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Copenhagen_Bram |
hello |
01:39 |
Copenhagen_Bram |
just git cloned the latest version of voxelgarden, it's great |
01:43 |
MTDiscord |
<Lone_Wolf> If you liked that I would also recommend https://content.minetest.net/packages/Hi_World/newplanet/ |
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Copenhagen_Bram |
hmm, should i git clone this one too or is the contentdb version up to date? |
01:46 |
Copenhagen_Bram |
speaking of which, it'd be neat if the content manager supported git |
01:48 |
MTDiscord |
<Lone_Wolf> I think the CDB version is up-to-date |
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shangul |
Client: HexChat 2.14.3 • OS: Ubuntu "focal" 20.04 • CPU: Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz (1.20GHz) • Memory: Physical: 3.7 GiB Total (2.3 GiB Free) Swap: 3.0 GiB Total (2.7 GiB Free) • Storage: 296.1 GB / 476.0 GB (179.9 GB Free) • VGA: NVIDIA Corporation GF108GLM [NVS 5200M] @ Intel Corporation 3rd Gen Core processor DRAM Controller • Uptime: 1d 20 |
04:29 |
shangul |
h 45m 46s |
04:29 |
shangul |
oh sorry |
04:29 |
shangul |
wrogng channel |
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MinetestBot |
[git] HybridDog -> minetest/minetest: [2] Code cleanup in serverpackethandler (#9349) f5df707 https://git.io/JUmlq (2020-09-01T06:08:18Z) |
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11:53 |
search_social |
how do I call player:setattribute when theh player is not logged in? |
11:55 |
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11:58 |
_Zaizen_ |
Hi everyone, while doing some things with entities I've noticed that moveresult doesn't return objects that collides if the entity is not moving. Not only it doesn't show objects, it's practically like it's not colliding. Is it that moveresul works only if the entity is moving or it's a bug? If anyone can help me it would be awesome, thanks |
12:07 |
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12:07 |
SwissalpS |
search_social: you don't, you wait for him to log on. |
12:11 |
sfan5 |
_Zaizen_: the name is sort of a hint here, the moveresult if the result of *that entity* moving, if it's not moving there will be no result |
12:12 |
sfan5 |
the other entity (that is moving) will have the first entity in its collision information though |
12:12 |
_Zaizen_ |
Is there a workaround you suggest I should use if i want the collisions eventhough the entity has to stays till |
12:12 |
sfan5 |
which other entity do you expect to collide with yours? |
12:12 |
_Zaizen_ |
Players. |
12:13 |
sfan5 |
players don't have a moveresult so that's kinda problematic |
12:14 |
_Zaizen_ |
Yeah I know.... |
12:14 |
sfan5 |
maybe get_objects_inside_radius suffices for your usecase |
12:15 |
_Zaizen_ |
I thought of that and probably is the only way i can do it in this moment |
12:15 |
_Zaizen_ |
Thank you so much for your help! |
12:18 |
oil_boi |
rubenwardy, I need your help with licenses plz |
12:21 |
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12:25 |
rubenwardy |
uh oh |
12:27 |
MTDiscord |
<oil_boi> Wait what |
12:27 |
oil_boi |
Hey, that's me |
12:36 |
Warr1024 |
yeah, avatars only show for IRC users if they're also on Discord with the same name... |
12:36 |
MTDiscord |
<Warr1024> We select few can now talk to ourselves... |
12:37 |
GreenXenith |
Very true |
12:37 |
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12:37 |
Warr1024 |
There is no guarantee that IRC and Discord users actually match up in practice, though. Each system has different ways of verifying users. |
12:37 |
GreenXenith |
I am GreenXenith |
12:40 |
MTDiscord |
<Warr1024> Discord users who are worried about having their face used by somebody else in these channels can just get on IRC and register their nickname with nickserv, I guess, though I think there are a few caveats to that. |
12:41 |
GreenXenith |
Registering doesn't matter if you don't enable enforcement |
12:41 |
GreenXenith |
:eyes: @GreenXenith#3232 |
12:42 |
MTDiscord |
<oil_boi> Hi forum |
12:42 |
MTDiscord |
<oil_boi> Wait no |
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12:54 |
MTDiscord |
<Warr1024> There's also a grace period where NickServ lets you use the name before you have to log in. I don't know whether this channel enforces idenitifying with NickServ before you speak, so it may be possible to slip in a few messages before that expires. |
12:54 |
MTDiscord |
<Warr1024> That, and they periodically prune inactive accounts, so if your primary way of talking in here is via Discord, then your IRC nick registration might expire and become available to someone else again... |
13:05 |
Copenhagen_Bram |
do saplings stop leaves from decaying? |
13:05 |
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13:06 |
sfan5 |
don't think so |
13:06 |
Copenhagen_Bram |
ah okay |
13:07 |
Copenhagen_Bram |
some of the leaves seem to be taking their time to decay in voxelgarden |
13:07 |
Copenhagen_Bram |
i wonder why |
13:07 |
SwissalpS |
mostly leaves stay if you place them |
13:07 |
sfan5 |
uh, I only know about mtg |
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13:37 |
Copenhagen_Bram |
any voxelgarden players here? |
13:53 |
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15:44 |
search_social |
Thank you SwissalpS. But it seems that player:setattribute is saved when a player logs out and restored when a player logs in automatically, so it seems like there should be some way to set it when a player is offline |
15:50 |
rubenwardy |
it's not possible currently, but there's some work towards doing it |
15:50 |
rubenwardy |
(also note that set_attribute is deprecated, get_meta should be used instead) |
15:51 |
rubenwardy |
`player:get_meta():set_string("key", "value")` |
15:51 |
rubenwardy |
it was changed to be the same interface as node and item meta |
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16:37 |
search_social |
thank you rubenwardy |
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17:10 |
MTDiscord |
<Warr1024> Being able to access players offline would be really nice. I've got a mod or two that involves accessing info about players offline, but it requires using mod storage, and so it won't scale well |
17:16 |
search_social |
2020-09-01 10:15:35: ERROR[Main]: Number of registerable nodes (32768) exceeded (ma_pops_furniture:counter1_yellow) |
17:16 |
search_social |
uh oh |
17:17 |
MTDiscord |
<Warr1024> ouch, how many mods you got installed? |
17:17 |
search_social |
less than 32,000 |
17:17 |
MTDiscord |
<Warr1024> I should hope so |
17:17 |
MTDiscord |
<Warr1024> the question is whether ma&pa registers a massive number of nodes, or whether your other mods had you already close to the limit. |
17:18 |
search_social |
no i just added a few new mods like pipeworks and technic and digilines |
17:18 |
search_social |
i don't see how they could have more than 1,000 nodes each tho |
17:25 |
MTDiscord |
<Warr1024> they're unlikely to have more than 1000 nodes each |
17:25 |
MTDiscord |
<Warr1024> probably each has about 100, except one that has over 30,000 |
17:26 |
MTDiscord |
<Lone_Wolf> ~issue acess offline |
17:26 |
search_social |
well disabling pipeworks let the server start but random nodes were unknown |
17:26 |
MTDiscord |
<Lone_Wolf> oop |
17:26 |
MTDiscord |
<Lone_Wolf> Guess it does an embed too |
17:26 |
search_social |
as though it was skipping node registrations even though it didn't admit to it |
17:27 |
search_social |
disable technic brought those nodes back |
17:27 |
MTDiscord |
<Warr1024> minetest.after(0, function() local db = {} for k in pairs(minetest.registered_nodes) do m = k:gsub(":.*", "") db[m] = (db[m] or 0) + 1 end minetest.chat_send_all(dump(db)) end) |
17:28 |
MTDiscord |
<Warr1024> of course you'll have to get it to run to do that trick, but disabling random mods will either (1) disable the culprit, or (2) lower the node regs down to the threshold where you can run the game to find it |
17:28 |
MTDiscord |
<Warr1024> it'd be really nice if MT could tell you which mods were eating up all the capacity, but at least it's not too hard to catch it this way |
17:29 |
MTDiscord |
<Warr1024> in theory you could intercept minetest.register_item to detect when you're about to register the 32768th node and dump the report at that time |
17:30 |
celeron55 |
adding a helpful diagnostic message there in the engine wouldn't hurt |
17:38 |
BuckarooBanzai |
search_social: let me guess, moreblocks is enabled too? |
17:39 |
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17:39 |
search_social |
yes i have many random mods xd |
17:42 |
MTDiscord |
<Warr1024> mo mods mo problems |
17:43 |
MTDiscord |
<Warr1024> Part of the challenge of some MT games (particularly MTG) is figuring out which mods get you the best value. |
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18:18 |
MinetestBot |
[git] Desour -> minetest/minetest: Mark multiply and divide with two vectors as deprecated (Schur produc… 9ed84cf https://git.io/JUYff (2020-09-01T18:18:10Z) |
18:18 |
MTDiscord |
<Lone_Wolf> ? |
18:20 |
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18:20 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Change default ambient occlusion gamma to 1.8 (#10185) 74e22b7 https://git.io/JUYfY (2020-09-01T18:18:32Z) |
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18:26 |
appguru |
search_social excuse the ping |
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18:52 |
search_social |
hi |
18:58 |
freelikegnu |
man, what more shit can fall on my head this week!? |
19:05 |
MTDiscord |
<Lone_Wolf> https://github.com/minetest/minetest/pull/10360 |
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20:02 |
iisu |
Hi, how do I get an item definition? I want to register another item with similar properties. |
20:03 |
sfan5 |
minetest.registered_items |
20:14 |
iisu |
Thanks. |
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20:41 |
iisu |
So I did this: |
20:41 |
iisu |
minetest.register_node("foo:torch", minetest.registered_nodes["default:torch"]) |
20:42 |
iisu |
Now I have 2 torches, which is what I wanted. |
20:42 |
iisu |
But when I place default:torch on the ground, it becomes foo:torch, which is the opposite to what I wanted. :v |
20:43 |
iisu |
I don't understand why/how this happens. |
20:43 |
sfan5 |
there might be something in the definition that caues this, maybe the callbacks? |
20:44 |
MTDiscord |
<Warr1024> you can't just blindly reuse the definition, you need to pick through it and figure out what can and can't be safely copied |
20:45 |
MTDiscord |
<Warr1024> If you want foo:torch to just be literally a default:torch then there's really no point in making a foo:torch and you might as well just use a default:torch. I do often find myself making nodes that "inherit" most properties from other nodes but change a few things. |
20:46 |
MTDiscord |
<Warr1024> things like dirt_with_* or stone_with_* are good examples of when you might do something like that. |
20:46 |
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20:46 |
MTDiscord |
<Lone_Wolf> Are you trying to create a new type of torch? |
20:46 |
iisu |
Yes, one that stays in the inventory when the player dies. |
20:46 |
MTDiscord |
<Warr1024> also you might end up with an aliasing problem using literally the same def table |
20:47 |
iisu |
So that the map is not littered with bones containing initial items. |
20:48 |
specing |
iisu: how about disabling bones altogether? |
20:48 |
specing |
e.g. on blocky you keep your whole inventory when you die |
20:49 |
MTDiscord |
<Warr1024> http://xyproblem.info/ |
20:49 |
MTDiscord |
<Lone_Wolf> You can do that or just make the bones mod check for initial items |
20:51 |
iisu |
Hmm, maybe I should just use params or something… |
20:51 |
iisu |
Not an option. |
20:52 |
iisu |
Yes, I wanna make the bones mod check for initial items but how is it gonna tell initial items from crafted ones? |
20:53 |
MTDiscord |
<Warr1024> alternatively, just stop giving players initial items to start out, or make players have to do something first before they get them, so they're far less likely to be running around with items in inventory. |
20:53 |
MTDiscord |
<Warr1024> well, one thing you could try is using itemstack meta to flag initial items |
20:54 |
MTDiscord |
<Warr1024> you can set an is_initial=1 flag or something, and additionaly set a description meta to rename them so it's obvious why they don't stack with the crafted stuff |
21:07 |
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21:23 |
iisu |
How do I set ItemStack metadata? |
21:23 |
iisu |
It needs a string but I can't find out what format the string should be. |
21:24 |
iisu |
MetaDataRef doesn't seem to have any conversion method. |
21:24 |
MTDiscord |
<Lone_Wolf> It takes any kind of string you give it |
21:25 |
MTDiscord |
<Lone_Wolf> itemstack:get_meta():set_string("key", tostring(number)) |
21:25 |
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21:32 |
iisu |
Jesus, that breaks Tell Not Ask. |
21:32 |
MTDiscord |
<Lone_Wolf> ? |
21:33 |
MTDiscord |
<Lone_Wolf> That code was an example. Not intended for running |
21:35 |
iisu |
I mean, you'd expect get_meta() to return a copy of the meta, no wonder why I couldn't figure it out. Bad API design. |
21:36 |
MTDiscord |
<Lone_Wolf> ~api get_meta |
21:36 |
MTDiscord |
<Warr1024> Tell Don't Ask looks like it's an OOPism and MT's Lua API is only reminiscent of OOP, not really properly OOP |
21:36 |
MTDiscord |
<Lone_Wolf> heh, that bot needs some config to just link it or something |
21:36 |
MTDiscord |
<Jonathon> aren't bots disabled here? |
21:36 |
MTDiscord |
<Lone_Wolf> Looks like it |
21:36 |
sfan5 |
get_meta() returns a reference to the metadata "storage" |
21:36 |
MTDiscord |
<Warr1024> get_meta() gives you the meta object which you can use to access metadata |
21:37 |
MTDiscord |
<Warr1024> if it were a copy and not an alias that might make more sense on some level |
21:37 |
MTDiscord |
<Warr1024> but it was probably a performance over cleanliness trade-off |
21:37 |
MTDiscord |
<Warr1024> these objects can get arbitrarily heavy so copying them around is probably not great |
21:38 |
iisu |
You don't do performance over cleanliness in APIs that are exposed to the outer world. |
21:38 |
MTDiscord |
<Lone_Wolf> I actually kinda like it |
21:39 |
MTDiscord |
<Lone_Wolf> Not so many methods stuffed into one object |
21:39 |
iisu |
Anyways, back to modding. This isn't the time or place for my ranting. |
21:39 |
MTDiscord |
<Warr1024> Feel free to build a wrapper layer around what's there to "clean it up" if you want. |
21:39 |
MTDiscord |
<Warr1024> Probably wouldn't be too hard. What you think get_meta() should do is pretty much what get_meta():to_table() does |
21:40 |
MTDiscord |
<Warr1024> and set_meta() would just be get_meta():from_table() |
21:40 |
iisu |
I thought about that, but I'll have to know the API better. I'm only a beginner modder. |
21:41 |
MTDiscord |
<Warr1024> I think what you'll find is that when you start peeling back the ugly band-aids, you find even uglier wounds under them and that'll make you want to just leave those in place :-) |
21:41 |
iisu |
I actually did get_meta():to_table() in my code cause I wasn't sure what get_meta() returns but then I couldn't go back to the string format. |
21:41 |
MTDiscord |
<Warr1024> MT is a pretty complex project, and it works pretty well under pretty tight constraints (e.g. it plays pretty well on hardware that's >10 years old) so I'm willing to forgive them a lot of weirdness |
21:42 |
MTDiscord |
<Warr1024> I'm just happy when things work as documented, even if the way they're designed is weird. |
21:42 |
iisu |
Oh, from_table(). I'm retarded, lol. |
21:42 |
iisu |
Sorry. |
21:43 |
MTDiscord |
<Warr1024> to_table is a bit weird too because the table you get back once upon a time used to be serializable, but now the inventory parts contain itemstacks that you have to serialize separately if you want to serialize the whole thing |
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