Time  Nick           Message
00:23 rubenwardy     Check out @blblgme’s Tweet: https://twitter.com/blblgme/status/1045615208868253696?s=09
00:25 tumeninodes    0_0 wha?
00:42 VanessaE       ...
00:42 VanessaE       I'm tempted to reply:  "Go ahead, try it."
00:44 paramat        the meaning of his tweet is unclear, the reply assumes a specific meaning. no worries
00:45 tumeninodes    go home notch, you're drunk
00:47 VanessaE       meh
00:48 VanessaE       discretion, _ = valor(msg)
00:48 VanessaE       :"P
00:49 tumeninodes    tomorrow we all wake to find there was an 'acquisition'
00:50 VanessaE       well one thing for sure:  that would stop He Who Has A Child Porn Obsession from continuing his efforts to rip us all off :)
00:51 tumeninodes    nah, he'd just become someone else's headache then
00:52 VanessaE       true, but that "someone else" has a whole lot more money in one bank account than the rest of us combined :)
00:52 tumeninodes    so very true
00:53 tumeninodes    although, I still have all these Isuzu stocks I could cash in...
00:53 tumeninodes    ... oh, wait
00:53 VanessaE       heh
00:55 tumeninodes    I meant to say Datsun..., but it's still funny
00:56 VanessaE       wonder how my shares in Bank of Zimbabwe are doing........
00:56 VanessaE       :D
00:57 tumeninodes    not too good, I just sent their exiled King my routing number
00:57 VanessaE       heh
00:59 tumeninodes    somewhere in the world, deep in some dark woods, there is a Datsun pickup truck, buried up to the top 3" of it's roof, with a tree growing through it..., and it still runs
00:59 VanessaE       heh
01:00 tumeninodes    Don't laugh..., you know it's true :D
01:08 tumeninodes    freenode must have a new K-Line gatling gun
01:09 VanessaE       it does
01:10 tumeninodes    it's doing a pretty good job
01:11 VanessaE       yep, but those "allah is doing" spams are sneaking through once in a while
01:12 tumeninodes    yeh, that allah is a pretty good hacker
09:20 BuckarooBanzai hi all, can anyone tell me why i can't override methods on an overridden item/node? The following code works on the water- and lava-bucket but not on the technic nodes: https://github.com/pandorabox-io/pandorabox_custom/blob/master/onplace_restriction.lua
09:22 ANAND          Technic is probably loaded after your mod
09:23 ANAND          Are you using the on_mods_loaded callback?
09:23 BuckarooBanzai nope, but i added technic as a dependency and the technic-code is not deferred either..
09:24 ANAND          Ah
09:24 BuckarooBanzai i will try executing my code in the on_mods_loaded callback..
09:26 ANAND          Adding technic as a dependency is sufficient
09:26 ANAND          The callback isn't required for this purpose. Sorry for misunderstanding
09:28 ANAND          Are you following the following convention for overriding items?
09:28 ANAND          https://github.com/minetest/minetest/blob/d77f3b3fdeb0da2a69547594b5a75570a54b02d1/doc/lua_api.txt#L232
09:29 ANAND          The itemstring is required to be prefixed with a `:` character to indicate overloading
09:29 VanessaE       but you shouldn't use that feature.
09:29 VanessaE       use minetest.override_item() instead, if possible.
09:30 ANAND          Ah
09:31 BuckarooBanzai did not try that yet but i will, technic uses that already: https://github.com/minetest-mods/technic/blob/master/technic/items.lua#L163 it hopefully works multiple times :)
09:31 VanessaE       it does.
09:32 VanessaE       as long as each thing being overridden in a node/itemis unique
09:32 VanessaE       like description changed by one mod, drawtype and model by another, groups by a third mod, etc.
09:33 VanessaE       otherwise, the things being changed just take on whatever setting was the last to be applied.
09:34 VanessaE       :mod: notation on the other hand is a total overwrite of the item, so it'll undo a prior override_item() call, and it'll also undo a prior redef of the node using that notation -- essentially :mod: notation un-registers the item, then creates a new instance of it.
09:35 VanessaE       so it's only useful if a mod needs to register some item under some other mod's namespace
09:36 VanessaE       (like mod "foo" wants to register "bar:baz_item", a leading colon is required)
09:36 BuckarooBanzai i tried it with minetest.override_item() and it seems to work with both buckets and nodes (https://github.com/pandorabox-io/pandorabox_custom/blob/master/onplace_restriction.lua#L33)
09:38 VanessaE       yes.
09:38 BuckarooBanzai thx for the help, one problem less with newbie griefers... :D
09:38 VanessaE       yw :)
10:00 ANAND          Oh... Thanks for explaining how override_item works :)
10:01 VanessaE       sorry if it seemed like I was talking down to you guys.
10:58 BuckarooBanzai no problem, you cleared things up :D
15:01 tenplus1       hi folks
15:29 xerox123       heya tenplus1
15:29 tenplus1       hi xerox :)
16:13 tenplus1       wb
16:20 tenplus1       hi benrob
16:22 benrob0329     hi tenplus1
16:22 * benrob0329   is finishing a ~135m tall elevator for a mesecons contest
16:22 tenplus1       ooh nice
16:22 tenplus1       am tweaking lucky blocks :D
16:29 tenplus1       hey Krock
16:30 Krock          hi tenplus1
16:30 Krock          > me, not ready one in a week
16:30 Krock          > wild tenplus1 appears
16:30 tenplus1       lol
16:30 Krock          s/one/once/
16:30 tenplus1       choose one:    math.random(-10,10)/9     or   math.random()-0.5
16:31 Krock          depends on which values you need
16:31 tenplus1       item drops
16:32 Krock          former will generate whole numbers in [-10;+10], then divide by 9 which causes the maximal value being a little above 1 or below -1
16:32 Krock          latter will come close to -0.5 or +0.5
16:33 benrob0329     tenplus1, the only problem with my elevator design is the fact that its slow, but its only slow because of the activation mechanism
16:33 tenplus1       so long as it works the mod functioning it can be optimized at a later time
16:34 benrob0329     I'm using a stack of detector tubes to create a pulse going up or down
16:34 tenplus1       Krock:  good point, I want players ready with a baseball mitt to catch the items coming out :D
16:34 benrob0329     but pipeworks items are slower than flying without fast
16:35 benrob0329     I could use a staggered mesecon torch stack, but they all shift at once
16:36 tenplus1       if it weren't for switching mesecon items on/off to show them active you could run it a lot smoother, and the resulting ON could show the odd particle effect maybe
16:40 tenplus1       o/ gael
16:40 Gael-de-Sailly hi tenplus1
16:41 Gael-de-Sailly back in a minute
16:47 lisac          lol OldCoder is back at it
16:47 lisac          just got an email
16:47 tenplus1       crap! now what's he up to..... also hi
16:48 rubenwardy     the usual bs
16:48 tenplus1       *deeper than usual sigh*
16:49 Krock          *checks emails*
16:49 lisac          hey tenplus1
16:50 lisac          lol he attached a very long pdf
16:50 tenplus1       gawd, no wonder the internet has been slow today
16:50 Krock          is it safe to open?
16:52 TommyTreasure  hi tenplus1.  yup, yet another mobs question  :)  what is the difference between the parameters, 'active_object_count' and 'aoc'?
16:53 tenplus1       hi tommy
16:54 tenplus1       aoc is the number of that mob you want at one time within a map block and active_object_count is the number of entities the abm finds
16:56 TommyTreasure  ok, so by *not* specifying aoc = x could have caused the hundreds of mobs to spawn in 1 spot?
16:56 TommyTreasure  i'm using the 'mobs:spawn' method on the offenders.
16:56 tenplus1       if you dont specify it then it defaults to 1
16:57 tenplus1       nil checks have a fallback value
16:57 TommyTreasure  hmmm, even if active_object_count is set to 1 or 2?
16:58 TommyTreasure  just ran a 4 hour test on my local server.  i commented the active_... and added aoc =...  and no swarms.  also, the existing swarms seemed to die off within a few minutes of activity in those areas
16:58 tenplus1       active_object_count is only used to make sure that it wont spawn an entity inside a mapblock if the max limit has been reached (usually 99 entities)
16:59 TommyTreasure  is that something that was changed in the past year in mobs_redo?
17:00 tenplus1       before it was limited to how many mobs were active inside a block
17:00 tenplus1       now it counts THAT kind of mob, e.g. sheep, cows, stone monsters etc. and wont go above the limit set for them
17:00 TommyTreasure  ok, its starting to make sense then.  the swarms started after i updated a few months ago, and got totally out of control with the newest version
17:00 tenplus1       the count_mobs() line handles totals
17:01 TommyTreasure  the 'swarms' only occured on the mobs that had active_ob....  set
17:02 xerox123       yay! successfully flashed my phone to lineage 15.1 i think
17:02 tenplus1       the count_mobs() function makes sure it wont spawn a third sheep in that area if only 2 max were specifiec
17:02 tenplus1       *d
17:02 tenplus1       congrats xerox
17:02 Krock          xerox123: nice. Freedom .. but root access still sucks if you don't have a bluetooth keyboard attached
17:03 xerox123       plan on installing Magisk
17:05 TommyTreasure  btw, thanks for putting up with my questions.  :)
17:05 tenplus1       is ok
17:05 tenplus1       always gives me a chance to double check things are working ok in the first place :D
17:09 tenplus1       tweaked the mob count feature, lemmie test and upload changes
17:37 tenplus1       TommyTreasure: mobs redo api updated with counter tweaks
17:41 Krock          Will merge https://github.com/minetest-mods/technic/pull/390 in 5 minutes
17:42 TommyTreasure  tenplus1, ty.  i'll grab it later today.  time for a very long nap  :)
17:43 tenplus1       enjoy :P
17:45 Krock          merging https://github.com/minetest-mods/moreblocks/pull/129 too
17:45 tenplus1       w00t!
17:47 Krock          done
17:48 tenplus1       when registering an ABM, the active_object_count and active_object_count_wider return values since it counts how many entities are in that area...  wouldnt it have been better to simple return the object lists instead
17:49 Krock          and push a table each time the ABM is triggered? really?
17:49 tenplus1       hrm
17:49 Krock          aren't ABMs already slow enough without collecting the entity table references?
17:50 tenplus1       doesnt it already collect the entities around it when running, but only return the count ???
17:50 Krock          the entities are kept in Lua. Everything what the server knows is that there's some kind of thing with an ID at a position with some velocity
17:52 Krock          pushing an entity reference requires the server to look up each entity by its ID in the Lua table where the definitions are kept
17:52 Krock          still, it's an integer-indexed array but even that takes time
17:52 tenplus1       am asking because the active_object_count_wider is very specific how many entities are inside the active abm range, yet... when I use get_objects_in_area with the same active_object_range * 16 it misses some
17:53 Krock          yes, because the server knows that there's something; but not what it is
17:53 Krock          and it misses some because the mapblocks are unloaded fast
17:53 tenplus1       they are fully loaded at the time, I can actually see 3 sheep roaming around yet only 2 are picked up
17:54 tenplus1       active area of 1 )* 16)
17:54 tenplus1       does it get entities in a circular radius or square area ?
17:54 Krock          then it's the C++ code counting for objects which sucks
17:54 Krock          square area in mapblocks
17:54 Krock          *cubic area
17:54 tenplus1       good, that's what I was hoping... but something isnt right
17:54 tenplus1       it's missing entities
17:55 Krock          entities can in fact be active (stored) in another mapblock than they currently are
17:57 tenplus1       the position and radius are taken from the actual mob trying to spawn, and if 2 area already active I would hope they would be counted
17:57 tenplus1       oh wait, euclidean metric ? that cant be a box ? isnt that range from pos so circulat
18:23 tenplus1       o/
18:25 ssieb          \o
18:40 tenplus1       laters folks
21:03 IhrFussel      Today I learned that lua loop variables are "read-only" meaning modifying them does not in any way modify the real table values
21:15 Krock          IhrFussel: not if the value of the key/value pair is a table
21:18 Fixer          I knew UEFI will end in disasters like that :( https://arstechnica.com/information-technology/2018/10/first-uefi-malware-discovered-in-wild-is-laptop-security-software-hijacked-by-russians/
21:23 Krock          > DIP packaging for ICs in mainboards
21:27 Fixer          future we deserve