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Message |
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03:36 |
Baytuch |
Good morning, MineTesters |
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MTDiscord |
<Jonathon> Good <insert time of day>, people of this channel |
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05:50 |
AntumDeluge |
Can anyone tell me why my property isn't being stored to the entity?: local ref = core.add_entity(pos, name); local prop = ref:get_properties(); prop.owner = player:get_player_name(); ref:set_properties(prop) |
05:52 |
AntumDeluge |
When I access the entity in the "on_place" method, the property doesn't exist: function entity:on_punch(puncher, time_from_last_punch, tool_capabilities, dir, damage); print("Owner: " .. tostring(self.object:get_properties().owner) -- nil |
05:54 |
AntumDeluge |
I'm not accessing the placed entity right. |
05:59 |
MTDiscord |
<Jonathon> Check that your not modifying a reference |
06:00 |
AntumDeluge |
I'm not sure how to do that. |
06:00 |
AntumDeluge |
does core.add_entity return a reference? |
06:01 |
AntumDeluge |
The docs say "Returns `ObjectRef`, or `nil` if failed".... |
06:01 |
AntumDeluge |
So does that mean any changes I make to that return value are not actually amended to the added entity? |
06:02 |
MTDiscord |
<Jonathon> Yes |
06:02 |
MTDiscord |
<Jonathon> *i believe so |
06:03 |
AntumDeluge |
Then I'm not sure how to get the actual object. |
06:03 |
MTDiscord |
<Jonathon> A object ref is a reference, you should not hold onto them as there a snapshot from that current time |
06:03 |
MTDiscord |
<Jonathon> Get_luaentity or something like that |
06:05 |
AntumDeluge |
ObjectRef:get_luaentity()? |
06:05 |
MTDiscord |
<Jonathon> Yeah, i think its that |
06:05 |
AntumDeluge |
Okay, I'll try it. |
06:09 |
MTDiscord |
<Jonathon> Let me know if that works out |
06:15 |
AntumDeluge |
Nope, doesn't work. |
06:16 |
AntumDeluge |
local entity = ref:get_luaentity(); local prop = entity.object:get_properties(); prop.owner = placer:get_player_name(); entity:set_properties(prop); print("Owner: " .. tostring(entity.object:get_properties().owner)) -- nil |
06:17 |
AntumDeluge |
*entity.object:set_properties(prop) |
06:18 |
MTDiscord |
<Jonathon> To tired atm, i can look tommorrow if no one else gets to it |
06:19 |
AntumDeluge |
K, thanks for trying to help. :) |
07:22 |
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08:57 |
sfan5 |
AntumDeluge: entity properties are not for arbitrary data |
08:58 |
sfan5 |
if you want to store data put it into the lua object that is associated with the entity |
08:58 |
sfan5 |
which you can get using ref:get_luaentity() |
09:01 |
AntumDeluge |
Isn't that what I did? "local entity = ref:get_luaentity(); local prop = entity.object:get_properties(); prop.owner = placer:get_player_name(); entity:set_properties(prop); print("Owner: " .. tostring(entity.object:get_properties().owner)) -- nil" |
09:01 |
AntumDeluge |
Or do you mean like this: ref:get_luaentity().owner = placer:get_player_name() |
09:03 |
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09:04 |
sfan5 |
yes |
09:04 |
AntumDeluge |
Okay. Thank you. |
09:04 |
sfan5 |
doing ref:get_luaentity().object is pointless, it returns the same ObjectRef you already have |
09:04 |
AntumDeluge |
Okay. |
09:29 |
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09:52 |
AntumDeluge |
Thank you sfan5, exactly what I needed to do. :) |
09:57 |
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09:58 |
gehmehgeh |
hmm, when travelling by boat the game kind of stutters every 4-5 seconds. Could this be related loading/unloading the world? And if so, is there an option to prefetch world parts? |
09:59 |
sfan5 |
the server already sends more of the world in the direction you're looking and/or moving |
10:00 |
sfan5 |
the stutter could come from the client when it loads the world parts, that'd be hard to avoid |
10:00 |
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10:16 |
gehmehgeh |
sfan5: could I make it so that the clients prefetches more? |
10:17 |
gehmehgeh |
also, totally unrelated, but from one of my mods a snake bit me and it says "catch three snakes" to craft the anti-venom. How do I catch them? (Are questions like this permitted in this channel? Or is this strictly tech support?) |
10:26 |
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10:30 |
gehmehgeh |
sfan5: couldn't I change the chunk size or something?= |
10:30 |
gehmehgeh |
or the "number of emerge threads"? |
10:35 |
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10:37 |
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10:37 |
gehmehgeh |
ah, now I see it |
10:37 |
gehmehgeh |
there's all kind of range settings. I'll try adjusting those |
10:45 |
calcul0n |
gehmehgeh, for the snake i'd try a double with an empty hand, but it depends on the mod |
10:45 |
calcul0n |
maybe you need some tool or something |
10:46 |
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10:47 |
calcul0n |
*right click with an empty hand |
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10:48 |
gehmehgeh |
calcul0n_: will try |
10:53 |
gehmehgeh |
calcul0n_: ok, that didn't work |
10:54 |
gehmehgeh |
maybe I need another mod to actually catch animals |
10:54 |
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10:56 |
calcul0n_ |
maybe search snake in your craft guide, you might find the tool |
10:56 |
calcul0n_ |
that'd be weird to need another mod for that |
10:58 |
gehmehgeh |
ah, it's from "water_life" |
11:14 |
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11:41 |
gehmehgeh |
calcul0n_: yeah, I can't really tell how to catch them. I'm searching through the forums on minetest.net now |
11:41 |
gehmehgeh |
ah, well, grepping for the term "catch" within the mod directory is more helpful :D |
11:42 |
gehmehgeh |
apparently there's a lasso and a net |
11:47 |
specing |
gehmehgeh: open mod code and read how to catch a snake |
11:47 |
specing |
I've never seen any mod where a snake bites you and then having to craft antivenom |
11:51 |
gehmehgeh |
specing: There's a net and a lasso from Mobs Redo (the mod on which the waterlife mod depends) |
11:51 |
gehmehgeh |
I'll try that one |
12:01 |
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12:36 |
Sokomine |
grr. why do i always write fromspec_escape instead of formspec_escape? |
12:40 |
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12:46 |
Krock |
except from spec |
12:46 |
Krock |
escape from spec* |
12:58 |
Sokomine |
there is no escape! it's everywhere! |
12:58 |
* Sokomine |
runs away screaming from a fromspec |
12:58 |
Krock |
oh no |
13:12 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Carts: Fix 0/0 condition on faulty tool capabilities 4945f4b https://git.io/J34OX (2021-05-02T12:59:22Z) |
13:16 |
specing |
Sokomine: yes, there's no escape from me |
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14:52 |
gehmehgeh |
hmm, I think there's some sort of graphics glitch: when I look into a dark area, there sometimes white dots here and there |
14:52 |
gehmehgeh |
Is this a known problem/glitch? |
14:52 |
sfan5 |
yes |
14:52 |
gehmehgeh |
ah |
14:52 |
gehmehgeh |
is there anything one can do? |
15:06 |
sfan5 |
don't think so |
15:07 |
celeron55 |
dig deeper |
15:07 |
celeron55 |
once there's a solid layer of 10 nodes above you with no sunlight anywhere it won't happen |
15:08 |
celeron55 |
walls also |
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17:59 |
Aris |
is there a way to make the minetest terrain amplified? by default there are an extra 31000 nodes that can be used in the +Y direction, yet only about 300 are ever used in default terrain generation |
18:03 |
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18:09 |
Krock |
Aris: world.mt |
18:09 |
Krock |
no actually. map_meta.txt contains the noise params |
18:09 |
Aris |
ah, thx |
18:09 |
Krock |
tune the scale value, spread etc to generate huge mountains |
18:10 |
Aris |
hmm |
18:10 |
Krock |
note that only newly generated mapblocks will contain those changes |
18:10 |
Aris |
true |
18:10 |
Krock |
existing map parts will not be updated; and would require manual deletion |
18:10 |
Krock |
i.e. /deleteblocks ....... |
18:11 |
Aris |
and that will be in the minetest_game directory? |
18:14 |
Krock |
world specific |
18:14 |
Krock |
i.e. worlds/worldname/ |
18:14 |
Aris |
ah, I see |
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specing |
Aris: I'd like to see the result of that |
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