Time |
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01:37 |
xstarlogic |
guys... |
01:37 |
xstarlogic |
Why I am mark as spammer? |
01:38 |
NathanS21 |
Hu? |
01:38 |
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01:38 |
NathanS21 |
what marked you as a spammer? |
01:39 |
xstarlogic |
I want to regist my self to minetest forum |
01:39 |
xstarlogic |
and I am mark as spammer |
01:39 |
NathanS21 |
oh, on the forums. |
01:39 |
NathanS21 |
I wouldn't know anything about that. |
01:40 |
xstarlogic |
Who can I chat with? |
01:41 |
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01:43 |
xstarlogic |
It suck really |
01:46 |
bytesized |
Does anyone know of a way to add item drops to a node without completely overriding it with minetest.override_item? That creates conflicts between mods that override the same node to add drops. Is there an easy way to get the drops and append what I want to what already exists? |
01:54 |
p_gimeno |
xstarlogic: are you using Tor? |
01:56 |
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01:56 |
p_gimeno |
bytesized: maybe use minetest.registered_nodes[nodename]? |
02:01 |
p_gimeno |
something like this might work, although it's a bit hacky: local drops = minetest.registered_nodes[nodename].drop.items ; drops[#drops + 1] = {rarity = 30, items = {"mod:stuff"}} ; minetest.override_item(nodename, minetest.registered_nodes[nodename]) |
02:05 |
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02:10 |
robdrake |
sorry to bother, but Please, can someone point me to a website with a tutorial with the diagram needed for the centrifuge cascade needed to enrich uranium to fuel? |
02:11 |
robdrake |
I'm getting confused by all the Input / output slots on the centrifuge |
02:16 |
bytesized |
p_gimeno Thanks for the code and suggestion. That's what I needed to get going in the right direction. |
02:23 |
bytesized |
robdrake About the only relevant info I could find. Do a ctrl + f to find info about centrifuge. Might not be what you are looking for. https://github.com/minetest-mods/technic/blob/master/manual.md |
02:25 |
robdrake |
thanks bytesized, I had read it, but it doesn't explain the input or output locations |
02:25 |
robdrake |
I know the right side is output |
02:26 |
robdrake |
but which is input? |
02:29 |
cheapie |
IIRC the centrifuges will take input from any side a tube connects to. |
02:29 |
bytesized |
Sorry, I have no idea. I've never used the mod. Hopefully someone else knows. |
02:29 |
robdrake |
hanks cheapie |
02:30 |
robdrake |
*thanks cheapie |
02:30 |
robdrake |
and bytesized |
02:30 |
cheapie |
And the idea of having a ton of centrifuges (one for each grade) is horribly inefficient - it makes a lot more sense to just a digilines filter to grab 2 of the same dust from a chest and feed it into whichever centrifuge is available. |
02:31 |
cheapie |
to just use a digilines filter* |
02:31 |
cheapie |
IIRC if you send a count of 2 but no item name, a digilines filter will just grab 2 of the first thing it finds that there's at least 2 of. |
02:32 |
robdrake |
I just use sorting tubes, not that good with the lua controller for some reason |
02:33 |
cheapie |
I mean, that works, but it leaves the centrifuges towards each end underutilized and the whole thing is basically bottlenecked by the .7% one. |
02:35 |
cheapie |
If the filter is on the channel "filter" and you also have a blinky plant connected to the LuaC, then the only code you should need is: digiline_send("filter",{count=2}) |
02:36 |
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02:37 |
robdrake |
let me see... |
02:38 |
robdrake |
how many digiline filters / centrifuges do you sugges? |
02:39 |
robdrake |
*suggest? |
02:39 |
cheapie |
One (gold) chest and digilines filter and then just a tube running past all the centrifuges. |
02:39 |
cheapie |
(5-10 centrifuges should be enough) |
02:39 |
robdrake |
ok |
02:39 |
cheapie |
Then the outputs all go back to the chest. |
02:39 |
robdrake |
thank you |
02:40 |
cheapie |
But the idea is that each stack of 2 coming from the filter will go into the first available centrifuge (or back to the chest if they're all full - don't forget that tube). |
02:41 |
cheapie |
Stacks might combine if a centrifuge is already working on the same grade. That's fine, but make sure stack splitting is off so that if a centrifuge has 98 it'll reject a stack of 2 instead of accepting 1. |
02:43 |
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02:46 |
robdrake |
ok, and thank you |
02:47 |
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03:56 |
robdrake |
just learned, a switching station can only handle so many devices |
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07:22 |
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07:22 |
xstarlogic |
Hello |
07:23 |
xstarlogic |
Does anyone know how to remove error regarding LUA |
07:29 |
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08:36 |
p_gimeno |
xstarlogic: it depends on the code, we need to see it |
08:43 |
xstarlogic |
I recently install mod mob_master |
08:44 |
xstarlogic |
I want to remove the mod, it keeps producing warning in my console |
08:44 |
p_gimeno |
which warning? |
08:45 |
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08:46 |
xstarlogic |
ERROR[Server]: LuaEntity Name "creatures:zombie" not defined |
08:46 |
xstarlogic |
Do you have any idea how to remove the mod... |
08:53 |
robdrake |
cheapie, either my tubeworkd stinks, or something idk |
08:53 |
robdrake |
but most of the dust is just circling the seysem |
08:57 |
p_gimeno |
xstarlogic: is that from cme? |
09:00 |
xstarlogic |
I guess |
09:02 |
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09:02 |
p_gimeno |
xstarlogic: maybe try this: https://forum.minetest.net/viewtopic.php?t=2777 and place "creatures:zombie" in the old_entities list |
09:02 |
xstarlogic |
BlockMen is the author |
09:05 |
xstarlogic |
p_gomeno... Seem broken |
09:08 |
xstarlogic |
Okay I try to init the mods |
09:08 |
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09:08 |
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09:10 |
xstarlogic |
I should add to the lua? |
09:11 |
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09:12 |
Niwla23 |
I have a problem: I downloaded 5.0.1 and i cant take screenshots? Are there on a diiferent place? |
09:15 |
p_gimeno |
xstarlogic: you need to create a folder called "clean" inside your mods folder; inside, put a file called "init.lua" with the contents |
09:15 |
xstarlogic |
It erase the entities |
09:15 |
xstarlogic |
but still error message appear |
09:16 |
Niwla23 |
is it a known bug?? |
09:16 |
Niwla23 |
in 5.0.0 it worked |
09:17 |
xstarlogic |
p_gimeno seems working |
09:18 |
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09:18 |
p_gimeno |
:) |
09:18 |
xstarlogic |
I restart a couple of time no more error generated |
09:19 |
xstarlogic |
LUA is new to me need a couple of seconds to figure it out... hahaha |
09:20 |
p_gimeno |
that error message appears when there is an entity present in the map, but there's no mod that registers it |
09:20 |
p_gimeno |
for some reason you don't have the mod, but still have lingering entities |
09:21 |
xstarlogic |
Yes... I can figure it out logically but do not know how to remove it... |
09:21 |
xstarlogic |
hehehe |
09:21 |
xstarlogic |
I guess I will start developing mods after I settle down |
09:22 |
p_gimeno |
what that mod does, is register the entity (so that it no longer gives an error) and when the entity is loaded, immediately deletes it |
09:23 |
p_gimeno |
there may be other entities spawned, so you may need to place their names there too |
09:24 |
p_gimeno |
if you don't have any other objects you need to keep, you can run a /clearobjects but I don't recommend that unless you understand the consequences |
09:25 |
Niwla23 |
you can do //clearobjects with WE in an area |
09:27 |
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09:28 |
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09:35 |
robdrake |
ontrolled some of the endless circling with one way tubes |
09:42 |
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10:01 |
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10:56 |
MinetestBot |
[git] ClobberXD -> minetest/minetest: builtin/../register.lua: Abort make_wrap_deregistration if param is i… 72feab0 https://git.io/fjnlK (2019-05-04T10:56:19Z) |
11:29 |
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12:09 |
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12:37 |
kurtzmusch |
im not sure i should call me mod an api or a lib ... |
12:46 |
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12:46 |
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12:46 |
Critical_Bro |
hi |
12:47 |
Critical_Bro |
Whos online |
12:47 |
Critical_Bro |
Niwla |
12:48 |
Niwla |
yes? |
12:48 |
Critical_Bro |
which server are we in? |
12:48 |
Critical_Bro |
Lo iam a begginer |
12:48 |
Critical_Bro |
in irc |
12:49 |
Critical_Bro |
Whats wrong? |
12:49 |
Critical_Bro |
any player can tell me in which server am I in? |
12:49 |
Critical_Bro |
HELP |
12:50 |
Critical_Bro |
Am I alone? |
12:50 |
Critical_Bro |
I dont want to be alone |
12:50 |
* Critical_Bro |
|
12:50 |
* Critical_Bro |
needs help |
12:51 |
* Critical_Bro |
dodent know in which server he is in |
12:51 |
Critical_Bro |
WHATEVER |
12:51 |
Critical_Bro |
IAM JOINING SOMETHING ELSE |
12:51 |
Critical_Bro |
I HATE BEING ALONE |
12:51 |
Critical_Bro |
CUZ I DONT EVEN KNOW IN WHICH SERVER AM I IN |
12:52 |
Critical_Bro |
I WANT TO JOIN SURVIVALX |
12:52 |
Critical_Bro |
BYE UGLI |
12:53 |
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13:01 |
ANAND |
Wow... |
13:02 |
p_gimeno |
that was surreal |
13:05 |
ANAND |
Did he really think the channel was empty? |
13:05 |
ANAND |
lol |
13:06 |
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16:33 |
tacotexmex |
That was art |
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16:55 |
ircSparky |
can you return two values from get_staticdata = function(self)? |
16:57 |
rubenwardy |
minetest.serialize |
17:00 |
fwhcat |
amazing |
17:00 |
fwhcat |
:") |
17:05 |
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17:11 |
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17:11 |
przemykomo |
hi |
17:15 |
BuckarooBanzai |
Hi |
17:16 |
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17:28 |
hisforever |
Hi I'm running .MT 5.0.1 and when I make a new World all I get is a Flat landscape, How Can I correct this? Please |
17:30 |
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17:31 |
nri |
in the seed type something like hills |
17:32 |
hisforever |
ok Thanks I'll try thar |
17:36 |
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17:45 |
hisforever |
Where Do I find the seed type? |
17:48 |
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18:04 |
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18:05 |
oil_boi |
Can you change a player's collisionbox while the server is running? |
18:17 |
oil_boi |
Oh got it, I left a table element off set properties for some reason? :T |
18:17 |
oil_boi |
That's so weird being able to sneak under slabs |
18:20 |
oil_boi |
Damn I wish the F5 debug mode would show the player's collision box :( |
18:22 |
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19:05 |
tacotexmex |
Whatchu working on there oil_boi? I was just admiring your work while making sure my pointlib mod would be able to handle your sneak eye offset. |
19:17 |
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19:58 |
kurtzmusch |
is it possible to inject callbacks on existing definitions? |
19:58 |
kurtzmusch |
for example add on_punch for cobblestone |
19:59 |
sfan5 |
of course |
19:59 |
kurtzmusch |
how would i do it? |
20:00 |
sfan5 |
just modify minetest.registered_nodes["default:cobblestone"] |
20:01 |
kurtzmusch |
huuum |
20:02 |
kurtzmusch |
how do i "commit" this changes? i thought those tables were readonly |
20:02 |
rubenwardy |
whatcha humming |
20:02 |
rubenwardy |
minetest.override_item(name, def) |
20:03 |
kurtzmusch |
oh thats nice |
20:04 |
kurtzmusch |
thang frens |
20:08 |
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20:26 |
Andrey01 |
hello |
20:26 |
nri |
Helo |
20:26 |
nri |
*hello |
20:28 |
Andrey01 |
does object:set_acceleration() cyclically enhance a velocity of an object or does it do once? |
20:30 |
Andrey01 |
hmm, it seems it to enhance once, not cyclically |
20:30 |
Andrey01 |
it enhances* |
20:32 |
kurtzmusch |
acceleration is set once, but remeber acceleration os not the same as speed |
20:33 |
Andrey01 |
ok, thanks |
20:39 |
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