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IRC log for #minetest, 2021-06-11

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Time Nick Message
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03:07 MTDiscord <AntumDeluge> It is unclear to me how to "swap" items in a detached inventory: https://github.com/minetest/minetest/blob/c9144ae/doc/lua_api.txt#L6083
03:08 MTDiscord <AntumDeluge> I may have found a tutorial. Watching it now: https://nathansalapat.com/minetest/inventory-manipulation
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03:12 MTDiscord <AntumDeluge> Maybe not. I'm trying to swap items in/out of a detached inventory with the cursor, like is done by default when any item is allowed in a slot.
03:13 MTDiscord <AntumDeluge> When I try to swap, the item that I am holding with the cursor disappears.
03:14 MTDiscord <Jonathon> why do they need to be in the curser? just swap the two itemstacks from inventories
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03:14 MTDiscord <AntumDeluge> That's what I'm trying to do. I'll upload a video of what is happening.
03:21 MTDiscord <AntumDeluge> Held item disappears when trying to swap in detached inventory.
03:21 MTDiscord <AntumDeluge> https://cdn.discordapp.com/attachments/749727888659447960/852749293650575410/minetest_inventory_swap.mp4
03:23 MTDiscord <Jonathon> what does your code look like?
03:23 MTDiscord <Jonathon> and you just want the items to swap, nothing else?
03:24 MTDiscord <AntumDeluge> Correct, just like what is normally done when swapping between two inventories.
03:24 MTDiscord <Jonathon> code?
03:24 MTDiscord <AntumDeluge> I'll link to my code.
03:25 MTDiscord <AntumDeluge> https://github.com/AntumMT/mod-server_shop/blob/349d781/deposit.lua#L27
03:26 MTDiscord <Jonathon> oh, you want to allow/deny swaps?
03:26 MTDiscord <Jonathon> your looking for allow_metadata_inventory_move
03:26 MTDiscord <Jonathon> L7746 lua_api.txt
03:27 MTDiscord <Jonathon> err, ignore that
03:27 MTDiscord <AntumDeluge> That only works for nodes, doesn't it?
03:27 MTDiscord <Jonathon> yeah
03:28 MTDiscord <Jonathon> allow_move l8258
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03:28 MTDiscord <Jonathon> there also is on_move
03:28 MTDiscord <AntumDeluge> DetachedInventory:on_move?
03:28 MTDiscord <AntumDeluge> okay, I'll check that out.
03:29 MTDiscord <Jonathon> L5242 to L5250, shows you where to put the callbacks in the dettached inv creation
03:37 MTDiscord <AntumDeluge> allow_move/on_move aren't being called.
03:38 MTDiscord <AntumDeluge> I thought that allow_move/on_move were only for moving items between slots within the same inventory.
03:40 MTDiscord <Jonathon> nope
03:40 MTDiscord <Jonathon> allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
03:41 MTDiscord <AntumDeluge> Ah, okay. But still, not being called for some reason.
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03:41 MTDiscord <Jonathon> did you actually put it in the dettached inv def?
03:41 MTDiscord <AntumDeluge> Yes.
03:43 MTDiscord <Jonathon> https://rubenwardy.com/minetest_modding_book/en/items/inventories.html modding book has a example, similar?
03:43 MTDiscord <Jonathon> or https://github.com/minetest/minetest_game/blob/master/mods/creative/inventory.lua#L33-L62
03:44 MTDiscord <AntumDeluge> Yes.
03:46 MTDiscord <AntumDeluge> Except in that last example, they have forced allow_put to return 0. Perhaps that will cause allow_move to be called.
03:47 MTDiscord <AntumDeluge> Nope.
03:50 MTDiscord <AntumDeluge> I suppose I have to get the inventory stack in on_put & just move it to player main inventory. But would be nice to have the default behavior.
04:03 MTDiscord <Jonathon> works for me
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04:14 MTDiscord <AntumDeluge> Ya, except now I have this going on. 🙄
04:15 MTDiscord <AntumDeluge> https://cdn.discordapp.com/attachments/749727888659447960/852762813691985960/minetest_inventory_swap.mp4
04:18 MTDiscord <AntumDeluge> If I don't define any callbacks, it works just fine. But ya, I want to limit which items can be placed into the inventory.
04:18 MTDiscord <AntumDeluge> I have no idea why on_move isn't working.
04:30 MTDiscord <AntumDeluge> https://cdn.discordapp.com/attachments/749727888659447960/852766619741847559/deposit.png
04:32 MTDiscord <Jonathon> On move end has no comma?
04:33 MTDiscord <Jonathon> Seems like that would crash
04:33 MTDiscord <AntumDeluge> Sorry, that's just a typo.
04:35 MTDiscord <Jonathon> Ill test some more tommorrow if you havent gotten a answer by then
04:35 MTDiscord <AntumDeluge> K. Thanks for responding.
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06:43 independent56 http://2.26.38.198/dokuwiki/doku.php?id=downtime:migration_failure
06:43 independent56 what path do you think i should take?
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06:51 VanessaE 4. reset the map, declare the world a total loss, and accept public humiliation for not having a proper daily backup plan in place.
06:51 VanessaE :P
06:55 independent56 ah yes, plan ID #4.5
06:55 ShadowBot https://github.com/minetest/minetest/issues/4 -- cppcheck warnings
06:55 independent56 since it is not an intiger, then it cant be included
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07:24 sfan5 just restore from backup ;)
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15:35 independent56 would advtrains crash into glow glass?
15:35 entuland I guess it's test time :P
15:36 MTDiscord <Warr1024> Seems like there's been changes to the movement code in 5.5 that cause the vector.round(player:get_pos()) to sometimes return the wrong pos, i.e. one node too low?
15:37 MTDiscord <Warr1024> I'm curious if anyone has seen anything like this...
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15:40 sfan5 https://github.com/minetest/minetest/pull/10803
15:42 MTDiscord <Warr1024> So if I have a value like -1.5 exactly, it used to be rounded to -1.0 but now it's rounded to -2.0?
15:43 MTDiscord <Warr1024> That seems ... bad, but admittedly not any less bad than it was before; exactly-off-by-half values are always a worst-case.
15:43 MTDiscord <Warr1024> I guess I can just force round-toward-positive behavior in the special case I'm encountering by adding a fudge factor
15:44 sfan5 yes
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15:44 sfan5 if there's a reason why round-towards-positive is better/more useful it should be put back
15:52 MTDiscord <Warr1024> It's tricky because it only really makes sense in the y axis, since that's the only place where a player having a coordinate of exactly -1.5 is likely to happen in normal play, and the only place where the expected behavior of that rounding to -1.0 has established meaning
15:53 MTDiscord <Warr1024> basically if you do minetest.get_node(vector.round(player:get_pos())) then you usually get the node the player's feet are "in" but in this one corner case you get the node the player is standing ON.
15:54 MTDiscord <Warr1024> arguably the old behavior worked more least-surprisey in this case, and there was no likely different in surprisiness on the other axes, so the old behavior is slightly more theoretically wrong but slightly more practically useful.
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15:54 MTDiscord <Warr1024> Now modders will need to know to handle this special case wherein they could code more naively and have things still work as expected.
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16:31 Topic for #minetest is now The official Minetest channel | Latest version: 5.4.1 (2021-04-10) | General, player and modding discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: https://minetest.net/servers | IRC logs: https://irc.minetest.net/minetest
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16:50 MTDiscord <AntumDeluge> Is there a recommended place for posting example code? I know of pastebin, but it seems many frown upon that one.
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16:51 MTDiscord <AntumDeluge> Actually, I guess I can just put my code in a GitHub gist.
17:01 MTDiscord <Warr1024> I like gists a lot myself.  There are lots of other pastebinny things like paste.ubuntu.com or sprunge.us too
17:05 MTDiscord <AntumDeluge> Okay. Ya, I will probably stick to gists.
17:06 MTDiscord <AntumDeluge> This does seem to be the case. Is that intentional?
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17:06 MTDiscord <AntumDeluge> Oops, meant to reply to this one.
17:07 MTDiscord <AntumDeluge> In my tests, allow_move/on_move InvRef callbacks are only called when moving items within the same inventory.
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17:11 ShadowNinja I use gists, but you do need an account to use it, which is why I don't use it for ,,(config plugins.FloodProtector.suggestedPastebin)  sprunge is also nice because it's easy to pipe to it from the command line, but the web form doesn't seem to work in firefox anymore, so you have to use the command line.
17:11 ShadowBot ShadowNinja: Global: paste.ubuntu.com; #minetest @ libera: paste.ubuntu.com
17:16 independent56 there shtherou
17:17 independent56 sorry, hexchat glitch
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17:18 MTDiscord <AntumDeluge> This isn't the problem I was referring to last night. But it has got me curious because I know it will come up in the future. I'm moving items between slots in an inventory, but the items are being lost because in the on_move callback the inventory slots come back as empty: https://gist.github.com/AntumDeluge/0236efc1b2c22bdd454177cc3490570c
17:18 independent56 there should be a worldedit competiton where you buid something in worldedit and x does y to z.... oh wait, i made the idea, and am capable of hosting it... oh golly, i need to host it!
17:20 MTDiscord <AntumDeluge> I'm using Minetest version 5.4.1.
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17:43 MTDiscord <AntumDeluge> This is my full test code: https://gist.github.com/AntumDeluge/cce0c653d817205685b268b318302432
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17:51 MTDiscord <AntumDeluge> Here is a demonstration of what is happening with this code.
17:51 MTDiscord <AntumDeluge> https://cdn.discordapp.com/attachments/749727888659447960/852968393756901406/minetest_detached_inv_swap.mp4
17:52 MTDiscord <AntumDeluge> Moving between two different inventories works fine as long as the target slot is empty or contains the same item.
17:53 Krock are you re-inventing the stack movement code?
17:53 MTDiscord <AntumDeluge> I have no idea. I posted the code above.
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17:56 MTDiscord <AntumDeluge> Edited: had some return calls in the on_ methods that didn't do anything.
17:56 MTDiscord <AntumDeluge> How do I preserve the stack movement code?
17:58 Krock don't use inventory functions in the callbacks
17:59 Krock use the "count" and "itemstack" return values to change the amount of moved items
17:59 MTDiscord <AntumDeluge> Oh, I see. Thank you. I will give that a try.
17:59 Krock it's best to do everything in the allow_* callbacks to not deal with the on_* afterwards
18:00 MTDiscord <AntumDeluge> Okay. I've done that before, but thought in this case it was better to go through to the on_* callbacks.
18:00 Krock on_* is called when the real movement happens (after finding out what's allowed to move), hence you'd use that for messages like "player X moved Y from Z to A"
18:01 MTDiscord <AntumDeluge> Makes sense.
18:01 Krock to forbid moving of a certain item, return 0 in a allow_* callback
18:01 Krock or to move stacks of size 1, return 1 respectively.
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18:02 Krock any calls to inventory functions within inventory callbacks outright ask for item duplications and loss to happen
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18:13 MTDiscord <AntumDeluge> So by just setting the allow_* callbacks to return -1 should be regular behavior, right? By doing that, my items just disappear. That's why I started filling out the on_* callbacks.
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18:16 MTDiscord <AntumDeluge> https://cdn.discordapp.com/attachments/749727888659447960/852974643665174558/minetest_detached_inv.mp4
18:18 MTDiscord <AntumDeluge> Here is the code for that: https://gist.github.com/AntumDeluge/e5689383c9c4513a8e161e6190e4e79c
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18:39 Sokomine is someone familiar with minetest.dig_node and minetest.place_node? i was hoping to be able to use it for an npc (instead of either add/set node or the way the nodebreaker and deployer goes)
18:40 Sokomine the results are a bit..unexpected. dig_node digs the node all right - but then drops the drops as items. and place_node does not place the block at the target position if there is air beneath...
18:41 specing How do working villagers do it?
18:42 celeron55 they could work, and were originally designed so that they could work, but probably nobody has ever used them in that way so it's probably not tested and broken, and other mods can definitely break
18:43 Sokomine it'd be nice to be able to understand the logic behind them and what they where invented for
18:48 Sokomine specing: ah. seems working_villagers encountered the same problem with digging a node and uses code to circumvent it. but that strange oddity with placing a node doesn't seem to be an issue there
18:49 celeron55 hmm, actually, i was thinking something else
18:49 celeron55 these definitely should work
18:50 Sokomine a player looking downward on a block of air couldn't place the block that way either. perhaps it tries to emulate that
18:50 celeron55 https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L461
18:51 celeron55 it needs to generate a PointedThing in order to call the on_place callback
18:52 celeron55 and looks like it uses the node below as the "under surface" position
18:52 celeron55 that's weird, i think pointed thing can actually have both as the same position, no?
18:53 Sokomine hm. perhaps not for placing
18:53 celeron55 maybe it would break something
18:53 Sokomine could be. it does say after all that it places like a player. a player would look at a diffrent node where he could place the new one against
18:53 Sokomine great that you found that place!
18:54 celeron55 an issue needs to be reported on this
18:54 celeron55 the solution doesn't seem obvious
18:54 Sokomine if it's known it can be handed in the code: look if there's air below - if so, increase your position by 1
18:55 Sokomine doesn't seem very clean but will most likely work
18:55 celeron55 well at least it has to be documented
18:55 Sokomine that's right
18:55 Sokomine are you going to? after all you found the right location :-)
18:55 celeron55 about dig_node: it seems there should be a version where you can control where the drops go
18:56 celeron55 nah... i'm just passing by 8-)
18:56 Sokomine yes. that would be fine. after all the npc does have an inventory - and gets its drops in there manually. having that handled by mt directly would be helpful
18:56 Sokomine :-)
18:56 celeron55 but what happens with drops is game specific so i'm not sure what kind of control there even can be
18:57 celeron55 i guess ideally the drops should simply be a return value, but that could be very complicated to implement
18:57 Sokomine the server admin of the your land server (Alias) has created a nice mod which allows rpg-like talking with npc. it's a very powerful mod that even allows execution of any lua code. i'm tuning it down so that it can hopefully be safely used by players
18:59 specing Sokomine | a player looking downward on a block of air couldn't place the block that way either.
18:59 specing I can :P
18:59 Sokomine perhaps just an optional inventory as target location? and if there's none drop the items like now. after all an entity like an npc won't have item_pickup
19:00 Sokomine with a modified client you can do almost anything. but in general you can't place *on* air if you point at the air
19:00 specing true
19:01 specing I don't yet know how to CSM place nodes with rotation
19:02 celeron55 dig_node seems to simply call the on_dig method of the target node with an uninitialized/dummy ObjectRef, and then core.handle_node_drops looks at that and sees it doesn't have an inventory and drops the items on the ground
19:02 celeron55 being able to pass an ObjectRef to dig_node could be useful
19:02 Sokomine definitely
19:02 celeron55 to be the digger
19:03 celeron55 if the digger has an inventory, it would put the drops into the "main" list
19:03 celeron55 just like for a player
19:03 independent56 i have made a huge skyscraper base... and wrodledit is still trying to cpy it upwards.
19:04 Sokomine trouble with some normal functions (on_rightclick will give me some trouble there i fear) is that they usually expect a player to be the actor - and will at best do nothing if the acting thing doesn't have a player name. but it'd be helpful to have these fucntions work
19:04 celeron55 that's worth an issue on github also, i think that feature could be added
19:04 Sokomine that'd be great :-)
19:05 celeron55 but i would warn that even while the engine can support all of those objects not being players, i'm sure many mods will break
19:05 Sokomine independent56: if the area wasn't loaded before that may happen. and it may take a while if it's a very huge skyscraper
19:05 Sokomine yes. i fear less with digging/placing - after all many mods do that to some degree...but right-click will be a real pain in that regard
19:06 independent56 https://imgur.com/a/pJn362F
19:06 independent56 this is the base
19:06 Sokomine can't see because of javascript. hope it has many nice details as well
19:07 independent56 https://i.imgur.com/bFqB3vO.png here is the raw image
19:07 Sokomine for npc, it would be really great if some things in the world could be more unversal. like "this is a door". would make life way easier for them
19:07 independent56 and it has boring floors. just 6 elevators per floor, and a sandbox to build in.
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19:08 independent56 this is the slow lowlands, a place under development and rebuilding, turning it from swamp to city.
19:08 independent56 http://2.26.38.198/dokuwiki/doku.php?id=nature:slow_lowlands
19:08 independent56 old screenshot
19:09 Sokomine ah. hope you can sell the appartments in the skyscraper to intrested players :-)
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19:10 independent56 XD yeah good idea. i am planning on selling floors instea dof using rental panels, mainly because the players will ahve a nice, large, prebuilt home to furnish ( ybut the windows and supports are vunurable)
19:16 independent56 https://imgur.com/a/NdjXuGe
19:16 independent56 here is a ncie comaprison image. i wish for the skyscraper to go as high as possible before it goes out of porportion.
19:17 Sokomine a player on tunneler's abyss has built great and intresting skyscrapers by hand. sadly he left and asked for his buildings to be removed
19:18 independent56 andreasbadger... yeah i remember seeing the screenshots. dammit! i should have kept them. meh.
19:19 MTDiscord <Warr1024> That "I'm leaving and taking my stuff with me too" thing can really mess with a server if builds are collaborative or people build their stuff based on what's around it.
19:19 MTDiscord <Warr1024> I require players to CC0-license what they build as a condition of joining my server to prevent those kinds of issues.
19:20 independent56 hmm
19:20 independent56 i need to add that to mine
19:23 MTDiscord <Warr1024> The license is reciprocal.  That means they give up the ability to revoke access to what they build, but in exchange, they get access to everything everybody else builds.  Client-saving is encouraged, and I even offer nightly backup snapshots for download.
19:24 MTDiscord <AntumDeluge> Why does setting allow_put in detached inventory to return -1 not use the default behavior? Instead, my item just disappears: https://gist.github.com/AntumDeluge/e5689383c9c4513a8e161e6190e4e79c
19:24 MTDiscord <Warr1024> As a side effect, players can take charge of their own backups, and the world can be recovered even if I suddenly just ghost and take down the server one day, hence no hometown-esque situations.
19:24 MTDiscord <AntumDeluge> https://cdn.discordapp.com/attachments/749727888659447960/852991779082207252/minetest_detached_inv.mp4
19:25 MTDiscord <Warr1024> As a result, because players know that they cannot be locked away from access from their own stuff either, that means they can feel free to build with confidence and invest their time into the server without worry of having it arbitrarily lost.
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19:25 MTDiscord <Warr1024> AntumDeluge: Is -1 supposed to be some kind of special value that's documented as doing the default thing?
19:26 MTDiscord <Warr1024> I'd expect using a value like nil or true or false or +infinity would make more sense, and a special -1 value is sort of a C-ism.
19:26 MTDiscord <AntumDeluge> I was just about to test stack:get_count(). But I did read somewhere that -1 allows any amount. Perhaps that was for a different inventory type.
19:27 MTDiscord <Warr1024> Could be, could be for a different hook, or maybe it's just consistently inconsistent.
19:27 MTDiscord <AntumDeluge> Yes, I see now that returning stack:get_count() does indeed work.
19:27 MTDiscord <Warr1024> If the documentation either (1) says -1 should work, or (2) doesn't say for this particular use, but does say it should work for some other use, hence at least implying it should work, then I'd call that at minimum a documentation bug, if not worse...
19:28 Krock -1 means infinite source or sink
19:28 MTDiscord <AntumDeluge> So, it's not my fault & I'm not completely dumb? 😉
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19:33 MTDiscord <AntumDeluge> Yes! it's working as desired. Thank you.
19:34 Krock !next
19:34 MinetestBot Another satisfied customer. Next!
19:34 MTDiscord <Warr1024> -1 is just not a particularly good value to choose for a "special case" kind of value for a Lua API.
19:35 MTDiscord <AntumDeluge> So -1 isn't documented correctly?
19:35 MTDiscord <Warr1024> I mean, if you're working in C and the type is constrained to an integer and you have this whole negative range that can only have special meanings, it makes sense from that side
19:35 MTDiscord <Warr1024> but to a lua modder, the lua API looks like it's just lua, and the idea that it would have to be an integer doesn't make sense from that side.
19:35 MTDiscord <Warr1024> just nil would have made probably the best return value to indicate "just do the default thing"...
19:36 MTDiscord <Warr1024> either way, though, given that that IS the design, for better or worse, it sounds like the documentation could be improved...
19:38 MTDiscord <AntumDeluge> This might be where I read it, but not sure if it is meant to apply to detached inventory: https://github.com/minetest/minetest/blob/c9144ae/doc/lua_api.txt#L4782
19:39 MTDiscord <AntumDeluge> Looks like that is specifically for player inventories.
19:41 MTDiscord <AntumDeluge> Not sure if you were saying this was already implemented, but returning nil does not work: ServerError: AsyncErr: ServerThread::run Lua: allow_put should return a number.
19:41 MTDiscord <Warr1024> ick
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19:47 independent56 what meterial would i use for a patwhay in sand? what in your experience has worked well?
19:51 independent56 eh, gonna use baked clay
19:54 independent56 3.3 different inventory items
19:55 independent56 K
19:55 independent56 3399 different ones
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20:44 independent56 my skyscraper is brilliant... its liek a big flat block of flats.
20:44 independent56 https://imgur.com/a/MyTtunM
20:44 independent56 here
20:44 independent56 and you can see the other skyscraper, envious
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21:01 specing roads look boring, terrain looks boring, skyscraper looks boring
21:01 specing and websites shouldn't require javascript to display images
21:03 specing Anyone can grab worldedit and copy paste the same boring floor hundreds of times
21:04 independent56 i know. but i love that skyscraper.
21:04 independent56 i am very proud of it.
21:04 MTDiscord <Warr1024> If you're planning on selling/renting space, you'd be best off just giving it away for free to early adopters until your world has reached a critical enough mass.
21:05 MTDiscord <Warr1024> Basically use network effects to make property values increase.
21:06 entuland would that cause the world to become a black hole and suck in the hard disk, computer, desk, user, room and so forth?
21:07 independent56 lol
21:08 independent56 i will sell them  incredibly cheaply. like 10 currency units for an entire floor
21:08 independent56 sorry, italic error
21:11 MTDiscord <Warr1024> It's a bit hard to sell space on a server that doesn't have a lot going on yet and actually charge players money for the privilege ... but then maybe you and Thorstein Veblen know something I don't.
21:12 independent56 well, you get 30 mg starter cash. 33% of your money for a home isnt that  bad
21:17 independent56 if you dont understand the pain of slef-hosting, think of how i sleep to the sound of computer fans every night. and blue lights shining on the table
21:18 independent56 but i like the pain
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21:24 y5nw Make sure you have adaquate fire protection there
21:25 independent56 XD nah, if it overheats, it will automagically shut down
21:25 * independent56 checks for temeperature-checking command line tools, so he can do that automatically
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21:38 MTDiscord <Warr1024> you just need to host on a machine that's in a different room than the one you sleep in.
21:40 y5nw and remember to put some butter into the toaster and turn it on before you go to bed :P (seriously don't)
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22:13 MTDiscord <AntumDeluge> Is there a maintained version of snowdrift? https://github.com/paramat/snowdrift
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22:15 logger56 ahrghhh fuck 56independent. he trats me like some dedicated server! i am not! i am just a samsung NC10 he treats poorly! why does he think i an suddenly host minetest? i will burst into flames, i fucking swear to god.
22:19 MTDiscord <Jordach> who let the shitpostbot get sentience in here
22:20 MTDiscord <j45> https://c.tenor.com/YQuM7wQo708AAAAM/ban-hammer.gif
22:21 MTDiscord <Warr1024> Nobody likes 56i, not even his alts.
22:21 MTDiscord <j45> xD
22:22 * logger56 suffers form melatonin drunkness yet again
22:23 MTDiscord <AntumDeluge> I wanted to report an issue about effects not being shown through semi-transparency. Though, I'm not sure if it is an issue with the mod or with the engine.
22:23 MTDiscord <AntumDeluge> https://cdn.discordapp.com/attachments/749727888659447960/853036651146903552/snowdrift_semi_transparency.mp4
22:24 sfan5 that's a longstanding engine issue
22:24 MTDiscord <AntumDeluge> Okay.
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22:25 logger56 i think clouds need to stop going insid ebuildings. my skyscraper's  40th floor is very wet because of all the clouds condensing.
22:26 MTDiscord <Warr1024> No, indoor air quality is usually way worse than outdoor, you WANT that ventilation.
22:26 logger56 XD
22:27 logger56 well goodnight, i want all the voices to go away /j
22:28 MTDiscord <Warr1024> Antum: your best bet is to use semitransparency sparingly.  Fixing these problems would be Hard, so don't expect any miracles soon.
22:29 MTDiscord <AntumDeluge> I'm not worried about it. I just thought it might be an issue with the snowdrift mod specifically. So was going to report it.
22:30 MTDiscord <Warr1024> I keep seeing snowdrift as snowd-rift instead of snow-drift
22:30 sfan5 systemd-snowd
22:45 MTDiscord <AntumDeluge> I am curious why snowdrift is no longer maintained. paramat archived the repository. Are the other weather mods preferred over it? I think snowdrift is the only one I have ever used.
23:01 MTDiscord <Jonathon> Paramat archieved everything
23:01 MTDiscord <Jonathon> Gotta look at the bigger picture
23:01 MTDiscord <AntumDeluge> paramat is not active anymore?
23:01 MTDiscord <Jonathon> his patereon said so before he deleted it, long time ago
23:03 MTDiscord <AntumDeluge> Looks like his latest activity on GitHub was a commit to minetest_game in may. Only two commits total this year.
23:03 MTDiscord <AntumDeluge> *May
23:04 MTDiscord <Jonathon> 🤷‍♂️
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