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01:27 |
fluxionary_ |
i just realized that lua5.1/luajit is going to have an epoch event significantly before the 64 bit one. fortunately it's still about 2.2 billion years in the future. |
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MTDiscord |
<boyfuckerjason> why do you guys still use irc |
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05:20 |
lissobone |
hi |
05:20 |
lissobone |
Time to release some mods. |
05:21 |
germ |
+1 lissobone: |
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MTDiscord |
<luatic> boyjason: https://xkcd.com/1782/ |
10:32 |
MTDiscord |
<zmv7> Slack? Slackware? |
10:33 |
ROllerozxa |
boyfuckerjason: because IRC is cosy |
10:34 |
MTDiscord |
<luatic> Slackware is an operating system, Slack is a chat software |
10:36 |
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10:37 |
lissobone |
IRC 💘 |
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16:08 |
pjals |
I tried replacing context with nodemeta in my mod, but it now complains with `2023-07-18 19:08:29: WARNING[Main]: GUIInventoryList::draw(): The inventory location "nodemeta:-13,9,9" doesn't exist |
16:08 |
pjals |
`, code: https://paste.debian.net/hidden/5ad6227c/ |
16:11 |
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16:12 |
cainram |
Good morning! I have set up a minetest server for the first time since 0.4.16 days. Loving it. I'm running it in a VM on Ubuntu Server 22.04. I found the config file and tweaked that to my liking but I cannot for the life of me find where my world and mods folder are... |
16:12 |
cainram |
any insight? |
16:14 |
ROllerozxa |
if you've installed it with your package manager it should be inside of ~/.minetest/ |
16:15 |
cainram |
I've done a bit of reading and all the docs refer to whereveryourinstallis/minetestserver/mods |
16:15 |
cainram |
thanks, lemme look |
16:16 |
cainram |
wild |
16:16 |
cainram |
Ok, I have that hidden folder in my home folder, lists no folders |
16:16 |
cainram |
just create a /mods folder and I'm good? |
16:17 |
ROllerozxa |
yeah |
16:17 |
cainram |
awesome |
16:17 |
cainram |
I was looking for it in the /root/ folder as I used sudo to perform the installation.... My linux-fu is rusty |
16:17 |
cainram |
thank you so much |
16:17 |
cainram |
IRC to the rescue again |
16:18 |
ROllerozxa |
<3 |
16:18 |
cainram |
while I'm here... anyone have an opinion on the best teleportation device mod? |
16:21 |
cainram |
Oh, also, back in 0.4.16 I was able to find the recipes for crafting and make modifications. Specifically, I like to modify how many items get crafted at a time. Is this configuration still in plain text that can be modified? |
16:23 |
lissobone |
Old timer, aren't ye? |
16:23 |
lissobone |
But yes, it is, in fact, plain text (why would it be binary?). |
16:23 |
lissobone |
It's just part of the crafting recipe definition. |
16:24 |
lissobone |
You can grep the mod source code (see GNU Grep texinfo manual for more) and find the definitions, and there's a field that determines how much is crafted. |
16:25 |
cainram |
BACK WHEN I WAS A KID.... |
16:27 |
cainram |
It just occurred to me also... I know I have to load the mods... In the wiki it says to "or by adding load_mod_<modname> = true in the world.mt file in the world directory." I remember doing this but I don't see a '/worlds' folder in my .minetest folder. Where is world.mt located? |
16:27 |
lissobone |
The amount to craft is specified directly in the 'output' field. |
16:27 |
lissobone |
'world.mt' is located in 'worlds/*/'. |
16:27 |
lissobone |
If you don't have any worlds, create them. |
16:28 |
lissobone |
world.mt is created automatically with all mods listed (they're false by default). |
16:29 |
lissobone |
THere's also a graphical interface direclty in minetest for selecting mods. |
16:29 |
cainram |
I'm using the server, I have a world going and myself and my children are all using the server so there is a world *somewhere* in there. |
16:29 |
lissobone |
Hold on. |
16:29 |
lissobone |
Yes, for me it is in '~/.minetest/worlds'. |
16:29 |
cainram |
I'm not seeing the folder structure laid out in the installing mods section of the wiki |
16:30 |
lissobone |
I'll be right back. |
16:30 |
cainram |
my ~/.minetest folder was present but empty |
16:30 |
cainram |
cool, thanks for the help |
16:31 |
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16:42 |
cainram |
to be clear about my client/server situation, I'm running mintestserver on a headless ubuntu server install and accessing it via a client on a desktop computer |
16:46 |
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16:47 |
cainram |
ok, now I'm getting somewhere.... |
16:47 |
cainram |
I found the world in /var/games/minetest-server/.minetest/worlds/world |
16:47 |
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16:49 |
cainram |
and the game (including the mods i was looking for) in /usr/share/games/minetest/games/minetest_game |
16:54 |
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17:11 |
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17:14 |
Blockhead256[m] |
telemosaic & warpdrive for teleports |
17:14 |
Blockhead256[m] |
sorry jumpdrive |
17:14 |
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17:16 |
lissobone |
Hi. |
17:16 |
lissobone |
I am back. |
17:16 |
cainram |
thanks. One more question, I have to add the mods I want to load to the world.mt file. Where do I find the name of the mod? Sounds like a silly question but the service will be looking for a specific name. Is it the name of the folder or is there a 'name' in the init.lua file....? |
17:16 |
cainram |
Hi lissobone, I've made progress |
17:16 |
lissobone |
Hold on, let me look at my world.mt. |
17:17 |
lissobone |
load_mod_modname = /some/path/modname |
17:17 |
lissobone |
If it's not loaded, then the path should be set to "false". |
17:18 |
lissobone |
Mod load options in world.mt consist of "load_mod_" concatenated with the mod name. |
17:19 |
lissobone |
The mods should be in /var/games/minetest-server/.minetest/mods or elsewhere. Â Just give it a path to a mod you want to load. |
17:19 |
cainram |
and I just put in the full path? |
17:19 |
cainram |
ok |
17:19 |
lissobone |
Yeah, just the full path. |
17:19 |
cainram |
k |
17:19 |
lissobone |
You can copy+paste the first part of the path and then write the name of the mod, if you wish. |
17:21 |
cainram |
so for example: |
17:21 |
cainram |
load_mod_modname = /usr/share/games/minetest/games/minetest_game/mods/xdecor |
17:21 |
cainram |
does it need a trailing / |
17:21 |
cainram |
? |
17:22 |
cainram |
and i guess not because I have ender chests in my crafting recipe book now |
17:22 |
cainram |
this is awesome thanks so much |
17:27 |
lissobone |
Nope, it doesn't. |
17:27 |
lissobone |
(It doesn't need a trailing slash.) |
17:28 |
lissobone |
I am looking at my old flashlight world (where I tested my raycasting torch) and there it just says mods/goodtorch |
17:28 |
cainram |
hmmmm. |
17:28 |
lissobone |
Uhh... I haven't studied the source code that deeply (I nevertheless shared it!), but I suppose it needs a local directory. |
17:29 |
lissobone |
Maybe make it a symbolic link? |
17:29 |
cainram |
something odd is happening |
17:29 |
lissobone |
What happened?? |
17:29 |
cainram |
I have tried to add the load_mod... line twice with two different mods and when I do that it automatically changes both lines to be the same |
17:29 |
cainram |
load_mod_modname = /usr/share/games/minetest/games/minetest_game/mods/xdecor |
17:29 |
cainram |
load_mod_modname = /usr/share/games/minetest/games/minetest_game/mods/xdecor |
17:30 |
cainram |
this is what it changes to when I restart the service |
17:30 |
lissobone |
Hold on, it should be load_mod_xdecor. Â Was it like that prior to restarting? |
17:30 |
cainram |
Oh for the love of pete |
17:30 |
lissobone |
SOwwy for not explaining it better! |
17:30 |
cainram |
LOOOL |
17:30 |
cainram |
ok, lemme try again |
17:30 |
cainram |
too funny |
17:33 |
lissobone |
I thought of debugging it with the GNU symbolic debugger (I'm sure your GNU distribution has it), but I figured out that it thought that load_mod_modname referred to the same mod and just changed all consequent instances of it to the first specified directory. |
17:34 |
cainram |
now the lines don't change after restarting the service but I'm not seeing the tpad mod working. xdecor is good. |
17:34 |
cainram |
that was the big one my kids wanted |
17:34 |
cainram |
we run a very vanilla server |
17:35 |
sfan5 |
fyi mods you install don't go into games/minetest_game/ |
17:35 |
lissobone |
Xdecor is nice, indeed. Â I use it on all my servers (primarily because of chairs (we all love chairs)). |
17:35 |
lissobone |
Yeah, they go to '.minetest/mods' |
17:35 |
lissobone |
But you can always try symlinking. |
17:35 |
lissobone |
sfan5: will it work? |
17:36 |
lissobone |
I don't know how minetest handles filesystems, but I estimate that it should rather see them as regular directories. |
17:36 |
sfan5 |
dunno, probably? |
17:36 |
sfan5 |
in any case when the mod if places correctly `load_mod_xdecor = true` in world.mt should do the trick |
17:36 |
sfan5 |
is placed* |
17:37 |
lissobone |
Didn't know that! |
17:37 |
lissobone |
I'm gonna grep the code to find out where it does that. |
17:38 |
cainram |
interesting, I put my xdecor folder into the minetest_game/mods folder and it fired right up |
17:39 |
cainram |
I like xdecor for the ropes and the ender chests. can't live without them! |
17:41 |
sfan5 |
lissobone: setting it to true is the old way, the engine should automatically replace it with the right path if it sees an entry like that |
17:42 |
lissobone |
I have found the line of code that initiates the parsing of world.mt |
17:42 |
lissobone |
std::string conf_path = m_path_world + DIR_DELIM + "world.mt"; |
17:42 |
lissobone |
For some reason it sets backends to "sqlite3". Â Is that the default that gets overridden? |
17:44 |
lissobone |
Hax0rz, u there? |
17:56 |
lissobone |
Interesting. Â If the backend configuration is not specified, it falls back to the good ol' "files" backend (I find this very strange). |
17:56 |
cainram |
So I'm wondering then, still, where to find the 'exact' name of the mod. In the content DB it has a name in the listing, the extracted folder has a name and there is a 'technical name' listed in the content DB on the right side... |
17:56 |
lissobone |
The exact name of the mod is specified in its mod.conf. |
17:56 |
cainram |
boom |
17:56 |
cainram |
cool |
17:57 |
lissobone |
Older mods rely on something deprecated which I forgot. |
17:57 |
lissobone |
Settings::getNoEx scares me. |
17:57 |
lissobone |
But I guess that it's inevitable in the context of a lower-level language with pointers. |
17:57 |
lissobone |
I'm just used to functional programming in Lisp. |
18:00 |
cainram |
hm. Still can't get this mod 'tpad' to work. I'm not seeing it in the crafting guide anyway |
18:00 |
cainram |
possibly a conflict with another mod... Is that a common thing? |
18:01 |
cainram |
I'm just looking for a simple teleportation solution... |
18:02 |
cainram |
travelnet seems a bit complex. Or is it not really? |
18:04 |
cainram |
hm |
18:05 |
cainram |
here's something for you all |
18:05 |
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18:06 |
cainram |
I just put the travelnet mod folder into my minetest_game/mods folder, restarted the service and the travelnet booths are available in the recipe book. No modification to world.met |
18:06 |
cainram |
world.mt |
18:17 |
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18:20 |
lissobone |
Cuz all mods in the current game are automatically loaded. |
18:21 |
lissobone |
Travelnet isn't complex, really. |
18:21 |
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18:21 |
lissobone |
It really is a net: you place a teleporter and assign it to a network (and give it a name). |
18:27 |
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18:30 |
cainram |
Ok, I am seeing all the boxes in the crafting recipe book but I cannot craft a travelnet box |
18:30 |
cainram |
I'm following the recipe outlined in the contentDB listing and it isn't crafting a box |
18:33 |
cainram |
I crafted an elevator so the mod is ~working~ |
18:36 |
cainram |
MESE BLOCK lol |
18:36 |
cainram |
nevermind |
18:36 |
cainram |
gotta go mining |
18:54 |
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