Time Nick Message 00:07 bigfoot547 AntumDeluge? 00:10 AntumDeluge I mean, when I run the "mobs_mc" mod, my server lags a lot. I thought that's what you were referring to when you said "luaentity code had a nervous breakdown". 00:12 bigfoot547 Ah. Minetest was never ment to be like minecrap where you have hundreds of entities loaded at a time. All with an on_step callback. Minetest is happy with it's occasional LUAENTITYYYYYYEEEEE. Namely a dropped item or falling sand. All with a very short lifetime. 00:14 bigfoot547 Sorry gtg for like 30 minutes. Bye! 00:23 wilkgr Huh, you can leave messages for users. 00:23 wilkgr Fancy 00:29 bigfoot547 back! 01:31 AntumDeluge bigfoot547, so lowering the spawn rate of "mobs_mc" possibly might make it run smoother? 01:32 AntumDeluge In the "register_abm" function (http://dev.minetest.net/minetest.register_abm), what value type is "chance"? An int or float? 01:32 bigfoot547 Maybe, you could make a mob cap, if there is not one already. 01:34 bigfoot547 Also, they probably use set-velocity for the movement, that can be weird 01:35 AntumDeluge The movement (turning) is very smooth for these mobs. I figured that was part of why it ran slow. 01:36 bigfoot547 LuaEntity code is laggy in general. 01:37 bigfoot547 It is most likley not even your server! 01:37 bigfoot547 likely* 01:38 VanessaE well folks, prepare for an influx of Minecraft users, maybe some converts... some new virus/malware is making its way through MC servers, most of which may be vulnerable, which is resulting in connection failures. 01:38 AntumDeluge What does "inverted chance" mean for "register_abm"? I'm confused about it. It appears to be an integer value, but I'm not sure what value to set it at for spawns. If I want something to spawn on every interval, would I set it to "1"? 01:38 VanessaE (one of my minetest players reported it from the MC server he plays) 01:38 VanessaE AntumDeluge: chance as stated in the ABM means a 1/chance chance of something happening 01:39 VanessaE e.g. if chance = 100 then there's a 1/100 probability of the target node being acted on 01:39 AntumDeluge Ah, okay. So the higher the number the less probable. 01:39 VanessaE interval 1, chance 1 would make something happen on every node in the selection once per second. interval 1, chance 3 would make something happen once a second to about 1/3 of all nodes in the selection. 01:40 VanessaE (on average) 01:41 AntumDeluge Okay, that brings up another question: When you say "1 second", does the "1" represent a second in game time or real-world time? 01:41 VanessaE real-world time 01:41 VanessaE assuming the server isn't lagging 01:41 AntumDeluge Excellent! Thank you. 01:42 AntumDeluge The reason I ask this is because I was using Rui's "creeper" mod (which I have re-labeled to "sneaker") & my world is overrun with them. 01:44 VanessaE heh 01:44 bigfoot547 Ah. /clearobjects. Also, make a mob cap. 01:46 bigfoot547 With the atnt mod, I killed my local server with bunkers. I ignited one tnt and then Ctrl+\ was required. 01:46 bigfoot547 To add insult to injury, the map got corrupted. 01:47 AntumDeluge I was using TenPlus1's "clean" mod to remove all the "creepers", but "/clearobjects" is a built-in command? 01:47 bigfoot547 Yes. 01:48 AntumDeluge I'll look into how to use the mob cap. Is that dependent on a specific mob engine? 01:48 AntumDeluge Sorry, "clean" was made by PilzAdam, not TenPlus1. 01:48 bigfoot547 Just run a for loop testing how many of that mob are active objects. Should I make an example gist? 01:49 AntumDeluge If you like bigfoot547, but I think I can figure it out.... emphasis on "think". ;) 01:50 VanessaE try to always use `/clearobjects quick` when you can 01:50 VanessaE that only takes seconds to run and operates only on loaded blocks 01:50 VanessaE (rather than parsing the whole map) 01:51 AntumDeluge Thank you VanessaE 01:54 bigfoot547 https://gist.github.com/bigfoot547/883f34a8e499f3b3d03cdc2a3e3e2039 Don't worry, it it WTFPL. 01:54 bigfoot547 :-) 01:56 bigfoot547 AntumDeluge: Just put it at the top of the spawn code. 01:57 AntumDeluge Thank you bigfoot547. :) 01:58 bigfoot547 np :) 02:02 bigfoot547 What's up with all these people timing out??? 02:03 * bigfoot547 has quit (Quit: Timed out after 200 seconds.) 02:03 bigfoot547 lol 02:05 AntumDeluge lol 02:34 redblade7 http://www.smithsonianmag.com/history/children-80s-never-fear-video-games-did-not-ruin-your-life-180963452/ 02:34 redblade7 had no idea 02:34 redblade7 (i'm 32) 03:38 AntumDeluge Is there a command like "clearobjects" that will remove specific nodes? For example, I use the "spawneggs" mod & I want to removed all active nodes of "spawneggs:egg". 03:41 VanessaE there is not. you'll need to code an LBM for that 03:41 AntumDeluge Okay. Thank you VanessaE. 03:43 srifqi WorldEdit? 03:44 VanessaE worldedit isn't automatic though 03:44 VanessaE and it sometimes has issues dealing with unknown nodes 03:44 AntumDeluge Using PilzAdam's "clean" is pretty simple, but I only think that removes nodes near active players. 03:46 VanessaE that most likely uses ABMs 03:46 VanessaE LBMs are similar but operate as blocks are loaded, rather than periodically after the fact. 03:53 exio4 are LBMs new? 03:54 VanessaE ish. 03:54 VanessaE couple releases old now I guess 03:55 exio4 new enough such that I haven't heard about them! 03:55 exio4 what are they all about? 03:56 VanessaE they work just like an ABM except on block-load instead of periodic 03:56 VanessaE so you can use a LBM to convert a whole block's worth of some node to something else all at once. 03:56 VanessaE they can be set to run only once, or every time a block is loaded 03:57 VanessaE morning, jin_xi 03:59 exio4 oh, nice 04:00 exio4 I think I haven't been here for way too long! 04:00 VanessaE it's good that you're back though :) 04:00 exio4 not for long! 04:00 VanessaE ? 04:00 exio4 I got some midterms coming up 04:00 VanessaE oh ok 04:00 exio4 I started chemistry :P 04:02 exio4 VanessaE: btw, I have improved my spoken english! no idea if you have heard me before, but I am slowly starting to pronounce certain english phonotypes corrctly or at least much closer to the correct pronunciation :P 04:02 VanessaE cool 04:04 exio4 anyway, good night! it's late 04:04 VanessaE night 04:10 AlexYst Oh, wow. I like that LBM concept. 04:19 Hijiri l/buffer 46 07:14 IhrFussel Why does on_dig() DISABLE the digging of the node? I just wanted it to send something in the chat when a player digs a certain node I didn't want it to be "undiggable" 07:19 IhrFussel Okay I just found after_dig_node() ... I'm guessing that will behave as I expect 07:25 MinetestBot 02[git] 04NathanSalapat -> 03minetest/minetest: Added missing levels to logging menu (#5836) 13c09e16f https://git.io/vHcO5 (152017-05-28T07:23:06Z) 07:36 IhrFussel After restart my server will display a formspec on each login that contains "This is a Minetest Server. If you see ads or in-app purchases you are NOT using the official client to play." 07:39 IhrFussel I think that's a gopod way to do it...this way players will be "forced" to read it 07:39 IhrFussel good* 07:50 srifqi Some server actually does that iirc. 07:54 IhrFussel srifqi, ALL servers should do that, but I'm glad that I'm not the only one with that idea 07:54 srifqi That's actually a nice idea. 07:55 IhrFussel To write it as a sign is very in-efficient...players can just oversee it 07:56 srifqi Wait, doesn't it will disturb already-joined-for-a-long-time player? 07:56 srifqi Maybe just display it few times? 07:57 IhrFussel srifqi, my server already shows a formspec on each login..it contains the date of the compiled server version and the time of their last login (very helpful to check if someone accessed your account) 07:57 IhrFussel I just added the 2 sentences in it 07:58 srifqi :O 08:00 IhrFussel Of course I could just display it to players who don't have certain privs yet (cause they are new) ... hm I'll see 08:24 IhrFussel Yesterday I was surprised when suddenly LONG LOST dogs suddenly appeared next to me again...apparently someone went near them on the map and their "owner tp code" activated...that was pretty cool 09:26 mitch8128 i want to be able to create an account for mintest and donate 09:26 mitch8128 put minetest on steam for like 50 cents 09:27 red-arch http://www.minetest.net/development/#donate 09:27 red-arch or https://forum.minetest.net/viewtopic.php?f=3&t=14935 09:30 mitch8128 ty 10:14 Raven262 Hello red-arch 10:28 IhrFussel It was so much better back when certain apps didn't give the people pre-defined names and they had to think about one themselves... 10:29 red-001 any suggestions for a new csm command prefix since people seem to dislike "."? 10:29 red-001 would "!" be a good idea? 10:29 IhrFussel red-001, ! is used in many chat rooms so I'd say yes 10:30 sfan5 what about % 10:31 red-001 huh can builtin use modstorage?? 10:32 red-001 maybe it would be best if the prefix could be changed in-game 10:32 IhrFussel % looks stupid honestly... %info? 10:32 red-001 %help 10:32 red-001 vs !help vs .help 10:32 wilkgr I personally wouldn't mind using ^ 10:32 wilkgr ^help ? 10:32 red-001 &help 10:33 IhrFussel Please just make it a setting...our opinions differ way too much 10:34 Krock yeah, let's assign the key "h" :P 10:34 wilkgr IhrFussel, agreed 10:36 IhrFussel Make it default to . still but customizable 10:40 GNU[BDC] what is wroing with existing prefix? 10:41 wilkgr With the /? 10:42 GNU[BDC] yes 10:42 wilkgr That blurs the line between client and server commands 10:43 wilkgr And what happens when both a server and client define a command with the same name? 10:43 red-001 e.g. help 10:43 IhrFussel Correct and // is already taken by WorldEdit 10:43 IhrFussel Let's try /// :D 10:43 wilkgr You can do that in a normal mod too :P 10:44 wilkgr (I think) 10:44 wilkgr Anyways, gtg. Cya! 10:44 IhrFussel WorldEdit commands are defined including a / that's why the final commands are //bla 11:06 EDAKIRI Krock: https://github.com/SmallJoker/boost_cart/pull/18 11:06 EDAKIRI I must depart in a few hours. 11:07 Krock hmm.. your GitHub email settings need some tweaking 11:07 Krock the currently used email in your commits is not associated with your accunt 11:07 Krock *account 11:08 Krock but thanks a lot, will look at it :) 11:26 IhrFussel what the HECK? My server got a website and one section is "Player Announcements" where you can see what events/important things happened etc ... and some Joomla site COPIED the entire section 11:27 IhrFussel Either it must be the site of one of my moderators/players or someone was really bored 12:46 EDAKIRI I am viewing the Mod Releases forum , am logged in. Where do I click to post a new thread/topic ? 12:47 rubenwardy EDAKIRI, wip mods 12:47 rubenwardy you then ask to be moved to Mod Releases 12:59 EDAKIRI https://forum.minetest.net/viewtopic.php?f=9&t=17737 13:00 EDAKIRI I wish to move it to Mod Releases. Need I ask someone some other way? How? 13:03 sfan5 https://forum.minetest.net/viewtopic.php?f=11&t=10418 13:10 Yruama_Lairba hello, have a question, where are stored minetest data under windows ? 13:11 red-backup since all windows builds currectly use RUN_IN_PLACE it should be stored in the same directory as the other minetest files 13:11 Krock in your installation directory 13:12 Yruama_Lairba in fact, i have a problem, since i installed subgames "saturn" all of my games haven't gravity 13:12 Yruama_Lairba even after uninstall this subgame 13:13 Krock do you have the most recent version, 0.4.15? 13:13 Yruama_Lairba yes, last stable 13:14 Krock "Minetest Saturn [Spacesim]"? 13:15 Yruama_Lairba think it this one 13:15 Krock okay, cloning. I'll check if it's the subgame's fault :) 13:18 Krock uh, I can only move down using WASD 13:19 Krock space and shift to move up/down 13:20 Krock Yruama_Lairba, works alright 13:20 Krock I think no gravity is intended 13:22 COUSCOUS77 :JOIN 13:22 Krock but I don't see what I'm supposed to do there :< 13:23 COUSCOUS77 COUSCOUS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 13:25 Yruama_Lairba Krock: in fact i haven't gravity in other subgames 13:25 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: guiVolumeChange: prevent wrong value position by using 1 label instea… 13ef15242 https://git.io/vHcBS (152017-05-28T13:23:30Z) 13:26 Krock indeed, the saturn mod messes up the gravity settings 13:27 Krock movement_gravity = 9.81 <-- this value should be in your minetest.conf to have gravity again 13:27 Krock but apparently the saturn subgame changes this to 0 every time you start the game 13:28 Krock will report this on the saturn github page 13:30 Yruama_Lairba i should have use search and replace tool to find gravity definition :p 13:32 Yruama_Lairba i think i will replace my minetest.conf by a new and clean one, the mod may have change some other values in this file 13:35 Yruama_Lairba how do we generate a fresh minetest.conf ? by delete it ? 13:35 red-001 yes 13:36 Krock this means you'll have to redo all the changes you've done in the configuration 13:42 Yruama_Lairba ok, i backup the current conf and generate a new one 13:44 Yruama_Lairba strange, the conf is writted only when we quit the game 13:47 COUSCOUS RE 13:47 COUSCOUS £ 13:47 red-001 ? 13:48 red-001 ok... 14:09 IhrFussel Will after_dig_node change the behavior of the digging in any way? 14:10 IhrFussel Or the "removing" 14:10 Krock don't think so 14:10 Krock since it's >after< digging it 14:11 Krock o/ kaeza 14:11 IhrFussel Well on_dig cancels the digging that's why I have to try after_dig_node 14:11 kaeza greetings, Krock 19:09 IhrFussel Wait someone said minetest-hub is the continuation of minetest-project ... but minetest-project was not only for contributors AFAIK since I had voice and am just a server owner 19:10 IhrFussel A contributor is someone who either donated towards Minetest or helped with the code...or am I wrong? 19:11 red-002 it's for contributors and server owners and other major members of the community 19:15 red-002 anyway -project was shutdown 19:15 red-002 join -hub if you want a similar channel 19:16 IhrFussel I did, now to wait until someone gives me voice I guess 19:17 red-002 just ping an OP 19:19 IhrFussel What does pinging mean? PM? 19:19 red-002 yes 19:27 Shara IhrFussel: As far as I'm concerned, a contributor is anyone who does something useful. Hosting a server for a long time counts :) 19:28 IhrFussel Alright :) 19:32 EDAKIRI Sometimes I wish for per-world configuration settings. 19:32 EDAKIRI -- but maybe i'm the only one. 19:33 Shara There was some talk about that. 19:33 IhrFussel EDAKIRI, That's understandable, I personally am really happy with the per-world mod option for example 19:33 Shara But don't know what happened. 19:47 red-002 hi ratmix 20:08 EDAKIRI Why would the hdx texture pack not be listed or available? 20:09 VanessaE ? 20:09 VanessaE !hdx 20:09 VanessaE what was it... 20:09 VanessaE !forum hdx 20:09 VanessaE meh 20:09 VanessaE https://forum.minetest.net/viewtopic.php?t=1583 20:10 VanessaE as long as you installed it right, it should just show up 20:11 EDAKIRI I'm using minetest dev head . I unpack it to /usr/local/share/minetest/textures . so it under a subdirectory such as hdx-256 . 20:13 VanessaE dev HEAD from what date? 20:13 VanessaE not that it matters 20:13 VanessaE also don't put texture packs there 20:13 VanessaE put them in $HOME/.minetest/textures 20:13 EDAKIRI within the past day 20:13 EDAKIRI That would be a storage problem. 20:14 EDAKIRI I compiled with -DRUN_IN_PLACE:BOOL=OFF 20:14 VanessaE that's why 20:14 VanessaE actually I'm not sure if that's valid at all 20:14 VanessaE -DRUN_IN_PLACE=1 (or 0) is the usual way 20:15 EDAKIRI if it is boolean, they are equivalent 20:15 VanessaE but anyway, put the textures somewhere sane, and symlink the dir back to $HOME/.minetest/textures 20:16 EDAKIRI According to this it seems that the path under /usr/local should work. http://wiki.minetest.net/Help:Installing_Mods 20:17 EDAKIRI The symlink does work 20:25 IhrFussel Is the formspec when a player dies c++ or Lua? 20:25 rubenwardy C++, iirc 20:26 IhrFussel That's a shame, I thought I could tell the players in it how they can return to their bones without having to recompile 20:29 red-002 rubenwardy, it got moved to csm 20:29 rubenwardy what if CSM is disabled? 20:29 IhrFussel That's even WORSE... 20:29 rubenwardy Also, CSM is the wrong place for it 20:29 red-002 IhrFussel, just send a new formspec on death 20:29 fwhcat hey anyone can tell me where to find the abm that changes cobble to mossy ?! 20:29 rubenwardy should be minetest.set_death_formspec 20:29 VanessaE fwhcat: gloopblocks? 20:30 rubenwardy fwhcat, https://github.com/minetest/minetest_game/blob/eec1c5a03bae544e5ac149d5affa2a1b5e229e31/mods/default/functions.lua#L457 20:30 VanessaE or I guess mt_game has it too 20:30 rubenwardy MTG has it 20:30 fwhcat that might be it thanks rubenwardy :) 20:30 IhrFussel red-002, how to overwrite the other one then? 20:30 red-002 I was planning to add it once server <-> client communication was added to CSM 20:30 red-002 thats why I closed a PR I made for adding a way to set the formspec 20:31 red-002 IhrFussel, I'm not sure would that work if you want to change the formspec now that I think about it 20:31 red-002 I remember someone used it to stop the formspec from being displayed 20:32 IhrFussel N o it won't work at least not for 0.4.15-dev where CSM got added...the client will display the default formspec anyways 20:33 red-002 The idea is that you send a new formspec which causes the client to display that instead 20:33 red-002 but I need to find a way to run a respawn process from the server 20:34 red-002 normally the client sends a packet that tells the server to respawn the player 20:55 AntumDeluge I have trouble getting Android devices with 1GB or less RAM/memory to connect to a remote server. As soon as it is finished loading, it crashes. If it successfully connects it does alright, but it's hard to get it to that point. Are there any possible solutions? I've tried going through the settings & shutting down other apps to reduce the RAM load. 20:55 Calinou AntumDeluge: the Android port is not designed with low-RAM devices in mind 20:56 Calinou you pretty much need 2 GB of RAM to use it 20:56 Calinou fully unmodded servers may work with 1 GB, but don't expect stability 20:56 Calinou consider that the Android port is not like Minecraft's Pocket Edition: it is a direct port of the PC version 20:56 Calinou (and, as such, the controls are hard to use…) 20:57 AntumDeluge It would be possible though, for me to modify the Android port code to use less memory? Maybe? 20:58 AntumDeluge I've tried a few different builds of the Android port. The only one that seemed to do alright was the Freeminer port (of Minetest, not Freeminer). But that doesn't appear to be available anymore. 21:05 proller__ it still can be built 21:06 proller__ http://build.freeminer.org/ - freeminermt* 21:25 AntumDeluge Thank you proller__. 21:28 Calinou AntumDeluge: optimization is black magic, not many people master the art of black magic 21:39 red-002 proller__ is the freeminer dev right? 22:05 Fixer should be 22:53 EDAKIRI how does one force a portion of map to generate? 22:54 VanessaE use force loading 22:54 VanessaE (in the lua API) 22:55 EDAKIRI how from the HUD? I remember there is a way. 23:00 IhrFussel Why doesn't digger:get_player_name() work inside after_dig_node ?? It says method doesn't exist 23:00 EDAKIRI is /emergeblocks 23:02 IhrFussel When I try "digger" it says cannot concatenate table ... So is digger not a player object but some table and I need to do digger.name or something? 23:11 IhrFussel Nevermind I didn't know you have to define all function parameters, I ommited "oldmetadata"