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 01:23 argent0 Can I use mesecons' player detectors as switches? 01:26 argent0 to activate something as a player approaches? 01:28 Hijiri yes, I think they are on when a player is close 02:01 FreeFull eval echo $C $chatnet 02:03 FreeFull eval /echo $C $chatnet 02:07 hisforever How do I fill a Mote with water? 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? 03:41 hisforever Can I use worldedit to make land flat? 03:42 hisforever worldedit 05:29 nm0i Yes, but you can also make server lag using it, cool feature you should always remember about. 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.. 08:17 JamesTait Good morning all! Happy Wednesday, and happy Moon Day! 😃 🌜 09:31 nm0i Hi 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? 10:48 jin_xi Exagone313: mods run entirely on server side, media is transferred to clients 11:01 Exagone313 jin_xi: thanks 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? 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 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 12:44 rubenwardy Hi all! 12:45 Volkj hi 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? 13:54 Krock agaran, it throws a message when it took longer than 200ms 14:03 agaran Krock, sure it does this -a lot- for me , but I want to find out which ABM is guilty.. 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 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? 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 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 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 15:10 mmmmhack Krock, that simple lua trace function you suggested yesterday works great! 15:26 Krock mmmmhack, how about LuaJIT? Were you able to get it work with that one too? 15:31 mmmmhack haven't tried it with LuaJIT, just the builtin lua 15:32 Krock *bundled Lua ? 15:32 mmmmhack yes 15:33 swift110 allright what are some good worlds to add to my game 15:35 mmmmhack from startup to running in standard minetest game, it executes 173K lines of lua :) 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 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 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: 02http://minetest.net/download ." - http://wiki.minetest.net/installing_texture_packs 16:03 Krock ^ manjaro-kde5-. ~/.minetest/textures/ 17:54 aix Hi 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.. 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 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 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 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? 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.. 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 22:00 Calinou tomorrow, it will be 4 years since Minetest 0.4 was released 22:00 Out`Of`Control thats old 22:04 Fixer and 5 years since I play it 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... 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