| Time |
Nick |
Message |
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jas_ |
greetings |
| 03:09 |
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| 03:48 |
benrob0329 |
GreenDimond: glad to see that old DW mod get resurrected :P |
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| 07:59 |
jas_ |
ok ashtrayoz |
| 08:00 |
jas_ |
lol |
| 08:00 |
ashtrayoz |
Welcome! |
| 08:00 |
ashtrayoz |
Multiple screens here, I get lost in the layers sometimees. |
| 08:01 |
ashtrayoz |
If you want you can look at https://gist.github.com/ashtrayoz/aad4a50d31b5dc8d0e0c0f9992d8e178 |
| 08:01 |
jas_ |
ok ty |
| 08:13 |
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| 08:14 |
jas_ |
sweet it works thanks ashtrayoz |
| 08:16 |
ashtrayoz |
Glad to be of service. |
| 08:16 |
ashtrayoz |
Need another positive review to get it merged :-) |
| 08:16 |
jas_ |
i'm not comfortable reviewing code, but i am happy to report results. |
| 08:16 |
ashtrayoz |
That's still helpful. |
| 08:16 |
jas_ |
well i'll do that now |
| 08:18 |
ashtrayoz |
I imagine that the name of the callback could change, or its arguments, before it is merged. |
| 08:18 |
ashtrayoz |
Depends on what the core developers see as the future of the lua API. |
| 08:19 |
jas_ |
on_fall? or something? what would you call it ? |
| 08:19 |
ashtrayoz |
Could be, maybe on_drop() |
| 08:19 |
jas_ |
on_detach?! haha |
| 08:19 |
jas_ |
yea but that is close to item_drop |
| 08:19 |
jas_ |
so might suppose the Q button.. |
| 08:20 |
ashtrayoz |
Hmm, there is already a use for "on_drop", so it won't be that. |
| 08:20 |
jas_ |
so it's for attached_node=1, so that's why i suggested on_detach |
| 08:21 |
ashtrayoz |
That is what is is needed for. But it also works for dug nodes. |
| 08:21 |
ashtrayoz |
You can code around the problem for dug nodes, which is what my stuff currently does. |
| 08:21 |
jas_ |
oh so i might be able to reduce code |
| 08:21 |
ashtrayoz |
But this makes life easier. |
| 08:22 |
ashtrayoz |
Yep! |
| 08:22 |
jas_ |
cool beans. |
| 08:22 |
ashtrayoz |
s/is/this/ |
| 08:23 |
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| 08:24 |
jas_ |
nice, thanks again! |
| 08:24 |
ashtrayoz |
Happy to share. I have some books that need this, so it will make my life easier if it is merged. |
| 08:24 |
ashtrayoz |
Otherwise I will have to port patches into the future on my server. |
| 08:25 |
ashtrayoz |
And, of course, sharing the code has resulted in better code. |
| 08:25 |
jas_ |
nice, i have been meaning to fix my broken placeable books |
| 08:25 |
jas_ |
so i'm glad i waited |
| 08:25 |
jas_ |
(they used to work heehhe) |
| 08:25 |
ashtrayoz |
The original version had a few potentially bad side-effects which paramat pointed out. |
| 08:27 |
ashtrayoz |
Gotta go now, places to be. |
| 08:27 |
jas_ |
okie dokie, ttyl |
| 08:27 |
ashtrayoz |
Have fun! |
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| 14:57 |
Dom_ |
hi |
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| 15:57 |
MinetestBot |
luizsab: Oct-10 13:42 UTC <Krock> streets mod alternative: https://forum.minetest.net/viewtopic.php?t=13904 |
| 16:02 |
luizsab |
hello. I did'nt can to do a sofa with homedecor sofa. Some idea? |
| 16:04 |
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| 16:16 |
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| 16:19 |
Dargod |
I'm wrong, or the creative mod in minestest_game does not contain API? |
| 16:21 |
sfan5 |
what kind of api are you looking for |
| 16:22 |
Dargod |
I am about creative.register_tab() |
| 16:22 |
Dargod |
I trued using this function but probably its don't works |
| 16:22 |
Dargod |
I mean on third-party mod |
| 16:27 |
* twoelk |
never knew enough mods to fill a third party |
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| 17:39 |
blackGen |
hey, is there a way to "force" node placement when using minetest.place_node? I'd normally use add_node, but I need this to be aware of any kinds of placement restrictions (protected areas, mg_villages plots, etc) |
| 17:40 |
blackGen |
Right now I'm trying to use place_node with default torch, but it needs correct param2 |
| 17:42 |
blackGen |
Can somebody explain to me what param2 for wallmounted is? |
| 17:44 |
blackGen |
Reference tells that param2 for wallmounted stores rotation of the node |
| 17:45 |
blackGen |
But whenever I'm using rotation using minetest.dir_to_wallmounted(), it actually places the torch perpendicularily to the wall (while in game it it's placed somewhat in 45 degrees pointing to up) |
| 17:50 |
sfan5 |
you need to use a default:torch_wall to get the "real" wall-placed torch |
| 17:50 |
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| 17:50 |
blackGen |
Ah so it's another node? |
| 17:51 |
sfan5 |
yes |
| 17:54 |
blackGen |
Thanks. So param2 for wallmounted are just 6 values that determine its orientation? |
| 17:55 |
sfan5 |
yes |
| 17:57 |
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| 18:47 |
Krock |
~seen numzero |
| 18:47 |
ShadowBot |
Krock: I saw numzero in #minetest 4 weeks, 1 day, 1 hour, 57 minutes, and 10 seconds ago saying "thus your previous calculations seem right actually" |
| 18:59 |
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| 19:32 |
Dargod |
in what form is the information stored in minetest.registered_nodes ? |
| 19:32 |
ThomasMonroe |
hi Dargod |
| 19:33 |
Dargod |
hello ThomasMonroe |
| 19:33 |
rubenwardy |
Dargod, the def from register_node |
| 19:33 |
ThomasMonroe |
a table i would assume |
| 19:33 |
rubenwardy |
so a table |
| 19:35 |
Dargod |
if this is a table, then why, when I try to determine its length (print(#minetest.registered_nodes)) I get 0 |
| 19:36 |
Krock |
because it's indexed by strings not by numbers |
| 19:37 |
Krock |
iterate through the entire table to get the total count |
| 19:38 |
Dargod |
hmm, How do I create my own similar table? |
| 19:40 |
Krock |
local my_table = table.copy(minetest.registered_nodes) |
| 19:41 |
Dargod |
I am need table with only certain blocks |
| 19:41 |
Dargod |
*nodes |
| 19:43 |
Krock |
local my_table = {} for k in pairs({"node:name1", "another:name", "foo:bar"}) do my_table[k] = table.copy(minetest.registered.nodes[k] or {}) |
| 19:43 |
Krock |
end -- there you go |
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| 20:00 |
Dargod |
Krock, table created, but it seems still not in the form |
| 20:00 |
Dargod |
*same |
| 20:00 |
Krock |
keep trying. I'm going off now. good luck |
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