Minetest logo

IRC log for #minetest, 2019-03-15

| Channels | #minetest index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:10 Fixer joined #minetest
00:16 rosegarden19 joined #minetest
00:46 Hirato_ joined #minetest
00:51 riff-IRC joined #minetest
00:54 rosegarden19 left #minetest
01:10 turtleman joined #minetest
01:13 riff-IRC joined #minetest
01:23 ssieb joined #minetest
01:46 milkt joined #minetest
01:47 argyle77 joined #minetest
02:07 MistahDarcy joined #minetest
02:37 Tux[Qyou] joined #minetest
03:03 riff-IRC joined #minetest
03:06 indiana joined #minetest
03:19 cimbakahn joined #minetest
03:20 cimbakahn Can someone please get rid of Gnome!
03:20 Emerald2 What do you mean?
03:37 Hawk777 joined #minetest
03:38 diemartin Yes! Get rid of Gnome! But you probably meant user Ganome.
03:38 diemartin Lxde ftw
03:40 Emerald2 xfce all the way!
03:41 Emerald2 (though I've heard good things about MATE)
03:44 diemartin Xfce it's nice too. Never tried MATE.
03:44 gorilla joined #minetest
03:44 diemartin Is it lightweight?
03:45 Emerald2 MATE's a bit heavier than xfce I think.
03:46 Markow I use OpenBox for the ultimate in lightweight ;)
03:50 riff-IRC joined #minetest
04:10 Fusl joined #minetest
04:11 est31 joined #minetest
04:14 diemartin Anyway I'm gonna use sleepWM for a bit. Good night o/
04:15 milkt joined #minetest
04:19 Emerald2 lol g'night
04:46 erstazi joined #minetest
04:48 riff-IRC joined #minetest
04:59 swift110 joined #minetest
05:07 timcu joined #minetest
05:46 amenji joined #minetest
06:09 VanessaE ............................333333
06:09 VanessaE the cat says hi.
06:10 * cheapie waves to VanessaE's cat
06:10 VanessaE heh
06:11 VanessaE not sure if he's a keeper though, he's a little stray I brought in today, can't be much mo
06:11 VanessaE ..more than a year old
06:20 Emerald2 Hi kitty!
06:20 VanessaE I think it's about time for me to hit the sheetss
06:21 * cheapie drapes a blanket over VanessaE
06:22 VanessaE thanks :P :)
06:23 Emerald2 G'night Vanessa!
06:23 VanessaE night :)
06:56 Fusl joined #minetest
07:23 Weedy joined #minetest
07:24 Nezrok_ joined #minetest
08:07 erstazi joined #minetest
08:10 amenji joined #minetest
08:34 aheinecke joined #minetest
08:37 CWz joined #minetest
09:04 troller joined #minetest
09:12 ssieb joined #minetest
09:20 Beton joined #minetest
09:23 ANAND joined #minetest
09:25 YuGiOhJCJ joined #minetest
09:47 SanskritFritz joined #minetest
09:54 Megaf joined #minetest
10:35 proller joined #minetest
10:49 err404 joined #minetest
11:16 Fixer joined #minetest
11:18 proller joined #minetest
12:01 argyle77 joined #minetest
12:06 ensonic joined #minetest
12:26 simon816 joined #minetest
12:39 amenji joined #minetest
12:43 kurtzmusch joined #minetest
12:52 Vapalus joined #minetest
12:55 Vapalus Are mountains, water and the rest of the surface made by a special part of the map generator?
12:56 Vapalus I wanted to add something that simply repeats the algorithm each 4096 units in Y-direction, but it didn't do anything
12:59 Emerald2 Do you have your code on a git repo or such? To help you they'll want to look at it. (Can't help you myself, only just started trying to understand mapgen).
13:00 simon816 joined #minetest
13:01 Emerald2 Or even a pastebin type site.
13:04 Vapalus I just added "data->blockpos_requested.Y %= 1024" in https://github.com/minetest/minetest/blob/master/src/mapgen/mapgen_v7.cpp line 302, for a test
13:04 Vapalus I expected something weird to happen, but absolutely nothing changed.
13:04 Vapalus even adding all three lines for all three dimensions did nothing, so I was wondering what I even did
13:05 Vapalus maybe that's just for underground?
13:05 Emerald2 Sorry I have nooooooooo idea.
13:06 Vapalus No, it can't be "just for underground" since the big caves stayed
13:09 Vapalus Fact is, I'm not asking for what to do, I'm asking for what I should experiment on. That helps me more and is less text for you to write
13:10 Emerald2 I don't know that either. Hopefully somebody is lurking around here who does. :)
13:13 jimvideo joined #minetest
13:21 LMD joined #minetest
13:30 Markow joined #minetest
13:56 scr267 joined #minetest
14:20 scr267 Is there a good mod for removing unknown nodes?  I just removed a mod temporarily and I would like to get rid of the nodes it generated.
14:21 sfan5 alias them to air?
14:22 scr267 Hum, interesting idea... There are various types though, so its not that simple, but perhaps you are right...
14:22 scr267 I'm not sure how to alias one node to another though, is there some doc on that?
14:23 scr267 I was looking here: https://dev.minetest.net/minetest.register_alias
14:23 cddepppp256 joined #minetest
14:23 sfan5 you create a folder, put an init.lua and the calls to minetest.register_alias inside
14:23 scr267 Is it as simple as minetest.register_alias("seaplants:kelp", "air") for example?
14:24 sfan5 should work
14:24 scr267 Thanks very much! :)
14:24 Fuchs joined #minetest
14:35 kurtzmusch joined #minetest
14:40 kurtzmusch joined #minetest
14:42 zylens joined #minetest
14:46 JDCodeIt The "node" data is still in the map in that case - I would think an ABM that sets the node to air might be better.
14:48 zylens I have a question for the developers of Minetest, are you all writing the game in different IDE's or in the same IDE ?
14:48 zylens and in what IDE
14:48 zylens IDE's
14:57 scr267 sfan5, excellent suggestion.  It worked like a charm!
14:59 scr267 JDCodeIt: Oh really, so if  were to re-enable the mod it would simply re-add it in at the exact same locations?
14:59 scr267 Sorry I hadn't seen your message earlier.
15:00 sfan5 JDCodeIt: shouldn't minetest replace the node as it reads/writes the map during runtime?
15:00 JDCodeIt you said "remove" so I thought that meant really get rid of the items in the world. Of course if you wish to see them in future, you could leave the data in the map.
15:01 scr267 JDCodeIt: I am looking at removing them.  While I 'swam' around underwater, the nodes were replaced with air which gradually got replaced with water sources
15:01 JDCodeIt That would be interesting - scr267 - if you disable the alias does it come back?
15:01 scr267 Hum... i'd have to go to a spot where I haven't recently been :-/
15:02 Zylens-mobil joined #minetest
15:03 scr267 I'll see if I can try that out
15:04 JDCodeIt In your case, it seems the ABM on water caused to node data to be replaced with water source. Above water, I'm not so sure.
15:05 scr267 Yes I see what you mean.  So I think your suspicion is correct. I turned off the alias, and tried to go back to a place where those seaplants would have existed alread.
15:05 scr267 already: and they were definitely still there...
15:06 scr267 So yes the alias doesn't actually replace the node data.
15:09 scr267 But in my case it actually solves my problem nicely since I'm dealing with underwater plants :)
15:10 YuGiOhJCJ joined #minetest
15:11 nri joined #minetest
15:11 scr267 I'm going to try this over dry land
15:11 nri Hello
15:18 scr267 So this is really interesting:
15:19 scr267 1) I put some kelp on dry land, disabled the mod and restarted the server to verify the nodes were unknown.
15:19 scr267 2) I then aliased the nodes to air and restarted the server.  The nodes disapeared and the kelp that I still had in my inventory was then showing up as 'air nodes'
15:20 scr267 3) I disabled the aliasing mod that I made and restarted, the nodes were gone.  Air was correctly in place, however the air nodes in my inventory were now showing up as unknown.
15:20 scr267 4) just to verify my inventory, I re-enabled the seaplants mod and restarted.  My inventory had kelp items.
15:21 scr267 So you are both basically correct.  Some of the data is converted and some of the data (in the inventory) remains.  And it also probably depends on where the player is at the time.
15:28 nri Does anyone use "gamma" setting to see better?
15:29 scr267 nri: I do.
15:29 nri cool, but in v5 you can only raise the number up to 3
15:30 scr267 I think it was always up to 3
15:30 scr267 0.4.17 certainly was.
15:30 JDCodeIt So something requesting the map blocks actually replaces the data in the map blocks when there is an aliased node.
15:30 riff-IRC joined #minetest
15:30 scr267 JDCodeIt: Sure seems like it.  Probably only when players are in the vicinity.
15:31 scr267 well, like you said 'requesting the map blocks'
15:31 nri scr267: In 0.4.17 i could ramie the gamma to 35 or even higher
15:31 nri *raise
15:32 scr267 nri: Really??? And it had an effect?
15:32 nri scr267: yes it did it was bright in caves
15:33 scr267 Oh maybe I saw some 5.0.0 docs during its development... I might have gotten confused.
15:33 nri scr267: maybe
15:34 scr267 In any case, if there was a way to brighten things up, I would certainly be happy. My screens are not that great and can get Really dark...
15:35 p_gimeno I know the feeling
15:35 nri scr267: in 5.0.0 you can but i raised mine to 35 in 0.4.17
15:35 nri *cant
15:35 nri *in 5.0.0
15:36 p_gimeno that's why I fixed a wiki page on the subject recently, https://wiki.minetest.net/Troubleshooting#The_screen_is_too_dark
15:36 scr267 p_gimeno, Oh nice!
15:36 nri p_gimeno: nice
15:36 kurtzmusch left #minetest
15:37 scr267 Funny I just read this page a few days ago ... I should try that opengl trick
15:37 scr267 On a similar topic, Xenon made a really neat tool for server admins. pday
15:37 scr267 its in the contentdb
15:37 p_gimeno the opengl thing is the one I fixed
15:38 scr267 Oh cool
15:38 nri I know Xenon. i play RedCat his name is Xenon on the IRC but _CA_ in game
15:39 scr267 Yes, so his pday mod allows players with a specific privilege to see daylight all the time.
15:39 scr267 This only works above ground though.
15:39 scr267 Very handy for a server admin
15:39 nri yes, on VE servers u have that option
15:40 nri everyone has it
15:40 scr267 ok
15:40 scr267 Oh?
15:40 scr267 Another thing I did not know :-P
15:40 nri yes any player has that option
15:40 scr267 How is it done on those servers?
15:44 nri idk i dont know much about programming but when you are on in your inventory you cant choose the option to go between night and day or just night or day.
15:44 nri *can
15:44 nri *can choose
15:44 scr267 Oh I see... is that only on creative servers?
15:44 scr267 But that actually changes from day to night for everyone though.
15:44 scr267 or vice versa
15:44 nri the only one i know of is  on VE creative
15:44 nri no it just does it for the certain player
15:45 scr267 Really!??
15:45 nri yes
15:45 scr267 hum, I'll go and test that :)
15:45 nri everyone has there on options
15:45 nri *own
15:45 scr267 Joining my server right now to see... I thought this was a priv
15:45 nri no its not a priv
15:46 nri i think its a mod
15:46 scr267 Well, I know its part of the unified inventory view
15:46 scr267 but I just assumed it required the set_time privilege.
15:47 nri in VE creative everyone has their own options
15:47 nri for day and noght
15:47 nri *night
15:47 scr267 Ok, so she must be running some special mods to allow that.
15:47 nri yes
15:47 nri you have a server?
15:47 scr267 Xenon's pday sets the daytime permanently.  Time changes and you can see the sun and moon but it has no effect on light.
15:47 scr267 always daylight
15:47 scr267 yes, my server is Aurelium
15:48 nri oh ok
15:48 nri maybe ill join some time
15:48 scr267 I hope to see you around :)
15:48 p_gimeno scr267: by the way, I gather you didn't come to any conclusions about those node registrations lagging the server?
15:49 scr267 p_gimeno: I disabled seaplants and it made a huge improvement.
15:49 scr267 And this morning I was bugging sfan5 and JDCodeIt about how to get rid of the unknown nodes those seaweeds caused.
15:50 p_gimeno yes I've caught up with the backlog :)
15:50 scr267 And no, I don't know what exactly in seaplants is the cause of the huge lag.
15:50 p_gimeno did you try by starting the server from the UI, or running a standalone server?
15:51 scr267 Mostly I've been testing this on two standalone servers.
15:51 scr267 One that is a production server, the other is a clone used for testing.
15:51 p_gimeno ok, I asked to discard the possibility of the client having lag and slowing the server down
15:52 scr267 Yep, was wondering about that.
15:52 scr267 However, the slowdown was only happening around the sea
15:52 p_gimeno it's TOO puzzling that the mere registration of the nodes can cause server lag
15:52 scr267 I wonder if some abms were not leftover in the data as long as the nodes were registered.
15:52 scr267 Is that possible?
15:53 scr267 That would explain it...
15:53 p_gimeno no I don't think that's possible, ABMs only run if a mod registers them at run time
15:53 scr267 ok.
15:53 scr267 Even my running trains don't cause this much lag.
15:54 JDCodeIt sea plants lag I believe comes from the no-air ABMs I had to disable that and don't use them
15:54 scr267 JDCodeIt, I commented out all register_abms in seaplants and still had over 1s of ABMS on average.
15:54 scr267 On dry land I have 0 ABMs over 200ms, I don't get any warnings.
15:55 scr267 very weird behaviour.  I was wondering if something was kept in cache so long as the module was enabled.
15:55 p_gimeno scr267: did you connect from a different computer, or were the client and the server on the same computer?
15:56 scr267 Technically they are all running on the same host.  My client runs on my host, and the servers run on VMs ...
15:56 p_gimeno oh hmmm
15:57 JDCodeIt you can enable the profiler to nail it down
15:57 p_gimeno good idea
15:58 scr267 Yes I am doing that... a bit tricky to decypher... mostly I look at the avg microsecond column to see
15:58 nri scr267: I asked VE what time mod that is. I tell u when she gets back to me
15:58 scr267 nri: thanks
15:58 nri NP
15:58 scr267 The biggest one is:   - ABM 'Switching Station' ...........................  |     24082 |    294850 |     43181 |  47.1 |  97.6 |  88.8
15:58 scr267 But when I'm close to any switching stations, I don't see any ABMs going over 200ms
15:58 JDCodeIt ...oh you have technic
15:58 scr267 and when I'm over sea, I get plenty of warnings.
15:58 scr267 Yes, maybe the technic_mapgen?
15:59 scr267 I'd be surprised as to how it affects the sea though
15:59 scr267 surprised=curious
16:00 scr267 There is an ethereal ABM which grows coral, but it doesn't seem to be very intensive...
16:00 scr267 avg 77 microseconds..
16:00 JDCodeIt So your FPS goes way down, or things like placing a node takes a long time?
16:00 p_gimeno wish I could reproduce it
16:01 scr267 JDCodeIt, FPS wasn't affected... the host is pretty powerful with a decent GPU.  But certainly when I had ABMs taking over 1s, lag was quite high...
16:02 scr267 Funny is that the biggest ABM by far is unified_inventory on_joinplayer
16:03 JDCodeIt Server is pegged at 100% on one core when traversing the sea? You should do /profiler reset to start new statistics. yes, UI takes a while to build up the list on joining
16:03 scr267 So, no the server never got pegged at 100% over the sea... but it could get to around 30% or 50%
16:04 scr267 server=>cpu
16:04 scr267 sorry put the wrong word there
16:04 scr267 But when the seaplant mod was on, ABMs could take anywhere between 900ms to 1500ms
16:04 scr267 And that would usually keep the lag to at least around ~1s
16:05 scr267 Now that I've disabled seaplants, its at a much more manageable 200ms over the sea
16:05 scr267 the ABMs
16:05 nri You guys are so smart :) i dont understand what u are talking about:)
16:06 scr267 be back in a bit
16:06 JDCodeIt 5.0.0 version I think has something to support drawing things in water without displacing the water - that is what I found was the main drag on the sea mod. So the mod needs to be touched up in 5.0.0 and maybe it will have better performance
16:07 nri scr267: ill ping u when VE gets back to me
16:08 azkia joined #minetest
16:08 azkia https://cari-mp3.club/
16:08 azkia https://downloadlagu-mp3.club/
16:12 p_gimeno do the bots have a feature for auto-kickban on certain keywords?
16:12 Zylens joined #minetest
16:12 FrostRanger joined #minetest
16:14 JDCodeIt check out the drawtype = plantlike_rooted - maybe the ABM's can be turned off and you get nice underwater plants
16:17 puzzlecube joined #minetest
16:19 scr267 JDCodeIt, I'll take a look at that when I get back :)
16:41 lisac_ joined #minetest
16:59 benrob0329 joined #minetest
17:04 scr267 So I found the other hog mod from sea... It turns out the noairblocks is the cause of the ABMs going over 200ms
17:06 JDCodeIt Yep, that's the part you may be able to turn off with the other drawtype
17:06 scr267 Oh?  I'm not sure I understand...
17:07 JDCodeIt It means getting into the lua code...
17:07 scr267 yes I figured as much :)
17:08 scr267 Ok Im reading up the drawtype doc
17:09 JDCodeIt e.g. in green kelp where you see drawtype = "plantlike", ... change to drawtype = "plantlike_rooted", - and disable those no-air ABMs
17:09 scr267 yes i understood :)
17:09 scr267 sorry, i should have mentionned
17:09 scr267 just prepping a sed command for the test
17:11 scr267 ok restarting the server :)
17:13 Unit193 joined #minetest
17:17 ssieb joined #minetest
17:29 p_gimeno I've spawned in a cave! in absolute darkness, without knowing what was going on. I had to grant myself 'give' and give myself a torch to be able to see. A newbie user would think that the MT screen was just black.
17:29 scr267 p_gimeno, At least its realistic :)
17:29 scr267 Except for the spawning part
17:54 nowhere_man joined #minetest
17:58 kaeza joined #minetest
17:59 proller joined #minetest
18:07 p_gimeno well, so JDCodeIt was right. The registered nodes have group 'sea' and the noairblocks ABM triggers with group:sea. That explains why registering the nodes triggered the ABMs and therefore the slowdown.
18:09 p_gimeno mystery solved :)
18:10 scr267 Well, I've modified it to use plantlike_rooted, but after switching back to the original code, I can't seem to get slowdown anymore.
18:10 scr267 In fact, I can't get the plants to grow anymore either... a bit more testing needed on my part :-/
18:21 Tux[Qyou] joined #minetest
18:21 FreeFull joined #minetest
18:39 JDCodeIt Did you disable the "grow" abm's? They look pretty simple - if a water source is above, then grow
18:40 Hirato_ joined #minetest
18:45 lisac__ joined #minetest
18:50 kaeza joined #minetest
18:56 p_gimeno Optimized the 8 ABMs to 2, reducing the number of calls to get_node() and the chance of execution: https://paste.scratchbook.ch/view/f9b85123
18:56 p_gimeno (in noairblocks)
19:02 p_gimeno an additional optimization would be to make the growing ABMs check their surroundings when growing, so that the noairblocks are placed on grow and the frequency of the noairblock ABMs can be reduced
19:06 illwieckz joined #minetest
19:18 Hirato_ joined #minetest
19:29 scr267a joined #minetest
19:34 xSmurf joined #minetest
19:51 JDCodeIt I thought maybe the noairblocks concept was going to be eliminated with the different drawtype - did that not work?
19:52 p_gimeno I run a 0.4.16 local server
19:52 p_gimeno I'm currently not using sea, but now I have it ready in case I want to install it in future
19:55 VanessaE 0.4.16?  dude.  upgrade already..
19:55 VanessaE we're almost at 5.0.1 now.
19:55 JDCodeIt drawtype plantlike_rooted was added July 10, 2017 - is it older than that?
19:56 p_gimeno yeah
19:56 cddepppp256 joined #minetest
20:03 p_gimeno VanessaE: I've many more reasons no to upgrade than to upgrade. I like things as they are now.
20:05 VanessaE fair enough.
20:05 VanessaE it won't long before no one can connect to your server though :)
20:06 p_gimeno oh my wife will surely be able to, and I don't need anyone else to connect :)
20:18 Taoki joined #minetest
20:43 IhrFussel joined #minetest
20:44 IhrFussel !tell nri In theory you could set the gamme setting to something higher than 3 but internally 3 was always the max and any 'brighter screen' argument was a placebo effect
20:44 MinetestBot IhrFussel: I'll pass that on when nri is around
20:45 scr267 JDCodeIt, well I'm a bit out of time to test this all out... I couldn't follow up full yet.
20:47 kaeza joined #minetest
20:56 LMD joined #minetest
20:57 Fixer_ joined #minetest
21:24 nri joined #minetest
21:24 MinetestBot nri: Mar-15 20:44 UTC <IhrFussel> In theory you could set the gamme setting to something higher than 3 but internally 3 was always the max and any 'brighter screen' argument was a placebo effect
21:26 nri VanessaE: Hello, what is the mod you use in VE dreambuilder creative that allows each individual player to set their time preferences? thanks
21:28 VanessaE -> /msg
21:30 nri scr267: https://cheapiesystems.com/git/daynight/
21:34 scr267 yep thank you
21:49 ssieb joined #minetest
22:06 ordoflammae joined #minetest
22:43 nowhere_man joined #minetest
23:03 illwieckz joined #minetest
23:13 milkt joined #minetest
23:14 puzzlecube joined #minetest
23:16 ol_foody_can-Ned joined #minetest
23:20 Nezrok joined #minetest
23:24 Wikiwide joined #minetest
23:27 Wikiwide In the Mineclone 2 game how do you download fireworks and potions mod?
23:27 Wikiwide :)
23:29 ol_foody_can-Ned You mean install it, or download it inside the game interface?
23:30 Wikiwide joined #minetest
23:30 Wikiwide Install.
23:31 ol_foody_can-Ned mhm.  Sorry, I have no idea, but I thought it could do to clarify the question ;-)
23:32 Wikiwide Install it.
23:32 Markow joined #minetest
23:32 ol_foody_can-Ned I know how to install games in Minetest, but I don't know if there's anything special with that one…
23:34 p_gimeno well, MC2 needs mods that are compatible with it specifically
23:34 p_gimeno there's a thread in the forums about mods that are compatible with MC2
23:35 fluxflux joined #minetest
23:35 p_gimeno so the first question is, are fireworks and potions compatible with MC2, in the first place?
23:35 Wikiwide Mineclone 2 is installed, but usual minetest mods do no necessarily work with it. And the list I have seen with MC2 mods includes neither fireworks nor potions?
23:35 p_gimeno then chances are it won't work
23:35 p_gimeno but you can try anyway :)
23:36 Wikiwide If fireworks aren't compatible with MC2, what changes would be needed to make it compatible with MC2?
23:36 p_gimeno well, you need to know about modding... I haven't ever tried to make a MC2-compatible mod
23:37 Wikiwide I haven't either. I just know they begin with init.lua
23:37 ol_foody_can-Ned I'm only just learning Minetest's innards, myself … Lua irks me for some reason
23:37 p_gimeno I guess incompatibilities come from the fact that the functions provided by MTG's default mod, as well as the included blocks and items, aren't available
23:37 p_gimeno everything is new
23:39 p_gimeno https://github.com/crazyginger72/fireworks/blob/master/depends.txt says fireworks depends on default, which probably means it won't work with MC2
23:39 Wikiwide ol_foody_can-Ned: I guess, it reads the whole code before it begins to execute it. So x=4; x=5; x=6; will end up as x=6, without any blinks about 4 and 5.
23:42 ol_foody_can-Ned Yes, Wikiwide.  unless syntax is bad, it doesn't complain about functional errors until it proceeds to execute a function.
23:42 Wikiwide p_gimeno: what does fireworks exactly need to work? Fire? Teleportation? Sound? Colours?
23:42 p_gimeno I think I've found why it depends on default. I couldn't see anything obvious, until I looked twice, and found this: https://github.com/crazyginger72/fireworks/blob/master/init.lua#L83
23:43 p_gimeno the recipe depends on nodes that are on default
23:44 Nezrok joined #minetest
23:44 p_gimeno it actually depends on dye too, but the author forgot to specify that. I guess whoever has default typically has dye, so it's easy to forget.
23:45 p_gimeno so... if you change the recipe to specify nodes that are in MCL2, I think there are chances that it will work
23:46 ol_foody_can-Ned Wikiwide, when you do edit those mods to make them compatible with MC2, be sure to post on the forums so others can enjoy too
23:47 p_gimeno I'll leave potions up to you :) - here's the depends.txt which is a good starting point: https://github.com/ZNixian/minetest-potions/blob/master/potions/depends.txt
23:48 Edgy1 minetest 5.0 is so rude
23:48 Edgy1 it said i dont have a future ;-;
23:48 Edgy1 https://hastebin.com/abukenojob.sql
23:48 Edgy1 "no future without main menu"
23:50 Fixer joined #minetest
23:54 Cornelia joined #minetest
23:58 Tux[Qyou] joined #minetest
23:59 argyle77 joined #minetest

| Channels | #minetest index | Today | | Google Search | Plaintext