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01:26 |
mazes_83 |
hi I have some entities to clean when minested quit server, from those entities get_staticdata I can determine that server is quitting |
01:28 |
IceDragon |
mazes_83: You want to clean up entities on shutdown, or the server already shutdown but left some zombie entities? |
01:29 |
mazes_83 |
however if I self.object:remove() the entity are still saved to db because: The object is removed after returning from Lua |
01:29 |
mazes_83 |
clean up on shutdown |
01:30 |
mazes_83 |
I can clean them when restarting, but I don't like |
01:30 |
IceDragon |
Have you tried setting `static_save = false` on the entities? |
01:30 |
IceDragon |
in the initial properties |
01:30 |
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mazes_83 |
no, I didn't now it |
01:31 |
mazes_83 |
I'm total noob to modding |
01:32 |
IceDragon |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7212-L7216 |
01:43 |
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02:03 |
mazes_83 |
IceDragon: exactly what I needed, all those ghost will disappear, thanks |
02:03 |
IceDragon |
glad to be of service |
02:06 |
mazes_83 |
hopefully I didn't ask this before, because I would have followed this way only, and not realized lot of other causes for those "leaks" |
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08:07 |
cpm |
hi everybody \o/ I am using Mineclone2 on Debian stable, it is a so good work, very impressive \ooo/ |
08:07 |
cpm |
I am searching for information about the end-gate building |
08:08 |
cpm |
in page https://wiki.minetest.net/Games/MineClone_2/Differences_from_Minetest_Game |
08:08 |
cpm |
we can read "End-portal: horizontal frame 3x3, with 12 eyes-of-ender on top." |
08:08 |
cpm |
"12 eyes-of-ender on top" how to do that?!! |
08:08 |
cpm |
As I found no help on search engines, can you give me an idea or a way to make progress? :D |
08:15 |
sfan5 |
been a while since I last played Minecraft but I vaguely remember you having to put the ender eyes into the frame by rightclicking |
08:22 |
cpm_screen |
sfan5: ho, I didn't try this, thanks :D |
08:47 |
cpm_screen |
no success |
08:54 |
cpm_screen |
sfan5: rightclicking the ender-eyes in the frame do nothing. Any other idea? :D |
08:55 |
MTDiscord |
<Sublayer plank> are you trying with ender pearls or eyes of ender? |
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10:21 |
cpm_screen |
Sublayer plank: I confirm I am trying with eyes of ender :D |
10:22 |
cpm_screen |
eyes of ender = blaze powder + ender pearl :) |
10:23 |
cpm_screen |
in Minecraft, on creative mode off, player has to find a end-gate in fortress somewhere |
10:24 |
cpm_screen |
in Mineclone, reading the page https://wiki.minetest.net/Games/MineClone_2/Differences_from_Minetest_Game, I understand there is a difference |
10:24 |
cpm_screen |
and the end-gate can be build |
10:24 |
MTDiscord |
<Sublayer plank> oh, are you trying to build an end portal in creative? |
10:25 |
MTDiscord |
<Sublayer plank> or are you in a stronghold with an incomplete end portal |
10:25 |
cpm_screen |
so no, normal mode, not creative one |
10:26 |
cpm_screen |
no creative mode on, no stronghold, only a normal play where I am trying to build a end-gate |
10:26 |
cpm_screen |
ane end-portal |
10:26 |
MTDiscord |
<Sublayer plank> oh |
10:27 |
cpm_screen |
perhaps it is not possible, so I am searching any way to learn what it is possible and how :D |
10:27 |
MTDiscord |
<Sublayer plank> well, you can't build end portals in survival mode, you need to find a stronghold and complete the incomplete end portal that is in there by filling in the empty frames with an eye of ender |
10:27 |
MTDiscord |
<Sublayer plank> this is how it works in minecraft, idk if mineclone has any differences in implementation to minecraft |
10:28 |
cpm_screen |
there is difference in Mineclone, some are list in page https://wiki.minetest.net/Games/MineClone_2/Differences_from_Minetest_Game |
10:28 |
cpm_screen |
we can read "End-portal: horizontal frame 3x3, with 12 eyes-of-ender on top." |
10:29 |
cpm_screen |
Portals have to be built from obsidian, and activated with a firestarter. End-portal: horizontal frame 3x3, with 12 eyes-of-ender on top. |
10:29 |
cpm_screen |
so I have to search stronghold or build a end-portal? |
10:30 |
cpm_screen |
In minecraft, where search stronghold? In overwolrd ? In Nether? |
10:30 |
MTDiscord |
<Sublayer plank> that first part is about nether portals, which can be built with obsidian. end portals can't be built, you need to explore the overworld and find an incomplete end portal in a stronghold. eyes of ender (not ender pearls, they just teleport you) can point you to the direction of the nearest stronghold |
10:32 |
cpm_screen |
hooooo, it seems consistent, thank's a lot for your help. I will try this. New Quest Started \o/ |
10:33 |
cpm_screen |
:-DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD |
10:42 |
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11:28 |
cpm_screen |
I succeed to put end-eye in air and follow it, so it is the good way. Thank's you again \o/ |
11:29 |
cpm_screen |
now blaze hunting :) |
11:29 |
erle_reform88 |
i compiled minetest for opengl ES support with: cmake '-DRUN_IN_PLACE=1' '-DENABLE_GLES=ON' . && make -j4 |
11:29 |
erle_reform88 |
but neither ogles1 or ogles2 drivers seem to work |
11:33 |
erle_reform88 |
how to opengl es? |
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11:59 |
sfan5 |
!tell erle_reform compiled irrlicht with gles too? you need to edit the IrrCompileConfig.h for that |
11:59 |
MinetestBot |
sfan5: I'll pass that on when erle_reform is around |
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12:05 |
MinetestBot |
erle_reform: Sep-20 11:59 UTC <sfan5> compiled irrlicht with gles too? you need to edit the IrrCompileConfig.h for that |
12:06 |
erle_reform |
ah thx |
12:26 |
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14:16 |
Wuzzy |
I'm getting two annoying errors/warnings in my console on startup recently... |
14:16 |
Wuzzy |
ERROR[Main]: Irrlicht: Invalid size of image for texture. |
14:16 |
Wuzzy |
WARNING[Main]: Irrlicht: Could not create ITexture, texture needs to have a non-empty name. |
14:17 |
Wuzzy |
Any idea how to fix those? I don't know where these come from or which texture I have to fix... |
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14:36 |
MTDiscord |
<TheMalaysianDude> did you install any mod or texturepack? |
14:37 |
MTDiscord |
<TheMalaysianDude> if no then im not an expert on this one go ask others |
14:39 |
sfan5 |
Wuzzy: the latter has been there since the irrmt migration, I don't have the former |
14:45 |
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14:54 |
IceDragon |
I've noticed the same warning in my own mods, I want to assume it could be the air node, but I have no proof to back that up |
14:57 |
Wuzzy |
why do u think its the air node? |
14:57 |
IceDragon |
Well it's the only node I know that doesn't have a texture off the top of my head |
14:57 |
IceDragon |
So I'm not sure if it defaults to an empty name |
14:58 |
IceDragon |
Actually I could test that real quick, give me a minute |
15:00 |
IceDragon |
Yeah scrap that, I have no idea |
15:01 |
Wuzzy |
air does have a default texture for the inventory item, it's air.png |
15:03 |
IceDragon |
I think the engine needs to report what exactly it was trying to load (item, hud, node etc..) before we end up chasing ghosts |
15:05 |
IceDragon |
Wuzzy: As for the first one, are all the textures powers of 2 (16x16, 32x32 etc)? |
15:05 |
IceDragon |
Or at least it's spritesheet resolves to a power of 2 |
15:05 |
Wuzzy |
minetest should support any siz |
15:05 |
Elon_Satoshi |
Is minetest available in toki pona? |
15:05 |
Wuzzy |
no |
15:05 |
sfan5 |
is that a langauge? |
15:05 |
Elon_Satoshi |
How hard would it be to translate minetest to toki pona? |
15:06 |
Elon_Satoshi |
yes, it's a language |
15:06 |
Elon_Satoshi |
one that i've been learning quite a bit recently |
15:06 |
IceDragon |
You could try translating for practice |
15:07 |
rubenwardy |
if it's supported by weblate, then it can be added |
15:07 |
rubenwardy |
new constructed languages probably aren't that useful as they won't have native speakers |
15:07 |
Wuzzy |
Toki Pona doesn't have an official ISO 639 code yet |
15:08 |
Elon_Satoshi |
oh |
15:08 |
Wuzzy |
but ISO 639 has space for "custom codes" like qaa, qab, qac, ..., qtz. those can be defined however we like |
15:09 |
Wuzzy |
Toki Pona is not on Weblate as far I know |
15:09 |
Elon_Satoshi |
Can you define a custom code with weblate? |
15:10 |
Wuzzy |
idk |
15:10 |
Wuzzy |
note those custom codes can be defined on the fly. those were added in the standard precisely for obscure langauges without an official code |
15:11 |
Wuzzy |
so, weblate is not useful for you now |
15:11 |
Wuzzy |
But Weblate is only a tool |
15:11 |
Wuzzy |
Minetest uses PO files to handle translations |
15:12 |
Elon_Satoshi |
Hmm. How do translations for mods work? |
15:12 |
Wuzzy |
https://dev.minetest.net/Translating |
15:13 |
Wuzzy |
if you want to translate Minetest itself, you can use Poedit and open po/minetest.pot in the Minetest source code |
15:19 |
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15:19 |
IceDragon |
Okay I've opened an issue for that texture warning, maybe someone can figure it out https://github.com/minetest/minetest/issues/11648 |
15:22 |
MTDiscord |
<Jonathon> your creating a irrlicht issue in the minetest repo? |
15:22 |
MTDiscord |
<Jonathon> rather odd |
15:26 |
IceDragon |
Well think of it this way: minetest uses irrlicht as a library right, and I don't think irrlicht would randomly spit out an error, unless minetest invoked something to trigger it |
15:27 |
IceDragon |
If your car's cpu started doing something stupid, you wouldn't find the cpu manufacturer to file the issue, you'd file it to the dealer, or the car manufacturer |
15:28 |
MTDiscord |
<Sublayer plank> irrlicht throws away the entire texture name if it does not like it (incorrect file extension, invalid file header...) and gives a fairly non-descriptive "empty texture name!" error. happened for me when I was trying to readd the TGA format support in irrlichtmt |
15:29 |
MTDiscord |
<Sublayer plank> or it might be the minetest engine itself... I don't remember actually |
15:37 |
IceDragon |
That sounds like it should throw a warning before it hits irrlicht, if its stripping texture names |
15:38 |
IceDragon |
Something like: "Invalid Texture Name 'xyz.something.something' for item 'abc:xyz'" |
15:54 |
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17:19 |
Elon_Satoshi |
Do I need to generate a new world to use the pbj pup mod, or can I just enable it in a world I already have? |
17:20 |
sfan5 |
you can always enable mods after the fact but new generated stuff won't appear in old mapblocks |
17:24 |
Elon_Satoshi |
In other words, if I want the pbj pup mod to work as intended, I should probably generate a new world? |
17:25 |
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17:32 |
MTDiscord |
<luatic> That depends on how much of the world you have explored already. |
17:56 |
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18:07 |
Calinou |
the wiki main page's language header looks broken, anyone knows why? https://wiki.minetest.net/Main_Page |
18:07 |
Calinou |
it was reported here: https://forum.minetest.net/viewtopic.php?p=400543 |
18:07 |
sfan5 |
mediawiki update brokei t |
18:07 |
sfan5 |
s/i t/ it/ |
18:07 |
Calinou |
I see, thanks |
18:09 |
sfan5 |
if you know how to fix it that would be nice |
18:09 |
Calinou |
I don't know, unfortuantely. In fact, I didn't even know we were using a Lua module for the language bar now |
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21:28 |
sfan5 |
inspired by other mods that do this I've finally done what I planned for a longer time https://github.com/Uberi/Minetest-WorldEdit/commit/770601dd5d6ed899c191aff4be2a94a8722b3b1b |
21:28 |
sfan5 |
!title |
21:28 |
MinetestBot |
No title found. |
21:29 |
sfan5 |
thanks for nothing, MinetestBot |
21:29 |
sfan5 |
" Add automated tests for WorldEdit API functions that run under CI · Uberi/Minetest-WorldEdit770601d " |
21:30 |
Desour |
~title |
21:30 |
ShadowBot |
Add automated tests for WorldEdit API functions that run under CI · Uberi/Minetest-WorldEdit770601d · GitHub |
21:30 |
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21:41 |
MTDiscord |
<Jonathon> took a peak at worldedit additions, seems just basic luacheck |
21:47 |
sfan5 |
yeah I wanted more than syntax checking |
21:48 |
sfan5 |
mineunit looks pretty cool too but doesn't cut it for me |
22:00 |
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22:24 |
MTDiscord |
<MisterE> is anyone interested in helping to organize a game jam for minetest in the near future? I could donate $100 for the prize. If so we should come up with rules, guidelines, a time period, judges and judging criteria. Do you think people would participate in a game jam? Im not talking about making games on the level of MTGame, Mineclone, or Nodecore... those take way too long. These would be simple games, single or multiplayer, that use |
22:24 |
MTDiscord |
Minetest as the engine and are fairly limited, with specialized game concepts instead of open world simulation |
22:44 |
cpm_screen |
sfan5: hi, about my end-portal quest, finally, I succeed \o/ With a friend and some try, it works very fine \o/ Thank's you for your help :D |
22:44 |
MTDiscord |
<SX> Mineunit is still more like POC than full featured regression test platform, it is supposed to grow into one but I guess that depends if I find enough time to play with it. Still good enough for specific cases that it can start full technic mod smelting / grinding / compressing, test chat commands, execute globalsteps, nodetimers, simple ABMs and so on. But that's all for things I've built specifically built support. |
22:44 |
cpm_screen |
next quest: explore the end world :DDDD |
22:47 |
MTDiscord |
<SX> Next thing I'd like to add would be checks for core API usage that should yell at you about deprecated stuff or stuff not yet available. Tried to ask a bit about that earlier on #modding but did not receive any answers, maybe I can repeat it here... |
22:47 |
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22:48 |
MTDiscord |
<SX> What would be most reliable way to find deprecated lua api stuff for given engine version? Is information on lua_api.txt considered good for this or should I parse actual engine sources for deprecation warnings (which gets way more complicated). For now concerned only about 5.x series, not older than that. ^^ https://discord.com/channels/369122544273588224/369123175583186964/887661492202254346 |
22:52 |
sfan5 |
patching the engine to spit out the information at load time doesn't sound too hard |
22:53 |
MTDiscord |
<SX> Starting all engine versions sounds bit heavy, that's actually why I started building mineunit |
22:54 |
sfan5 |
well you'd do it only once and keep the results |
22:54 |
MTDiscord |
<SX> (and need for csm to test things players would do) |
22:56 |
MTDiscord |
<SX> Hmm.. that would still require patching and running each new version and still not sure how to find added functions? And you'd need to actually run all mod code right? |
22:56 |
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22:57 |
MTDiscord |
<SX> I mean go through all possible execution branches to get messages about old functions or to see where it crashes if there was function that was not yet available |
22:57 |
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22:58 |
MTDiscord |
<SX> Not sure if I understood correctly... do you think it would be simple to make it just print all Lua fields exported to mod environment without actually testing those? |
22:59 |
MTDiscord |
<SX> ... oh yeah, I think I start to understand while asking stupid questions... just dump whole env after startup? |
22:59 |
MTDiscord |
<SX> That's learning out loud |
23:01 |
MTDiscord |
<SX> I guess that could work and could be done with mod instead of patching engine, thanks. I'll try it. |
23:02 |
sfan5 |
no not mod code, I'm suggesting exporting a static list of all functions that are deprecated |
23:02 |
sfan5 |
then you can do whatever with it |
23:03 |
MTDiscord |
<SX> What about core Lua API that is implemented using Lua? |
23:04 |
sfan5 |
wouldn't cover that |
23:04 |
sfan5 |
also not exportable the same way because there's no defined mechanism but just random core.log("deprecated", ...) calls |
23:05 |
MTDiscord |
<Jonathon> ah yes, this worldedit talk reminds me i forgot about PR'ing a non erroring worldedit_gui |
23:06 |
MTDiscord |
<SX> was just about to ask about that... also I've not checked engine sources that well myself, is there some "standard" way to mark deprecated stuff and removal process? or is it just logging and devs know what devs need to know? |
23:09 |
MTDiscord |
<SX> With "standard" I mean documented things that should be done during deprecation process. |
23:10 |
sfan5 |
https://github.com/minetest/minetest/blob/2628316842e9c3fc1c54c6d57505c7851fa83490/src/script/lua_api/l_object.cpp#L2336-L2338 here's an example for methodical deprecation |
23:10 |
sfan5 |
(the latter names are the deprecated ones) |
23:11 |
sfan5 |
but if you search for log_deprecated you will notice the engine also has a few deprecations in random places |
23:11 |
sfan5 |
the stuff that is defined as deprecated via luamethod_aliased could feasibly be exported in an automated way |
23:12 |
sfan5 |
also luamethod_dep apparently, no idea what the difference is |
23:14 |
MTDiscord |
<SX> I guess just grepping luamethod stuff from sources would give fairly good results, maybe not exact but probably good enough... |
23:17 |
MTDiscord |
<SX> makes it fairly simple to wire deprecation warnings for class methods too, luckily I've already added some class names for mineunit like MetaDataRef and InvRef. Have to change few that are not named exactly like in engine itself. |
23:18 |
MTDiscord |
<Jonathon> sfan5: did you actually test that PR in game? |
23:18 |
sfan5 |
which PR? |
23:18 |
MTDiscord |
<Jonathon> your unit tests |
23:19 |
MTDiscord |
<Jonathon> i can tell you didnt because it will crash on start up as minetest thinks /util is a mod and has no init.lua |
23:20 |
MTDiscord |
<Jonathon> needs to start with a . or have a empty init.lua in it |
23:21 |
sfan5 |
works for me, but that's because I don't have worldedit in worldmods |
23:21 |
MTDiscord |
<Jonathon> every server that does will not be happy |
23:21 |
sfan5 |
let's see if I can prefix it with _ instead |
23:21 |
sfan5 |
!api |
23:21 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
23:22 |
MTDiscord |
<Jonathon> there is a issue for adding another character to non loaded folders |
23:22 |
MTDiscord |
<Jonathon> ironically started from worldedit additions |
23:23 |
MTDiscord |
<Jonathon> https://github.com/minetest/minetest/issues/11240 |
23:23 |
MTDiscord |
<Jonathon> and PR https://github.com/minetest/minetest/pull/11242 |
23:25 |
sfan5 |
this "ignore = true" thing doesn't seem to be documented, does it even work? |
23:26 |
MTDiscord |
<Jonathon> give me a sec |
23:26 |
sfan5 |
nope doesn't do anything |
23:26 |
MTDiscord |
<Jonathon> nope |
23:26 |
MTDiscord |
<Jonathon> easiest thing to do is stick a empty init.lua like everyone else does |
23:27 |
sfan5 |
I don't want to block the mod name "util" |
23:28 |
MTDiscord |
<Jonathon> then your choice is make it .util or .holderfolder/util |
23:29 |
MTDiscord |
<Jonathon> quick look up seems you would have the right to that name |
23:29 |
MTDiscord |
<SX> Engine could just ignore invalid mod directories and you'd simply have to do what docs say if your mod does not work? |
23:29 |
MTDiscord |
<Jonathon> could name it worldedit_util as mods need to follow namespaces to be put on contendb anyways |
23:30 |
sfan5 |
all of this options suck. I should be able to name it 'util', have it work and not block that mod name |
23:30 |
sfan5 |
these* |
23:30 |
MTDiscord |
<Jonathon> you are the core dev |
23:32 |
MTDiscord |
<SX> Also instead of magic character in directory name is IMO pretty bad solution, better would be to have empty .minetest-ignore file inside directory to ignore it |
23:32 |
MTDiscord |
<Jonathon> your screwed anyways supporting old versions of the engine anyways |
23:32 |
sfan5 |
I am indeed |
23:32 |
MTDiscord |
<Jonathon> i would namespace it worldedit_util as you already own that namespace |
23:32 |
MTDiscord |
<Jonathon> and stick a empty init.lua in it |
23:34 |
sfan5 |
I don't want to type ./w<tab>_u<tab><tab> to run my tests (current: ./u<tab><tab>) |
23:36 |
MTDiscord |
<Jonathon> choose the .util i see |
23:37 |
sfan5 |
there is not much choice |
23:38 |
MTDiscord |
<Jonathon> personally i think a ignore_folders = folder1, folder2, in modpack.txt would be nice, but ? |
23:38 |
MTDiscord |
<Jonathon> *mopack.conf |
23:38 |
MTDiscord |
<Jonathon> *modpack.conf |
23:45 |
MTDiscord |
<Jonathon> sfan5: https://github.com/Uberi/Minetest-WorldEdit/pull/205 |
23:46 |
sfan5 |
you need to return from there if you turn the error into a warning |
23:47 |
sfan5 |
also if change the loglevel to error and put it into minetest.after(0, ...) it will show up in chat in singleplayer, thereby alerting the player of the issue |
23:47 |
sfan5 |
+you |
23:48 |
MTDiscord |
<Jonathon> it shows up in chat without minetest.after |
23:48 |
MTDiscord |
<Jonathon> and i dont think servers or users running worldmods want there chat spammed |
23:49 |
MTDiscord |
<Jonathon> is changing it to a error a requirement you want? |
23:50 |
sfan5 |
I don't know yet |
23:50 |
sfan5 |
I think it's reasonable to log an error if you enable a mod but it can't work |
23:52 |
MTDiscord |
<Jonathon> true, but also the point of this is to make it work in worldmods for users/servers, and a player who joins a server with a nice error message may be a bit off put by that |
23:52 |
sfan5 |
oh but server error messages are not sent to players |
23:52 |
sfan5 |
and in SP it's less severe |
23:52 |
MTDiscord |
<Jonathon> let me test that |
23:53 |
MTDiscord |
<Jonathon> thats true |
23:53 |
sfan5 |
anyway I'm going to bed |
23:54 |
MTDiscord |
<Jonathon> pushed |
23:54 |
MTDiscord |
<Jonathon> night |