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IRC log for #minetest, 2017-06-24

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Time Nick Message
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00:17 Nexus24680 Wuzzy
00:17 Nexus24680 Can anyone help me port this MCL2 mod to default Minetest?
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00:54 MinetestBot [git] paramat -> minetest/minetest: Mgv7: Avoid divide-by-zero errors 34e8e0e https://git.io/vQYis (2017-06-24T00:48:29Z)
00:54 MinetestBot [git] paramat -> minetest/minetest: Mgvalleys: Use existing 'lava_max_height' value in CavesRandomWalk 9a77397 https://git.io/vQYiG (2017-06-24T00:48:20Z)
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00:59 tumeninodes gonna drop this here if anyone wants to check it out. Quick little irrlicht / c++ game no longer in dev. but has some neat bits http://garnetgames.com/puzzlemoppet/
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03:30 ThomasMonroe goodnight everyone
03:30 bigfoot547 Bye again
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06:22 AntumDeluge I'm unclear on attribution/license for three textures from 'default' mod ...
06:22 AntumDeluge https://github.com/minetest/minetest_game/blob/ma​ster/mods/default/textures/default_coal_lump.png
06:22 AntumDeluge https://github.com/minetest/minetest_game/blob/mas​ter/mods/default/textures/default_mineral_coal.png
06:22 AntumDeluge https://github.com/minetest/minetest_game/blob/mas​ter/mods/default/textures/default_mineral_iron.png
06:22 AntumDeluge README isn't clear on these: https://github.com/minetest/minetest_ga​me/blob/master/mods/default/README.txt
06:23 AntumDeluge 'default_coal_lump' appears to be CC BY-SA 3.0 by Gambit but was renamed from 'default_coal.png'. But, I am not 100% sure.
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07:27 zahran hi
07:28 zahran Sokomine: was that travelnet ur creation?
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07:31 cheapie zahran: Sokomine made that mod, yes.
07:31 zahran hm....i was having trouble installing it.
07:31 cheapie What issue do you have?
07:32 zahran failed to enable mod Sokomine-travelnet as it contains dissalowed characters
07:32 cheapie Rename it so it doesn't have a "-" in it.
07:32 zahran ok, thankx
07:33 zahran ok, worked, thanks cheapie
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09:01 sfan5 AntumDeluge: if it was renamed/based on that then it's that license
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09:02 AntumDeluge sfan5, yes, but I don't know if that is the case.
09:04 sfan5 you can check in the git history
09:04 AntumDeluge Ah, good point. Thank you.
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09:44 MinetestBot [git] nerzhul -> minetest/minetest: Game::showOverlayMessage: securise function 8a84e89 https://git.io/vQYNF (2017-06-24T09:43:17Z)
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11:23 DS-minetest !c 2**5
11:23 MinetestBot 32
11:42 MinetestBot [git] Dumbeldor -> minetest/minetest: C++11 cleanup on constructors guiEngine (#6036) 9da5fb1 https://git.io/vQOvW (2017-06-24T11:41:30Z)
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12:17 Out`Of`Control hi
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12:54 Krock hi
12:54 Krock ThomasMonroe, your IP leaks on join
12:56 red-001 and generates a bit of spam especial if you have a bad connection
12:57 red-001 you might want to enable sasl
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13:02 ThomasMonroe hmm
13:02 ThomasMonroe thanks Krock
13:03 Krock !next
13:03 MinetestBot Another satisfied customer. Next!
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13:57 Megaf !server Megaf
13:57 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/6, 0/3 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms
13:57 Megaf ok, the migration from Xen to KVM was succeful
14:00 red-001 !SERVER craig
14:00 red-001 !server craig
14:00 MinetestBot red-001: Craig's Server | minetest.davison.io | Clients: 2/30, 2/4 | Version: 0.4.16-dev / craig-server | Ping: 7ms
14:00 jcalve what kind of syntax is lua_api.txt written in?
14:01 juhdanad I think it is md.
14:01 jcalve looks like md now that you mention it lol
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14:03 Sokomine zahran: yes, the travlenet mod was created by me
14:11 Megaf !server Megaf
14:11 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/6, 0/3 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms
14:11 Megaf Sokomine, ^
14:11 Megaf it is also on http://servers.minetest.net/
14:11 Sokomine strange. not in my list
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14:24 Krock Sokomine, what if you try to connect to it? any error message?
14:25 Krock jcalve, it has been md-like for a while, then converted but there may still be some ugly formatted parts
14:27 jcalve yep pandoc didn't like it very much
14:28 Sokomine connecting is no problem. it just didn't show up in my list
14:28 Sokomine now after manually entering megafs server (again) it does of course show up. but it didn't before
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14:38 Krock hmm..strange
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14:43 tumeninodes So, after some researching, I now have a bit better understanding why MT has no colored lighting to date
14:44 ThomasMonroe hi tumeninodes
14:44 tumeninodes Hi ThomasMonroe
14:44 ThomasMonroe ive seen you comment on a few mods
14:46 tumeninodes good comments or bad comments? :P
14:46 ThomasMonroe i think you commented on mine,  but im not sure
14:46 ThomasMonroe :P
14:46 ThomasMonroe lol
14:46 ThomasMonroe both
14:46 tumeninodes your mod which is?? (sorry I have poor memory)
14:47 ThomasMonroe Exotic ores
14:47 red-001 ThomasMonroe, how far did you get with your redstone recreation project?
14:47 ThomasMonroe i quit bcs of the limitations of the MT engine
14:47 red-001 the one called rubystone or something like that
14:47 ThomasMonroe it cant updat nodes simultaneously
14:48 tumeninodes hi red-001
14:48 red-001 hi tumeninodes
14:48 tumeninodes oh, yes rubystone
14:48 red-001 voxelmanip?
14:49 tumeninodes my eye twitches every time I see the word voxelmanip
14:49 ThomasMonroe lol
14:49 red-001 thats the system TNT uses for bulk node updates
14:49 red-001 and lua mapgens
14:50 red-001 but it's pretty hard to understand if you ask me
14:50 tumeninodes someone suggested I use it to create the drawbridge I was trying a while back
14:50 red-001 a lot of lua table magic is involved
14:51 juhdanad tumeninodes: the sound PR is done.
14:51 tumeninodes hence the twitch
14:51 red-001 tumeninodes, that might be overkill
14:51 ThomasMonroe right, but what i need is to be able to have an instantaneous piston extenstion and retraction for two pistons at the same time
14:51 tumeninodes hi juhdanad
14:51 juhdanad hi
14:51 red-001 it's slower for small areas
14:51 red-001 but a lot faster for large ones
14:51 tumeninodes Really???!! that was much quicker than I anticipated
14:52 juhdanad it was a two-line fix.
14:52 nore ThomasMonroe: that's not a limitation of the mt engine but of how you code things
14:52 tumeninodes juhdanad, wow! that's awesome
14:52 juhdanad https://github.com/minetest/minetest/pull/6040
14:53 juhdanad But now I have to go, goodbye!
14:53 red-001 I'm starting to regrete trying to work on seperating out the config files for diffrent worlds
14:53 tumeninodes bye, and thank you very much
14:53 ThomasMonroe ok nore
14:53 red-001 turns out a lot of stuff accesses settings
14:53 ThomasMonroe but im still not interested anymore
14:53 tumeninodes red-001 I thought it was overkill the moment I glanced at voxelmanip :D
14:54 nore of course, just telling :)
14:54 tumeninodes I thought about trying it with an .mts but have not tried yet
14:54 red-001 what is it suppose to do?
14:54 ThomasMonroe ik
14:55 tumeninodes hold on, I just got confused
14:58 tumeninodes red were you asking me the question "what is it supposed to do"?
14:58 red-001 yeah your mod
14:59 tumeninodes the drawbridge? or the sound
14:59 red-001 is it suppose to create a bridge or create a bridge that can be used as a drawbridge
14:59 red-001 since MTS isn't that good of an idea for the second
15:00 red-001 but it's good enough for the formare
15:00 tumeninodes oh, I was working on a simple drawbridge
15:01 tumeninodes I tried various means but the collision code cant deal with it
15:01 red-001 ThomasMonroe, you might want to ask for voice on -hub
15:02 ThomasMonroe i had voice, but its not auto
15:04 red-001 then do ask an OP if you can be added to the access list
15:05 tumeninodes I figured I could use two instances, the same as trees use from sapling to tree. and try to use on right click to trigger the switch
15:06 ThomasMonroe i asked tenplus1 earlier
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15:13 Billre a player created a drawbridge of sorts with ghoststone on TPS xtreme
15:13 tumeninodes <--- is off to go play with the walking in water pr and keep digging into coloured lighting
15:13 tumeninodes Billre, wha?
15:14 tumeninodes I have made a few but they are non functional past approx 3 nodes (fall through)
15:14 red-001 ghoststone right?
15:14 Billre I don't know how he did it because I never studied it.  but was cool .. use player detector and a timer somehow .. so that if you didn't run across fast enough it would drop you
15:14 Billre right, ghoststone
15:14 Out`Of`Control in water?
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15:15 tumeninodes collision issue same as all of mine, you have to sprint across them
15:15 Billre over water and lava .. about 20 blocks up, spanning between two cliffs.  he actually had three .. two the same, one a bit different .. all in a row .. was a cool challenge to get across them all and die in the lava below
15:15 Out`Of`Control i disable ghost stone, sometimes cause crash when its in water
15:16 Billre didn't know that ... why need in water?
15:18 tumeninodes Is it bizarr I have not heard of ghoststone?
15:18 * Billre stares in disbelief
15:19 tumeninodes hangs head in shame
15:19 Billre apply a mesecon signal to one ghostone connected to others and they all disappear
15:19 tumeninodes 0_0
15:20 red-001 Out`Of`Control, clearly the water shorts the mesecons inside it
15:20 red-001 you need to get waterprove mesecons
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15:20 Out`Of`Control red-001: i could not trigger crash, but after disabling ghoststone no more crashes
15:21 Out`Of`Control so i suspect ghoststone in water trigger it
15:21 tumeninodes I only ever tried mesecons very early on in MT
15:21 tumeninodes hello juhdanad
15:21 Billre if you want to make some cool things, you need it
15:22 Out`Of`Control you did try mover and pistons?
15:22 twoelk try a dreambuilder server. they usually use quite a few for gates and such
15:22 Billre there's even a video out there on how to make a logic register with them ... can make a computer within the game ...
15:22 Sokomine tumeninodes: try to look for a mod that adds drawbridges. there's at least one that comes with a switch. it stores two schematics - one with gate (or bdridge) in one state and one in the other. the switch switches between the two stored states. that works pretty well
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15:22 juhdanad hello. Do not make nodes with large nodeboxes, as they won't work.
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15:23 tumeninodes hi sokomine: see, that;s what I thought.. schematics could do it
15:23 Billre I have a question myself ... is there a mod to make letters?  Like A B C D that are one block high each?
15:24 tumeninodes I think there a like 2 abc type mods
15:24 Sokomine billre: there are lots of mods that add letters
15:25 Out`Of`Control i use moreblocks for that
15:25 tumeninodes juhdanad: you mean with oversized nodeboxes or multiple as a drawbridge?
15:25 Sokomine Billre: check out http://krock-works.16mb.com/MTstuff/modSearch.php and try words that might be contained in such a mod
15:26 juhdanad oversized nodeboxes are not supported by the engine, as the collision calculation time is proportional to the volume of the nodebox.
15:26 twoelk http://wiki.minetest.net/Mods:Learning has a list of alphabet blocks
15:26 juhdanad You can safely use multiple nodes, they should work.
15:26 tumeninodes the problem in attempting to create a basic drawbridge, is the collision code
15:27 Billre oh nice! thanks Solomine and krock
15:27 Billre the drawbridge collides with knights trying to ride across?
15:27 Billre ;-)
15:27 Sokomine tumeninodes: hm, yes. the problem are nodes that are larger than one node. their collusion boxes do (or did?) not always work correctly
15:28 tumeninodes sokomine: even using a schematic? because that was my next attempt when I got around to it
15:28 Sokomine no, the drawbridge does not always collide correctly. imagine a 3 node high drawbridge, drawn up. it might block you at the bottom. but jump or come in higher and you might walk through. or you might walk through if it's placed at a certain position - while it would work correctly placed at another coordinate
15:28 juhdanad The collision check is safe if the collision box does not exceed (-1.5, -1.5, -1.5), (1.5, 1.5, 1.5).
15:29 Sokomine tumeninodes: the schematics approach means that the player builds the gate/bridge out of normal nodes and nodebox nodes etc. - no need for 2-node-high things there
15:29 Krock Billre, the teaching mod contains numbers.. not sure about letters
15:29 tumeninodes dang it.... But yeh this is what I ran into with my drawbridge and portculis
15:29 Billre thanks Krock
15:29 juhdanad tumeninodes: how long is your drawbridge?
15:29 Sokomine yes, i started such a drawbridge mod locally as well and wasn't really satisfied
15:29 tumeninodes it is not such a big issue with the portculis (I'm spelling that wrong) as it is only and up and down action
15:30 tumeninodes juhdanad:it was 5x5 nodes :P
15:30 tumeninodes get to 3 and drop
15:30 Krock !next
15:30 MinetestBot Another satisfied customer. Next!
15:30 Sokomine if you don't need any animation you might of course just use set_node. for a small thing like a drawbridge it'd be more than fast enough
15:30 juhdanad Well, then you need to use multiple nodes as a drawbridge.
15:31 Sokomine even the doors in default kind of use two nodes. even if it's just to block nodes from beeing placed where the upper part of the door is
15:31 Billre you could use a command block to place them if you have admin privs
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15:32 tumeninodes I tried using NBE, A mesh made in blender, etc... in NBE first made one big-a$$ node, then tried with individual nodes
15:33 tumeninodes the only issue using multiple nodes becomes a texture issue between the two states
15:34 Sokomine texture issue?
15:35 tumeninodes create a drawbridge, open (all nodes laying along the ground). Then in the close state, the nodes will be stacked, the textures will be positioned differently
15:35 Sokomine ah, ok
15:36 Sokomine i don't remember which world i did my drawbridge experiments in...
15:36 juhdanad You can use facedir nodes for the drawbridge, or use different nodes for the two state.
15:36 tumeninodes a nice physics set up would be pretty awesome for such things
15:37 tumeninodes true regarding facdir
15:38 tumeninodes but that is what I mean... I could do all of this using schematics, couldn't I?
15:38 tumeninodes and simply keep using the on-right click function as I have been
15:43 tumeninodes trying to find the discussion related to collision with sofar but it is lost in the "ask your modding questions here" abyss
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15:47 tumeninodes off to brave the outside world, ttyl everyone
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17:14 Billre how is "name" or "player" defined in mods?
17:14 Billre I'm looking at some mods and they don't define it the variable but use it
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17:25 jcalve so the api says player.set_physics_override() takes a table as argument but passing a table crashes with the error "userdata expected, got table"
17:33 jcalve whoops it's player:set_physics_override()
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17:33 Nexus24680 Wuzzy, are you here?
17:34 Wuzzy maybe
17:34 Nexus24680 Sup
17:34 Krock jcalve, did the problem solve itself?
17:34 Nexus24680 I stumbled across this and wanted to ask you
17:35 Nexus24680 Would be possible to port mcl_furnaces?
17:35 Nexus24680 To stock
17:35 Nexus24680 ???
17:36 Krock Billre, please provide the context. What would you like to do?
17:36 jcalve Krock: yep
17:36 Nexus24680 Wuzzy, check out the above comments
17:38 Billre Krock: I would like to use a command block to retrieve the nearest players name so that "tell @nearest "hello" name "Welcome to the game"
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17:40 Billre Krock: so basically it would get the name of the nearest player
17:41 Billre Krock: someting like local name = minetest:get_player_name:@nearest or some such thing
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17:43 Wuzzy >_>
17:44 Wuzzy now that I am ready to answer, Nexus24680 is gone
17:44 Wuzzy Billre: not possible yet :(
17:45 Wuzzy but good idea
17:45 Wuzzy but syntax is too verbose
17:45 Krock Billre, the command block does not execute any Lua code
17:45 Billre Krock, I can use the /lua command within it
17:45 Wuzzy oh crap. you're right
17:46 Wuzzy does the command block check privs?
17:46 Krock I believe it's sandboxed
17:46 Billre Wuzzy, I'm not that far into it yet . .just started on /lua this morning
17:46 Wuzzy not the comman block
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17:46 Wuzzy you should try the Luacontroller instead
17:47 Wuzzy this is much better suited for your needs
17:47 Krock hmm.. I don't see any Lua command in Meseoncs
17:47 Krock *mesecons
17:47 Billre Wuzzy, how would the lua controller get the name of the player that actuates it?
17:48 Wuzzy idk
17:49 Wuzzy the luacontroller does not know anythng about its outside world, except for everything which comes trhough the 4 ports
17:49 Wuzzy but maybe you could try some digilines magic? but i am really clueless now
17:49 Krock lua minetest.get_player_by_name("@n​earest"):setpos({x=0,y=0,z=0})
17:50 Krock check out what this one outputs
17:50 Krock (in the command block)
17:50 Wuzzy i bet it will segfault
17:51 Wuzzy ok not segfault
17:51 Wuzzy just crash
17:51 Krock if you're able to use /lua, then the commandblock will be able too
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17:51 Wuzzy hopefully the commandblock does only execute commands if the owner has the correct privs
17:52 Nexus24680 What were you saying?
17:52 Krock Nexus24680, /topic
17:52 Krock see the logs link
17:52 Krock click on it and scroll down to read them
17:52 Nexus24680 OK
17:52 Nexus24680 Done
17:52 Billre command blocks issue chat commands.  /lua is from WorldEdit
17:52 Krock ACK
17:52 Nexus24680 What was your response, Wuzzy?
17:52 Wuzzy Nexus24680: I did not say anything
17:52 Nexus24680 You didn't answer me
17:52 Wuzzy you just disappeared into the void
17:52 Krock Wuzzy, don't worry: https://github.com/minetest-mods/mesecons/blo​b/master/mesecons_commandblock/init.lua#L156
17:53 Nexus24680 Well, I emerged from the darkness
17:53 Wuzzy i dont see why mcl_furnaces must be ported
17:53 Wuzzy its almost identical to Minetest Game's furnace
17:53 Wuzzy in fact, it has been forked from it
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17:53 Krock Nexus24680, http://irc.minetest.net/min​etest/2017-06-24#i_4987586
17:53 Nexus24680 The default one lacks features MCL_furnaces has
17:54 Wuzzy the only real difference is that it has 1 output slot. the rest is really the same
17:54 DS-minetest moremesecons modpack adds a luablock
17:54 Nexus24680 The default furnace only accepts coal as fuel
17:54 Nexus24680 And doesn't has charcoal
17:54 Krock oops. the answer was for Billre
17:54 Billre that's interesting DS-minetest
17:54 Nexus24680 But yours has
17:54 Wuzzy this has nothing to do with  the furnace
17:54 Wuzzy charcoal is in mcl_core.
17:55 Wuzzy in fact, fuels and smelting recipes are completely abstracted away from the furnace mod
17:55 Nexus24680 Where are they located?
17:55 Nexus24680 Exactly
17:55 Wuzzy but this is Minetest's design, not related to subgame or mods
17:55 Wuzzy charcoal is in mods/ITEMS/mcl_core
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17:56 Wuzzy charcoal is very simple. its almost the same as coal, but you can get it from tree trunks
17:56 Billre Krock, I will try testing those lines
17:56 Nexus24680 Ik
17:56 Nexus24680 And where the smelting instructions?
17:57 Wuzzy this is called the "crafting guide" (or "recipe book" in MCL2)
17:57 Wuzzy Minetest Game is one of a few subgames which is still lacking a crafting guide
17:57 Nexus24680 Yeah, but I mean, how did you programmed charcoal and its recipe?
17:58 Wuzzy at least 19 subgames have a crafting guide. Minetest Game doesn't.
17:58 red-001 charcoal is like a 10 liner
17:58 Wuzzy yes
17:58 red-001 plus a texture
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17:58 red-001 there are a bunch of charcoal mods on the forum
17:58 Wuzzy http://krock-works.16mb.com/MTstuff/mod​Search.php?st=0&amp;at=0&amp;q=charcoal
17:59 Wuzzy sigh
17:59 red-001 !mod charcoal
17:59 MinetestBot red-001: Another Charcoal Mod [another_charcoal] by cx384 - https://forum.minetest.net/viewtopic.php?t=13549
17:59 Wuzzy and 5 more mods with IDENTICAL name :((
17:59 red-001 !mod charcoal
17:59 Wuzzy i hate it when mods "share" their identifier
17:59 MinetestBot red-001: Another Charcoal Mod [another_charcoal] by cx384 - https://forum.minetest.net/viewtopic.php?t=13549
17:59 red-001 ;(
17:59 Wuzzy this completely defeats the purpose of an identifier
17:59 red-001 I was hoping it would randomise the selection
17:59 Wuzzy yes "charcoal" is NOT an unique name XO
17:59 Wuzzy lol
17:59 red-001 !mod tnt_extras
17:59 MinetestBot red-001: Extra TNT blast effects [tnt_extras] by red-001 - https://forum.minetest.net/viewtopic.php?t=13959
18:00 red-001 !mod chat_log
18:00 MinetestBot red-001: Chat log [chatlog] by JBR - https://forum.minetest.net/viewtopic.php?t=6220
18:00 red-001 !mod chatlog
18:00 MinetestBot red-001: Chat log [chatlog] by JBR - https://forum.minetest.net/viewtopic.php?t=6220
18:00 red-001 alright then
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18:01 Nexus24680 OK Thanks but how did you added tools, leaves, saplings, etc as fuels?
18:01 Nexus24680 Stock MT only has wood and coal as fuels
18:02 Krock minetest.register_craft({method = "fuel" ...
18:02 Wuzzy you're wrong, Nexus24680
18:02 Wuzzy http://wiki.minetest.net/Smelting
18:02 Wuzzy the correct name is "Minetest Game" by the way, not "Stock MT"
18:02 Wuzzy :P
18:02 twoelk you can use almost anything that burns as fuel
18:02 Wuzzy yes
18:03 DS-minetest !mod hi
18:03 MinetestBot DS-minetest: Too short search term.
18:03 Wuzzy charcoal is not really needed. fuel is cheap in Minetest Game
18:03 twoelk on skyblock servers for example it is wise to start with leaves as fuel
18:03 Wuzzy DS-minetest: http://krock-works.16mb.com/MTstuff/​modSearch.php?st=0&amp;at=0&amp;q=hi
18:04 Wuzzy Public Service Announcement: The forum search is broken. Use this website to find mods: http://krock-works.16mb.com/MTstuff/modSearch.php
18:05 Wuzzy Nexus24680: so... so far there isnt anything in mcl_furnaces which is worth “porting”
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18:05 Wuzzy mcl_furnaces is basically just one of a million forks of furnace from Minetest Game
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18:05 Wuzzy oh wait
18:05 Wuzzy i mean from default/furnace.lua... >_>
18:06 Wuzzy i totally forgot that Minetest Game has that default blob ... >_>
18:06 Calinou we should be like Node.js, split minetest_game into 200 mods
18:06 Calinou dirt/init.lua, cobble/init.lua...
18:06 Calinou :D
18:06 Nexus24680 Well then
18:06 Nexus24680 I download a charcoal mod
18:07 Wuzzy it seems that all charcoal mods suck
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18:08 Nexus24680 Y?
18:08 Wuzzy just a short glimpse
18:08 Wuzzy just forget what i said
18:15 MinetestBot [git] juhdanad -> minetest/minetest: Helper methods for hardware colorization (#5870) 5a41a98 https://git.io/vQOcq (2017-06-24T18:15:09Z)
18:15 MinetestBot [git] juhdanad -> minetest/minetest: Emit liquid sound if the player walks in liquid (#6040) c2df1a0 https://git.io/vQOcm (2017-06-24T18:15:00Z)
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18:40 tumeninodes Shazam! Just realized I'm still logged in :P
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19:24 bigfoot547 Hello
19:25 bigfoot547 Is anyone on?
19:25 red-001 no
19:25 red-001 I'm not here
19:26 red-001 .
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19:27 bigfoot547 Man the kiwiirc thing is hard to control on iPad.
19:28 red-001 anyway hello bigfoot
19:28 bigfoot547 Ahi red-001
19:28 bigfoot547 hi*
19:29 bigfoot547 There is no tab button either, so I have to pull a tenplus1
19:29 bigfoot547 and write the whole nick
19:29 red-001 I'm currently trying to make settings per-world for the server
19:29 red-001 turns out a lot of stuff uses settings
19:29 bigfoot547 I made a proof fo concept mod for that
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19:30 bigfoot547 How do I get a cloak that works with an online irc client? Or can I?
19:31 red-001 https://github.com/red-001/minetest/commit​/02a31af554e63e614b3d239a3cb3a661172e6b0f
19:31 red-001 how I got so far
19:31 red-001 !title
19:31 MinetestBot red-001: [WIP] Make setting files per-world. · red-001/minetest@02a31af · GitHub
19:31 red-001 huh
19:31 red-001 I guess it changed
19:32 red-001 I'm guessing some sort of gateway nonesense
19:33 bigfoot547 Because I want to go on #minetest-dev and ask for #5797 to be re-reviewed.
19:34 bigfoot547 https://github.com/minetest/minetest/pull/5797
19:34 bigfoot547 !title
19:34 MinetestBot bigfoot547: [CSM] Add function to set the FOV of the local player by bigfoot547 · Pull Request #5797 · minetest/minetest · GitHub
19:36 bigfoot547 Ok I need to leave. That was "productive" ;)
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20:12 AntumDeluge Is there any way to get a return value for functions called from the minetest/core global?
20:12 AntumDeluge I wanted to get return values for 'minetest.unregister_item' & 'minetest.register_alias'.
20:14 calcul0n some functions return a value, some thers don't :)
20:14 calcul0n what kind of value do you expect from those ?
20:15 AntumDeluge Hopefully boolean.
20:15 sfan5 why boolean
20:15 sfan5 unregistering items should not fail
20:16 AntumDeluge I could iterate through registered items & alias to find out if they were successfull.
20:16 AntumDeluge It does fail if you don't have the correct item name.
20:16 sfan5 well then check whether the item exists at all beforehand
20:17 AntumDeluge That's difficult to do when I'm using a pre-formatted list that may or may not include items that are not registered.
20:17 calcul0n yep, and unregistering a non-existing item doesn't fail, as the item still doesn't exist at the end :)
20:18 AntumDeluge Right, the server just emits a warning message. But, it would be nice to use the return value to execute follow-up operations. Like I said, I can just iterate through registered items & aliases.
20:18 sfan5 why is that difficult
20:19 AntumDeluge It's not. I just figured that a return value would be more optimized.
20:19 AntumDeluge It's not difficult, but it's more complicated than just getting a return value.
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21:09 jcjordyn120 is there a way to revoke all permissions from everyone?
21:12 sfan5 you edit auth.txt
21:12 sfan5 (that's the easiest way at least)
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21:14 jcjordyn120 I have like 2000 entries lol.
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21:16 IhrFussel jcjordyn120, you use commands for that...I edited a 50,000 lines auth with those
21:17 jcjordyn120 IhrFussel, oh nice
21:17 IhrFussel I mean command line commands not ingame... is your server runbnin
21:18 IhrFussel running* Linux?
21:18 jcjordyn120 yep.
21:19 IhrFussel And you want to revoke ALL privs from EVERY account?
21:21 jcjordyn120 IhrFussel, yes
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21:25 IhrFussel jcjordyn120, I'll look for a fitting command in a few minutes
21:26 jcjordyn120 cool
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21:43 IhrFussel jcjordyn120, sorry I had a call...will try to write one now
21:43 jcjordyn120 it's fine
21:47 IhrFussel jcjordyn120, UNTESTED but seems to work awk 'BEGIN {OFS=FS=":"} {gsub (/.+/, "", $3)}1' path/to/auth.txt > testauth.txt
21:48 IhrFussel See if testauth.txt has the desired results
21:52 jcjordyn120 it works
21:53 jcjordyn120 I just need to regrant everyone interact and shout lol
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21:54 IhrFussel jcjordyn120, that's very easy with a mod
21:54 jcjordyn120 orly
21:56 IhrFussel Yes one sec I'll do a pastebin
21:59 IhrFussel jcjordyn120, this should work https://pastebin.com/9nevn9YA
22:00 jcjordyn120 nice
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23:19 Johnnygag Somone Please Help Me
23:25 Dumbeldor What do you want Johnnygag ?
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23:31 Johnnygag I Have The Home Decor MOD But The Kitchen Set Living Set Nor Bathroom Set Are Showing Up :(
23:34 Dumbeldor You have to activate the mod
23:35 Johnnygag I did its Enabled For My World But Now Showing Up
23:35 Johnnygag Not*
23:36 Dumbeldor Your other mods work ?
23:36 Johnnygag Yes
23:38 Dumbeldor Check the version of the mod. Re-installs the. And if you can not, try posting on the forum. You can also contact the mod developer.
23:38 IhrFussel Johnnygag, check the dependencies if ti has any
23:38 IhrFussel it*
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23:38 Johnnygag ok give me a sec
23:39 Dumbeldor Good luck Johnnygag :p
23:39 Johnnygag wool home decor_i8n & Unifieddyes
23:40 Johnnygag sorry Homedecor_i18n
23:42 Johnnygag Dependencies Are Wool HomeDecor_i18n & Unifieddyes
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23:53 GreenDimond *sigh* still can't figure out how to test PRs.
23:53 bigfoot547 Download it then compile it then test it
23:53 GreenDimond doing curl -I https://github.com/minetest/m​inetest_game/pull/1794.patch | git am says its empty.
23:54 Johnnygag Compile it?
23:55 bigfoot547 Yep
23:55 bigfoot547 cmake .
23:55 bigfoot547 make -j 4
23:55 Johnnygag What is Compile?
23:55 GreenDimond Still confused...
23:55 bigfoot547 Make the c++ code into machine code for your computer
23:55 GreenDimond how do you download a PR...
23:55 Johnnygag uhhh Idk half the stuff your saying
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23:56 bigfoot547 https://github.com/minetes​t/minetest_game/pull/1794 is the pull rught?
23:56 GreenDimond yes
23:56 bigfoot547 Go into https://github.com/DS-Minete​st/minetest/tree/bed_colors
23:57 bigfoot547 Because at the top of the page:
23:57 bigfoot547 DS-Minetest wants to merge 5 commits into minetest:master from DS-Minetest:bed_colors
23:57 bigfoot547 DS-Minetest:bed-colors is the branch
23:57 Johnnygag no my problem is That Home Decor Is Not SHowing Up
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