| Time |
Nick |
Message |
| 01:07 |
|
olliy joined #minetest |
| 01:23 |
|
swift110-phone__ joined #minetest |
| 01:31 |
|
Extex joined #minetest |
| 02:02 |
|
Pie-jacker875 joined #minetest |
| 02:08 |
|
begui joined #minetest |
| 02:49 |
|
theolodger joined #minetest |
| 02:52 |
|
sec^nd joined #minetest |
| 03:26 |
|
theolodger joined #minetest |
| 03:50 |
|
Verticen joined #minetest |
| 03:58 |
|
MDude joined #minetest |
| 04:00 |
|
ssieb joined #minetest |
| 04:55 |
|
TomTom joined #minetest |
| 05:16 |
|
Unit193 joined #minetest |
| 05:20 |
|
olliy joined #minetest |
| 06:52 |
|
DrFrankenstone_ joined #minetest |
| 06:58 |
|
theolodger joined #minetest |
| 07:35 |
|
oil_boi joined #minetest |
| 07:50 |
|
calcul0n joined #minetest |
| 08:00 |
|
ShadowNinja joined #minetest |
| 08:00 |
|
calcul0n_ joined #minetest |
| 08:35 |
|
FeXoR joined #minetest |
| 08:50 |
|
erlehmann joined #minetest |
| 09:26 |
|
Barrier joined #minetest |
| 09:59 |
|
macc24 joined #minetest |
| 10:59 |
|
proller joined #minetest |
| 11:05 |
|
Fixer joined #minetest |
| 11:28 |
|
Pie-jacker875 joined #minetest |
| 11:42 |
|
Xorkle joined #minetest |
| 11:49 |
bebebeko |
guys, it's is possible to get ObjectRef for node at some position? my case: i need get ObjectRef for node at position { x = 10, y = 10, z = 10 } and call set_nametag_attributes() method |
| 11:50 |
sfan5 |
nodes are not objects so no you can't do that |
| 11:51 |
bebebeko |
sfan5: oh sad news :( thank you again |
| 11:52 |
sfan5 |
you can use the waypoint hud element to add a nametag in-world |
| 12:01 |
bebebeko |
sfan5: I try to find some way to get something like that https://www.youtube.com/watch?v=to2BMSdGwlo |
| 12:01 |
bebebeko |
waypoint hud element can help me? |
| 12:05 |
sfan5 |
hm |
| 12:05 |
sfan5 |
for that case you'd rather use an entity that displays the text |
| 12:06 |
sfan5 |
nametags can give you text display, but not styled like in that video |
| 12:09 |
bebebeko |
sfan5: okay, thank you, I'll research this way |
| 12:14 |
rubenwardy |
I actually have some code that makes a fake ObjectRef for a node |
| 12:14 |
rubenwardy |
it doesn't add any new engine functionality, but it allows you to refer to objects and nodes using a single interface |
| 12:14 |
rubenwardy |
This is in conquer - I wanted it to be possible to say attack(ref) rather than attack_node and attack_object |
| 12:24 |
|
djenkins_ joined #minetest |
| 12:24 |
|
BuckarooBanzai1 joined #minetest |
| 12:26 |
|
olliy_ joined #minetest |
| 12:27 |
|
frostsno1 joined #minetest |
| 12:28 |
|
cheapie_ joined #minetest |
| 12:28 |
|
aldum_ joined #minetest |
| 12:28 |
|
ivangovnoff joined #minetest |
| 12:30 |
|
macc24_ joined #minetest |
| 12:31 |
|
Scarecrow_ joined #minetest |
| 12:31 |
|
MrSmurf joined #minetest |
| 12:38 |
|
erstazi joined #minetest |
| 12:39 |
|
ssieb joined #minetest |
| 13:10 |
|
FreeFull joined #minetest |
| 13:25 |
|
fruitsnack joined #minetest |
| 13:25 |
fruitsnack |
Hey, how do I get current itemstack selected in hotbar? |
| 13:27 |
|
Flitzpiepe joined #minetest |
| 13:28 |
fruitsnack |
nvm found it |
| 13:36 |
|
Zughy joined #minetest |
| 13:38 |
NorKle |
5 |
| 13:38 |
NorKle |
oops |
| 13:38 |
NorKle |
hi |
| 13:48 |
|
fruitsnack joined #minetest |
| 13:49 |
fruitsnack |
is there a way to store entity reference in an itemstack metadata? |
| 13:49 |
rubenwardy |
there's not |
| 13:50 |
rubenwardy |
you can make your own ID referencing mechanism |
| 13:50 |
rubenwardy |
like, assign ids when creating entities |
| 13:50 |
rubenwardy |
use them to track between loads |
| 13:50 |
rubenwardy |
Minetest's built-in ids are intentionally not exposed to modding, as they are volatile |
| 13:52 |
|
_Zaizen_ joined #minetest |
| 13:58 |
|
Pie-jacker875 joined #minetest |
| 14:03 |
|
Zughy joined #minetest |
| 14:22 |
fruitsnack |
ok thanks |
| 14:23 |
fruitsnack |
Another question, can I compare itemstacks, as in, are they the same objects and == them would properly return false or true? |
| 14:23 |
fruitsnack |
I mean not two different itemstacks with same contents but a same reference to one itemstack |
| 14:24 |
sfan5 |
that behaviour was recently(?) changed to compare contents |
| 14:24 |
sfan5 |
so if you want a specific behaviour it's better to explicitly write out the checks you need |
| 14:25 |
sfan5 |
uh wait, that wasn't merged #9880 |
| 14:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/9880 -- LuaItemStack: Add __eq metamethod by ClobberXD |
| 14:25 |
fruitsnack |
hm, how do I check then if the itemstack is indeed the same, not another itemstack with same contents? |
| 14:25 |
rubenwardy |
you'd need to compare the location instead |
| 14:27 |
fruitsnack |
hm, I plan on making a tool that spawns an entity that is active for an arbitrary amount of time, and continuously checks if the wielded stack is the same |
| 14:27 |
sfan5 |
currently itemstack1 == itemstack2 will do that but I wouldn't rely on it |
| 14:27 |
sfan5 |
uh in that case, you cannot expect get_wielded_item() to return the same reference |
| 14:27 |
sfan5 |
s/reference/itemstack/ |
| 14:28 |
fruitsnack |
yes, in that case the entity is removed |
| 14:28 |
fruitsnack |
Or you mean it wouldnt return the same itemstack even if wielded itemstack didnt change? |
| 14:28 |
sfan5 |
yes |
| 14:29 |
sfan5 |
in fact I'm pretty sure calling get_wielded_item() twice will get you two different objects |
| 14:29 |
fruitsnack |
hm, my own ID referencing mechanism with metadata IDs it is them |
| 14:29 |
fruitsnack |
then* |
| 14:31 |
bebebeko |
I correctly understand, there is no meta for entities? I need to create my own Lua tables for storing entity's metadata? |
| 14:32 |
fruitsnack |
I think you can define custom fields directly in entity definition |
| 14:32 |
fruitsnack |
and access/modify them in entity instances |
| 14:32 |
|
Taoki joined #minetest |
| 14:33 |
rubenwardy |
bebebeko: staticdata is a string representation of an entity |
| 14:33 |
rubenwardy |
~book entit |
| 14:33 |
rubenwardy |
!book entit |
| 14:33 |
MinetestBot |
rubenwardy: Objects, Players, and Entities - https://rubenwardy.com/minetest_modding_book//en/map/objects.html |
| 14:34 |
rubenwardy |
You'd need to serialize lua members into staticdata |
| 14:34 |
rubenwardy |
the book has an example |
| 14:34 |
bebebeko |
fruitsnack, rubenwardy thanks! |
| 15:00 |
|
kamdard joined #minetest |
| 15:17 |
|
_Zaizen_ joined #minetest |
| 15:21 |
|
Lone_Wolf joined #minetest |
| 15:51 |
|
Extex joined #minetest |
| 15:53 |
|
_Zaizen_ joined #minetest |
| 16:22 |
|
Pie-jacker875 joined #minetest |
| 16:39 |
|
Pie-jacker875 joined #minetest |
| 16:52 |
|
Verticen joined #minetest |
| 17:00 |
|
awell joined #minetest |
| 17:09 |
|
Anulo2 joined #minetest |
| 18:06 |
|
FeXoR joined #minetest |
| 18:17 |
|
theolodger joined #minetest |
| 18:21 |
|
Miner_48er joined #minetest |
| 18:44 |
|
SwissalpS joined #minetest |
| 18:48 |
|
Pie-jacker875 joined #minetest |
| 19:03 |
|
Verticen joined #minetest |
| 19:12 |
|
Conradish006 joined #minetest |
| 19:13 |
|
sandrabbit_1 joined #minetest |
| 19:15 |
|
sandrabbit_1 left #minetest |
| 19:21 |
|
aldum joined #minetest |
| 19:37 |
|
Pie-jacker875 joined #minetest |
| 19:51 |
|
Pie-jacker875 joined #minetest |
| 20:04 |
specing |
Hello |
| 20:04 |
specing |
Any expert on digilines out here? |
| 20:05 |
specing |
Does a digiline chest or digiline detector tube send its item info in a more usable format in addition to the string in event.msg? |
| 20:05 |
specing |
or what is the most efficient way to parse that out in a luacontroller. string.split seems unavailable |
| 20:05 |
specing |
not does event.msg.split(" ") work |
| 20:10 |
calcul0n_ |
specing, i use this function : local s1 = string.find(stack, " ", 1, true) if s1 then return string.sub(stack, 1, s1-1), tonumber(string.sub(stack, s1, string.find(stack, " ", s1+1, true))) else return stack, 1 end |
| 20:11 |
calcul0n_ |
(where stack is event.msg) |
| 20:11 |
calcul0n_ |
it returns two values, name, count |
| 20:11 |
specing |
excellent, I just discovered that string.find does work in a luacontroller |
| 20:15 |
|
BuckarooBanzai joined #minetest |
| 20:30 |
|
galex-713 joined #minetest |
| 20:41 |
|
tarrie joined #minetest |
| 20:42 |
tarrie |
which is the best and popular mod for mobs? |
| 20:44 |
calcul0n_ |
tenplus1's mobs_redo is probably the most popular |
| 20:47 |
tarrie |
thx ill take a look |
| 20:48 |
tarrie |
are mods server side too? do they require the client to have them? |
| 20:53 |
|
macc24 joined #minetest |
| 20:57 |
|
Pie-jacker875 joined #minetest |
| 21:05 |
Lone_Wolf |
@tarrie, mods are completely server-side, unless you're talking about client side mods, which are completely clientside |
| 21:05 |
tarrie |
Lone_Wolf: wow thats really cool |
| 21:06 |
tarrie |
it's my first day trying out minetest and im really impressed |
| 21:06 |
Lone_Wolf |
If you haven't already you should check out https://content.minetest.net/ |
| 21:07 |
Lone_Wolf |
If you see a mod you like you can open up Minetest and download the mod from the content menu |
| 21:07 |
Lone_Wolf |
Or I guess download it from the site and extract into Minetest/mods/ |
| 21:08 |
|
majochup joined #minetest |
| 21:09 |
Lone_Wolf |
The site has a tag for mob/npc mods actually https://content.minetest.net/packages/?type=mod&page=1&tag=mobs |
| 21:19 |
|
Anulo2 joined #minetest |
| 21:25 |
SoylentCow |
yah i haven't tried anything else lately because mobs_redo seems super-stable, and real easy to modify |
| 21:25 |
SoylentCow |
and now it has mob_horse!!! |
| 21:46 |
|
tyler-2 left #minetest |
| 21:55 |
|
theolodger joined #minetest |
| 22:02 |
|
Lone_Wolf joined #minetest |
| 22:05 |
|
Anulo2 joined #minetest |
| 22:21 |
|
Markow joined #minetest |
| 22:22 |
|
Extex joined #minetest |
| 22:29 |
|
fruitsnack joined #minetest |
| 22:30 |
|
Hawk777 joined #minetest |
| 22:31 |
|
swift110-phone__ joined #minetest |
| 22:38 |
|
_Zaizen_ joined #minetest |
| 22:44 |
|
Pie-jacker875 joined #minetest |
| 23:31 |
|
tyler-2 joined #minetest |