Time Nick Message 10:42 MinetestBot Krock: Mar-16 04:10 UTC Your ascii biome is awesome! but the Z loop is inverted, the map is upside down. https://gist.github.com/SmallJoker/03c92442c4b81a6d2e7573c7950a10cc#file-init_22_ascii_biome-lua-L25 10:42 MinetestBot Krock: Mar-16 04:34 UTC it would be nice if it showed the area around the player, instead of around 0,0,0, and is triggered with a chat command 10:42 Krock o/ 10:43 Krock sfan5: MinetestBot is so wonderful that I got the same message three times 10:51 Emerald2 lmao 11:26 IhrFussel btw how did you make it so that lava hurts you even when just standing in a 'slab'? I thought damage_per_second only affects you when your head is in it or was that changed in 0.4.17.1? 11:28 IhrFussel Well it doesn't affect water so either the engine has something hard coded for lava or a mod causes this on my server 11:28 IhrFussel Let me test this in vanilla MTG 11:29 IhrFussel Seems to be hard coded 11:30 IhrFussel Or MTG somehow checks this 11:44 IhrFussel Ok it's hard coded and if water had a damage_per_second attached to it it would likely also be fired when the feet only are inside 12:02 sfan5 Krock: I may have forgot to implement locking for that part 12:31 IhrFussel I want my server stats to be more transparent in the game so I changed my /lag to include the amount of lag spikes for the entire server session ... that should tell them whether or not the gameplay is fluent/stable enough 12:32 IhrFussel A high lag spike is considered '> 0.3 s' and a critical spike is '> 0.5 s' 12:33 IhrFussel Various WE actions will actually make it look worse than it really is...but no way to prevent that so I'll just accept it 13:53 Krock #8385 13:53 ShadowBot https://github.com/minetest/minetest/issues/8385 -- Add /help formspec for commands and privileges by SmallJoker 14:44 ANAND Krock: Nice! :) 14:54 IhrFussel Why is there a PR that attempts to limit the debug.txt file size? debug.txt is ESSENTIAL on servers 14:55 Krock and android players cry about the size 14:56 IhrFussel Server owners need debug.txt to check recent PMs and dig/place/inventory actions ... that is required to investigate rule breaking and other unwanted activities 14:56 IhrFussel Without debug.txt and with rollback disabled servers have no way anymore to check who griefed where 14:56 rubenwardy debug.txt should be limited by default 14:57 rubenwardy server owners should then be able to disable the limit, and use proper rotation 14:57 IhrFussel The limit should not be 1 MB by default 14:57 IhrFussel 1 MB is a joke 14:57 rubenwardy for most users, that's fine 14:58 rubenwardy because they'd only want to give the last 20 lines of it when it crashes 14:58 rubenwardy it's probably a good idea for the limit to depend on whether the server is in dedicated mode 14:58 IhrFussel So you expect server owners to magically know that they need to enable/disable a flag in their settings to actually log useful stuff for more than a few hours? 14:59 rubenwardy what do you suggest we do? 14:59 rubenwardy because users are currently running out of storage, especially on mobile devices 15:00 IhrFussel Disable limit by default or make it at least large enough so that server logs don't miss too recent stuff in case the owner forgot to change their settings 15:00 IhrFussel Or tell server owners somehow ingame/in menu that the log is limited currently and how to change that 15:00 rubenwardy I don't support disabling by default 15:00 rubenwardy but I would support enabling by default on Android, and disabled elsewhere 15:02 IhrFussel Message in menu won't work cause many servers run without GUI 15:04 IhrFussel rubenwardy, then Win/Linux users could still complain ... I think either set the limit to something bigger like 50 MB or so (even the cheapest Android devices have a storage of 4 GB these days) or just find a way to tell the server owner (and only them) that the log is limited to X MB currently 15:04 IhrFussel Possibly when they join their server 15:04 ANAND The PR could make use of different logfile max sizes depending on whether or not the `ENABLE_SERVER` cmake flag is set. Would that provide the much-needed compromise between 1MB logs for players and a little more unrestricted logfile size for servers? 15:07 IhrFussel ANAND, there are some server owners that don't need a huge debug.txt, but on many 'serious' ones that have rules and use every method possible to enforce them (griefing, stealing, forbidden protections, illegal contents in PMs, brute-force attacks and many more) the log is one of the most important things when running a server 15:09 IhrFussel I actually already limit mine to the most recent 3 million lines 15:09 IhrFussel Which is about 250 MB 15:10 IhrFussel And those 3 million lines still only go back to ~ 10 days 15:10 IhrFussel It depends on how popular a server is 15:11 rubenwardy 50MB is massive for Android 15:11 rubenwardy could be a variable size 15:12 IhrFussel That means if someone reports something that happened more than 10 days ago all I can say is 'sorry dude, too late now to check' 15:13 IhrFussel What I would rather like (but that would also be a lot more complex I imagine) is not a size or lines limit...but a date limit 15:13 IhrFussel Like 'only log everything to 14 days ago' 15:15 IhrFussel Cause the size/lines don't tell you how many days back the log will go ... on a server that#s less popular the same amount of lines could go back to 1 month while on a very popular server the lines could only go back to a few days 15:15 IhrFussel Then the default could be 1 or 2 days 15:24 IhrFussel Also many servers have mods enabled that flood the log by default... like hoppers/pipeworks and similar mods that fake players and do actions as the fake player 15:27 red-045 Pretty sure you could make it easily date based if you logged to DB 15:27 ANAND Good point, IhrFussel 15:28 red-045 IhrFussel: have you considered setting up a DB for logging important events? 15:30 IhrFussel Wouldn't a DB require about the same size? 15:31 IhrFussel I mean 3 million lines in a DB cannot be much smaller than 3 million lines in a .txt file I assume 15:31 IhrFussel The important events to log are the ones that appear the most 15:32 IhrFussel node place/dig, inventory actions, PMs 15:32 IhrFussel I think by default even the CHAT is logged in debug.txt 15:33 IhrFussel I already moved that one out of debug.txt and to its own file 15:34 IhrFussel On a busy server it's quite common to have 10-15 lines per SECOND 15:35 IhrFussel I forgot...there is 1 type of messages that appear a lot but are not needed (at least not in my case) and those are when players punch entities 15:36 IhrFussel Those lines 15:36 IhrFussel 2019-03-16 16:36:11: ACTION[Server]: valo56 right-clicks object -14899: LuaEntitySAO at (-3540,1.7,-3433) 15:36 IhrFussel 2019-03-16 16:36:12: ACTION[Server]: ololosh punches object -14885: LuaEntitySAO at (1056.64,-3.03831,1034.24) 15:37 IhrFussel I'm not sure if those are actually helpful 15:37 IhrFussel The mobs on my server have up to 2,500 HP and one hit by players can cause up to 50 HP damage ... now imagine how many lines appear just for 1 player to kill 1 mob 15:38 IhrFussel Not to mention that I as server owner cannot really know what 'object -14899' is 15:39 IhrFussel Let me check how many lines of the current debug.txt are such entity punch lines 15:39 Krock you could convert that to an u32 and read it back from core.luaentities 15:40 Krock then you can see what it is 15:40 IhrFussel Almost 500,000 lines out of the 3 million are ^ 15:41 IhrFussel What I mean is are these lines really important? Could they maybe made optional? 15:42 Krock log level to INFO would be posible 15:43 IhrFussel But would it distinguish between entity and player? I mean player -> player damage should be in ACTION 15:44 IhrFussel Cause that is helpful 15:46 IhrFussel I guess someone could propose to move those lines to INFO and if denied at least add an opt-out flag 15:47 IhrFussel These lines only really matter on servers with mobs...with lots of mobs 15:50 Krock yes, that's possible 15:50 Krock (player damaging player -> actionstream, otherwise infostream) 15:51 Krock btw: it is possible to punch yourself 15:51 IhrFussel Yeah but AFAIK that will also log as you punched you 15:51 Krock just make it so that the client aborts reading its own entity definition and a dummy object will appear 15:52 Krock yes. player X punched player X 15:52 Krock I'd push a commit to do that, but I'd like to have #8350 merged before that 15:52 ShadowBot https://github.com/minetest/minetest/issues/8350 -- Damage: Play no damage sound when immortal by SmallJoker 15:54 IhrFussel No rush...but thanks for attempting it =) It will only affect 5.1.0 either way I'm guessing 16:01 Krock exactly 16:16 benrob0329 Are there any alternative circuitry mods? 16:17 rubenwardy elepower 16:17 rubenwardy !mod elepower 16:17 MinetestBot rubenwardy: Elepower - A new powerful modpack [elepower] by IcyDiamond - https://forum.minetest.net/viewtopic.php?t=20320 16:17 rubenwardy supports node_io, which is really nice 16:17 rubenwardy node_io is a standard for pipeworks/mesecons/technic/etc like mods 16:17 rubenwardy it means you can add machines without depending on the mod which implements the circuitary 16:18 rubenwardy like, in capialism_game, I use it to implement fractional distillation 16:20 benrob0329 rubenwardy: a circuitry mod, not just for automation. Judging by the fact that it advertises mesecons support for "toggling your automation" that tells me its probably not a circuitry mod 16:21 rubenwardy hmmm 16:21 rubenwardy I was pretty sure that elepower had its own circuits 16:21 rubenwardy but supported mesecons too 16:21 benrob0329 I'll look into it 17:05 benrob0329 rubenwardy: yeah this is more like s technic replacement than anything else. 17:31 red-045 If you used a DB it would be easier to keep exactly 10 days of logs 18:20 tenplus1 Hey folks :) 18:20 tenplus1 Hi Krock 18:21 tenplus1 hi MIner 18:25 VanessaE good morning twelveminus1 18:25 VanessaE :) 18:25 tenplus1 ehehe... hey Vanessa :) 18:25 tenplus1 tomorrow is the big switchover day 18:25 VanessaE it is? 18:25 * tenplus1 is nervous 18:26 tenplus1 Xanadu is moving over to Minetest 5.0 ... all mods tweaked and tested through the week 18:26 VanessaE Oh G*d oh shit oh no PANIC PANIC PANIC *runs around in circles* 18:26 VanessaE ;) 18:26 tenplus1 lol 18:27 Fixer i will panic if LazyJ moves LG2 to 5.0 18:27 sofar I wouldn't on a sunday 18:27 sofar do it during the week - monday 18:27 tenplus1 hi Fixer :P hey Sofar 18:27 Fixer hi 18:27 sofar then if problems arise, you have a few days until the weekend 18:27 tenplus1 I cannot, Shinji is off Sunday and works through the week 18:27 Fixer was there a 5.0.1 release? 18:27 sofar nope 18:27 Fixer tenplus1: i would rather wait for 5.0.1 18:28 VanessaE no need to wait :) 18:28 sofar there's no reason, really 18:28 tenplus1 I've been running a standalone version of Xanadu using 5.0 and all mods for a week... so far all is working a-ok, no crashes 18:28 VanessaE 5.0.0 works well enough (as long as you use unified inventory to avoid the inventory bug) 18:28 tenplus1 inventory bug ? 18:28 rubenwardy you only need to wait if (LOTS_OF_ITEMS && !UNIFIED_INVENTORY) 18:29 rubenwardy typically people who like bloat also use unified inventory 18:29 tenplus1 hi ruben 18:29 VanessaE lots of items != bloat. it's called "choices". :) 18:29 tenplus1 we're still using Inventory Plus :) mwhehehe 18:30 rubenwardy well actually, only if in creative too 18:31 tenplus1 what's this inventory bug ? 18:32 rubenwardy it crashes if the string form of a detached inventory is over 2^16 bytes = 65356 18:33 rubenwardy which happens in creative mode with the MTG creative mode when there's a lot of items 18:33 tenplus1 ahhh, that's not a big deal then 18:33 tenplus1 is limited circumstances 18:35 tenplus1 the new Tundra biome is quite weird btw... 18:54 benrob0329 Hello tenplus1 18:54 tenplus1 hi benrob o/ 18:55 rubenwardy tenplus1: new feature I'm working on https://user-images.githubusercontent.com/2122943/54468060-280ffb00-4781-11e9-810b-763ee623bd55.png 18:55 rubenwardy #8383 18:55 ShadowBot https://github.com/minetest/minetest/issues/8383 -- Add formspec styling using a style[] tag by rubenwardy 18:55 Krock o/ tenplus1 18:55 tenplus1 yaay, that looks a lot better :) great feature 18:56 Krock late greet but still 18:56 tenplus1 always wanter coloured formspec buttons :D 18:56 tenplus1 ehehe 18:56 Krock rubenwardy: it's very nice (seen the PR) but I wonder how much we want to try to make the formspecs better 18:56 rubenwardy that's true 18:57 rubenwardy fact is though: no formspec replacement has appeared yet 18:57 rubenwardy most people want something that exists 18:57 tenplus1 they do the job well enough, would be nice to make them more customizable 18:57 tenplus1 colours are a good start for certain elements :D 18:57 tenplus1 2d drawing would be nice also 18:57 Krock we'd also need plenty of work to implement the special buttons and lists 18:58 tenplus1 or the ability to show entities inside formspec 18:58 rubenwardy image_button and item_image_buttons are just buttons 18:58 Krock or a html viewer in a formspec 18:58 Krock or running a vm which runs electron to show a webpage using a mod in minetest 18:58 rubenwardy so I could hypothetically reuse the work I already have for them 18:58 rubenwardy heh 18:58 tenplus1 heh 19:00 tenplus1 yeh saw that earlier :) 19:01 tenplus1 mesecons is an amazing mod but oh so slow on servers 19:01 benrob0329 It really depends on what people do with it 19:01 tenplus1 yeah... must be a way to speed things up though 19:02 benrob0329 If you have a really fast clock that's constantly updating then yes it'll be super slow 19:02 Krock *le click* 19:02 benrob0329 But if you're not being stupid with your circuits it runs fine (for me anyways) 19:03 rubenwardy Krock: I'm not planning on it being fully functional, and probably won't implement all the option 19:04 rubenwardy but it's something that allows these to implemented without breakages: #5385 and #5361 19:04 ShadowBot https://github.com/minetest/minetest/issues/5385 -- FormSpec: support custom colors in dropdown by adelcoding1 19:04 ShadowBot https://github.com/minetest/minetest/issues/5361 -- FormSpec : Add background color for textarea/field/pwdfield by adelcoding1 19:07 rubenwardy I think that it's better to view it as a framework to allow styling elements without breaking them on older clients, and then to judge each customisation one by one 19:07 rubenwardy I find coloring buttons very useful for marking dangerous actions 19:07 tenplus1 same as when listring[] was added 19:07 tenplus1 no breakage 19:08 rubenwardy the issue is, however, that in its current form it may cause problems when/if Irrlicht makes a new releas 19:09 tenplus1 would a new version change how colours are selected and drawn ? 19:09 rubenwardy no, it could result in compile errors if they change how the elements work 19:09 tenplus1 damn 19:10 benrob0329 That sounds like an Irrlicht problem tbh 19:10 rubenwardy it is 19:10 rubenwardy but it becomes our problem 19:10 rubenwardy Irrlicht is a perfect example of how *not* to do C++ 19:10 tenplus1 arent we already using the latest irrlicht ? 19:10 rubenwardy well, depends on what they have installed on their system 19:11 tenplus1 hmph 19:12 tenplus1 this makes it all the harder to keep things running and add new stuff 19:12 rubenwardy in Irrlicht, you can't just extend an element 19:12 rubenwardy you have to copy the whole thing 19:12 rubenwardy it sucks so bad 19:13 tenplus1 forking a feature to improve a feature... would end up massive 19:13 rubenwardy yeah 19:13 rubenwardy it's ridiculous 19:13 red-045 you can't override a method or what's the issue? 19:14 rubenwardy red-045: things are hidden behind an interface 19:14 tenplus1 does formspec allow for graphical buttons to use [colorize ? 19:14 red-045 ah 19:14 rubenwardy so you can't just subclass the button as you have no header for it 19:14 rubenwardy tenplus1: yes 19:14 Krock tenplus1: text can already be colorized using minetest.conlorize 19:14 Krock -typos 19:14 Krock inb4 there's also support for background color, but it's broken 19:14 tenplus1 not so much text but buttons using a bitmap background that can be coloured also 19:15 Krock ah 19:15 rubenwardy there's already support for background color? 19:15 tenplus1 it's a stand-in feature 19:15 rubenwardy pretty sure not 19:15 Krock rubenwardy: well, the code exists 19:15 rubenwardy the code doesn't exist, because I had to implement it 19:15 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2351 19:15 Krock speaking of text background color 19:15 rubenwardy "The escape sequence sets the background of the whole text element to 19:15 rubenwardy `color`. Only defined for item descriptions and tooltips" 19:16 Krock inb4 I cannot read 19:16 tenplus1 image_button[0,0;3,1;"bg.png^[colorize:ff00ff00";mybutton;violetbutton] 19:16 Krock sorry, I though that was already a thing but broken 19:17 Krock tenplus1: try using formspec_escape on the middle part 19:17 tenplus1 ah 19:17 Krock surely not quotation marks 19:17 tenplus1 was quick example :P 19:18 Krock I yet only used it for image[] but it should work elsewhere as well 19:24 tenplus1 "entity_image[0.5,0.5,3,5,character.b3d,texture]" 19:26 tenplus1 hi fussel 19:26 IhrFussel https://github.com/minetest/minetest/pull/8382#issuecomment-473571559 19:27 IhrFussel Almost every server owner uses debug.txt to check which player did or sent what 19:27 IhrFussel At least the ones I know of 19:27 IhrFussel Hi tenplus1 19:27 tenplus1 last comment is a good idea... 19:27 tenplus1 limit size but compress older one's... that way it's archived for use 19:28 Calinou would be nice if you could plug Minetest into a dedicated logging platform, it could work better for large servers 19:28 Calinou https://github.com/grafana/loki 19:28 tenplus1 hi Cal 19:29 Calinou I have yet to play with it (or Prometheus/Grafana for that matter) 19:29 IhrFussel If rollback was more efficient maybe more servers would switch to that instead...but debug.txt is the only easy solution when you need to check where someone griefed/stole etc 19:33 tenplus1 logrotate is a good way to go, keeps both parties happy 19:33 VanessaE rollback's main problem is that the engine lacks any way to prevent some actions from being logged (i.e. technic automation), so the log can grow massive, quickly (tens of gigs in a month) 19:34 tenplus1 yup, that's why on every restart I archive log and reset, keeps things simple 19:34 tenplus1 hi cwz 19:34 rubenwardy https://i.rubenwardy.com/3AtI6.jpg 19:35 tenplus1 lolol 19:35 VanessaE I used to trim the log to just the last month's worth of entries via a couple of sqlite commands, but that stopped being adequate when the *trimmed* log started staying in the 20 GB range 19:36 IhrFussel Maybe MT should log the chat and PMs to a separate file ... cause those are not really 'actions' 19:36 tenplus1 I was looking for a way or command that records the last 100 lines of a terminal window and stores in a .txt file instread of logging at all 19:38 red-045 would be great if someone made a proper audit system for servers 19:38 rubenwardy defintiely 19:38 tenplus1 wait, doesnt Cat5Tv have such a thing for their own server ? 19:38 red-045 do they? 19:38 benrob0329 A script that runs through debug.txt and properly logs it would be nice 19:38 tenplus1 lemmie find the name of it... they have a monitoring system all setup they made 19:39 tenplus1 think it was called NEMS or something 19:40 benrob0329 NEMS Linux is a general server monitoring OS 19:40 benrob0329 Iirc 19:40 tenplus1 they did something with it... 19:40 tenplus1 lol, gotta ask robbie, cant remember now 19:41 * tenplus1 stress eats 19:44 IhrFussel Well Krock said earlier he will move the 'player was punched by object [somenumber]' to INFO which should decrease log size a lot already on busy server with lots of mobs 19:45 tenplus1 yeah, every dig, punch etc. adds up 19:46 IhrFussel Those need to stay...but I think nobody needs to know (unless developing) that a player got punched by an entity or that a player punched an entity ... those spam the log sometimes more than dig/place 19:47 IhrFussel Spawn 5 or more hostile mobs around a player...now every sec 5 lines appear in debug.txt 19:48 Krock IhrFussel: only with the log level set to action or higher 19:48 IhrFussel Now imagine a server with 20-30 players and several of them fight against mobs in this very moment 19:49 IhrFussel Krock, not sure I understand ... right now those messages appear with default log level which is ACTION right? 19:49 Krock yes. if they were changed to INFO, then they're hidden 19:49 Krock i.e. no longer logged 19:49 tenplus1 agreed 19:49 sofar that's why I prefer logging to systemd - it automatically sizes my log files to a reasonable size so I don't have to worry about rotating or overgrown log files 19:49 IhrFussel That's what I mean 19:50 IhrFussel Move those messages to INFO so that they are hidden from the default log level 19:50 tenplus1 how'd you do that sofar ? 19:50 sofar just have MT log to stdout when you run it from a server, and not to debug.txt 19:51 tenplus1 ooh interesting 19:51 tenplus1 thanks 19:51 sofar iow don't set --logfile 19:51 sofar journalctl -u minetest.service -> read minetest's log files 19:52 sofar another reason I prefer it that way is so that I can see the relation between other system events better 19:53 sofar e.g. mtmediasrv shows someone connecting, a little later minetest shows the login 19:53 tenplus1 you could add a forum thread on how to do this for server setup... would be handy :) and informative 20:09 tenplus1 nite folks o/ 20:09 Fixer \o 20:24 Calinou yeah, journalctl is more powerful than plain text logging 20:31 * Fixer corrupts Calinou's journal 21:03 Sokomine rollback is great. wish that'd be more easily available. could even help in local building... 21:20 Peppy hi 21:21 Peppy being able to restrict rollback to a selected zone would be very nice too