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IRC log for #luanti, 2025-07-23

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All times shown according to UTC.

Time Nick Message
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14:47 MTDiscord <thresher09> cheapie, how do you display custom images on digiscreens?
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15:21 MTDiscord <et086> see https://cheapiesystems.com/git/digiscreen/tree/init.lua#n79 (digiscreen.recompress)
15:22 MTDiscord <thresher09> thats not what i meant
15:22 MTDiscord <et086> oh
15:22 MTDiscord <thresher09> i wrote a python script that transforms a png image into digiscreen data but i want to know how cheapie did it
15:22 MTDiscord <et086> oh ok
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17:01 Bombo hi, how does one fix this kind of warning? 'WARNING[Main]: Item definition table was reused between registrations. This is unsupported and broken: skinsdb:character558png'
17:03 [MatrxMT] <Blockhead256> Bombo: perform a `table.copy` before registering the next item.
17:03 [MatrxMT] <Blockhead256> Is this your own mod or just one you have installed?
17:04 Bombo i just installed skinsdb
17:06 [MatrxMT] <Blockhead256> the error message would only have become visible in 5.12, see https://github.com/luanti-org/luanti/issues/15953
17:07 [MatrxMT] <Blockhead256> it looks like something you should report to SkinsDB https://github.com/minetest-mods/skinsdb/issues (check that it isn't already reported)
17:07 Bombo yep using 5.12
17:10 sfan5 I can't find where skinsdb even registers any nodes or items
17:11 [MatrxMT] <Blockhead256> Bombo: Do you maybe have other mods, like one that adds representations of people's skins as nodes, like armour stands?
17:13 Bombo i'm not sure
17:13 Bombo how do i find out`
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17:15 [MatrxMT] <Blockhead256> Go to the main menu. Select the world that's giving the error. Disable all the mods except SkinsDB. See if you still get an error
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17:17 Bombo no warnings with just skinsdb, enabling mods on by one
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17:35 MTDiscord <wsor4035> sfan5: https://github.com/search?q=repo%3Aminetest-mods%2Fskinsdb%20register_node&amp;type=code
17:36 MTDiscord <wsor4035> it registers nodes for custom hands
17:36 sfan5 oh
17:37 MTDiscord <wsor4035> yes, its an epic waste of nodes, but also the engine doesnt provide any saner method 🤷
17:37 sfan5 Bombo: in that case all you need to do is update your mod
17:37 sfan5 !cdb skinsdb
17:37 [MatrxMT] <Blockhead256> worse uses of nodes exist: e.g. moreblocks
17:37 [MatrxMT] <Blockhead256> textureoptions for nodes would help...
17:37 MTDiscord <wsor4035> moreblocks has a point, skinsdb is literally wasting node defs for cosmetics. the engine should provided a better api
17:38 sfan5 !cdb
17:38 Bombo it started when i enabled https://github.com/ElCeejo/animalia
17:38 MTDiscord <wsor4035> better hud api or whatever
17:38 sfan5 wasn't this a thing
17:38 sfan5 !mod skinsdb
17:38 MinetestBot urllib.error.URLError: <urlopen error [Errno -2] Name or service not known> (file "/usr/lib64/python3.11/urllib/request.py", line 1351, in do_open)
17:38 sfan5 🙃
17:38 Bombo i started enabling from the bottom ;)
17:39 sfan5 wsor4035: I guess the hand should be allowed to simply be mesh
17:39 Bombo i just git cloned it, but still
17:40 Bombo (cloned skinsdb too btw)
17:40 MTDiscord <wsor4035> sfan5: perhaps, havent thought far enough as to what would be a good api, just that nodes aint it :p
17:40 MTDiscord <wsor4035> the hand inventory is great tho for custom tool defs, etc
17:41 [MatrxMT] <Blockhead256> inspector gadget with all these arms
17:42 sfan5 for display purposes that is, the digging stuff still needs to come from a hand item
17:42 sfan5 the dig parameters could however too just be an ad-hoc definition that the server sends
17:42 sfan5 an item like that doesn't have to actually exist
17:43 Bombo WARNING[ServerStart]: Item definition table was reused between registrations. This is unsupported and broken: default:pine_tree
17:43 Bombo farming:desert_sand_soil
17:43 sfan5 which mod did you last enable?
17:43 Bombo and lots of others
17:44 MTDiscord <wsor4035> thinking a little bit, didnt the inventory bar, or some other stuff get made into proper hud elements accessible via api in the last few versions? probably should make the hand a hud element if it isnt already and modification via that
17:44 sfan5 it sounds like whatever it is is messing with the registration process quite heavily
17:44 Bombo animalia
17:44 Bombo animalia + creatura
17:45 Bombo i started a new world just with animalia + creatura (minetest_game) i get lots of these warnings
17:46 Bombo but not much skinsdb: hmm
17:46 [MatrxMT] <Blockhead256> that's very strange, because when I `grep` for `skinsdb` inside of creatura or animalia's source code, I get nothing
17:47 MTDiscord <wsor4035> http://github.com/luanti-org/luanti/pull/14321 in 5.10 is what im recalling
17:47 sfan5 i don't think animalia is doing anything to skinsdb
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17:47 sfan5 specifically
17:47 Bombo skinsdb is disabled now
17:47 sfan5 rather it's doing something fishy to all nodedefs
17:48 [MatrxMT] <Blockhead256> it is doing something very strange: api/mob_ai.lua
17:51 Bombo https://github.com/ElCeejo/animalia/issues/120
17:52 Bombo but elceejo is rarely fixing thigs
17:52 [MatrxMT] <Blockhead256> oh, I can see why that causes the problem
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17:53 sfan5 looks like they're using register_node instead of override_item
17:53 [MatrxMT] <Blockhead256> the `def` in the function isn't reused between runs of the loop, but it IS a re-use of the original definition table
17:54 sfan5 this won't cause any bugs but is needlessly weird
17:54 [MatrxMT] <Blockhead256> override_item should have been used
17:59 Bombo just s/register_node/override_item/ ?
17:59 [MatrxMT] <Blockhead256> should work, yes
18:00 Bombo ERROR[Main]: ModError: Runtime error from mod 'animalia' in callback on_mods_loaded ... Attempt to redefine name of :default:pine_tree to "default:pine_tree"
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18:00 [MatrxMT] <Blockhead256> `core.override_item(name, def)` then
18:01 [MatrxMT] <Blockhead256> removing the : prefix
18:02 Bombo core.override_item(name, def)
18:02 Bombo Attempt to redefine name of :default:pine_tree to "default:pine_tree"
18:03 sfan5 try this https://0x0.st/8ng_.txt
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18:06 Bombo yep fixed it but a new warning: WARNING[ServerStart]: Undeclared global variable "groups" accessed at .minetest/mods/animalia/api/mob_ai.lua:57
18:08 [MatrxMT] <Blockhead256> did you forget to type `local` in front of groups? or did you paste the code?
18:09 Bombo sry my fault
18:10 Bombo works
18:10 Bombo thx sfan5 :)
18:13 Bombo more warnings during runtime now: WARNING[Server]: Reading initial object properties directly from an entity definition is deprecated, move it to the 'initial_properties' table instead. (Property 'physical' in entity 'animalia:tropical_fish')
18:13 [MatrxMT] <Blockhead256> I think that's been deprecated for longer than since 5.12
18:14 [MatrxMT] <Blockhead256> It's pretty much expected that a lot of mods which haven't been updated will be getting deprecation warnings when they launch
18:14 [MatrxMT] <Blockhead256> and sometimes ongoing
18:15 [MatrxMT] <Blockhead256> a migration guide would be good
18:17 MTDiscord <luatic> i have started such a guide locally. quite a few warnings are imo self explanatory though, like this one.
18:18 Bombo WARNING[Server]: Deprecated call to get_bone_position, use get_bone_override instead api/api.lua:121
18:18 [MatrxMT] <Blockhead256> https://appgurueu.github.io/2025/02/20/breaking-bones.html
18:18 Bombo i dont see any 'physical' in https://github.com/ElCeejo/animalia/blob/main/mobs/tropical_fish.lua
18:19 MTDiscord <et086> oh... i don't think you can easily solve that warning
18:20 MTDiscord <luatic> Blockhead256: actually that's a bit of another thing, the blog article is about something else. that warning is just about "get_bone_position", which was superseded by "get_bone_override".
18:21 Bombo the initial_properties or the get_bone_position one? or both
18:21 [MatrxMT] <Blockhead256> right.. I found it in my firefox history but noticed it didn't mention that function
18:22 Bombo s/get_bone_position/get_bone_override/ seems to have worked ;)
18:22 MTDiscord <et086> Bombo: the initial properties one
18:23 MTDiscord <luatic> Bombo: no, it's not that simple, it's not just a rename, the new function is different
18:23 MTDiscord <luatic> it expects the data in a slightly different format
18:29 Bombo mkay
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18:35 Bombo https://github.com/ElCeejo/animalia/issues/121
18:37 Bombo https://github.com/ElCeejo/animalia/issues/122
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18:56 Bombo ERROR[Main]: The following mods could not be found: "mesecons_doors"
18:56 Bombo where did they go? ;)
19:07 Krock Bombo: just as I predicted. https://github.com/minetest-mods/mesecons/pull/700/files#r1938296164  (it was removed)
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19:28 kyle56 i just had a thought... should the .mts schematic file thingy be changed to like .ls or soemthing? has anyone discussed that?
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22:25 cheapie thresher09: I use https://gist.github.com/cheapie/e4edc2ea274750c235c984d972703803 but everyone seems to have their own
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22:27 MTDiscord <thresher09> does this split up an image between multiple digiscreens?
22:28 MTDiscord <thresher09> here is mine (not sure if you can see this from irc)
22:28 MTDiscord <thresher09> https://cdn.discordapp.com/attachments/749727888659447960/1397706885632888974/pictureconversion.py?ex=6882b379&amp;is=688161f9&amp;hm=c5b85734ceace08f464400c9905760276ac663b3227273ebce3afd235c4104a3&amp;
22:28 gideonstar Hi. I'm wondering if it's possible to get mined and newly built blocks to renew their surface so that, for example, the grass texture can be seen again on the ground.
22:29 cheapie I can see that, yeah. Mine doesn't split it, I usually load it into the GPU as one big image (up to 64x64) and then split it using the GPU
22:30 cheapie gideonstar: Depends on the game, but if you're playing MTG then grass does spread from grass onto nearby dirt (given enough light, I think)
22:30 gideonstar I don't mean the grass that can be harvested, but the texture on the dirt blocks.
22:31 cheapie Right, at least in MTG default:dirt will turn into default:dirt_with_grass after a while under those conditions. Other games will vary, it would be helpful to know which one you're playing
22:32 gideonstar Server says "gameid = minetest" so I guess it's MTG ;)
22:32 * cheapie nods
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22:33 gideonstar Ah, I can see the difference in my debug messages (F5): default:dry_dirt and default:dry_dirt_with_dry_grass. But it doesn't seem to regrow here.
22:34 cheapie Ah, so dry grass, not just grass. That might be different, let me look
22:36 cheapie It looks like dry grass should do the same, of course only spreading from other dirt with dry grass
22:36 gideonstar Ah, I see. Okay, I'll give it some time. Thank you.
22:36 cheapie Putting dry grass (like the node that's *just* the grass) looks like it might turn the dirt into dirt with dry grass after some time as well
22:38 gideonstar Maybe I'm just too impatient ;)
22:38 cheapie Possibly, it should take a few minutes on average, but it only counts if you're near it, and there is a random element so you might just be unlucky
22:39 gideonstar I have a second client that I can put there ^^
22:49 gideonstar In mods/default/functions.lua 612 there is the code for dirt. But there is none for default:dry_dirt
22:51 gideonstar Of course, one could say that this is normal behaviour for dry dirt ^^
22:53 cheapie Ah, I missed that you had dry dirt too
22:53 cheapie In which case, yes, I would say that not growing anything is at least realistic :P
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