Time Nick Message 00:49 nri Hello can someone please tell me how to teleport a player with code? I am making a tool mod so that when the player is clicked there a teleported to a postion. Here is my mod on github: https://github.com/nri-1/spawn_teleporter 00:50 nri *they 00:51 nri they instead of there 01:49 NathanS21 try this nri player:set_pos(pos) 01:50 NathanS21 https://github.com/minetest/minetest_game/blob/master/mods/sethome/init.lua#L60 02:15 nri thanks 02:16 NathanS21 You're welcome. 02:18 nri NathanS21: this code does not work id this right to teleport someone that is punched to a postion? minetest.register_tool("spawn_teleporter:spawn_tool", { 02:18 nri description = "Tool that is used to teleport people back to the spawn", 02:18 nri inventory_image = "spawn_teleporter.png", 02:18 nri on_punch = function(pos, node, puncher) 02:18 nri local player_name = puncher:get_player_name() 02:18 nri player_name:setpos({x=0, y=0, z=0}) 02:18 nri return true 02:18 nri end) 02:18 nri end, 02:18 nri on_rightclick = function(pos, node, clicker) 02:18 nri local player_name = clicker:get_player_name() 02:18 nri end, 02:19 nri * is 02:20 NathanS21 Isn't the puncher the person that does the punching, not the person that got punched. 02:20 nri yah 02:20 nri so shpuld i change the puncher to something else? 02:20 nri *should 02:21 NathanS21 I'm not sure. 02:21 NathanS21 Maybe the code from the Ban Hammer mod could lend some suggestions. 02:21 NathanS21 https://forum.minetest.net/viewtopic.php?t=9032 02:22 nri ok thanks i gtg 05:54 * cheapie just finished making some new nodes for elevator use: https://cheapiesystems.com/media/images/screenshot_20190517_005220.png 05:57 rubenwardy :O 05:59 cheapie All that's new there is the PIs/lanterns and call buttons - those elevators have been in service for a while with other nodes serving those punctions. 05:59 cheapie functions* 06:01 cheapie The mod itself is here if anyone wants to play with it: https://cheapiesystems.com/git/elevatorparts/ 06:02 cheapie It's designed for use with the elevator controller I've been working on, but they're just normal digilines peripherals so you can drive them with pretty much anything you want. 06:03 cheapie No documentation yet, but the PIs/lanterns respond to "up_light_on", "up_light_off", "down_light_on", "down_light_off", "arrow_up", "arrow_down", and "arrow_off", and anything else is interpreted as a text string to display. The call buttons respond to the first 4 of those messages and also send "up_press" or "down_press" when pressed. 07:02 trom_ is it possible to restart mapgen for previosly generated area ? 07:04 VanessaE look up worldedit, //deleteblocks 07:04 VanessaE (two slashes!) 07:04 Zeth_ Nice to see VanessaE is still active... 07:04 VanessaE yep 07:05 Zeth_ To be fair you're probably the only person active in modding community that I know of... 07:05 VanessaE nah 07:05 VanessaE plenty of others 07:05 VanessaE I just somehow gained some notoriety here... or infamy :P 07:05 Zeth_ Maybe both? 07:05 VanessaE offhand, I'd say Tenplus1 is more active than me 07:06 Zeth_ Your name stuck with me I guess ¯\_(ツ)_/¯ 07:07 VanessaE :) 07:09 Zeth_ I still haven't found any solution for my very specific problem though. My idea would be to dig into code and make Minetest accept XEV keycodes instead of X_KEY bindings - that way the "location" of the keys should stay same regardless of current layout...At least that's how it worked for me in DWM... 07:10 Zeth_ Besides, I don't think Irrlicht knows what X_Ecaron is 07:19 VanessaE *shrug* :) 07:27 Zeth_ It's just annoying since my number row returns +ěščřžýáíé by default leaving me to use scrollwheel to select items from inventory. Not to mention the fact that by default + increases draw distance 07:30 robdrake Hello, I'v eset static_spawnpoint, and the seetings needed for the newplayer mod, but I keep getting the error "spawn point is not set", Please can anyone help? 07:31 VanessaE robdrake: spawnpoint_interact and spawnpoint_nointeract 07:31 VanessaE for after, and before, the user puts the password in. respectively. 07:31 robdrake VanessaE, they are set 07:32 VanessaE are they? you didn't say that before... 07:33 robdrake derp on my part, somehow, spawnpoint_notieract was changed to spawnpoint_no_interact, and I said I had set the settings for the newplayer mod :P 07:33 VanessaE toldyaso. 07:33 VanessaE !next 07:33 MinetestBot Another satisfied customer. Next! 07:34 Zeth_ Wooow 07:34 robdrake VanessaE, you are up early, have you moved yet? 07:35 VanessaE actually I'm up late, and no. 07:35 robdrake ouch 07:38 robdrake btw VanessaE thank you 07:38 VanessaE cheers 07:42 robdrake still getting the error "spawn point is not set" 07:44 VanessaE weird. I blame black holes. or witches. 07:45 robdrake evermind 07:45 robdrake another type 07:45 robdrake *typo 07:45 robdrake sorry to bother you all 07:46 VanessaE you know things are bad when you typo "typo" after correcting an error ;) 07:46 VanessaE go to bed :) 07:46 robdrake I've been to bed, sick, coughing fit woke me up 07:47 VanessaE :( 07:47 robdrake and now I don't dare go to bed due to a personal medical problem 07:50 VanessaE if I had any brains I'd have gone to bed hours ago :P 07:52 robdrake VanessaE, the irc mod, can the server join 2 IRC networks? 07:52 VanessaE no 07:52 robdrake k 07:53 VanessaE one net/channel per server 07:53 VanessaE but you could perhaps set up a relay bot if both networks permit it 07:53 VanessaE but that would be outside of and separate from minetest 07:54 robdrake yeah, I could, and I have an eggdrop expert who may have time soon 07:54 VanessaE ok, time for me to make good on that "brains" remark. :) 07:54 * VanessaE stumbles off to bed 07:55 VanessaE night 08:53 ChimneySwift anyone know what commit it was that added colorization support to Homedecor? I need the version before it for an old map. 08:58 ChimneySwift nvm I found it, gosh that was a while ago 11:57 MinetestBot tomraceror: May-16 20:07 UTC [05-16 15:49] rubenwardy, can you write me the things that I need for my mod realaese per contendbd pm? <---- https://forum.minetest.net/viewtopic.php?f=11&t=1271 14:15 lllI1I I'm guessing that all wood textures are derived from the apple wood textures? the planks I mean 14:23 lllI1I if so would anyone happen to know what the specific modifications were for aspen wood, I'm making a texture pack that just replaces the default wooden nodes that aren't tied to any particular wood with ones that look like they're made of aspen 14:46 Big_Caballito Is the Minetest Compiling for windows guide up to date? if not could someone help me compile for windows? 15:20 tomraceror i cant copile but i am windows user 15:46 Big_caballito Can I get help compiling for windows? i keep getting an error about the project files being invalid: here is the Cmake output: https://pastebin.com/jNWiY7Q4 15:48 Big_caballito I'm following this guide https://dev.minetest.net/Compiling_Minetest#Compiling_on_Windows 15:59 Krock well, did you download sqlite3 16:00 Krock open cmake-gui to specify the paths manually, if you want 16:03 Big_caballito could you provide a link to sqlite3, please 16:06 Big_caballito nvm, I found it 16:12 emberavenger hello all 16:12 emberavenger good afternoon 16:12 Big_caballito Thank you for your help, Krock 16:13 Krock np. keep on asking, there will be more problems (most likely) 16:13 Krock hello emberavenger 16:16 emberavenger How are you doing? Hope you're doing well, anyways, so I have a few mods enabled in minetest and when I created a new map with those mods enabled I got red thing on the top left corner 16:16 emberavenger awards 16:17 emberavenger Here's a list of the mod awards, bow, caverealsm, craftguide, valleys_mapgen 16:17 emberavenger mods 16:19 emberavenger oh and the petz mod 16:20 Krock doing fine there, thanks. 16:20 Krock what's the red thing? open your debug.txt file and paste it to something like paste.debian.net 16:21 benrob0329 https://youtu.be/7YqcDmvgNrY 16:21 benrob0329 Making The Tree Farm - Ayums - Episode 4 16:22 emberavenger Where can I find the debug.txt file? 16:22 emberavenger I'm on linux, fedora 30 to be exact 16:24 Krock ~/.minetest/ 16:25 Krock not sure though, as I use a RUN_IN_PLACE build 16:25 Krock the debug file, or terminal output (if you launch minetest from there) will show up what exactly went wrong 16:25 Krock probably it's some missing dependencies 16:36 Big_caballito I used the Cmake GUI to "add entry" for each of the Paths it asked for, as they were not listed in the main window, then added the paths, then hit Configure. It deleted all of the entries i made, and had the same error message. (incedently, i found that I had already downloaded sqlite3) 16:36 Big_caballito sorry for long message, but what should I do now? 16:40 emberavenger https://hastebin.com/cutuhiyavo.http here's the debug.txt Krock 17:09 Krock oof 17:09 Krock emberavenger: are you using Minetest 5.0 or higher? 17:13 lllI1I you'd think that'd be something to be included in debug.txt 17:17 Krock lllI1I: good idea. That would indeed be handy 17:19 emberavenger It's minetest 5.0.0 17:20 Krock by the way, valleys is already included in minetest 5.0.0, so you're using the slow lua implementation. checling what's wrong 17:24 Krock emberavenger: your mod installation is outdated. https://github.com/Gael-de-Sailly/valleys_mapgen/commit/302a51a0 17:24 Krock update the mod and it'll works with 5.0.0 17:24 Krock -s 17:25 emberavenger how do i update it? 17:26 Krock cd ~/.minetest/mods/valleys_mapgen 17:26 Krock git update 17:26 Krock wtf no 17:26 Krock git pull 17:26 Krock or download the newest zip from github, if you didn't clone the repository 17:26 Krock -> https://github.com/Gael-de-Sailly/valleys_mapgen/archive/master.zip 17:56 Krock emberavenger: did it work? 18:40 emberavenger yes it works now @Krock 18:40 Krock nice 18:40 Krock !next 18:40 MinetestBot Another satisfied customer. Next! 18:40 emberavenger thank you' 18:44 tomraceror !nect 18:44 tomraceror !next 18:44 MinetestBot Another satisfied customer. Next! 18:44 tomraceror :p 18:44 tomraceror lol 18:44 Krock ^^ 18:45 tomraceror -----> 18:46 ircSparky would i be able to set a few different variables from something like "sparky Minetest 138.197.22.104:30002 15 False" with string.match or something? the values would be name, game, ip:port, channelid, isdeafened 19:08 lllI1I where do I report an out of date mod on contentdb 19:15 Krock ircSparky: local name, game, ip, port, channelid, iseafened = string.match(s, "(%S) ([1-9.]+):(%d+) (%d+) (%a)") 19:15 Krock untested 19:15 Krock or just string.split(s, " ") 19:15 Krock lllI1I: mod author. either forums, IRC or GitHub 19:16 lllI1I I should probably join the forums 19:16 VanessaE lllI1I: what mod? 19:16 lllI1I player_monoids 19:16 VanessaE good, not one of mine. ;) 19:17 lllI1I installed a sprint mod that used it 19:17 lllI1I it wasn't removing the sprint speed properly, so it just kept getting faster and faster the more I did it 19:18 lllI1I it also affected jump speed so I wound up jumping and then falling to my death 19:18 lllI1I uphill 19:18 lllI1I was fun 19:20 ircSparky thanks Krock, ill try it 19:25 Krock ircSparky: https://www.lua.org/manual/5.3/manual.html#6.4.1 19:41 ircSparky the split will work great 19:41 ircSparky the string.match gave all nils and I dont really want to spend an hour trying to fix it :P 19:45 Krock oh well, maybe there was a typo somewhere 19:49 Krock print(string.match("aA Bb 1.2.3.4:3 15 Fa", "^(%S+) (%S+) ([1-9.]+):(%d+) (%d+) (%a+)")) works 19:49 Krock ^ ircSparky 19:49 Krock I forgot one (%S) and the one-or-more-characters character "+" 19:55 lllI1I AA BB 472.999.0.18384:0 1 eggplant 20:17 tomraceror god night 21:15 cheapie ...what's the proper way to use an animated texture on an entity? Trying to do it the normal way just gives me a solid color, and set_sprite() claims to do animation but actually just does nothing. 21:16 cheapie If I switch it from "upright_sprite" to "sprite" then set_sprite() does stuff, but then it faces the player all the time and that won't work.