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IRC log for #minetest, 2020-07-13

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All times shown according to UTC.

Time Nick Message
00:20 SoylentCow wait...... there's server-side ncurses terminal??????
00:22 SoylentCow gotta <3 a good changelog
00:23 SoylentCow does it do ascii graphics rendering?
00:23 SoylentCow you know, top-down view could be implemented very nicely in 10rogue/nethack style
00:25 SoylentCow roofs would be a challenge
00:26 rubenwardy no lol, it allows you to see chat and execute commends
00:28 SoylentCow well, i assumed as much, but i was also hoping on controlling an avatar... or like an army of avatars, rts style
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07:47 ReedWade Hello guys ! Anyone is using an azerty keyboard and fixed the 12345 keybinds ?
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08:07 Emerald2 Wow, GitHub is down.
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19:52 momozor Hi. I wonder how could I make a subgame with a custom terrain that I made?
19:54 sfan5 custom as in you want terrain to look like you specify?
19:54 momozor yes exactly
19:55 momozor and generated everytime a new world of the game is made.
19:57 momozor ah nevermind
19:57 momozor I've should have checked the FAQ
19:58 momozor thanks
19:59 sfan5 I don't know which FAQ entry resolved your question but it's good that you found an answer
20:00 momozor To be exact - https://dev.minetest.net/Modding_FAQ#How_do_I_generate_a_custom_map.3F
20:23 bdju is it a bad idea to copy my client mods folder to my server?
20:23 bdju I had grabbed some stuff via contentdb and just thought I should avoid re-downloading individual mods if possible
20:24 heavygale maybe you want to clone them via git for easy updating or something like that ^^
20:24 bdju oh wow that's a good idea
20:24 bdju hm that does someone justify re-grabbing them all
20:24 bdju s/one/what
20:25 bdju thanks
20:25 heavygale :)
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20:57 SoylentCow where do artists get the nerve to start sharing their creations for free without first learning the arcane intricacies of the copyright law, so that they can annotate their releases appropriately?????
20:58 * SoylentCow chews spastically
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21:20 bdju do mods have to be manually enabled on a server or is git cloning to the mods dir enough?
21:21 bdju and should /mods in game show all the mods? I am not seeing many so I suspect it's not working
21:21 heavygale check the world.mt in your world dir
21:21 heavygale you need to enable mods there
21:22 rubenwardy you can also place mods at worlds/myworld/worldmods, and they'll be automatically enabled
21:23 bdju ah okay
21:25 bdju I'm worried now that the world generated without them being enabled. what are my options? can I delete part of the world dir contents but keep the world.mt file say they're enabled at generation?
21:25 bdju otherwise I guess I can try the other thing and place them in that specific spot
21:29 SoylentCow you can rm map.sqlite
21:29 SoylentCow i do that over and over when i start new server, to make sure the spawn is not stupid :)
21:30 bdju nice
21:30 SoylentCow you can also delete blocks and they will regen with new mods
21:30 SoylentCow like, with deleteblocks command, so that they are actually purged from database
21:33 bdju oh that's very cool
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21:40 bdju what is the gameid value for? is that server name or something else?
21:41 bdju I said /mods in-game and they show up now, but how do I clear the text from my screen?
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21:43 heavygale gameid refers to the games in your /gamesfolder
21:43 heavygale * /games folder
21:45 bdju ah okay
21:47 SoylentCow f2 hide chat
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22:16 ReedWade Brainless poolparty ? http://dav.misterbanal.net/258d04c8-7fcc-447d-acec-39b092005627.flv
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22:44 BruceMustache What is the best way to update all minetest mods?
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22:57 SoylentCow i dunno if that's the best way, but i just git pull them all
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22:58 SoylentCow i got 86 mods on survivor, for example (some of them actually modpacks, for ~200 mods total), and each one is gitted
22:59 SoylentCow about 2 dozen of them i had to modify or bugfi: these ones have 3hightime branch, and to update those i pull master and then merge changes into hightime
23:00 SoylentCow you talking server, right?
23:00 SoylentCow it's a pain in the neck, but you probably don't want to update all mods at the same time, especially if you run a lot of big ones
23:01 SoylentCow because compatibility issues do arise, and are much easier to fix if you encounter them one by one, and have only 1 or 2 mods to blame for each
23:01 SoylentCow the above approach also allows me to push my modified branches onto gitlab
23:08 SoylentCow also, if you brave, this will do it, run from mods/
23:09 SoylentCow for a in `ls` ; do ( cd $a ; git pul ) ; done
23:09 SoylentCow i am assuming a lot of things, like real os & bash, but they are good assumptions, not bad :D
23:11 SoylentCow mmmm yeah, though you may wonna erase mods_here.txt before you run that, or else it will try to update minetest dir, which may not be what you want
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