Time Nick Message 00:24 mazes_83 stack seems to remain in inventory even their count is 0, did I observe things right ? 00:27 mazes_83 if I did, what would be a nice strategy to maintain stacks to nil when empty ? 11:15 Tarap Minetest is cool ) 11:15 Tarap :) 11:16 Tarap Is there a mode with gravity ? 11:21 erlehmann Tarap, disable flying 11:21 Tarap No, I mean, gravity for the blocks :) 11:21 Tarap Hi :) 11:23 Tarap (I ask more for talking, by curiosity. If maybe gonna think to look at how implement it. I do look at its code) 11:23 Tarap (discovered minetest recently) 11:26 specing you can add a fall abm for each and every block, but it's going to be laggy and probably wont do what you want 11:26 specing Tarap: I think gravel,sand fall by default 11:27 Tarap yes, and snow too 11:27 Tarap I mean, not to have some remainders of trees, - or even rock, planing in the sky :) 11:28 Tarap (I, from the beginning, would have write theses voxels with gravity :) 11:41 calcul0n_ Tarap, the must test server has some kind of gravity, you might have a look 11:42 calcul0n_ not all nodes fall but for instance you can't make a column under your feet or stuff like that 11:42 Tarap Ah i'll have a look 11:42 Tarap tx 12:28 MTDiscord There are some mods like "betterfall" 12:28 MTDiscord this one for instance https://github.com/Elkien3/citysim_game/tree/master/mods/betterfall 12:36 specing it'd be possible to do in a perf-satisfying way if you could hook on nearby node change events 12:36 specing which dont exist 12:40 MTDiscord oh well, you pretty much can 12:40 MTDiscord that's what falling already does: on_dig or place it just checks the neighbors 12:40 sfan5 why nearby? once a node is broken you want to do a scan of nearby nodes to determine if you want them to fall anyway 14:19 mazes_83 noob question about inventories: should I guarantee 0 length stack are set to nil in move and take callbacks ? 14:20 Krock no 14:20 Krock it does not matter what kind of item you have. 0-sized item stacks are always empty 14:21 mazes_83 but inv:contains_item still return true with 0 length stacks 14:25 mazes_83 so I have to do more tests after contains_item, or just looping through stack names 14:26 mazes_83 cleaning empty stack would avoid those tests 14:28 mazes_83 it's maybe a matter of logic I still didn't get 14:41 Krock yes, because the inventory does in fact contain infinite amount of empty stacks 16:05 sfan5 mazes_83: you mean contains_items returns true when there is no such items visible in the inventory? 16:06 sfan5 unless you're asking "does this inv contain a zero-size stack" that sounds like a bug 17:18 independent__ I've just realised... i still have the logs from before i lost the sqlite a few months ago... is there any script to recover what was built using the logs? 17:22 independent__ https://gitlab.com/56independent/allcode/-/tree/master/projects/minetest%20mods/fire_safety_new I have gotten into minetes modding over the weekend. I wish myself further luck. 17:52 celeron55 there will be some forum/wiki unavailability during this evening, i'm testing backup scripts 17:53 celeron55 a mysqldump or such will probably hang the respective site for at least a few minutes 17:58 MinetestBot 02[git] 0420kdc -> 03minetest/minetest: Add hint to error message on how to build with in-tree Irrlicht 13a3e32d8 https://git.io/JuqMw (152021-09-05T17:57:40Z) 17:58 MinetestBot 02[git] 04NeroBurner -> 03minetest/minetest: Fix movement in random_input mode (#11592) 137f34014 https://git.io/JuqMr (152021-09-05T17:58:50Z) 18:07 independent56 My server migration will result in webserver downtime until tuesday, or earlier. 18:07 independent56 I am justcopying the files from the laptop to a hdd, to transfer to my new server 19:09 MinetestBot 02[git] 04sfan5 -> 03minetest/serverlist: Recalculate stats with protocol filter applied 132f4ffde https://git.io/JuqxS (152021-09-05T18:47:37Z) 19:09 MinetestBot 02[git] 04sfan5 -> 03minetest/serverlist: Remove "guest" user penalty 1384a40e4 https://git.io/Juqx9 (152021-09-05T19:06:57Z) 20:37 mazes_83 sfan5: yes 20:38 sfan5 please file a bug with minimal reproduction steps then 20:40 mazes_83 sfan5: I'm forced to check inv:contains_item(listname,itemname) and inv:get_stack(listname, index):get_count() > 0 20:41 mazes_83 other parts I got to stack:get_count() > 0 to ensure my tests are coherent, else it involve item duplication and so 20:42 mazes_83 I'm not sure it's not about the way luajit is compiled in gentoo 20:42 mazes_83 I had some issues in the past no one else got 20:43 mazes_83 like adding default to mod.conf dependencies in travenelt 20:43 mazes_83 travelnet* 20:45 mazes_83 I also observed some really weird thing with find_path: find_path(pos, pos, ...) return nil sometimes 20:47 mazes_83 and value other time (I didn't check if if was a 0 length path) 20:47 sfan5 what could gentoo possibly do to luajit that breaks certain things in such subtle ways? 20:50 mazes_83 I see nothing in gentoo patches that could be so harmful 20:51 mazes_83 to notice, I also tested compiling minetest with lua=5.1 instead of luajit, and same behavior was the for travelnet 20:54 Tusha o/ specing 20:55 mazes_83 there is only two patches for luajit: one for CVE-2020-15890, the second is only related to build system behavior 20:56 specing hi Tusha 20:56 specing CVE yay 20:56 Tusha CVE? 20:57 mazes_83 I may open a bug later on, but now I'm really not in the mood to write something coherent 21:09 mazes_81 the behavior for travelnet is to check minetest.registered_items["default:glass"], before registering recipe for doors, but from what I understood mod loding order isn't predictable. However I seem to be the only one getting default mod not registered at this point 22:45 Tusha Well I will be back when I figure out irrsi xD... have fun :)