| Time |
Nick |
Message |
| 00:09 |
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ANAND joined #minetest-hub |
| 01:13 |
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| 02:11 |
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| 02:35 |
ANAND |
My new mod: https://forum.minetest.net/viewtopic.php?f=9&t=20089 |
| 02:35 |
ANAND |
For server-side moderation purposes :) |
| 02:40 |
ANAND |
afk |
| 03:54 |
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| 08:58 |
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| 09:13 |
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Fixer joined #minetest-hub |
| 09:29 |
nerzhul |
hello people ! |
| 09:36 |
ANAND |
Greetings nerzhul! |
| 09:42 |
Fixer |
hi |
| 09:42 |
Fixer |
it is unusual to see nerzhul here |
| 09:47 |
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Ruslan1 joined #minetest-hub |
| 09:57 |
nerzhul |
Fixer no :p just these days i got some problems IRL and my dedicated motherboard crashed |
| 10:16 |
ANAND |
Quick question: can I define a function without any return type / without assigning it to another variable? |
| 10:18 |
|
Gael-de-Sailly joined #minetest-hub |
| 10:26 |
shivajiva |
yes the return would just be nil if the function was assigned to a variable in subsequent code but it will still execute the function |
| 10:27 |
shivajiva |
assuming we are talking about lua |
| 10:27 |
ANAND |
yes it's lua |
| 10:28 |
ANAND |
so I define it like so? --> function(param) |
| 10:28 |
ANAND |
how do I call it then? |
| 10:29 |
shivajiva |
I use 'dumb' functions regularly when I have no need for a return value....call it something, function foo(bar) |
| 10:29 |
|
Tenplus1 joined #minetest-hub |
| 10:29 |
Tenplus1 |
hi folks |
| 10:29 |
shivajiva |
Hi tenplus |
| 10:29 |
ANAND |
Hey Tenplus1! |
| 10:29 |
Tenplus1 |
hi Shiva :) hey Anand |
| 10:30 |
ANAND |
:) |
| 10:30 |
Tenplus1 |
did you see the new ad for linux laptops from system76 yet ? |
| 10:30 |
ANAND |
What's up with those ads? |
| 10:32 |
Tenplus1 |
was so funny... "vanilla latte" ahaha |
| 10:35 |
ANAND |
afk brb |
| 10:35 |
shivajiva |
ANAND: suggest you look at other peoples mods for examples as every conceivable method has been utilised at some point ;) |
| 10:36 |
Tenplus1 |
lol shiva, a preverbial "Simpsons did it!!!!" |
| 10:36 |
shivajiva |
lol :) |
| 10:43 |
ANAND |
shivajiva, I did look at a handful, but couldn't really see a void function being defined... :/ |
| 10:44 |
Tenplus1 |
what you trying to do Anand ? |
| 10:47 |
ANAND |
Tenpls1 - a simple convenience function that takes a player object and an arbitrary string, which adds a "-!- <modname> : " before the string, and finally calls minetest.chat_send_player |
| 10:47 |
ANAND |
Tenplus1 * |
| 10:48 |
shivajiva |
he answers to 11 also xD |
| 10:49 |
Tenplus1 |
lol |
| 10:49 |
ANAND |
:P |
| 11:09 |
Tenplus1 |
wow, first vegan mod in minetest: https://forum.minetest.net/viewtopic.php?f=9&t=20001 |
| 11:10 |
ANAND |
yay! ;) |
| 11:11 |
Tenplus1 |
??? the author has 2 different .lua's for default farming and farming redo... ?!?! farming redo already handles default farming crop functions |
| 11:15 |
|
Gael-de-Sailly joined #minetest-hub |
| 11:15 |
Tenplus1 |
wb Gael-de-Sailly |
| 11:19 |
shivajiva |
and then I read Support for Fishing (Sushi)...didn't realise fish were on a vegans menu lol |
| 11:19 |
Tenplus1 |
yeah was wondering about that myself |
| 11:20 |
Tenplus1 |
the mod is very handy, but it makes my spidey senses tingle reading it |
| 11:20 |
Tenplus1 |
they have registered aliases like: minetest.register_alias("lettuce:lettuce_2", "cucina_vegana:lettuce_2") and I'm wondering why |
| 11:24 |
Tenplus1 |
cucina_vegana:imitation_fish <-- |
| 11:24 |
Tenplus1 |
they have fake meat, fish, butter, cheese :) so vegan all the way |
| 11:41 |
|
sniper338 joined #minetest-hub |
| 11:43 |
Tenplus1 |
o/ sniper |
| 11:50 |
shivajiva |
so vegan fake fish are swimming and you catch them? |
| 11:51 |
Tenplus1 |
ehehe, they are all tofu mixed with herbs to make fake meat or fish |
| 11:51 |
shivajiva |
cool |
| 11:53 |
shivajiva |
tofu is nice on toast if it's fried in spices and chilli |
| 11:53 |
Tenplus1 |
mmm, nice... |
| 11:55 |
shivajiva |
coriander, cumin, turmeric, asafoeteda and chillies ;) |
| 11:55 |
Tenplus1 |
if done properly a Farming Additions mod could be made with all these new foods and recipes |
| 11:56 |
Tenplus1 |
many servers would add that |
| 12:07 |
shivajiva |
lol |
| 12:07 |
Tenplus1 |
:P |
| 12:21 |
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EvergreenTree joined #minetest-hub |
| 12:21 |
Tenplus1 |
hi evergreen |
| 12:24 |
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Ruslan1 joined #minetest-hub |
| 12:25 |
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aerozoic joined #minetest-hub |
| 12:25 |
Tenplus1 |
o/ aerozoic |
| 12:26 |
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Ruslan1 left #minetest-hub |
| 12:26 |
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Ruslan1 joined #minetest-hub |
| 12:28 |
aerozoic |
waup Tenplus1! |
| 12:28 |
Tenplus1 |
:) making noms for lunch |
| 12:32 |
|
Mr_Pardison joined #minetest-hub |
| 12:32 |
Mr_Pardison |
\o Tenplus1 |
| 12:32 |
Mr_Pardison |
sup? |
| 12:33 |
Tenplus1 |
hi mister... pre-heating oven :D |
| 12:33 |
Mr_Pardison |
baking? |
| 12:33 |
Tenplus1 |
making lunch... chicken and mushroom in white sauce and roast potatoes |
| 12:33 |
Mr_Pardison |
sounds amazing. |
| 12:34 |
Tenplus1 |
so long as I dont burn anything :DDDDD |
| 12:34 |
Mr_Pardison |
yup. |
| 13:08 |
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Gael-de-Sailly joined #minetest-hub |
| 13:08 |
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IhrFussel joined #minetest-hub |
| 13:09 |
IhrFussel |
If a player falls from a high cliff is the velocity still present in on_hpchange()? I guess not but maybe there's a chance |
| 13:13 |
Tenplus1 |
hi fussel |
| 13:40 |
IhrFussel |
Hi Tenplus1^^ |
| 13:41 |
Tenplus1 |
easy thing is to register an on_hpchange and print player velocity when you fall |
| 13:45 |
Tenplus1 |
:) that's why I have a test mod |
| 13:46 |
|
EvergreenTree joined #minetest-hub |
| 13:46 |
Tenplus1 |
wb evergreen |
| 14:00 |
Tenplus1 |
IhrFussel: minetest.register_on_player_hpchange(function(player, hp_change) local name = player:get_player_name() ; local vel = player:get_player_velocity() ; print (name .. "'s velocity is " .. vel.y) end) |
| 14:01 |
|
Gael-de-Sailly joined #minetest-hub |
| 14:08 |
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Gael-de-Sailly joined #minetest-hub |
| 14:11 |
IhrFussel |
Tenplus1, it seems to still work in the callback! |
| 14:11 |
Tenplus1 |
:P |
| 14:12 |
IhrFussel |
That's great, now I can increase fall damage at a certain speed |
| 14:13 |
Tenplus1 |
once the hp_change reasons are more widely used on 0.5 release it'll bring about many mod changes :D |
| 14:18 |
VanessaE |
Fixer: there. happy now? ;) https://github.com/VanessaE/dreambuilder_modpack/commit/af2fedcf9998bb4a854c2cfd63e4cdad91a6dd5d |
| 14:18 |
Tenplus1 |
hi Vanessa |
| 14:18 |
VanessaE |
hi |
| 14:24 |
|
CWz joined #minetest-hub |
| 14:24 |
Tenplus1 |
hi CWz |
| 14:25 |
CWz |
ello |
| 14:25 |
Tenplus1 |
:P |
| 14:26 |
IhrFussel |
"if vel.y < -29 and hp_change < 0 then hp_change = math.floor(hp_change * 2) end" << should work (-29 seems to be ~ 10 nodes falling) |
| 14:30 |
Tenplus1 |
http://dev.minetest.net/minetest.register_on_hpchange |
| 14:33 |
Tenplus1 |
brb |
| 14:36 |
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longerstaff13-m joined #minetest-hub |
| 14:37 |
|
Mr_Pardison joined #minetest-hub |
| 14:38 |
Mr_Pardison |
hopping around like a rabbit isn't conducive to being happy all the time. |
| 14:38 |
longerstaff13-m |
hi |
| 14:38 |
Mr-Pardison |
cello longerstaff13-m |
| 14:39 |
longerstaff13-m |
I am on my tablet using my phone's IRCCloud account XD |
| 14:51 |
Mr-Pardison |
sounds like a challenge to type. |
| 15:02 |
|
Tenplus1 left #minetest-hub |
| 15:24 |
IhrFussel |
Is it possible to simply colorize water by adding a texture modifier? |
| 15:25 |
IhrFussel |
I'm guessing it doesn't work for animated nodes which water is |
| 15:38 |
Raven262 |
Why not? |
| 15:39 |
Raven262 |
It is also one texture as the others are. |
| 15:39 |
Raven262 |
It does work IIRC, I experimented with making differently coloured water sources. |
| 15:39 |
|
Gael-de-Sailly joined #minetest-hub |
| 15:47 |
rdococ |
> RecentJuvenileAtom |
| 15:47 |
ANAND |
Hello, what exactly is the second param of minetest.set_node(pos, node)? |
| 15:47 |
rdococ |
oh repl.it, how you make me laugh |
| 15:50 |
IhrFussel |
ANAND, do you mean "node"? A table with the node definition |
| 15:50 |
Mr-Pardison |
rdococ: the horror of using it. |
| 15:50 |
IhrFussel |
Or wait... |
| 15:50 |
ANAND |
IhrFussel, I get an error saying "Node name not set or is not a string" when I use minetest.set_node(pos, "default:dirt") |
| 15:51 |
rdococ |
Mr-Pardison: the horror of using IE and Windows is infinite compared to that of using repl.itâ„¢ |
| 15:51 |
IhrFussel |
ANAND, one sec |
| 15:51 |
Mr-Pardison |
very tru |
| 15:51 |
ANAND |
ok |
| 15:52 |
Raven262 |
ANAND, Its a table, so you use name = default:dirt |
| 15:52 |
IhrFussel |
ANAND, try {name="default:dirt"} |
| 15:52 |
Raven262 |
Its a nice feature, you can set param2 for the new node too. |
| 15:53 |
ANAND |
Cool, I'll try it out right away |
| 15:54 |
IhrFussel |
ANAND, if you don't need to run any callbacks on the node use minetest.swap_node() instead, it's faster (but it doesn't matter if you only set 1 node at a time) |
| 15:54 |
ANAND |
IhrFussel, just one node at a time |
| 15:54 |
ANAND |
but I'll look into swap_node() too |
| 15:55 |
IhrFussel |
swap_node() also doesn't clear the meta |
| 15:55 |
ANAND |
oh |
| 15:56 |
IhrFussel |
So if you swap a chest with an air node you'll get an air node with meta |
| 15:57 |
ANAND |
Doesn't matter to me since the original node will be restored after the mod finishes its work |
| 15:58 |
ANAND |
So shall I proceed with swap_node()? |
| 15:59 |
ANAND |
afk for a bit |
| 15:59 |
IhrFussel |
Does the node you want to replace and the replacement node have callbacks? Or meta? If neither then swap_node |
| 16:00 |
ANAND |
no none |
| 16:00 |
ANAND |
So swap_node() it is, thanks! |
| 16:00 |
ANAND |
I'll let you know if {name = "<node_name>"} works |
| 16:01 |
IhrFussel |
It does work, I use it in some of my code too |
| 16:06 |
|
Krock joined #minetest-hub |
| 16:06 |
Krock |
o/ |
| 16:07 |
Mr-Pardison |
\o Krock |
| 16:10 |
|
Mr_Pardison joined #minetest-hub |
| 16:31 |
Megaf |
wb Mr_Pardison |
| 16:31 |
Mr_Pardison |
gracias, Megaf |
| 17:00 |
rdococ |
The Krock is yay |
| 17:09 |
xerox123 |
what's a good way of lighting up a large room? http://0x0.st/sjEN.png |
| 17:10 |
Krock |
invisible light sources instead of air |
| 17:10 |
xerox123 |
ruben's CTF doesn't allow meta data in nodes afaik |
| 17:11 |
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Mr_Pardison joined #minetest-hub |
| 17:11 |
Krock |
light sources don't depend on meta directly |
| 17:11 |
Krock |
it's a special type of node |
| 17:11 |
rdococ |
xerox123: interesting map |
| 17:11 |
xerox123 |
rdococ: can'tsee it in the image but there's a floor above |
| 17:11 |
rdococ |
another map that could be fun would be a hedge maze |
| 17:11 |
Krock |
well, it could be possible to cheat sunlight using Lua/FFI |
| 17:11 |
rdococ |
xerox123: ooh, very interesting map |
| 17:12 |
rdococ |
Krock: or special nodes that propagate sunlight |
| 17:12 |
rdococ |
unless that's what you meant |
| 17:12 |
xerox123 |
the middle will have escalators instead of that mese lamp thingy |
| 17:12 |
rdococ |
eskallators |
| 17:12 |
Krock |
rdococ, nodes can't propagate sunlight anymore. it's limited |
| 17:13 |
Mr_Pardison |
xerox123: do you have ghost crystal there? |
| 17:13 |
xerox123 |
no |
| 17:14 |
Mr_Pardison |
well, that can be used as a lighting source below floors and keep the lights hidden from view. |
| 17:14 |
rdococ |
Krock: why is that? |
| 17:14 |
xerox123 |
let me try meselamp under some node |
| 17:15 |
xerox123 |
does nothing |
| 17:15 |
Fixer |
VanessaE: nice, thank you! |
| 17:15 |
Mr_Pardison |
hmmm..... |
| 17:16 |
VanessaE |
:) |
| 17:16 |
Krock |
rdococ, it caused some lightning issues AFAIK |
| 17:16 |
Krock |
i.e. the sunlight spreading finder bugged out |
| 17:18 |
xerox123 |
obv the lighting isn't an issue for the top floor |
| 17:20 |
Mr_Pardison |
xerox123: are you trying to hide the light sources or are they going to be out in the open? |
| 17:20 |
xerox123 |
either is OK I guess, as logn as it doesn't look bad |
| 17:21 |
Fixer |
rdococ: that is the worst screenshot I ever seen |
| 17:22 |
Fixer |
rdococ: google minecraft lighting a room, there are toons of creative ways how to light a room |
| 17:23 |
Fixer |
especially after minetest switched from Minecraft Beta (tm)(r) light intensity to modern Minecraft (tm)(r) system |
| 17:24 |
Fixer |
minecraft beta is notoriously dark (same as minetest prior to change), but its nice are awesome and dangerous, in new MC nights are not really that dark |
| 17:24 |
Fixer |
i'm fine with current minetest nights |
| 17:24 |
Fixer |
MTG just needs more slave labour to fix and develop the thing |
| 17:25 |
VanessaE |
Fixer: oh, inb4 "btw 30008 isn't announcing" :P |
| 17:25 |
Fixer |
VanessaE: yes |
| 17:26 |
Fixer |
VanessaE: here is my list of announced servers https://i.imgur.com/Vbeta4E.png |
| 17:27 |
Fixer |
rdococ: give me world edit copy of that building and I will try playing with lighting |
| 17:27 |
Fixer |
nice, apples finally grow on trees |
| 17:27 |
Fixer |
was waiting for this for 7 years or so |
| 17:29 |
Fixer |
"but its nice" = "but its nights" |
| 17:31 |
Fixer |
that english is horrible, I know |
| 17:35 |
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Mr_Pardison joined #minetest-hub |
| 17:44 |
IhrFussel |
xerox123, use hidden_light from Shara's mod "abriglass" |
| 17:44 |
xerox123 |
it's a map I'm making for ruben's server, I'm not sure if he'll install that |
| 17:45 |
rubenwardy |
I've delegated map reviewing to Gael-de-Sailly and ANAND |
| 17:45 |
rubenwardy |
:D |
| 17:45 |
IhrFussel |
It's literally an invisible light node |
| 17:46 |
Shara |
which may not be a great thing to have on a CTF map |
| 17:46 |
rubenwardy |
I'd rather light sources be visible |
| 17:46 |
Shara |
hidden light was really created for creative builds |
| 17:46 |
Shara |
also no reason not to have dark areas on CTF |
| 17:47 |
Shara |
Let players sneak around or light it themselves |
| 17:47 |
xerox123 |
uless I have the two 'sections' adjacent side-by-side |
| 17:54 |
IhrFussel |
I used hidden light for this https://i.imgur.com/DQGF0re.png |
| 17:55 |
IhrFussel |
It's perfect to make projects "glow" at night |
| 17:56 |
Shara |
It was originally made to make church windows glow |
| 17:57 |
Shara |
The stained glass they used wasn't a light source and they couldn't find a good way to light them up |
| 17:57 |
rubenwardy |
package DB roadmap: https://i.rubenwardy.com/GA3vT.png |
| 17:58 |
rubenwardy |
Today I added the ability to import metadata from Github |
| 17:58 |
rubenwardy |
and also make releases from Github |
| 18:01 |
rubenwardy |
in a few weeks I'll put it into beta |
| 18:01 |
rubenwardy |
I'll need volunteers to try and break it |
| 18:01 |
rubenwardy |
and add mods |
| 18:03 |
Mr_Pardison |
IhrFussel: globe of the earth I presume and it looks amazing. |
| 18:04 |
IhrFussel |
Mr_Pardison, yup but not built by me "beldin" |
| 18:04 |
xerox123 |
but I thought earth was flat /s |
| 18:04 |
IhrFussel |
He's also working on an Eiffel Tower next to it |
| 18:04 |
Mr_Pardison |
wow. |
| 18:08 |
IhrFussel |
The globe took him ~ 2 weeks (no WE involved) |
| 18:20 |
IhrFussel |
Mr_Pardison, here is the tower (maybe a little small xP) https://i.imgur.com/jy2tfY0.png |
| 18:20 |
Mr_Pardison |
still amazing. |
| 18:20 |
Mr_Pardison |
could make a whole park out of that. |
| 18:22 |
Mr_Pardison |
just from different architectural things from around the globe. |
| 18:24 |
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Mr-Pardison joined #minetest-hub |
| 18:26 |
Fixer |
IhrFussel: nice globe |
| 18:32 |
longerstaff13 |
o/ rubenwardy |
| 18:43 |
ANAND |
IhrFussel, I'll stick to set_node(), since swap_node() doesn't offer any significant performance boosts anyway |
| 18:46 |
IhrFussel |
ANAND, it does if you set lots of nodes (> 50) |
| 18:47 |
IhrFussel |
With just 1 node the difference will be less than 1 µs probably |
| 18:47 |
ANAND |
IhrFussel, I just need to set 2-3 nodes at a time :) |
| 18:47 |
IhrFussel |
It also depends on the amount of callbacks/meta |
| 18:53 |
IhrFussel |
ANAND, will benchmark the two now |
| 18:56 |
IhrFussel |
ANAND, set_node() with 50 nodes: 9ms, swap_node(): 3ms |
| 19:00 |
IhrFussel |
I replaced air with dirt, so I expect swap_node() to be even faster when the affected nodes have callbacks/meta |
| 19:24 |
IhrFussel |
I can only upload an image as attachment that is then downloaded? No way to directly display it in my post? |
| 19:26 |
IhrFussel |
The only way seems to be uploading to some image hoster and link via [img] |
| 19:26 |
Krock |
right click on the attachment link and paste it into the img tags. works for me. |
| 19:29 |
IhrFussel |
Didn't think of right-clicking the attachment link |
| 19:31 |
Krock |
another step closer to understanding the meaning of life, universe and everything |
| 19:32 |
IhrFussel |
Is it safe to leave the sid in the URL? |
| 19:34 |
Krock |
I tend to remove it. Nobody keeps important user data in the URL |
| 19:35 |
Krock |
still some websites do it.. like a remote garage opener/closing website, which will open and close the garage for you in the night due to Cloud syncs |
| 19:36 |
Krock |
too bad .. I didn't bookmark that twitter screenshot |
| 19:36 |
IhrFussel |
Krock, I watched a video recently about "hacking" a website by manipulating URL parameters...for example some stupid web shops leave the price in the address and one can easily edit it to be 0,00 and submit |
| 19:59 |
lisac_ |
for a moment I was wondering what ANAND means |
| 19:59 |
lisac_ |
then I figured it's a person |
| 20:00 |
Krock |
lisac, it's obviously A NAND gate |
| 20:01 |
Krock |
or is it AN AND gate? uhm |
| 20:03 |
lisac |
Another New A-person N-making D-mods? |
| 20:03 |
lisac |
sorry, got out of ideas half way through |
| 20:03 |
Krock |
yes |
| 20:04 |
Mr-Pardison |
g2g I will c y'all on or b4 Monday. |
| 20:04 |
lisac |
I'm happy the community is still getting new members |
| 20:14 |
Fixer |
missed by 10 seconds |
| 20:16 |
xerox123 |
https://youtu.be/rQEqKZ7CJlk |
| 20:16 |
sofar |
*golfclap* |
| 20:16 |
xerox123 |
ok everyone started clapping |
| 20:18 |
sofar |
that's a launch party for you |
| 20:18 |
sofar |
I've been to one |
| 20:19 |
sofar |
was sitting right next to 2 people who flew on the space shuttle as well |
| 20:19 |
xerox123 |
ooooh, interesting |
| 20:21 |
xerox123 |
to compare, Ive been on one of these :D http://0x0.st/sj6v.png |
| 20:38 |
|
Ruslan1 joined #minetest-hub |
| 20:51 |
IhrFussel |
There are chests in MT where each user has their own inventory? |
| 20:51 |
IhrFussel |
Isn't that lots of metadata to store then? And how would the admin check the contents? |
| 21:11 |
aerozoic |
IhrFussel, sounds like you're talking about ender chests. |
| 21:13 |
IhrFussel |
aerozoic, I guess... but there is no (easy) way to check all contents as admin correct? |
| 21:14 |
aerozoic |
the way the ender chest works from xdecor is that it simply extends the player's current inventory file. |
| 21:14 |
aerozoic |
So the player's inventory file has it's normal inventory slots plus the slots that the chest creates. |
| 21:16 |
aerozoic |
Checking the inventory file just depends on the player backend that is used. |
| 21:16 |
IhrFussel |
Wait...each ender chest extends the player inventory??? Or is there only 1 extra inventory list that all chests share? |
| 21:16 |
aerozoic |
It extends each player's inventory. |
| 21:17 |
IhrFussel |
Yes but only once per player? Like what if a player has 10 ender chests |
| 21:17 |
sofar |
which is saved in the player data, not the map |
| 21:17 |
sofar |
so it's only ever 1 chest |
| 21:17 |
sofar |
all the ender chests share the same content |
| 21:17 |
aerozoic |
No matter how many ender chests they have, it will always access the same extended inventory. |
| 21:20 |
IhrFussel |
So...it's essentially another alternative to bags...just with the added bonus that other players can put stuff into it |
| 21:21 |
aerozoic |
yep |
| 21:21 |
aerozoic |
each player can only see what they themselves put in it. |
| 22:26 |
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| 22:32 |
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