Time |
Nick |
Message |
01:03 |
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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 |
03:09 |
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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 |
03:14 |
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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 |
03:28 |
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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. |
03:41 |
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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 |
04:14 |
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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. |
04:37 |
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06:27 |
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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? |
06:45 |
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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 |
06:58 |
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07:23 |
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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... |
15:40 |
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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 |
15:44 |
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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. |
15:54 |
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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. |
15:55 |
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16:31 |
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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 |
16:33 |
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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. |
16:51 |
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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? |
17:06 |
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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. |
17:11 |
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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 |
17:17 |
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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. |
17:24 |
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17:31 |
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17:43 |
MTDiscord |
<AntumDeluge> This is my full test code: https://gist.github.com/AntumDeluge/cce0c653d817205685b268b318302432 |
17:51 |
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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. |
17:53 |
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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. |
18:01 |
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18:02 |
Krock |
any calls to inventory functions within inventory callbacks outright ask for item duplications and loss to happen |
18:07 |
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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. |
18:15 |
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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 |
18:33 |
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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. |
19:07 |
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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 :-) |
19:10 |
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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. |
19:25 |
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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? ? |
19:31 |
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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 |
19:42 |
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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 |
20:01 |
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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 |
21:24 |
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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 |
21:31 |
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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 |
22:13 |
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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. |
22:24 |
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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> ?♂️ |
23:16 |
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