Time Nick Message 00:07 argyle77 Kinda new to irc. What's this MinetestBot thing? 00:12 sfan5 a bot 00:13 kaeza !help 00:13 MinetestBot https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md 00:14 argyle77 Thank you sfan5, kaeza, I will check it out. 00:15 kaeza !next 00:15 MinetestBot Another satisfied customer. Next! 00:42 argyle77 Can I restrict a player's movement by manipulating their position? 00:52 paramat you could attach them to a stationary entity 00:52 paramat an invisible entity 00:52 argyle77 Oh like the way boats work? 00:53 GreenDimond wouldnt physics override work? 00:54 argyle77 A physics override might actually be appropriate here too. 00:54 argyle77 Unrelated question: Is the only underwater stuff plantlike drawtype? 00:55 GreenDimond player:set_physics_override({speed=0,jump=0}) or something 00:55 GreenDimond If you mean 5.0.0, no; it's plantlike_rooted 00:55 GreenDimond otherwise there is no default stuff underwater that isnt a node 00:56 argyle77 Okay. 00:56 GreenDimond Note for physics override you should save prior physics for when you unfreeze a player 00:56 GreenDimond (assuming you intend to, of course) 00:58 argyle77 I'm working on visible world barriers that don't disrupt the map too much. 00:59 GreenDimond why would you freeze the player to do so? 01:00 argyle77 Not freeze, but impede movement past a certain point. 01:00 GreenDimond So you want to prevent them from going too far out but you dont want to use nodes? 01:02 argyle77 I'll likely use nodes in the air, but underground and across trees, I'd prefer to preserve the landscape. Perhaps making it still diggable, but impassible 01:03 argyle77 The problem with a semitranparent node is that it replaces the solid nodes and allows you to see down the fissures it creates 01:04 GreenDimond you need to use the correct drawtype to prevent that 01:05 argyle77 I'm using a nodebox at the moment. I'm pretty sure the functionality I desire isn't going to come from a node though because you can't put more than one in one position. 01:06 VanessaE don't use nodeboxes if you can avoid it. 01:06 VanessaE use a mesh node. 01:07 argyle77 Those require a model, right? 01:07 GreenDimond Correct 01:07 VanessaE they are a model, yeah. most of the time, you can build an equivalent mesh with fewer faces 01:07 VanessaE which if you have enough of them, can impact fps./ 01:09 argyle77 ATM, my nodebox is a simple rectangle, but I suppose a model could cut that down to two triangles. 01:09 VanessaE yep. 01:09 Emerald2 One time I played on a server which had a restricted map size. Once you walked to the edge it would teleport you to the opposite side. 01:09 VanessaE a nodebox always has a minimum of 12 tris or 6 quads. 01:09 Emerald2 Or you could turn the player around 180? 01:10 Emerald2 And you'd get a message about it being the edge of the map. 01:10 argyle77 I'll look into that one Emerald2. 01:11 argyle77 Guess I'll try to fire up blender and see if I can make a square. It couldn't be that difficult. 01:11 VanessaE blender has a learning curve but it's worth it. 01:11 argyle77 I've used it for video editing before. Youtube helps alot. 01:12 Emerald2 Or even teleport them back a few nodes from the edge. 01:12 VanessaE the skills you learn there (if you have none) translate over to stuff like 3d printing 01:12 GreenDimond A Delete Enter/X Shift+A "Plane" S 0.5 Enter R X 90 01:12 GreenDimond ^creating a plane to be exported to Minetest 01:12 GreenDimond not uv-mapped 01:12 GreenDimond if you uv map its another U Unwrap 01:12 GreenDimond very simples 01:13 VanessaE ^ though you may have to go into the UV editor and rotate there if the texture is cockeyed. 01:13 VanessaE (also trivial) 01:13 GreenDimond Shouldnt have to in most cases but yeah 01:13 argyle77 I'm to understand then that you've used blender before, GreenDimond 01:13 GreenDimond and if its a solid color then it doesnt matter 01:13 VanessaE righty 01:13 VanessaE -y 01:14 GreenDimond Used before? Use regularly* 01:15 GreenDimond Also, if you dont care if the plane is in the middle or not, you can solve this with a normal node by putting the texture on only one side 01:16 argyle77 Normal nodes can't be partially transparent though, can they? 01:16 GreenDimond They can 01:16 argyle77 Mine all end up with a filler color. 01:16 GreenDimond use_texture_alpha = true, and drawtype = glasslike to prevent void-seeing 01:16 GreenDimond "glasslike"* 01:16 VanessaE oh sure. full alpha is available if you need it, but MT doesn't handle multiple layers of alpha well. 01:17 argyle77 I only need full 01:17 GreenDimond MT handles multiple layers terribly 01:17 argyle77 Thats an artifact or irrlicht, right? 01:17 argyle77 or = of 01:17 VanessaE no 01:17 paramat any 'plantlike' underwater nodes without an air bubble around them, kelp and corals, are plantlike rooted 01:17 VanessaE MT just doesn't do Z sorting properly. 01:18 GreenDimond Many people have already suggested solutions to that 01:18 GreenDimond But whatever 01:18 argyle77 I'm just getting acquainted with the engine. There's alot there. 01:18 GreenDimond oh, thank you for reminding me I need to make a custom drawtype 01:18 GreenDimond I shall call it plantlike_rooted_2 01:19 GreenDimond both because it is a second version and provides only a 2-tall plant ;p 01:20 GreenDimond Unfortunately it will be a mesh but whatever 01:20 Emerald2 Gotta go. Good luck argyle. :) 01:20 GreenDimond Cya Emerald2 01:20 argyle77 Thanks! 01:20 GreenDimond plantlike_rooted param2 stacks the existing texture making it impossible to make taller textures.. so I shall shimmy around it 01:24 GreenDimond kms 01:24 GreenDimond I just overwrote a blend file I didnt intend to 01:25 argyle77 ug 01:25 GreenDimond this is why .blend1 exists :D 01:25 paramat problem with physics override is that if you set player speed to 0 they can't move away from the barrier to have speed restored to them. also it may interfere with other mods using physics override 01:26 GreenDimond I didnt know he was using it for a barrier when I suggested it x) 01:27 paramat i see :) 01:28 argyle77 No, I understand that issue. I'm not there yet, but I get that I can't just freeze the player without an exit strategy. 01:29 argyle77 It at least gives me the clue that I can see and manipulate the player's position. 01:42 argyle77 So, if a player digs a block in a certain position, I (my mod) want to know about it. Is this feasible? 01:43 sofar of course 01:43 sofar a specific block, or any block? 01:43 sofar with a specific tool, or any tool? 01:43 sofar all possible 01:44 GreenDimond minetest.register_on_dignode 01:44 argyle77 Any block, any tool, specific position. 01:44 GreenDimond https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3596-L3599 01:45 argyle77 That function says its not recommended, but is that because most users would want it for a specific block type? 01:46 GreenDimond Correct 01:46 sofar it's a sledge hammer function 01:46 argyle77 splendid 01:46 sofar it will get called for *any* node removal 01:46 GreenDimond In your case it is really the only feasible option 01:46 sofar the more specific you can make it, the more efficient it will be 01:46 sofar maybe consider node protection, even 01:47 GreenDimond sofar, he wants to keep players from removing nodes at a certain perimeter around the world 01:47 sofar how many "specific position" are you talking about? 01:47 argyle77 I will try to return from it as quickly as possible 01:47 GreenDimond He is making a barrier mod 01:47 argyle77 Billions probably. 01:47 GreenDimond lol no 01:47 sofar so protection api is viable 01:47 sofar if (outside perimeter) then return false end 01:48 GreenDimond actually yes billions 01:48 GreenDimond sofar, that is still using on_dignode though 01:48 sofar it will catch more than on_dignode 01:48 GreenDimond 15.4 billion positions, assuming you cover each wall at the furthest possible point 01:48 argyle77 That may help too. I'll look into it. 01:48 sofar could also just monitor player location and remove interact privs 01:49 sofar many ways to rome 01:49 sofar they're all long and windy :) 01:49 GreenDimond that sounds like a hack 01:49 argyle77 That is the number GreenDimond 01:50 argyle77 slightly less 01:50 GreenDimond right 01:50 GreenDimond I rounded up 01:56 argyle77 It looks like I may be able to achieve the same objective using the protection api or register_on_dignode. Are they similarly expensive? 06:46 MinetestBot 02[git] 04translations@minetest.net -> 03minetest/minetest: Update translations 13e0ebe79 https://git.io/fh74j (152019-02-14T06:45:35Z) 06:48 Emerald2 Hey nerzhul, do you know about translation of the game then? 06:49 MinetestBot 02[git] 04translations@minetest.net -> 03minetest/minetest: Run updatepo.sh 13eb5ac72 https://git.io/fh7Bv (152019-02-14T06:47:08Z) 14:28 jas_ Hi 14:28 jas_ !server Glitchtest 14:28 MinetestBot jas_: Glitchtest | dcbl.duckdns.org | Clients: 0/15, 0/1 | Version: 5.0.0-dev / Glitchtest | Ping: 126ms 16:52 JDCodeIt Hi All: Any ideas where to start digging into this warning that pops up when a player goes into a new area? I didn't find an open issue at Github : WARNING[Emerge-2]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug. 16:53 sfan5 which mods are you running? 16:54 JDCodeIt Too many - so it's mod-related, right? 16:54 sfan5 i've never seen this with "vanilla" 5.0, so yes 16:55 JDCodeIt So a mod like mobs - spawning an entity in a block that another thread is emerging could be an issue, no? 16:56 sfan5 yes, i'd expect entity creation to only work when a block is loaded 17:06 JDCodeIt So a block emerges with nodes that have an abm registered with an interval = some number. Does the system call the function once immediately (if chance is hit), then wait interval seconds to go again? Or waits first for interval seconds? Might be a good note in the wiki and lua_api.txt... 17:08 JDCodeIt ...or neither - interval is counting off all the time and you don't know when it will be called for a newly emerged block? 19:23 Andrey01 can i use own inventory lists names instead 'main', 'craft', 'craftpreview'? 19:24 Andrey01 however, on trying of creating with own names i get a warning: WARNING[Main]: GUIFormSpecMenu::drawList(): The inventory list "kwc1_1" @ "nodemeta:2,16,63" doesn't exist 19:38 p_gimeno how do I debug who generated an unwanted recipe? 19:38 rubenwardy unwanted? 19:39 p_gimeno yeah, I have a dupe, cooking gravel results in tar and in asphalt; the desired result is asphalt because tar can be obtained by cooking tar base too, but the output of the furnace is tar 19:39 rubenwardy in buildin/register.lua 19:40 rubenwardy local old = core.register_craft 19:40 rubenwardy core.register_craft = function(def, ...) def.modname = minetest.get_current_mod(); old(def, ...) end 19:40 rubenwardy heh, kind of a pain 19:40 p_gimeno worst of all, I can't find any such recipe by grepping 19:42 p_gimeno I'll see if that leads me somewhere, thanks 19:49 Andrey01 again the question: can i create inventory list with own name? 20:04 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Fix extract zip writing lowercase files (#8221) 13a8311ad https://git.io/fh71S (152019-02-14T20:03:45Z) 20:07 Andrey01 and also rubenwardy`s modding book nothing says about it :\ 20:45 Naskita Hello 20:46 jas_ Lo 21:28 p_gimeno rubenwardy: that did it, thanks! found the culprit 21:30 p_gimeno it turns out, there were two blocks named tar, one from building_blocks (part of homedecor) and one from moreblocks 21:45 p_gimeno hmm, there doesn't seem to be a tar block in moreblocks, even though the recipe is there, which is obviously a mod bug. However I wonder why does that register as tar in another mod (building_blocks). 21:51 p_gimeno er, wait, there's one block, sorry 22:22 jas_ I guess calinou should have called it "morenodes" ^_^ 22:24 Calinou p_gimeno: there's tar in More Blocks, but maybe it's aliased if you have other mods installed 22:25 p_gimeno Calinou: yes, that seems to be it, I think I found the culprit 22:26 p_gimeno thanks 22:29 Calinou no problem :) 22:40 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Update minetest.conf.example, settings strings and locale files (#8230) 13f290d01 https://git.io/fh7Sq (152019-02-14T22:38:24Z)