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IRC log for #luanti, 2025-05-19

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All times shown according to UTC.

Time Nick Message
00:07 MTDiscord <mistere_123> mtvisitor: 10+1 did in fact make farming_redo
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00:48 [MatrxMT] <Blockhead256> my only guess is that mtvisitor was talking about a mod *pack*. Why you would want multiple farming mods together I don't know
00:49 [MatrxMT] <Blockhead256> escalators at home: https://forum.luanti.org/viewtopic.php?p=280229
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01:11 [MatrxMT] <Blockhead256> not sure if it's possible to make an animated mesh visual for an otherwise static mesh node, but if you just put an animated step mesh on, I don't see why walkways mod wouldn't work well enough
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01:43 cheapie I know basically nothing about Blender so this is well beyond my skill level right now, but... I'd think you could make a mesh with the whole top side of the step chain including a step or two past the comb plate, animate that over just one step distance, and give that mesh to an entity positioned on top of a few nodes making up the rest of the escalator
01:44 cheapie Then scan for players that walk onto the comb plate at one end, attach them to an invisible entity, start it moving up/down as needed, and remove said invisible entity when it reaches the other comb plate
01:45 [MatrxMT] <Blockhead256> the walkway mod I already linked uses an attachment entity like that
01:45 cheapie Yeah, pretty much that plus an animated entity for the steps as decoration
01:46 [MatrxMT] <Blockhead256> yes, though wouldn't it be nice to have animated mesh nodes rather than needing an entity?
01:46 cheapie It would be nice to have lots of things instead of using entities
01:46 cheapie Most of which boil down to "can we get a param3 one of these days?"
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01:49 [MatrxMT] <Blockhead256> I don't think that would need a param3, just something like special tiles or the texture modifers
01:49 [MatrxMT] <Blockhead256> modifiers
01:49 cheapie Yeah, *this* wouldn't, this was more in relation to the "it would be nice to have lots of things instead of using entities"
01:50 cheapie Although entities being less of a pain to deal with would be nice too
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08:31 MinetestBot [git] Ekdohibs -> luanti-org/luanti: Main menu: Fix ContentDB aliases for games having the '_game' suffix … 30e33d7 https://github.com/luanti-org/luanti/commit/30e33d71cc761ebb77ac5716a75de61677a6627b (2025-05-19T08:29:37Z)
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13:18 MTDiscord <jordan4ibanez> I think they banned them lol
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14:14 MTDiscord <mistere_123> yeah at this point very understandable
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14:36 MTDiscord <redundantcc> So I'm getting error:  sh ModError: Failed to load and run script from C:\**\luanti\current\mods\**\init.lua: C:\**\luanti\current\mods\**\methods.lua:162: 'setfenv' cannot change environment of given object stack traceback:     [C]: in function 'setfenv'     C:\**\luanti\current\mods\**\methods.lua:162: in function 'runInJail'     C:\**\luanti\current\mods\**\init.lua:14: in function 'func'     C:\**\luanti\current\mods\**\init.lua:19:
14:36 MTDiscord in main chunk Check debug.txt for details.   does luanti have any security related changes to the setfenv function I may be missing?
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14:40 sfan5 did you check that you are using setfenv as supported in lua 5.1?
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14:44 MTDiscord <redundantcc> No, but I can't decouple the call from the minetest.* apt I can show you the call tho? let _func = function(){} let ... = {} lua         -- Execute function with pcall         local success, result = pcall(_func, ...)     return result         -- Use setfenv to call function                  --return setfenv(_func, {})(...)
14:44 MTDiscord <redundantcc> sorry i commented out the error to do some testing
14:45 MTDiscord <redundantcc> should have been  lua         -- Execute function with pcall         --local success, result = pcall(_func, ...)     return result         -- Use setfenv to call function                  return setfenv(_func, {})(...)
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18:09 MTDiscord <redundantcc> huh, found a little bit more information. But from what it looks like I'm using it fine in context, https://youtu.be/buCDB9BAhMQ
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20:34 MTDiscord <et086> are you trying to setfenv a C function? that might be the cause
20:34 MTDiscord <et086> you can check if its a C function with debug.getinfo or pcall(string.dump
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20:54 MTDiscord <redundantcc> is minetest.log() a c function, because the only other functions I use are dofile and  I think another one was just gets the directory....
20:54 MTDiscord <redundantcc> You know what let me create a proper code sample and I'll open an issue...
20:55 sfan5 calling setfenv on any core.* or minetest.* function is extremely likely to break stuff not only for you but also other mods
20:55 sfan5 so don't do that
20:58 MTDiscord <redundantcc> ok, so I can either not create a sandbox using setfenv function... or I can willingly avoid calling the C api, which is what makes the Lewis script useful... well knowing that could have saved me at least 3 months of debugging...
20:58 MTDiscord <redundantcc> sfan5; For reference where is that documented, so I can check for other things that I also shouldn't do...
20:59 MTDiscord <redundantcc> *lua
21:00 sfan5 the documentation on "things you shouldn't do" is lacking
21:00 MTDiscord <redundantcc> Damn, can you start a list so I can go for a high score 😆
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21:02 MTDiscord <redundantcc> Having this referenced somewhere could save someone some time, at a minimum it could have saved me a couple months wrestling with it in my head.
21:07 MTDiscord <redundantcc> So to be clear this code is impossible to port into luanti,  in a way that gives you full functionality to the CApi and global variable isolation:  https://github.com/kikito/lua-sandbox
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23:29 MTDiscord <luatic> it is possible to make sandboxes in lua, you can and should setfenv lua functions.
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