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00:20 |
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01:06 |
MTDiscord |
<MisterE> in other words, it didnt feel like much of an upgrade, just a major break in compat |
01:06 |
MTDiscord |
<MisterE> yeah I agree |
01:08 |
MTDiscord |
<MisterE> Altho, there are already methods to block clients with modder-defined version numbers. Providing a minimal amount of compatibility, and letting the server owners decide wouldnt be too bad. For creative servers, and very simple survival servers, Its not horrible to let old clients connect |
01:09 |
MTDiscord |
<MisterE> but newer games probably wont support older clients, and they can prevent older client connections |
01:12 |
MTDiscord |
<MisterE> but its over and done, and yeah not worth it to implement old client support unless someone goes and does it for you. I thought that with that PR maybe they had gone and done it for you |
01:46 |
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13:55 |
MTDiscord |
<IhrFussel> Just my 2 cents regarding Android 32-bit devices: Those are still produced and offered in electronic stores in Europe |
14:02 |
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14:02 |
Samson16 |
Hello, I' |
14:02 |
Samson16 |
Oops haha! |
14:03 |
Samson16 |
I'm just wondering if there is a way to see passwords for accounts? |
14:03 |
Samson16 |
I'm returning to my Minetest world and it seems I don't remember my password. |
14:06 |
Samson16 |
Huh, okay. Is it possible that somehow the location where passwords are kept is missing or has been moved? I'm just using a password for another account which I know for a fact is correct, but Minetest says it is invalid. |
14:06 |
Samson16 |
It's an old world by the way, going back to 2015. |
14:09 |
rubenwardy |
It's stored in the auth file |
14:10 |
rubenwardy |
They're not stored in plain text, there's no way to get the original password (without bruteforcing, which can take years) |
14:10 |
rubenwardy |
You can either delete the auth file |
14:10 |
rubenwardy |
Or you can login as an admin and use /setpassword |
14:11 |
Samson16 |
Could I not copy the auth file? |
14:11 |
rubenwardy |
Deleting the auth file will unregister all accounts |
14:11 |
rubenwardy |
You can copy the auth file |
14:11 |
Samson16 |
Where's it located? |
14:11 |
rubenwardy |
Another thing you can do is remove individual lines in it |
14:11 |
Samson16 |
Ah, okay. |
14:11 |
rubenwardy |
I think it's auth.txt |
14:11 |
rubenwardy |
In the world |
14:12 |
rubenwardy |
Minetest now uses SQLite based Auth, I don't think it's automatically migrated though |
14:12 |
Samson16 |
Oh um, I already have the auth here and fully readable... Is that supposed to be the case? Haha! |
14:12 |
Samson16 |
Unless it's a different auth. |
14:12 |
rubenwardy |
The usernames will be visible, but the passwords will appear to be a random set of characters |
14:13 |
Samson16 |
AAaaaahhhhh. |
14:13 |
Samson16 |
All I have here are a set of usernames and permissions, no passwords. |
14:14 |
Samson16 |
That's weird. |
14:15 |
Samson16 |
rubenwardy so, what exactly do you mean by removing individual lines? |
14:16 |
rubenwardy |
Each line in the file is a user account. If you remove the line, you unregister the user - allowing you to log in and set the password again |
14:16 |
rubenwardy |
Player data is stored separately, so they won't lose any items etc |
14:17 |
rubenwardy |
If you're able to log in as an admin, then that's the easiest approach |
14:17 |
rubenwardy |
The name setting sets the admin |
14:17 |
rubenwardy |
You're also the admin if you start the game using the new game tab |
14:17 |
Samson16 |
How do I login as admin? |
14:17 |
rubenwardy |
So if you pick a new name, and then connect using the start game tab with host checked |
14:18 |
rubenwardy |
Or change name= |
14:18 |
rubenwardy |
This is also the wrong channel, user questions should be in #minetest |
14:18 |
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15:46 |
nrz |
sfan5, agree we may have break more things, but 5.0 is now some years ago, and a 6.0 if there is justification is possible no ? 5.0 has what ? 3, 4, 5 years now ? |
16:26 |
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