Time Nick Message 00:03 specing So, why not do similar to how unicode does 00:03 specing i.e. utf32 in memory and utf8 on disk, that is: compress the node IDs before saving them and uncompress after loading 00:05 specing And the uncompressed format is a compile-time choice that server owners choose 00:22 VanessaE well 00:22 VanessaE just let the database backend handle any compression there 00:23 VanessaE leveldb for example compresses lightly, gets as much as 2:1 on minetest maps 00:23 VanessaE no point in baking that into the engine, thus being one more feature to maintain, if the user could simply use a different db 00:32 specing true 00:38 specing I wonder how well it'd work if one used btrfs to store mapblocks: blocks/block_x/block_y/block_z 00:38 specing with compress=zlib or zstd 04:50 hecks anyone else getting invalid form errors on the forum all the time? 04:55 specing it wants me to feed examples to teach Waymo's AI 05:19 MTDiscord <11J​onathon> > anyone else getting invalid form errors on the forum all the time? welcome to the forums, the most unstable thing in minetest 05:30 MTDiscord <05Z​zachary> hong kong 14:10 Miniontoby hi 14:12 Miniontoby im having an github build minetest but it rn not recoginze the minetest_game 14:12 Miniontoby can someone maybe help 14:12 Miniontoby ./bin/minetestserver 14:12 Miniontoby 2020-12-09 08:04:09: ERROR[Main]: Game specified in default_game [minetest] is invalid. 14:12 Miniontoby 2020-12-09 08:04:10: ERROR[Main]: ServerError: Supplied invalid gamespec 14:13 Miniontoby while 14:13 Miniontoby ls games 14:13 Miniontoby devtest minetest_game 14:13 Miniontoby like 14:13 Miniontoby ./bin/minetestserver --world worlds/first/ --map-dir worlds/first/ 14:13 Miniontoby 2020-12-09 08:13:26: ERROR[Main]: Game [] could not be found. 14:13 Miniontoby 2020-12-09 08:13:27: ERROR[Main]: ServerError: Supplied invalid gamespec 14:13 Miniontoby and --gameid list says nothing 14:18 tango_ pushed an updated to https://github.com/minetest-mods/moreblocks/pull/160 —testers welcome 14:18 tango_ Miniontoby: mintest vs minetest_game ? 14:19 Miniontoby hmmm 14:19 Miniontoby idk, but yeah i need to get it working 14:19 Miniontoby because of hosting soonly 17:20 tango_ uff, why can't I put a torch on a boat 8-P 17:20 tango_ I guess I should create a “boat with torches” node that works like the boat but has light 17:20 Krock torch is a node 17:20 Krock boat is an entity 17:21 Krock you can place nodes onto nodes, and attach entities to entities but you cannot mix them 17:21 specing We need a helmet light 17:21 Krock we need a chocolate rain mod 17:21 specing That, too 17:25 tango_ Krock: yeah so I'm going to create a new entity which is the boat with torches 17:25 tango_ and since I'm lazy I'll use exactly the same texture and object 8-D 17:25 Krock well, you could also spawn a dropped torch and attach that entity 17:26 Krock less code but less reliable 17:26 tango_ Krock: nah I like the idea of the boat with torches, especially if somebody else does the model and texturing afterwards 17:26 tango_ also more expensive (requires 4 torches and a boat) 17:26 tango_ the big question is how do I clone an entity 17:27 Krock I think there was a Star Wars movie about some cloning 17:29 MTDiscord <08a​ppguru> > the big question is how do I clone an entity quite simple TBH, create a new entity with the same name & copy the properties 17:30 tango_ appguru: sure, you just need to know the API ;-) 17:30 tango_ I'm reading through lua_api.txt to see if there is a get_entity() to get the table 17:31 Krock get_luaentity 17:33 tango_ no I mean the actual entity from the string 17:33 tango_ get_luaentity needs the entitiy already if I understand correctly? 17:34 Krock ah yes, then it's .name or so 17:34 tango_ no, sorry, I have to make myself more clear 17:35 tango_ I'm creating a mod. in this mod, I am registering a new entity, and as table to register_entity I want to pass the definition of the entity boats:boat 17:36 tango_ so I need to access in lua at registration time the table for the given other entity, which I only know by name 17:36 Krock minetest.registered_entities["boats:boat"] 17:36 tango_ ah, found it 17:36 tango_ right 17:43 tango_ ah the problem with entities is that they don't automatically handle light 17:44 tango_ so iirc the way to handle this is to put a light source next to where the entity is while it moves, right? 17:58 Krock yes 17:58 Krock only nodes can emit light 18:02 VanessaE ^ and then, it's only one color :( 18:03 Krock oh no 18:03 Krock it's a tragedy. at least there's light 18:04 specing CSMs are the solution 18:07 tango_ specing: yeah, but I wanted to have a boat with light 18:09 specing CSMs are still the solution 18:09 specing And will work on any server, immidiatelly 18:11 tango_ but only on your client 18:11 tango_ (?) 18:12 tango_ or are they distributed to all clients too, just running on client? 18:16 specing yes tango_ 18:16 specing Only on your client 18:16 specing But you could send the CSM to your friends as well 18:16 specing Or the server could send it to all connected clients 18:16 tango_ it's not the same though 18:16 tango_ since e.g. others wouldn't benefit from my light 18:17 specing they would, if they had CSMs that made boats emit light 18:19 tango_ 8-P 18:19 iamweasel this probably been asked million times, but is there a way to emit light 15 underground? from a node and down forever? 18:23 specing tango_: CSMs for lighting is something that has been suggested before as the perfect use for CSMs 18:23 specing as it's done by replacing nodes and thus causes unnecessary server load 18:23 specing (or so I was told) 18:30 tango_ specing: that would be true if nothing depended on light conditions 18:31 tango_ specing: but since e.g. farming and mobs do depend on light, it's really not possible 18:31 specing tango_: have you ever seen anyone grow crops by holding a torch next to them? 18:31 specing Placed lights would still use server-side illumination 18:31 tango_ specing: torches not, but stronger lights yes 18:32 tango_ not holding, but keeping it around 18:32 specing huh? 18:32 tango_ specing: they would be fixed, not moving, but still 18:32 specing Are they entities or nodes? 18:32 specing I grow crops by placing super glow glass next to them, I don't stand there for hours like an idiot 18:33 specing and nodes that are placed cause server to calculate illumination *once* 18:34 tango_ OK 18:35 tango_ what about mobs whose behavior may be affected by light? 18:35 tango_ (as in:moving away/towards the light) 18:35 tango_ for these it wouldn't (or shouldn't) matter if light is wielded or not 18:35 tango_ in fact, some may be attracted by movement of light, even 18:35 tango_ without wielded lights or equivalent, this is simply not possible 18:35 specing mobs could achieve the same affect by doing a getplayer get_wielded_item 18:36 tango_ it might not be the player (e.g. boat or cart) 18:36 specing without going indirectly through node light levels 18:37 tango_ the thing about using light levels is that it wouldn't need to be made compatible with every light-emitting entitiy that other mods may come up with 18:37 specing I would imagine that a server relying on CSMs for illumination would also communicate which entities generate light 18:37 specing and take that into account in mobs 21:37 tango_ hm stairs not being placeable vertically without a block behind is intentional, or just nobody thought about it? 21:38 tango_ (think about building vertically without having to lean them against a other blocks 21:38 tango_ ) 23:06 daiNoZord i have a mesh - a "post" node, and a simple, fallible, "forcefield" node. I want to place two "post"s and have a forcefield generated between them, instead of using the mesecon switch i currently do. I can not code. but i am trying to learn. I already reasoned that programming one "post" would be way too much - i need an anode and a kathode. anode being dummy and kathode active. Kathode: on place node check objs within 23:06 daiNoZord radius - if objs is anode get pos kathode, get pos kathode, compare a.x, a.y, a.z with k.x, k.y, k.z and lay the forcefield between with minetest.place_node. Am I on the right track? 23:07 daiNoZord sorry get pos kathode get pos anode 23:07 daiNoZord sorry for pseudo - reading from notes 23:14 daiNoZord if anyone is interested i put 5.4 on a 32bit lxle machine with 1gb ram and it works.... but its slow. Works tho. 23:37 daiNoZord built and initially tested on lubuntu32 vm and run once on puppy32 live dist 23:42 daiNoZord Anyway - at first I was clueless, then I started thinking.... well "walls" kinda does that.... but nowt much helpful there 23:44 daiNoZord I found a mod called "filler" which is awesome. but not for these needs. Too complex for me to figure out anyway. just apos bpos cpos dpos epos....... Feel like a noob at the first ever noobcon 23:57 daiNoZord i reckon it's probably easier than im making it tbh