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IRC log for #minetest, 2018-03-26

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All times shown according to UTC.

Time Nick Message
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01:42 TheInformer anyone on?
01:42 dagreatnate1 Yes?
01:42 TheInformer i want to do some coding stuff, got any ideas for a mod
01:44 dagreatnate1 uh, i dont have many ideas, sorry
01:45 TheInformer any idea really
01:45 TheInformer just something simple will work
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03:03 cimbakahn Hello!
03:03 cimbakahn Is fireglow around?
03:07 cimbakahn I can't log in here ----> Master Builders Enclave [DE/EN] minetest server: games.firc.de, port 30000
03:13 fireglow Hi cimbakahn
03:13 fireglow Hmm, let me see
03:14 fireglow cimbakahn: with which name did you try to connect?
03:14 fireglow actually, what's the error you're getting?
03:15 fireglow hmm, try now
03:21 cimbakahn Ok.
03:23 cimbakahn fireglow, I only have 1 name on any minetest server.
03:27 fireglow seems to work now, thanks for notifying me, cimbakahn!
03:30 cimbakahn fireglow, Thank you!  I found my building.
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04:02 MinetestBot [git] paramat -> minetest/minetest: Mapgen: Remove unused mgv7 code and some unused biometypes 2f280cc https://git.io/vx0Cn (2018-03-26T03:59:49Z)
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04:31 fireglow sure :)
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14:53 jluc Hello
14:53 jluc i found 0.5 builds for windows here : https://minetest.kitsunemimi.pw/builds/
14:54 jluc are there official or recommended 0.5 installable for windows ?
14:57 jluc https://gitlab.com/minetest/minetest/-/jobs/ maybe ?
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15:09 BakerPrime Stupid question: Is there a way to disable the red "server error"s that appear in the chat on local-host? There is a mod, or engine bug (unsure what's causing it right now) that keeps throwing errors, generally about "too many objects detected, removing all of them", or about "m_static_exists=true but doesn't actually exist", I plan to fix the errors soon (if I can find what's wrong) but for now, I want them to stop, and to stop
15:09 BakerPrime spamming debug.txt and minetest chat.
15:10 Krock debug_log_level = none  disables all logging, so no red messages will appear in-game
15:11 Krock max_objects_per_block = 512  solves the error for you
15:11 Krock ^ either that or try to update your signs with text entities on them, so they're possibly more efficient (less objects)
15:13 Krock BakerPrime, and that's not a stupid question, as these limits are usually enough for regular maps but may need tweaking in some cases
15:15 Krock oh, and the configuration file is called "minetest.conf" or use the "Advanced Settings" form in the Main Menu
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15:44 MinetestBot [git] timcu -> minetest/minetest: macOS: don't require X11 libraries during compilation (#7149) 9802e59 https://git.io/vxEVW (2018-03-26T15:43:59Z)
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15:46 MinetestBot [git] nerzhul -> minetest/minetest: Update jsoncpp to 1.8.4 (#7172) 040b878 https://git.io/vxEV6 (2018-03-26T15:44:54Z)
15:46 MinetestBot [git] nOOb3167 -> minetest/minetest: Guard sound manager initialization with "enable_sound" (#7167) b0fef16 https://git.io/vxEVi (2018-03-26T15:44:40Z)
15:59 IcyDiamond I wanted to make a mod that extends technic but apparently I cant use their base machine register function because it's hardcoded to prefix the node with "technic:"
16:02 Gael-de-Sailly if you want to register an item that doesn't start with the name of your mod, add ":" before the name
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16:02 Gael-de-Sailly like ":technic:my_node"
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16:02 IcyDiamond hmm
16:03 IcyDiamond local machine_node = "technic:"..ltier.."_"..machine_name
16:03 IcyDiamond that's a bit of an issue in this case
16:04 Gael-de-Sailly I thought it was about registering items
16:04 IcyDiamond minetest.register_node("technic:"..ltier.."_"..machine_name, {
16:05 IcyDiamond yeah I can't put an extra : there because it will screw up the tiers
16:05 IcyDiamond Should I open an issue? I dont know
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16:07 sfan5 that's a bug in technic
16:08 Gael-de-Sailly I don't see what could prevent from adding a colon before the nodename
16:08 Krock >> https://github.com/minetest-mods/technic/issues/new
16:08 Gael-de-Sailly (however I've never looked into the code of technic)
16:09 Krock Registering nodes is everywhere the same. There could however be conflicts when you're overwriting an existing node by accident
16:10 BakerPrime @Krock: Alright, I will try that. Thank you. ;D
16:10 Krock if you're not sure about entire node definition overwriting, prefer minetest.override_item
16:10 Krock !next
16:10 MinetestBot Another satisfied customer. Next!
16:10 BakerPrime xD
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16:11 Gael-de-Sailly iirc when registering an already existing node with ":", it overrides it
16:11 Gael-de-Sailly that was the ugly method used in moreblocks some years ago
16:12 Gael-de-Sailly maybe this has changed
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16:17 IcyDiamond haha love the !next command btw
16:18 IcyDiamond am glad to see that the development on this brilliant engine is still going strong
16:22 IcyDiamond apparently I was the 3200th star on the repository
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