Time Nick Message 00:49 agrecascino https://forum.minetest.net/viewtopic.php?f=7&t=15388&p=231075#p231075 00:49 agrecascino helo 00:49 agrecascino help* 00:59 FreeFull That looks like a rather complicated expression 01:00 FreeFull Splitting it up into multiple expressions might be good 01:00 agrecascino it's supposed to find total distance from player to nametag 01:04 agrecascino http://paste.opensuse.org/96425689 01:04 agrecascino FreeFull, 01:18 FreeFull Looks much better. Idk what the problem is 03:31 rater193_ Is saras server up anymore? 03:31 rater193_ havnt played around with minetest in forever 03:31 rater193_ saras server was a TON of fun to play on :P 04:11 swift110 hmmm 04:11 swift110 what made it so fun 04:33 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Camera: Higher frequency limit for view/hand bobbing and footsteps 13fb20b45 https://git.io/v6NMj (152016-08-26T05:26:52+01:00) 04:33 MinetestBot 02[git] 04sofar -> 03minetest/minetest: Make plantlike drawtype more fun 13e58a55a https://git.io/v6NDe (152016-08-26T05:26:08+01:00) 05:03 AntumDeluge Is it possible to override/delete craft recipes & items from another mod? Or is modifying the original mod the only way? 05:04 AntumDeluge Oh, I think I found my answer here: http://dev.minetest.net/minetest.clear_craft 05:33 AntumDeluge Am I correct in saying that the "minetest.clear_craft()" method is not available in the current stable release (0.4.14)? 06:10 AntumDeluge I answered my question and built newest git commit version. However, "minetest.clear_craft()" doesn't seem to work yet. 07:28 IhrFussel agaran, hello there...I have an appointment in 30 minutes but I wanted to quickly tell you that I increased the dedicated_server_step setting in conf and set the niceness of minetestserver to -10 ... If you play on my server later let me know if the lag problem got better =) 08:40 Megaf Hi all 08:40 Megaf I think a player on my server actually walked to 0,0,30000 and claimed it to be the North Pole 08:41 Megaf Now I know why my map file is so large, these players like exploring, oh my 08:46 JamesTait Good morning all! Happy Friday, and happy Women's Equality Day! 😃 08:53 Megaf really? 09:00 Megaf [09:59:32] * 524 nickserv Help not found 09:00 Megaf lol 09:02 }[-_-]{ :) 09:49 Megaf Hi agaran 09:50 Megaf !server zeno 09:50 MinetestBot Megaf: No results 09:50 Megaf !server LazyJ 09:50 MinetestBot Megaf: No results 09:50 Megaf !server Megaf 09:50 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/24, 0/3 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 10ms 09:53 Megaf !server Megaf 09:53 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/0 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 8ms 09:56 Calinou !server Calinou 09:56 MinetestBot Calinou: Calinou [Europe/Paris] (survival - minimal mods) | hugo.pro:30002 | Clients: 27/32, 9/31 | Version: 0.4.14-dev / minetest | Ping: 10ms 09:56 Calinou Megaf: ^ 09:56 Calinou 27 players, 27 mobile kids :] 09:56 Megaf I blocked empty password in my server 09:56 Megaf if I allow empty password it becomes full 09:57 Calinou I should disallow them too 09:57 Megaf to proove that, I will spin up an empty/new server right now 09:58 Calinou > FREE MINECRAFT HERE < 09:58 Calinou call it like that 09:58 Calinou insanity ensues 09:59 Megaf !up MineDigger 09:59 MinetestBot Megaf: invalid address 09:59 Megaf !server MineDigger 09:59 MinetestBot Megaf: MineDiggerTestServer | mt.megaf.info | Clients: 0/50, 0/0 | Version: 0.4.14 / MineDigger | Ping: 7ms 09:59 Megaf just started it 10:00 Megaf This is running my fork of Minetest btw 10:00 Calinou meh, you should call it "just test - will be destroyed in 7 days - only noobs please" 10:00 Calinou more attractive! 10:00 Megaf Calinou: LOL 10:00 aix hi 10:01 Megaf ok, just me playing there at the moment xP (as CarlJohn) 10:03 Megaf first mobile player arived, Candra4535 10:04 Megaf more two 10:04 Megaf 5 already 10:04 Calinou name yourself Notch 10:04 Calinou :D 10:04 Megaf !server MineDigger 10:04 MinetestBot Megaf: MineDiggerTestServer | mt.megaf.info | Clients: 4/50, 2/4 | Version: 0.4.14 / MineDigger | Ping: 8ms 10:21 agaran Megaf: it wasn't me 10:36 Megaf agaran: I know :) 12:41 segfault22 Has anyone had luck finding a copy of 0gb_us Land Claim mod (the original one, not landclaim_0gb_us) 12:52 Fixer try searching on github or on forums 12:54 Fixer segfault22: this? https://forum.minetest.net/viewtopic.php?t=3679 12:55 segfault22 Yes, I have already searched for it, and I would not be here asking if I found a copy anywhere 12:55 Fixer segfault22: what about this? https://github.com/Bremaweb/landrush it is fork of original I guess 12:56 segfault22 the site 0gb.us is gone, forever, and with it all of the files at the download links in the post. 12:56 segfault22 landrush is not the same because the area height is not limited to 16 and aligned with the chunk system 12:56 segfault22 I specifically need all areas to be 16^3 nodes and aligned with the chunk system 12:57 Fixer segfault22: what links are missing? 12:57 segfault22 0gb.us 12:57 segfault22 0gb.us/minetest/download.php?plugin=0gb_us-0.7.1 12:58 segfault22 it was never uploaded anywhere else, or if it was, I don't have access to those locations because they don't show up in Google and aren't posted to the forums 13:02 rubenwardy Found a fork of landclaim, not sure if that help https://github.com/MineTime-game/minetime_game/tree/065dedc8da9847693ab8866c080674dee99e223c/mods/landrush 13:04 segfault22 thank you for trying to help, it means a lot to me However, it also doesn't use 16^3 areas; only 16^2 frames with configurable height and only 3 layers/levels 13:04 segfault22 I might end up using something like it, though 13:05 segfault22 if I can't find the original 0gb_us Land Claim or modify landclaim_0gb_us to work the same, regrettably that will be the only option 13:05 Fixer segfault22: why not just using this https://github.com/0gb-us/0gb.us_game/tree/master/0gb.us_game/mods/landclaim_0gb_us and modifying it to your needs? 13:06 segfault22 I have considered that; the main reason I have to modify it is that it depends on points_0gb_us and does away with the claim block 13:07 Fixer segfault22: or improving this https://github.com/Bremaweb/landrush 13:07 segfault22 I want to implement either or both a land claim node and a claim-stick 13:09 segfault22 I prefer to use the claim system based on 16^3 chunks, but only if it really allows the player to claim chunks that are above or below other chunks and never intersecting or having gaps less than 16 nodes distance from other claimed areas 13:09 segfault22 however, if that's impossible, I will have to use landrush, which isn't so bad I guess 13:15 agaran hmm I need to look at landrush too 13:16 rubenwardy if it's a direct fork of landclaim, maybe it has a very close version to land claim in its git history? 13:16 segfault22 possibly 13:20 segfault22 they all appear to have been modified heavily from the original before the initial commit 13:22 segfault22 the chunk functionality was removed before it was ever put on github 13:23 segfault22 clamav has found 5 potential threats so-far; maybe that's bad 13:23 segfault22 now 6 13:24 arecascino hey guys 13:24 arecascino i need 3d coordinate math help 13:25 arecascino shamoanjac: hey 13:25 rubenwardy arecascino, are you the nametag guy? 13:25 arecascino yeah 13:26 rubenwardy so, you're trying to get the distance between the camera node pos and the nametag node pos? 13:29 rubenwardy for one, make sure you don't mix ints and floats when dividing or multiplying - do x / 1.0f 13:30 rubenwardy 3.0f / 2i = 1, 3.0f / 2.0f = 1.5f 13:31 arecascino__ i can't even keep a stable tcp connection 13:31 arecascino__ jesus 13:35 rubenwardy dark magic appears to be present in this code 13:37 segfault22 well now clamav has found 44 potential threats... 13:39 rubenwardy arecascino_, maybe look into a bouncer 13:39 rubenwardy if this happens consistently 13:40 rubenwardy wth is m_camera_offset for 13:41 rubenwardy ah, getOffset 13:41 arecascino rubenwardy: ? 13:42 rubenwardy I'm familiarising myself with the camera.cpp/h code 13:45 rubenwardy bbl 13:46 aix can i manually set the coordinates of the worldedit markers? 13:47 segfault22 Hey, Finite Element Method Magnetics has a spyware in it! 13:47 segfault22 femm42bin_x64.exe - PUA.Win.Spyware.XPCSpyPro-1 13:48 agaran segfault22: or your antivirus is detecting something harmless.. 13:48 Fixer https://i.imgur.com/UvW4InN.jpg 13:48 Fixer segfault22: try virustotal 13:49 Fixer segfault22: there is high chance that windows itself has backdoors included 13:49 segfault22 Yes but 13:50 segfault22 I would use Wine [WIN]dows [E]mulator to run it on linux, and it could possibly run 13:50 segfault22 symantec says: "Behavior - Spyware.XpcSpy is a spyware program that is used to secretly monitor other users by logging keystrokes and screen shots." 13:50 agaran segfault22: Wine is not emulator.. it is api translator.. 13:50 segfault22 close enough 13:50 Fixer segfault22: then try virustotal before using 13:51 segfault22 alright, I might be able to use it, but I can't read Deutsch 13:51 segfault22 there's no EN link or subdomain 13:58 segfault22 I'm considering using the skylands mod but I'm not sure if I can replace the regular stone with several different layers of different types of stone from some other mod 13:58 segfault22 said other stones will be in group:stone so they will be usable for all recipes needing any stone, like the furnace, but it would be nice to have furnaces that look like the stone they're made of 13:59 segfault22 not sure if x or y 14:00 agaran if you want them do look differently just make recipe for each specific furnace, not sure how to do fallback recipe for mixed furnace.. 14:01 segfault22 that's okay, I'll make recipes for every different type of stone and remove the default blank-stone furnace 14:02 segfault22 I'll use an ipairs machine to iterate through a list of stone types, adding furnace nodes and recipes for each 14:02 agaran thats one of possible ways yes 14:04 segfault22 the list can be grabbed from my resources-mod which will handle adding new nodes pretty well; the stone's properties passed to minetest.register_node() are generated from a shorter table of properties like "id", "name", "strength", "density" and so on 14:04 segfault22 it adds everything to tables 14:42 IhrFussel Does someone else have any tips left regarding "mysterious lag spikes"? Even if the average load is 0,1 they happen at times...Watching top for a bit I see that minetestserver normally takes up to 10% CPU but when the lag spike occurs it suddenly jumps to 30-40% but just for 1 second then it drops down to 5% again 14:43 agaran IhrFussel: hmm if you turn on thread showing in top, which tread shows spike? 14:44 IhrFussel agaran, how do I enable that? 14:44 agaran capital H toggles showing threads 14:47 IhrFussel agaran, thread "Server" is the highest with 5% CPU right now 14:49 IhrFussel And there it just jumped to 25% for a second..now back to 5%...what is this?! 14:51 IhrFussel It's not like it stays at 25% for some time...it's just a spike that lasts for maybe one second...after that it goes down to single digit CPU use 14:52 IhrFussel And stays there for quite some time 14:55 IhrFussel I think I'll have to disable all mods again and see if that helps now...last time I tried that before recompiling the game 14:57 IhrFussel Except areas mod, that ones needs to be enabled or else players can grief everything 14:59 agaran IhrFussel: but which thread is so cpu-hungry? 14:59 IhrFussel "Server" 14:59 agaran connection, map update or fourth one? 14:59 agaran so main code.. including all lua 15:01 IhrFussel agaran, Like I said I can try disabling all mods again but last time with 0.4.13-dev that didn't help...I only enabled the default mods like default,flowers,bones etc 15:07 IhrFussel agaran, Minetest has an own thread for map updates? 15:07 agaran I think so 15:08 agaran it is called Emerge-0 I think 15:08 agaran though here most hungry thread is Server too 15:17 IhrFussel ConnectionSend/ConnectionReceive are MT too? 15:18 agaran y 15:20 IhrFussel Ok then all of them occassionally show up as highest but Server thread the most..Emerge-0 only is shown once every 10-20 secs, ConnectionSend/Receive are mostly below Server 15:24 agaran so all is inside Server thread.. maybe I need to recompile and see.. 15:30 agaran IhrFussel: if you can, please limit from what distance you see player tag, like 100-200 nodes.. now it is across whole world.. 15:33 segfault22 Is flint and steel really the best way to ignite charcloth? 15:33 agaran what you want to do with it? 15:33 segfault22 Er, with resources readily available in a game like minetest - not stuff like dryer lint, compressed butane, etc 15:34 segfault22 I would like to implement more ways to make fire in the game, especially quicker ways, like some kind of flammable mineral or something 15:34 agaran sure but what is your goal, find 'fitting' igniting device or something else? 15:34 agaran some mods use 'torch' 15:34 segfault22 right 15:36 segfault22 but torch needs fire, and in my server you will need a burn-pile to make torches and they will eventually "go-out" (for infinite light, a glowing mineral is used)... if there were some kind of mineral that's flammable or something like that, or a chemical reaction that can be done with minerals, that would be really effective, but most reactive materials like alkali metals (which burn on contact with water) are never found as the free element in na 15:36 segfault22 tural mineral deposits 15:37 agaran flint and stone is one of good ideas then, well you can't find them as free elements as they already reacted.. 15:37 agaran lava should be good thing too 15:37 segfault22 yes, lava would be very effective for starting fire... 15:39 segfault22 My idea is to change furnaces (in my server) so they need a source of fire to "get going", and they heat up relative to the heat-release-value of the fuel and how long its been burning since it was at ambient temperature without any fire 15:39 agaran well furnace temperatures would be awesome too 15:39 agaran you need lot less of heat to make bronze really than to make steel.. 15:40 agaran simply because you can make bronze even not being able to melt copper.. 15:40 segfault22 items are smelted faster when its hotter, but stuff like food gets burned if its too hot; and certain materials (for example, tungsten) can't be melted without massive temperatures 15:40 agaran same for brass 15:40 agaran you can make bronze/brass by putting solid copper into liquid tin/zinc.. 15:40 agaran it slowly dissolves anyway and makes brass.. 15:40 segfault22 that's cool 15:41 agaran it is just metalurgy.. 15:41 segfault22 right 15:41 agaran well technic has nice metalurgy with few minor issues tho.. 15:43 segfault22 I won't be using technic; it's cool but it has some problems which I don't like, such as centralized power-system (you have to use a switch node to make the power lines work); I may make my own power-system mod but that will be much later, and I will implement a metallurgy system independent of machines, although using machines would make it faster 15:44 agaran yup thats one of issues with technic I don't like 15:44 segfault22 I will make metal dusts which are mixed to produce mixed dusts which are smelted to make alloys,... the dust can be made "manually" by using a hand-powered grinder, or (later) just use a machine to do the work 15:45 segfault22 If I implement a power system, since "electricity" has already been done, I'll call it "magnetricity" or just "flux" and make sure the implementation is substantially different (like Thermal Expansion RF/Resonant Flux) 15:46 agaran heh :) I think it will be interesting to see 15:47 segfault22 it's actually called "Redstone Flux", but we don't use redstone because that's too much minecraft. We would use either mese, or a mixture of it and some other material to add flexibility/malleability and make the cables seem reasonable 15:47 segfault22 thank you, I'm glad that you are interested 15:48 agaran well I am making own cable stuff because I don't like too much technic bulky ones, also don't like how their power handling is done.. still I'd like to see how you are going to make it work.. also was thinging to make steam powered stuff.. for steampunkish things 15:50 segfault22 Steam power would be excellent, especially considering that it doesn't really need exotic or "magic" materials to make the "generators" and "cables" equivalents (boilers and pipes) 15:50 agaran yup 15:51 segfault22 If we have more than one power-system mod, we can make conversion systems (for example, steam turbine attached to a flux generator) that enable complex systems to be constructed to solve specific demands/problems 15:51 agaran yup 15:51 agaran or when one medium offers more storage capacity than other for outages.. 15:54 segfault22 Yes, that's very important - the same mechanism for that can be used to, like, only have to run your boiler for a certain period of time to store enough "charge" for much longer - steam-power is dense but evanescent (quite literally), and if you can store just the power from a short time running a steam system, it would be able to run a few machines for days 15:54 agaran yup.. I was using batteries + solar panels extensivelly 15:55 segfault22 and if your boiler explodes, you have enough power to process the materials into new parts to make a new one, instead of having to forge the parts manually 15:57 segfault22 we will have to be careful to ensure that the total energy put out by conversion is always equal or less, unless energy is coming in from another source (solar steam, ZPE, etc) 15:59 segfault22 Kiddos on the internet say "derp u cant get more power out than the power u put in, derp u cant get a free meal derp", but the law of conservation of energy only means that when the system is a closed system, which doesn't exist anywhere within the universe. 16:00 segfault22 You get more power out of a solar panel or solar steam plant than is put in manually; heck you get more power out of a combustion engine than you put in manually, because the fuel was made by decay of plants that collected solar energy millions of years ago... 16:01 segfault22 people have been convinced that it's only possible to "get" energy by burning a fuel which you paid for, but there are countless ways to harvest energy from the environment - implementing a good number of those in these power-system mods would definitely help people realize that "finally" and break the GCers scheme 16:02 agaran segfault22: true, but problem is that lot of people don't really know much about.. 16:03 segfault22 we don't have to implement sailboats, though, most notably because there's no wind in Minetest 16:06 segfault22 Minetest kinda makes it obvious how resources are abundant, and the only way to make them scarce is to put up walls so-to-speak 16:06 segfault22 the world produces enough resources for everyone to live like rich people, but most of it is hoarded just to keep people poor and dependent 16:08 agaran but world does not produce brains.. 16:08 segfault22 right 16:09 segfault22 Maybe I should steal ideas from all the mods that use ThermalExpansion's RF, to get ideas for stuff that can use power from that mod I'm gonna make 16:11 aix Oo power mod 16:12 agaran maybe, I thought for my stuff whats target audience, result was me+few people who might appreciate stuff looking more like real world cabling.. 16:12 rubenwardy I like how build a world does power 16:12 segfault22 The "conduits" that conduct power will check every connected conduit whenever one is attached, for the purpose of building a "map" of connections to producers/consumers. That way, we don't have to try to move metadata through the conduit nodes, just between nodes we know are connected. And if a conduit is broken in the middle, the update causes the other conduits (or the global conduit manager system) to detect the change and stop allowing power to 16:12 segfault22 be transmitted if there isn't a valid path 16:12 rubenwardy you don't place wire nodes, but you connect things together but left clicking one then the other with a tool 16:13 segfault22 should I make water conductive? 16:13 agaran rubenwardy: I decided to use wiring, I like it.. but not autoconnecting as mesecons 16:15 segfault22 should I make a limit to the power that can flow through conduits, by just disallowing more power to flow through than the limit, or should I make them overheat relative to the amount of power over the limit and eventually melt, or simply explode? 16:16 agaran I had idea about but decided to not, until I finish network code, and see how much complexity it would add to measure current there 16:16 segfault22 ok 16:16 agaran because to make it corect, I would need implement kirchoff's law.. 16:17 agaran so at current state (where most of things work only with mocks/dummy stubs) I decided to skip that idea 16:27 agaran segfault22: you will need to look at oposite, to not make too easy way to get energy from something 16:45 segfault22 oposite? 16:46 therealguest is it possible to force a custom node when playing in multiplayer? 16:46 agaran explain 16:46 agaran segfault22: with homedecor, 6 any leaves can be turned into 4 oils which are quite good fuel.. 16:47 Void7 is there any way to make an "inverse abm", that is, only execute when a neighbor does NOT exist? 16:48 segfault22 you could maybe "not" the neighbor condition, that is if you have access to the neighbor-checker - if its integrated then nope 16:48 Void7 it's for a mod 16:51 Void7 also is there any way to change how it defines neighbors, so it only checks 6 nodes around it? 16:51 Void7 (instead of 27) 16:51 segfault22 maybe make the ABM not have any defined neighbor nodes, then in the action=, check for the nodes that should prevent the abm, and if any are found nearby, do end, else do .", and nodes/items/tools require to be registered with the id in the format ":" 17:02 helpme977 alright, thanks again 17:02 segfault22 if the mod doesn't have its name anywhere in the lua files or init.lua (which is rare, maybe impossible) then ask the mod maker or look for its name in square brackets on the forum; the forum topic title has to have [] in order to be permitted to the "mod releases" subforum 17:03 H-H-H nearly every mod that adds a node uses its name as part of the node registration so its almost gaurenteed to be in the code somewhere lol 17:03 Nemin Hello, i am currently playing Technic with my friends, but after a lenghty search, we couldn't find any zinc. Has it been removed? Or did we do something wrong? I found other MoreOres ores so, it generated properly. 17:05 segfault22 Are you able to get any of the other stuff from the mod? Or have you found any other ores specific to Technic, like chromium or uranium? 17:06 Nemin Yes those orange stuff (marble maybe?) 17:10 IhrFussel agaran, are you there? 17:10 agaran IhrFussel: yes 17:10 agaran Nemin: it occurs unevenly.. as far as I know.. 17:10 Nemin So we should just keep looking? 17:10 segfault22 you should have technic ores generating then, unless there's a configuration option that was changed to disable them. 17:11 Nemin I did not fiddle with the config, so it shouldn't be the problem 17:11 agaran Nemin: of course if you have enabled their worldgen I think otherwise nothing might generate ores 17:11 agaran but if you found marble or granite then it is enabled 17:11 therealguest is it possible to force a custom block model in the client when playing on other servers? 17:11 IhrFussel agaran, The profiler says highest is 2.3 ms so absolutely nothing...but someone said the lag is 4.XXXXX right now 17:11 Nemin Also, i looked inside the oregen.lua and there was two types of zinc 17:11 segfault22 Keep looking; possibly make a creative world with worldedit enabled, and replace the default:dirt, default:dirt_with_grass and default:stone in large areas with air until you see some 17:12 agaran IhrFussel: 4.43 indeed 17:12 Nemin Alright i will try that 17:13 segfault22 if you see some in the creative world that way, then it is generating and you just have to keep looking. otherwise, if you never find it after extensive searching, it may be borked 17:13 IhrFussel agaran, how can this be possible? 17:13 agaran some core stuff taking time.. 17:13 IhrFussel I can try to clear objects in quick mode 17:13 agaran I am somewhat trapped underground and can't get surface.. 17:14 IhrFussel spawn should work 17:14 agaran does not.. 17:14 agaran I'll wait.. :) 17:15 IhrFussel Are you sure? Try typing spawn 17:17 agaran IhrFussel: I am sure, but I don't care.. found interesting way to abuse current state;) 17:18 IhrFussel agaran, ohh I know why it doesn't work...the chat messages handler is part of a mod I disabled...only /me works xo 17:18 agaran I am good with that.. really :) 17:19 agaran anything else in profiler shown? 17:20 therealguest is it possible to force minetest.register_node client side? 17:20 agaran thankfully not 17:21 therealguest i know that textures can be forced, node definitions can't be forced? 17:21 agaran you can provide texture pack in client, yes, but node defs can't and this is good thing.. 17:23 IhrFussel You cannot force a TP on a client...either the client doesn't use a custom one then it will load yours or it will ignore yours and load the custom one 17:24 segfault22 I've noticed that materials based on the "ender pearls" in minecraft are an important part of higher-end devices in mods. I need to figure out what to add as expensive, rare items/materials that are required for the functioning of more advanced devices in that power mod I want to make 17:24 therealguest so when a client has its own TP then it doesnt download any textures from the server? 17:25 IhrFussel Correct 17:25 segfault22 only if the texture pack doesn't include one or more from the server, then it only fetches the unincluded ones AFAIK 17:25 therealguest a similar behaviour could be also implemented for stuff like the base game, node definitions etc. right? 17:26 agaran no 17:26 agaran because it does not make any sense.. 17:26 therealguest agaran: why not? 17:26 segfault22 and there's no way to do modding from the client-side; all mods load and run on the server and mod information is distributed to the clients, unlike minecraft where you have to have the same mods installed in order to even connect to a server 17:26 agaran 1) security reasons 2) synchronisation between clients 17:27 Hasan2 But some mods should run in client-side 17:27 agaran none 17:27 KaadmY uh 17:28 segfault22 if you could define a node at the client-side and force the server to load it, that node can be designed to do anything, even ban all players with admin privileges and make some specific player the admin, allowing horrifying griiefing, or simply crash the server 17:28 KaadmY why would you want to do that? 17:28 IhrFussel Hasan2, no, the clients download media files like textures,sounds,mesh etc but the instructions on how to react to event X come from server-side 17:28 Hasan2 i know i did not meant that 17:28 Hasan2 for example the playeranim mod (sure not in lua but in the minetest engine itself) 17:29 KaadmY uh 17:29 therealguest segfault22: what about defining a custom node only for the client, without forcing the server to load it? something like a texture pack? that would give no problems such as security or synchronisation problems? would this be technically possible? 17:29 KaadmY the player model is NOT a node... 17:29 segfault22 There isn't really any good reason to load/run mods on the client-side; everything you can do with client mods, server-side APIs can do better 17:29 KaadmY therealguest: then just use a TP 17:29 therealguest KaadmY: I cant change block behaviour with a tp 17:29 Hasan2 segfault22: yeah sure 17:29 agaran therealguest: and then server would not care about such node.. what is use of it.. if you can't place it, can't use it in world.. for server it has no def-> so not exist.. 17:30 KaadmY therealguest: if you can change block behaviour, then it should be serverside 17:30 therealguest agaran: that's ok, I'm concerned with my client, not the server 17:30 segfault22 You can't define nodes at the client side, at all. If you could, there would be no way to place them or do anything with them 17:30 Hasan2 i mean just for the player head animation and the engine not in the modding section 17:30 agaran therealguest: then patch up client ? 17:31 KaadmY Hasan2: then that should be client-side scripting, not nodes... 17:31 therealguest agaran: i'm just asking if its technically possible to do such patch 17:31 agaran technically you can mae client show all upside-down.. 17:31 * KaadmY wonders if anybody here is older than 13 17:31 segfault22 Client-side mods would only be perceived as necessary when the engine lacks the APIs needed to do functions like status-effects 17:31 Hasan2 KaadmY: absolutely right 17:31 Hasan2 client-side scripting 17:31 KaadmY i don't see why client-side nodes are wanted 17:31 KaadmY they would be useless 17:31 Hasan2 sure not wanted 17:31 agaran KaadmY: /me ?;) 17:31 KaadmY and that would be client-side scripting's job 17:31 segfault22 and if you modified the client-side mod, you could make it act differently and either control the server or cheat, because the server would be depending on information from the client to determine what actions should happen 17:32 Hasan2 yeah client-side scripting job 17:32 Hasan2 i just not got the right word 17:32 KaadmY but client-side scripting will probably be several years away still 17:33 segfault22 what would you use it for? 17:33 agaran and it will be problem for cheating as well.. 17:33 therealguest segfault22: lets say i would modify the base game and force the node defs on my client, would it be possible that the client would simply replace the corresponding blocks that the server gives me? just like a texture pack? 17:33 Hasan2 KaadmY: well i think minetest (until now) still under development 17:33 therealguest i mean texture pack replacement works like this, right? 17:33 Calinou Minetest isn't even 1.x yet 17:33 therealguest it replaces the textures 17:34 therealguest is it possible to patch up the client to replace the node defs as well? 17:34 Calinou anything is possible 17:34 agaran therealguest: what you ask for is painting your glasses yellow.. you can do that.. but nothing in world will ever care about.. 17:34 segfault22 No, you would have to heavily modify the client because it fetches node information from the server; and if you could place your nodes from your client, it would not be loaded at the server and they would either disappear as soon as a chunk update gets sent to you, or you would be the only one that can interact with them 17:34 Krock texture packs change textures, yes 17:34 agaran Calinou: can you point me to setting which defined from what range other player tag is visible? 17:34 Hasan2 Nodes from client-side :P forget about that 17:35 Krock player_transfer_distance = .... 17:35 KaadmY in minetest.conf,player_transfer_distance 17:35 segfault22 Why are you trying to replace node definitions from the client side? maybe there is a better way to accomplish it 17:35 agaran thx Krock :) 17:35 Krock ninja'd, KaadmY 17:35 KaadmY heh 17:35 therealguest segfault22: but somehow texture replacement doesn't have this problem? 17:35 segfault22 you could hack your client to treat the nodes differently, but they would be the same nodes and that's cheating 17:35 Calinou agaran: player_transfer_range = N 17:35 therealguest segfault22: so it is possible 17:35 Calinou N is a distance in blocks, ie. 16 nodes 17:35 segfault22 Textures are purely cosmetic, they don't execute functions or transfer information 17:35 therealguest segfault22: thank you 17:35 Calinou 10 is 160 nodes for example 17:35 KaadmY just to be confusing 17:35 Calinou player_transfer_distance 17:35 agaran therealguest: textures are just VISUAL, server does not care what you actually have there.. 17:35 Hasan2 segfault22: plus it is not the right way 17:35 Calinou it's that, not range 17:36 agaran Calinou: thats fine.. 17:36 segfault22 It's not possible, actually, the server will not treat its own nodes differently, and will not recognize different nodes. 17:36 agaran therealguest: try to understand how server sees nodes and how client renders them.. this should help you ask right question.. 17:36 Hasan2 i hope that i learned the c++ instead of PHP development 17:36 Krock Calinou, the setting is called "player_transfer_distance", not range 17:37 segfault22 close 'nuf 17:37 IhrFussel agaran, what does /status say? 17:37 therealguest segfault22: i mean, it's possible for the client to treat it differently right? that is my main concern i just want the cosmetic stuff that texture packs don't provide 17:37 agaran too much, 4.78332 17:37 Krock Hasan2, did you mean "I wish that I learned .."? 17:37 agaran and I am only one connected.. 17:37 Hasan2 Krock: yes 17:38 IhrFussel Okay wait now 17:38 Hasan2 i know html/php/javascript and some of lua and a lot more in java 17:38 agaran IhrFussel: mkay ;) 17:38 segfault22 cosmetic means visual appearance; if you want to change the node physics, you would be making what's called a "hack client", or cheating 17:38 Hasan2 but c++ :P 17:38 Hasan2 but i know only the basics because it is almost the same 17:38 IhrFussel I disabled all bot scripts again let's see if it improves 17:38 therealguest segfault22: i understand your stance on this 17:39 agaran IhrFussel: ok, waiting to check 17:39 segfault22 You would have to engineer the C++ part of your client to recognize the nodes you want to treat differently, and then engineer a new part to replace the server's information defining the node with your own information 17:40 segfault22 like changing the shape of a nodebox or changing the shape of the slopes formed by flowing water 17:40 KaadmY the shape of slopes in water is tied to the physical properties 17:40 KaadmY you can't change it 17:41 KaadmY and the nodebox shape also defines the hitbos 17:41 KaadmY so you can't change either 17:41 segfault22 it's not cheating if it doesn't give you an advantage or "hack", like just making a table have crossing legs instead of straight-vertical legs; but if, for example, it makes lava solid and allows you to walk over it, that is cheating 17:41 therealguest would it be easier to patch the client to override the node definitions with its own? or is that technically not possible? 17:41 segfault22 it would be extremely difficult 17:42 therealguest more difficult than the approach you've described? 17:42 segfault22 that is what I described 17:42 agaran therealguest: problems will start if your overrides start to make node work differently than server thinks about it.. 17:42 IhrFussel agaran, I will restart with profiler off again 17:42 agaran wait a bit more 17:42 agaran it decreases to 0.99 every step.. slow fall of value 17:43 segfault22 in order to treat the nodes differently, you have to make code that recognizes which nodes you specified are defined by the server. then, find where the information about node definitions is stored in the client, and hack it to allow you to replace the definition of one or more nodes with your own. It will not allow you to change the ID, just how the ID is treated 17:45 segfault22 And if your client treats the nodes differently and sends information (eg. our position over/in lava) that is different than what the server expects and predicts the information to be, you will have problems, like being affected by the lava even though you're not really in it (the player predicts that you are falling into the lava, registers damage and sends the information to the client, but every so often it gets information back that puts your p 17:45 segfault22 layer model above the lava, where it continues to fall anyways) 17:46 segfault22 er, the server predicts you are falling into the lava, registers the damage and sends it to the client 17:47 therealguest i suppose that something less invasive like changing the drawtype of the node wont make any conflicts with the server? 17:47 agaran therealguest: yes.. as long as you -only- change visualisation of node, not collison model, nor physics, nor anything like that, it should be far less problematic 17:47 segfault22 and, nocheat functionality predicts what you should be able to do or how you should be able to interact with nodes based on your permissions; if you don't have noclip, you can't walk or fall through walkable nodes, and if you don't have fly, you can't fly 17:48 agaran remember that drawtype defines also physics model of node for player/node collision.. 17:48 segfault22 what agaran said 17:48 therealguest alright, thank you for you help 17:48 segfault22 (I was about to say the same idea, but since it already was, that would be wasteful, so insert "what said" instead) 17:50 IhrFussel agaran, did you join again? Do /status please in case you did 17:51 agaran IhrFussel: 1 17:51 agaran IhrFussel: lag=1, still 17:52 IhrFussel agaran, it always seems to be 1 if only 1 player is online after restart 17:52 agaran IhrFussel: sometimes it is 0.6, but so far it holds properly 17:53 IhrFussel Are you still trapped? 17:53 agaran nope.. I was able to dig me out.. 17:53 agaran (digging thru lava sources for test as well) 17:53 IhrFussel Okay fly around fast please maybe it's map generation after all 17:53 agaran roger, 17:53 IhrFussel After you're done 17:58 agaran IhrFussel: can I get noclip for moment, this way I trigger mapgen quickly.. 17:59 agaran maybe I don't die too much in lava lakes.. 18:00 IhrFussel agaran, got it? 18:01 agaran IhrFussel: yes, 3.99 so far 18:03 agaran IhrFussel: I hope you have enough hdd space for increased map? 18:04 IhrFussel agaran, the map is not even 3GB don't worry 18:04 agaran IhrFussel: ok.. 18:04 Calinou just logged in on my server 18:04 Calinou it's a landscape of desolation and lost hope 18:05 agaran I did not visit spawn region for a while there.. 18:05 IhrFussel agaran, how many players are connected? 18:05 agaran 6 18:06 agaran and despite triggering mapgen lag is decreasing 18:07 IhrFussel Server thread reaches 20%+ a lot right now, Emerge-0 tops out at 15% 18:07 agaran so I am doing mapgen-trigger work well;) 18:07 agaran can I ask for day? 18:08 agaran 7ppl, lag=3.77 18:09 segfault22 Calinou: maybe its time for a reset? 18:16 agaran IhrFussel: all mods that alter mapgen are loadded? moreores etc if they were? 18:17 IhrFussel agaran, no only 3 mods are enabled: default, areas and external_cmd which is the connection between my external bot and the engine 18:17 agaran hmm so if reason was other ores or sth, it won't trigger now 18:18 IhrFussel agaran, but the lag now shows that other mods are not responsible for it 18:18 agaran yep 18:18 IhrFussel And when i enabled the profiler not even default mod was activated 18:19 IhrFussel Still lagged 18:19 agaran IhrFussel: so I can dash to surface before you restart? 18:20 IhrFussel Sure I will rename the mod folders again and enable them all since those are most likely not the cause 18:22 agaran ok I am at 200 above water level, 18:22 Darkside_ this game is a hoot 18:22 agaran you can take away noclip if you wish, and restart 18:22 IhrFussel agaran, then I will increase the dedicated_server_step setting yet again to 2.0 ... 18:22 agaran it did not help much either 18:22 IhrFussel It is at 1.0 right now 18:22 agaran 3.19 5 persons 18:25 agaran IhrFussel: perms revoked correctly, 18:29 segfault22 give players noclip but not fly, so when they enable it they fall through the world and when/if they figure out how to disable it again, theyre stuck in stone or something, LOL 18:29 agaran IhrFussel: by any chance you have 'sar' installed? 18:29 agaran segfault22: nah, I had fly too 18:29 segfault22 does stone deal drowning damage? 18:29 agaran and noclip does not work without fly I think 18:29 Hasan2 Cool method haha 18:30 Hasan2 yeah 18:30 Hasan2 not working 18:30 segfault22 in minecraft noclip makes you fall through nodes, even though its not really a feature - its a hack client hack, maybe thats why it doesnt care if your flying 18:30 Hasan2 the fly mode should me enabled 18:30 agaran IhrFussel: 'atsar' is package name 18:31 IhrFussel agaran, if the command is the same nope 18:31 agaran ok, so thats ruled out for now, it is tool to record cpu/disk io usage etc 18:42 agaran IhrFussel: crashed? 18:45 IhrFussel ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): ...l/share/minetest/games/minetest_game/mods/doors/init.lua:159: attempt to perform arithmetic on local 'state' (a string value) 18:46 agaran 2 times already? 18:47 IhrFussel WTF..seems to happene everytime 18:47 agaran I moved somebit flying and maybe some block has corrupted metadata.. 18:47 agaran I'd fix manually module to be proof agains this error and try again 18:49 IhrFussel agaran, no I think I know what's the problem 18:51 rubenwardy + used instead of using .. ? 18:58 agaran why minetest client can't remember other servers logins/passwords.. 18:59 FirePowi Is "mese" an invented stuff for Minetest or does it really exist ? 18:59 Void7 just invented AFAIK 18:59 KaadmY FirePowi: made up 18:59 Void7 KaadmY: ninja'd 19:00 KaadmY actually for my client i said it first :P 19:00 FirePowi Thanks :-) 19:00 KaadmY https://www.google.com/#q=mese 19:00 KaadmY nothing related 19:01 FirePowi Yep, mais dans le doute, je préfère demander ici ^^ 19:01 FirePowi Oh… Sry 19:01 FirePowi Yes, but not sure, I prefered asking here. 19:01 KaadmY "The origin of the block is just plain random. In the early days of the game I [celeron55] needed to add something to be mined from the ground, and ended up with this humorous nonsense block, and haven't removed it from the game from since. 19:01 KaadmY Mese actually means "msn messenger" in Finland and is used as a silly word (it sounds silly) in the ohjelmointiputka programming community. Additionally it is thought that the glasses of the emoticons 8) and 8D are "mese glasses". " 19:03 agaran if I pass function as argument to other function, it is as efficient as hardcoding other-function body as part of outern one or not (in lua)? 19:03 Darkside_ that was class for today kids don't forget to bring a pickaxe when we go on a fieldtrip next.. 19:04 agaran Darkside_: you can forget, just dig tree by hand, make wodden pickaxe, dig cobble, make stone.. rinse and repeat 19:06 Darkside_ :) 19:12 celeron55 oh, a highlight 19:14 agaran briefly afkish 19:15 KaadmY oops :P 19:15 KaadmY completely forgot about removing the hilight >.< 19:15 * Jordach thinks c55 needs a hydraulic press 19:15 KaadmY VELCOME TO THE HYDRAULIC PRESS CHANNEL 19:16 Jordach VIS LOOKS EXVLEMELY DANGERVOUS UND VE MUST DEAL WITH IT 19:16 * KaadmY hands Jordach a hydraulic press and runs 19:16 agaran you have anything against hydraulic presses? 19:16 KaadmY long legs? 19:17 * Jordach launches blender 19:17 * KaadmY launches a rocket 19:17 * Void7 launches a gimp 19:18 KaadmY gah 19:18 KaadmY the linuxgaming2 server now requires 0.4.14 19:19 KaadmY 0.4.14 is too slow, can't even play MT anymore :[ 19:19 Void7 i can, but it crashes randomly ') 19:19 KaadmY about 5 fps for me 19:19 KaadmY 10 if i'm lucky 19:20 KaadmY 0.5-1 with the inventory open 19:20 Jordach i haven't tested MT's max_fps disabled yet, but i can run NMS at 70fps 19:21 IhrFussel Guys, PROBLEM: I downloaded the newest mods folder from github with the default mods and moved it to the mods folder in /usr/local/share/minetest/games/minetest_game BUT it looks like Linux doesn't find it via autocomplete..if i type the path manually it works and when I start MT server I see this 2016-08-26 21:16:10: ERROR[Main]: mod "mesecons" has unsatisfied dependencies: "default" 19:21 Hasan2 but how minetest team realease the versions (i mean the is there a specific time or something)? 19:21 KaadmY Hasan2: no 19:21 Hasan2 ok? 19:21 KaadmY usually whenever something pretty important is finished 19:22 KaadmY like major bugs, features, etc 19:22 KaadmY mostly pretty random though 19:22 Hasan2 i thought there was a timeline maybe 1 year 19:22 KaadmY i don't think so 19:22 KaadmY maybe though 19:23 Hasan2 Thank you for explaining 19:24 IhrFussel When I open default/init.lua manually via nano (without autocomplete) I see this "[ Read 48 lines (Converted from DOS format) ]" 19:25 IhrFussel So the problem seems to be the mod files somehow are encoded in DOS? How did that happen... 19:25 Ronsor no 19:25 Ronsor that's not an issue 19:25 Ronsor or it would never get to loading mesecons 19:26 IhrFussel Ronsor, mesecons is in worldmods folder...but default is in minetest_game/mods 19:26 Ronsor i suggest opening minetest[server] with --verbose maybe even --trace 19:26 Ronsor that will provide more information 19:29 agaran KaadmY: hmm so older were faster? mine still works fine, with 60fps 19:31 agaran IhrFussel: dos line endings.. I convert those usually to normal, that is unix.. 19:32 KaadmY agaran: i'm probably the only person with that problem 19:32 KaadmY the bad performance is since RBA made inventory items draw as meshes 19:34 agaran may I ask what graphic card you have? here it works with not so flashy nvidia 19:34 IhrFussel agaran, how do i convert DOS encoding to UNIX encoding? Cause that really seems to be the problem 19:34 agaran 01:00.0 VGA compatible controller: NVIDIA Corporation G86 [Quadro NVS 290] (rev a1) 19:34 Void7 dos2unix 19:34 Ronsor IhrFussel: dos2unix 19:34 Ronsor $ dos2unix name-of-lua-file.lua 19:34 agaran IhrFussel: ^, or vim -b then :%s/ ctrl-v ctrl-m// 19:35 agaran then normal :wq 19:35 IhrFussel Is there a method that works on folders and recursively? 19:35 agaran hmm find . -type f -print0|xargs -0 -n1 dos2unix ? 19:35 agaran or sth like that 19:36 IhrFussel Or maybe for f in path; do dos2unix $f; done ? 19:36 agaran IhrFussel: well above does that.. ;) 19:36 agaran just different way 19:37 KaadmY intel integrated 19:37 KaadmY 965GM iirc 19:38 agaran so Mesa emulated opengl? 19:38 Hasan2 are you trying to compile? 19:38 Ronsor (for f in $(ls $MINETEST_PATH); do dos2unix $f; done) && minetest 19:39 agaran Ronsor: this will not dive into subdirs nor handle filenames with spaces.. 19:40 Ronsor oh yeah 19:40 Ronsor for f in $(find $MINETEST_PATH); do dos2unix $f; done 19:41 agaran sorry, work habits to nitpick problems.. 19:43 IhrFussel Umm guys...something is weird with my V server...cd works without sudo but when I add sudo in front "sudo: cd: command not found" 19:43 agaran cd is builtin in shell usually.. 19:44 IhrFussel cd without sudo works...with sudo it says command not found 19:45 Void7 "sudo" doesn't instance a shell, it tries to find "cd" as a command and can't find it 19:45 Void7 it's builtin to the shell 19:45 IhrFussel Oh I guess you are not supposed to use cd with sudo 19:45 xunto Void7: sudo /bin/cd? 19:45 agaran not this way at least 19:46 Void7 cd does not exist outside of the shell 19:46 IhrFussel I thought I'd need sudo since I'm trying to change into a root directory 19:46 Void7 try "which cd" and "which ls" 19:46 Hasan2 sure you need sudo 19:47 Void7 "sudo su" 19:47 Void7 that will create a superuser shell (AFAIK) 19:47 IhrFussel But sudo ls works 19:47 Void7 yeah, ls is a command 19:47 agaran because ls exists as command 19:47 IhrFussel Wait..cd is not a command? 19:48 agaran no.. it is shell builtin 19:48 agaran cd foo/bar && sudo whatever you want to run inside foo/bar as root 19:48 agaran will work 19:50 IhrFussel FML...Did I seriously do the same damn mistake again...the permission one...I uploaded the mods folder to a root folder on my v server and moved it as root from there...so of course the game can't access it I guess 19:51 agaran IhrFussel: hmm, it is possible, but not hard to revert.. 19:51 IhrFussel As root autocomplete works inside mods folder 19:52 Hasan2 IhrFussel: why you are placing the files in the minetest main directory instead of the users minetest directory? 19:52 agaran ls -l shows owner and permissions of each file/dir 19:53 IhrFussel Hasan2, on Ubuntu Minetest installs in /usr/local/share/minetest but also creates a .minetest folder in my home directory...the worlds are stored there the rest in /usr.... 19:54 agaran IhrFussel: ~/.minetest is when you use client at least on debian, server uses /var/games/minetest.. 19:54 Hasan2 but you can place the mods in the user's home directory as well 19:54 agaran nope, not for server, at least here 19:54 Hasan2 oh sorry i got it now 19:54 IhrFussel The default mods are in /usr/local/share/minetest/games/minetest_game/mods 19:55 Hasan2 i know about this 19:55 Hasan2 i can help i am using debian such as ubuntu 19:56 IhrFussel And I accidentally moved the mods folder as ROOT from my FTP root folder to that one so the game didn't have access to the files...I corrected that now via chown -R 19:56 IhrFussel And indeed no more dependency warnings 19:56 Hasan2 Goof 19:56 Hasan2 Good* 19:57 Hasan2 but 1 thing more are you trying to start a server? 20:07 IhrFussel Hasan2, I'm no newbie if that's what you mean 20:10 IhrFussel agaran, I will give you a bucket and can you try to fill it with lava? I hope I edited the code correctly to prevent that 20:12 agaran IhrFussel: sure 20:12 Hasan2 No it is ok IhrFussel just nvm i just misunderstand what you are doing 20:13 Hasan2 misunderstood* 20:13 IhrFussel Hasan2, no problem^^ I just had a blackout and forgot to change permissions haha 20:13 agaran IhrFussel: it seems that it does not work 20:14 Hasan2 Thx 20:14 IhrFussel Okay good 20:15 agaran IhrFussel: anything prevents placing lava sources if I dug few?;) 20:16 IhrFussel agaran, yes I added another check for lava, a player can't place lava sources unless the player is on a certain whitelist 20:17 agaran IhrFussel: hmm may I try then? I have some 'flowing lava' blocks and 'lava source' in inventory.. 20:18 IhrFussel I'm not sure about flowing lava...I didn't know players could have those as blocks 20:18 agaran not lava in bucket, thats what I am mean.. probably they cant.. but 20:18 IhrFussel You mean lava buckets? 20:18 agaran no.. 20:19 agaran just flowing lava and lava source blocks.. 20:19 agaran btw I could place flowing lava, it died soon but it was lava 20:19 agaran (digging them is side effect of unknown-block world) 20:20 IhrFussel Then I'll have to prevent that as well...name is default:flowing_lava? 20:20 agaran I think so but they are harmless.. it lives like 3-5 seconds then evaporates.. as lava without source 20:20 agaran and unless you disable mods again, you can't dig them.. 20:21 agaran I was just checking what happens.. 20:21 IhrFussel You sure it couldn't burn something? 20:21 agaran let me try 20:21 agaran nope, even torch next to it did not got any harm 20:22 IhrFussel Okay good, lava_source should not be possible to place or collect anyway 20:22 agaran hmm with buckets or in general? 20:23 IhrFussel Both...lava_source check is part of a "node_alert" mod I created to prevent certain nodes from being placed (like lucky blocks outside of the LBA) ... and to prevent lava in bucket i put "if node.name == "default:lava_source" then return end" 20:24 agaran so I have some useless blocks.. ;) yet I am tempted to try 20:24 IhrFussel lava_source? You can try it will just disappear 20:24 agaran thats probably QA itch.. 20:25 agaran boo.. indeed, so obsidian factory will be dependant on lava pools 20:26 IhrFussel Type !lava to see which players are allowed to place it (should be only moderators) 20:26 agaran yup, and not even all of them I think.. 20:27 IhrFussel Well cause not all of them want to be able to...it's a huge responsibility xP 20:27 agaran yes I am aware :) 20:28 agaran I have been making lava falls at -500 there.. at -6500,-500,-6500 20:28 agaran and now I got disco.. ;) 20:28 IhrFussel But they can place lava where you want it (unless it's next to a house or some other burnable stuff) 20:29 agaran my house is mostly stone.. not easy to burn.. 20:29 agaran and I have actual lava lake there too so.. I am good 20:29 agaran just wanted to remodel it a little.. 20:30 Hasan2 exit 20:39 agaran IhrFussel: seen errors in log? 20:48 IhrFussel agaran, ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "default:lava_flowing" at (-6498,-67,-6505) (block (-407,-5,-407)) 20:48 agaran yep, during fight with some lava mobs 20:49 IhrFussel What exactly happened? 20:49 agaran I killed them.. then saw messages 20:51 IhrFussel I'm guessing the game tried to turn them into fire nodes which is removed...I removed the entire fire mod 20:51 agaran could be.. just reporting 20:52 IhrFussel Try again please I gave you one 20:53 agaran yup 20:53 IhrFussel So the mobs mod is trying to turn the air node into fire 20:54 agaran when they die 20:54 aix what kind of graphics chip would you guys recommend on linux? 20:54 IhrFussel Yes I know they cause fire after dying 20:58 IhrFussel agaran, could you check max_lag again? 20:59 agaran still 2 21:00 Ronsor IhrFussel dont remove fire 21:00 IhrFussel Ronsor, I have the fake_fire mod players can use that for decoration if they need it 21:01 Ronsor oh 21:04 agaran IhrFussel: going off, tomorrow early wakeup 21:04 agaran night ppl 21:06 IhrFussel agaran, goodnight =) 21:07 IhrFussel agaran, and thanks for helping me with these lag issues 21:07 Ronsor IhrFussel 21:07 Ronsor you reminded me to build a volcano 21:42 segfault22 I'm not sure how that power system mod I want to make will turn out 21:43 segfault22 I just know what I want to make it like, and a few possible methods to apply, but the code still has to be made, and its going to be huge 21:45 segfault22 I can use globalstep in the power transfer code, but it may lag the server if there are too many producers/consumers transferring power, or simply existing at all 21:47 segfault22 I could register_globalstep() and then every step, iterate through the list of producers connected to consumers and transfer the number of units of power that the conduit is designed to transfer, or the producer is capable of outputting 21:49 segfault22 when a conduit is placed or broken, it triggers an event where every connected conduit checks for attached conduits or producers or consumers, to build a list of producers and consumers and the amount of power that can be transferred from each producer to each consumer each globalstep (or "tick" for short) 21:51 segfault22 same happens if a producer or a consumer is placed or broken - but the update only occurs then, and not every globalstep. But if there are, say, 100 producers and 200 consumers in the server, that could be a huge load to iterate through the entire list transferring power from each producer to each consumer that is connected 21:51 segfault22 There is the potential for stuff to get ugly when it takes longer to iterate through the list than the time taken to reach the next globalstep - kinda like a race condition 21:54 segfault22 maybe I should work on my other mods before I try this project 21:57 segfault22 Calinou, im sorry but the original "Morestuff" mod really was just a moreores clone - I copied your minetest.register_node() code blocks and other stuff... but the last version of morestuff2 was dramatically different, the first time I began implementing a concept that may eventually cause your mod to be obsolete... it has led to my recent mod "resources", which makes it extremely simple to add new materials and control their tool durability/digtim 21:57 segfault22 e and other object properties based on static values like "strength" and "density" 21:59 segfault22 I didn't ever want to replace your mod moreores, my intention was to just add other stuff until I discovered the potential for making it possible to define how all nodes/items/tools behave when made out of a referenced material, and making it possible to add new items/nodes/tools with a single line of code that executes a simple function call 22:02 KaadmY hrm 22:03 KaadmY is the selection in first person from the middle of the camera? 22:03 KaadmY as opposed to where the head *should* be?