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IRC log for #minetest, 2020-07-19

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All times shown according to UTC.

Time Nick Message
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11:49 bebebeko guys, it's is possible to get ObjectRef for node at some position? my case: i need get ObjectRef for node at position { x = 10, y = 10, z = 10 } and call set_nametag_attributes() method
11:50 sfan5 nodes are not objects so no you can't do that
11:51 bebebeko sfan5: oh sad news :( thank you again
11:52 sfan5 you can use the waypoint hud element to add a nametag in-world
12:01 bebebeko sfan5: I try to find some way to get something like that https://www.youtube.com/watch?v=to2BMSdGwlo
12:01 bebebeko waypoint hud element can help me?
12:05 sfan5 hm
12:05 sfan5 for that case you'd rather use an entity that displays the text
12:06 sfan5 nametags can give you text display, but not styled like in that video
12:09 bebebeko sfan5: okay, thank you, I'll research this way
12:14 rubenwardy I actually have some code that makes a fake ObjectRef for a node
12:14 rubenwardy it doesn't add any new engine functionality, but it allows you to refer to objects and nodes using a single interface
12:14 rubenwardy This is in conquer - I wanted it to be possible to say  attack(ref)  rather than  attack_node and attack_object
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13:25 fruitsnack Hey, how do I get current itemstack selected in hotbar?
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13:28 fruitsnack nvm found it
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13:38 NorKle 5
13:38 NorKle oops
13:38 NorKle hi
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13:49 fruitsnack is there a way to store entity reference in an itemstack metadata?
13:49 rubenwardy there's not
13:50 rubenwardy you can make your own ID referencing mechanism
13:50 rubenwardy like, assign ids when creating entities
13:50 rubenwardy use them to track between loads
13:50 rubenwardy Minetest's built-in ids are intentionally not exposed to modding, as they are volatile
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14:22 fruitsnack ok thanks
14:23 fruitsnack Another question, can I compare itemstacks, as in, are they the same objects and == them would properly return false or true?
14:23 fruitsnack I mean not two different itemstacks with same contents but a same reference to one itemstack
14:24 sfan5 that behaviour was recently(?) changed to compare contents
14:24 sfan5 so if you want a specific behaviour it's better to explicitly write out the checks you need
14:25 sfan5 uh wait, that wasn't merged #9880
14:25 ShadowBot https://github.com/minetest/minetest/issues/9880 -- LuaItemStack: Add __eq metamethod by ClobberXD
14:25 fruitsnack hm, how do I check then if the itemstack is indeed the same, not another itemstack with same contents?
14:25 rubenwardy you'd need to compare the location instead
14:27 fruitsnack hm, I plan on making a tool that spawns an entity that is active for an arbitrary amount of time, and continuously checks if the wielded stack is the same
14:27 sfan5 currently itemstack1 == itemstack2 will do that but I wouldn't rely on it
14:27 sfan5 uh in that case, you cannot expect get_wielded_item() to return the same reference
14:27 sfan5 s/reference/itemstack/
14:28 fruitsnack yes, in that case the entity is removed
14:28 fruitsnack Or you mean it wouldnt return the same itemstack even if wielded itemstack didnt change?
14:28 sfan5 yes
14:29 sfan5 in fact I'm pretty sure calling get_wielded_item() twice will get you two different objects
14:29 fruitsnack hm, my own ID referencing mechanism with metadata IDs it is them
14:29 fruitsnack then*
14:31 bebebeko I correctly understand, there is no meta for entities? I need to create my own Lua tables for storing entity's metadata?
14:32 fruitsnack I think you can define custom fields directly in entity definition
14:32 fruitsnack and access/modify them in entity instances
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14:33 rubenwardy bebebeko: staticdata is a string representation of an entity
14:33 rubenwardy ~book entit
14:33 rubenwardy !book entit
14:33 MinetestBot rubenwardy: Objects, Players, and Entities - https://rubenwardy.com/minetest_modding_book//en/map/objects.html
14:34 rubenwardy You'd need to serialize lua members into staticdata
14:34 rubenwardy the book has an example
14:34 bebebeko fruitsnack, rubenwardy thanks!
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20:04 specing Hello
20:04 specing Any expert on digilines out here?
20:05 specing Does a digiline chest or digiline detector tube send its item info in a more usable format in addition to the string in event.msg?
20:05 specing or what is the most efficient way to parse that out in a luacontroller. string.split seems unavailable
20:05 specing not does event.msg.split(" ") work
20:10 calcul0n_ specing, i use this function : local s1 = string.find(stack, " ", 1, true) if s1 then return string.sub(stack, 1, s1-1), tonumber(string.sub(stack, s1, string.find(stack, " ", s1+1, true))) else return stack, 1 end
20:11 calcul0n_ (where stack is event.msg)
20:11 calcul0n_ it returns two values, name, count
20:11 specing excellent, I just discovered that string.find does work in a luacontroller
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20:42 tarrie which is the best and popular mod for mobs?
20:44 calcul0n_ tenplus1's mobs_redo is probably the most popular
20:47 tarrie thx ill take a look
20:48 tarrie are mods server side too? do they require the client to have them?
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21:05 Lone_Wolf @tarrie, mods are completely server-side, unless you're talking about client side mods, which are completely clientside
21:05 tarrie Lone_Wolf: wow thats really cool
21:06 tarrie it's my first day trying out minetest and im really impressed
21:06 Lone_Wolf If you haven't already you should check out https://content.minetest.net/
21:07 Lone_Wolf If you see a mod you like you can open up Minetest and download the mod from the content menu
21:07 Lone_Wolf Or I guess download it from the site and extract into Minetest/mods/
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21:09 Lone_Wolf The site has a tag for mob/npc mods actually https://content.minetest.net/packages/?type=mod&page=1&tag=mobs
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21:25 SoylentCow yah i haven't tried anything else lately because mobs_redo seems super-stable, and real easy to modify
21:25 SoylentCow and now it has mob_horse!!!
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