Time Nick Message 00:00 kahrl hmm now it is 10-15 FPS 00:01 kahrl it settled at 10 FPS (range 9-12) 00:02 VanessaE 11fps for me and it's dropping slowly. 00:03 kahrl yeah, it is dropping, now I'm starting to get 8 FPS sometimes 00:03 VanessaE this is definitely not the contents of the world doing it 00:06 kahrl have you tried making all the pipes drawtype normal? 00:06 VanessaE not yet, but it isn't the pipes doing it 00:06 kahrl sure? 00:06 VanessaE normally I get 20-23 fps around the spawn. Now, abotu 11 00:07 VanessaE with no changes whatever to the contents of the world near the spawn, nor to the pipeworks mod 00:08 kahrl the alpha trees aren't the problem either? 00:08 VanessaE what alpha? 00:08 VanessaE you mean the leaves? 00:09 kahrl the tree with alpha glass around it 00:09 VanessaE nope, that's been there forever 00:09 kahrl with an actual alpha texture? 00:09 VanessaE yep. 00:09 VanessaE this performance issue has been going on for a few weeks at most, but that tree has been there at least for a couple months 00:09 kahrl how was this done? some abuse of liquid drawtype? 00:09 kahrl because alpha was only added recently 00:09 VanessaE nope, use_texture_alpha + shaders, some stuff hmmmm added. 00:10 kahrl well that's not forever :P 00:10 VanessaE ok maybe the tree's not as old as I suggest, but it's been there long before the performance problems started. 00:10 kahrl when was that? 00:10 VanessaE a couple of weeks maybe 00:16 VanessaE perhaps less 00:16 VanessaE I get so frustrated at such things I lose track of when it happens. 00:17 kahrl did you get a lot of 'Meshbuffer ran out of indices' at the spawn before I fixed that? 00:17 VanessaE no actually. 00:17 VanessaE I didn't. 00:17 VanessaE or only very rarely. 00:18 VanessaE in fact, whether I got those errors or not was rather random 00:19 VanessaE I'd like to speculate on what I think it is, but I can't remember the terminologu. 00:19 VanessaE terminology* 00:19 kahrl "thing" and "stuff" always works 00:19 VanessaE where the world should be broken up into manageable chunks from irrlicht's perspective, but isn't 00:20 VanessaE scene nodes or something like that? 00:20 kahrl mapblocks? 00:20 VanessaE no, not from MT's perspective, but from irrlicht's 00:20 kahrl I see. Well there is only one (important) scene node 00:21 VanessaE I'm wondering if maybe we're just "overloading" irrlicht? 00:21 kahrl no, because all irrlicht does it calling the draw function of ClientMap 00:21 VanessaE hm. 00:22 kahrl which renders the meshbuffers of the world in some order, the same would happen if it were in separate scene nodes 00:22 VanessaE ok, so that really doesn't matter then 00:22 VanessaE so it comes down to how *much* is being rendered,. 00:22 VanessaE rather than how it's packaged/partitioned. 00:23 kahrl it does matter a bit, that's why meshbuffers are sorted by material 00:23 VanessaE I've returned to the spawn, loaded up all of the surrounding map, and now it's rendering at ~21 fps. 00:23 kahrl but the quantity of the geometry data is the major thing 00:23 VanessaE where earlier (half hour ago?) I was getting half of that 00:24 Exio maybe something stacking up somewhere? 00:24 kahrl fewer players around? 00:24 VanessaE I think so - the longer I run my client, the worse my fps gets until I am forced to restart it. 00:24 VanessaE exio ^^^ 00:24 VanessaE kahrl: doubt it, but it may have something to do with meshes in general 00:26 VanessaE there's been some speculation that the entity duplication bug may be at fault. 00:26 kahrl possible 00:27 Exio any way to check entities around? 00:27 VanessaE fps dropping to 18 now, and I haven't moved or turned for the past 4 minutes. 00:27 Exio the number of entities* 00:27 VanessaE Exio: there is a Lua function for that, but nothing like a server command 00:27 Exio and debug screen? 00:27 Exio and i mean in a visible range and so on 00:28 Exio MC haz it! (yes, kill me!) 00:28 Exio :P 00:28 kahrl I'll let PA do it then :P 00:28 VanessaE ah, animated meshes, 21 00:28 VanessaE (f6, page 1) 00:29 kahrl does f6 look weird for anyone else? 00:29 VanessaE define weird 00:29 kahrl no newlines or word wrapping 00:29 VanessaE nope, works fine for me. 00:29 kahrl huh. 00:30 Exio same here kahrl 00:30 kahrl I recently enabled freetype, does that do it? 00:31 VanessaE no idea, freetype and I don't get along :) 00:31 Exio my build has freetype enabled; too 00:35 kahrl indeed freetype is the cause 00:35 kahrl well the freetype support code in minetest 00:39 VanessaE kahrl: trying your suggestion of swapping nodebox for normal, I only see roughly a 5 fps difference between the two. 00:40 VanessaE max 24 fps on the server as you saw it, averaging 31 fps in singleplayer on the same map, standing in the same spot. All nodebox drawtypes have been replaced with "normal". 00:40 VanessaE it's varying widely though, just standing here. 31...33...34...30.. 00:41 VanessaE seems to want to settle at around 32, which is ~6 fps higher than I'd get under "normal" circumstances. 00:42 VanessaE pan over a little, drops to about 27. 00:43 kahrl I'm used to 50-60 so all of these are low for me :P 00:43 VanessaE looking at the buildings north of the spawn with the "B I" and "B C" signs on them 00:44 VanessaE solid verticies drawm, about 125k, so clearly less with all cubes than with nodeboxes, but the actual performance doesn't follow. 00:44 VanessaE 154k.. 00:44 VanessaE 170k there. 00:45 VanessaE still think nodeboxes are the root cause of my performance issue? :) 00:45 Exio what the fuck? 00:46 VanessaE this is with a view distance of 50 and 256px HDX textures. 00:46 VanessaE on an HD6870 video card, which I am sure you know should be able to pull off far more. 00:46 VanessaE Exio: what? 00:47 Exio 170k solid vertices? 00:47 VanessaE Exio: yep. 00:48 VanessaE Exio: it explodes into the 500k range when I'm on the live map/unmodified game 00:58 VanessaE confirmed. 475k vertices and ~22 fps on the live map/unmodded game with the same view distance of 50 and 256px textures. 01:10 kahrl Anyone who gets the mesh update thread error regularly want to try something? 01:11 kahrl https://github.com/kahrl/minetest/commits/latemedia 01:11 kahrl in particular https://github.com/kahrl/minetest/commit/8fd1e9b56a90d46e624da2da4ad7a9d93d2a1c88 01:12 kahrl (this should not break compatibility with any server) 01:13 kahrl brb 02:14 VanessaE kahrl: that glitchy water seems to be restricted to irrlicht 1.8 - it isn't bugging out when the client is built against irrlicht 1.7.2. 02:16 VanessaE one thing about liquids that does need fixed is that certain angles of flowing water have the animation running in the wrong direction. 06:46 kahrl updated my latemedia commit: https://github.com/kahrl/minetest/commit/bd5123776a15e9f0bbff915e0b57be2747e5ac2b 06:46 kahrl https://github.com/minetest/minetest/pull/770 06:51 kahrl should https://github.com/minetest/minetest/pull/767 be re-merged? [Fix multiple texture support for animated meshnodes] 08:51 Taoki Hi. Can anyone suggest how I can extract a Lua table from a Lua table in the code? In the Lua function I first add if(lua_istable(L, 1)), but what if that table contains multiple tables I need to extract? 08:52 Taoki Hmm... maybe I need to do a for loop and use if(lua_istable(L, x)) instead (where x is the looping integer) 08:53 Taoki Still, how would I extract multiple tables from a table... 12:11 kahrl Taoki: you should be able to see that in register_craft 12:11 kahrl it does a lot of type-dependent, dynamic and nested table reading 12:18 PilzAdam kahrl, re F6 is all in one line with freetype: I had this issue with the "SINGLEPLAYER" thingy in the main menu when adding freetype; IIRC it was fixed by setting line wrapping to true 12:18 PilzAdam or word wrapping or whatever Irrlicht calls it 12:27 kahrl PilzAdam: ah nice, that did it 12:28 kahrl https://gist.github.com/kahrl/5773295 12:28 PilzAdam seems like \n only works with that if freetype is used 12:30 PilzAdam kahrl, feel free to push it 13:00 PilzAdam kahrl, https://github.com/PilzAdam/minetest/commit/1f0d04b1938fb41830d5a3d8651bf9aebf74ea28 13:05 kahrl that looks like a controversial change 13:06 kahrl why only for the mousewheel and not 1-8 keys? 13:07 PilzAdam gameplay wise its good that you cant change to a lower pickaxe after using the faster one for all the "work"; and it also doesnt make sense that a hand can keep the crack a pickaxe has produced when releasing the left mouse button removes the crack instantly 13:08 kahrl I personally am not opposed to it but some people might not like it 13:10 kahrl the way it is implemented in minecraft is stupid: if you have e.g. tree trunks in your hand and punch a tree with them, and then pick up the tree blocks you broke, it resets your dig time 13:12 kahrl however if you're only resetting it when the selected hotbar slot changes there can be "exploits" 13:12 kahrl for example dropping an expensive pick while mining a tough to break node 13:13 PilzAdam the is most likely not able to break the rest of the node 13:13 kahrl and then pick the pick back up -> didn't use durability 13:13 PilzAdam +hand 13:13 kahrl oh, yeah that is true in minetest 13:14 PilzAdam the player cant really do anything against mods changing his wield item, but he is responsible for changing the selected item 13:16 PilzAdam btw, it also applies to keys changing the selected item: https://github.com/PilzAdam/minetest/commit/d159842c984378b3de6ca55e26226b080c8cfaa3 13:16 PilzAdam +now 13:18 kahrl another option would be to not fully reset, but scale the dig_time to the new dig_time_complete 13:18 kahrl it's not realistic but might be better gameplay wise 13:19 kahrl wait how does this work 13:20 kahrl if you change from a fast pick to a slow one it changes dig_time_complete but not dig_time 13:20 kahrl so you don't gain anything from doing that 13:20 kahrl ^ (without your patch) 13:21 PilzAdam oh, true 13:25 PilzAdam what you can do is holding down left mouse button on something you cant dig with your hand and then switch to a tool and its instantly removed 13:26 PilzAdam you dont get any advantage from that but its illogical 13:26 kahrl yeah 13:26 kahrl perhaps set dig_time to min(dig_time, old_dig_time * new_dig_time_complete / old_dig_time_complete) 13:27 kahrl old_dig_time = dig_time 13:29 PilzAdam if(dig_time_complete < 100000.0) dig_time += dtime; else dig_time = 0; works too 13:30 kahrl yep 13:30 PilzAdam so you lose your dig_time if switching to a tool that cant dig the node 13:30 PilzAdam otherwise the dig_time is kept 13:31 kahrl it still does the insta-mine thing if you switch from a wooden pick to a mese pick 13:31 kahrl but it's not as bad 13:31 PilzAdam yep 13:32 PilzAdam there needs to be a client.setCrack(-1, nodepos); in the else block too 13:33 PilzAdam so the cracks are removed when switching to the hand 13:35 kahrl right 13:36 PilzAdam so it looks like this: https://github.com/PilzAdam/minetest/commit/7a58c1d4ca7a59f05043ff3c2caeab16c0a78a0d 13:37 PilzAdam this also fixes the bug that you can dig stone with your hand in 100000 seconds 13:37 kahrl heh 13:39 kahrl isn't it 10000000? 13:39 kahrl so tape down the left mouse button for half a year :P 13:40 kahrl I think setCrack should only be called if the dig_time was not previously 0, because otherwise doesn't this trigger a mesh update every frame? 13:41 kahrl ah no setCrack handles that 13:43 kahrl I think the patch is good then 13:46 kahrl if you want to merge it go ahead :) 13:47 PilzAdam done 14:35 sfan5 can I merge https://github.com/minetest/minetest/pull/738? that bug annoys the f**k out of me 14:38 PilzAdam sfan5, if that doesnt break anything 14:38 sfan5 it shouldn't 15:17 PilzAdam kahrl, you forgot to close your freetype F6 bug issue 16:56 VanessaE about the frame rate/view distance autotuner, can someone please fix it so it's actually useful? 16:57 Calinou not trivial, afaik 17:03 VanessaE well it's just that it adjusts way too slowly. 17:04 VanessaE like 0.1 nodes in 5 seconds or something 17:12 Calinou 2 nodes/second should do ok, probably 17:13 VanessaE that's still too slow 17:13 VanessaE more like 5 to 10/second 17:13 Calinou or better, make adjustment speed configurable. ;) 17:13 VanessaE or do that :P 19:23 kahrl PilzAdam: oops, thanks for doing that 19:42 kahrl so what exactly did the latest commit break? 19:43 PilzAdam hm? 19:43 VanessaE nothing as far as I know? 21:14 Taoki PilzAdam: http://forum.minetest.net/viewtopic.php?pid=94639#p94639 21:16 PilzAdam Taoki, oh, havent you read the pull request Nore linked? 21:16 Taoki hmm? 21:16 Taoki Didn't see any 21:17 PilzAdam https://github.com/minetest/minetest/pull/440 21:17 Taoki Ah. Didn't notice it 21:17 Taoki Guess now the two have to be compared with each other :P 21:18 Taoki But I see it works the same way, so it's good... can be used in looping functions as much 21:18 Taoki Guess I worked for nothing, but at least there's two implementations just in case :) 21:18 PilzAdam Taoki, did you read the closing reason? 21:18 PilzAdam (last comment) 21:19 Taoki I see it, although it doesn't make much sense 21:19 Taoki It's not for a single mod also, many mods could use it at this point 21:19 Taoki And I've no idea what voxel manipulator could be better. This is the best and only way I can think of 21:21 Taoki Does that reason still stand after 4 months? Since again this wouldn't be for a single mod, nor can I imagine what voxel manipulator would work better 21:21 PilzAdam yes 21:21 Taoki That's really bad :/ 21:22 PilzAdam Im sorry that wasted your time :-/ 21:22 Taoki That's ok. I'm more sorry some decisions aren't taken over useful and logical reasons, in my opinion at least 21:32 Taoki This is my comment on the other one: https://github.com/minetest/minetest/pull/440#issuecomment-19426484 21:34 Exio Taoki: do you know what the "voxel manipulator" is? 21:34 Taoki Exio: Functions to add / remove / change nodes I assume 21:46 hmmmm Because the Lua API is not to be modified on someone's whims, it's for real solutions 21:46 Exio ew :P 21:46 PilzAdam Taoki, if we would follow your ideas, we wouldnt have the API at all 21:46 Taoki hmmmm: I hoped this was a real solution 21:46 Taoki PilzAdam: I always supported the idea of the API, not really 21:47 PilzAdam "your ideas" = something simple that just has to work and nothing else 21:47 hmmmm Taoki, do you also get upset and start accusing others of being illogical when your hack of a workaround doesn't get accepted by other FOSS projects? 21:47 hmmmm Minetest is way easier to contribute to, FYI 21:50 Taoki PilzAdam, hmmmm: Ok, sorry about it. I spend most of the day working on the code, and right when I post it find out there's a duplicate AND the idea is rejected. It is incorrect to complain without knowing the other idea first 21:51 Taoki Part of it is I'm afraid the voxel manipulator idea (which includedly is something more complex and fancy) might never get done, and mods aimed at rezzing large structures will have to be stuck with the current slow and buggy way 21:51 hmmmm Taoki, I'm sorry you wasted your time, but hurt feelings aren't a good enough reason to add things to the API 21:51 hmmmm And whatever, I'll do the VoxelManipulator thing since it ties in to what I left off working on anyway. 21:52 Taoki Yeah. They're not really a reason I wanted it. I mainly thought allowing list of nodes to be spawned would be a good enough system. And was kinda surprised anyone would expect more 21:52 Taoki hmmmm: Depending on what it's meant to do, maybe I can help as well. I'm not looking to be an ass for no reason, even if I don't understand some things at first. If it's good I do wish for it to be done 21:53 hmmmm Did you read the TODO at least? 21:54 Taoki I read a wishlist some time ago I think 21:54 hmmmm I have a pretty solid set of requirements for Lua MMVM 21:55 Taoki Main question is if this system is meant to allow spawning a list of nodes in a way managed quickly by the code... as one of the features 21:56 PilzAdam Taoki, Im sorry that I didnt remembered the old pull request and pointed you earlier to it 21:56 Taoki PilzAdam: That's ok. There are probably many of them and no one can remember all. I'm sorry I got upset over it... like I said I was surprised an idea which at least to me seemed like the best one was rejected over a distant plan that might not happen (I understand it better now though). 21:58 Taoki I think for a project like Minetest, the codes might make sense to think over on a larger scale. In other projects I'm used to features being accepted as long as their base idea is wanted, never had issues like waiting for something to be done on larger scale 21:58 Exio minetest is already full of a single-term things 21:59 Exio if you want a big example about that, i think formspec is a good one 21:59 Exio it got added only for very basic stuff 21:59 Taoki Can't say I get why formspec is bad either :P Though I can see how it could be implemented better (eg: A full function) 21:59 Exio Taoki: the formspec main menu 22:00 Taoki ah 22:00 Exio ask sapier how "painful" it is ;P 22:00 PilzAdam formspecs suck 22:00 Exio er, not single-term, short-term i meant 22:01 Taoki It is worth appreciating some adimns care a lot for the code to be clean and useful, I agree there... 22:01 Exio well, as talking about terms 22:02 Exio any "roadmap" for the minetest_game for a long-term? 22:02 PilzAdam not yet 22:02 Exio s/for a/in the/ 22:02 Exio hm 22:02 PilzAdam if we decide for any direction for minetest_game we will get a massive shitstorm 22:03 Exio i think as soon as sapier's menu gets a "stable" status, that won't be a problem 22:04 Exio as saying "download a mod for that" will just be random clicking :P 22:04 PilzAdam so, we kinda have a feature freeze for minetest_game until we decide on a general direction 22:04 Taoki PilzAdam: Isn't a direction decided yet? The artistic style looks defined enough, even if it's a bit more simple 22:05 Exio what is the direction? 22:05 PilzAdam Taoki, nope 22:08 Taoki Personally I think the issue with minetest_game currently is that it's still too simple. I know some prefer the trend of a simplistic and easy item set, but whenever I compare to MineCraft (NOT to copy from it :P ) I notice the immersion is much lower in MT, because there's way less to do and create 22:09 PilzAdam the difference is that MC doesnt support mods, thus they need to add into the main game 22:09 PilzAdam in Minetest we only need a good base for mods 22:10 Taoki Yeah. Whenever I think that MC "has all those items and parameters hard-coded" I go like "weee" 22:10 PilzAdam although the game itself should be fun to play, too 22:10 Taoki *"ewww" 22:10 Taoki And yeah. Here I didn't mean the engine, just minetest_game 22:10 Taoki The engine is slowly getting to as good and awesome as it can be. Or will get there once we have hardware lighting, sorta the last stop :3 22:10 PilzAdam I heard MC has a single file per node... awful 22:11 Taoki Ouch... 22:11 Exio ehm, no 22:11 Taoki Sounds awful indeed. I'd go for a single file per chunk of set of cuhunks 22:11 Exio that is what mc does afaik 22:12 Taoki That's good then 22:12 Taoki A file per chunk sounds best IMO 22:13 VanessaE surely he means one file per node definition? 22:13 kahrl Taoki: that's what minetest used to do, until servers started to run out of inodes 22:14 VanessaE (which is almost as ugly) 22:14 Taoki kahrl: How did that happen? 22:14 kahrl 1 file per mapblock + gigantic maps 22:14 Taoki VanessaE: Ah, I thought one file per node in-world 22:14 Taoki kahrl: Why did it reach the limit though? 22:14 Taoki And what is the current way? 22:15 VanessaE a big-ass database file :) 22:15 kahrl I don't know why it reached the limit, it just did 22:15 Taoki heh. I wonder how it's working now 22:15 VanessaE kahrl: because there are max ~775 chunks per X/Y/Z axis, that's about 465 billion chunks. 22:15 kahrl not *all* of those were created ;) 22:16 VanessaE I could see that running a fs out real damn quick 22:16 VanessaE well of course not :) 22:16 VanessaE oh hell, you said mapblock, that's even worse :P 22:17 VanessaE 3875 per axis, about 58 trillion max :) 22:17 kahrl chunks are only used in mapgen and only recently, but nowhere else 22:19 Exio it is only 58 trillion 22:22 Taoki Anyway. Are there any detailed descriptions about how the Voxel Manipulator for Lua is meant to be like? What its purposes are, how it should be coded, what functions it should have, and so on. Would like to look at it and listen to its opinion 22:23 Exio the TOdO 22:23 Exio TODO * 22:23 Exio http://dev.minetest.net/TODO#Lua_MapVoxelManipulator_Interface 22:31 Taoki Ok. That sounds like a good idea yes 22:32 Taoki I wonder: Could the code I made work as the writing part of the Voxel Manipulator? Maybe it can be integrated and used as one of the API's. Since it does mention working with array's, if I understand all well 22:33 Exio i guess hmmmm wants the VM to be in lua like it is "in" C++ 22:36 Taoki hmmmm: https://github.com/minetest/minetest/pull/771 If you wish to look at this code, what would need to be changed in it to properly work like the Voxel Manager system (the write part in this case). Can I adapt it into something that would work and be helpful? 22:37 Taoki Like... it already works with writing arrays of nodes. I assume it could be used as part of the VM, maybe with some structure changes 22:38 Taoki PilzAdam: ^ 23:01 hmmmm taoki, a whole lot 23:01 hmmmm basically you'd need something entirely different 23:02 Taoki hmmmm: Ehh, ok. Was hoping I could adapt the format a bit and make a read version as well. Means the idea is more different than what I understood 23:02 hmmmm yes, we're not merely looping through setnode() 23:04 hmmmm i mean seriously, looking at the original API for this that i shot down, "up to 15% faster" "up to 50% faster", those are jokes 23:04 hmmmm doing this the proper way would make it more like 20x faster 23:04 Taoki That would be even nicer :) 23:05 Taoki Well you prolly wouldn't see anything up to 20x faster. Since it would bottleneck at least at notifying the blocks to you. Even online but also locally 23:05 Taoki Could be a lot faster though yes 23:05 hmmmm what? 23:05 hmmmm anyway 23:06 hmmmm this would be the first step in making an entire lua mapgen 23:06 Taoki I mean, if adding a lot of nodes at once would be 20 times faster, the user would probably not really notice that much. Since it would be still slow to register all nodes then notify them 23:06 Taoki nice 23:06 hmmmm set to singlenode = CONTENT_IGNORE, and just do all of the node manipulation in the MMVM passed to you in on_generate() 23:06 Taoki I still tend to agree with the mapgen being C++, BUT with Lua being able to hook a lot into it 23:07 hmmmm this would open the door for serious experimentation 23:07 PilzAdam hmmmm, mapgen v8 ;-) 23:07 Exio that would make it even slower than only lua if the lua side is done faster 23:07 Exio s/faster/in a good way/ 23:07 hmmmm nothing official 23:07 hmmmm i'm looking at paramat and the like 23:07 Exio the overhead between Lua and C++ :P 23:07 hmmmm they have some interesting ideas that are awesome, and it'd be great if it was faster, but it's a fringe thing and not really mainstream minetest at all 23:08 hmmmm but there are way more uses than just this 23:08 hmmmm i'm just saying, a complete lua mapgen would be the most extreme example of what you'd be able to do 23:08 hmmmm (and it'd be fast too) 23:12 PilzAdam hmmmm, http://forum.minetest.net/viewtopic.php?pid=94660#p94660 23:13 PilzAdam "Upgrading from 0.4.4 to 0.4.6 has increased structure generation speed by roughly 50% which makes me happy." 23:14 hmmmm that's all luajit though 23:14 Exio and generate_ore 23:15 hmmmm really don't like how people are using generate_ore so hackily like that 23:15 hmmmm with this they'd be able to do what they really wanted to do 23:15 PilzAdam I guess "people" is me and "like that" is nether mod? 23:15 Exio poor PilzAdam 23:15 hmmmm your nether would be able to look like a real nether with this 23:15 Exio ;P 23:15 PilzAdam hmmmm, sry, never saw the real nether 23:16 Exio a nether with real terrain 23:16 hmmmm it's basically negative 3d noise with lava seas occuring at some height point 23:16 hmmmm nothing really special but it looks pretty nice 23:17 PilzAdam who said that it should be negative 3d noise? 23:17 hmmmm minecraft 23:17 Exio and mc's nether looks very nice 23:17 PilzAdam the current nether mod is what I think a nether should look like 23:18 PilzAdam though to break nodes in a very small cave 23:18 Exio it doesn't look so cool 23:18 PilzAdam it has to be annoying 23:18 Exio why? 23:19 PilzAdam well, you are not in heaven ;-) 23:19 Exio that doesn't mean it needs to be annoying 23:45 Taoki Someone please tell me the new snow in minetest_game also spawns naturally :D (though I doubt that's been coded since I assume it requires mapgen changes) 23:46 VanessaE not in mgv6. 23:47 Taoki ok. Any mapgen has it? Like ifdev 23:47 Taoki erm, indev 23:49 hmmmm v7 23:49 hmmmm I needed it for biomes with snow 23:50 Taoki Awesome. Even more eager to try v7 now :) 23:50 Taoki But I assume it's not ready enough yet, right? 23:50 hmmmm it's not 23:51 Taoki What sort of scary world do I get if I enable it in master? :P 23:51 VanessaE Taoki: lava where water should be, TNT where grass should be.... ;) 23:52 Taoki :) 23:52 Taoki That would probably be called "mapgen-hardcore" 23:55 VanessaE Taoki: and liquid concrete ( http://forum.minetest.net/viewtopic.php?pid=86565 ) where stone should be 23:55 VanessaE with floating entities that randomly harden into coal, iron, etc. 23:55 VanessaE THAT would be hardcore :D