Time Nick Message 00:07 MTDiscord mtvisitor: 10+1 did in fact make farming_redo 00:48 [MatrxMT] 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] escalators at home: https://forum.luanti.org/viewtopic.php?p=280229 01:11 [MatrxMT] 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 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] 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] 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?" 01:49 [MatrxMT] I don't think that would need a param3, just something like special tiles or the texture modifers 01:49 [MatrxMT] 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 08:31 MinetestBot 02[git] 04Ekdohibs -> 03luanti-org/luanti: Main menu: Fix ContentDB aliases for games having the '_game' suffix … 1330e33d7 https://github.com/luanti-org/luanti/commit/30e33d71cc761ebb77ac5716a75de61677a6627b (152025-05-19T08:29:37Z) 13:18 MTDiscord I think they banned them lol 13:36 SwissalpS 4 14:14 MTDiscord yeah at this point very understandable 14:36 MTDiscord 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? 14:40 sfan5 did you check that you are using setfenv as supported in lua 5.1? 14:44 MTDiscord 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 sorry i commented out the error to do some testing 14:45 MTDiscord should have been lua -- Execute function with pcall --local success, result = pcall(_func, ...) return result -- Use setfenv to call function return setfenv(_func, {})(...) 18:09 MTDiscord huh, found a little bit more information. But from what it looks like I'm using it fine in context, https://youtu.be/buCDB9BAhMQ 20:34 MTDiscord are you trying to setfenv a C function? that might be the cause 20:34 MTDiscord you can check if its a C function with debug.getinfo or pcall(string.dump 20:54 MTDiscord 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 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 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 sfan5; For reference where is that documented, so I can check for other things that I also shouldn't do... 20:59 MTDiscord *lua 21:00 sfan5 the documentation on "things you shouldn't do" is lacking 21:00 MTDiscord Damn, can you start a list so I can go for a high score 😆 21:02 MTDiscord 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 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 23:29 MTDiscord it is possible to make sandboxes in lua, you can and should setfenv lua functions.