Time Nick Message 00:10 rschulman Does anyone know how to charge up elepower's Electric Hand Drill? 00:10 rschulman I can't seem to find instructions anywhere. 00:41 lmat It now takes like 15 minutes to ride my cart down to the deep part of the mine... 00:52 oil_boi I take like a month posting on the forums and it's chaos woooo 00:53 leo_rockway oil_boi: dude, every time I git pull there's something new. Do you even sleep? 00:53 oil_boi Oh I do, I take 20 minute breaks every hour as well :D 00:54 leo_rockway :D 00:54 leo_rockway those spiders are something else now. Pretty challenging. They run like crazy. I like it. 00:55 oil_boi Thanks! Just wait until they can climb walls, castles are gonna need to have to be designed very carefully hahaha 01:21 leo_rockway oil_boi: I noticed in a video that it snows in a desert biome. Per biome weather is not implemented then, correct? 01:37 oil_boi leo_rockway, Not yet 01:54 leo_rockway oil_boi: a suggestion: maybe snowmen should drop carrots in the future. 01:56 oil_boi Ooo that's a good idea 01:56 oil_boi Logged it 01:56 leo_rockway :D 01:57 oil_boi How does one have non-free content in a gpl engine?? 03:20 leo_rockway oil_boi: I see that smelting ores now gives you XP, but mining iron still gives you XP as well. 06:38 oil_boi leo_rockway, oops 06:38 oil_boi I'll have to fix it tomorrow 09:48 MinetestBot 02[git] 04ClobberXD -> 03minetest/minetest: lua_api.txt: Fix minor typo (#9917) 138ee2ece https://git.io/JfaQf (152020-05-24T09:48:19Z) 09:50 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix two bugs in content_cao 13f51cf7c https://git.io/JfaQt (152020-05-24T09:48:51Z) 09:50 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix constant re-queueing of emerges that will always be unsuccessful 135430770 https://git.io/JfaQq (152020-05-24T09:48:33Z) 09:50 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix documentation of emergequeue_limit settings 13a9d6be8 https://git.io/JfaQm (152020-05-24T09:48:33Z) 09:50 Emerald2 Woot! 09:51 Emerald2 Nice work sfan5 :D 09:57 Emerald2 All the devs do a good job. I'm just not usually watching. XD 11:24 Ravise Hi (it's me again), is the chat-related part of CSM api ill-designed for purpose? 11:25 nephele could you elaborate why you think so? 11:26 Ravise There is no way (using minetest's api only) to pass message through arbitrary number of filters - first filter that "fires" is blocking all of the filters after it 11:27 nephele I don't understand that requirement..? if you want to change the string just pass it along through functions? 11:27 Ravise Suppose we have independent mods on client side: timestamp_chat and chat_coloring 11:28 Ravise With using only minetest's api, there is no way to have the message colored AND timestamped 11:28 nephele that's not true, i can most definetely make you messages that are colorized and timestamped 11:29 Ravise Either timestamp calls minetest.display_chat_message first, having the message bypass chat_coloring filter or vice versa 11:31 Ravise You can make both by making one monolith mod, true, but I see no way to connect two independent mods from independent authors 11:31 nephele I don't see what the problem is with this 11:32 Ravise Hang on a sec, I'll draw a diagram, the text might be hard to understand 11:42 Ravise https://imgup.cz/image/kLto 11:44 nephele I don't see the problem, if it did reacht the second one you would have two messages in the chat, one formatted with timestamp and the other colorized 11:45 nephele you clearly need to do something later to process the message afterwards, this is not designed to be a filter (and on a filter ordering is important too for the result to be consistent) 11:46 nephele If you want a filtering api make one in lua? I don't see a point in specialcasing one part of the lua csm api to behave like that 11:46 nephele if the second callback does not get called that i would consider a bug though 11:48 Ravise I expected the api to expect modders would like to cooperate :| 11:48 Ravise Something like "msg" -> filter one -> returns modified msg -> filter two -> ... 11:49 nephele this has nothing to do with cooperation, the usecase you have is only a tiny one, it makes no sense to make it overly complex to optimize it for that usecase when you could have written a generic api for lua to do this in 10 to 20 minutes ;) anyway this is just my opinion :P 11:49 nephele you can already do that 11:49 nephele just call the second csm from the first one 11:49 nephele with your modified message 11:49 Ravise That would sort of defeat the point of totally independent mods, though 11:49 nephele that doesn't need any special ordering support at all 11:50 nephele i don't see why, mod compatibility is not something you get for free, you have to work for it 11:50 Ravise Of course, a "specialised" chat handling library could be written, but a] it's not minetest's api, thus fractioning and incompatibility is likely to happen, b] the minetest's api is designed "by implementers", not "for users" 11:50 nephele you can't change every api to hopefully have every usecase 11:51 Ravise If chat handling on csm-api side would be implemented differently, compatibility would be way cheaper though 11:51 nephele the "api" is just calling the second function with the first function 11:51 nephele if you want you can overwrite the on chat handelere thingy that calls functions to behave like you wish and make both mods depend on it 11:51 nephele but that seems much harder than changing one line of code 11:52 Ravise In other words, the chat-related csm api is ill-designed for purpose, thank you... 11:52 nephele i didn't design it 11:52 nephele and your assertion still makes no sense 11:53 nephele it's not ill designed just because it doesn't cover every hypotehtical use case 11:53 Ravise I think we won't move the discussino any further, so with all due respect, let's stop before we start to get angirer :) 12:03 rubenwardy Minetest's callback model tends to not be very well thought out, sorry 12:03 rubenwardy on the server side, doing things like you suggest would be done using `minetest.format_chat_message` 12:03 rubenwardy but there's not client equivalent 12:04 Ravise As I'm a player, not server admin, I'd like things to be solved on client-side as much as possible, to be independent on benevolence of server admins not/installing server mods for my convenience :) 12:06 Ravise It seems my best option is csm lib providing "chaining" api built on top of basic minetest's and calling other chat csm modders to adopt it? 12:07 Krock how should a chat-format-modifier pipeline look like? 12:07 Krock or in your terms "chaining" 12:07 blaise lol 12:07 sfan5 probably like format_chat_message but on the client side 12:07 rubenwardy (pipeline is the correct term) 12:07 Krock but format_chat_message can only be overwritten once? 12:08 blaise i've seem so many chat <--> irc mod's 12:08 blaise holey moley 12:08 hoodedice minetest.get_chat_message():uppercase():grammarize():remove_excess_exclamation_marks() 12:08 Ravise I'd imagine callbacks to have signature function(msg) --do something witht the msg; return msg; end 12:08 Ravise Of course, it require callbacks to be "sane", like, not returning "" 12:08 blaise I like the ones that introduce ansi color codes... they're super nice 12:09 sfan5 Krock: but you can chain those 12:09 Krock Ravise: so one callback would provide the args for the next run callback? 12:09 Ravise And minetest's core looping over the lists of callbackcs, like this (suppose the msg is alredy filled with the message) 12:09 Krock sfan5: perhaps chaining the format string would be an approach? 12:10 Ravise for cb in callbacks; msg = cb(msg); end; return msg 12:10 Ravise While we are at this, it would be best to provide some metadata right with the message (e.g. the type, author etc.) but I understand that would most probably require breaking change in protocol 12:11 Krock no it wouldn't 12:11 hoodedice minetest should have RFCs :^) 12:11 Krock https://github.com/minetest/minetest/pull/7521 12:11 Krock table format without protocol bump 12:11 nephele hoodedice, request for comments? :D 12:12 hoodedice :^) 12:13 Ravise Krock: I don't see inside the minetest core, I just like to use the api :) And as the message is given as string in the api, I expected it's expected to send the message as string 12:14 Ravise Not having to guess metadata from message string format would be nice, IMO 12:14 rubenwardy I'd forgotten that chat_send_all supports this 12:15 Krock you'd be given author, message, time and format string. I think it would make sense to do conditional overwrites of the format string only (or abort sending if that's wanted) 12:18 Ravise Having the message type (e.g. /msg, /me, general say etc.) would be nice too, but preparating that from format string shouldn't be too much trouble 12:19 Ravise And of course, the message text must be editable as well :) 12:19 rubenwardy a chat command use is a normal message that begins with "/" 12:20 rubenwardy you won't receive that though 12:20 rubenwardy as the server will swallow it 12:22 Ravise Those messages do have fixed structure, and since we'll have access to the format string, and since only the message type is to be guessed, the REs should be short enough not to cause mass confusion 12:24 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Add chat_font_size setting (#9736) 13a9b74f4 https://git.io/JfaFk (152020-05-24T12:24:13Z) 13:09 luvo henlo! Is it possible to call the on_use function of a given hoe? having the itemstack 13:10 Krock itemstack:get_definition().on_use(...) 13:10 luvo get_definition, that's the key! thanks Krock 13:10 Krock probably 13:10 Krock !next 13:10 MinetestBot Another satisfied customer. Next! 13:10 luvo I trued itemstack:on_use but didn't work 13:12 Krock true 13:39 bdju are the versions of mods in the client's mod downloader older than versions elsewhere? is it worth git cloning dfcaverns? 13:40 Krock sometimes yes. Automatic updates have to be authorized first 13:41 nephele i think that depends on the mod 13:41 nephele develop branches arent on contentdb usually? 13:41 Krock so that ContentDB can update using the git repository's push messages (or whatever) 13:41 Krock nephele: barely a mod has develop branches 13:42 nephele huh? 13:42 nephele i would think anything that isn't tagged a release or on a release branch is a develop branch 13:42 Krock all changes happen in master, and a commit is tagged as soon the author feels like it 13:43 nephele then the not-tagged stuff is develop branch :) 13:43 Krock or not tagged at all, which is then a rolling release 13:43 Krock develop branch == master branch 13:43 Krock bdju: if you want to be 100% sure that you've got the newest update, yes. 13:43 nephele Hmm, maybe i should work a bit on orion and make a tag thingy and ask to be put on contentdb... 13:46 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Add engine version string to ContentDB API request (#9890) 13b3c7990 https://git.io/JfaN4 (152020-05-24T13:46:50Z) 13:46 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Replacement for Minimal Development Test (PR) (#9450) 136456aba https://git.io/JfaNB (152020-05-24T13:46:26Z) 14:22 bdju Krock: thanks for the info 14:23 bdju does anyone know why dfcaverns from the contentdb comes with broken configs? it keeps saying various files have invalid booleans. I went and commented out the lines in several, but then it came up with more and I was losing motivation 14:25 Krock what kind of errors? 14:29 bdju stuff like this: 09:13:37 < rekado> bah, looks like GHC really does need to have a reference on GCC, because it tries to use its record of the build-time GCC when packages run “cabal configure”. 14:29 bdju 09:13:48 < rekado> annoying that it won’t take GCC from the environment 14:29 bdju ugh sorry, clipboard troubles- 14:30 bdju 2020-05-24 09:13:58: ERROR[Main]: Invalid boolean setting in /home/brad/.minetest/mods/dfcaverns/df_caverns/settingtypes.txt "dfcaverns_underworld_hud_requires_item (Require an item to view waypoints) bool true 14:30 bdju " 14:31 bdju many similar lines like this, all dfcaverns, but not all in the same directory within its directory. so then I was hopping around in vim opening settingtypes.txt of various dirs and commenting out lines it complained about 14:39 nephele Is it new that minetest.debug messages appear in chat? 14:39 sfan5 depends on your settings 15:17 luvo I'm a bit confused. If the hoe_wood definitions sets the max_uses attribute, how can it be nil when I access it on the on_use callback? 15:17 luvo I'm sure I'm missing something 15:18 luvo in the register of the hoe, if max_uses is nil it defines it at 30 15:20 luvo the definition is here https://git.io/Jfapq 15:25 sfan5 the def table isn't copied so someone can mess with it afterwards in theory 15:26 luvo but i have default and farming as the only dependency, so no change should have been madee right? 15:26 luvo oh you mean 15:26 luvo that itemstack doesn't have the hoe max_uses for example 15:26 luvo right? 15:27 luvo or what 15:28 luvo and if no deftable is copied, how can I access the max_uses of the wooden hoe for example? 15:29 sfan5 farming.hoe_on_use gets the value of uses 15:29 luvo exactly 15:29 sfan5 from outside there isn't any other way, since the "def" table is never saved 15:30 luvo mmm 15:30 luvo so no way for me to redefine the on_use of any hoe right? 15:30 luvo because I'll need max_uses if I want to reuse hoe_on_use 15:31 sfan5 correct 15:31 luvo oh.. 15:31 luvo allright thx 15:34 sfan5 uh actually 15:34 luvo :D 15:34 sfan5 you can redefine farming.hoe_on_use, it gets the max_uses as parameter 15:34 luvo mmmm 15:35 luvo But I want to reuse the farmin.hoe_on_use logic, just do something after that function all on the on_use function 15:36 sfan5 you can keep the old function around and call it before doing anything 15:36 luvo so it will be:\n new_itemstack = farming.hoe_on_use(blablabla)\n some stuff\n return new_itemstack 15:36 luvo yeah, thats what I do, but for me to call hoe_on_use I have to pass the mas_uses 15:37 luvo well 15:38 luvo you mean to just redefine farming.hoe_on_use and not override_item("farming:hoe_wood"? 15:38 luvo so hoe_wood item will use my redefined method? 15:38 sfan5 yes 15:39 luvo allright! 15:39 luvo thx 15:41 sfan5 luvo: http://sprunge.us/hXTe2P?lua 15:42 luvo wow, didn't realized about that, I just copied the entire function 15:42 luvo thanks again sfan5 15:42 luvo :) 15:44 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Fix build on FreeBSD, broken since open_url 13212a112 https://git.io/Jfaht (152020-05-24T14:31:06Z) 15:59 nephele Is there any way to add like... friction to items? 15:59 nephele currently they just slide along the bottom infinitely :D 16:19 nephele heh, had a comment about returning nil somewhere crashing minetest, now removing that it's not the case anymore :3 16:26 ANAND nephele: Add negative acceleration along the X and Z axes? 16:27 ANAND Wrongly worded, sorry 16:27 ANAND Add accelaration acting against the movement dir, is what I meant 16:33 nephele that would then basically be a timer on each object i think? 16:33 nephele I would prefer not having to do that, friction seems rather important to have for physics interactions 16:33 nephele although i can use that solution for now if nothing else is available 16:40 nephele ANAND: ah, i misunderstood you, maybe.. i'll try that 16:42 nephele Heh, that almost works 16:42 nephele the item does slow down indeed 16:42 nephele but then it speeds up and flies of in the other direction :D 16:42 ANAND lol 16:43 ANAND Basic physics for physical entities engine-side would be good to have indeed. :) 16:44 nephele i suppose i'll have to forcibly slow it down in lua for now 16:45 nephele i do want to be able to throw items, not a fan of those floating rotating nodes :D 16:45 nephele also have a much much higher item limit per node and infinite timeout so one can "safely" place em in the worls 16:45 nephele would be neat if the game loaded items earlier, but that is just a bit of a nitpick 16:47 ANAND How much earlier? Objects are already sent to the client immediately upon connection. 16:48 nephele yeah but it takes a couple of seconds before they appear in the world 16:48 nephele so graphically its a bit you spawn in, but then it takes a bit for items to appear 16:48 nephele can also run where items will appear to be in those items :D 16:50 ANAND Ahh 16:50 who0 Hi Guys, do you know if there is a mods to expose metrics for prometheus. (I found one it needs to push data to a gateway) 16:50 ANAND I presume that's an issue with entity loading itself. 16:57 nephele maybe, i never investigated :) 18:08 rubenwardy who0: there will be built-in support for Prometheus in 5.3 18:37 luvo Is there anyway of interacting with a running server with the lua api? 18:38 luvo for example, to use minetest.get_connected_players() 18:42 luvo I know there is a --terminal option, but that is only for using the in-game commands, right? not for scripting 19:17 appguru luvo: you could use WorldEdit's //lua if you want to execute code 19:18 Krock also lua formspec in the inventory if that still exists 19:18 Krock from worldedit_gui 20:56 texmex !tell oil_boi: hilarious xD https://youtu.be/DpSIV648DaI?t=7748 20:56 MinetestBot texmex: Do not put an : at the end of nickname 20:56 texmex !tell oil_boi Hilarious! xD https://youtu.be/DpSIV648DaI?t=7748 20:56 MinetestBot texmex: I'll pass that on when oil_boi is around 21:46 luvo thanks guys! 22:57 Hawk777 If I connect to an unlisted server by address and port number, when I go back to the server list, it’s shown at the top with a gold star beside it. If I connect to a second unlisted server, the first one disappears. How do I make the server list keep two favourite unlisted servers? 22:58 Hawk777 My serverlist/favoriteservers.txt file actually has both listed, but I only see one of them in the GUI. 22:58 sfan5 that's a bug, please report it 22:59 Hawk777 So… the intent is that both should be added to favoriteservers.txt (as they are) and both should show up? Each one is under a [server] section in the file; is that the intended file structure? 22:59 Hawk777 favoriteservers.txt doesn’t appear to be documented on either wiki. 23:00 sfan5 yes 23:01 Hawk777 Huh, it appears to possibly be linked to the fact that you also can’t seem to give names to unlisted servers. 23:01 Hawk777 I manually gave them names, and now both show up. Is the bug actually that you can’t give them names? 23:01 Hawk777 (manually by editing the file) 23:03 Hawk777 Or is manually naming unlisted servers more of a feature request, and two unnamed servers are supposed to both show up and that’s the bug? 23:03 sfan5 I don't think you're supposed to be able to name them 23:04 Hawk777 OK, in that case I’ll file “being able to name them” as a feature request (since that’s not intended to be possible right now) and “not showing more than one” as a bug. 23:04 Hawk777 Thanks! 23:19 epoch (minetest segfaults when attempting to use a remote X server) 23:30 Emerald2 I have that problem too, Hawk777, but it behaves inconsistently. 23:32 Hawk777 Well, I filed the bug and feature request in question. 23:32 Hawk777 And for now I have my workaround, naming them by editing the file by hand. 23:32 Emerald2 Nice. I was too slack. :) 23:33 Emerald2 Now I just need to catch my 'client hangs when server crashes or is shutdown, only some of the time' bug with a backtrace.