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IRC log for #minetest, 2019-03-24

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All times shown according to UTC.

Time Nick Message
00:31 paramat joined #minetest
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00:45 DoyleChris settings to enable the radar of the minimap
00:52 paramat ?
00:53 paramat see https://github.com/minetest/minetest_game/blob/8b5e0a914b03451b56f4fcbd5b890e394009a10c/mods/map/init.lua#L23
00:54 paramat you'll need to override what the map mod does, radar mode is only available in creative
00:56 DoyleChris can i enable the radar mode by a privliage without creative mode
00:56 DoyleChris or add server to the code
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01:04 p_gimeno https://notabug.org/pgimeno/Gists/src/minetest--enable-minimap-mod
01:09 p_gimeno or do you want to enable it for certain users only?
01:10 DoyleChris just me
01:11 DoyleChris i have all privs except creative
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01:20 Ganome317 The last world I generated for players, did not generate below -850:Y. Players would fall all the way to -31000
01:20 Ganome317 I saved the world file and wiped
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02:49 Dr-Frankenstone rubenwardy: Good job on claiming that google knowledge panel! It's still-claimable existence being so prominent in the forums had me a little nervous
02:52 rubenwardy :)
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04:06 Jaidx Hi
04:22 kaeza Greetings, Jaidx.
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06:01 haslo Hi. How can I make minetest render blocks that are far away that Im looking at? Ive increased the viewing range to 400 but its not that nice yet. Whats a good number to set so it would be more like minecraft?
06:01 norkle minetest ftw!
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10:17 MinetestBot [git] SmallJoker -> minetest/minetest_game: Use group:stick in recipes (fixes #2306) dd3f3b2 https://git.io/fjJi5 (2019-03-24T09:59:34Z)
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12:07 Quiark is there any survival game that requires a group of players to coordinate (otherwise they won't make it)? Like good old pre-historic times
12:08 Krock like CTF?
12:08 Krock hello btw
12:10 Quiark I mean survive the environment, not other team
12:17 Krock hunger, nssm and some other mob mods should do the trick. you could also tune the noise params to rarely generate habitable areas
12:18 Emerald2 Too bad sticks and stones server isn't up anymore.
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13:02 JDCodeIt Hi All, just tried the migrate-auth and the system says : Unknown command-line parameter "--migrate-auth" - Is this not supported?
13:06 JDCodeIt ...duh - I guess that is new in 5.0.0 - not backported to stable 0.4 because it was an enhancement
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13:17 Krock JDCodeIt: are you sure it's 5.0.0 stable? --migrate-auth <dst_backend> exists there for sure
13:18 Krock the sqlite auth backend is a 5.0.0 feature
13:18 Krock so you obviously don't have any other backends in 0.4.x to convert to (i.e. non-existent parameter)
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13:22 JDCodeIt Yup - it was a"duh" - I was using 0.4.17.1
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14:04 Krock no luck there
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17:21 DoyleChris i still can not get diamond blocks to appear in a world on mapgen
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17:33 JDCodeIt DoyleChris: I only see default:stone_with_diamonds in minetest_game - did you do something special with mapgen.lua?
17:36 DoyleChris See i created mod for my server to add the block diamond below 5000 units.
17:37 DoyleChris this is the init.lua i created https://pastebin.com/9wgHH97N
17:38 DoyleChris i just copied the mese block code from the mapgen and changed it and created a init.lua through it in a folder named diamond and enabled it in the game.
17:38 DoyleChris but i cant get the diamond blocks to show up
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17:57 JDCodeIt The ore is placed in order of registrations - you might want to make a dependency so that default does its registrations first - although the params you have would probably give nearly solid diamond:-)
17:58 DoyleChris thats what i want a solid diamond block.  but i cant get them to show up in mapgen
17:59 JDCodeIt do you have a depends.txt or mod.conf in your folder? You should ensure default loads first
18:03 DoyleChris no
18:04 JDCodeIt not sure what would happen if the registration references a node that is not defined yet - maybe nothing like you are seeing
18:05 DoyleChris just need default in a depends.txt file
18:05 JDCodeIt Yes, but that method is legacy - take a look at mod.conf definition if you want to be more modern
18:07 JDCodeIt Remember that blocks already generated will not get replaced with the new definition, so you will need to go someplace "new"
18:07 DoyleChris yes
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18:12 DoyleChris that worked adding those files
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21:25 kaeza Greetings.
21:27 clavi hey
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23:13 DarVVin I'm trying to install mods on my server.
23:13 DarVVin I'm running Unraid, and the server is in a docker container, I have it up and working.
23:14 DarVVin I follow the instructions to unzip the mods into the Mod directory, and then edit the world.mt file to load the mod.  Every mod I've tried, thelogs say Unable to find mod mod_name.
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23:17 DarVVin https://www.awesomescreenshot.com/image/3934242/147e9476bc9d379fb62c3c3adc4032c3
23:18 kaeza !mod mobs redo
23:18 MinetestBot kaeza: Mobs Redo [mobs] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=9917
23:19 kaeza You should name it just "mobs".
23:20 kaeza But that probably won't solve anything...
23:20 DarVVin Name the directory just "mobs" and then "load_mod_mobs = true" in the worlds.mt?
23:20 kaeza Yep.
23:20 DarVVin I have the issue with every mod.
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23:22 kaeza Oh, docker container...
23:23 DarVVin That seemed to have worked.
23:23 DarVVin https://www.awesomescreenshot.com/image/3934247/2197a58d181107dcbb538a37d43129bf
23:27 kaeza You should name the mods as the name between [brackets] in the topic title, it whatever is put in name variable in mod.conf, if available.
23:28 kaeza s/it/or/
23:31 kaeza Mods having an explicit name should cause no issues however you name their directory, but you should still use their canonical name in world.mt.
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23:49 DarVVin Thanks, that's good to know.

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