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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 |
12:24 |
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13:10 |
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13:25 |
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13:25 |
fruitsnack |
Hey, how do I get current itemstack selected in hotbar? |
13:27 |
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13:28 |
fruitsnack |
nvm found it |
13:36 |
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13:38 |
NorKle |
5 |
13:38 |
NorKle |
oops |
13:38 |
NorKle |
hi |
13:48 |
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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 |
13:52 |
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14:03 |
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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 |
14:32 |
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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! |
15:00 |
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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 |
20:15 |
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20:41 |
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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? |
20:53 |
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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/ |
21:08 |
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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 |
21:19 |
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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!!! |
21:46 |
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