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IRC log for #minetest, 2019-03-02

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Time Nick Message
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00:27 tuedel i keep seeing a lot of these messages lately on our server (0.4.17)
00:27 tuedel ServerEnv: Trying to store id = 0 statically but block (0,35,0) already contains 2070 objects.
00:28 tuedel how can i print the objects inside that mapblock to see what's going on?
00:29 paramat maybe go to the block to see what's going on? multiply those block coords by 16 to get the node coords
00:32 paramat if there is an excess of objects in a mapblock MT can't store them all in the database and prints that message
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01:14 GreenDimond cheapie, what happened with colored box and unified dyes?
01:23 cheapie GreenDimond: What do you mean by "colored box"? I have a few mods that fit that description.
01:23 GreenDimond er
01:23 GreenDimond plastic box
01:24 GreenDimond my brain isnt functioning today
01:24 cheapie And what's the problem with it?
01:24 GreenDimond cut boxes cant be dyed
01:24 cheapie That's always been the case, AFAIK.
01:25 GreenDimond But why?
01:25 GreenDimond The normal node can be dyed, the cut nodes just need a param2 value as well
01:25 cheapie Because sharing param2 between facedir and color, while possible, is a massive pain in the butt.
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02:10 VanessaE GreenDimond: because she's too lazy to make it use the split palettes ;)
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03:44 MinetestBot [git] ClobberXD -> minetest/minetest: README: Remove references to Minecraft and InfiniMiner (#8260) ed78499 https://git.io/fhArX (2019-03-02T03:44:35Z)
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07:19 rodskagg i have just been experimenting with deleteblocks.
07:19 rodskagg originally i thought it would delete blocks, leaving air, but it didn't do that.
07:19 rodskagg at first i thought it wasn't working.
07:20 rodskagg later, i dug some holes and made a building. then used deleteblocks nearby.
07:20 rodskagg i was surprised to noticed my hole and house were gone.
07:20 rodskagg everything had returned to the way it had been originally.
07:21 lumberJ rodskagg: you deleted map blocks no nodes
07:21 rodskagg lumberJ: it filled in holes too.
07:21 lumberJ meaning you basically reverted that block of the map back to its original state
07:22 rodskagg lumberJ: so the original untouched map data is always there? and everything that people add or subtract is recorded separately?
07:22 rodskagg deleteblocks basically removes new stuff. showing the orginal map?
07:23 lumberJ not sure exactly how it works, but i'm guessing it refers back to the mapseed and the way in which the orginal map is generated
07:23 lumberJ and regenerates that block as such
07:23 rodskagg ooooh.
07:23 rodskagg yeah, that would make sense.
07:24 rodskagg so deleteblocks just recalculates a certain area again.
07:24 rodskagg that is so cool.
07:24 lumberJ yeah, its come in handy for me, but as you have seen its potentially destructive
07:24 rodskagg if you have a map and someone makes an ugly mess, you just fly in, deleteblocks the area and that part of the map is regenerated.
07:25 rodskagg lumberJ: luckily i have .minetest under revision control. i'll just roll back. :)
07:25 lumberJ yes, a lot quicker than trying to clean everything up as long as nothing else is nearby you are worried about
07:25 rodskagg lumberJ: what a fantastic tool.
07:26 rodskagg without that maps would get old and messy.
07:26 rodskagg but with deleteblocks you are free to regenerate as many times as you want.
07:26 rodskagg i love it. :D
07:29 lumberJ worldedit is powerful stuff
07:30 rodskagg i wish minetest had a console where you could import text files of commands, like i used to in autocad. :)
07:31 rodskagg minetest uses lua scripts, is that correct?
07:31 lumberJ yes
07:31 lumberJ worldedit takes lua commands
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07:32 rodskagg can they be ran from the command line in minetest?
07:32 rodskagg /exec buildstuff.lua
07:32 cheapie rodskagg: //lua dofile("/path/to/whatever.lua")
07:33 rodskagg cheapie: thank you so much. i will have fun with this. :)
07:33 lumberJ keep those backups safe ;)
07:33 cheapie They might need to be in the world directory to stop mod security from throwing a fit. Dunno for sure.
07:34 lumberJ yeah, was going to say, i think world edit puts some restrictions on the scripts you run, but you should be able to do most things you would actually have a valid use case for
07:34 rodskagg cool.
07:34 cheapie lumberJ: The restrictions come from MT itself, via mod security.
07:35 cheapie Of course, you can always turn mod security off...
07:35 rodskagg i want to help my nephew get into coding. this would be perfect.
07:35 lumberJ was thinking there were some additional protections built in but i could be confusing it with another mod
07:35 rodskagg we need to work on python, because it's what he is studying at school. we could write python scripts that generate lua.
07:36 lumberJ its been a while since i've really looked at it
07:36 cheapie Nah, as long as you have the server and worldedit privs, //lua will let you run anything you want.
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07:36 rodskagg python script > lua script > minetest
07:36 lumberJ cool
07:36 cheapie rodskagg: That sounds... not real fun :P
07:36 lumberJ python has a lot more overhead than lua
07:36 lumberJ don't see that getting official support
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07:37 rodskagg cheapie: my nephew has minecraft on a raspberry kano and is already automating stuff that way.
07:37 lumberJ but nothing to stop you from generating mods that way if you want :)
07:37 cheapie Well, good luck :P
07:37 lumberJ probably be a lot easier to just learn lua though
07:37 rodskagg cheapie: if i teach him python scripts that make stuff happen in minetest he would love that.
07:38 lumberJ why not teach him lua scripts instead?
07:38 cheapie FWIW, this is the sort of stuff mods can do if you completely disable mod security *and* some of your OS's security :P https://www.youtube.com/watch?v=jf_ZC346lEM
07:38 rodskagg because he needs python for school.
07:38 cheapie (turn your volume up, my phone microphone sucks)
07:38 rodskagg i am looking at good visual feedback for python coding.
07:39 rodskagg to make it easier for him.
07:39 rodskagg metacoding lua with python ticks all the boxes.
07:39 rodskagg he'll obviously pick up a bit of lua as we go along.
07:39 rodskagg but python is the objective.
07:41 lumberJ i see
07:42 rodskagg cheapie: o_O
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07:45 rodskagg it will be so nice to get my nephew from using proprietary minecraft to open source minetest. he is super into the computer club at his school and if i can get him doing cool stuff in minetest then he will get his classmates using it too. :)
07:51 lumberJ that'd be good. just introduce him to some good mods to get started with
07:52 lumberJ if they are comparing minecraft to a vanilla mt_game they may be underwhelmed
07:53 lumberJ at least that was my experience teaching kids using mt
07:55 rodskagg lumberJ: i like how minetest has stayed minimal, as a blank canvas for mods to run on. it is a good model.
07:55 lumberJ i do too personally, but little kids don't understand that
07:55 rodskagg i will experiment with some mods before i introduce him. make sure it is fun. :)
07:56 rodskagg then teach him how to install and run mods himself. :)
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07:57 lumberJ yep good stuff
07:57 rodskagg :)
07:57 lumberJ just keep an eye out for f-bombs in the license info
07:57 rodskagg will do.
07:57 lumberJ might be tricky in the school environment
07:57 GreenDimond (WTFPL)
07:58 lumberJ while i get the sentiment of the license its a bit unfortunate for application in what is otherwise a pretty useful educational tool
07:58 Krock o/
07:58 GreenDimond \o
07:59 lumberJ howdy Krock, GreenDimond
07:59 rodskagg lumberJ: yeah, i think i will just say it is open source and not mention the license. :)
07:59 lumberJ yeah, the kids have a way of digging around in the mod files and finding the license though
08:00 lumberJ just something to look out for
08:00 lumberJ i think that license is not in the actual game or default game mods anymore but i might be mistaken
08:00 lumberJ but its around in the community mods fairly commonly
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08:14 rodskagg noted. thanks.
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09:13 rodskagg minetest.set_node({ x = 1, y = 3, z = 4 }, { name = "default:mese" })
09:13 Krock valid code
09:13 rodskagg so simple.
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09:27 rodskagg with open (lua_script, 'w') as output: output.write("minetest.set_node({{ x = {:d}, x = {:d}, z = {:d} }}, {{ name = \"{:s}\" }})".format(x,y,z,name))
09:27 rodskagg python that prints lua. :)
09:27 rodskagg sorted.
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09:32 Krock rodskagg: just wondering - what's the final plan? Self-modifying code?
09:32 rodskagg //lua dofile("/home/minetest/teset.lua")
09:32 rodskagg that gives an error.
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09:33 rodskagg -!- Invalid command: lua
09:34 rodskagg Krock: simple stuff like showing him python for loops. the for loops stuff in minetest, he gets visual feedback.
09:34 rodskagg do i need to isntall lua for this to work?
09:34 rodskagg *install
09:36 p_gimeno maybe you need to update worldedit?
09:37 Krock enable worldedit_chatcommands
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09:40 rodskagg grep worldedit minetest.conf
09:41 rodskagg /enable worldedit_chatcommands
09:41 rodskagg not seeing that in minetest.conf or as a command.
09:43 rodskagg Krock: how do i do that?
09:44 rodskagg Krock: i'm running basic minetest, no mods.
09:47 Krock !mod worldedit
09:47 MinetestBot Krock: WorldEdit [worldedit] by sfan5 - https://forum.minetest.net/viewtopic.php?t=572
09:47 Krock !wiki Installing Mods
09:47 MinetestBot "Mods on the Mod Releases forum and the ContentDB are verified to be safe by the community." - http://wiki.minetest.net/Installing_Mods
09:47 Krock You'll need to install worldedit in order to use that command
09:48 Krock double slash (//) indicates that it's a worldedit command. I don't know about another mod which uses that notation
09:48 rodskagg ah, thanks Krock. :)
09:48 Krock np. If you're running into problems/questions, don't hesitate to ask :D
09:49 rodskagg much appreciated. :)
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09:56 MinetestBot [git] adrido -> minetest/minetest: Don't include and link to gettext if gettext is not found (#8305) ad0f208 https://git.io/fhAid (2019-03-02T09:56:01Z)
10:02 rodskagg $ ls ~/.minetest/mods
10:02 rodskagg Minetest-WorldEdit
10:03 rodskagg so i've cloned the worldedit git repo to the right place.
10:03 rodskagg how to i start the server running that mod?
10:03 rodskagg not seeing any --mod options.
10:09 rodskagg ah, world.mt!
10:09 Krock yeah. or use the GUI to configure it (if there's a graphical backend)
10:11 rodskagg ok. //lua works now. :)
10:11 Krock !next
10:11 MinetestBot Another satisfied customer. Next!
10:11 rodskagg :)
10:12 rodskagg i got a blocked attempted read error for dofile. do i need to put my lua file in .minetest?
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10:17 lumberJ probably needs to be in a loaded mod or your world folder rodskagg, otherwise you will have mod security issues
10:17 rodskagg makes sense
10:18 lumberJ you can request an insecure environment to act outside of those areas, but probably not worth the hassle unless their is pressing reason to access files elsewhere
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10:21 rodskagg yep. works now.
10:21 rodskagg thanks again. :)
10:21 lumberJ no problem
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10:26 rodskagg ok, the script is running, but i'm getting "not allowing to place content_ignore while trying to replace "default:dirt" at (0,100,0)(block 0,6,0)
10:27 lumberJ check for typeo in the itemstring you are trying to place
10:27 rodskagg minetest.set_node({ x = 0, y = 100, z = 0 }, { name = "default:goldbrick" })
10:27 lumberJ and that its a valid registered node
10:27 rodskagg ah
10:29 rodskagg default:dirt worked.
10:29 rodskagg i have a column of dirt in minetest! :D
10:29 rodskagg woo
10:29 lumberJ yeah, there isn't a goldbrick
10:29 lumberJ there is a goldblock though
10:29 rodskagg ah.
10:29 rodskagg sweet. i now have all the tools i need.
10:30 lumberJ excellent
10:30 rodskagg just need to get it all documented and do it again.
10:30 rodskagg huge thanks to everyone. you have been amazing. :)
10:30 lumberJ anytime. there's usually a few folks around
10:31 rodskagg :)
10:33 Krock if you're using 5.0.0-dev, then you can enable the itemname tooltip setting so that you can see the name of each item stack as soon you hover over them
10:33 Krock it's also shown when you select a recipe in unified_inventory
10:34 Krock after all, for most of the vanilla-provided nodes you can find the list here: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua
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11:03 rodskagg thanks Krock
11:19 Krock np
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13:11 tuedel i'm still looking for a way to list the objects stored inside a specific mapblock
13:11 tuedel i've been seeing a lot of these messages lately: ServerEnv: Trying to store id = 0 statically but block (0,35,0) already contains 2215 objects.
13:12 tuedel at these (mapblock) coordinates i've been trying to build a spaceship using https://github.com/thomasrudin-mt/jumpdrive
13:13 tuedel so i'm suspecting some entities are getting duplicated while jumping back and forth
13:15 tuedel gdb is already attached, i'm just not sure where to look
13:18 Krock it's a mod issue
13:19 Krock it spawns too many entities. use minetest.get_objects_in_range (or similar) to get a list of them
13:25 VanessaE Krock: no, it's an engine issue, too
13:26 VanessaE 2215 is WAY WAY more than the engine should have been able to store -- notice it "already contains", not "wants to store" or so.
13:26 VanessaE default is what, 49?
13:26 VanessaE even my servers cap out at 500 per.
13:26 VanessaE if the engine allows more than the configured max, it's a bug in the engine.
13:26 VanessaE whether or not a mod is trying to add too many
13:27 VanessaE which is also a mod bug
13:27 Krock VanessaE: that means there were many entities generated within a short period of time
13:27 Krock mod bug
13:27 Krock it allows more because it might be temporary
13:28 VanessaE Krock: but the engine successfully stored more than the configured max..  what's the point of having a max if a mod is allowed to disregard it?
13:28 tuedel i've upped max_objects_per_block due to massive pipeworks constructions
13:28 VanessaE Krock: remember, these stored entities are persistent across reboots
13:28 Krock huh? it doesn't store them
13:28 VanessaE yes it does.
13:28 Krock bug
13:29 VanessaE tuedel: afaik pipeworks no longer uses static/stored entities
13:29 tuedel at that point max_objects_per_block was set to 2048
13:29 VanessaE however, I know the LCD in digilines mod had an entity leaking problem
13:29 VanessaE maybe that's the source of your issue
13:30 VanessaE (pretty sure the leak has since been fixed, I think by GreenDimond)
13:30 tuedel VanessaE: i'm also using display_api from display_modpack, it could be either of those
13:30 tuedel fixed inside the engine or the mod?
13:30 VanessaE in the mod.
13:31 tuedel so an upgrade to 5.0-dev probably won't magically fix everything? :)
13:31 VanessaE no.
13:32 VanessaE afaik 5.0.0 hasn't much effect on entities.
13:32 VanessaE update all of your mods from their upstream repos
13:32 VanessaE (make sure you get them right)
13:32 VanessaE I dunno about display_modpack though; LCD's problem was that it would re-create its text entity every time it's updated, even if the mapblock containing the LCD isn't loaded yet, and then the engine would reload the stored entit[y|ies] as well, leading to a leak.
13:32 VanessaE isn't fully-loaded yet*
13:33 VanessaE LBMs would trigger as soon as the mapblock terrain data is loaded, but before the entities stored there have been loaded
13:35 VanessaE Krock: can you tell I've been around the block a few times regarding tuedel's "already contains" messages? :)
13:36 Krock huh, what's your question?
13:36 tuedel for digilines i'm currently using https://github.com/12Me21/digilines after running into issues with duplicate messages
13:37 VanessaE tuedel: now all of that said, 5.0.0 does seem to work okay now, in general
13:37 VanessaE Krock: ?  I have no question.
13:37 VanessaE tuedel: that's not the upstread digilines......
13:37 VanessaE upstream*
13:38 Krock well, there's a question mark
13:38 VanessaE Krock: oh.  that was a rhetorical question; the implied answer is "yes". :)
13:38 tuedel yes, i'm aware of that. switching back to upstream would break my build because of the duplicate messages
13:39 Krock ah, because I didn't get what you meant there lol
13:40 tuedel does digilines/mesecons_luacontroller use objects to handle events?
13:40 VanessaE idk, tuedel.
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13:44 tuedel but back to my original question. if try to use get_objects_inside_radius to find the objects causing this, it returns a lot of userdata objects which can't be serialized using minetest.serialize()
13:45 tuedel i can call object:get_luaentity() for each, but many of them don't seem to have names
13:46 tuedel so i'm looking for a way to print as much information as possible
13:46 Krock get_luaentity().name or something like that
13:46 Krock dump() should now also print userdata (as of 5.0.0-dev)
13:47 sfan5 tuedel: in case you haven't figured stuff out yet:
13:47 tuedel yes, it's nil for many objects
13:47 sfan5 https://gist.github.com/sfan5/52917a0e1338bcda2176edbc416dae60 can read mapblock data and display entities contained
13:47 sfan5 there's even a script that does so for the N largest mapblocks in your db
13:47 sfan5 but you can just feed it data from a specific position
13:48 tuedel sfan5: awesome, this seems to be exactly what i'm looking for
13:49 tuedel i'll give it a try
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15:38 tuedel ok, looks like i've found the culprits
15:39 tuedel digidisplay and digiterms (the latter is using display_api) seem to have created lots of duplicates for their text entities
15:42 tuedel also mods_redo seems to be out of control, i'm currently counting a total of 4628 mobs_mr_goat:goat stored inside the ~200 biggest mapblocks
15:42 tuedel so many goats
15:57 tuedel Krock, VanessaE, sfan5: thanks a lot for your help!
15:57 Krock !next
15:57 MinetestBot Another satisfied customer. Next!
15:57 tuedel :)
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16:11 tuedel does the /clearobjects chat command only delete objects from loaded mapblocks?
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16:13 tuedel after i executed '/clearobjects full', text entities are gone but mobs are still present in the db
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18:03 tuedel ok, apparently it deletes the objects on next mablock load
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19:30 Noogah Hey
19:30 Noogah Who has a backup of Redcrab?
19:31 Noogah Or who knows where to find one? Anyone? :/
19:32 Noogah If you do, please contact me at Noogahoogah@gmail.com
19:33 rubenwardy Noogah: Sokomine does
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20:05 Ruslan1 hello
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20:20 makayabou @VanessaE thanks I got what you pointed me to change hud on key pressed. I also realized it was the very same solution given by Arcelmi in his controls mode, so I used his code
20:21 makayabou But I was wondering if it is not consuming too much on a server. That's why I was first thinking of exiting a global step function..
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20:24 Sveta https://wiki.minetest.net/Privileges there is no gui for managing users privs?
20:30 Krock hello, and by default: no.
20:31 Krock a mod could be written to do that, though.
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20:40 argyle77 I'm writing a mod that needs to protect an area.  I see the register_on_protection_violation, is_protected, record_protection_violation, and is_area_protected functions, but I'm having difficulty seeing what I would use to actually mark an area as protected.
20:42 makayabou maybe you should use existing mod for that : https://forum.minetest.net/viewtopic.php?t=7239
20:44 makayabou for example, you type /area_pos set and punch the two corner nodes to set them (from https://github.com/ShadowNinja/areas/README)
20:45 argyle77 Thank makayabou.  I'll have a look at that code and see how they do it there.
20:48 argyle77 Oh, I think I see it.  I think I just have to override the is_protected function globally and determine if I'm protecting that position in there.
20:51 makayabou you're welcome. have fun
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21:09 Krock argyle77: protection mods overwrite the function "minetest.is_protected", as stated in the lua_api.txt file
21:10 Krock here's also a recent mod which nobody uses:
21:10 Krock !mod simple_protection
21:10 MinetestBot Krock: Simple protection [simple_protection] by Krock - https://forum.minetest.net/viewtopic.php?t=9035
21:11 argyle77 Thanks Krock.  I'm actually confused now why there is a separate register_on_protection_violation function.  It seems to me that the stuff you'd put in there could have just been placed in your overrided is_protected function.
21:12 Krock it's not directly the same
21:12 Krock in some places you only want to check whether it's protected. punishing the player (record violation) is another usecase
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21:13 Krock but I see that the API design there is confusing. one is a callback and the other a function to overwrite
21:14 argyle77 The callback would always be called if the overrided function returns true, right?
21:14 Krock only if it's called by mods or the Lua builtin code
21:15 Krock for example, node placement and digging will execute the callback
21:15 Krock but opening a shared chest (from other mods) which uses is_protected - won't.
21:15 argyle77 But just checking is_protected won't necessarily cause a violation?
21:15 Krock exactly
21:16 Krock it's up to the mods to decide whether a failed is_protected check should result in a violation
21:16 Krock since the mod might use it internally for random item placement which is accessible to the current player
21:17 Krock or the sapling protection overlap check: minetest_game returns a chat message if you cannot place the sapling
21:18 Krock the check is performed by doing many is_protected checks inside the given volume - recording a violation for each would not make sense
21:19 argyle77 Ah that would be a good reason for their separation.
21:22 argyle77 But if is_protected returns a true, and register_on_protection_violation is only called once for a set of those...  How does the engine know when it is appropriate to make the callback and when not?  Is that just a decision made in the is_area_protected function?
21:23 argyle77 Can a mod (and how) return the differentiation between when a node is protected, and when a violation has occurred?
21:24 rodskagg i have been using minetest.set_node( in a lua script and it is pretty cool. is there a list of other worldedit lua commands?
21:25 Krock argyle77: I don't understand your question. If the violation callback is executed, then it's very likely after a is_protected call
21:26 Krock rodskagg: with /lua you're executing Minetest API functions. It's not related to worldedit
21:26 rodskagg ah, got it.
21:27 rodskagg ok, i will look for minetest api functions. thanks Krock. :)
21:27 Krock here are a few things more: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3879
21:27 rodskagg Krock: that's great. thanks bud. :D
21:28 Krock /lua core.chat_sent_all(dump(core.get_node( <position> )))
21:28 argyle77 Don't worry about it.  I may be asking a question without understanding some of the terminology, but I'm close to having a working experiment that will answer the question.
21:28 Krock dump() will.. well.. dump the table into a readable string
21:29 Krock if you run Minetest from the console/terminal window, then you can also use print(dump( <data> ))
21:29 rodskagg oh cool.
21:30 Krock and if you want to go insane with that, try this 5.0.0-dev mod to print the world's biomes: https://gist.github.com/SmallJoker/03c92442c4b81a6d2e7573c7950a10cc
21:31 Krock sample image link in L3
21:34 rodskagg i should get round to building from source at some point.
21:34 rodskagg thanks for the link. looks interesting. :)
21:37 Krock it's easy. just punching though some long commands to install the libraries and then build the stuff
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21:38 Krock the gitlab pipeline even provides up-to-date builds for debian, windows and a few more
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21:54 argyle77 It seems like, if I protect a node and then dig it, I can often walk through where it was before the engine manages to put it back.
21:56 argyle77 Hmmm... maybe not often, but at least sometimes.
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22:06 argyle77 This seems like a bug to me.  I'm inclined to open an issue on github.  Objections?
22:07 Calinou argyle77: that's been an issue for a long time and there's no fix for it, save for using actually unbreakable nodes in the first place
22:07 Calinou (or making thicker walls)
22:08 Calinou Map Tools offers some unbreakable nodes with the same appearance as default nodes like cobble or wood
22:08 Calinou (in addition to things like invisible walls)
22:09 argyle77 It seems like if the contingency replacement for a dug block was an ignore block until the server agreed, could this fix the issue?
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22:22 argyle77 If you can point me in the direction of where blocks get dug on the client side, I'll have a look at the code.
22:22 p_gimeno wouldn't that mean that you have to wait for the server to respond while e.g. digging tunnels?
22:26 sofar the client predicts node digs
22:27 sofar it has an idea of each node that allows it to assume some nodes are diggable
22:27 sofar later on the server may correct it
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22:42 argyle77 I dunno p_gimeno.  If you can dig through ignore nodes, it would probably mainly mean that you'd have to wait for the server response to move forward, but not necessarily to dig further.
22:43 argyle77 sofar, if the server makes a correction that a node isn't diggable, shouldn't the player's position be reset?
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22:44 argyle77 I'm spit-balling because I'm not entirely familiar with the engine yet, but I'd love to look into it.
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23:00 rodskagg am i understand this right? minetest.set_node() is part of the api of the base minetest engine. installing the worldedit mod just gave me the lua interpreter that allows me to call that function?
23:02 GreenDimond Yes
23:03 GreenDimond //luatransform (or //lt) will run whatever you input on every coordinate in the selected area
23:03 GreenDimond //lua will run whatever you input
23:03 GreenDimond luatransform provides the pos variable while //lua doesnt provide any
23:05 rodskagg that's really interesting. thanks GreenDimond. :)
23:05 GreenDimond np
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23:29 argyle77 Calinou, you mention this is a long-time issue...  is there a github tracker for it?
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23:35 MinetestBot paramat: Mar-02 06:33 UTC <luk3yx> Is it safe to create a GitHub issue for that bug/exploit (along with lua code to work around it)?
23:37 paramat rodskagg 'deleteblocks' will regenerate all entire mapchunks (80^3 nodes) that intersect with the requested 'deleteblocks' volume, so regeneration can happen up to 80 nodes away
23:40 paramat the command description may need added warnings
23:40 paramat it's misleading too
23:42 paramat the requested mapblocks are deleted, but then mapgen sees the gaps and thinks 'that needs generating!' and generates entire mapchunks to fill the gaps
23:44 paramat also "map blocks" may be misinterpreted as 'nodes', bad documentation
23:44 paramat should be 'mapblocks'
23:45 paramat luk3yx best keep it secret for now, a dev can always diretly merge the fix without creating a public issue
23:46 paramat (directly)
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