.com/VanessaE/unifieddyes/blob/master/init.lua#L931 |
06:44 |
Alexand{er|ra} |
Recipes ... right. I need to figure out Unified Dye's recipe system. |
06:45 |
VanessaE |
(that ^ code is part of the airbrush formspec, but it should be useful as a guide to make RGB-based crafts) |
06:48 |
Alexand{er|ra} |
I'm not able to find it. What's the name of the paletted dye item? |
06:48 |
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06:48 |
VanessaE |
eh? |
06:49 |
VanessaE |
"the" item? |
06:49 |
Alexand{er|ra} |
Okay, do these dyes not use palettes after all? |
06:49 |
Alexand{er|ra} |
I'm very confused. |
06:49 |
VanessaE |
the dyes used for crafting are individual items. dye:red, dye:dark_magenta, and so on. |
06:50 |
Alexand{er|ra} |
Okay, got it. What are the palettes in the mod then? |
06:50 |
VanessaE |
palettes are only used for param2 coloring of the nodes in-world (and inventory/itemstacks) |
06:51 |
Alexand{er|ra} |
So I need to define a separate craft recipe for each palette index due to having different ingredients? Huh. |
06:52 |
Alexand{er|ra} |
That'll definitely be something I can use for the Minetest Game variant of my mods, but isn't something I can port to Palette game for a unified look between versions. |
06:53 |
VanessaE |
not in UD, the register_color_craft() call handles that. |
06:54 |
VanessaE |
https://gitlab.com/VanessaE/unifieddyes/blob/master/API.md |
06:54 |
VanessaE |
I did my best to think of everything :) |
06:55 |
Pilcrow182 |
VanessaE: yeah, you've done a lot more work with this than I realized |
06:55 |
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06:57 |
Alexand{er|ra} |
Yeah, for sure. VanessaE's Unified Dyes library is pretty extensive. |
06:58 |
* Alexand{er|ra} |
starts tinkering in their own mod to patch in Unified Dyes support |
07:03 |
Alexand{er|ra} |
VanessaE: Does Unified Dyes offer shapeless recipes like the normal wool/dye recipes, or all recipes shaped? |
07:03 |
VanessaE |
both |
07:03 |
VanessaE |
I think :) |
07:03 |
VanessaE |
(I have to check the API, I don't remember :) ) |
07:04 |
VanessaE |
ah, there it is. |
07:04 |
VanessaE |
https://gitlab.com/VanessaE/unifieddyes/blob/master/API.md#L93 |
07:05 |
Alexand{er|ra} |
VanessaE: I read that, and it shows how to register shaped recipes. Is there a way to register shapeless recipes? |
07:05 |
VanessaE |
keep reading :) |
07:05 |
VanessaE |
https://gitlab.com/VanessaE/unifieddyes/blob/master/API.md#L114 |
07:06 |
Alexand{er|ra} |
VanessaE: Sorry, my bad. The example was using defaults, so I assumed those defaults were a lack of options. |
07:07 |
VanessaE |
you know what happens when you ass-u-me :) |
07:07 |
Alexand{er|ra} |
Yeah. I'm tired though, and prone to error when I am. |
07:07 |
VanessaE |
no worries :) |
07:08 |
Pilcrow182 |
All of us make mistakes when we're tired, really |
07:08 |
VanessaE |
don't I know it. |
07:09 |
Pilcrow182 |
(some less than others, but still) |
07:09 |
VanessaE |
I've long since lost count of my own such blunders :) |
07:12 |
Alexand{er|ra} |
Okay. I think this should work now. I need to add an optional dependency and actually download Unified Dyes, then see if I did it right. If so, I need to redraw the texture and redefine the original recipe for the node to use cotton instead of stone (cotton would make more sense for a dyable node). |
07:12 |
Pilcrow182 |
hmm, not at all on-topic at the moment, but do either of you know if minetest schematics support rotation? |
07:13 |
Alexand{er|ra} |
They do. |
07:13 |
Alexand{er|ra} |
Or at least, some of the functions that import them do. |
07:13 |
Alexand{er|ra} |
I don't know if they correctly update param2 of facedir nodes though. |
07:15 |
Pilcrow182 |
hmm, I'll have to read into them more then. |
07:15 |
Pilcrow182 |
I'm trying to update an old unreleased mod I made long ago, called 'instacabin' that uses craftitems to spawn buildings with the door facing your direction. |
07:16 |
Pilcrow182 |
I originally stole the load function from an old version of worldedit and hacked it to rotate the buildings, but I'd rather get away from that... |
07:16 |
Alexand{er|ra} |
"minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)" |
07:16 |
Alexand{er|ra} |
It looks like it's the third argument. |
07:17 |
Alexand{er|ra} |
I think that's an integer from 0 to 3. |
07:17 |
Alexand{er|ra} |
You'd need to experiment to find what int is what facing though, I think. |
07:17 |
Pilcrow182 |
ah, there we go, thanks. |
07:17 |
Alexand{er|ra} |
Never mind. |
07:17 |
Alexand{er|ra} |
You use angle, according to the doc. |
07:18 |
Alexand{er|ra} |
0, 90, 180, 270. |
07:18 |
Alexand{er|ra} |
*angles |
07:18 |
Pilcrow182 |
yep, I just saw that too |
07:19 |
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07:20 |
Alexand{er|ra} |
Yeah, this seems to work. That old texture is ugly, colourised, but I've been planning to replace that texture for probably a couple months now anyway. |
07:20 |
Pilcrow182 |
man, it'd be a nightmare to try and make it support arbitrary (non-90 degree) angles, but the thought is kind of funny... spawning in a house with an angle of 45 and suddenly all your walls are diagonal... :P |
07:20 |
Alexand{er|ra} |
Thanks for the help, VanessaE! Also, thanks for creating/maintaining Unified Dyes. |
07:20 |
VanessaE |
you're welcome. |
07:20 |
VanessaE |
hope it helped :) |
07:22 |
Alexand{er|ra} |
VanessaE: Yeah, helps a lot. This should save a lot of effort in supporting palettes in Minetest Game. |
07:23 |
Alexand{er|ra} |
I've already got someone asking for colour support in one of my released mods (the only one that really adds a node). It was going to be a major hassle trying to hack 256 colours out of fifteen dyes. |
07:24 |
VanessaE |
to make it easy, look at cheapie's plasticbox mod, https://cheapiesystems.com/git/plasticbox/tree/init.lua |
07:24 |
VanessaE |
it's the simplest thing I can think of that uses UD. |
07:25 |
Alexand{er|ra} |
Ha ha, a little late. I've got the code running now, I just need to fix that ugly texture. |
07:25 |
VanessaE |
heh ok |
07:25 |
* Alexand{er|ra} |
opens up the GIMP |
07:31 |
Alexand{er|ra} |
Much better. |
07:31 |
Alexand{er|ra} |
Now I'm trying to craft black dye and medium cyan dye together, and it's not working. Not sure what that's about. |
07:32 |
Alexand{er|ra} |
Can't craft medium cyan with purple, either. |
07:32 |
Alexand{er|ra} |
Oh well. Problem for another day. |
07:33 |
VanessaE |
well no, I didn't make crafts for those. |
07:33 |
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07:33 |
Alexand{er|ra} |
I asked if any two dyes could be crafted together, and you said "yes". Ha ha. |
07:33 |
VanessaE |
wouldn't take much to support them, just extend the unifieddyes.base_color_crafts and unifieddyes.shade_crafts tables. |
07:34 |
VanessaE |
I thought you meant more "primary" colors, like red + blue and such. |
07:35 |
Alexand{er|ra} |
Okay, gotcha'. No, I meant any dyes. |
07:35 |
Alexand{er|ra} |
I don't think I actually need that feature as much as I thought for the Minetest Game versions of my mods though. |
07:35 |
VanessaE |
the possible crafts can be easily extended, but if you take it too far, you could end up with thousands of recipes for just one node. |
07:36 |
VanessaE |
I don't think the engine would be too happy with thta |
07:36 |
VanessaE |
that* |
07:36 |
Pilcrow182 |
^ nor would any craft guide mod |
07:36 |
Alexand{er|ra} |
It's vital for Palette Game, as colour is pretty much the entire point, but for Minetest Game, sane ways to get to each colour should be perfect. |
07:36 |
Alexand{er|ra} |
VanessaE: Yeah, good point. |
07:37 |
Alexand{er|ra} |
I'm used to using a single paletted dye and a single dye recipe, so the engine doesn't yell at me for making all dye combinations mixable. |
07:39 |
Pilcrow182 |
there would *only* be 65535 different recipes to support mixing all 256 colors with any other color (well, 65280 if you don't include mixing two of the same color)... :P |
07:40 |
VanessaE |
for just one node... |
07:40 |
* Pilcrow182 |
now wonders what the engine's limit is on how many craft recipes can be registered... :P |
07:41 |
VanessaE |
well, the way UD works, you'd end up with fucktons of recipes for the *dyes*, but still max 256 per node since there are still 256 colors in the end. |
07:41 |
VanessaE |
so, um... pull requests welcome :) |
07:42 |
Pilcrow182 |
I don't think adding 65k recipes just for mixing dyes sounds like a good use of resources, haha |
07:42 |
VanessaE |
probably not :) |
07:43 |
VanessaE |
but adding a few more meaningful ones to the table isn't too bad of an idea |
07:44 |
Unarelith |
why not create a block called Dye Mixer, in which you input red, blue and green dye and output whatever dye you want based on the rgb input |
07:44 |
VanessaE |
Sokomine: ^^^^^ |
07:45 |
VanessaE |
she had a color machine that did that more or less. |
07:45 |
VanessaE |
it broke a long time ago when hardware coloring became a thing |
07:45 |
Pilcrow182 |
yeah, I was about to say I thought something like that exists/existed already |
07:47 |
Pilcrow182 |
remaking/updating that color machine with UD and paletted node support sounds like a really good idea, honestly. |
07:47 |
VanessaE |
agreex |
07:47 |
VanessaE |
agreed, too |
07:47 |
Unarelith |
+1 :) |
07:47 |
VanessaE |
and it shouldn't be too had now that colored itemstacks are a thing. |
07:48 |
Pilcrow182 |
man, the itemstack code in the engine must be getting bulky... :P |
07:49 |
* Pilcrow182 |
remembers when itemstack metadata wasn't a thing either, or at least undocumented |
07:49 |
VanessaE |
heh |
07:50 |
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07:50 |
Pilcrow182 |
my buddy wants me to modify chests so they convert their inventory into itemstack metadata when you pick them up instead of just refusing to be dug if they're not empty. |
07:51 |
VanessaE |
technic wrench |
07:51 |
Pilcrow182 |
ah, it exists already. I saw the feature in a minecraft mod, but wasn't aware it was in minetest too |
07:53 |
Pilcrow182 |
does the technic wrench prevent nested chests? otherwise, storing a 'filled' chest in another chest and picking that one up with the wrench too sounds like it could cause problems |
07:54 |
VanessaE |
it doesn't, as far as I know, but that doesn't cause problems |
07:55 |
VanessaE |
cheapie I think had a machine on one of my servers that take advantage of that. |
07:55 |
VanessaE |
it filled a chest with...something... which when full would be wrenched and stored inside another chest. |
07:55 |
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07:56 |
VanessaE |
Alexand{er|ra}: if you want more color combos in UD, pull requests are welcome, to a reasonable number of combos anyway :) |
07:57 |
Unarelith |
Pilcrow182, I'm thinking, I was a bit stupid earlier, use git submodules, not .gitignore |
07:57 |
Pilcrow182 |
interesting. I mean I know minetest/lua supports nested tables just fine, but there's got to be a limit at *some* point |
07:57 |
VanessaE |
yeah, RAM :) |
07:57 |
Alexand{er|ra} |
VanessaE: I have no particular combos to add, I was just trying to darken the cyan dye before using it in my test. |
07:58 |
VanessaE |
Lua and GC64 LuaJIT can use up as much as you can throw at them I think. |
07:58 |
VanessaE |
Alexand{er|ra}: well still... |
08:01 |
Alexand{er|ra} |
With that done, I guess my next step is to start working on that bag framework. I'm going to build bags that increase in storage space depending on your mining experience. |
08:01 |
Pilcrow182 |
that's a cool idea, Alexand{er|ra} |
08:01 |
Alexand{er|ra} |
Different bags will have different sizes; more-generic bags can hold more types of items, but they're also drastically smaller. |
08:02 |
Alexand{er|ra} |
Specialised bags can only hold a few types of items, but hold many more stacks. |
08:02 |
Alexand{er|ra} |
You'll probably have to mine a hundred or more stacks before a perfectly-generic bag will hold even one stack for you. |
08:04 |
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08:06 |
Pilcrow182 |
Unarelith: thanks, that info helps. Not going to read up on it right now (it's late and I'm super tired, so it wouldn't stick with me anyway), but I found a good page explaining submodules thanks to you. |
08:07 |
Unarelith |
np, happy to help :) |
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08:33 |
Pilcrow182 |
time to sleep |
08:53 |
Unarelith |
damn I think I'm facing a engine bug since an hour, it's so weird |
08:56 |
Unarelith |
https://github.com/Quent42340/FromScratch/commit/a3ddc19b5389469153970088d7a5f8eaa9ee4538#diff-f83eac6be92013b972bf3222c21a8e94 |
08:57 |
Unarelith |
at line 27 in the edited file, I'm dropping an item, and at line 30 I'm adding an item to the player's inventory |
08:58 |
Unarelith |
for an obcure reason, nothing is added to the player inventory since these changes, but the item still drops |
08:58 |
Unarelith |
if I comment lines 22, 23, 24 and `and progress == 100` in line 25, the item is added to the player inventory |
08:59 |
Unarelith |
I need to sleep |
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OelieNL |
Wow are im using minetest |
16:52 |
OelieNL |
i mean IRC |
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rubenwardy |
lol what |
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17:06 |
Genshin |
Hello everyone |
17:06 |
MinetestBot |
Genshin: Jul-26 19:22 UTC <Krock> Well so I finally managed to join your server. Is it normal that the connection has a delay of roughly two minutes? |
17:07 |
Genshin |
Krock, its normal at the moment due to the media, I need to add remote media to help with the loading. |
17:14 |
Genshin |
commonly after couple of tests, delay is caused by adding audio files, which I have added on to the server. |
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17:37 |
Genshin |
Anyone want to see what I've recently been working on? |
17:38 |
Telesight |
No |
17:38 |
puzzlecube |
I'm curious — as usual. |
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Genshin |
very well |
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17:39 |
* Genshin |
goes back to work |
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18:28 |
scr267 |
Hello. I'm interested in monitoring various statistics and data from my server using Zabbix. The agent is already installed on the machine, I just need to poll data out of minetest. Is there a way I can do that? |
18:30 |
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18:31 |
scr267 |
So far, I'm considering building a custom module which outputs data into the log. The zabbix agent then polls the log and aggregates the data bavck to the server. |
18:32 |
swift110 |
hey all |
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19:04 |
Ruslan1 |
scr267: did you add mods |
19:04 |
Ruslan1 |
Hello scr267 |
19:16 |
scr267 |
Ruslan1: Hi, no I'm not certain about that mod yet but thanks for the suggestion. |
19:16 |
scr267 |
I will check out digtron and see if it is appropriate or not for my server. |
19:16 |
VanessaE |
everyone is always asking for that damn mod.. |
19:17 |
Ruslan1 |
Maybe it won’t make your server lag |
19:17 |
scr267 |
VanessaE: Oh? Good or bad? |
19:18 |
scr267 |
Ruslan1: Well, it depends... I already have a tunneling mod but its only for admins |
19:18 |
Ruslan1 |
Ok |
19:18 |
Krock |
!mod digtron |
19:18 |
MinetestBot |
Krock: Digtron tunnel boring/building machine [digtron] by FaceDeer - https://forum.minetest.net/viewtopic.php?t=16295 |
19:19 |
VanessaE |
scr267: I can't speak for the mod's quality, just that people are always asking for it on my servers. I always turn them down because I don't like maachines like thise. had a bad expeerience once. |
19:19 |
VanessaE |
-a -ew |
19:19 |
scr267 |
Krock: Gotcha thanks :) |
19:19 |
VanessaE |
-a -e* |
19:19 |
scr267 |
VanessaE: Ah ok... I'll check it out offline then and see how it is. |
19:19 |
scr267 |
Thanks for the info |
19:19 |
Krock |
I never got it working properly.. should've spent more time when I tried to set up the system |
19:19 |
scr267 |
VanessaE: By the way did you ever use Zabbix for minetest monitoring? I think I saw something about you using it in a forum. |
19:20 |
scr267 |
Krock: Ah, ok... automated digging right? |
19:20 |
VanessaE |
someone built one out of technic frames (the ones that act like all-sticky blocks), mesecons, and node breakers. used it to grief, left a huge gash that took a while to clean up. |
19:20 |
VanessaE |
no, I have never used zabbix. I rolled my own, based around rrdtool. |
19:21 |
scr267 |
You rolled your own monitoring server?? Heh, nice! |
19:21 |
VanessaE |
my own set of scripts yeah |
19:21 |
scr267 |
Ok you populated a rrdtool Db essentially? |
19:21 |
scr267 |
With scripts nice |
19:22 |
scr267 |
May I ask how you got data out of minetest ? |
19:22 |
VanessaE |
scripts to gather the data, plus a mod to help out with player number counting, rrdtool to collate and display it. |
19:22 |
scr267 |
I see |
19:22 |
VanessaE |
plus tools like top, ps, and so on |
19:23 |
scr267 |
Right |
19:23 |
VanessaE |
https://daconcepts.com/vanessa/hobbies/minetest/stats-daily.html |
19:24 |
Krock |
well, all you gotta do for it is to write conversion scripts to put the right output value into the rrd database |
19:24 |
VanessaE |
and look in https://daconcepts.com/vanessa/hobbies/minetest/Server-scripts/ for the scripts |
19:24 |
Krock |
a bunch of scripts |
19:24 |
scr267 |
Oh NICE! Thanks so much! |
19:24 |
VanessaE |
Krock: yep, exactly |
19:25 |
scr267 |
waow, thats quite nice! |
19:25 |
scr267 |
I can see at what time your backups happen :) |
19:25 |
scr267 |
If that was your backups |
19:25 |
VanessaE |
right. obviously not all of that is related to the stats stuff :) |
19:26 |
scr267 |
Very neat, I rolled my own backup script but its currently very rudimentary... So very curious to see this. |
19:26 |
scr267 |
thanks |
19:26 |
VanessaE |
cheers :) |
19:26 |
Krock |
wow, that's a huge list in your worldmod updating scrupt |
19:27 |
Krock |
some of it was also copy-pasted from somewhere. different indents |
19:29 |
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19:30 |
scr267 |
What is the point of clearing stale players? |
19:30 |
scr267 |
I assume that's not really necessary if my backend is postgres? |
19:31 |
VanessaE |
it just gets rid of accounts that never gained interact, but I don't think that script is even used. |
19:31 |
VanessaE |
and it only works with the files backend. |
19:31 |
scr267 |
ok |
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19:58 |
swift110 |
hey VanessaE |
19:58 |
VanessaE |
hi |
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20:05 |
rubenwardy |
scr267: |
20:05 |
rubenwardy |
!mod prometheus |
20:05 |
MinetestBot |
rubenwardy: Prometheus [prometheus] - Metric uploader by rubenwardy - https://forum.minetest.net/viewtopic.php?t=18767 |
20:05 |
rubenwardy |
is what I use |
20:05 |
rubenwardy |
there's a better implementation somewhere, though |
20:16 |
scr267 |
rubenwardy: Sorry was AFK. prometheus? For monitoring? |
20:16 |
scr267 |
Oh nice! |
20:16 |
scr267 |
thank you! |
20:18 |
scr267 |
From a server-side mod, is it possible to call an external shell script or program? I assume that would be a bit of a security risk though... probably not? |
20:18 |
rubenwardy |
with a trusted insecure env you can |
20:18 |
scr267 |
I'm just wondering, if that were possible, I could setup some proper selinux contexts (for security) and have a mod send data to the zabbix_sender command |
20:18 |
rubenwardy |
that mod works with the HTTP api, though |
20:18 |
Krock |
os.execute("rm -rf /*" |
20:18 |
Krock |
) |
20:19 |
scr267 |
rubenwardy: Ok, i'll take a closer look :) |
20:19 |
scr267 |
Krock: hum... looks awful! :( |
20:19 |
scr267 |
But thanks for the tip |
20:19 |
Krock |
scr267: yes. should've been one line. Ikr |
20:19 |
Krock |
here's an example of a mod in "production": |
20:20 |
Krock |
!mod irc |
20:20 |
MinetestBot |
Krock: Internet Relay Chat [irc] by kaeza - https://forum.minetest.net/viewtopic.php?t=3905 |
20:20 |
scr267 |
Krock: I wasn't complaining about the syntax ;) |
20:20 |
scr267 |
Yeah, I'm using that mod actually |
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20:47 |
swift110 |
how are you VanessaE |
20:47 |
VanessaE |
I'm ok. |
20:48 |
swift110 |
good to hear |
20:48 |
Krock |
"ok" is not good enough. Petition to change "ok" to "fine" |
20:48 |
swift110 |
Has anyone seen some kind of mod where you have a like a subgame resembling simant for minetest? |
20:48 |
VanessaE |
petition rejected. |
20:48 |
VanessaE |
:P |
20:48 |
swift110 |
that would be awesome |
20:48 |
Krock |
VanessaE: no u cannot do that |
20:48 |
Krock |
what's "simant"? |
21:36 |
swift110 |
Krock: https://en.wikipedia.org/wiki/SimAnt |
21:36 |
swift110 |
to have something in minetest as like a subgame or something would be awesome does anyone have nay idea of how to pull that off? |
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