Time Nick Message 01:04 benrob0329 Good article, somewhat related to MT's General art style and art in general. http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/ 01:56 rubenwardy https://i.rubenwardy.com/yUCtT.png 01:56 rubenwardy guess when the map resets 03:51 paramat renouncing high-res pixel art makes sense, but MT is mostly 16px and many HD textures are not created by placing individual pixels. so i don't see much relevance in the article 03:55 paramat benrob0329 ores and decorations are registered in singlenode yes, so you can make the engine add them to a lua mapgen using these 2 APIs https://github.com/minetest/minetest/blob/a18c310adb075b1ba94950b6ee811c68dec2f66b/doc/lua_api.txt#L3982 03:59 paramat here's an example of usage https://github.com/paramat/planets/blob/2464395304900b0e7c4c8950b289db0164a7cb66/init.lua#L418 04:01 paramat you can either apply MTG's registered ores and decorations, or clear those and apply your own registered ores and decorations. they are added at the same speed as core mapgen 06:59 IcyDiamond can i set the visual size of an entity per entity? 07:03 paramat only per entity definition 07:09 IcyDiamond hm why is the texture always black when i use visual=cube 07:11 IcyDiamond oh nvm it requires glow 07:13 IcyDiamond also it looks like i have to specify the same texture 6 times in order for it to show up on each face 07:14 IcyDiamond quoting lua_api.txt: "cube" uses 6 textures in the way a node does. 07:14 IcyDiamond but node can also have single texture applied to all faces 07:29 paramat indeed, cube requires all 6 tiles to be stated 07:29 paramat docs are a little misleading 08:45 nerzhul rubenwardy pure lua backend ? 09:33 rubenwardy Yes 12:05 nerzhul okay nice 12:05 nerzhul when 5.0.0 will be over i will try to see how we can refactor our profiler backend to make stats more generic 12:06 nerzhul on the 5.0.0, except refactor & perfs i have 3 things in mind: SSCSM, proper metric backend customizable by servers to add more metrics and postgresql auth backend :) 13:04 Fixer i suspect transition to 0.5 will be longest in history of minetest 13:10 calcul0n_ not that bad for a transition 0.4->5.0 :p 13:14 Fixer i fear 5.0.1 will be badly needed after initial testing 13:18 Krock Fixer: initial testing is right now 13:18 Fixer it is weak 13:18 Fixer when major servers moving it, there will be more testing 13:18 Krock then help 13:24 Unarelith did MT had a client/server architecture since the beginning or did it came later? 13:26 Krock there was already one in the early days 13:26 Krock surely in 0.3.1 13:30 Unarelith hmm, so I don't understand, why server-side movement wasn't implemented earlier? 13:31 Krock because it's easier to calculate it on each client 13:31 Krock collision calculations are expensive 13:31 Krock especially when you do them for 0.01m, regardless of your player's speed 13:32 Krock and lags are not helpful in terms of precision 13:32 Unarelith duh, why? collisions should be AABB check bascially, so shouldn't be that expensive, so what is really expensive? 13:32 Unarelith client prediction is the answer to the lag issues 13:33 Krock 1) get all nodeboxes 13:33 Krock 2) get all objects 13:33 Krock 3) perform AABB checks 13:33 Krock 4) repeat 1000 times the second 13:33 Krock 5) repease for all 20 online players 13:33 Krock *repeat 13:34 Unarelith 1000 times per second? collision checks every 1ms? wut? 13:35 Krock depends on the player speed. 1000 times per second for a velocity of 10m/s 13:35 Krock and the server would need to know whether the player uses fly&noclip 13:35 Krock that's yet not sent to the server 13:36 Unarelith how the hell player movement was handled in MT O_O 13:36 Krock what do you mean? 13:37 Unarelith from what you say, I think you're doing way too much useless collision checks 13:37 Krock in order to collide with 0.01m thin slabs that's required 13:38 Krock otherwise the box might already entirely be inside the slab 13:39 Krock surely that could be detected, but then you'd have to step back and find the nearest possible point again 13:39 Krock that's already partially done for the 0.01m steps to properly collide with the nearest face 13:40 Krock although it's sometimes still failing. in very rare cases you can slip through the edge of a node, standing inside the node. 13:40 Krock experienced that about three times in the past.. five years I guess 13:41 Krock wow this. https://i.imgur.com/xpo2TLN.jpg 13:42 Unarelith so what's the point? the collision system seems very heavy and complicated just to almost handle rare cases that would never happen 13:42 Unarelith who makes slabs of less than 1/64 of block height? 13:42 Krock moreblocks, technic, stairs redo (exists for sure) 13:43 Krock carpets sometimes also have collision boxes, even though not really required 13:44 Unarelith yeah so to summarize: these slabs are not really useful, and the code is overcomplicated just to almost handle collisions with them, that's why you can't have a nice server-side movement 13:44 Unarelith it's sad 13:45 Krock for reference: https://github.com/minetest/minetest/blob/master/src/client/clientenvironment.cpp#L124 13:45 Krock f32 position_max_increment = 0.1*BS; 13:46 Krock so 1/16 slabs are not supported by the collision engine.. hmm 13:46 Krock I was off by factor 10 but I think you got the idea 13:55 jas_ hi 13:55 jas_ so, i always played mt on a good linux box with an abysus mouse 13:55 jas_ or deathadder, etc. 13:55 jas_ i recently played on win10 laptop with wireless logitech... HOLY SHIT 13:56 jas_ fuck that 13:56 jas_ to clarify, there's actual input lag on the keyboard key presses. the movement feels wierd. everything seems.... different 13:56 jas_ spongey 13:58 jas_ also it appears the more lag the less likely player is to collide with anything. it's interesting really, probably obvious right? 13:59 IcyDiamond I'm a full time Linux gamer boi 14:01 rud0lf mahjong player? 14:04 IcyDiamond wat 14:31 jas_ good to know man 14:31 jas_ listen, i think 14:32 jas_ max_hear_distance just needs to sync with the falloff of positional sounds 14:32 jas_ if the falloff curve always reaches zero at exactly `max_hear_distance' i think it's a win-win 14:32 jas_ maybe 14:32 jas_ i dunno 14:32 jas_ i have a lot of mice, i only ever played quake. now i play minetest and still have the mice and pads. 14:33 jas_ but yes, 12-16 hours of quake a day was not uncommon. 14:35 Fixer all your bug are belong to us 14:46 Fixer Krock: few persons just can't test it enough, only when in actual """production""" thing 14:48 jas_ seems only with lag, imo 14:48 Krock Fixer: testing comes before production for a reason 14:49 jas_ doing anything in mt is not the same as doing anything in mt on Box A, with server, and Box B with client... once you introduce lag, it's like, .. mm what's the word 14:49 Krock it's usually enough to fix the major bugs 14:49 jas_ it's like a rift in the spacetime continuum or w/e 14:49 Krock played for a while on a 5.0.0-dev server and it ran smoothly 14:49 Fixer Krock: yes, but very few people test it 14:50 jas_ but i mean, once you separate client and server on different boxes, connect with a cable, it's just like "a whole other ball park" 14:50 jas_ it would help if there was a thread and an accompanying distribution of said PR, or proposed change 14:50 jas_ or test 14:50 jas_ mt-collidetest1, etc 14:51 jas_ so people could easily test it. i know, with instructions and time everyone could, but if you want more people to test, i think that's a good idea 14:51 jas_ and also for release candidates 14:51 jas_ i cannot spell for the life of me, should /script aspell 14:52 jas_ hrm, i would if gitlabs provides this pipelines for PRs, or if it could. even i rarely bother because it just takes time. if there was a quick and easy way to test, all the better. 14:58 Fixer jas_: minetest movement is strange even on good keyboard, feels like you are a leaf or smth 14:58 jas_ mm, i dunno tbh i never noticed, it always felt more or less correct 14:58 jas_ well, the details are off, but the latency is fine 14:59 jas_ on linux 14:59 jas_ the keypresses on this win10 laptop, there was a good 0.2 0.3 ... maybe i exagerate, but a good noticeable lag between keypress and movement 15:01 Fixer sorry, I meant i don't like minetest movement in general, aka physics 15:02 jas_ oh oh 15:02 jas_ oh 15:03 jas_ yeah they leave a little to be desired, but i don't balk 15:03 jas_ if the player had less friction i think i'd be happier 15:04 jas_ but i don't dare even think about... """""""change"""""""""" 15:04 Fixer it feels like mario to me 15:04 jas_ haha 15:04 jas_ yea the decline is too steep, swift... 15:04 jas_ the pop is alright, the quick deceleration i notice 15:05 jas_ it's not cuz i usually end with a sneak press either 15:05 jas_ player literally slows down rapidly 1/3 way into the jump curve 15:05 jas_ should start decline at 2/3, perhaps 15:50 IcyDiamond https://gitlab.icynet.eu/evert/towny new WIP 15:50 IcyDiamond its basically yet another protection mod 15:50 IcyDiamond :PP 15:53 rdococ ooh 15:53 rdococ CTF for 5.0.0 15:54 jas_ nice 16:10 IhrFussel IcyDiamond: what paramat said is not entirely correct... You can make every entity unique by setting its 'self' properties in on_activate() 16:11 IhrFussel That is how Elite monsters work on my server which are larger than their regular counterparts 16:12 IhrFussel That is how I colorize mobs WITHOUT multiple definitions too 16:13 IhrFussel You just need to store a flag in 'self' which you later check and change properties accordingly 16:15 IcyDiamond ok 16:16 IcyDiamond my towny mod needs saving before its at all usable 16:17 IcyDiamond im also going to make an economy mod 16:17 IcyDiamond which will support either virtual currency or item currency 16:17 IcyDiamond with the same api calls 16:17 IhrFussel If you use mobs redo you don't have to worry about saving of your custom self variable ... You could also copy the code of get_staticdata() callback in mobs/api.lua 16:18 Krock Let's finally get rid of Irrlicht with all its bugs and use SQL instead! https://beta.observablehq.com/@pallada-92/sql-3d-engine 16:18 IcyDiamond LOL 16:20 IcyDiamond thats actually pretty impressive 16:24 IcyDiamond not even making a wip forum post until i have saving and am absolutely certain theres no catastophic issues 16:24 IcyDiamond xD 16:26 IcyDiamond i just realized that i consider myself an avid modder and i havent "released" a single mod 16:26 IcyDiamond all of my mods are wips 16:26 IcyDiamond lol 16:27 Krock some great mods stay WIP forever 16:31 IcyDiamond IhrFussel: https://i.lunasqu.ee/Screenshot_19-01-12-18:30:40.png maybe i should stop mining so much x) 16:33 IhrFussel One player made a city with a huge ring out of full diamond/mese blocks ... He obtained those by abusing an old exploit that always made ores reappear after mining them 16:33 IhrFussel I think it's L 69 16:33 IcyDiamond wow 16:34 IcyDiamond yeah 16:34 IcyDiamond thats crazy xD 16:35 IhrFussel His name already gives you a clue about his attitude 16:37 rubenwardy IcyDiamond: what does towny do differently? 16:37 rubenwardy also, would you like to help with captialism_game, IcyDiamond? 16:38 rubenwardy I'd like mods for things like shares, auctions, and good markets (CDA) 16:38 rubenwardy and some NPC traders 16:38 IcyDiamond do differently compared to what? 16:38 rubenwardy to areas and co 16:39 IcyDiamond eh its similar but its plots and stuff 16:39 rubenwardy what's a plot? 16:39 IcyDiamond player owned sub-areas 16:40 IcyDiamond which will be sellable 16:40 rubenwardy nice 16:40 Krock plot: storyline 16:40 rubenwardy I have a similar thing implemented in cap game already 16:40 rubenwardy using areas 16:40 IcyDiamond cool 16:40 Krock Opposite is meant when you watch it "for the plot" 16:40 rubenwardy basically, I hack into the areas API to allow companies to own areas 16:41 IcyDiamond heh 16:41 rubenwardy I was originally going to make my own, but heh 16:41 Krock allow companies to re-sell areas 16:41 rubenwardy yes, that's possible ^ 16:41 IcyDiamond i played on 11's server but i died and lost everything so i stopped playing on it 16:41 IcyDiamond oops 16:41 Krock rip 16:41 rubenwardy I was going to make my own land protection mod for it, but decided that was too much of NIH 16:42 IcyDiamond now i just mainly play on IhrFussel's mmorpg 16:42 rubenwardy I'm not happy with the UX of areas though 16:42 Krock extend simple_protection :) 16:42 IcyDiamond xD 16:42 rubenwardy maybe 16:42 rubenwardy I like the map overview of that 16:42 rubenwardy also https://github.com/rubenwardy/capitalism_game/blob/master/mods/capitalism/land/areas.lua 16:42 rubenwardy hacks 16:43 Krock overwriting API functions.. well if it works, it's not stupid 16:43 rubenwardy areas is so inefficient, it writes out the areas file on every modification 16:43 rubenwardy it works with quirks 16:43 IcyDiamond i dont know how ill do my saving 16:43 rubenwardy here's the docs: https://rubenwardy.com/capitalism_game/land/ 16:43 IcyDiamond can i just save everything on an interval 16:43 IcyDiamond at an 16:43 Krock IcyDiamond: mark as dirty, then save each map_save_interval 16:43 IcyDiamond yeah thats what i thought 16:44 IcyDiamond great minds think alike 16:44 IcyDiamond XD 16:44 Krock or save instantly if there wasn't a modification for more than map_save_interval 16:44 Krock gives some additional security in case that change will arise a crash 16:44 Krock using safe_write_file ofc 16:44 IhrFussel Why is that inefficient? I sure hope that any protection mod updates its data in realtime and not when the server might've crashed before it saved 16:45 rubenwardy I wanted the following things: 16:45 rubenwardy 1. Children are protected from parents. Ie: the owner of CityA can't edit the shops within it 16:45 rubenwardy 2. Areas cannot overlap. If there are two areas at the same position, then one must be the parent of another, and children must be completely contained within their parents 16:45 rubenwardy IhrFussel: that can be done with journaling 16:45 rubenwardy which is probably overkill 16:45 rubenwardy realistically, areas don't change too much 16:45 rubenwardy oh, and ofc: 16:45 rubenwardy 3. areas can be owned by companies or individuals 16:46 Krock protecting from parents? usually you'd want the opposite so that the real owner can still do something 16:46 rubenwardy Say you create a mall 16:46 Krock then you buy the lot 16:46 rubenwardy people renting from you won't want you being able to edit their shop 16:46 rubenwardy and people don't want to buy the whole mall 16:47 Krock owned nodes would solve that kinda 16:47 rubenwardy there will be a mechanic for eviction though 16:47 rubenwardy maybe 16:47 rubenwardy exclusion like this isn't implemented yet 16:48 Krock in some cases the owner might also want to update the mall style 16:48 rubenwardy true 16:48 Krock people who rent parts of it would have to do it themselves depending on what changes 16:48 IhrFussel I wish you could somehow "link" HUDs and make them update at the same time instead of having to update each HUD one-by-one ... On my server there can be up to 5 custom HUDs (3 mandatory at all times) 16:49 rubenwardy these are good points 16:49 rubenwardy IhrFussel: CTF's kill hist has 3*5 entries 16:49 rubenwardy each kill results in 3*5*30 + 2*30 packets being sent 16:49 rubenwardy as HUD updates aren't batched afaik 16:49 Krock mod idea: write a tool which may move nodes. no player inventory involved. the marked node may only be placed x metres away from its origin 16:49 rubenwardy !c 3*5*30 + 2*30 16:49 MinetestBot 510 16:50 Krock why so many? 16:50 IhrFussel rubenwardy: so is it more or less efficient than having multipe HUDs? 16:50 Krock oh I see 16:50 Krock You could try to use multiline text, but the issue there is that you cannot embed images 16:50 rubenwardy Krock: you raise good points, maybe I'll drop the exclusion for that. The parent will still be prevented from managing owned nodes 16:50 rubenwardy Yeah, true 16:51 rubenwardy and you can't align images with text 16:51 rubenwardy *multiline text 16:51 IhrFussel I think having 2 HUDs means sending the whole definition 2 times plus custom values right? 16:51 rubenwardy also, IcyDiamond: what kind of economy mod were you thinking about? 16:51 Krock thanks. just trying to point out the side-effects. surely, full parent access isn't good either 16:52 Krock kind of a family problem 16:52 rubenwardy (3*5 + 2) * 30 16:52 rubenwardy ^ 3*5 HUD elements updated per player 16:52 rubenwardy ^ kill packet + respawn packet, or smth. A guess 16:52 rubenwardy ^ 30 players 16:52 rubenwardy sorry for spam 16:53 Krock that's the maximal packet count. if you update it incrementally, it'll be mostly less than that 16:53 rubenwardy incrementally? 16:53 Krock + movement packet to spawn 16:53 Krock yes. only update hud elements which actually changed (i.e. skip same color) 16:53 Krock unless you're moving the positions, then it's not possible 16:53 IcyDiamond rubenwardy: a virtual currency or an item currency controlled by same api calls 16:53 rubenwardy sounds good 16:54 Krock actually moving positions is a much saner way 16:54 IcyDiamond configurable 16:54 rubenwardy I implemented a banking mod here: https://github.com/rubenwardy/capitalism_game/tree/master/mods/capitalism/banking 16:54 rubenwardy it's a bit lightweight though - no transaction logs yet, no fancy GUIs, no support for multiple accounts per company or player 16:55 rubenwardy ie: you'd probably want each shop to have it's own bank account, and then transfer funds to the main company account 16:55 * rubenwardy goes back to studying for his economics exm 16:57 rubenwardy my next task for capitalism game is actually working on CTF technically 16:57 rubenwardy updating the mail mod to look good, and fix any issues 16:58 rubenwardy and add an email importer from `email` 16:59 rubenwardy wow, that's a lot of monologue 17:02 IcyDiamond i still havent figured out how to do file operations 17:02 IcyDiamond how do i delete a file that im not sure exists 17:03 IcyDiamond does just deleting the path throw any errors if it doesnt exist? 17:20 IcyDiamond "blocked attempted read from" 17:20 IcyDiamond damn you 17:21 IcyDiamond why cant i load a json file from a directory inside the world directory 17:21 IcyDiamond actually its in a directory in a directory in a world directory 17:21 rubenwardy because security 17:21 rubenwardy inside a world directory should work though 17:21 rubenwardy sure the paths are right? 17:21 IcyDiamond lemme print em 17:22 rubenwardy also, protip for servers: ln -s /path/to/thing worlds/server/thing 17:22 IcyDiamond ah 17:22 IcyDiamond i see 17:22 rubenwardy or the other way around 17:23 IcyDiamond yeah i was loading the wrong path 17:23 rubenwardy I do that all the time 17:23 rubenwardy forget to add get_modpath or get_worldpath 17:25 IcyDiamond yay my saving works 17:25 IcyDiamond and loading 17:31 IcyDiamond https://gitlab.icynet.eu/evert/towny/blob/master/flatfile.lua 17:31 IcyDiamond am i overusing minetest.after? 17:31 rubenwardy looks like that would cause issues 17:32 rubenwardy ie: multiple sabve timers at once 17:32 rubenwardy better to have a dirty flag and an interval 17:32 rubenwardy also, that's not JSON 17:32 rubenwardy it's Lua 17:33 IcyDiamond right 17:33 rubenwardy serialize = Lua serialization 17:33 IcyDiamond also i have multiple dirty flags 17:34 IcyDiamond each town and their regions have dirty flags and an overall dirty flag 17:34 IcyDiamond i guess ill just change the extensions to something random so theres no confusion 17:34 IcyDiamond or should i make them actual json 17:35 IcyDiamond eh i think ill use actual json 17:35 rubenwardy json is slightly slower than Lua serialisation 17:35 IcyDiamond oh 17:36 rubenwardy it's worth it if you want to read the json from another program 17:36 rubenwardy or you want the guarantees of json 17:36 IcyDiamond i dont think i need to 17:38 Krock btw: jsoncpp cannot serialize byte arrays 17:42 IcyDiamond https://gitlab.icynet.eu/evert/towny/commit/17deef2f14bc4d12eb64152b88931d1dea817b3d 18:03 Fixer usb "backup" hdd slowly dies, sad! 18:04 IcyDiamond why does hash_node_position throw an error saying that z is a nil value even though the input to it is a proper position 18:04 IcyDiamond used print(dump(pos)) to make sure 18:04 IcyDiamond hmm 18:05 IcyDiamond oh im stupid 18:05 rubenwardy lol 18:05 IcyDiamond its a double table 18:05 IcyDiamond oops 18:10 Fixer IcyDiamond: towny clone? nice 18:13 rubenwardy oh great, is this a MC thing 18:13 rubenwardy lol 18:15 IcyDiamond a widely requested MC thing 18:16 IcyDiamond ;) 18:16 rubenwardy looks really good 18:16 rubenwardy I look forward to seeing it 18:16 rubenwardy I suggest implementing that MC mod as a modpack 18:16 rubenwardy so have different mods for the area protection and for the taxation and such 18:16 rubenwardy maybe 18:16 rubenwardy idk 18:17 IcyDiamond right now i just have settings 18:17 rubenwardy the benefit of doing that is the base towny mod wouldn't need to depend on virtual currency 18:17 rubenwardy although - purchasing and selling 18:17 rubenwardy heh 18:17 rubenwardy but anyway - i'd be very interested in using this on capitalism because it looks quite similar to what I want 18:19 Andrey01 hi, how to adjust speed of animation on node? 18:24 Fixer MC thing from like year 2011 18:24 sofar nodes can't be animated, only the texture can be animated, is that what you want? 18:24 Fixer imagine my ass burning, when I see flawlessly working minimap with waypoints in 2011 beta, and this towny beta, and badass industrial mods from beta, 7 freaking years ago 18:25 Fixer feeling old 18:25 Andrey01 sofar: yes, i animated the texture, but is there any parameter that would adjust its speed? 18:25 sofar of course there is 18:25 sofar I forgot the exact parameter but it's in lua_api.txt, obviously 18:27 sofar https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5695 18:29 Andrey01 but i don`t understand what parameter in that table 18:29 Andrey01 it does 18:29 sofar what type does your animated texture use? 18:29 sofar vertical_frames or sheet2d? 18:29 Andrey01 "vertical_frames" 18:30 sofar then you need to add a `length = n` value 18:30 sofar where n is the total number of seconds the loop should take 18:30 Andrey01 it nothing changes, i tried earlier 18:30 sofar paste your code in a pastebin 18:32 Andrey01 https://pastebin.com/jppUdE3H 18:32 Andrey01 i have lenght = 1 18:32 sofar example: https://gitlab.com/sofar/insidethebox/blob/master/mods/nodes/init.lua#L976 18:32 Andrey01 but i also tried lenght = 7, 10 it nothing changes 18:34 sofar only difference with my code is that I wrote "2.0" and you wrote "1" 18:35 sofar but that shouldn't matter 18:35 sofar no idea *shrug* 18:36 Andrey01 i even wrote lenght = 40.0 and it doesn`t even work! 18:39 Andrey01 i have other problem 18:39 Andrey01 i registered wall glass lamp 18:40 Andrey01 when i click it to turn on it turns -90 degrees 18:42 Andrey01 this node has facedir param, but same node with light inherits facedir too from minetest.set_node(pos, {name="luxury_decor:wall_glass_lamp_off", param2 = minetest.get_node(pos).param2}) 18:42 Andrey01 that is from minetest.get_node(pos).param2 18:45 sofar obj models? 18:46 Andrey01 yes 18:46 sofar then rotate your models to be the same orientation 18:48 sofar I'm assuming they're both facedir type 18:48 sofar so the only logical remaining possibility is that they're 2 different obj models and one is rotated 90 degrees 18:50 Andrey01 they use one model 19:34 rubenwardy random question I thought of: 19:34 rubenwardy What are the pain points you have experienced whilst modding, developing, or otherwise making things with Minetest? Do you have any suggestions for improvements? 19:36 Krock PRs that suck or aren't reviewed for ages 19:36 Krock probably not what you were looking for 20:12 IcyDiamond https://gitlab.icynet.eu/evert/towny/commit/2853a8e3bc0804f93f2cd5b84d55662f950864b9 so much code 20:13 IcyDiamond im insane 20:13 rubenwardy niccceeee 20:15 IcyDiamond now im thinking about how to grant claim blocks based on member count in a way that two friends cant artificially elevate it by leaving and joining repeatedly 20:16 rubenwardy what does that mean? 20:16 IcyDiamond claim blocks determine how much land you can claim under your town 20:17 IcyDiamond claim blocks are 16x16x16 node areas by default 20:18 IcyDiamond claim blocks can be turned into plots and then sold for members to use 20:22 IcyDiamond i think in addition to the chat commands i also want an sfinv tab 20:23 IcyDiamond to manage town 20:23 rubenwardy nice 20:23 IcyDiamond the reason why i made so many api functions 20:23 rubenwardy have you looked into chatcmdbuilder? 20:23 IcyDiamond nope 20:24 rubenwardy https://github.com/rubenwardy/capitalism_game/blob/master/mods/capitalism/company/chatcmds.lua 20:24 rubenwardy an example of it's use 20:24 rubenwardy *its 20:24 rubenwardy allows you to register subcommands using routings like "add :name :thing:int" 20:24 rubenwardy compiles to patterns 20:24 IcyDiamond aha cool cool 20:25 rubenwardy it's still WIP 20:25 IcyDiamond i see 20:25 rubenwardy ie: I need to get around to adding help 20:40 Krock IcyDiamond: consider extending the Y dimensions. builds are usually a bit taller than 16m 20:42 Krock IcyDiamond: https://gitlab.icynet.eu/evert/towny/commit/2853a8e3b#881ded566c232928d6c571ceaaaa37628b899d6f_24_118 this could be (tyes == "accept" or minetest.is_yes(tyes)) 20:46 IcyDiamond Krock: i mean you can also make claims in the y direction but i might just extend it yeah 21:28 sofar you'd have 2 certificates, one for tk, one for de, but they can be on the same IP address 21:29 sofar certbot -d ihrfussels-server.de -d ihrfussels-server.tk 21:29 sofar should do the trick 21:31 IcyDiamond ^ 21:31 IhrFussel Yes but then I have to manually move the cert files cause I use lighttpd and need 'standalone' 21:32 IcyDiamond just create links 21:32 IhrFussel Or I just give up on tk 21:32 IcyDiamond thats a good idea too 21:33 sofar switch to nginx 21:33 IcyDiamond i should really take a break from minetest 21:33 IcyDiamond my everything hurts 21:34 IhrFussel /etc/letsencrypt/live/ only has ihrfussels-server.tk right now... how do I change it to .de? 21:34 rubenwardy the cert name doesn't matter 21:34 rubenwardy it's what domains it has in it 21:35 rubenwardy to *add* a .de domain, do certbot -d ihfffff.de 21:35 IhrFussel And the rest stays the same? 21:35 rubenwardy heh 21:36 rubenwardy it depends whether you want 1 or 2 certificates 21:36 rubenwardy you can have 2 domains in one certificate 21:38 IhrFussel Well if I only run certbot --standalone -d ihrfussels-server.de ... will it create a new dir or will it just overwrite the 'ihrfussels-server.tk' dir? 21:53 IhrFussel Okay I ditched .tk (cancelled) 21:57 IcyDiamond https://gitlab.icynet.eu/evert/towny/commit/136f47b2be09fea6757b4c5e496699bce3bd6133 21:58 IcyDiamond It's hard to get my sleep schedule on track when I can code I stead 21:59 IhrFussel So now I can delete the .tk dir from /live without issues right? 21:59 IcyDiamond Instead 21:59 IhrFussel Cause it created a new '.de' dir now 22:00 Krock IcyDiamond: if data.level then data.level = nil end is equal to data.level = nil 22:00 IhrFussel btw .de is a lot cheaper than .eu and it fits cause it is Germany 22:01 IcyDiamond Krock: did I seriously do that 22:01 Krock IcyDiamond: grep -r "if data.level then data.level = nil end" 22:02 IcyDiamond Lack of sleep is getting to me 22:02 Krock heh 22:02 Krock IhrFussel: only delete it if you really want to shut down HTTPS on that page 22:04 IhrFussel I cancelled the domain...I no longer want to use it 22:05 IhrFussel 1. It was free and could've been deleted anytime (according to dot.tk ToS) 2. IcyDiamond told me that many ISPs block any .tk domains 3. .tk domains might be ranked lower in Google search (not confirmed) 22:15 IhrFussel WOW...DENIC decided to NOT publicly disclose domain holder info anymore ... caue of GDPR 22:15 IhrFussel Which means nobody can check my personal info via simple whois tools...awesome 22:33 IcyDiamond many isps and websites block tk indeed 22:34 IcyDiamond cuz its very widely used for spam and phising 22:34 IcyDiamond phishing