Time Nick Message 11:30 shaft Is there a restriction on how often a node timer is allowed to run? 11:31 shaft I mean the interval time. It doesn't seem to work right. 11:38 ireallyhateirc in game settings you have 0.2s as the default interval of timer execution 11:40 shaft I use on_construct = function(pos) minetest.get_node_timer(pos):start(0.01) end, 11:40 shaft Is that wrong? 11:40 shaft Do I need to set it in a different way? 11:41 shaft (I won't use a value that low, don't worry) 11:44 shaft Default means default, not restricted, right? 11:48 ireallyhateirc I think it means restricted, though could be wrong 11:49 ireallyhateirc "Length of time between NodeTimer execution cycles, stated in seconds." 11:51 shaft I have to use another approach then 11:53 ireallyhateirc what are you coding? do you need it that fast? 11:54 ireallyhateirc timers are quite heavy on resources if you overuse them 12:15 shaft Is there a function like is_pos_in_area()? 12:16 sfan5 no, you can easily write this helper yourself 12:17 shaft I know. I just asked 12:23 ireallyhateirc shaft, you can use vector.in_area 12:23 ireallyhateirc "Returns a boolean value indicating if pos is inside area formed by min and max." 12:31 shaft I have some negative area and it doesn't handle it. I need to fix my code 13:09 shaft I bricked a map. I think it's because I attached falling TNT to my object. It says an assertion failed in falling.lua 13:10 shaft I can't load the map anymore :( 13:10 shaft Not that I care about that map. 13:15 ireallyhateirc shaft, it should handle negative area just fine, you only need to pass min and max in the right order 13:15 ireallyhateirc "You can use vector.sort if you have two vectors and don't know which are the minimum and the maximum." 13:15 shaft No, they are MIXED. 13:16 shaft get_objects_in_area handles it for some reason 14:06 MTDiscord yeah some functions "sort" aabbs 14:06 MTDiscord we should probably expose a proper aabb class for modder convenience, just like we have a vector class 16:47 shaft Should I propose to add is_mob=true to Mobs API and Animalia? 16:47 shaft There currenltly doesn't seem to be any straightforward way to detect mobs. 16:47 ireallyhateirc sounds reasonable 16:48 MTDiscord I think the owner of Animalia is too busy, but TenPlus1 will very likely do it I'd think 16:48 MTDiscord I made an issue on one of his mods and he fixed it like an hour later ahahaha 16:48 ireallyhateirc something like maybe .__type 16:48 ireallyhateirc though the name doesn't matter that much 16:48 MTDiscord oh wait ireallyhateirc haiii :D 16:49 MTDiscord heck I wonder if I set up one for animal registration in Exile, I don't think I did 16:49 ireallyhateirc keep Exile-related discussion on our channel tho so we don't look like spammers lol 16:50 MTDiscord fair 🤣 16:55 shaft Okay I proposed it on contentdb. I just feel like we need to standardize on one variable because this is now the second mod I'm writing is_mobs boilerplate for. 16:55 shaft *is_mob 16:58 ireallyhateirc btw by "mob" you mean any animal-like entity or "A mob, short for mobile or mobile object" like definition from Wikipedia? 16:58 shaft Animal like entity of course. Same definition as in another well known game. 17:06 shaft is_mob is used in VoxeLibre. Looks like I didn't mention that here 17:07 shaft That's why I'm for that name 17:08 MTDiscord makes sense to me tbh 17:18 SFENCE According to #13961, it looks like the described problem is only one of possible side effects. 17:18 ShadowBot https://github.com/minetest/minetest/issues/13961 -- Strange behavior when dragging&dropping from MTG creative inventory (since #13146) 17:19 SFENCE For same inventory action GUI doe's not reflect that inventory actions can have callbacks and this callback can disallow/limit some actions. 17:22 SFENCE Looks like I have to rewrite it to reflect it. Hopefully it will be enough to change code aroung m_left_drag_stacks in guiFormSpecMenu.cpp