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IRC log for #luanti, 2026-07-19

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All times shown according to UTC.

Time Nick Message
00:08 MTDiscord <the4spaceconstants2181> DEFINITELY
00:12 [MatrxMT]_ <Ionised> In the same way I do with the built in dig types?
00:23 MTDiscord <the4spaceconstants2181> yes
00:23 MTDiscord <the4spaceconstants2181> you just need tools to use them
00:23 MTDiscord <the4spaceconstants2181> actually there are no builtin dig types everything is from mods
00:26 [MatrxMT]_ <Ionised> I just realized the reason the custom dig types didn't work then was due to a few oversights in coding. Now it works. Thank you anyway.
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03:27 [MatrxMT]_ <Blockhead256> the4spaceconstants2181: not quite, the engine respect a very few of them specially like oddly_breakable_by_hand I think. Or maybe I'm wrong there too and the Lua API docs just mention the very commonest conventional ones
03:28 [MatrxMT]_ <Blockhead256> we have to consider that the hand is defined in builtin Lua code, which is not a hardcoding, and what  the default hand's capabilities are
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07:25 Krock Might anyone have an idea what kind of icon could represent "ore generated by mapgen"? Perhaps a map with two gear symbols on it?    (context:  https://github.com/minetest-mods/unified_inventory/pull/288 )
07:26 Krock and I've got the same problem with "decoration placed by mapgen" ...
07:26 Krock the icon cannot be too crowded due to space constraints, thus loss of detail
07:28 [MatrxMT]_ <Blockhead256> what's this type of thing for? to tell unified inventory about what stones ores can be placed in?
07:29 [MatrxMT]_ <Blockhead256> I'm thinking an ore lump point down into a stone node
07:31 Krock yes. The goal is to find an icon for the button which currently has the question mark '?' symbol.  Your idea seems goo though.
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07:38 [MatrxMT]_ <Blockhead256> posted to the issue thread
07:39 Krock maybe something like this https://gcdnb.pbrd.co/images/Tis-qrriuLIO.png
07:40 Krock oh
07:40 [MatrxMT]_ <Blockhead256> it's up to you if you use the one I made or not, np
07:40 Krock it might also work by just having the lump in front of the isometric stone block
07:41 [MatrxMT]_ <Blockhead256> there's no contrast on that, and I think a grey lump makes it more generic. Red is kind of rare though and could make sense
07:41 [MatrxMT]_ <Blockhead256> i.e. tin on grey stone is no contrast
07:43 SwissalpS add a white highlight around the lump
07:47 Krock How to obtain a high-resolution inventory cube: //lua core.show_formspec("singleplayer", "g", "formspec_version[2] size[10,10] item_image_button[1,1;8,8;default:stone;G;]")
07:47 [MatrxMT]_ <Blockhead256> I didn't figure more than 48x48 was necessary for something that's not more than thumbnail size
07:49 [MatrxMT]_ <Blockhead256> nice recipe though
08:03 Krock Thanks. 64x64 does not scale well, unfortunately. Will have to use 128x128 if not higher.
08:04 [MatrxMT]_ <Blockhead256> oh, didn't realise how high res most of UnifInv is, ok
08:08 Krock If they were lower, you'd notice the distortions caused by the scaling function used for formspec elements. IIRC Minetest Game also had to use a larger trash icon (creative inv) because lower-resolution ones would be distorted
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08:34 Krock apparently it's not possible to spell Uranium without yum
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08:38 [MatrxMT]_ <Blockhead256> If you eat a bit of uranium, you'll have enough energy for the rest of your life
08:46 Krock I'd be radiating more power
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11:20 MTDiscord <the4spaceconstants2181> however long "the rest of your life" is
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13:24 [MatrxMT]_ <Blockhead256> thatsthejoke.gif
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18:06 cheapie Day #592 of wishing there was some way to detect a button in a formspec being held down :P
18:06 ShadowBot https://github.com/luanti-org/luanti/issues/592 -- Automatically set selection box by kaeza
18:06 * cheapie glares at ShadowBot
18:09 ZenonSeth seems like one of those things that if someone made a PR, the first comment would be "we should probably wait for SSCSM to do this, and the formspec rework"
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18:20 * cheapie nods
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18:32 crazylad cheapie: may I ask for what purpose?
18:43 cheapie crazylad: celevator uses a formspec (previously node meta but now via core.show_formspec()) to display the car buttons, and ASME A17.1 says that in fire service phase 2 the door open/close buttons should require constant pressure and the door should reverse if they are released before it reaches fully open/closed
18:44 cheapie Additionally I also have inspection controls on the controller itself and it would be nice if those could be constant-pressure like the car top ones
18:45 crazylad ah, interesting
18:46 ZenonSeth aside from realistic elevator mechanics, there's other uses like holding down a button to continuously shift through values (which i couldn't get to work with slider due to reshowing formspec)
18:51 crazylad hmm... I wonder if something could be implemented like "core.explode_scrollbar_event", but "core.explode_button_event"
18:52 cheapie The potentially tricky part in my case (and it sounds like ZenonSeth's too) is that the held state needs to "survive" across changes elsewhere in the formspec
18:54 cheapie As in, for the inspection buttons, they would need to remain held (provided the user is still holding them) even as text elsewhere on the same formspec changes to reflect the car moving
18:54 crazylad oh
18:55 crazylad so similar to making buttons stay hovered on formspec update, but it's pressed down state... hmm... /me gets ideaz
18:55 pgimeno sounds like the request is a bit tricky from a server-client perspective too... lag can make that not work so well
18:55 cheapie The form in question can be seen on page 31 of the manual, the buttons I'm interested in on this one are the black up/down buttons in section B: https://cheapiesystems.com/git/celevator/plain/docs/celevator_controller_manual.pdf
18:56 cheapie pgimeno: Yeah, lag already makes pressing buttons while text on the same formspec is changing an... interesting experience at times
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19:49 Krock cheapie: decent manual. Could you please use Times New Roman for a more authentic look?
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19:51 Krock also missing issuer, issue date and copyright information!!onetyone
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20:28 cheapie Krock: I'd have to have that font first :P
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20:44 MTDiscord <jordan4ibanez> Aş prefera un roman vechi pentru că în acest moment nu există drepturi de autor
20:48 crazylad so I managed to make buttons stay pressed across a formspec update -> https://filebin.net/pghs0pp8my3rskxv/Screencast%20From%202026-07-19%2016-47-15.webm
20:50 crazylad basically if a button is being pressed before "removeAll()" is called in regenerateGui, it stores that button's field id in a variable, then when building the new formspec, if it sees that variable is not the default, it calls "setPressed" on the button
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