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IRC log for #luanti, 2026-02-04

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All times shown according to UTC.

Time Nick Message
00:39 cheapie There, the new old railroad crossing has better sounds now: https://cheapiesystems.com/media/2026-02-03%2018-35-04.webm
00:43 MTDiscord <wsor4035> https://tenor.com/view/seen-it-marty-back-to-the-future-ive-seen-this-one-gif-5960361
00:44 cheapie wsor4035: What, did lmisu forward it to you that quickly, or do you mean you saw the original video ( https://cheapiesystems.com/media/2026-01-30%2019-06-51.webm ) a few days ago?
00:44 MTDiscord <wsor4035> no, thats the tracks i built iirc
00:45 cheapie They might be, this is out in southeast Bonnthal, near TC City
00:45 MTDiscord <wsor4035> is it user11 area or goes to user11 area?
00:46 cheapie Bonnthal is User11's, yeah
00:46 MTDiscord <wsor4035> then yeah, thats it
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03:50 repetitivestrain respecting: https://github.com/luanti-org/luanti/issues/16907 it's a _new_ luajit bug which has already been circumvented in the last two releases, and hence the OP need only update mineclonia
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12:37 ireallyhateirc the map database stores blockpos hash, right?
12:38 [MatrxMT] <Blockhead256> x y and z are keyed separately on new worlds https://github.com/luanti-org/luanti/blob/5.15.0/
12:38 [MatrxMT] <Blockhead256> * https://github.com/luanti-org/luanti/blob/5.15.0/doc/world_format.md
12:38 [MatrxMT] <Blockhead256> section "position encoding"
12:40 ireallyhateirc uh oh, now the code needs to be adjusted
12:41 repetitivestrain what code
12:41 repetitivestrain ?
12:41 [MatrxMT] <Blockhead256> if you're talking about Lua `blockpos`, that's different
12:44 ireallyhateirc I want to read the map database directly and want position in something lua can understand
12:45 ireallyhateirc like nodepos or blockpos
12:47 [MatrxMT] <Blockhead256> so you need to be able to decode the old format (section "position encoding" already mentioned), and to use arithmetic to translate x y and z into node coordinates from  block co-ordinates
12:48 [MatrxMT] <Blockhead256> in order to support old worlds and new worlds
12:50 ireallyhateirc yeah I'll manage, thanks for pointing me to the document
12:51 ireallyhateirc I'm hacking something together using code someone else made
12:55 [MatrxMT] <Blockhead256> wouldn't be the only tool that won't work on new-format worlds, Advtrains netmapper doesn't either I think
12:56 [MatrxMT] <Blockhead256> wait nope that uses the world's advtrains serialization format data and not the world data at all. That format changed, but mainline netmapper got updated..
12:56 [MatrxMT] <Blockhead256> not the map.sqlite etc.
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14:38 imi hi, on a hungarian keyboard the / key is shift+6. current behaviour is shift+6 changes to item slot 6, however previously shift+6 invoked the command terminal. how do I change shift+6 to invoke command terminal now?
14:41 MTDiscord <sheriff_u3> There should be a key bind under the keyboard settings.
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15:25 imi let me check
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16:11 imi shift+6 is not accepted as a key for command mode, only a single key is accepted (either shift or six)
16:11 imi seems like I will have to live with that
16:17 [MatrxMT] <Blockhead256> I think the germans had the same problem with Shift+7 being their / key
16:22 imi https://en.wikipedia.org/wiki/File:German_keyboard_layout_T2_according_to_DIN_2137-01--2012-06.png
16:32 celeron55 it affects my finnish keyboard also. we moved from binding key symbols to binding key positions which is a lot better in the long term. binding key combinations is a possible feature in the future. it was originally discussed in many places, for example here: https://github.com/luanti-org/luanti/issues/14545
16:36 celeron55 shift+6 or shift+7 was pretty bad anyway as the shift acted as the sneak/fly-down/climb-down action before pressing the other key - it was essentially a broken feature to begin with
16:38 imi maybe I'll check whether I can bind it to numpad /
16:38 imi that would be a reasonable workaround
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20:47 UnitedColors Hi, I'm currently trying out Luanti modding, it's fun! Quick question: is there a way to use wear on non-tools? I want to abuse it as progress indicator =D. item:set_wear(21323) does sadly not work.
20:51 bgstack15 do you think you could just use a item:get_meta():set_int("progress",9001)
20:56 UnitedColors Doesn't seem to work just like that, but I will dig a little more in that direction. Thanks!
20:57 Krock UnitedColors: AFAIk you have to register it as a tool
20:57 Krock and then there's the wear_color property that you could use to customize the appearance
20:58 UnitedColors Krock: Ah, I am trying to get the wear bar on any item (like default:dirt). I assume that's simply not possible then?
20:58 Krock for example, the items from the technic mod (they can be charged) use wear to indicate the charge, thus they're registered tools.
20:58 Krock I thought there was a PR for that once
21:00 Krock hm no. So I must be misremembering.
21:02 Krock set_wear does nothing on non-tools (it'll stay 0) and even if you could manipulate it by modifying the itemstring, it wouldn't be drawn in the GUI
21:02 Krock and the stack max of tools is ensured to be 1. This cannot be changed.
21:03 Krock (cannot be changed in terms of Lua API and in practice you'd rarely have two items with exactly the same wear such that they could be stackable)
21:03 Krock s/stackable/stacked
21:05 UnitedColors Oh, the stackability is not a problem. I am just trying to create a read-only list of items with progress bars for how much they have been researched already. But I think I will just do it in the description for now, and maybe later explore if I can create a fake item which imitates other sprites?
21:05 UnitedColors Thanks for your responses!
21:08 Krock core.inventorycube(...) for example generates a texture string that'll produce a node-like appearance. If you use that on an item it would look OK as long the node is really a cuboid.
21:08 Krock and when inventory item animations (spinning item stacks) are enabled, then it'll not look correctly either. So it's only really useful for static content (images, buttons)
21:11 Krock ah. you could use an item_image_button[] formspec element which will look correctly on all nodes
21:11 Krock and then have a texture underneath or as an overlay to show the progress
21:12 Krock be sure to use formspec_version[2] or newer such that it's easier to position the elements
21:12 Krock - Krock out -
21:12 UnitedColors Oh, that is a pretty cool solution, thanks!
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