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IRC log for #minetest, 2016-07-20

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All times shown according to UTC.

Time Nick Message
00:06 hisforever paramat: that helped a lot ty
00:09 Hijiri I wish mods that expose a public interface would document them
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01:23 argent0 Can I use mesecons' player detectors as switches?
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01:26 argent0 to activate something as a player approaches?
01:28 Hijiri yes, I think they are on when a player is close
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02:01 FreeFull eval echo $C $chatnet
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02:03 FreeFull eval /echo $C $chatnet
02:07 hisforever How do I fill a Mote with water?
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02:27 Hijiri a moat?
02:32 H-H-H dig the moat and then use a bucket to get water from somewhere and empty it into the moat?
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03:41 hisforever Can I use worldedit to make land flat?
03:42 hisforever worldedit
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05:29 nm0i Yes, but you can also make server lag using it, cool feature you should always remember about.
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07:34 agaran is possible to find out which actually abm kind causes abm to took more than 200ms ?
07:36 jin_xi its possible for sure but there is no easy way i believe. You'd have to grep to find uses and reactivate one by one
07:38 agaran meh, so that needs some improvement too..
07:38 agaran because now, just me on server I get 360ms in abm.. and I am idle.. just some technic/pipeworks stuff is placed but idle..
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08:17 JamesTait Good morning all!  Happy Wednesday, and happy Moon Day! 😃  ðŸŒœ
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09:31 nm0i Hi
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10:29 Exagone313 Hi, I'm new to Minetest, and I'm wondering how mods work with servers (haven't tried to connect to one yet): are the mods downloaded on clients? or does it just send needed files like images?
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10:48 jin_xi Exagone313: mods run entirely on server side, media is transferred to clients
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11:01 Exagone313 jin_xi: thanks
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11:34 manjaro-kde5- i am using manjaro kde and i instaled minetest with octopi where can i find minetest game direcory?
11:34 Calinou manjaro-kde5-: ~/.minetest or sometimes, ~/.config/minetest
11:35 agaran Calinou, bumping up active blocks numbers (post on forum you gave me link to) revealed that I have too much ABM running..
11:38 manjaro-kde5- cant see any .minetest or .config is it hidden?
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11:39 Volkj manjaro-kde5-: on Linux . files (dot files) are hidden
11:39 Volkj enable "show hidden files" in your file manager
11:40 manjaro-kde5- how can i unhide them
11:47 Calinou manjaro-kde5-: either use Ctrl+H (common shortcut)
11:47 Calinou or use Ctrl+L (common shortcut, again) to access the path manually
11:48 nm0i ls -a
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12:05 manjaro-kde5- ty found it at /usr/share/minetest/games
12:05 Volkj that is the systemwide dir
12:05 Volkj the user dir is usually in the paths Calinou said
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12:44 rubenwardy Hi all!
12:45 Volkj hi
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13:36 agaran do engine stores somehow how many mili/microseconds were spend in abm for given blocktypes (or abm registered) ? since engine start or whatever?
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13:54 Krock agaran, it throws a message when it took longer than 200ms
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14:03 agaran Krock, sure it does this -a lot- for me , but I want to find out which ABM is guilty..
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14:04 Krock agaran, the profiler seems to measure ABMs aswell
14:06 Krock minetest.conf setting "mod_profiling = true"
14:09 agaran oh, neat
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14:15 BrandonReese on latest git version it's profiler.load = true
14:17 Krock but it's still backwards compatible I think
14:17 agaran just 0.4.14 for me as was packaged in debian..
14:17 Krock that's stable and uses the older one
14:18 Krock BrandonReese, did you take a break from Minetest? I haven't seen you for a year now
14:18 Krock if not longer
14:18 BrandonReese The new profiler is better if you are able to compile a development build
14:19 BrandonReese Yeah I've been taking breaks off and on, not been very active in the forums until the last couple weeks.
14:19 agaran I should be able, though profiler alone isn't motivating me to compile git
14:23 mmmmhack anyone here know if there's a performance difference between minetest built with postgresql vs sqlite3?
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14:39 Krock mmmmhack, *between a minetest map with the postgresql vs sqlite3 backend
14:39 Krock because between the minetest builds there's no difference
14:40 Krock sqlite3 exists for a long time, thus it also contains many optimizations and legacy code
14:41 Krock the best thing might be to look for statistics about the entry search / write / read speed
14:41 Krock but even that depends on the HDD/SSD that's used
14:41 mmmmhack yes, I may try to measure performance differences. I know from other projects that sqlite3 gets really slow for large databases
14:42 mmmmhack but I don't know yet know how large the database(s) are for minetest
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14:43 mmmmhack and for sqlite3 being slow, the size of the database I was working with was only around ~5k records in a table
14:44 mmmmhack I switched to mysql and it was vastly faster
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14:45 agaran well, sqlite had some restrictions about data types, indices etc.. that may have impact when you rely on fast operations on certain datatypes..
14:46 mmmmhack yes... I was doing pretty simple stuff, inserts in tables with just standard int and text fields, a few foreign keys
14:47 mmmmhack if minetest only does db stuff at load time (not runtime), then I could see how it wouldn't make a difference
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15:10 mmmmhack Krock, that simple lua trace function you suggested yesterday works great!
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15:26 Krock mmmmhack, how about LuaJIT? Were you able to get it work with that one too?
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15:31 mmmmhack haven't tried it with LuaJIT, just the builtin lua
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15:32 Krock *bundled Lua ?
15:32 mmmmhack yes
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15:33 swift110 allright what are some good worlds to add to my game
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15:35 mmmmhack from startup to running in standard minetest game, it executes 173K lines of lua :)
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15:45 Calinou we wrote that much Lua?
15:45 Calinou or is it in libraries/Lua itself?
15:47 mmmmhack it's just the lua code in minetest, and a lot of the 173K is repeated execution of the same lines of code
15:47 mmmmhack 173K is the number of lines executed, not the total lines of minetest lua code
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15:52 swift110 hey Krock
15:53 Krock hey swift110
15:54 Krock Calinou, counting all larger mods together will easily reach that count of lines
15:54 Preuk mmmmhack: repeating long functions or short ones?
15:54 Krock ^ each executed line is counted
15:55 Preuk i mean, the lines that keep running again and again; are-they mainly from short functions or pretty long ones?
15:55 swift110 how are you Krock
15:56 Krock I'm fine, how about you, swift110 ?
15:56 Preuk then it might be useful to add some api endpoints; may be faster if context switching does not eat it up
15:57 mmmmhack most seem pretty short, but I will have to take a closer look to be sure
15:57 swift110 im great Krock
15:57 Krock good to hear
15:59 swift110 I am about to build a house in minetest
15:59 swift110 or maybe not
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16:01 manjaro-kde5- where do i add texture packs on linux?
16:02 Krock !wiki installing_texturepacks
16:02 MinetestBot No such page.
16:02 Krock !wiki installing_texture_packs
16:02 MinetestBot "The following explanations assume that you have a Minetest version 0.4.8 and higher like the one you find on this page: http://minetest.net/download ." - http://wiki.minetest.net/installing_texture_packs
16:03 Krock ^ manjaro-kde5-. ~/.minetest/textures/
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17:54 aix Hi
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20:09 agaran mods on github are evil.. went to look at one.. downloaded like 6.. and now I'll be spending hours to examine them and read source too..
20:14 ElectronLibre Aside from security issues, why are you reading their whole code?
20:14 agaran simply to learn how it is made..
20:14 ElectronLibre In hours? OK. You should look at the lua_doc.txt file at the same time, it might help
20:15 agaran well, read code, look in game.. try something more.. read more.. I did read api, but it does not cover all stuff I think..
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20:17 BrandonReese the api doc should cover pretty much all, devs are pretty strict if you submit a change to the lua api your pull request has to include the changes in lua_doc.txt   dev.minetest.net is outdated
20:17 agaran hmm, there was something, I don't remember what, I couldn't find in api, but found how to use that in reading some other code..
20:18 agaran and some lua code reading does not hurt.. though perl is more natural language for me..
20:18 BrandonReese If a mod has it's own api that isn't in lua_doc
20:18 agaran I know :) I mean minetest api not mod's api
20:19 agaran lua api is quite terse, I don't mind that but context from reading code in some module helps
20:19 agaran and grep -iR "some-call" mods/ does miracles
20:21 BrandonReese I agree I learn loads more from reading somebody's code than just reading the docs.
20:22 ElectronLibre lua_api.txt isn't complete
20:23 ElectronLibre Or sometimes not verbose enough
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20:35 sfan5 agaran: there are a few poorly documented functionalities where even reading lua_api.txt does not help
20:35 sfan5 but everything should be *mentioned* in the lua api docs
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21:10 Passant hi there, how is the second value between max-players on the serverlist to understand? 7/22   3/7 for example
21:11 Volkj iirc is a median value
21:13 Passant i ... don't understand
21:13 Volkj one of the second values (3/7) was the average online players
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21:14 Volkj could the second be the average max players on server?
21:14 Passant ah, means there are mainly 3 but now 7? makes somehow sense
21:15 Volkj average of 3 players online - average of 7 players max
21:15 Volkj maybe works like the linux's load
21:15 Passant and this is also important for the ranking?
21:16 Volkj wait for better answers, though
21:16 Volkj good question, never understood what makes a server first in list
21:17 Passant i just look at the code and dont find it (i am a noob in python^^)
21:17 rubenwardy A/B C/D    A is current players, B is max players, C is average player
21:17 rubenwardy D is the most players that have been connected at a time
21:17 Calinou lol
21:18 Calinou hahaha
21:18 Calinou "display_gamma = -4" does that even work? :o
21:18 agaran Hmm anyone familar with prefab mod?
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21:19 rubenwardy Passant, here is a project that lets you understand the serverlist: https://gist.github.com/rubenwardy/6d6882db0cbe1b5b24be
21:19 Passant rubenwardy: thanks - so ... 'at a time' means inside 24h?
21:19 rubenwardy no
21:20 rubenwardy it means since the server was turned on last, what is that maximum number of players connected at one time
21:20 Passant i know it ... average clients / 2: +1.80909090909 says it where the serverlist says 3^^
21:20 Passant aah, i see
21:21 Passant so this is why 5/75   9/23 is higher ranked than 7/22   3/7 i think
21:21 Passant *?
21:22 agaran I have question if node has paramtype=light, and nothing else about light.. does it mean that it will be receiving differently light? because it seems so..
21:23 agaran because it seems that change makes node 'pass' light somehow.. even if they shouldn't..
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21:26 DonBatman agaran paramtype = "light", stores a light value in param1
21:28 DonBatman if you want light to go through you use sunlight_propogates = true,
21:28 Volkj how does the android client decides nicknames? I see online players that seems different from Guest1234 but have the same pattern (name+number)
21:29 agaran DonBatman: yes, that I know, what I mean, if I build out of default:stone cube 4x4x4 nodes around me, sealing last 2 nodes with dirt, I have completly dark env.. same done using prefab:concrete does not make dark space..
21:31 DonBatman There is a known issue of light leaking in on corners
21:31 agaran complete cube.. from outside it is perfect cube no missing bricks on corners..
21:32 agaran 4x4 then walls leaving only 2 bricks on one wall then 4x4 top, finally enter inside and seal with dirt for easy digging out when done.. when paramtype=light then it is never dark there.. (testing at platform located at y=256)
21:32 DonBatman building now
21:33 DonBatman It should be complete darkness
21:33 DonBatman That is what I have
21:34 DonBatman The nodes block the light
21:34 agaran I don't get darkness for prefab:concrete and I do get for stone.. thats why I asked.. 0.4.14, for client/server
21:35 agaran and only difference between default stone and prefab is paramtype=light aside of texturing..
21:35 DonBatman building with prefab. one sec
21:37 DonBatman hmm wierd
21:37 DonBatman *weird
21:38 Fixer "when he harvested 200 wheat he didnt replant do you think he will get into that hastle?"
21:38 Fixer lol
21:39 Fixer those funny anarchy minecraft discussions
21:39 agaran removing paramtype=light, then rebuilding fixes that
21:39 agaran but not without rebuild (I guess nodes placed aren't affected by that change on def)
21:39 agaran DonBatman: but you got same issue? it is some light inside even when there should be none?
21:40 DonBatman Yes. If you set paramtype = "light" it does not work
21:40 agaran so at least it is not just mine borkbork system..
21:41 DonBatman I will do a PR on prefab to remove it
21:41 agaran well but still why engine -sets- light where there is none to pass?
21:42 agaran probably thats expected behavior, other side of same node does get light.. hmm I wonder what would happen for 2 layer wall..
21:42 DonBatman Will you report this issue or me?
21:42 agaran you, I don't have account on github at all.. I am just newbie here..
21:43 agaran and now I'd better test sleep() function..
21:43 agaran me.sleep() that is
21:43 agaran good night :)
21:43 DonBatman Night
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22:00 Calinou tomorrow, it will be 4 years since Minetest 0.4 was released
22:00 Out`Of`Control thats old
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22:04 Fixer and 5 years since I play it
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22:09 rubenwardy Volkj, they won't be official Minetest android apps
22:09 rubenwardy they'll be forks that choose to change it from guest
22:10 Volkj rubenwardy: thanks for the explaination. I doubt that those forks have just that changed...
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23:41 eblum Hello. Is anyone else getting crashes while connecting to axaro's PVP server (167.114.226.218:30000)?
23:42 eblum I am running the portable Minetest version for Windowsx
23:42 eblum Latest stable
23:45 eblum I think the console gives me some problem related to interlacing in png as the main window crashes
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