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DrFrankenstone |
Is there a way in lua for a node to know when a block next to it has changed (like BUD switches in Minecraft), or would this be achieved with ABM polling? |
| 07:31 |
sfan5 |
polling sounds like a bad idea performance-wise, using register_on_placenode/dignode might be better |
| 07:32 |
sfan5 |
(though that won't cover all possible changes, so polling is the last alternative) |
| 07:33 |
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DrFrankenstone |
register_on_placenode can probably be bent to the task |
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| 11:36 |
andirc8000 |
Can someone help me please I want a node to be destroyed with a single punch (and only one node and not the nodes behind it) so here is my modification of oneclick mod (or is it the original one (?)): https://hastebin.com/veruyoyujo.lua it works fine but it destroys sometimes 2 nodes at once |
| 11:38 |
andirc8000 |
what If I "punched" a node with "almost infinite" strength instead? Would it still unnecessarily destroy the node behind it? |
| 11:38 |
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| 11:39 |
andirc8000 |
instead of using remove_node(pos) * |
| 11:44 |
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| 13:25 |
andirc8000 |
anyone? |
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tggt |
#minetest |
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tggt |
#minetest-ctf |
| 14:24 |
tggt |
##minetest-ctf |
| 14:24 |
ANAND |
?? |
| 14:24 |
tggt |
how to go on ctf IRC? |
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| 15:52 |
greeter |
greetings. got a mod's question. a friend of mine and i are both running our own servers. on his, he can dye stone bricks different colors, but on mine i can't. i thought unifieddyes was the mod i was missing but it still doesn't work. any ideas how to get that working? |
| 15:52 |
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| 15:55 |
Krock |
greeter, craft a colored stone brick on his server and use the F5 information to find out how the node is called |
| 15:55 |
Shara |
greeter: half-guessing, but maybe colormachine? |
| 15:56 |
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| 15:56 |
Krock |
that will also tell you the mod which is required to add the colored stone (usually) |
| 15:56 |
greeter |
ah great thank you kindly |
| 15:56 |
Shara |
I was going to say that, then realise it might be registering it through something, so not showing the right name :P |
| 15:57 |
Shara |
You can also check which mods are running on their server |
| 15:58 |
greeter |
i'm looking at that, but i have almost all the same mods they do, the ones that are different have nothing to do with colors |
| 15:59 |
greeter |
at first i thought maybe they had a more up to date unifieddyes but that update didn't work lol |
| 15:59 |
Shara |
Are both servers public? |
| 15:59 |
greeter |
no, mine is but his is locally run |
| 16:00 |
Krock |
also watch out for mod conflicts or errors in your server's debug.txt - maybe some dependencies weren't satisfied |
| 16:00 |
Krock |
i.e. mods weren't loaded even though you marked them as to-load in the world configuration file |
| 16:03 |
Shara |
Can I ask which is yours? (randomly curious) |
| 16:03 |
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| 16:04 |
greeter |
i'll notice you the details. also i'll check that out Krock |
| 16:06 |
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| 16:10 |
Krock |
Shara, it's a secret..? :P |
| 16:11 |
Shara |
Seems like :) |
| 16:11 |
Krock |
Shara, heh, looks like you've found him |
| 16:11 |
Krock |
ravenchat creative ? |
| 16:12 |
Shara |
Who knows? |
| 16:12 |
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| 16:13 |
Krock |
Me! |
| 16:19 |
greeter |
yeah that's it, i just didn't want it to be construed as spamming is all, but it's no secret |
| 16:20 |
Shara |
I don't think it's spamming when directly asked :) |
| 16:22 |
greeter |
https://forum.minetest.net/viewtopic.php?id=2574 umm i think there's a problem with the images here :\ |
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| 17:02 |
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| 17:04 |
Vanta |
Hey guys, I have this tiny code snippet https://pastebin.com/F37kG3CN I'm trying to decorate underground caverns with schematics, but for some reason they never spawn, though function returns true |
| 17:04 |
Vanta |
I mean it's just an example code |
| 17:04 |
Vanta |
There are 2 lines, one replaces blocks and seconds spawns schematics. Block replacement works just fine |
| 17:08 |
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| 17:23 |
Krock |
Vanta, A problem I can see there is the mod security: If you run this code outside of the default mod, then it may not have access to that file. |
| 17:25 |
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| 17:26 |
Vanta |
It would report that, that it can't access the file |
| 17:26 |
Vanta |
Instead, function finishes without any problems and returns true value |
| 17:29 |
Krock |
just looked up the code. it doesn't check whether the mod has access to the schematic or not |
| 17:29 |
Krock |
but you're only passing "vm" to the placement function |
| 17:29 |
Krock |
this means "data" stays unlatered |
| 17:30 |
Krock |
*unaltered |
| 17:30 |
Krock |
afterwards you're kinda overwriting the placement: vm:set_data(data) |
| 17:31 |
Krock |
i.e. you can't use data[vi] = foobar and place_schematic_on_vmanip in the same loop |
| 17:32 |
Krock |
^ Vanta (just to notify) |
| 17:32 |
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| 17:34 |
Vanta |
Well I put data[vi] just for example, it didn't work anyway without it, anyway place_schematic_on_vmanip should overwrite that action anyway |
| 17:36 |
Krock |
well yes. should, but doesn't because the code tells otherwise |
| 17:38 |
Krock |
"data" is Lua-only and the C++ side does not update it when placing a schematic directly into the vmanip |
| 17:38 |
Vanta |
I see |
| 17:41 |
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| 17:45 |
Vanta |
So I should make another separate loop that doesn't write anything to voxel manipulator, for spawning schematics? |
| 17:46 |
Vanta |
I mean not setting vm data and neither writes anything to map |
| 17:49 |
Krock |
To still get the same effect, you can 1) get the vm data 2) data[vi] = foobar in the loop & cache the positions to a new table 3) set data 4) discard data 5) loop through the cached positions |
| 17:49 |
Krock |
.. and place the schematics |
| 17:50 |
Vanta |
I see, I guess that's why people place empty nodes with schematic spawning abms instead, haha |
| 17:51 |
Krock |
they should rather use node timers instead of abms - it also spreads the load on the server, i.e. reduces the on-generate lag |
| 17:59 |
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| 17:59 |
Vanta |
Big thanks for help |
| 18:00 |
Krock |
!next |
| 18:00 |
MinetestBot |
Another satisfied customer. Next! |
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| 18:59 |
Vanta |
Another question: how can I do operations (for example cave decoration) after it's already been generated? Here is an example snippet, https://pastebin.com/vZrAyZpj |
| 18:59 |
Vanta |
It never passes the check if node is air |
| 18:59 |
Vanta |
I can only assume that at the moment of execution caves are not generated yet and everything is stone |
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| 19:20 |
paramat |
Vanta see https://github.com/paramat/planets/blob/c325020d994644786a51967d3776b97d82f46029/init.lua#L396 for an example |
| 19:22 |
paramat |
use 'place schem on vmanip' between 'set data' and 'write to map', and create a table of positions between 'get data' and 'set data' |
| 19:22 |
paramat |
as Krock advised |
| 19:24 |
swift110 |
hey all |
| 19:28 |
paramat |
Vanta in your 2nd code paste, you are not changing 'ivm' in the y loop |
| 19:29 |
paramat |
the loop is better in ZYX order, then you can just do ivm = ivm + 1 in the x loop |
| 19:33 |
Vanta |
Yes, I've noticed, I just copypasted this from somewhere |
| 19:34 |
Vanta |
It still wouldn't work though, because I'm testing if content_id is default:air |
| 19:34 |
Vanta |
While it should be just "air" |
| 19:34 |
paramat |
yes |
| 19:35 |
paramat |
anyway, in 'on generated' everything has been generated, including caves |
| 19:35 |
Vanta |
Well, I had "working" snippet before that did detect stone but didn't detect air, so I came to this false conclusion that caves are generated later |
| 19:36 |
Vanta |
And tried altering the code, searched for examples, came up with the snipped you've seen, but all this time I've been checking for wrong node id |
| 19:38 |
Vanta |
Why I should just make another loop only for placing decorations? Perfomance reasons? |
| 19:38 |
Vanta |
should'nt* |
| 19:38 |
Vanta |
I mean schematics |
| 19:40 |
paramat |
because 'place on vmanip' adds a schem to 'vm', not 'data'. so in your paste when you did 'set data (to vm)' you were overwriting the schems you had added to 'vm' |
| 19:40 |
Vanta |
No, I mean completely separate loop that just does place_schematic_on_vmanip |
| 19:40 |
Vanta |
Without setting and writing to map vm data |
| 19:45 |
Vanta |
https://pastebin.com/QZ0jdCdU |
| 19:45 |
Vanta |
This for example |
| 19:45 |
Vanta |
It works for me |
| 19:45 |
paramat |
ah you mean using 'place schematic' instead? |
| 19:45 |
Vanta |
no, using place_schematic_on_vmanip |
| 19:47 |
paramat |
ok yes just saw the paste |
| 19:48 |
paramat |
i can't see how that paste works, you never write the vm to map after adding the schematics |
| 19:49 |
Vanta |
I don't know either, but it does exactly what I want, on first loop it adds floating bush leaves to air, on second loop it spawns trees on stone nodes |
| 19:50 |
paramat |
plus you have already looped through the mapchunk already, doing it twice may be pointless, might as well create a table of positions n the first loop |
| 19:50 |
paramat |
hm weird :) |
| 19:51 |
Vanta |
Well yes that's why I had doubts about that eariler |
| 19:55 |
Vanta |
https://imgur.com/a/eDnSeWY it's dark and trees are too dense (1/5 chance of spawn) but they are clearly spawned |
| 20:02 |
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| 20:03 |
Krock |
don't pass "data" to write_to_map |
| 20:03 |
Krock |
and move write_to_map below the 2nd 3D-loop |
| 20:03 |
Krock |
that should solve the lighting issues IIRC |
| 20:04 |
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| 20:10 |
paramat |
"don't pass "data" to write_to_map" yes, that's a common mistake started by a mistake in hmmmm's lvm example |
| 20:11 |
paramat |
even if it works it's still bad code ;) |
| 20:12 |
Vanta |
Well anyway now I have read voxel manipulator wiki page and seen methods |
| 20:13 |
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| 20:14 |
Gael-de-Sailly |
you should define your content_id once, at beginning |
| 20:14 |
Gael-de-Sailly |
avoid using it in the loop, it takes time |
| 20:14 |
Vanta |
It's just a test example |
| 20:15 |
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| 20:31 |
paramat |
the wiki page is probably out of date and misleading. i made a thread in the news forum with a good example |
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| 22:23 |
MineLord |
Is there a way to have multiple admin accounts for a server? |
| 22:28 |
ThomasMonroe |
yes |
| 22:28 |
ThomasMonroe |
just grant them 'all' :P |
| 22:32 |
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| 22:32 |
MineLord |
Thanks |
| 22:39 |
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