| 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 |
| 00:53 |
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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 |
| 04:26 |
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| 11:15 |
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| 12:01 |
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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. |
| 12:57 |
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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. |
| 14:47 |
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| 15:25 |
imi |
let me check |
| 15:56 |
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| 16:04 |
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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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| 20:46 |
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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! |
| 21:15 |
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