Time Nick Message 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 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. 04:02 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Mapgen: Remove unused mgv7 code and some unused biometypes 132f280cc https://git.io/vx0Cn (152018-03-26T03:59:49Z) 04:31 fireglow sure :) 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 ? 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 15:44 MinetestBot 02[git] 04timcu -> 03minetest/minetest: macOS: don't require X11 libraries during compilation (#7149) 139802e59 https://git.io/vxEVW (152018-03-26T15:43:59Z) 15:46 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Update jsoncpp to 1.8.4 (#7172) 13040b878 https://git.io/vxEV6 (152018-03-26T15:44:54Z) 15:46 MinetestBot 02[git] 04nOOb3167 -> 03minetest/minetest: Guard sound manager initialization with "enable_sound" (#7167) 13b0fef16 https://git.io/vxEVi (152018-03-26T15:44:40Z) 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 16:02 Gael-de-Sailly like ":technic:my_node" 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 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 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 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