Time  Nick        Message
00:25 backnforth  Hi, can someone tell me why I can't connect to the minetest server for the raspberry pi while using a raspberry pi
00:49 pauloue     backnforth, I don't think you can connect to a server on the same computer
01:34 blaise      ???? ???????? ?????????? ?????? ? ????? ?????....
01:34 blaise      =(
01:35 blaise      pauloue: yeah you can actually
01:35 blaise      it's called single player
01:35 Flitzpiepe  47 A5 15 5... ?
01:35 blaise      Flitzpiepe: nien.
01:36 Flitzpiepe  I tried to translate you questionmark-code into Hex
01:40 blaise      it's Ukranian
01:40 blaise      there were only a few possibilities
01:46 * Shara     didn't think ukrainians typed in question marks
01:46 Shara       But what do I know
01:50 blaise      they don't
01:50 blaise      or they use the upside down one
06:21 bubblesnek  There's a file that allows you to remove certain items from the creative inventory. Does anyone know where that file is located on Debian GNU/Linux?
06:25 bubblesnek  Or at least some typical directory information or file names?
07:04 bubblesnek  Nevermind. I figured it out.
07:26 Sketch2     brb
07:51 Sketch2     is there a way to make a formspec show up if you right-click on another player?
07:52 Sketch2     I might be able to do it with mobs, but if you can't do it to other players, then it would be limited to singleplayer mode
07:55 lumberJ     maybe player:right_click(clicker)
07:55 lumberJ     haven't used that before though
07:56 Sketch2     and that would do, regardless of what you're wielding, or would it need to be tied into some object?
07:57 lumberJ     my guess is it should matter. seems to only depend on a player being right clicked
07:57 lumberJ     but i've never experiemented with that method before
07:58 lumberJ     shouldn't matter*
07:58 Sketch2     ty, sounds good.  I'll try it
07:59 lumberJ     yep, let me know how it goes
08:12 Sketch2     I don't get what 'clicker' is.  clicker — another ObjectRef
08:12 Sketch2     that's what you're wielding?
08:12 VanessaE    it's you.
08:13 VanessaE    clicker, placer, etc always point to you or whoever.
08:13 Sketch2     but isn't that already piped in by using  player:
08:14 VanessaE    perhaps. :)
08:14 VanessaE    just answering the question
08:14 Sketch2     local clicker = player:get_wielded_item()   player:right_click(clicker)
08:15 Sketch2     I'm prolly wrong there, but that's what my thought process was
08:15 Sketch2     but how would you use it to bring up a formspec?
08:15 VanessaE    no idea.
08:16 Sketch2     if it really is the player, it seems unusable code
08:16 Sketch2     self-referential loop
08:18 Sketch2     I don't need the clicker, I need the clickee
08:19 VanessaE    oh, I see how it works.
08:19 VanessaE    that's for SAO
08:19 VanessaE    so it'd be some_entity:right_click(clicker)
08:20 VanessaE    I think.
08:20 Sketch2     ok, I get the part about   some_entity:right_click(clicker)   but what's SAO?
08:21 VanessaE    serveractiveobject
08:21 VanessaE    anything that moves, I guess
08:23 Sketch2     right on.  but I don't see a   player:get_pointed_at()   or anything like that
08:24 VanessaE    what should it do?
08:24 lumberJ     the clicker is the one you want to receive the formspec, right Sketch2?
08:24 Sketch2     when you right-click another player, it pops up a formspec for both players
08:25 Sketch2     then they battle it out by clicking buttons in that formspec
08:25 lumberJ     so player will also receive formspec
08:25 Sketch2     yup
08:36 Sketch2     oh wait, maybe it's a wiki typo.  I'm seeing here   on_rightclick(self, clicker)
08:37 Sketch2     http://dev.minetest.net/LuaEntitySAO
08:38 lumberJ     what is a wiki typo
08:39 lumberJ     on_rightclick is a lua entity property
08:39 lumberJ     :right_click(clicker) is method you can append to the player or entity object
08:39 Sketch2     it 'prolly isn't.  I'm just trying to wrap my head around the 'clicker' thing
08:40 Sketch2     so can I register the   on_rightclick(self, clicker)   in the   minetest.register_on_joinplayer()
09:07 Sketch2     When it says  " The following properties are treated specially by the engine if included: "  that makes me think I have to define it myself
09:07 Sketch2     or maybe it comes with a default, and it can just be redefined
09:08 Sketch2     That's true of pretty much everything in Lua tho
09:09 Sketch2     this'd be so much easier if I saw example code
09:09 Sketch2     Trying to think of any mod that might have something like it
09:09 Sketch2     maybe mobs...  I'll look there
09:12 lumberJ     possibly mobs with taming or traders
09:14 Sketch2     that looks about right.  gonna caffeinate my brain so I can absorb this
09:42 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Flower spread: Only spread to the same surface node 13495fa32 https://git.io/vAWgJ (152018-02-17T09:37:27Z)
09:42 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Boats: Prevent entering 'ignore' nodes 137754555 https://git.io/vAWgU (152018-02-17T09:37:22Z)
10:59 Sketch2     There's a chuckle.  http://dev.minetest.net/Lua_Table_Formspec  "Note, this is not currently implemented and is apparently just a proposal."
11:01 Sketch2     How much of that page has any actual bearing on the game?
11:01 Sketch2     theoretical wiki entries could go on ad infinitum
11:20 Sketch2     in formspec, button:   W and H are the size of the button   what unit is that in, pixels, slots?
11:26 Sketch2     looking at more_chests code, guessing it must be slots.
11:29 Sketch2     oh wait, formspec is a string, not a list?
11:34 Sketch2     That might complicate things, 'cuz I'll have to regenerate the string every time a button is clicked
12:23 Sketch2     it says I've got a missing closing parenthesis   https://pastebin.com/DWBeS3AQ   init.lua:35: ')' expected (to close '(' at line 6) near 'end'
12:24 Sketch2     Can't imagine why.  need more coffee in me to find it
12:25 progysm     will the extra comma works at 26?
12:26 Sketch2     oh, does Lua prefer you don't?  Was thinking in terms of Python
12:26 progysm     I don't know..
12:26 progysm     on_rightclick, does it need some function keyword?
12:27 Sketch2     possibly.  I was going by what I saw in mobs, when you try to feed sheep with wheat.  https://github.com/PilzAdam/mobs/blob/master/init.lua
12:28 progysm     yeah, but this is a property definition at 205
12:28 progysm     at 30, you are calling a function on_rightclick
12:29 Sketch2     oh, ok.  lemme get coffee, and peruse it
12:30 Krock       Sketch2, what do you try to do there? "self" is not defined there
12:30 Krock       neither is "clicker" or on_rightlick
12:30 progysm     it's copy-paste coding
12:31 progysm     aka: it doesn't work
12:31 Krock       indeed..
12:31 Sketch2     Well, the wiki was confusing
12:31 Krock       progysm, it works when you copy it from StackOverflow :D
12:32 Krock       you don't know why but it does
12:32 progysm     only the solution with the most vote
12:32 Sketch2     heh, I get the notion of how to code it, but it's not always readily apparent what the structure is supposed to be
12:32 Sketch2     I get it once it's pointed out
12:33 Sketch2     but sometimes you gotta make your best guess, then ask for help
12:34 Sketch2     on_rightclick had 2 different ways to access is.  VanessaE pointed me out to that
12:34 Krock       minetest.show_formspec needs a string for argument #1. That's the player to which it should be shown, here: player:get_player_name()
12:35 Sketch2     one is uh, a player function, and the other is all the movable objects
12:35 Krock       afterwards: what would you like to rightclick? a node? entity?
12:35 Sketch2     a player or enemy mob
12:36 Sketch2     yeah, I get the formspec thing, that's what the table's doing
12:36 Sketch2     it's being concatenated into a string
12:36 Sketch2     the idea is:  rightclick an enemy, and the formspec pops up for both players
12:37 Krock       minetest .register_on_joinplayer  is then the wrong place/callback for this
12:37 Sketch2     well, I can't put it into a node definition.  How else would I go about it?
12:38 progysm     I guess you need to access the node definition to overwrite the property
12:39 Krock       taking "enemy" as an entity: extend the callback on_rightclick in each entity definition to show the formspec
12:39 Krock       but you can't specify that to happen for players too
12:39 Krock       as rightclicking them does not trigger any callback
12:41 Krock       however, punching has a callback -> minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))
12:41 Sketch2     can't be punch tho, 'cuz that'll be used for energy weapons
12:42 Sketch2     well, maybe.
12:43 Sketch2     I mean, I could do it old-style, and if punch is held down
12:43 Sketch2     I don't think it lets you do that tho, 'cuz punches are cycled
12:44 progysm     wow, so much typos in the documentation..
12:44 progysm     "minetest.regsitered_entities"
12:46 Krock       *so many
12:46 Sketch2     the wiki would be more usable if they had a few more examples
12:46 progysm     so I guess it would be.... local mob_onrightclick = minetest.registered_entities["mobname"].on_rightclick
12:47 Krock       Sketch2, if you have a special item to rightclick the entities/players, it would be possible too
12:47 Sketch2     it just seems like the examples are so limited.  they might show a line, but not it's use in context
12:47 progysm     writing good documentation is hard
12:48 Sketch2     I agree.  programmer always knows what he's talking about
12:48 Sketch2     hard to communicate it to others sometimes
12:48 Sketch2     the item thing might be doable.
12:50 Sketch2     do they make items that aren't droppable?
12:50 Sketch2     oh, maybe some of the admin tools
12:51 Sketch2     it would need to be like that, 'cuz if you lost your item, then you wouldn't survive
12:52 progysm     make it easily craftable
12:52 Krock       local old_drop = minetest.item_drop  function minetest.item_drop(itemstack, dropper, pos) if itemstack:get_name() == "mymod:myitem" then return end old_drop(itemstack, dropper, pos) end
12:52 Krock       ^ to prevent dropping an item
12:53 Sketch2     ahh
12:54 Sketch2     k, I'll tink around with it some more.  this coffee isn't doing anything for me.  gonna need like 3 more cups to wake up
12:57 progysm     or going inside a cafeine-rehab center
12:58 Sketch2     I don't usually drink that much coffee; mostly tea.
12:58 Sketch2     Just have permanent low energy
12:59 progysm     energy come from sugar
12:59 Sketch2     oh, guess that makes sense.  I don't add anything to it
13:49 Sketch2     heh.  So I'm looking at the wiki to figure out how to create the tool code  http://dev.minetest.net/minetest.register_tool
13:50 Sketch2     "This article is incomplete."    oh, boy
13:50 Sketch2     At least it gives an example.  But I have to wonder, what all am I missing
13:53 Sketch2     I'll look at the default tools code for now
13:55 cx384       You can find everything there: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4579
13:56 Sketch2     is that 0.5 code tho?
13:59 cx384       oh yes this is 0.4.16: https://github.com/minetest/minetest/blob/0.4.16/doc/lua_api.txt#L3979
14:00 Sketch2     cool
14:02 Sketch2     would simply setting   on_drop = nil   keep tool being dropped?
14:03 Sketch2     ...keep tool *from being dropped
14:04 cx384       I think so.
14:32 Sketch2     on_use = function(itemstack, user, pointed_thing)   How do I determine if pointed_thing is a player or a mob?
14:33 Sketch2     http://dev.minetest.net/pointed_thing   it returns a string  "object"  or actual object data?  it's not clear
14:34 Sketch2     oh, maybe it's both.   {type="object", ref=ObjectRef}
14:37 Sketch2     I still don't see from   http://dev.minetest.net/ObjectRef   or   http://dev.minetest.net/LuaEntitySAO   how you'd determine if it's a player or a mob tho.
14:41 Sketch2     maybe I could try  get_inventory()  'cuz mobs wouldn't have an inventory
14:46 Krock       :is_player() or :get_player_name() ~= ""
14:47 Sketch2     ty.  that's much better
14:47 Krock       and mobs can't have an inventory right now. You'd have to create a detached one
14:48 Sketch2     yea, I figured as much.  If there was an inv, player.  else, mob
15:03 Sketch2     huh, I thought wrapping a get_hp() in an assert() would safely determine if pointed_thing is SAO vs dead node    if assert(pointed_thing:get_hp()) then...
15:03 Sketch2     Is there another way to check, 'cuz that crashes
15:05 Sketch2     'cuz I don't want the formspec to pop up when just clicking random nodes 'round the screen
15:05 Sketch2     it only needs to pop-up if you click a player or a mob
15:07 Sketch2     Wonder why assert() doesn't catch nil   init.lua:30: attempt to call method 'get_hp' (a nil value)
15:11 Sketch2     dunno.  wrapped it in a pcall() instead.  That seems to do ok
15:28 Krock       Sketch2, it does catch nil values
15:29 Krock       or rather.. it throws an error when nil is passed
15:29 Krock       did you intend to do this:  assert(obj.get_hp, "get_hp function is nil!")  ?
15:29 Sketch2     oh, then I needed an inverted assert
15:32 Sketch2     That might'a done it.  I knew it was something like that
15:34 Sketch2     its getting there.  What's the trick to spawn in mobs?
15:34 Sketch2     maybe just jump out to open lit grass
15:36 Sketch2     I thought there was a command to type in, like    spawn mobs:sheep
15:36 Sketch2     forget exact wording
15:52 Sketch2     made progress anyway.  I'll screw with it later.
16:09 derixithy   Has anoyone a mesh with rounded corners available for me or can point me to a mod that has one. I found a tree mod somewhere that had those but it did not have working download links anymore.
16:11 Sketch2     rounded cube, or cylinder?
16:11 derixithy   rounded, but not to large
16:15 Sketch2     I'm looking here-  https://forum.minetest.net/viewforum.php?f=11
16:16 Sketch2     I think there is a circular-saw table that does it
16:19 Sketch2     what was the name of the tree mod?  mabe there's another copy of it around
16:20 Krock       !mod meshnodes
16:20 MinetestBot Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059
16:20 Krock       !mod mesh
16:20 MinetestBot Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059
16:21 Krock       not that one. https://forum.minetest.net/viewtopic.php?t=10428 <-- Here are a few nodes
16:41 derixithy   I could not find what i was looking fore, bu i think i will settle for nodebox type and setting the collisionbox to a fullblock to make it less ugly looking
16:45 Sketch2     I might end up making something similar in Blender in the next couple days, 'cuz I was gonna use rounded cubes in my subgame anyway
16:48 derixithy   If you do, keep me posted, because setting the selectionbox to {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} makes it unselectable, lol. I tried running blender but my pc did not agree with it at all
16:49 Sketch2     yeah, I'll see about doing it tonight.  just gimme a holler tomorrow
16:49 derixithy   oh i can set it to full instead of fixed.
16:50 derixithy   will do that, rounded is still better than the nodebox types
16:50 Sketch2     I agree
16:55 Sketch2     Making it is simple enough.  It's literally just a cube with a bevel modifier.  https://github.com/doyousketch2/rounded-cube/blob/master/rounded_cube.stl
16:55 Sketch2     but then you gotta add the node definition
16:56 Sketch2     If you know how to, there's a rounded cube.  used .stl format 'cuz GitHub has a viewer for it, and I believe irrlicht engine can open them
17:09 derixithy   sounds complicates
17:12 Sketch2     not really.  as I say, I'll do it tonight.  Brain is empty, otherwise I'd do it right now
17:13 derixithy   learning lua and texture editing is hard enough, i'll stay far away from blender
17:13 Sketch2     I don't remember what formats it uses, and their website is conveniently down at the moment
17:14 Sketch2     so I made a guess, but 'prolly end up needing to use another format
17:14 Sketch2     I'll look at what others use
17:14 Sketch2     oh, yeah.  Blender's a beast
17:15 Sketch2     there's parts of it I can do in 2 seconds 'uz I've played around in it a lot, but there's other parts I won't even attempt
17:17 derixithy   when you pass 30 learning seems to be getting harder
17:17 Sketch2     heh, no joke
17:18 Krock       derixithy, I'm pretty sure there's an emacs command to revert that
17:28 derixithy   hahaha let me fire up my package manager then
18:25 MinetestBot 02[git] 04red-001 -> 03minetest/minetest: Remove legacy chat network code. (#6954) 13ae6aed1 https://git.io/vAWdB (152018-02-17T18:23:21Z)
18:30 Sketch2     derixithy - https://github.com/doyousketch2/rounded-cube   not sure about the texture tho, it looks a bit dark to me
18:31 Sketch2     s'posed to look like it does in the inventory, but who knows.
18:45 Sketch2     oh, had to UV unwrap it.  textures show up now
18:52 derixithy   i was just going to say that
18:52 derixithy   it was grey https://imgur.com/a/MxSig
18:53 Sketch2     I assumed minetest didn't need it, just applied basic cubic UV wrapping to every node
18:53 Sketch2     it 'prolly does that for nodeboxes, but I guess UV's are needed for meshes
18:54 derixithy   i'll try again in a litle bit. do you also have one that i can use for trees with straight top and bottom?
18:55 Sketch2     oh, can do.  lemme get some liquid in me.
19:04 derixithy   Still no textures for me
19:57 Sketch2     huh, I can try re-uploading
20:20 derixithy   Tried it now, and works perfectly
20:41 Sketch2     k, added one that has a flat top & bottom, so it's like a cross between a cylinder and a cube  https://github.com/doyousketch2/rounded-cube
20:42 Sketch2     It looks ok, but I'm not certain how minetest expects the UV to be unwrapped, so I had to go with what blender did
20:43 Sketch2     the top texture isn't symmetrical, and I've no clue why.  I'd need to read a wiki, but I doubt one exists on that topic
20:44 NathanS21   Minetest doesn't expect the UV to be unwrapped in any way, it reads the UV from the model
20:44 NathanS21   You can unwrap your mesh however you'd like, and apply your textures for that uv mapping
20:48 Sketch2     but you still need to specify textures in your init file, right?
20:48 NathanS21   yes
20:48 NathanS21   tiles = {
20:48 NathanS21   {name = "tex1.png"},{name = "tex2.png"}
20:48 NathanS21   },
20:49 Sketch2     oh, you know it it is.  Y is up in Minetest, Z is up in Blender
20:49 Sketch2     that's prolly what was throwing me
20:50 NathanS21   ya, but you can change that in your obj export options.
20:50 Sketch2     I'll have to model the whole thing sideways
20:50 NathanS21   not at all, check out this image. http://nathansalapat.com/sites/default/files/pictures/minetest/minetest-obj.png
20:51 NathanS21   just change the up to 'Y up' in the export settings and your meshes will all be rotated properly.
20:53 Sketch2     oh, ok.  I'll try that
21:20 Sketch2     It's still just using 1 texture, even if I specify 6, but at least they line up, so it looks better now.  https://github.com/doyousketch2/rounded-cube
21:23 NathanS21   oh, did you create six materials in Blender?
21:24 NathanS21   If the UV mapping uses multiple textures you need to create multiple materials in Blender, one for each image texture.
21:24 NathanS21   I actually recorded a video on how to use multiple materials on meshes in Minetest, it might be somewhat helpful. :)
21:24 NathanS21   http://www.nathansalapat.com/minetest/b3d4minetest-08
21:25 Sketch2     Oh, ok.  Will it automatically know which is top,bottom, etc?
21:26 NathanS21   Will what? minetest?
21:28 Sketch2     yeah, I guess you have to UV unwrap in order for each material, huh?
21:28 Sketch2     however tiles puts 'em
21:28 Sketch2     top, bottom, left, right, back, front
21:28 NathanS21   ya, you UV unwrap the mesh and then create a material for each texture
21:29 NathanS21   I think you would want a UV map for each material
21:29 Sketch2     woo, they don't make it easy, do they
21:29 NathanS21   if you were doing all sides of the object you would need six materials and uv maps
21:29 NathanS21   though if the top and bottom were the same texture you can just use one material and UV map for both
21:29 NathanS21   same with the sides
21:53 Sketch2     OK, cool.  looks 1000x better now.  https://github.com/doyousketch2/rounded-cube
21:54 Sketch2     You can swap out the textures if you want, but the geometry's there, and stuff lines up
21:55 NathanS21   That does look better.
22:02 Sketch2     I should 'prolly add     paramtype2  = 'facedir',   so they're rotational with a screwdriver
22:32 rmbeer      hello
22:33 rmbeer      i have problem for craft the items of minetest...
22:33 rmbeer      i use 3 dump of iron and 2 stick but nothing happened...
22:33 rmbeer      [iii][.s.][.s.]
22:34 NathanS21   Do you get an error at all?
22:34 rmbeer      no...
22:35 rmbeer      nothing error appear...
22:35 NathanS21   Are you sure that the mod that provides this recipe is loaded?
22:36 rmbeer      I do not know, it's the typical thing that I use, it should be by default...
22:36 NathanS21   Should you be using iron ingots, rather than lumps?
22:37 rmbeer      NathanS21, how to build the ingots?
22:37 NathanS21   cook lumps in a furnace to get ingots
22:38 NathanS21   you need ingots and sticks to make a pickaxe, if that is what you are trying to craft
22:40 rmbeer      thanks
22:40 NathanS21   no problem
23:19 rmbeer      i have problem for load modules, where must report?
23:19 rmbeer      the module is 'moreblocks'
23:21 rmbeer      https://ptpb.pw/G7IJ.txt
23:24 NathanS21   you might need to update your copy of moreblocks
23:50 rmbeer      NathanS21, yes, i updated all...
23:50 rmbeer      also have a bunch of errors in other modules....
23:50 rmbeer      i need a admin in the forum for activate account...