Time Nick Message 02:19 jonadab The most ridiculous thing about clouds: http://jonadab.jumpingcrab.com/pastebin/1160.png 05:03 ssieb krock: What do you mean by "One executable cannot use more than one core"? That's the whole point of using threads. 05:05 ssieb Well, not the *whole* point, but a big part. 05:37 freelikegnu i see nothing wrong with that cloud. Where I 05:37 freelikegnu I'm from we call that fog 05:38 comrad ground clouds! 05:55 * theenemystando[m uploaded an image: screenshot_20200424_135405.png (680KB) < https://matrix.org/_matrix/media/r0/download/matrix.org/OUSbWLFRaTooAfueSUMfimpa > 05:56 theenemystando[m its pretty nice when it works though 09:29 texmex Please support #7284 ! freelikegnu, comrad, TheEnemyStando 09:29 ShadowBot https://github.com/minetest/minetest/issues/7284 -- Per-player customizable fog (thickness, color, ...) 09:36 theenemystando[m yusf: per-player fog is pretty cool. how would this work with the ability of toggling fog though? 09:44 texmex TheEnemyStando: Imo it would need to be ”authoritive” in that it would override the toggle. But that’s just me wanting to be able to create games where every player having the same conditions. Regardless i’d be happy with the feature in almost any shape. 09:45 theenemystando[m same here, it'd would make something like blindness effect or underwater "fog" possible. 09:46 theenemystando[m Too often I see the sky underwater, below the surface of the sea 10:14 Nyarg if I want to load into a frame (for exaple fformspec) custom avatar picture at runtime, what do I to do ? 10:15 Nyarg load from harddisk of cource 10:16 Nyarg *of course 10:35 ANAND The image has to be present in the mod's textures/ dir during server startup 10:36 ANAND i.e. It's currently not possible to send media to the client at runtime 11:10 Nyarg Ok. But if I want to load picture at local side working in offline mode ? 12:11 ANAND Same story 12:11 ANAND Texture needs to be present in the mod's textures/ dir at startup 13:59 tf2ftw sofar, does mcactive still work? The link in the forum leads to 404 14:13 jonadab freelikegnu: fog isn't usually a thin stripe from waist level up to about nose level. 14:13 jonadab In my experience. 14:14 jonadab Also, in the real world, there isn't any one specific height that all the clouds are at, so there isn't any one specific altitude where you constantly can't function because of incessant fog. I mean, there *are* areas with constant fog, but it's for other reasons (warm water meeting cold air, usually). 15:41 Copenhagen_Bram is it possible to open minetest with toki pona as the language? 15:49 SwissalpS where is that spoken? 17:33 cheapie So I found out why mesecons_mvps is so slow :P 17:33 Krock you enabled it in your world. 17:33 cheapie They're iterating over *every single entity on the entire server* to figure out which ones should be pushed/pulled, every time a piston/movestone is activated. 17:34 Krock only getting nearby ones would make sense 17:34 cheapie It would. 17:34 Krock caching is not an option 17:34 sfan5 still somewhat slow since get_objects_in_radius doesn't have an optimal implementation 17:34 sfan5 but surely fast that doing everything in lua 17:34 Krock well, it got better recently, although not noticeably 17:35 sfan5 I imagine adding an option to disable entity pulling/pushing would also make sense 17:35 cheapie On the server I was troubleshooting the slow performance on, it was taking about 150ms to execute a single piston push of one node... it's that bad. 17:35 Krock how many entities does it check each time? 17:35 cheapie All of them. 17:35 Krock in numbers? 17:36 cheapie At that moment, there were 3408. 17:36 Krock hmm, that's surprising low for that time 17:36 cheapie Mostly sign text and other such things that should never be moved anyway. 17:37 Krock Could you please check the difference using a binary from https://github.com/minetest/minetest/commit/e8ac5a31 or newer? 17:37 cheapie They're not using that function, that's the problem. 17:37 Krock would be interesting to have a comparison for scaling 17:37 Krock oh right stupid me 17:38 cheapie They're using "for id, obj in pairs(minetest.object_refs) do"... 17:38 Krock *angry looks* 17:41 Krock for _, obj in pairs(minetest.get_objects_inside_radius(pos, 2)) do 17:41 cheapie Yes, that would be a lot more sane. 17:42 Krock please check the difference. I'll push that change to the repo if it still works fine 17:42 Krock although the range might need to be 3 to support the maximal collision box range 17:42 cheapie I think it would have to check near each node in the stack, that's kind of a problem. 17:43 cheapie I wish there was like a minetest.get_objects_inside_area(pos1,pos2) function, as that would be perfect. 17:44 cheapie FWIW, I'd be 100% fine if only pistons/movestones themselves and not the pushed/pulled nodes could move entities. 17:45 cheapie *except* for movestones with a vertical stack on top of them. 17:45 Krock or only the head of the pushed node column/stack 17:45 cheapie Yeah, "only the head" would work fine for my needs. 17:46 Krock or radius = stacksize + 1 17:46 cheapie As long as large radiuses aren't super-slow, yeah. 17:47 Krock this will include many more entities than needed but might already bring a speed ebefit 17:59 cheapie Krock: OK, so I tried a simple one-line patch, changing the line you gave the angry look to be "for id, obj in pairs(minetest.get_objects_inside_radius(pos,#nodestack+1)) do" - or at least I think so anyway, it was a live patch on a running server via dofile()... anyway, pistons and such still seem to work properly as far as I can tell, and even though it had been kinda fast (8ms or so) since I did a /clearobjects it's more like 1ms now. 18:00 Krock :< I hoped there could be a comparison of before/now 18:01 cheapie Yes, 8ms before, 1ms now, both were after the /clearobjects which is why they're not up at like 100ms. 18:02 cheapie Something I can do if you want - there's a machine I have on that server that normally becomes unbearably slow after the server has been running for a few hours - I can check back later and see if it's still fast. 18:03 Krock only if that mvps performance causes its slowness 18:03 cheapie That had been determined already, yes. 18:04 cheapie As stuff starts slowing down, it's all mvps stuff that slows, and only mvps stuff. 18:05 cheapie At the moment, that machine has already slowed down enough that there's a noticeable difference between the patched and original versions just from watching it. 18:07 cheapie If I give the server another few hours for people to run around and cause more sign entities to be regenerated, the unpatched function will probably slow back down to making it unbearably slow and then I can test it vs. the patched one again at that point. 18:10 sfan5 doesn't signs_lib have a command to regenerate entities? 18:10 cheapie Only in loaded mapblocks :/ 18:12 cheapie OK, so I did some more running around to try to get the entity count back up some - a piston push of a single node is taking about 30-40ms without the patch and around 1ms with it. 18:14 cheapie Testing with pushing 16 nodes, the unpatched version is taking about 20-30ms (don't ask me why it's faster than moving 1 node) and the patched version is hovering around 3-6ms. 18:26 sofar tf2ftw: mcactive? what? 18:36 oil_boi doesn't signs_lib have a command to regenerate entities? Yes but it should happen automatically 18:37 cheapie oil_boi: Yes, but only on load. 18:38 oil_boi That is not good 18:38 cheapie Why not? 18:38 cheapie That's usually fairly standard practice for nodes that have entities that go with them to provide extra functionality - an LBM that checks if the entity is still there and creates it if not. 18:39 oil_boi The player should not be able to tell when a sing is change data, or regenerating data, only to see when the sign is too far and for it to unload and then reload as they get closer 18:39 cheapie So you want the engine to magically know that the sign is going to be loaded before it actually is? 18:40 oil_boi No the mod should know how far the player is from the sign and then unload reload accordingly 18:40 oil_boi Also if clearobjects is run it should auto regenerate 18:41 oil_boi The sign should be semi sentient even if that sentience is calculated per individual client around the position 18:41 cheapie There's no "someone ran /clearobjects" callback that I know of. 18:41 nephele oil_boi, the server already sends entities only in a specific radius 18:42 cheapie Anyway, signs_lib is from VanessaE, talk to her if you think it should work differently. 18:42 oil_boi Yes but that's different from LBM, and cheapie I am making it work differently 18:44 cheapie oil_boi: I'm still not really sure I understand what you want the sign to do, then. 18:44 cheapie Are you saying the node should cease to exist too when the entity does? 18:44 oil_boi But right now I am too busy being drunk and listening to Excision to do paste any code or explain what my commit changes are 18:46 cheapie Krock: How's this for a comparison? https://cheapiesystems.com/media/pistonspeedup.webm 18:47 cheapie That's a hidden piston door using digilines pistons - it tries to run as fast as it can, with lots of interrupt(0) use. 18:47 cheapie It's being demonstrated opening and closing first without and then with the patch. 18:47 oil_boi Oh wait I had a moment of clarity, the client should use minetest.find_nodes_in_area and then tell the client to load them otherwise don't 18:47 Krock nice speed 18:47 cheapie oil_boi: So... how big of an area would that be? 18:48 oil_boi The client should have a variable from a clientside menu to decide default to 12 xyz 18:48 cheapie "close enough to load the mapblock" isn't a suitable value for this? :P 18:49 oil_boi That's why I haven't implemented that into crafter, the clientside menu is a think on it's own, and no it's not at all, imagine 100000+ signs with entities loaded into the server 18:49 oil_boi I need to think about it more and take notes before I can create a better way 18:49 Krock reduce level of detail over distance 18:50 cheapie Krock: It seems to behave exactly the same as before except for the speed, though admittedly I'm not all that familiar with how it's supposed to act entity-wise. 18:50 oil_boi No Krock that's not too good actually, the memory data will still be loaded into the client and it still needs to process it 18:50 cheapie oil_boi: 100k signs? That would take an awful lot of players. 18:50 oil_boi But if the client could be told by the server the radius that it needs to be loaded within a certain radius that would work insanely well 18:51 oil_boi cheapie, you have to think 10,000 steps ahead or a mod will lag on a server 18:51 cheapie VE-Creative doesn't lag :P 18:51 cheapie And that has signs_lib with a ton of signs. 18:51 Krock just overclock the CPU when mods get laggy 18:51 Krock easy fix 18:52 oil_boi That's because the entities don't calculate their movement and I've been on there and the client goes from 500-700 FPS to 10-54 when I enter an area with a lot of signs 18:52 cheapie Easy fix for that too, get a better CPU and/or video card or turn your view range down :P 18:52 Krock is each sign one entity, or is each letter an entity? 18:52 cheapie Krock: Each sign. 18:53 Krock ... just us e[ combine 18:53 Krock *use [combine 18:53 cheapie ...yes, that's more or less how it works. 18:53 oil_boi Players only need to see what they read when it comes to signs otherwise it's wasted cpu because the amount of pixels your screen can actually render quickly degredates the farther you are from a sign 18:53 Krock oh. "each sign". well, each sign can have one or multiple entities 18:53 cheapie oil_boi: Then don't use signs_lib :P 18:54 oil_boi cheapie, that's quite a cop out when it can be vastly improved with the experimental features 18:54 cheapie I can't just magically figure out which sign a player probably wants to read. 18:54 oil_boi That's why we need the client to download client mods auto when joining a server otherwise custom servers become an extreme mess 18:54 Krock cheapie: telepathy connection through SSH 18:54 cheapie ...what does CSM have to do with that? 18:54 oil_boi Oh you can cheapie, distance 18:55 cheapie That's *what the view range setting is for* 18:55 Krock or active_object_send_range_blocks 18:55 oil_boi fuck it, when I sober up I'll address https://github.com/oilboi/Crafter/issues/7 18:55 oil_boi Yeah, that is insane to calculate that serverside 18:55 cheapie Maybe when you sober up this'll make more sense. 18:56 oil_boi Oh no, it's made sense for about 27 days, I just don't feel like implementing it because it's around 2700 lines of code 18:56 Krock flashbacks to the time when /clearobjects deleted players as well 18:57 cheapie Krock: Oh, not just /clearobjects, players used to just be deleted at random :P 18:57 Krock due to entity overload in a mapblock yes 18:57 Krock but these were separate issues 18:58 Krock or when invalid param2 values caused a segfault in 0.4.7 :D 18:58 cheapie Or when /rollback_check took over 10 minutes :P 18:58 Krock right. rollback itself is still slow, though. 18:59 cheapie Yeah, I found the problem causing that and mentioned it in #minetest-dev, but I don't really want to go submit a PR and have to deal with them over there. 18:59 cheapie Basically back when I fixed /rollback_check it broke /rollback in the process. 18:59 Krock depending on your last time there, a lot might have changed 18:59 Krock ugh 19:00 cheapie The fix is to create a second index in the rollback DB, on the "timestamp" column of the "actor" table. 19:00 Krock then sort by timestamp 19:01 cheapie There used to be one there, but I mistakenly removed it when fixing the other index problems. 19:01 VanessaE what 19:01 cheapie VanessaE: ? 19:02 VanessaE what's needed with those sign entities is a way to fade them out 19:02 VanessaE but that distance needs to be something the mod can specify per-entity 19:02 cheapie VanessaE's rollback DBs have that second index created on them already, and they seem to be fast enough at both /rollback_check and /rollback now. 19:02 VanessaE (big signs with big text are readable from farther away than small signs) 19:05 cheapie VanessaE: I've put two files in VE-C's world directory at the moment - test-piston-fix.lua switches to that patched function in mesecons_mvps and undo-test-piston-fix.lua switches back to the original. You can dofile() them from in game to switch. 19:05 cheapie At the moment, I have some command blocks down in my playground area, by the hidden piston door, that switch them as well. 19:07 jas_ !server jastest 19:07 MinetestBot jas_: jastest | jastest.duckdns.org | Clients: 0/15, 0/0 | Version: 5.3.0-dev / minetest | Ping: 135ms 19:07 jas_ (gotta get to the switch to build) just added skins 19:07 jas_ hi 19:09 Krock VanessaE: fading out is only an eye candy. Only skipping the render part helps 19:09 MinetestBot 02[git] 04An0n3m0us -> 03minetest/minetest_game: Fix door model UV for open and close (#2372) 13189d2d9 https://git.io/JfLX8 (152020-04-24T19:04:00Z) 19:11 VanessaE Krock: yeah but if they begin to fade away say 5m before some set distance, and then unload entirely if they're past that distance..? 19:11 Krock feasible. what about zoom, what about letter size? 19:11 VanessaE not unlike how terrain works (when infinite view is turned off) 19:12 Krock infinite view doesn't exist anyway 19:12 VanessaE I mean "r" mode. 19:12 Krock occluded mapblocks are never rendered, also false-positives 19:13 VanessaE yeah but I'm referring to the dog distance for those. 19:13 VanessaE merely for comparison 19:13 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest_game: Fix flammable item entities crashing (#2659) 1333eb7ce https://git.io/JfLXo (152020-04-24T19:12:40Z) 19:13 jas_ \o/ 19:14 VanessaE beyond the fog threshold, the map block isn't even rendered at all. 19:14 VanessaE entities ought to be able to do something similar. 19:14 VanessaE letter size? that's why the mod needs to specify it per-entity. a wall sign with small text is readable up to about 8m away. big signs, more like 20m. 19:16 VanessaE so with those small signs I might like to set a distance limit of, oh, let's say 15m. they'd begin to fade away (become translucent to the sign background) when you got say 10m away, and by the time you're 15m away, the entity has faded away entirely and so it can be unloaded by the client 19:16 VanessaE that way you don't just see the text popping in and out of existence as you walk around. 19:18 VanessaE er, s/dog/fog/ earlier ;P 19:19 VanessaE or maybe I shouldn't say unloaded, but just stops being rendered 19:19 Copenhagen_Bram where is that spoken? 19:19 Copenhagen_Bram toki pona is spoken on the internet, I believe 19:23 tf2ftw sofar, the MC to MT texture tool you have posted in the forum. The posts is pretty old and the link to the tool is dead. I ask because its a pinned forum post. 19:26 VanessaE Krock: oh, as for zoom, since under my suggested scheme the entities would still be loaded and just not rendered when too far away, zooming in on a sign should just render the entity without the fade effect. 19:26 VanessaE (and turn them on for signs that are out of normal range) 19:28 VanessaE (maybe multiply the distance limit, so signs that are far away than the cut-off, are fading out in the zoomed view, 3x farther away, or whatever the zoom level is) 19:30 Copenhagen_Bram so why doesn't minetest have stuff like toki pona and pirate speak and lolcat like minecraft does? 19:31 VanessaE what would those even do? 19:31 rubenwardy I think we have higher priorities than that 19:34 ANAND ^ 19:35 VanessaE Copenhagen_Bram: that said, those sound like things that can be done with a mod 19:43 Copenhagen_Bram VanessaE: They're languages 19:44 Copenhagen_Bram well, the last two, sort of. The last two are basically humorous variations on English 19:44 Copenhagen_Bram I wonder what the LANG= code would be for toki pona 19:47 VanessaE yeah as I said, you could do it with a mod, translating chat messages one way or the other 20:17 Copenhagen_Bram Hmm 20:22 cheapie Copenhagen_Bram: Fun fact, if the LANG thing uses the ISO 639-3 codes, there's one for Klingon ("tlh") 21:07 sofar tf2ftw: mcresconvert 21:08 sofar https://github.com/minetest-tools/mcresconvert 21:10 tf2ftw thanks 22:04 scott_ when starting a game with the "mobs" mod enabled, I'm getting the following error: 'mod "mobs" has unsatisfied dependencies: "default"' 22:06 sfan5 where did you download this "mobs" mod? are you using minetest_game? 22:10 scott_ sorry I'm playing Mineclone 2 and I downloaded it from the "content" tab in the in-game menu 22:13 rschulman Is the `pos` in the call to `after_place_node` the position of the node that was placed or the player that placed it? 22:13 sfan5 chances are it's not compatible with mineclone2 then 22:13 sfan5 rschulman: the node obviously 22:13 sfan5 you could easily retrieve the position of the placing player yourself 22:14 rschulman That's what I figured, but calling `minetest.get_node_timer(pos)` is returning something of the type `userdata`, which I'm confused by. 22:15 sfan5 it returns an object of this type: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5792 22:18 rschulman Yeah, I know, that's what I'm expecting, but if I do `local node_to_start = minetest.get_node_timer(pos)` then `print(node_to_start)` I get `userdata: 0x40255f50` 22:19 rschulman so I'm clearly using it wrong. :) 22:20 scott_ thanks sfan5 22:25 sfan5 rschulman: that's expected behaviour though, the NodeTimerRef object can't be printed as a string 22:27 rschulman Ok, I figured it out. I needed to call `node_to_start:set` with a colon, I was using a period. 22:43 nephele mineclone2 does not implement the default mod 22:44 nephele either the mobs mod shoudl explicitly support it, or a compat layer may be used (i don't know of any though...) 22:44 VanessaE it's up to mineclone2 to remain compatible with regular mods imho 22:45 nephele There are no regular mods 22:45 nephele and there is no guranteed api for which nodes are available or not 22:45 VanessaE I mean mods written with minetest_game in mind. 22:45 VanessaE don't split hairs :P 22:45 VanessaE I mean, shit, 90% of all minetest mods depend on `default` 22:45 nephele It's unreasonable to demand that mineclone2 implement mtg aswell as itself ;) 22:46 VanessaE and actually, there is -- minetest.registered_items{} 22:46 nephele That's not a compatibility layer, that's just a method one could use to implement one 22:46 VanessaE yes... and? 22:47 nephele So, you are incorrect in saying it is one? 22:47 VanessaE I read "api" as "a feature of the modding api" 22:47 VanessaE and that table is one. 22:48 nephele I men that as in, there is no gurantee that default:wood is available in future mtg version 22:48 nephele as in what mods can expect for crafting recipes, there is simply no gurantee currently for known good values 22:48 VanessaE the probability of something basic like that being removed is basically 0 22:48 nephele groups could be somewhat portable but mtg doesn't implement them widely 22:49 nephele What makes you say that? it's entirely possible that blocks get replaced with variants of the block, i.e that only pine_wood etc. exist 22:49 sfan5 the bigger issue IMO aren't items or nodes but functions such as player_api or sfinv that are minetest_game specific 22:50 nephele Crafting recipes hinge on node names 22:50 nephele if you can't craft many node mods aren't usable for instance 22:50 VanessaE mineclone's seeks to be different. I get that. but being SO different that you can't even have a "skeleton" `default` mod that consists of just aliases between its nodes and functions, and those of mtg? that's taking the concept too far. 22:51 nephele You could implement a mod named "default" for mtg that registers aliases 22:51 VanessaE no 22:51 nephele but again, mtg is a moving target, maintaining this is non-trivial 22:51 VanessaE you implement it for mineclone 22:51 nephele I ment mineclone 22:51 VanessaE mtg is not as much a moving target as you think... 22:51 nephele sorry, i mistyled 22:51 VanessaE when was the last time some node or sound was *removed* from mtg> 22:51 nephele Sure it is, there is not a single api or node for which mtg provides any gurantees of existance 22:52 VanessaE (I can only remember the poptart cat and that was years ago) 22:52 VanessaE how long must something persist before you consider it stable? 22:53 nephele code rot is not a sign of stability 22:53 nephele and neither is acumilating code depth 22:53 nephele If you want a stable api to target for mods, you need just that an actually defined api 22:53 VanessaE *sigh* 22:53 VanessaE you didn't answer the question 22:54 nephele I literally did 22:54 VanessaE no, you didn't 22:54 sfan5 there's no guarantee that mineclone must have a specific (or any) type of wood either 22:54 nephele Yes i did 22:54 VanessaE I asked for a time length 22:54 sfan5 so how would you actually define a "stable" api? 22:54 nephele And i told you that there is no time length that would ever make something stable 22:54 nephele sfan5, write it down 22:54 VanessaE so by that metric, NOTHING can be stable and the minetest modding API can't be relied on? 22:55 nephele The modding api provides gurantees 22:55 nephele I know what calls version 5.0.0 has, i can rely on them 22:55 nephele I also know which calls are deprecated 22:55 sfan5 so you write down "outer straw stairs" and by consequence every game that wants to be compatible needs to have straw, stairs, straw stairs and an outer variant of them? 22:55 VanessaE oh, and, I'm looking right at your text, you did NOT say anything implying "no time length" 22:56 nephele sfan5, any game that wants to be able to provide a craftin recipe involving outer straw stairs, yes 22:56 nephele VanessaE, i literally did "code rot is not a sign of stability" 22:56 VanessaE what has code rot to do with time required to consider something "stable" in the sense that you can rely on it being there? 22:56 nephele someone not changing a component for any time is not an indicator of it beeing a stable or an endorsed api 22:57 nephele Time has nothing to do with it 22:57 VanessaE horseshit 22:57 sfan5 nephele: right, then you have a "stable" API but just about everything is optional? 22:57 VanessaE something is "stable" if it can be relied on to be there and to work as intended. 22:57 nephele sfan5, no, the point of such a gurantee is to have, you know, a gurantee 22:57 nephele same with posix, most systems implement it almost completely 22:57 nephele and those that dont simply arent compatible 22:58 nephele VanessaE, that has nothing to do with api compatibility 22:58 VanessaE it has *everything* to do with it! 22:58 nephele like the mod above that relied on mtg, while presumebly beeing perfectly adaptable to run on mineclone 22:58 sfan5 but you just said a game would a game would only provide outer straw stairs if it wanted to be compatible, so doesn't that mean they are optional? 22:58 VanessaE the engine modding API is stable. the minetest_game API is considered stable, too, as is its contents. 22:59 VanessaE as are* 22:59 nephele No it doesn't, if you for some reason think outer straw stairs are essential enough to define in this layer and a game does then not implement them it is incompatible 22:59 VanessaE I'm pretty sure nearly every minetest modder would agree with me 22:59 VanessaE (the 0.4.x/5.x.x break notwithstanding) 22:59 sfan5 ok 23:00 nephele MTG is not stable, there are no gurantees for anything 23:00 nephele literally nothing i can rely on and just port over to mineclone2 as an api defintion mods can just use 23:00 sfan5 then you end up with a "stable" api that is defined to contain exactly the nodes/items MTG has 23:00 sfan5 ...which is not very useful at all 23:00 sfan5 since games that do not implement all of it are automatically "incompatible" 23:00 nephele sfan5, It obviously would not contain the exact same nodes 23:01 sfan5 no then where do you draw the line? 23:01 nephele sfan5, crafting groups are extremely usefull for this 23:01 nephele for instance a group:solid_fuel would already provide huge compaitbility 23:02 nephele In a sense, the crafting api destinction for what type of crafting it is, like smelting, is exactly the kind of compat you could easily have over severall gamemodes 23:02 sfan5 isn't that the intersection of (all nodes) and (items that have a fuel craft registered)? 23:02 nephele it's kind of a shame that the number of crafting types is fixed 23:03 nephele sfan5, I mean for instance too, most gamemodes have wood, so a crafting recipe involving wood could use a group for that crafting 23:03 nephele it doesn't need to rely on the specific nodenames that are in mtg 23:03 sfan5 yes 23:03 GreenXenith You could just roll your own crafting system 23:03 nephele but a compatible implementation can check a known good source of the crafting groups that are expected 23:03 sfan5 doesn't that already work? I've seen several mods that use group:wood 23:03 nephele sfan5, yes, but there is still no spec for it 23:04 nephele if any other game wants basic compatibility with mtg they have to go dig around inn mtgs source 23:04 nephele and that isn't really pleasent imo... 23:04 sfan5 sounds like it should be documented in game_api.txt then 23:04 nephele I don't have that file 23:05 sfan5 https://github.com/minetest/minetest_game/blob/master/game_api.txt 23:06 nephele That's full of mtg specific stuff, for a "base target" if you will it would make more sense to have it outside mtg and have mtg implement it 23:07 sfan5 I didn't say that it is the base target you propose 23:07 sfan5 just that this would be the place where MTG could document its node and item groups for easy cross-game compatibility 23:07 nephele That is then again everyone chasing mtg 23:07 nephele it's not really a base target 23:08 sfan5 nobody said that? 23:08 nephele You said it would be good to put in game_api.txt 23:08 nephele I don't think it fits the goal to have more compatibiltiy anyhow 23:09 nephele Some names might make sense to take straight from mtg now, but if they are too specific they may not make any sense for other games anymore 23:09 sfan5 I said that it would be good to put documentation on which groups MTG uses in game_api.txt 23:09 nephele as an unrelated comment? 23:09 nephele i guess 23:10 sfan5 sfan5, yes, but there is still no spec for it 23:10 sfan5 if any other game wants basic compatibility with mtg they have to go dig around inn mtgs source 23:10 sfan5 ??? 23:10 nephele There is no baseline spec 23:11 nephele You need to define which groups you can use, as a baseline, nobody is going to implement everything game_api.txt sais into their own subgame, that is too big a target 23:11 VanessaE it almost sounds as if you want some of mtg's content moved to the engine and renamed/grouped in some generic, less-descript way? 23:11 nephele No, it has no place in the engine 23:11 nephele That statement makes me wonder though, whether you actually read anything i have written this far 23:12 sfan5 nephele: my comment is entirely unrelated to your baseline spec propoal, but it is in direct response to you pointing out that MTG (specifically) has no documentation on its groups 23:12 VanessaE I have, and you are being utterly unclear 23:12 nephele moving files around wont help for compatibility, mod authors need a good target to shoot at, if it's too much trouble to use a common subset they just wont (as you can observe now), and game authors need a damn good description of what they are supposed to implement as a baseline 23:13 VanessaE wtf is a "baseline spec"? wtf do you want mtg to "implement" such that another game could also "implement" in a compatible way? 23:13 nephele "what the fuck do you want minetest game to implement such that another game could also implement in a compatible way" 23:13 VanessaE I mean look... 23:14 nephele could you rephrase this in english? 23:14 sfan5 basic things such as: you have nodes made out of something {stone,wood,dirt,fluid}-like, items that are flammable/cookable, maybe generalized minerals? 23:14 sfan5 I'd assume 23:14 VanessaE mtg has stone, mineclone2 has stone (I assume). the two have a footstep sound. the two have, I dunno, sun and moon textures or something 23:14 sfan5 that might still be too specific if you were to make a space game on a moon though 23:14 nephele In some places the engine could absolutely provide some better apis for cross-gamemode compatibility, but it shouldn't implement anything of mtg 23:15 nephele sfan5, at some point you gott to have a cutoff, there is only so much compatibility you can have before you need explicit support 23:15 VanessaE so what's so wrong with using mtg's file/function/item names internally for those things? or alising them? 23:15 VanessaE aliasing* 23:15 nephele MTG is a moving target and has no api gurantees 23:16 VanessaE Jesus fuck, man, MTG IS NOT A MOVING TARGET 23:16 nephele Yes it is 23:16 VanessaE then how come all of my mods work fine on it? 23:16 nephele what? 23:16 VanessaE some of my mods have code so old they'd still be able to run on 0.4.0 :P 23:17 nephele so what? 23:17 VanessaE (if not for the fact that I occasionally take advantage of new features as they become available) 23:17 sfan5 nephele is correct that MTG has no stability guarantees, but in practice nothing (of significance?) has been removed EVER 23:17 VanessaE is that not the very definition of a stable API? that code written for the oldest version still works in the newest? 23:17 nephele My game wont run on mt lower than 5.1.0, i deliberately broke compatibility, but that is beside the point 23:17 sfan5 and if something were to be removed you'd likely meet resistance from the devs, their intention being to enforce this informal rule 23:18 nephele I am not going to implement every fucking node in mtg, and especially not every random api call they have 23:18 nephele I am perfectly willing to implement some crafting groups and some node aliases, sure, but not the entire fucking game 23:18 sfan5 I don't think anyone is suggesting that 23:18 appguru Backwards compatibility should be kept to some extend, but sometimes things need to change 23:18 nephele and then having to catch up with every change 23:18 VanessaE sfan5: yes, and I won't debate that particular point. but a lack of an official, sanctioned guarantee does not make the game API unstable or "moving target" 23:18 appguru Are we talking about MTG? 23:18 nephele Yes 23:18 VanessaE appguru: no. 23:18 sfan5 appguru: logs are in the topic 23:19 nephele specifically corss-game compatibility where mods only work on mtg currently 23:19 VanessaE appguru: we're talking about how mineclone2 isn't compatible with mods meant for minetest_game and somehow that's the mods' or mtg's fault. 23:19 sfan5 VanessaE: it certainly is a moving target if you are aiming for (almost) full compatibility 23:19 sfan5 I hope nobody does that, though 23:19 nephele VanessaE, what?? 23:19 nephele If that is your gist than you didn't understand anything i said 23:19 VanessaE sfan5: I wouldn't think a game that aims to be a Minecraft clone would seek to keep up with mtg's content? 23:19 appguru I always go for latest stability with my mods. 23:20 appguru (each of my mods is meant to work with the latest version of other mods) 23:20 sfan5 nephele: so why not take some basic nodes MTG has and add aliases to your game? do you fear that you'll have to keep changing them? 23:20 VanessaE did I not suggest that like, an hour ago? 23:20 VanessaE :P 23:20 appguru that's a good point 23:20 appguru you should probably make that configurable 23:21 nephele sfan5, absolutely not 23:21 appguru probably even using an additional mod, mtg_compat which can be enabled if desired 23:21 nephele I am not digging through mtgs code and implementing support for some nodes at random and hoping that will give me compatibility 23:21 nephele because it will not 23:21 nephele i now have mods that are only 5 errors instead of 12, and nothing gained, still completely unuseable 23:21 appguru you should always have the mods in mind you which your mods are meant to be compatible with 23:22 nephele unless there is a baseline that mod authors can actually target when they wish to be cross-game compatible there is nothing to do 23:22 nephele except for trying to implement mtg fully, which i am not willing to so 23:22 appguru there is something to do 23:22 appguru there are quite some API mods out there 23:22 appguru those are your "baselines" 23:22 appguru MTG's player_api is a good example 23:22 nephele appguru, and again, nobody was talking about those 23:22 GreenXenith Except when you have 4 API mods that all do the same thing 23:23 sfan5 so you want a base specification of some set amount of nodes/items (that MTG also has), which when implemented guarantees that random mods will work with your game? 23:23 appguru This does not belong into the engine though. 23:23 sfan5 at least that's what I gather from the fact that you don't want partial support(?) 23:23 VanessaE appguru: well at least I addressed that with things like basic_materials, signs_lib, biome_lib, ... :) 23:24 appguru (y) 23:24 nephele sfan5, Whether mtg now does or does not have nodes is pretty irrelevant, there should be some crafting groups that i can knowingly implement, against which mod authors can test and be reasonably sure that their mod will be somewhat compatible 23:24 nephele a baseline, if you will.... 23:24 appguru The engine already has too much game-specific stuff IMO. It should've been a generic voxel game engine. 23:24 sfan5 I guarantee you many relevant mods will need feature XYZ that isn't in that "baseline" and you're back at square one with compatibility 23:25 nephele At the moment, as a mod author, it's pretty damn impossible to make your mod compatible with most subgames unless you spend hours hunting for version specific nodes in each one and hope they line up 23:25 nephele sfan5, so what? 23:25 appguru depends on the mods you're making 23:25 nephele I don't have to give a shit about mods that don't care about compatibility, they wont now and they wont then 23:25 nephele appguru, Absolutely, Not beeing able to make my mod properly portable is the sole reason i made my mod into a gamemode 23:25 appguru if those subgames using common libraries then there is no issue 23:26 nephele ITS STILL NOT ABOUT LIBRARIES 23:26 sfan5 I don't understand this 23:26 VanessaE yet you expect some mods to deliberately be compatible with MC2? 23:26 sfan5 when it's about implementing random nodes from MTG, you complain that mod compatibility won't be good enough so it's still unusable 23:26 GreenXenith appguru, they are talking about items. Libraries cant help with items (generally). 23:26 VanessaE what about the 47 bazillion other games out there? 23:26 sfan5 when it's about features missing from a potential "baseline" specification, suddenly you don't have to care about mod compatibility 23:27 nephele Yes 23:27 nephele Mod authors can care aslong as they have something to target 23:27 VanessaE THEY HAVE. 23:27 nephele if they can't target anything they can't care 23:27 nephele VanessaE, no they dont 23:27 appguru Item compatibility? Not that hard. Aliases are one approach. 23:27 VanessaE they have had something reasonable to target since 0.4.0 came out. 23:27 VanessaE and that was ...8? years ago? 23:27 appguru Others are restructuring your code to not work using itemnames but rather groups for example. 23:27 GreenXenith appguru, read the logs please 23:27 nephele VanessaE, and again, it's not about the mt api... 23:27 GreenXenith this has already been discussed 23:27 nephele appguru, ugh 23:28 nephele It waas about item groups already 23:28 sfan5 nephele: I believe what she means is that minetest_game has been a stable target since 0.4.0 23:28 nephele but again, no gurantee, nobody has written down, or knows what an expected subset of groups is 23:28 VanessaE nephele: mt API != mtg API; so what IS it about? 23:28 nephele VanessaE, Cross-gamemode compatibility of third-party mods ffs 23:28 appguru we don't need business-level guarantees for a game :P 23:28 VanessaE sfan5: indeed. 23:28 VanessaE nephele: so I reiterate, 23:29 nephele sfan5, minetest game is an irrelevant target because i can't implement it 23:29 VanessaE [04-24 19:26] yet you expect some mods to deliberately be compatible with MC2? 23:29 VanessaE [04-24 19:26] what about the 47 bazillion other games out there? 23:29 appguru APIs change just like item names, and your mods will have to change as well 23:29 appguru Deal with it 23:29 nephele so it's unuseable a sa baseling 23:29 sfan5 nobody is saying it's usable as baseline 23:29 sfan5 or that you should implement 100% 23:29 nephele Exactly, it isn't 23:29 nephele appguru, are we speaking the same language? 23:29 appguru > The engine already has too much game-specific stuff. 23:30 sfan5 the reality is though if you implement the right subset of maybe 50 nodes/items, most mods will work just fine 23:30 appguru oof 23:30 nephele Okay...? 23:30 VanessaE now I'm starting to get a little pissed off... 23:30 appguru > are we speaking the same language? 23:30 sfan5 the only problem with this is that there is no documentation on what to implement 23:30 nephele good that we werent talking about the engine then 23:30 appguru probably not 23:30 nephele sfan5, yes... 23:30 GreenXenith VE, you're always a little pissed off :) 23:30 nephele what i have been saying for the last fucking hour 23:30 appguru that was a copy & paste issue, for context 23:30 appguru is that you want good standards? 23:30 VanessaE GreenXenith: not always, you're thinking of Bruce Banner :P 23:30 GreenXenith Fair 'nuff 23:31 nephele sfan5, "the reality is though if you implement the right subset of maybe 50 nodes/items, most mods will work just fine" 23:31 sfan5 nephele: what I gathered is that you specifically taking issue in there not being a baseline and that (anything with MTG) couldn't possibly work 23:31 nephele That's not true, each game will implement a different subset 23:31 sfan5 but it appears the last is not actually an issue 23:31 appguru I agree with nephele that we need some more specifications 23:31 VanessaE sfan5: it almost sounds like he wants some mtg stuff split off into an out-of-game mod? 23:31 nephele without a sense of direction or guidance you won't attain any meaningfull compatibility 23:31 sfan5 VanessaE: not split, just documented 23:32 VanessaE sfan5: except he was talking about implementation as well, not just the API 23:32 appguru good example is Wuzzy's #9606 - that thing focuses on HUD element z indexes, but we'd need similar conventions for item names 23:32 VanessaE s/API/documentation of contents/ 23:32 sfan5 ¯\_(ツ)_/¯ 23:32 ShadowBot https://github.com/minetest/minetest/issues/9606 -- [discuss] Come up with a convention for HUD element z_index 23:33 nephele VanessaE, of course i was talking about implementations! I am a literall gamemode author, i have opinions on this 23:33 nephele and i think sticking my hand into mtg and implementing what bit me is not a good aproach 23:33 appguru Only convention that I remember from the top of my head is that itemnames should always be `category_type` for meaningful sorting (like `sword_steel` instead of the intuitive `steel_sword`) 23:33 GreenXenith Literal game author as opposed to .. a figurative one? :D 23:33 sfan5 nephele: what one considers "meaningful compatibility" is up to the game author, it's true that a potential baseline has strictly better compatibility yet I think it's realistic to implement a subset of MTG to achieve good enough compatibility 23:33 nephele GreenXenith, absolutely :D 23:34 appguru what is a figurative game author supposed to be? 23:34 nephele sfan5, again, no it isn't, each gamemode will pick a different subset, and as a mod author you still can't target anything meaningfull 23:34 sfan5 well okay if you believe it isn't then it is not for you 23:34 GreenXenith A figurative game author probably makes imaginary games :^) 23:34 nephele sfan5, what is? implementing mtg compat? 23:35 sfan5 "implement a subset of MTG to achieve good enough compatibility" < this 23:35 nephele It won't work without a known subset 23:35 appguru MTG does not belong into the engine 23:35 nephele specifically picking a random subset won't work 23:35 sfan5 depends on your definition of "work" 23:35 sfan5 but evidently you believe that it can't work 23:35 nephele appguru, yes, you said so before, and again, nobody is talking about the engine 23:36 appguru but it seemed so, or where else do you expect this to be implemented if not in MTG? 23:36 nephele sfan5, if you have a known set of nodes and crafting groups that games claim to implement any incompatibility resulting from this is a bug you can adress 23:36 nephele if you just pick a random subset then the mod author is the one that has to test and add exceptions for every gamemode 23:36 appguru On a side note: I think MTG should be reorganized, with each mod getting it's own repo & MTG effectively becoming a collection of submodules 23:36 GreenXenith Hmm. appguru mentioned API mods and everyone said it wasnt relevant .. but one could create a compatibility-layer mod with a compiled index of multiple games' items all linked to categories that could be optionally used by mods that wish to have complete compat. 23:36 nephele appguru, implement what? 23:37 appguru A common item layer, also known as CLI. 23:37 GreenXenith A Command Line Interface? Nono ;) 23:37 nephele .... you know minetest has crafting groups...... riiight? 23:37 appguru I do 23:37 VanessaE so, again, split some of mtg into a separate, out-of-game mod that both it and MC2 would import and use. 23:37 VanessaE that's clearly what you're asking for. 23:37 nephele No that's stupid 23:38 GreenXenith What is the usecase of all this discussion? 23:38 appguru That isn't stupid at all 23:38 nephele Yes it is 23:38 nephele Mtg is gpl, i can't use that 23:38 appguru VanessaE is totally right: common dependencies shouldn't be split off 23:38 nephele I also fail to see what you have against documentation 23:38 VanessaE how else do you expect to establish a baseline? 23:38 appguru * should be 23:38 sfan5 VanessaE: via a specification 23:38 VanessaE sfan5: which has to be implemented.... in a mod. 23:38 appguru yeah, like Wuzzy's issue: a convention written down in the docs 23:38 nephele VanessaE, no it doesn't 23:39 VanessaE and most of that implementation could easily come from mtg 23:39 sfan5 no not that way 23:39 GreenXenith What is being solved here? I saw MTG and MCL2 mentioned .. is nephele trying to make a mod that works with both without having to manually defined which items to depend on from each game? 23:39 GreenXenith -d 23:39 sfan5 you specify " 'default:stone' should be a solid, stone-like node " 23:39 sfan5 MTG and MCL2 can (and should) both implement this in their own way 23:39 VanessaE sfan5: well, what good is a specification if you don't *implement* it? 23:40 nephele GreenXenith, I maintain a gamemode for minetest, i would like to implement atleast a subset so mod authors can target this subset to atleast have a fairly good compatibility across gammodes 23:40 sfan5 with zero common properties other than what the specificiation say 23:40 sfan5 you do not literally need the same stone node in both mtg and mcl2 23:40 appguru I'd say the fault is probably at the fault of the games which are not taking MTG as baseline 23:40 VanessaE and if you implement it once, why not re-use that implementation wherever possible? 23:40 nephele sfan5, something like that, i wouldn't pick the default: name though for obvious reasons 23:40 appguru You should contact their authors and ask them to change item names 23:40 appguru Or provide a compatibility layer 23:40 sfan5 VanessaE: because not every game should be variant of MTG 23:41 sfan5 that would be kinda boring 23:41 GreenXenith Games should not be based on MTG at all 23:41 nephele appguru, uhm, yeah no, i have no interest, whatsoever to follow mtgs idiotic naming conventions and implementing it 23:41 appguru Nu 23:41 VanessaE sfan5: sure, I get that, but it's still e.g. "default:stone"... 23:41 appguru MTG's naming conventions aren't that idiotic 23:41 GreenXenith Down with MTG conventions! 23:41 appguru Problem is, everyone thinks the other's conventions are idiotic 23:41 nephele VanessaE, it would likely be more like group:solid_stone or something 23:41 appguru So in the end you have no baseline :') 23:41 nephele or a different name 23:41 appguru cracky? 23:41 GreenXenith So what I said earlier: A single item compatibility layer can totally be used to accomplish this goal. 23:42 appguru but coming back GreenXenith: MTG is a good base 23:42 appguru you just have to use it properly 23:42 VanessaE nephele: in other words, everything should be rewritten to never use an actual node/item name, but a group name. 23:42 VanessaE (in recipes et al.) 23:42 nephele VanessaE, not neccesarily? that was an example 23:43 appguru if using MTG mods as submodules, everything is fine 23:43 VanessaE well that's the only way your "specification" is ever gonna work in reality. 23:43 nephele No 23:43 nephele Crafting groups are not neccesary 23:43 nephele you could use aliases just aswel 23:43 GreenXenith I dont want my games touch MTG with a 39.5-foot pole 23:43 appguru I'm just sort of annoyed by games just copy & pasting MTG, which will end up with a buggy version in a few years as they don't pull in updates and often make custom modifications which result in merge conflicts if they try to... 23:43 GreenXenith to touch* 23:43 VanessaE nephele: and I suggested aliases ages ago. 23:44 appguru There are some games which clearly shouldn't touch MTG 23:44 nephele VanessaE, okay...? 23:44 nephele still has nothing to do with a baseline spec 23:44 appguru Such as my Cellestial Game (and a 2nd one in the planning) 23:44 VanessaE except aliases won't work eithe, because they still have to reference a single, specific node. 23:44 VanessaE +r 23:44 appguru nephele: write your spec, publish it, and see if it's approved 23:44 nephele Where is the problem in that? 23:44 nephele appguru, aproved by whom? 23:44 appguru the modding community which will have to use it 23:45 VanessaE so your back to your spec and '"default:stone" should be etc etc' as sfan5 put it 23:45 appguru I'd say go to MT Forum if that wasn't 500ing 23:45 appguru Else you'll end up with builtin mechanisms which are unsupported, and eventually people will be rolling their own anyways 23:45 nephele VanessaE, yeah the spec would say "awesome:stone stone used for $blah", and then i can implement it in a mod called awesome aliasing names to my gamemodes specific node names 23:45 appguru (unsupported as in, modders dislike) 23:46 VanessaE nephele: ok, and what of all the mods out there that DON'T use this new spec you're wanting? 23:46 nephele what of them? 23:46 appguru death 23:46 VanessaE they're still incompatible with MC2? 23:46 nephele yeah, so? 23:46 VanessaE so again, you're asking mod authors to make changes just so their mods work with MC2 23:47 VanessaE I mean literally, you're the only one asking for this 23:47 nephele where did you read that? 23:47 appguru I usually just go for MTG compat 23:47 VanessaE for this spec* 23:47 appguru mod authors will be afraid to change item names 23:47 VanessaE [04-24 18:43] mineclone2 does not implement the default mod 23:47 VanessaE [04-24 18:44] either the mobs mod shoudl explicitly support it, or a compat layer may be used (i don't know of any though...) 23:47 nephele It's a tool for mod authors to target something that gives them a broad range of compatibility (within certain restrictions) 23:47 VanessaE I read "it" as "MC2" in that comment. 23:48 appguru nephele: are you suggesting we all go for MCL2 compat? 23:48 nephele I think i am suggesting, that you fucking read my messages instead of making up bullshit 23:48 VanessaE all right, that's enough of that. 23:48 nephele VanessaE, that reffered to now anyhow, there is no spec 23:49 VanessaE stand down, nephele 23:49 GreenXenith I see no issue with rolling your own compat .. registering different recipes based on what mods are available is easy and viable 23:49 nephele there is nothing for mineclone2 to implement, so either it implements default compat now, or one uses a compat layer 23:49 appguru "shoudl explicitly support it", with it being MCL2, which is why my question 23:49 nephele but again, i dont know of any compat layers 23:49 appguru you could go and write one? 23:49 nephele GreenXenith, the issue is still that it's extremely high effort to try and make a perfect mtg compat 23:50 nephele a base spec would atleast give you a baseline 23:50 appguru actually not 23:50 nephele VanessaE, from where? 23:50 appguru MTG compat is pretty easy 23:50 nephele No it isn't 23:50 appguru Item names of MTG are mostly straightforward 23:50 appguru Same goes for the API 23:50 nephele It's still a huge set 23:50 VanessaE look, the bottom line is there are mods you obviously wish you could use under MC2, but which don't work with it. Either the mods have to be rewritten to add MC2 compat, or to use some "common" spec such as you propose. 23:50 nephele Which you would have to map in it's entirety to another gamemode 23:51 nephele sure? but the common spec doesn't exist currently 23:51 VanessaE or MC2 has to be altered to offer enough compatibility that those mods work. 23:51 GreenXenith Provided you have similar materials in each game (which most a lot do), it should be fairly low-effort 23:51 VanessaE and I can almost guarantee you that asking the rest of us to make out mods work on MC2 won't fly. 23:52 nephele VanessaE, it's an optional tool 23:52 GreenXenith (I think a compat layer mod seems like a reasonable idea ...) 23:52 nephele if you care about it you can use it 23:52 VanessaE I know I won't bother on my mods, I have WAY too much code to change to make that happen. 23:52 nephele if you don't care, develop for mtg and be happy 23:52 LMD Games are different, so having such a "baseline spec" is not easy, and in general achieving consensus among modders 23:53 nephele Well, it's not going to be a "baseline for all gamemodes in minetest" think 23:53 GreenXenith If a compat layer existed, modders should either use it and not care about what it decides to do, or make their own item maps 23:53 VanessaE so the only thing that's gonna happen in reality is if you or some of your partners-in-code fork those desirable mods, alter them, and then maintain them as the originals continue to evolve 23:53 nephele GreenXenith, Having a specification gives game authors much less overhead to implement 23:53 nephele and gives you a pretty good thing to point at 23:53 VanessaE so then again you're back to the "moving target" you complain of 23:53 nephele VanessaE, no, why? 23:53 LMD if this continues I'll probably write a spec & implement relevant compatibility mappings 23:53 nephele I don't require mods to work on all gamemodes 23:54 nephele and most won't 23:54 VanessaE but clearly there are some you DO want 23:54 GreenXenith a compat layer would be extremely easy to write .. in fact, you could leave out the implementation and make a mod dedicated to providing just item mapping data 23:54 nephele Yes, my mods 23:54 nephele I want to offer them to be used on other gamemodes aswell 23:55 LMD The real solution is to have stuff like recipes not inside the code but instead inside of configuration files 23:55 VanessaE yet you complained that mobs_redo doesn't work 23:55 nephele No i dind't 23:55 LMD Mods can and should provide decent default configurations, but if those don't suffice, users can extend them 23:55 nephele That was in reference to an earlier comment 23:55 nephele I don't plan to use mobs redo 23:55 nephele and i don't playe mineclone2 either 23:55 VanessaE correction, scott_ complained. 23:56 nephele I only attempted to explain why it was incompatible and a possible mitigation for that moement 23:56 orbea nephele: so you basically want something like the POSIX spec, but for minetest? 23:56 LMD Someone should probably write a spec 23:56 nephele the discussion about a possible baseline spec came after that and is mostly unrelated, except that it is about compatibility 23:56 VanessaE no matter how you choose to "mitigate" this, nephele, SOMEONE will have to rewrite a bunch of mod code, even if it's only you 23:56 LMD true 23:56 VanessaE and if only you are gonna use i, what's the point of this spec 23:56 VanessaE it* 23:57 nephele so :) i can spend my time how i wish 23:57 nephele A spec allows other people to be compatibile without having to dig around in my code 23:57 LMD the point of the spec would be that modders don't invent item names and groups as they wish, but instead use common groups & names specified in the spec 23:57 VanessaE you know full well no one who maintains a big project is gonna bother with that. 23:57 nephele it's way easier to read a doc outlining the expectations than trying to be compatible by copying implemnetations or even implemnetation bugs 23:58 GreenXenith If you had an item map, you could automate rewriting >.> 23:58 nephele No, that is your assumption 23:59 LMD I suggest advanced alias methods 23:59 VanessaE and it has a high probability of being right :P 23:59 nephele No, that is your assumption :P 23:59 LMD for example registering alias groups