Time Nick Message 04:46 QwertyCool hey all 04:46 QwertyCool going to try and fix this, but have a question or two 04:46 QwertyCool https://github.com/minetest/minetest/issues/6977 04:47 QwertyCool I can see a couple ways to approach the problem: efit the error message to be more broad(probably not ideal) ie cant place IGNORE// unknown blocks) 04:48 QwertyCool or modify the map section to not set unknown blocks to "ignore_content and instead make it its own type 04:48 QwertyCool but still disable it from being placed 04:50 QwertyCool im concerned that if i change the object type to a new type it might cause errors elsewhere, not familiar enough with the code but since its not getting placed it shouldn't really interect elsewhere 14:09 ThomasMonroe #6957 14:09 ShadowBot https://github.com/minetest/minetest/issues/6957 -- Add a refresh button to the serverlist by ThomasMonroe314 15:13 Megaf https://github.com/minetest/minetest/pull/6048#issuecomment-310934029 15:13 Megaf sfan5: There's no need for all that space in the search box 15:14 Megaf is not that the buttons takes much space, search box does 15:15 sfan5 why are you highlighting me to just to tell me that you have a differing opinion 15:16 Megaf Because is better than commeting on a closed PR on Github? 15:27 ThomasMonroe I think #6957 is done. 15:27 ShadowBot https://github.com/minetest/minetest/issues/6957 -- Add a refresh button to the serverlist by ThomasMonroe314 16:04 Megaf #6957 looks good to me. Even with the icon isntead of text 16:04 ShadowBot https://github.com/minetest/minetest/issues/6957 -- Add a refresh button to the serverlist by ThomasMonroe314 17:04 Megaf wow, we have been growing a lot recentely. So many new faces reporting bus on GitHub 17:05 Megaf quite nice. Though it may prove to be a challenge to take care of all that 17:06 Megaf by the way, just merge this already https://github.com/minetest/minetest_game/pull/1929 17:06 Megaf "Carts: Correct visuals of going up/down" 17:08 Krock triggered 17:09 Krock Megaf, it's already outdated and needs more changes from the boost_cart repo 17:09 Megaf make that your top priority then :P 17:10 Krock adding.... echo "do game 1929" >/dev/null 20:08 sfan5 merging #6948 and #6989 in a few minutes 20:08 ShadowBot https://github.com/minetest/minetest/issues/6948 -- Add Android drivers to the video_driver drop-down menu by Wayward1 20:08 ShadowBot https://github.com/minetest/minetest/issues/6989 -- Fix liquid bottom by numberZero 20:09 nerzhul sfan5, nice 20:12 sfan5 fucking github 20:12 sfan5 i did not want to rebase this 20:13 sfan5 (force pushing to squash last 3 commits) 22:21 red-001 anyone have time to review #6982? 22:21 ShadowBot https://github.com/minetest/minetest/issues/6982 -- Make settings files per-world. by red-001 22:30 sofar =^o 23:04 Fixer i've read yesterday conversation, the problem is minetest too beaurocratic, introvert, and accepting of PRs/ideas depends on "hive" mood of that day (that boiles down to p-r-mat, because he is often the only active member) 23:06 Fixer other problem is very few active members 23:06 Fixer core ones i mean 23:08 Fixer you need a lot of patience to develope for minetest 23:09 Fixer it is also quite conservative project it seems 23:10 Fixer despite that engine has progressed a lot and seems very stable to me 23:11 Fixer and game is evolving ridiculously slow (don't know why very few contributors to it compared to engine) 23:12 Fixer it is not like it is bad game, it is slow evolution of it 23:12 Fixer just my impressions 23:13 Fixer in a way i feel minetest development is opposing of DCSS development (another project), that is more anarchic and open in nature 23:14 Fixer here is good article on that anarchic approach https://www.rockpapershotgun.com/2017/03/23/making-dungeon-crawl-stone-soup-with-253-cooks-and-no-head-chef/ 23:15 paramat no, accepting of PRs depends on dev approvals, accepting of ideas depends on multiple dev opinions. random opinons on ideas might be me if i'm the only one active 23:17 paramat it's not particularly beaurocratic, we have rules for good reason. not introvert, everything is open and public 23:17 red-001 minetest game only really has one active core dev, so no surprise it's slow 23:18 paramat well, 2 now :) 23:18 red-001 ThomasMonroe, reviewed your in-game menu thing PR 23:19 Fixer "In NetHack they have this model where if somebody [on the team] objects to something, it will not happen. So every person can veto every change. And in the end you could see that NetHack was dead, much less from having no releases – even when they had a few releases the changes that would appear were miniscule." 23:19 Fixer “I try very hard to always shift in the direction of more changes. Because if you try something and it doesn’t work – and this happens from time to time – you can revert. But if you don’t even try, you are stuck. We have to try radical things.” 23:20 red-001 https://en.wikipedia.org/wiki/Liberum_veto 23:20 red-001 seems like that never ends well 23:20 red-001 be it for countries or for games 23:21 sfan5 the wikipedia article describes a veto rule, we have no such thing 23:22 paramat we only need 2 dev approvals for a merge, that's the absolute minimum you can have without people acting on there own, so we add stuff as easily as is possible 23:22 red-001 sfan5, refering to what Fixer was talking about 23:22 paramat *their 23:22 sfan5 oh 23:22 Fixer i rarely see those article about open source development process, i find it very interesting 23:23 Fixer articles* 23:26 Fixer minetest is more complex though 23:27 Fixer 0.5.0 is perfect time to experiment 23:28 Fixer so don't wait, or you will be stuck with some changes you wanted during breaking compat 23:30 Fixer sofar: curious why you want bigger maps for minetest, I had opposite impression of people reducing/cutting map sizes, limiting mapgens, etc, typical server owner can't afford large maps 23:30 sofar those voices are vocal 23:30 sofar most people don't care 23:30 Fixer 65x65x65km is not enough? 23:31 rubenwardy there are better ways to limit map sizes 23:31 sofar you won't hear people come in and ask us if we can use more space 23:31 Fixer sofar: what is worrying me is not 65x65, but 65km of wasted height 23:31 rubenwardy such as not saving chunks which have not been modified 23:31 sofar sure, there's a risk to that, though 23:31 Fixer i think freeminer already has that 23:31 sofar maybe an age timestamp on a chunk would help 23:31 Fixer can be ported 23:32 sofar e.g. generated but untouched for N seconds 23:32 nerzhul rubenwardy, agreed 23:32 sofar so you could drop and regenerate those chunks later again without penalty 23:32 sofar and not constantly generate/delete/generate/delete the same chunks 23:32 Fixer but then tons of server owners will yell - it increased our server load, it lags! 23:33 sofar there are plenty of people interested in larger maps 23:33 sofar I just recently imported an MC map that didn't even fit 23:33 sofar lost a few km 23:33 rubenwardy you could always not automatically delete 23:34 Fixer what we need is nicer seeds for server, server owner refuse to use new fancy stuff and choose boring seeds 23:34 sofar I had to physically "move" it 15+km to get it to import 23:34 red-001 I think want we need is easy to configure vertical limits 23:34 rubenwardy but offer ./minetest --delete-unmodified or similar 23:34 red-001 no-one needs 32 km of empty air 23:34 rubenwardy or chat command 23:34 sofar what we need is a less restrictive environment 23:34 sofar then all the other things come free 23:35 sofar a flight sim needs more than 32km of air 23:35 sofar kerbaltest 23:35 sofar etc. 23:35 sofar stop thinking small :) 23:35 Fixer if someone can make large maps, i'm totally fine with this, i'm very sure server owners will impose limits, don't forget those autoexploring bots 23:35 sofar absolutely 23:36 sofar this isn't "you must use this" 23:36 red-001 what happened to that PR to detect noclip and fly? 23:36 sofar this is a "use it if you want" feature 23:37 Fixer map size limit should be considered by server owner depending on their hard-drive space, amount of backups, etc, it is already possible to limit it, large maps does not cause trouble, unless admin missed limit part 23:37 Fixer red-001: there is server-side movement PR, that should solve this iirc 23:38 sofar maybe a server owner wants to offer a large but shallow static pre-generated map 23:38 Fixer you can't fly/noclip, if it is calculated server side 23:38 sofar so size may not be any issue at all 23:38 Fixer may not 23:38 sofar it shouldn't be up to us to decide "it'll get too big", essentially 23:38 Fixer it boils down to "who will code it" 23:39 Fixer red-001: https://github.com/minetest/minetest/pull/6219 23:39 sofar it's not difficult, just tedious and nanometer type work 23:39 red-001 s/s16/s32 23:43 Shara I'm all for bigger maps. My issue is how map saving is handled. 23:44 Shara I'd love to be able to let my players walk on forever. But if they don't change the environment, then everything they generate being saved is a complete waste of space. 23:44 Fixer yeah 23:44 Shara And once you are handling 25GB map sizes, it ain't fun. 23:44 Fixer pfff 23:45 Fixer 25gb is nothing 23:45 Fixer minecraft oldest maps go into terabytes now 23:45 Shara Fixer: If I had funding to run servers, sure. 23:45 red-001 depends on how many backups you have 23:46 Shara Back ups can be sent elsewhere easily enough. 23:46 Shara But even that part starts being not much fun if you don't hav ea good download speed 23:47 Fixer also, is not rollback was meant to be a backup? it is just too damn slow 23:48 Shara I have never had half the trouble with rollback that many seem to get, but maybe that's because I don't expect it to be a miracle-working cure-all 23:48 Fixer iirc vanessa had 23:49 Shara But really, as someone who is keen on having good and felxible methods of limiting maps - that's only because they are so wasteful in how they are saved, and not because I want small maps. 23:49 Shara flexible* 23:51 VanessaE for me rollback is slow and creates dozens-of-GB log files, because it can't filter-out technic automata. 23:52 VanessaE (doing a rollback check was usually fine, it was doing the actual rollback that was slow - and memory-hungry. 23:52 VanessaE ) 23:52 Shara I don't allow technic on my servers, which is likely why I don't have issues. 23:54 VanessaE my players would string me up if I got rid of technic :P 23:54 Shara Once you add it... stuck with it :P 23:55 sofar just simulate a large EMP happened and all technic ceased to function 23:55 VanessaE hah! 23:55 Shara :D 23:56 ThomasMonroe lol 23:56 Fixer VanessaE: i'm not sure why it is multigigabyte, say griefer griefs some half-griefed dirt house, you rollback that players actions, how it ends up with multigigabyte memory eating disaster? 23:57 VanessaE Fixer: because it records every. single. place. action. 23:58 VanessaE including every player doing stuff, and in particular, the actions of the hundreds of technic automata that run 24/7. 23:59 VanessaE I think something was added to the modding API to resolve that but technic et al. don't use it 23:59 VanessaE (0.5.x-only I think)