Time Nick Message 00:17 MinetestBot 02[git] 04sofar -> 03minetest/minetest_game: Default/furnace: Indicate dst full 131d6fbe0 https://git.io/viYld (152016-09-03T01:08:29+01:00) 00:17 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Creative: Make dig times near-identical for nodes of all levels 130664570 https://git.io/viYlF (152016-09-03T01:07:49+01:00) 01:24 LionLAD hey all 01:36 Void7 hi 06:18 MinetestBot burli: Aug-27 18:35 UTC http://i.imgur.com/Vcgdjph.png 09:28 Megaf !server Megaf 09:28 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/4 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 6ms 09:28 Megaf Hi LionLAD 09:28 Megaf Hows things? 09:29 Megaf Good morning all 09:29 agaran Hello 09:46 IhrFussel Do bone nodes from mod "bones" SERIOUSLY ignore protection??? Today at spawn there were hundrets of bone nodes and the area is completely protected...A player did it and even seems to be proud of that: (03/09/16 08:54:54) [shenanigans]: almost whole spawn area is filled with bones blocks :P (03/09/16 09:01:38) [shenanigans]: i just keep stacking more bones blocks on top haha until whole spawn is full 09:48 IhrFussel I thought EVERY default mod at least implements the protection check but it seems like I was wrong 09:49 agaran IhrFussel: you can check if mod code verifies that.. bones are default? 09:49 IhrFussel Or are bone nodes objects and that's why protection can't stop placing them? 09:49 IhrFussel agaran, AFAIK "bones" is part of the default minetest_game mods 09:50 T4im bones do check it and won't replace e.g. buildable_to nodes when protected 09:51 T4im but they still will spawn in protected areas by design 09:51 agaran IhrFussel: I did not know, never used them on my server.. and died so far only twice on yours.. 09:51 T4im no reason for people to lose their stuff just because they died on protected land (which is actually a very likely place to die, seen that some protection violation mods kill or harm the player) 09:52 T4im by default they get "old bones" quicker on protected land though 09:52 agaran Hmm, I would add code to move bones to 'graveyard' area.. 09:52 T4im that sounds actually like a decent idea :) 09:52 agaran so if person dies for next time all old bones of person move to graveyard 09:52 agaran just to prevent intentional cluttering spawn etc 09:52 T4im maybe not for mtg, because you can't really spawn a default graveyard safely, but a mod could well add such a thing 09:53 IhrFussel No guys that's not it...the player states in the chat log that he simply stacks the nodes on top of each other..he doesn't die everytime 09:53 T4im ah you mean the uhm decorative bones? 09:53 IhrFussel (03/09/16 09:12:51) [shenanigans]: spamming spawn with bones blocks was more fun that playing this dumb game :D 09:54 T4im they don't have a custom on_place though 09:54 T4im do you have additional bones related mods installed? there are a few iirc 09:54 IhrFussel Let me check the log 09:55 T4im also what protection mod are you using? 09:56 T4im people forget with protector and areas, that those leave protection gaps easily :) 09:56 IhrFussel I'm using "areas" mod and the log actually did NOT even log the placing 09:56 T4im can i see an installed mod list? 09:57 T4im not logign the placement sounds too like a common custom on_place error 09:57 T4im but mtg bones, as pointed out, doesn't have a custom on_place, so it looks to me another mod messes with that 09:58 IhrFussel T4im, http://pastebin.com/y6dyxvCA 09:58 IhrFussel Plus the default ones that are in minetest_game 10:00 T4im "custom_respawn" sounds like it could mess with it, but can't really find on forums or github, where is it from? 10:00 Krock IhrFussel, get http://www.youtube.com/watch?v=di1gYpgY8VU 10:01 IhrFussel T4im, it's just this function actually: minetest.register_on_respawnplayer(function(player) player:setpos({x=-58, y=13.5, z=138}) return true end) 10:02 T4im ah ok 10:04 IhrFussel Krock, lol ... T4im it also happened to the tetris_arcade node of mod "computer" ... someone placed that one in a protected city and placing didn't log..digging DID log 10:05 JTE I hate all the mods that ignore protection. :( Such a pain. 10:05 T4im then perhaps it's not messing with bones specifically, but with all placements or protection 10:06 IhrFussel T4im, no I'm guessing some mods just forgot to implement protection violation? I will try it now with a new account and give myself bones 10:06 aix is it at all possible to move the chat output to the lower half of the screen? 10:07 T4im the default bones mod simpy does not implement a custom on_place, meaning it's using the one from minetest builtin, unless that one was broken (which would pretty much mess with any block) it can't really be it 10:07 T4im protection violation isn't reported everywhere, but that's not that bad 10:08 T4im as long as protection is checked 10:09 T4im of course if some mod would mess with the default on_place, that could also be an issue :D 10:09 T4im they shouldn't be allowed to do that :/ 10:11 IhrFussel T4im, yep seems to be the decorative bone node only since they have no meta data displayed 10:12 T4im yea, that one is placed by the builtin placement :/ 10:12 T4im i.e. the same that cobble uses for example 10:14 T4im you could look if any of your mods overrides "minetest.item_place" for example 10:16 IhrFussel Wait I'm confused...seems like it did log the placing 2016-09-03 08:26:59: ACTION[Server]: shenanigans tried to place bones:bones at protected position (-58,13,139) 10:17 T4im then maybe you just have common areas protection gaps 10:17 T4im :) 10:17 agaran IhrFussel: I'll check 10:17 * T4im prefers landrush style protection due to that 10:17 agaran how landrush works? 10:17 IhrFussel No the whole spawn is completely protected as a square 10:19 IhrFussel The player tried to place the node at the same position 100 times or even more..maybe it's some internal bug 10:19 T4im agaran: user places landclaim block and gets the complete mapblock 16x16 for practically the entire height (within limits to allow for mining for example) 10:19 agaran IhrFussel: can you give me those red mushroms I mean to testeus 10:19 T4im it doesn't leave any gaps and is easier for larger builds 10:19 T4im well medium sized builds 10:19 T4im at some point areas becomes easier again :D 10:19 agaran T4im: so player get 16x16x16 or 16x<..>x16? 10:19 T4im the latter 10:20 agaran neat so 2-3 landclaims give nice amount of space 10:20 agaran does that extend underground as most of my stuff is build downwards? 10:20 T4im yea, and the chances of getting lava/water grieved are slim 10:20 IhrFussel agaran, red mushrooms? 10:21 T4im to a limit, i think -60 or so? you need to place another claim underneath that, still limited to a depth to allow mining 10:21 agaran IhrFussel: yes 10:21 T4im height is essentially split in 3 categories, underground, surface and sky claims 10:21 T4im the limits are configurable 10:22 agaran ah.. I see, makes sense unless one is underground dweller like me. 10:23 T4im :) 10:24 IhrFussel agaran, can you tell me the exact item string? I can't find it o.o 10:25 agaran checking 10:26 IhrFussel GUYS I KNOW WHAT HAPPENED 10:26 agaran yes? 10:27 IhrFussel My server HURTS players who try to place stuff at protected positions..each time - 1 HP so the player placed hundrets of dirts and died per 20 times cause HP = 0 10:27 agaran could be 10:28 Krock hurting is bad 10:28 agaran Krock: sometimes people otherwise ignore it.. what else you can do? 10:28 IhrFussel agaran, the log tells me 2016-09-03 08:38:24: ACTION[Server]: shenanigans tried to place default:dirt at protected position (-66,13,139) lots of times 10:28 agaran yup, that explains it 10:28 Krock agaran, revoking interact for30s 10:28 Krock s/r3/r 3/ 10:29 agaran hmm, thats interesting idea 10:29 Krock or maybe 15s 10:29 IhrFussel Krock, they only lose 1 HP each time and it even tells them in the chat what they did wrong 10:29 agaran I'd revoke interract for n seconds, doubling n every repeat.. starting at 8 s.. 10:29 Krock it wouldn't help against flood on lag 10:29 agaran once they get to 65536s they probably start to think.. 10:30 Krock lol no. maybe limit it maximally to 120s. That's already quite much in a game 10:30 agaran Krock: whyyy.. you ruin my fun ;) 10:30 agaran geometric series are so nicelly increasing when factor is in order of 2 or more.. 10:30 IhrFussel Okay the mysterous bone node playcing is solved but the player later stated this too: (03/09/16 09:22:19) [shenanigans]: seems you can cheat and duplicate stuff by killing yourself many times while holding items :) 10:31 Krock agaran, but then you'd also need a decrease of the delay. otherwise it would increase the longer you play 10:31 agaran Krock: yep.. 10:32 agaran too bad you can't see protection ranges on map.. 10:33 IhrFussel (03/09/16 09:21:35) [shenanigans]: something weird with the bones blocks, each of them have dirt inside but i did not have that much dirt, bug?? 10:34 IhrFussel I need to try that 10:36 IhrFussel OH MY GOD HE IS RIGHT 10:36 IhrFussel I just placed dirt at a protected position until I died and after respawning I still had ALL dirt in my inventory PLUS the same amount in my bones 10:36 agaran yup, doubling 10:36 agaran tried same 10:36 T4im agaran: landrush actually can :) 10:36 T4im at least partly 10:37 T4im each mapblock can be shown /showarea 10:37 T4im would be nice if there was an api for minimap overlay though :o 10:37 agaran yup.. 10:38 IhrFussel THIS BUG IS FATAL to say in the least... 10:38 agaran well if you change hurting to interact remote.. then it won't trigger that easilly 10:39 agaran then inv doubling need to be adressed but, it is not that bad as players there can get all stuff anyway from mods.. 10:42 IhrFussel agaran, players don't get all items from moderators, they get items rarely for free...they need to purchase the items with steel ingots 10:43 agaran IhrFussel: still patient enough player will get all for ingots for free:) 10:44 IhrFussel agaran, I don't think there's a way to limit how many steel ingots a player can have...I can't possibly track every chest/cabinet/oven/furnace/microwave etc 10:45 agaran IhrFussel: hmm I would do it differently.. record how many times player got them from bot, and limit to some value 10:45 agaran if you want to make them dig.. I don't care, I dig 10:52 agaran IhrFussel: but when I got killed by monster items did not double 10:53 agaran at least I was respawned with empty hands 10:58 IhrFussel agaran, how to revoke only 1 priv? Do you know? 10:59 IhrFussel Or do I need to do these steps: http://dev.minetest.net/minetest.set_player_privs and set privs.interact = false ? 10:59 agaran or you mean in code? 11:00 IhrFussel Yes in Lua 11:02 agaran IhrFussel: I would do get_player privs, then set to false then apply them again, yes 11:06 agaran IhrFussel: I am trying to clean those bones when I see them around spawn. 11:12 agaran IhrFussel: recently teleport to old position is SLOW, you see for long time 0,0,0, even can walk there.. then you get tp'ed to last pos (on save/load) 11:13 T4im that's an old and known issue :) 11:13 T4im that's why some of us build nice little rooms at 0,0,0 :P 11:13 T4im loading limbo waiting rooms 11:13 agaran heh, sounds nice 11:14 T4im homedecor pictures make great fake-views behind a window :P 11:14 agaran lol 11:17 IhrFussel agaran, I'm on the new protection violation system..I think it's done 11:17 agaran IhrFussel: :) 11:19 IhrFussel agaran, on violation it checks for a file, if it exists it takes the value from the file and adds * 2 then writes it back to the file, then it creates another file with os.time()+secondstoadd and on global step it checks if os.time() > secondstoadd 11:19 T4im i wouldn't do IO on protection violation 11:19 agaran file writing hmm.. not sure if I would do it this way.. 11:19 T4im keep it in memory and save it on player leaving the server, loading when joining 11:20 IhrFussel IO for nodes is totally fine...my server also checks the position on each node placing and checks if file X exists that was never an issue 11:21 T4im well what you are saying is that if someone does 20 violations after each other, they'll cause 20 file writes 11:21 IhrFussel T4im, I can check if the player has the interact priv before checking the file values 11:26 IhrFussel Done, now the game checks for the interact priv on violation and on global step before any IO 11:29 IhrFussel agaran, time to check? 11:29 IhrFussel Or test 11:29 agaran IhrFussel: sure I can help with testing 11:34 agaran IhrFussel: did I crash it? 11:34 IhrFussel agaran, yeah I coded something wrong somewhere one sec 11:36 agaran ooops.. I did it again.. 11:36 IhrFussel No problem I wasn't done fixing it anyway..now it should work 11:38 agaran got to 81920 s disable interact and still can place 11:40 agaran you violated protection, interacting got disabled for 1.58456.... e+30 seconds 11:41 * agaran laughs maniacally 11:43 IhrFussel agaran, it doesn't seem to revoke interact even though the code should be correct 11:44 IhrFussel local privs = minetest.get_player_privs(name) privs.interact = false minetest.set_player_privs(name, privs) 11:44 agaran maybe not false but nil? or.. remove it from list? 11:45 IhrFussel Let's try nil..restart 11:45 T4im if it doesn't accept false, then that'd be worth a bug report 11:45 agaran IhrFussel: you know.. I am just doing qa job;) 11:47 agaran but you may add command for moderators to clear up that counter too 11:47 agaran IhrFussel: now works 11:47 agaran I have no interract 11:52 IhrFussel agaran, I will make it so the game sends it private if violation timeout is less than 60 seconds otherwise public 11:53 agaran hmm, maybe good idea... but yes for longer periods to prevent spamming 11:53 agaran IhrFussel: there is one problem more, if you get interact revoked mobs still will try to kill you 11:54 T4im that's actually something that should be fixed in the engine already 11:54 IhrFussel Well that is part of the punishment then 11:54 agaran T4im: maybe.. 11:54 T4im nothing as annoying as not having interact, then dying from fall damage and not being able to do anything about it :D 11:54 T4im even if you're just on a visit somewhere 11:54 T4im some museum style map for example, without any chance of healing 11:55 agaran yup.. 11:55 agaran IhrFussel: one more item kind would be nice to have.. bone pick and bone shovel.. and bone hoe;) 11:56 agaran made out of bone stick which is made from bones and all rest made too from bone, with parameters maybe about wodden tools just for fun 11:59 IhrFussel agaran, I cannot design such things I need someone who can draw textures well 11:59 agaran I slapped some textures together before, maybenot nice ones but.. still for that you need only pale white stick and pale version of normal wodden pick.. imo 12:00 IhrFussel What should the maximum punishment time be? 128? 12:00 agaran Imo at least 65636.. 12:00 agaran if one is stubborn enough, make it annoying.. 12:00 IhrFussel Nah trust me...2 minutes is A LOT for each violation 12:01 agaran ok.. yours server :) 12:04 agaran T4im: o you know if server selection screen in client has any lua hooks to write lua-based preserve-nickname feature? 12:05 T4im well the main menu is written in lua you could just adapt it in your builtin/ directory 12:05 T4im but that's a per-client modification 12:05 agaran thats my goal.. I can't fix world.. but I can fix my own view on it;) 12:13 IhrFussel agaran, nevermind I'll just show the info to the player...to measure the time difference in seconds would invoke another IO 12:13 agaran imo good.. 12:18 IhrFussel agaran, interacting also disables any inventory actions so 2 minutes is alright 12:18 agaran imo yes 12:19 agaran IhrFussel: is there any command to decline teleport ? 12:19 IhrFussel agaran, nope you just ignore it 12:20 agaran meh, but then I need to know which of pending requests ia m going to acept with /ok 12:20 agaran so /ok optional syntax would be nice 12:20 IhrFussel agaran, it only stores the most recent player name 12:21 agaran so there is chance for race condition.. 12:21 agaran and too bad there is no way to ignore certain person's tp requests.. especially if person would get info that player wishes to not be bothered.. 12:21 IhrFussel I don't think it's very likely that 2 players type /teleport at the same time..or it should happen very rarily 12:22 agaran not necesarly same time just fast enough.. and that blue request is not very readable.. so you may not notice nickname change in it 12:23 IhrFussel agaran, you can suggest me another color for the request text 12:24 agaran no idea yet.. but most of things in game are dark.. not very bright blue gets hard to read.. 12:24 agaran especially in night 12:24 IhrFussel Preferably in RGB values when you found one 12:25 IhrFussel Or wait 12:25 IhrFussel agaran, not RGB hex values 12:26 agaran btw if I get request then do /ok then person gets teleported to place where I am at doing /ok right? 12:27 IhrFussel agaran, yes the current player position at the time of issuing /ok is the target position 12:27 agaran good... so if I get annoyed again i can do spawn /ok, /home 12:28 IhrFussel For example but I can think about a way to disable requests if the player doesn't want to receive any 12:28 agaran well not 'any' just certain of kids in there.. 12:28 agaran in general I don't mind helping newbies.. 12:29 agaran I can live with current state of it.. just need be careful when I do /ok 12:30 agaran IhrFussel: there might be slight problem with new code, when you don't see that digging block is priv violation.. 12:31 IhrFussel agaran, player see in the bottom left if the area is protected 12:31 IhrFussel players* 12:31 agaran if you are IN area.. not if you are outside and digging underground 12:34 IhrFussel agaran, That should also be a rare situation 12:34 agaran well just describing when it may happen..;) 12:34 IhrFussel agaran, should I delete the old timeout value file when leaving the game? 12:35 agaran IhrFussel: no, I think not, but maybe if gap between logout and login is larger than timeout then halve timeout? 12:35 agaran so people can't cheat to logout and reset time.. 12:36 IhrFussel In theory a player then could join, violate, leave, join, violate, leave but...won't that be just as annoying as waiting for the timeout to elapse? 12:36 agaran if it is halving.. after >1 interval then gain will be zero.. 12:37 agaran because you need at least interval of logged out before you get it halved on login.. so not really a lot 12:37 agaran and I would not reset interval and give back interract on login if person logged out without it.. 12:37 agaran mean way, check if has no interact.. then assume it was workaround and make it wait whole interval 12:39 IhrFussel agaran, good thing then my server tracks the "last action" time 12:39 agaran just trying to make ones who try violate and workaround suffer more for attempt to cheat.. 12:55 IhrFussel agaran, alright if os.time()-lastactiontime > 60 [violation timeout / 2] 12:56 agaran hmm something like that 13:08 agaran IhrFussel: bug, for violation timeouts >60 above is always true.. 13:14 agaran IhrFussel: it crashed on login 13:28 IhrFussel agaran, should work now 13:31 IhrFussel agaran, I also added debug output in the chat when someone joins who's time difference is > 120 (I changed it to 120 cause loading time) 13:31 agaran IhrFussel: see ing it 13:31 agaran IhrFussel: you may want to remove water at 0,0,0 13:37 agaran IhrFussel: looks good, I would add 1-2 sources of light for night but thats all 13:43 IhrFussel agaran, I'm a bit busy now let me know when you found a good color for teleport requests =P 13:43 agaran IhrFussel: sometimes ip check is bad, when you want to not tell everyone that you are other person.. 13:43 agaran IhrFussel: sure 13:44 IhrFussel The IP Check is perfect for alt accounts though...hm 13:44 agaran IhrFussel: yes, I know.. but there is difference between making that visible for you/mods and all players.. 15:22 MinetestBot rubenwardy: Sep-02 16:54 UTC yesterday I sent the program through the most of the topics. All of the valid ones should be added now :) 16:18 agaran does tree grow code in engine checks for some more than dirt under sapling and light amount? 16:18 T4im time 16:19 agaran time of day? 16:19 T4im nah, just nodetimer with a minimum amount of grow time 16:19 T4im don't stand around waiting for it to grow, it'll take a bit :) 16:20 T4im not sure anymore how long exactly, but i think you're in for at least 20 minutes at minimum 16:20 T4im oh it also checks for protection 16:24 agaran well then I have to be more patient and plant more trees 18:09 blerttt how can i change the red screen to some other color when i get damaged? 18:15 Hijiri It's hardcoded 19:35 IhrFussel agaran, we removed ALL smartshops from all major cities now...let's see if the server lags less now 19:36 IhrFussel Total number was around 500 19:38 agaran IhrFussel: thats huge amount indeed 19:47 T4im IhrFussel: yes, set_node resets/removes the metadata 19:47 T4im use swap_node if you want to keep metadata intact and only change the content_id 19:48 IhrFussel T4im, does WorldEdit use set_node() ? 19:48 T4im I'd imagine they use voxelmanip 19:49 T4im if you want to remove smartshops, keep in mind that that stuff likely won't call node destructors, and the entities will keep floating around :p 19:49 IhrFussel T4im, voxelmanip will not destroy meta? 19:49 T4im let me check what it actually uses 19:49 T4im before i talk cobble here 19:50 IhrFussel T4im, WE should also be able to handle entities..at least it works with itemframes and I think smartshops are just itemframes with more items displayed 19:50 T4im well i had to fix itemframes at some point, and then they stopped working again, not sure what the status quo is 19:50 T4im fix them to be removed by WE* 19:51 T4im it's something you should test either way on a small scale first 19:51 T4im is what I'm saying :P 19:52 IhrFussel T4im, what I need is a definitive way of destroying nodes plus their meta...the smartshops likely lag my server when players load 100 or more of them at the same time 19:52 T4im yes worldedit uses voxelmanip 19:52 agaran IhrFussel: did you had time to find which block was that huge mapdata in database? 19:52 T4im lag client or serverside? 19:52 IhrFussel T4im, server side..lag spikes likely whenever a player goes near a "shop building" containing 100+ of the smartshops 19:53 T4im hm, probably deserializing all those entities and then deleting them again :D 19:53 T4im i can imagine, yea 19:53 agaran lonesome entities will get purged after entity lifetime, right? 19:55 T4im droped items will, but that's handled in the entities on_step 19:55 T4im i.e. the code is making that decision deliberately 19:56 T4im the engine will however delete when there is a max count reached; itemframes, signs etc will respawn them occasionally 19:56 T4im but you could easily have some of them lingering around for a while until you call clearobjects :) 19:57 agaran calling clearobjects is not big problem I guess.. 19:57 T4im it takes a while :P 19:57 T4im on a big world anyway 19:57 T4im there is a lazy version that does so on mapblock load, but it'll add a bit to the lag of course 19:58 T4im but isn't as blocking at least 20:02 * T4im can't even find smartshops on github 20:03 T4im well if the inventory is called "main" you could try turning them all into locked chests :p at least people wouldn't lose their items then 20:04 T4im assuming they also use the conventional owner metadata as well 20:04 T4im otherwise don't bother, just worldedit them away 20:04 T4im and call a clearobjects after 20:04 T4im if something is left 20:09 Hi_to_All hi 20:09 Void7 hi 20:10 Hi_to_All How are you today? 20:11 Void7 good 20:12 Hijiri does set_node, remove_node call on_destruct callbacks? 20:12 T4im yes 20:13 Hijiri ok, thanks 20:14 Hi_to_All are you guys on a server? 20:17 Krock https://forum.minetest.net/viewtopic.php?f=17&t=15389 20:17 Krock should I post this? http://i.imgur.com/EtYq65v.gif 20:17 Krock best shitpost ever 20:18 Hi_to_All LOL 20:18 Krock Hi_to_All, hello. I'm not playing rn 20:18 Hi_to_All ME TOO 20:18 T4im hello to you, too Krock 20:18 T4im oh 20:19 Krock Ohai T4im 20:19 T4im nvm 20:19 Krock hi T4im 20:19 IhrFussel T4im, want a link to the mod? 20:20 Krock We're all suffering from Alzheimer 20:20 T4im I've found a zip file on the forums, haven't bothered opening that yet x) 20:20 paramat voxelmanip doesn't delete metadata 20:21 Krock neither it deletes param2, unless you overwrite it seperately 20:21 T4im and doesn't call node destructors, I'd highly assume 20:21 paramat correct 20:22 paramat or any callback 20:22 Krock but that's again the reason why the vmanip is so fast 20:22 T4im unless one does it self :) 20:22 T4im oneself 20:23 T4im but there was a time when worldedit for some reason managed to call them iirc, but maybe i remember wrong 20:23 IhrFussel That is NOT good in my case...now the smartshop nodes are gone with WorldEdit which uses voxelmanip and seems like the engine will still load the meta of the air nodes 20:23 Hi_to_All OMG 20:23 T4im have you called the clearobjects? 20:23 paramat schematics i suspect act like vm 20:23 Hi_to_All FUSSEL 20:24 IhrFussel Yes? 20:24 T4im well, is it still that bad then? 20:24 Hi_to_All the legend 20:25 IhrFussel Legend? lol 20:25 T4im any set node will definitly erase them again, so placing stuff there won't "adopt" the metadat 20:25 T4im they'll still be saved in the mapblock data, but, how much metadata can such shop have? 20:25 IhrFussel T4im, will a simple placement by hand call set_node() ? 20:25 T4im yea 20:26 IhrFussel T4im, well the meta data contains the owner's name, the items for sale and the prices at least 20:27 T4im infotext shouldn't be displayed with airnodes I'd imagine 20:27 IhrFussel T4im, no it won't but I'm guessing the meta is still in the DB and gets loaded when a player goes near an air node with meta 20:28 T4im I'd estimate that data to be as much as that of maybe 2 filled chests 20:28 Hi_to_All ? 20:28 IhrFussel T4im, there were 500 of them...100-200 per city on the map 20:28 T4im oh 20:29 T4im but not in one mapblock? 20:29 IhrFussel Up to 50 in one mapblock 20:29 IhrFussel Imagine a building that contains rows with smartshops...that's what it looked like 20:30 Hi_to_All bye 20:30 Hi_to_All ill be afk 20:30 T4im well I'm still assuming, that the entities that thing spawns are more of a problem 20:30 T4im at least from what I've seen that's easier to get a server down to its knees 20:32 IhrFussel I did /clearobjects quick 15 minutes ago...IIRC it will clear all entities whenever the mapblocks get loaded right? 20:32 T4im yes, as well as all of the already active ones 20:33 T4im if you wanted to go nuclear with the cleaning, there is a command to delete the entire block from the db :P 20:33 T4im all of it 20:33 IhrFussel T4im, so the only way to make sure that the entities from the smartshops are gone is to fly to the mapblocks of their origin 20:34 IhrFussel I think /deleteblocks here ? 20:34 T4im yea 20:35 IhrFussel But I'd like to not touch any buildings my players created... 20:45 Hi_to_all_ Hi 20:45 Hi_to_all_ I'm back 20:56 JTE Are there any mods that add mobs which make unique footstep noises that don't sound completely indistinguishable from players? Because you just sort of continuously hear all kinds of things walking around and there's literally no way to tell without looking whether it's a friendly rat or a hostile mob trying to find a way into your house. 21:01 Hi_to_all_ Hey 21:05 Krock JTE, the currently easiest way of adding footsteps does not allow to configure the played sounds 21:13 JTE Yes, because everything in Minetest is a hardcoded pile of shite. :V You'd probably have to make a base mobs mod that specifically adds a wrapper to each mob's thinker callback or sommat which checks if it's moving along the ground and periodically plays a noise that mob was configured with. 21:14 JTE Still not difficult, though. Why not? :3 23:12 paramat shamoanjac did you get your mapgen working?