Time |
Nick |
Message |
01:02 |
bobbertson |
for a moment i didn't realize i was in #minetest and i was confused why you were asking for diet advice |
01:02 |
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01:07 |
Splyncryth |
Hello everyone, the minetest fishing mod seems to be crashing on this line table.insert(minetest.registered_items["default:dirt"].drop.items, { rarity = 30, items = {"fishing:worm"} }) |
01:07 |
Splyncryth |
Unfortunately I do not know enough about lua or minetest lua. |
01:08 |
Splyncryth |
if I comment this line out everything works, but I lose the ability to get worms. |
01:08 |
Splyncryth |
Maybe its an old syntax? |
01:09 |
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01:14 |
Splyncryth |
2020-11-18 18:13:26: ERROR[Main]: ModError: Failed to load and run script from /usr/share/games/minetest/mods/fishing/init.lua: |
01:14 |
Splyncryth |
2020-11-18 18:13:26: ERROR[Main]: /usr/share/games/minetest/mods/fishing/baits.lua:8: attempt to index field 'drop' (a nil value) |
01:14 |
Splyncryth |
2020-11-18 18:13:26: ERROR[Main]: stack traceback: |
01:14 |
Splyncryth |
2020-11-18 18:13:26: ERROR[Main]: /usr/share/games/minetest/mods/fishing/baits.lua:8: in main chunk |
01:14 |
Splyncryth |
2020-11-18 18:13:26: ERROR[Main]: [C]: in function 'dofile' |
01:14 |
Splyncryth |
2020-11-18 18:13:26: ERROR[Main]: /../fishing/init.lua:3: in main chunk |
01:14 |
Splyncryth |
2020-11-18 18:13:26: ERROR[Main]: Check debug.txt for details. |
01:14 |
Splyncryth |
Thats the error I get when I uncomment |
01:26 |
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01:36 |
bobbertson |
well |
01:36 |
bobbertson |
that means minetest.registered_items["default:dirt"].drop is nothing |
01:36 |
bobbertson |
idk how to help beyond that but ya |
01:37 |
rubenwardy |
get_node_drops |
01:37 |
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01:37 |
rubenwardy |
might be useful |
01:38 |
oobleck |
Ah, a group where people actually talk. How relieving |
01:38 |
rubenwardy |
*crickets* |
01:38 |
rubenwardy |
*tumbleweed rolls past* |
01:38 |
bobbertson |
now we are going to not talk because you said something about it |
01:38 |
oobleck |
Well you've already far surpassed any other room, so |
01:38 |
rubenwardy |
I like this video https://www.youtube.com/watch?v=hsWr_JWTZss |
01:38 |
rubenwardy |
!title |
01:38 |
MinetestBot |
No title found. |
01:38 |
rubenwardy |
thanks MTB |
01:41 |
Splyncryth |
bobbertson, would wrapping it in a if/then statement help it not crash? |
01:41 |
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01:50 |
bobbertson |
you could do if minetest.registered_items["default:dirt"].drop then blah, ya, but it wont execute |
01:51 |
* Splyncryth |
shrugs |
01:51 |
bobbertson |
i only just started working with lua so idk if im right about that but pretty sure thats how it is, thats how it works in javascript |
01:51 |
Splyncryth |
yeah, its been ages since ive programmed |
01:51 |
Splyncryth |
i was a big python and java person |
01:52 |
bobbertson |
i imagine something with the .drop part changed? is it an old mod? |
01:52 |
bobbertson |
you'll have to figure out how to get that same data with some other field or something |
01:53 |
Splyncryth |
i took it from another minetest game pack |
01:54 |
bobbertson |
i think minetest.get_node_drops("defualt:dirt", toolname) is what yo want like rubenwardy was saying |
01:54 |
bobbertson |
if you go into minetest-5.3.0-win64 (or whatever your thing is) then docs, then open lua_api.txt that has all the documentation for the fields and functions Splyncryth |
01:55 |
Splyncryth |
onice |
01:55 |
bobbertson |
i think minetest.get_node_drops is what you need |
01:55 |
bobbertson |
toolname can be nil apparently |
02:23 |
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14:39 |
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14:51 |
tango_ |
am I missing the copper because I'm colorblind or there's really 2x the tin ore blocks than copper ore blocks? |
14:52 |
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14:55 |
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15:51 |
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15:54 |
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16:02 |
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16:12 |
bobbertson_ |
hey, can i issue client side commands from a server mod? |
16:12 |
bobbertson_ |
i want to get client to download music files from server because dynamic_add_media i'm still getting a lag issue |
16:13 |
bobbertson_ |
trying to look into client side mods but i can't find much detail about them |
16:18 |
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16:19 |
specing |
bobbertson_: there's a preview CSM in clientmods/ in repo |
16:20 |
specing |
I think you could send the list of urls via modchannels, but idk if you are allowed to download content from CSMs |
16:20 |
specing |
they are quite restricted |
16:21 |
bobbertson_ |
ya that's fair |
16:21 |
bobbertson_ |
ideally dynamic_add_media would use the remote_media server or there would be another function that does similar with remote_media server |
16:22 |
bobbertson_ |
trying to figure out a work around |
16:23 |
bobbertson_ |
remote_media is really only used when loading into a server, ya? |
16:24 |
specing |
no idea there |
16:24 |
specing |
I have a lot of experience writing CSMs, but from the client-side automation perspective |
16:25 |
bobbertson_ |
ya my youtube_queue thing is kinda obscure/not many people would care to have it i think |
16:25 |
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16:25 |
bobbertson_ |
at least there is dynamic_add_media at all |
16:27 |
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16:28 |
Guest76735 |
hi |
16:28 |
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16:32 |
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16:36 |
bobbertson_ |
hey |
16:47 |
Guest76735 |
Is it a good idea to animate rigged models through lua code instead of having the animations made in blender? |
16:48 |
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16:58 |
sfan5 |
that'd be laggy and have high overhead |
17:00 |
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18:31 |
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18:34 |
Andrey |
can anybody explain me, does that passed rotation table in set_rotation() set RELATIVELY to the local axises of the object or to the world coordinate axises? |
18:39 |
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18:40 |
Andrey |
does the rotation of an object happen relatively to its local or global axises? I just don`t understand |
18:41 |
Andrey |
also lua_api.txt doesn`t say anything about it |
18:51 |
NetherEran |
set_rotation is relative to the global axises |
18:53 |
Andrey |
ok, thanks for clarification |
18:54 |
NetherEran |
but the rotation is around the entity's positon point if that wasn't clear |
18:55 |
Andrey |
I think it would be ok to have also a method that would set relatively to local axises, more comfortable in some cases IMO |
18:55 |
Andrey |
yes, I know about it |
18:56 |
NetherEran |
there are some functions in the global vector table that help with rotations |
19:02 |
Andrey |
I know, I just say that method of rotation would be more comfortable because you could set rotations around certain axises, current set_rotation() requires to set around all three |
19:03 |
Andrey |
by such way "resetting" again those of them that are not needed to be changed |
19:06 |
NetherEran |
ye |
19:40 |
Andrey |
is it nohow possible to set rotations in some own order, unlike XYZ default order? |
19:40 |
Andrey |
just I need to use YXZ order |
19:50 |
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22:02 |
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22:36 |
hisforever |
Hi I'd like to know how to make water still? I want to make a fish pond beside my house |
22:44 |
specing |
what |
22:49 |
Emerald2 |
Make it all water source so there's no flowing. |
22:59 |
hisforever |
ok Thanks |
23:11 |
MTDiscord |
<exe_virus> Animated rigged models in lua with Luajit would only be about 30% slower than the current software animations in C |
23:13 |
MTDiscord |
<GreenXenith> If you could animate them clientside, perhaps |
23:13 |
MTDiscord |
<GreenXenith> When animated serverside they are not smooth at all |
23:45 |
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23:55 |
specing |
you could, with CSMs |