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IRC log for #minetest, 2020-07-28

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All times shown according to UTC.

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01:39 lmat Does lava always show up around -350?
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02:16 Boingo Hello everyone.  Getting back into Minetest after a few years off.  Got my server up in Docker and installing mods (to test and see which ones I like).  I hit a 32000 node limit and I was wondering if there is a way to see how many nodes each mod is using, so I can remove the mods that aren't really important (but possibly taking up a lot of nodes).
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02:23 Corey[m] someone actually hit the node limit, and here I was worried about using 1000 nodes
02:24 Boingo Just testing out all sorts of mods to decide which ones to keep.
02:24 Corey[m] Boingo: I don't know of anyway to see what's using all the nodes outside of writing a mod that does it
02:24 Corey[m] But you could do the reverse, add mods one by one until it reaches max
02:24 Boingo Corey[m]: Is there a way to count?  Like number of folders/etc.
02:25 Boingo Corey[m]: That still doesn't tell me which mod is using how many nodes.  The first one I installed could have used 2, or, 28,000.
02:25 Corey[m] Not really, a mod could register all it's nodes from a single file (minetest_game comes to mind with it's default/nodes)
02:26 Corey[m] I've never hit the limit, but does it crash once it hits the limit, or does it just throw a warning?
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02:26 Boingo Hmm....
02:26 Boingo It just won't start.
02:26 Corey[m] if it doesn't crash I can whip up a script that dumps all the registered nodes to a text file for you
02:26 Boingo Throws an error and won't start.
02:26 Boingo Corey[m]: Interesting, that might work...?
02:27 Corey[m] well it would be a copy of the same code I use in my mod to generate it's documentation
02:27 Boingo Corey[m]: Still sounds very useful.
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02:27 Corey[m] alright, lemme see if I can find it
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02:27 Boingo I feel like I installed a bunch of mods, but not so many that I should have hit that limit yet.
02:28 Boingo Unless I am way off base.
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02:28 Boingo So I am wondering if one mod went crazy or something.
02:29 swift110 hey all
02:30 Corey[m] I found the code, I just need to adjust it for your use now
02:30 Boingo Corey[m]: Super cool.  I appreciate it.
02:32 Corey[m] You're gonna have to save some files https://gist.github.com/IceDragon200/f5c4e364ea507d30360bbb8e5380c817
02:33 Corey[m] you can create a directory under your mods called node_dump and save the init.lua and mod.conf in it
02:33 Corey[m] then you're gonna have to try removing mods until it does load so the dump can happen
02:33 Corey[m] the file will be in the world's directory as exported_nodes.txt
02:35 Boingo Trying it now, 1 minutes.
02:38 Boingo Looking at the text file now.
02:38 Corey[m] that took awhile...
02:39 Boingo Hmm.... 32391 lines in the file.  lol
02:39 Corey[m] yikes
02:39 Boingo A 1.8mb txt file.... lol
02:39 Corey[m] hopefully you find the offending mod in that ... dump
02:40 Boingo I might change the output a bit, to a csv, then I can open/sort it.
02:40 Corey[m] you could probably just rename it to .csv and open it in some spreadsheet app
02:41 Boingo Yeah, but the numbers aren't in a separate "field"
02:41 Corey[m] could you give me a sample of one of the lines, I hope I didn't botch the output
02:43 Boingo advtrains:signal_on_30
02:43 Boingo I am not seeing counts... I don't think at least.
02:50 Boingo Oh, I see, each node is listed once.
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03:03 swift110 hmm
03:05 Corey[m] swift110: Sorry for the late greeting, hello :)
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03:54 Boingo Corey[m]: Well, the winner, at 20718 is "streets"
03:55 FrostRanger[m] oof
03:55 Boingo And all the other mods are 11k total (with 4k of that for moreblocks, 1k for technic and 1k for default)
03:55 Boingo Yeah, 20k seems like a LOT.
03:56 Boingo I thought there must be one mod doing most of it.
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04:03 Boingo Bummer.  streets looked cool for a city I wanted to build.  Wonder why it has so many nodes.  Maybe it can be fixed, but another day.
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04:43 FrostRanger[m] Boingo: you could look through it and remove the nodes you don't need
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05:50 swift110 its cool Corey[m] how r u
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05:52 Corey[m] Doing good, gonna crawl into a corner and sleep now though
05:54 swift110 oh ok cool
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08:53 Markow Hi
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08:54 Markow I'm asking for a friend using Minetest on a tablet, how do you run fast (E or special key on pc keyboard) using a tablet? Thanks.
09:03 majochup Markow, I am pretty sure you can do that through the three dots on the side. Let me go check, just a moment!
09:04 Markow majochup: Thank you!
09:04 Markow I'm asking because this kid claims he can't do it on the tablet, but I'm sure there is a way
09:04 majochup Markow, on the newer versions it's a cogwheel. You click on the running stickman (one with a trail behind him)
09:05 Markow Newer version of Minetest, or tablet?
09:05 majochup On mobile. But the versions for tablet and mobile should be the same.
09:06 Markow Ok, thank you majochup !
09:06 Markow I'll tell him!
09:06 majochup Always happy to help!
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09:10 duckie hi
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09:40 Markow majochup: I asked this kid, Harshita, "Do you have the cogwheel?"  He's asking me, "Where is it?" lol
09:40 Markow This kid is unbelievable
09:41 Emerald2 Does he know what a cogwheel is?
09:43 Markow He says he's using a Lenova tablet and can't see a cogwheel. He's using Android on it.
09:43 Markow I just asked if he knows what a cogwheel is, hold on...
09:44 Markow No, he doesn't know what it is
09:45 Emerald2 Tell him a gear. It's the settings icon I assume?
09:45 majochup Markow, the cogwheel is a wheel with some sort of spikes. Best way I can describe it, it's to the right of the screen.
09:45 Emerald2 'Wheel with spikes' is a good description.
09:46 Markow ok
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09:52 Markow This kid is hopeless
09:52 Markow Unbelievable
10:00 Emerald2 Does he even have the official app?
10:02 duckie hello!
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11:09 Markow Emerald2: He has a Lenovo Tab. He left the server already. Weird kid.
11:09 Markow Well, thanks for the help. Tim to go!
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13:02 _Zaizen_ Hi everyone, can collision boxes be rotated?
13:07 rubenwardy Unfortunately not!
13:08 rubenwardy Minetest used axis aligned bounding box collision
13:08 majochup Aw, tat's such a shame
13:08 majochup that's*
13:10 _Zaizen_ rubenwardy thanks for the info. That's unfortunate but I guess i can resolve my problems by using a cube as the collisionbox until that feature is not present.
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14:36 Boingo FrostRanger[m]: I will have to look into that.  It is really 14 sub mods in a pack, so maybe I can figure out which one is the big one there.
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14:45 Boingo Admittedly, I am new to minetest modding. Can someone let me know if I am way off base?  I searched all of "streets" for register_node, but only got 113 hits, not 20,000+.  What am I missing, what should I really be looking for?
14:50 Boingo Hmm... some seem to be in loops, so maybe?  I guess the real question is, should there be a 1:1 invocation of register_node for each node?
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14:52 balirt from quickly looking at streets/api_register_all.lua, it seems to iteratively run the register_node command over lists. No idea if 20k nodes are "necessary", but it seems they went with that design decision
14:52 balirt maybe they register all color variants as their own nodes
14:58 balirt keep in mind this mod was made years ago, possible before a lot of the node param1 and param2 were introduced to avoid excessive node-registration
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15:01 balirt also, this pops up a lot, creating possible duplicate registered nodes from other mods: "if minetest.get_modpath("moreblocks") or minetest.get_modpath("stairsplus") then
15:01 balirt stairsplus:register_all("streets", "concrete", "streets:concrete", ..."
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16:20 MinetestBot [git] rubenwardy -> minetest/minetest: Fix incorrect view URL for games f948e2c https://git.io/JJuvO (2020-07-28T16:02:32Z)
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16:39 balirt is there any kind of callback I can trigger upon loading an "unknown" node (such as after mod deinstallation), without knowing the name of the node beforehand?
16:40 balirt If i use LBMs, I need to know the name of the specific node beforehand
16:42 balirt nevermind, I figured I can use node groups
16:43 Boingo balirt: Interesting, I am a bit green still to try and fix that at this point. Maybe a bit more training first (new to minetest/lua, python programmer by trade). Your guess about colors seems valid though.  See here:  https://docs.google.com/spreadsheets/d/1moV8yPmYb2kPd3p4XsUKMFHlaCw-URe4OuElW8b9qoQ/edit?usp=sharing
16:45 balirt yeah, if the mod was made from scratch today, it could probably get away with about 1/6th the registered nodes, by cleverly reusing texture parameters
16:45 balirt but that's probably a lot of work to do for 20k nodes
16:45 Boingo Sounds great.  I don't think I am quite up to that task yet though.
16:47 balirt also, given the details and amount of roadsigns, it seems to be specifically made for some sort of driver's training or accurate display of realworld maps,, and not for general use in a game
16:47 balirt so if you want a nice collection of mods for a server, it's probably overkill
16:48 Boingo It does seem... comprehensive.  But it also seems like it might give you awesome cities.  :)
16:50 Boingo The forum still seems active for the mod.  Maybe I can put the question in there.
16:51 balirt they'd probably rather petition to raise the number of registered nodes, than redoing all the work :D
16:51 Boingo lol Probably, but I suppose it couldn't hurt to ask.
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17:19 MinetestBot [git] Df458 -> minetest/minetest: Sanitize world directory names on create. Keep original name separate… 3ce03d1 https://git.io/JJuko (2020-07-28T17:16:57Z)
17:20 balirt for items, there is the method is_known(), returning true if the item is registered. Are there arguments for/against this method being available for nodes?
17:27 Krock nodes are items, balirt
17:27 Krock i.e. contained within minetest.registered_items
17:27 balirt oh, I forgot that. that's a good argument then
17:28 balirt I just read through the documentation and the question popped up
17:29 balirt I mixed up items and craftitems
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19:50 tf2ftw Hi
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