Time Nick Message 03:40 Extex In which file in default are the ABMs registered? 03:47 rubenwardy Try searching for register_abm 03:47 rubenwardy Good code editors allow searching for text in a project 08:34 Krock is there any formspec library that allows container-based tiling? 08:34 Krock like CSS float and flexbox container fitting 12:49 jonadab Does anybody use minetestmapper and *not* get the warning about the image size exceeding 4096 pixels? Does anybody see that message and think "Oh, no, if it's going to be THAT big, I don't want to do it after all"? 12:51 rubenwardy You should do it in section, preferably for leaflet.js 12:52 rubenwardy One of the tools supports generating for leaflet, I forget how to do it though 12:52 rubenwardy You can also do annotations with leaflet, which is cool 12:58 sfan5 idk what sizes you get 12:59 sfan5 but if you see the warning message say 30623x500 you know it's not what you want 14:04 DUMdum Hey I play on mobile I have a problem playing single player world it seems slow and laggy once it loads if someone knows why i play on mobile could it be my device ov minetest version 14:10 specing > I play on mobile 14:10 specing There's your problem 14:11 DUMdum It didn't always do it maybe minetest version? 14:13 sfan5 do you have the latest one? 14:14 DUMdum I think so for mobile I downloaded from play store there's been no updates there 14:15 Krock yes, there's a few issues - one regarding slow storage reads, and another for obscure networking issues 14:15 rubenwardy well, pipeworks has foiled my plans 14:15 rubenwardy !title https://gitlab.com/VanessaE/pipeworks/-/issues/54 14:15 MinetestBot rubenwardy: Not possible to drop item downwards (#54) · Issues · Vanessa Dannenberg / pipeworks · GitLab 14:15 Krock rubenwardy: drop it sideways? 14:15 Krock but yeah.. that's ironic 14:18 rubenwardy yeah, sideways works 14:19 rubenwardy ok so now it's coming out backwards 14:19 Krock õ.õ 14:19 MTDiscord File an issue to allow rails to be placed on walls and carts to be allowed to run sideways, as long as the curve is sharp enough :-D 14:20 Krock is 90° sharp enough? 14:20 MTDiscord I guess it'll have to be since I suppose that's the only kind of "curve" we have, huh... 14:20 rubenwardy adding a pipe on the other end stops it from going that way 14:23 rubenwardy what full block nodes conduct mesecons? 14:23 rubenwardy just the lights? 14:28 rubenwardy argh, the carts aren't capturing it 14:28 rubenwardy I guess because it's not centered 14:28 Krock there's a pick-up radius 14:29 Krock however, the cart must be punched 14:29 Krock on_punch() would suffice 14:29 rubenwardy grrr 14:29 Krock pickup radius of 1 node 14:29 rubenwardy carts have an open top, they should just collect items that fall in them 14:30 sfan5 there's lots of things MTG carts should do but don't 14:30 rubenwardy I'm using boost cart 14:30 Krock literally the same garbage 14:30 Krock :D 14:30 Krock stupid modders 14:32 rubenwardy punching doesn't work either 14:32 rubenwardy item is still on the floor 14:32 DS_ rubenwardy: have you tried using a one-way tube? 14:33 Krock hmm that's kinda weird https://github.com/SmallJoker/boost_cart/blob/master/cart_entity.lua#L347-L364 14:33 DS_ (one-way then regular => item can't go back and will be dropped) 14:34 rubenwardy doesn't work, it goes back on itself 14:34 Krock what happens if you put two one-way tubes in series, but opposite direction? 14:34 Krock infinite item movement energy? 14:35 rubenwardy it bounces back from the first 14:35 erlehmann hopper cart when 14:35 rubenwardy =>|<= gets to | then reverses 14:35 VanessaE someone needs to fork pipeworks and take it over btw :P 14:36 VanessaE nore's the only one who knows most of its code and he's not working on it these days 14:36 Krock oh! 14:36 Krock the physics must be enabled to pick up 14:37 Krock bug 14:37 Krock I wonder why I added this explicit check 14:38 DS_ oh no, my pipeworks tubes are suddenly chinese, I think 14:38 nore hello 14:38 nore what's happening? :) 14:38 Krock hell's burning 14:40 nore rubenwardy: IIRC if you add a tube with only one connection, it drops the item? 14:40 rubenwardy no, it bounces back? 14:40 nore hmmmm 14:40 nore it was changed at some point then 14:41 DS_ there needs to be a tube after the one-way 14:42 nore hmmmm 14:42 rubenwardy ok that works, DS_ 14:42 nore the deployer just calls minetest.item_place 14:42 rubenwardy I'm not using deployers 14:42 Krock _._ when a dropped item is attached without disabling the physics: Collision info missing, this is caused by an out-of-date/buggy mod or game 14:43 Krock thanks for that, builtin. 14:43 DS_ and rotate the one-way with a screwdriver, btw 14:43 nore oops, the its minetest.item_drop 14:43 nore *then 14:43 nore *it is 14:44 nore also, long time no see everyone 14:47 Krock hi nore :) 14:47 nore hello ^^ 14:47 Krock rubenwardy: does this fix the pick up issue? https://krock-works.uk.to/u/patches/boost_cart_fix.diff 14:50 rubenwardy yes! 14:50 rubenwardy it works now] 14:50 rubenwardy thanks 14:50 Krock great. will push that soon-ish 14:52 rubenwardy https://rwdy.uk/327DP.png 14:52 nore nice! 14:53 DS_ Ah, I think I know now what I've messed up to get asian tubes. 14:56 rubenwardy I could use a start/stop track which also has a detector rail 14:57 rubenwardy I guess I'll have to use a Lua controller or some form of memory to keep track of queued carts 14:58 nore what are you trying to build? 14:58 VanessaE they're building a doomsday device :P 14:59 rubenwardy I'm making a cart resource transport system 15:00 rubenwardy so I want multiple carts on the same track taking items between two places 15:00 nore I see, seems fun 15:00 rubenwardy the idea is you'd put this on a shared rail track with players, like how freight and passengers are mixed 15:00 rubenwardy and it would be cheaper than tubes for long distance 15:00 rubenwardy although maybe not 15:00 DS_ aren't tubes super cheap? 15:00 specing teleport tubes 15:00 rubenwardy but it's cooler than tubes for long distance 15:00 specing yeah, tubes are free 15:00 rubenwardy teleport tubes are hacky 15:00 nore hmmmm, tubes are cheap, not that sure about rails 15:01 specing but you don't want tubes because entities and losing them 15:01 nore but it's cooler and probably faster indeed 15:01 rubenwardy well, in my mind rail should be cheaper 15:01 DS_ tubes are just burnt leaves while rails need steel 15:01 nore items are not entities (tm) 15:01 rubenwardy players can use rail though, and not tubes 15:01 rubenwardy so you're reusing existing rail 15:01 nore items in tubes are fake entities, which load the world around them 15:02 rubenwardy what I need to be able to do is detect whether a cart is a freight cart or not, and then control switches 15:02 DS_ hm, using existing infrastructure makes sense, and sounds fun 15:02 nore hmmm, are there different types of carts or something like that? 15:02 rubenwardy also, conveyor builts would be good for factories rather than tubes 15:03 rubenwardy stylistically 15:03 nore yeah 15:03 DS_ I know of at least 2 mods that add conveyors 15:04 DS_ (factory and this one: https://forum.minetest.net/viewtopic.php?t=7350) 15:10 rubenwardy https://rwdy.uk/h33eJ.mp4 15:11 DS_ nice 15:15 Hawk777 Regarding carts, rather than detecting what kind of cart is on the track, why not just remember it? Keep a record in the control system of the destination of the cart in each region of track (“block” in the railway sense, the space between two signals with only one vehicle in it, not in the mapblock sense). Inject that information into the system at the starting point (e.g. if the cart comes from the freight loading station at 15:15 Hawk777 mine, it must be a freight cart going to the freight loading station at the ore processing plant). As the carts move down the track, they cross detectors that indicate when they move from one block to the next, and you shift the recorded destination along with them. As a cart approaches a switch, set the switch based on the recorded destination for that cart. 15:15 Hawk777 For passenger carts, you could have a computer terminal at each passenger station with a list of other passenger stations; the passenger can choose their destination and then that populates the database. 15:18 rubenwardy I guess digilines would allow wireless communication / shared state? 15:19 nore yep 15:19 Hawk777 Yeah, you could either have a single control centre that knows the state of the whole network, and all the information feeds into them, or you could have computers (luacontrollers?) in each block that just handle that block and communicate with neighbouring blocks to pass along information. 15:20 nore but this would be fragile, a single added cart by an user on the tracks could break it down I think 15:20 Hawk777 Yes, you’d want to fence off the tracks so that people only join and leave at proper stations. 15:20 rubenwardy well, you could track user carts as unknown and lock the sections 15:21 Hawk777 That too—once a cart crosses a detector from a block that wasn’t supposed to contain one, you at least know there’s some kind of unknown traffic there; once it crosses two detectors you know which direction it’s going. 15:21 rubenwardy so, is there a way to determine which way carts go? 15:21 rubenwardy worst case, it's a job for pistons 15:21 Hawk777 You mean forward versus backward, or how to make switches? 15:21 rubenwardy as in left vs right 15:21 rubenwardy on the track 15:21 nore yeah, but if a user cart is added in the middle of a track where a cargo cart is going, I think it would break it 15:21 Hawk777 Yes, of course it would. People shouldn’t do that though :) 15:21 Hawk777 Hence fencing. 15:21 rubenwardy player carts use arrows to navigate junctions 15:22 Hawk777 I think when I tested, pistons didn’t work; a piston broke the track on top. However movestones worked. 15:22 Hawk777 A two-high movestone pit lets you disconnect the track. 15:22 rubenwardy could use for signals too 15:24 rubenwardy ok so digilines has no documentation 15:25 Hawk777 My experience is that each Digiline device is documented (not always completely, but usually somewhat) but the system as a whole isn’t—which is fine because there isn’t really anything to document about it, it’s just a pile of wires that connect together. 15:27 DS_ There's https://mesecons.net/digilines.html and https://mesecons.net/luacontroller/ Chapter VIII for players. 15:27 rubenwardy ah thanks, I was looking at the repo 15:32 rubenwardy how do I do wireless / shared state with digilines? 15:32 rubenwardy the key thing is being able to communicate through unloaded blocks, I don't mind _that_ much if I have to have digiline wires 15:33 Pexin over what kind of distance? o_O 15:33 DS_ I think digiline and mesecons work through unloaded blocks 15:33 rubenwardy infinite 15:33 DS_ try making a really long cable with worldedits 15:33 DS_ -s* 15:33 rubenwardy I'm pretty sure mesecons won't? Doesn't it require changing wires from off to on? 15:33 DS_ I think it loads the blocks 15:34 DS_ I'm not totally sure though 15:34 rubenwardy https://github.com/minetest-mods/digilines/issues/35 15:34 rubenwardy > For one, if an intermediate mapblock is unloaded, messages will be lost, even if the effector on the far end is loaded. 15:35 Pexin how many players are you imagining will use this type of system on the same server? 15:36 rubenwardy https://github.com/minetest-mods/digilines/pull/36 15:36 rubenwardy ah 15:36 rubenwardy Pexin: 1, me 15:36 Pexin see.. scrolling up, mention of "cheapness" of A vs B, I took to mean cpu-usage 15:38 DS_ how can I //set a node with param2 in worldedit? 15:39 DS_ ahh, //set, then //ort 15:40 DS_ mesecons thorugh unloaded blocks seems to work for me 15:43 sfan5 there's also //param2 15:46 DS_ ah, yes. haven't seen //param2 thx! 15:48 DS_ the moremesecons_wireless wireless doesn't seem to work if the destination is unloaded 15:49 DS_ (or at least if it was never loaded since the game was started) 15:51 Hawk777 rubenwardy: Yes, I did some basic work so it will work over long distances; the issue was left open in case someone wanted to do some more complicated stuff to make it higher-performance, but it should work right now. 15:51 rubenwardy grrr, paste into a lua controller isn't working 15:51 Hawk777 I’ve found I often have to copy and couple of times before paste works :( 15:51 rubenwardy tried that 15:51 rubenwardy I'm using the latest MT and irrmt 15:52 DS_ yesterday I've heard from someone on debian who wasn't able to copy _out_ of minetest (in #minetest-de) 15:53 rubenwardy well, this completely breaks things 15:53 MTDiscord 2021-08-14 17:48:47: ERROR[Emerge-0]: An unhandled exception occurred: One or more noise parameters were invalid or require too much memory 2021-08-14 17:48:47: ERROR[Emerge-0]: In thread 0x62e0969be40: 2021-08-14 17:48:47: ERROR[Emerge-0]: /home/minetest/minetest4/src/emerge.cpp:2d7: virtual void *EmergeThread::run(): A fatal error occurred: One or more noise parameters were invalid or require too much memory 15:53 MTDiscord Abort trap (core dumped) Does anyone know what the problem that could cause this is? 15:53 rubenwardy it would be call if the mesecons editor could optionally save/load Lua code from the world dir 15:53 rubenwardy *cool 15:54 rubenwardy or alternatively, that bug could finally be fixed 15:55 sfan5 well it says "One or more noise parameters were invalid or require too much memory", that's pretty clear to me 15:55 MTDiscord but which? and How would I find the mod that causes it? 15:55 rubenwardy huh, I could paste now 15:55 MTDiscord was it invalid noise params? or memory? and which mod has the problem? 15:56 MTDiscord if its invalid noise 15:56 rubenwardy grrr, Lua controllers don't have string.lower 15:56 sfan5 did you update any mods? change any parameters? look at that first 15:56 rubenwardy oh nevermind 15:57 DS_ yeah, you have to copy and paste at least twice 15:57 sfan5 this *could* also mean that you simply ran out of RAM, the message isn't clear on that 15:59 MTDiscord I did update mods... but I did not update any which involve mapgen at the surface level, which is the only place that people were 16:00 MTDiscord I am running this on a server with 8 gb ram, but running 2 minetestserver instances at once 16:01 sfan5 mods can use noise for any reason unrelated to "mapgen at the surface level" 16:01 sfan5 does this error ocurr right at startup? 16:02 sfan5 if so the verbose log will tell you which mod is running at the time 16:05 MTDiscord no the error occurs at a random time several minutes after startup 16:09 rubenwardy I just to express my displeasure that the same key is used for descending and for bypassing right-click 16:10 MTDiscord yes! rubenwardy, yes! 16:10 MTDiscord that is exceedingly annoying 16:10 MTDiscord 2021-08-14 18:09:48: ERROR[Emerge-0]: An unhandled exception occurred: std::bad_alloc 2021-08-14 18:09:48: ERROR[Emerge-0]: In thread 0xf89f1151840: 2021-08-14 18:09:48: ERROR[Emerge-0]: /home/minetest/minetest4/src/emerge.cpp:2d7: virtual void *EmergeThread::run(): A fatal error occurred: std::bad_alloc Abort trap (core dumped) 16:10 MTDiscord it happened again 16:11 MTDiscord I am running 5.5.0-dev, an old version 16:11 MTDiscord could it be an error in Minetest itself? 16:14 rubenwardy Are there full block conductors cheaper than meseblocks? 16:14 rubenwardy say, copper blocks? 16:15 MTDiscord not without modding... but thats easy to add 16:15 DS_ well, conducting tubes 16:15 DS_ what is important for you, that it has the 6-side connection rules or that it's a solid block? 16:16 DS_ if former, try https://forum.minetest.net/viewtopic.php?t=20769 16:17 ghoti Is there possibly a bug in basic_machines detectors? In the past they connected directly to mesecon for triggering, so now I've set one on top of a mesecon_adapter .. but the detector does not seem to do anything. I have confirmed the signal from the adapter using a lamp, but are there known issues with detectors? 16:19 rubenwardy full block meaning a cube 16:20 rubenwardy also, turns out that triggering the movestone switch too close to a cart causes the cart to fly 16:20 rubenwardy https://rwdy.uk/n0oOJ.png 16:20 DS_ yeah, carts like to fly like that 16:20 rubenwardy the start/stop rail is to start and stop carts at the signal, the movestone switch is to stop players ignoring signals 16:21 ghoti Hrm, did I just post 2 lines here? I got an error from my IRC client suggesting that I did not. 16:21 DS_ there is probably some mod that adds another conducting tube, but I currently don't know any concrete one 16:22 DS_ ghoti: I received 1 messages before the last one 16:22 DS_ -s* 16:23 ghoti DS_: thanks. 16:23 ghoti I think what was missed was: My detector is supposed to [1] check for the existence of particular chest inventory, then [2] trigger a sticky piston. 16:29 rubenwardy oh god, I've just realised I could make a really cool map for this 16:29 rubenwardy with lights for where carts are 16:32 MTDiscord Anyone notice that minetest.rotate_node doesn't call after_place_node? 16:32 Krock you need to specify that manually 16:33 Krock there was a case in one of VE's mods where after_place_node() called to rotate_node(), resulting in a stack overflow 16:34 MTDiscord what does "specify that manually" mean? There's nowhere to specify anything... 16:34 MTDiscord it happened again: 2021-08-14 18:34:04: ERROR[Emerge-0]: An unhandled exception occurred: std::bad_alloc 2021-08-14 18:34:04: ERROR[Emerge-0]: In thread 0xd62ec31440: 2021-08-14 18:34:04: ERROR[Emerge-0]: /home/minetest/minetest4/src/emerge.cpp:2d7: virtual void *EmergeThread::run(): A fatal error occurred: std::bad_alloc 16:35 MTDiscord are you saying I need to create a minetest.rotate_node_not_broken() or something? 16:35 Krock ah sorry, that's for rotate_and_place() 16:35 Krock rotate_node should really call the callback, yes. 16:35 MTDiscord Why don't we just make not_broken the default and VE can use rotate_node_broken in her mods? 16:35 Krock > hecks for "sneak" to set the `invert_wall` 16:35 Krock parameter and `prevent_after_place` set to `true`. 16:36 Krock prevent = true ...uuh. not run. 16:36 sfan5 @MisterE sounds like you're really just running out of RAM 16:36 Krock idk. there was some discussion a few years ago 16:36 MTDiscord sfan5: My server has 8 gb! 16:36 MTDiscord Yes, prevent is set to true in rotate_node. It looks like just removing that should make it work... 16:37 MTDiscord sfan5: would it run out of ram with 8 gb? 16:37 Krock perhaps 16:37 MTDiscord Yeah, testing it, just removing the true fixes it. 16:37 sfan5 that question cannot be answered 16:37 sfan5 there is no fixed value that is "enough", it always depends on the conditions 16:44 MTDiscord maybe it should be parameterizable 16:44 MTDiscord like on_place = minetest.make_rotate_node(true) 17:20 MTDiscord sfan5: I just ran the server alone (so there was only one instance of minetestserver running, and I watched $top the whole time... free memory never went below 1.5 gb even when it crashed again 17:22 LX_Noble Anyone know how to fix this https://ibb.co/XzctbRw? 17:23 LX_Noble I'm on an intel macbook 17:23 LX_Noble If i put it in fullscreen it fixes it but then my mouse wont attach when loading a world so I can't look around 17:24 Calinou you could force the lowDPI fallback by right-clicking the .app, choose Get Info 17:24 Calinou this will also improve performance by rendering at a lower resolution 17:26 LX_Noble Awesome, thanks 17:51 rubenwardy Krock: how easy would it be to have rail switches that can be controlled by mesecons? 18:06 luizrpgluiz hi :) 18:21 rubenwardy https://rwdy.uk/lMyKL.png 18:21 rubenwardy Signal section with switch and 2 exits 18:35 Krock rubenwardy: not too difficult. problem is rather that metadata is yet not evaluated for each rail 18:35 Krock but could be done 18:35 rubenwardy so, it looks like paste only works if I select the entry in clipman first, then paste twice 18:36 rubenwardy hmm 19:03 Pexin rubenwardy: isn't this the same paste problem that irrlicht has always had? 19:03 rubenwardy it's never been this bad before 19:03 rubenwardy before I could just paste twice, now I have to fiddle with clipman 19:04 Pexin are you sure you didnt just forget to ctrl-c ? I frequently forget because I get accustomed to select autocopying from term 19:06 rubenwardy I very much did ctrl+c 19:06 rubenwardy lol 19:08 Pexin heh. well my problem is copying in term copies, but can only paste by middle click, so to paste by ctrl-v I have to SHIFT-ctrl-c in term. oh well 19:15 rubenwardy video: https://rwdy.uk/u4rNM.mp4 19:19 Pexin well it's working ok for me copying from codelite, but I'm using a MT dev from probably 3 weeks ago 19:20 Pexin also I'm in xubuntu 19:21 Pexin maybe 6 weeks ago.. 19:23 Pexin nope, 3 weeks. surprisingly accurate. 19:27 luizrpgluiz rubenwardy: hi :) 19:28 luizrpgluiz rubenwardy: could you make sample code of biomes in singlenode mapgen generation? 19:29 luizrpgluiz i am not succeeding in generating biomes in singlenode mapgen 19:29 rubenwardy singlenode doesn't have biomes 19:29 rubenwardy it's only a single node 19:30 Pexin air is a boring node though 19:30 Pexin not like lava_source 19:31 rubenwardy diamond is a better boring node 19:32 Pexin "I CAN DIG THIS" "you don't have a pickaxe" "I CAN DIG THIS" "you'll break your hand" "I CAN DIG THIS" 19:32 luizrpgluiz is that I wanted to do biome generation tests other than v5, v6 and v7 21:43 DS_ argh 21:43 DS_ github removed support for passwords yesterday 22:19 MTDiscord Is anything wrong with this code? I wanna try the new dynamic add media feature with callbacks but the message never appears and the sound also doesn't play https://pastebin.ubuntu.com/p/nJg5Nb6bBp/ 22:23 alguien Is there a way to run minetest headless? It eats my battery, so I was thinking I would join a with two accounts, one in normal mode, one headless, and then I would leave the headless account to tend to my business in-game after I set everything up for it. 22:26 DS_ IhrFussel: are you sure the server and the client are running a new enough minetest version? also check the return value of the function 22:27 MTDiscord It worked now partly...I just tried with a new file name 22:27 MTDiscord The message appears in the chat but no sound is played 22:28 Sybille "mymod").."/sounds/sound_" <--- subfolder? ---> sound_play("sound_"..param 22:29 DS_ before you start deeply debugging it, don't forget to check if the sound is loud enough. ie. compare with the sound loaded normally 22:29 MTDiscord That's usually how all my other sounds are defined...if they are inside the mod's sounds dir it's usually enough to just type the file name (without .ogg) 22:32 DS_ Client::loadMedia is where you want to set your breakpoint btw. 22:36 Sybille usually <--- if you have touble on first time run, maybe better without Variables ".." / name / param ... more HardCoded simplyfy the search of troubles and Subfolder cam maybe work on one Ver/Case on next/other not 22:43 MTDiscord I just tested the code in SP it plays there 22:49 MTDiscord Okay nevermind seems to work 22:49 DS_ now move your cache and try again 22:49 DS_ just to be sure 22:50 DS_ (the media file cache I mean) 22:51 MTDiscord I added the sound multiples times during runtime 22:51 MTDiscord It plays fine now 22:51 MTDiscord I mean I renamed it each time 22:51 DS_ ah, ok 22:52 DS_ what did you do wrong before? 22:52 ghoti Can anybody help me figure out why basic_machines:detector appears not to be working? I'm using the latest release from git, with the mesecon_adapter, but either I can't trigger the detector, or it can't detect what I've configured. 22:53 DS_ ghoti: I don't know enough about basic_machines, sry. but you could take a look at the source code 22:54 ghoti I have the detector sitting on top of a mesecons_adapter. I have also tried using a keypad. It is looking for default:cobble in the inventory of a chest, and sending a signal to a sticky piston. 22:54 ghoti DS_: I have, but alas, I'm not familiar enough with minetest internals to debug, hence the call for help. 22:55 ghoti A previous version of basic_machines worked, pre mesecon_adapter, but I'm leery of using a known buggy version. I'm hoping someone can just say "Oh ya, you forgot to do this." 22:59 MTDiscord The files just weren't loud enough on the server I guess