Time Nick Message 00:04 Devy I'm sure you know this, but just in case, here's the code that I copied for re-registering all of the default biomes: https://github.com/minetest/minetest_game/blob/master/mods/default/mapgen.lua#L536-L1174 00:04 Devy Thanks for any help you can give me paramat. 00:26 redblade7 lol 00:26 redblade7 "IRC Technologies Inc Sales" what is that 00:28 Devy I googled it. It's either a roofing company or a construction company. Haha 00:32 paramat sorry was busy .. 00:32 Fatar I'm not sure if it's a troll or if he's getting ripped off lol 00:32 paramat will look at it 00:33 Devy paramat, no problem, give it a look if you can whenever you can. Thanks. 00:37 paramat your issue is familiar so a solution is likely 00:37 red-001 imr, you should really get an IRC license 00:38 imr red-001, yes, I know :P 00:38 Devy Great. If you have a forums post or something I can read I could go from there. Less work for you! 00:39 paramat ~tell sfan5 is grandolf still banned here? if so should they also be banned in -dev? they are present there now 00:39 ShadowBot paramat: O.K. 00:51 swift110 hooray I have 4.16 00:52 red-001 ahh cross compiling takes ages 00:52 swift110 red-001: what do you mean? 00:53 red-001 I'm cross compiling for windows on arch 00:53 red-001 having some issues with the windows 32-bit build 00:59 bigfoot547 Windows anything is painful. 01:00 redblade7 Minetest is like the only game ever that is better on Linux than Windows 01:00 redblade7 although 0.4.16 has a lot of improvements for both 01:00 jcalve try compiling it in an openbsd vps where you're not even the admin 01:01 bigfoot547 You just need git, cmake, and make. Don't even "make install" 01:02 jcalve except it has dependencies and they have dependencies so you spend a couple of days trying to compile them all then you realise make wasn't working because it's a crappy bsd make and you wanted gmake 01:15 rdococ windows wandows 03:19 redblade7 hey does having an fps too high affect lag with minetest? 03:19 redblade7 i know it does with openarena and games like that 03:19 redblade7 and lag for other playesr too? 04:22 bigfoot547 Bye guys! 04:49 * cheapie waves to ThomasJaguar1212 over here 04:49 ThomasJaguar1212 ohhai :D 04:50 cheapie It's always kind of funny spotting the same person on multiple networks :P 04:54 tiwake cheapie: IRC like its supposed to be 05:18 redblade7 that reminds me i forgot to sign on to rizon today 06:04 derr I noticed Fozland is down, does anyone know if this is temporary? 06:07 derr dang I miss my fozland, now what I am suppose to do 06:10 derr stonecraft is a nice client 06:32 AlexYst I have a directory of configuration files. Is there a way to find out what files are in the directory without knowing their names? 06:38 cheapie AlexYst: "ls" outside of the game, or minetest.get_dir_list() from in-game. 07:15 AlexYst cheapie: Sweet, thank you! I knew of ls, but I can't do that from within a mod on other people's machines. minetest.get_dir_list() is perfect! 07:16 AlexYst The next step is to remove those files after I've read them. (I'm updating to a new, single-file format.) Is there a way to delete old files and directories? 07:38 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Remove SharedPtr, it's not used and will be never used, we use C++11 13718121d https://git.io/vHa98 (152017-06-05T07:36:13Z) 07:43 MinetestBot 02[git] 04Dumbeldor -> 03minetest/minetest: Fixed #5907 Documentation for screen_h and screen_w (#5909) 13dfd79c0 https://git.io/vHa9p (152017-06-05T07:43:21Z) 10:36 DS-minetest is it possible to set the meat of ignore? 10:36 DS-minetest meta* 10:37 DS-minetest i mean of ignore that is outside of map boundaries 10:42 calcul0n DS-minetest, i looked for that and never found so i don't think so 10:42 calcul0n unless i missed some undocumented stuff 10:43 calcul0n i guess you'd have to force the loading of the node you want to access, maybe there's a way to do that 10:43 DS-minetest oh, right, it has to be loaden 10:43 DS-minetest (you can load with voxelmanip) 10:44 calcul0n ho, interesting 10:45 DS-minetest that means ignore wont work for cummunication between csm and ssm 10:45 DS-minetest communication* 10:53 CWz minetest seems to fail compile 11:15 DS-minetest aww, clients cant load blocks >_< 11:35 EDAKIRI CWz: 0.4.16 works for me as long as source code directory is writable 11:35 EDAKIRI (even when it is being built outside of the source directory) 12:27 DS-minetest is name in the ssm chatcommand definition function the name of the player? 12:28 red-NaN ssm == server-sided modding? 12:28 sfan5 . 12:29 DS-minetest y 12:29 red-NaN should be 12:29 DS-minetest ok 12:29 red-NaN however it doesn't mean the player is currently online 12:30 red-NaN just that the command is executed by them or on their behalf 12:30 DS-minetest umm, how can a player execute a chatcommand without being online¿ 12:30 DS-minetest ah 12:30 DS-minetest tok 12:30 DS-minetest thy 12:30 DS-minetest thanks* 12:30 red-NaN DS-minetest, the ncurese terminal or the IRC mod 12:31 DS-minetest none of both 12:31 * DS-minetest is making a mod for server and client to communicate using the server chatcommand 12:31 DS-minetest status command* 12:35 sfan5 !tell paramat they are still banned here yes, dunno whether that should apply to -dev too 12:35 MinetestBot sfan5: yeah, yeah 12:45 DS-minetest umm and what's the name in minetest.register_on_receiving_chat_message in csm? 12:49 red-NaN eh that's a mistake 12:49 red-NaN it shouldn't be there 12:50 DS-minetest afair it's just additional information but im not sure >_< 12:51 DS-minetest but looking in preview, it's really a mistake 12:51 DS-minetest but it also uses register_on_receiving_chat_messages, not register_on_receiving_chat_message… 12:52 DS-minetest and the core table 12:52 red-NaN yeah chat is sent as raw text no sender or anything fancy like that 13:15 ThomasMonroe ok i have a compilation prob with the latest stable source from github 13:15 ThomasMonroe hi RobbieF 13:16 ThomasMonroe nvmd i figured it out 13:26 Elench I'm running a small server and lava doesn't seem to set stuff on fire, is that normal? 13:28 Gundul maybe fire is turned off in your world ? 13:31 Elench Hmm not that I can see, I'll try explicitly turning it on 13:40 DS-minetest https://github.com/DS-Minetest/csm_com now i have to test it >_< 13:44 DS-minetest hmm, if only the server has the mod, it will ask a readable question 13:45 Gundul builtin/deprecated.lua complaining about "WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object." generated a 250MB logfile in only 5 hrs :D 15:05 GreenDimond I am trying to enable a client mod and its not working 15:06 GreenDimond I enabled it in adv. settings, I made a clientmods folder and put the mod in and made a mod.conf and put load_mod_colour_chat = true in it but it still doesnt load 15:06 ThomasMonroe what do client mods do anyway? 15:08 Calinou ThomasMonroe: they run Lua logic on the client 15:09 Calinou currently it can't access the HUD, so not a lot can be done 15:09 Calinou but once that's possible, a whole new world of possibilities will be there 15:09 Calinou like, displaying a wall clock, etc 15:09 Calinou small but useful things 15:11 GreenDimond So how do I enable one? 15:11 red-NaN GreenDimond, where did you make the /clientmods folder? 15:11 GreenDimond yes 15:11 GreenDimond oh 15:11 GreenDimond in .minetest 15:11 red-NaN and you are using a non-run-in-place build? 15:12 DS-minetest GreenDimond: the mods.conf is in /clientmods/ 15:12 red-NaN oh yeah mods.conf not mod.conf 15:12 GreenDimond yes 15:12 antims Can client mods move the character and cause the character to place/dig blocks and such? 15:12 GreenDimond tried mods.conf too 15:12 red-NaN I think you have to restart minetest sometimes 15:12 GreenDimond still didnt work 15:12 GreenDimond and I did restart mt 15:12 DS-minetest antims: sadly not 15:13 red-NaN and it's a non-run-in-place build right? 15:13 GreenDimond Correct. 15:13 GreenDimond Linux. 15:13 antims DS-minetest: Gotcha. Any plans to add such functionality? 15:13 DS-minetest antims: no 15:13 antims Ok. Last question. Is it specifically wanted that that functionality *not* be added? 15:14 DS-minetest normally the mods.conf file is automatically created 15:14 DS-minetest antims: yes 15:14 GreenDimond I had to make it myself. 15:14 antims :( Ok. Thanks for the info. 15:14 red-NaN could you paste the tree of .minetest? 15:14 GreenDimond /home/user/.minetest/clientmods 15:15 red-NaN huh are you sure the mod is not loaded? 15:15 GreenDimond im sure 15:15 DS-minetest so, the conf is /home/user/.minetest/clientmods/mods.conf 15:15 red-NaN colour_chat requires you to set the colour to see the effects 15:15 GreenDimond .rainbow doesnt work and no new cmds show up with .help all 15:15 red-NaN huh 15:15 red-NaN brb rebooting into linux 15:16 DS-minetest GreenDimond: have you tried deleting the file again and seeing if a new one comes? 15:16 GreenDimond which file? 15:16 DS-minetest if not, it's not the right place 15:16 DS-minetest the conf 15:18 GreenDimond deleted it and it hasnt come back 15:18 GreenDimond it never generated in the first place 15:18 DS-minetest have you activated clientmods general? 15:18 red-NaN could you verify if csm is enabled by closing minetest and checking minetest.conf? 15:19 GreenDimond Yes I alread activated it 15:19 GreenDimond I am using 0.4.16 btw 15:19 GreenDimond stable 15:19 red-NaN it's possible I messed up my CSM enable/disable pr somehow 15:19 GreenDimond *checks mt.conf* 15:20 GreenDimond I don't see anything 15:20 GreenDimond CSM works for other people but they dont have Linux 15:20 red-NaN it works fine in a RUN_IN_PLACE build 15:21 GreenDimond :/ 15:21 GreenDimond they worked in the dev builds 15:21 GreenDimond (0.4.15-dev) 15:21 red-NaN well looking at the code it should work 15:22 GreenDimond .help all works 15:22 GreenDimond but the cmds dont show 15:22 GreenDimond and the cmds dont work 15:22 GreenDimond (from the mod) 15:22 red-NaN yeah thats because .help is part of builtin 15:22 GreenDimond ik 15:22 GreenDimond so at least we know csm is enabled 15:22 red-NaN eh no 15:22 GreenDimond oh 15:22 red-NaN .help will always work 15:22 red-NaN even if you disable csm 15:22 GreenDimond there is chat_modes.active = true in the minetest.conf 15:22 GreenDimond but other than that 15:23 red-NaN as will the builtin commands 15:23 GreenDimond that makes sense 15:23 red-NaN could you run "/set -n enable_client_modding true"? 15:24 GreenDimond in-game? 15:24 GreenDimond oki 15:24 red-NaN and then exit minetest and start it again 15:24 red-NaN I think this is an issue with advance settings being a bit buggy 15:24 GreenDimond Hey it works now :D 15:24 GreenDimond Thanks! 15:25 red-NaN np 15:26 GreenDimond y'all should add some documentation on how to enable csm mods 15:26 red-NaN yeah 15:27 red-NaN octacian mentioned they might add enabling csm mods to the mod tab in the main menu 15:27 octacian Yup, once I finish modmgr rewrite 15:27 octacian And it's he, not they :P 15:28 DS-minetest but the mod configuration is per world 15:28 DS-minetest i would rather like something at settings tab 15:29 red-NaN I do tend to abuse they by using it as a singular pronoun 15:29 DS-minetest ah, now i know, what you mean, ok 15:30 GreenDimond oh btw octacian ty for the rig suggestion 15:30 octacian YW :D 15:30 GreenDimond Do you like the revised renders? 15:42 numzero Elench, fire is disabled by default in multiplayer game 15:43 Elench That'll be it 15:43 GreenDimond red-Nan, your who_plus csm mod doesnt seem to work right. when I do .who I only see 3 players in the list when there are 33 players online. 15:43 Elench I did "/set -n disable_fire false" but no change 15:44 red-NaN GreenDimond, it's a minetest bug I keep forgetting to fix 15:44 GreenDimond ah 15:44 red-NaN well let me fix it now 15:45 GreenDimond Your chatlog mod will be usefull 15:45 GreenDimond maybe you can make it into a formspec 15:48 numzero well, the proper setting is called enable_fire 15:48 numzero although disable_fire is read as well 15:48 numzero but these are read at load time 15:49 numzero not sure if /set updates the config or runtime settings only 15:50 Elench OK thanks I'll try next reboot 15:51 GreenDimond octacian could you send me a copy of your skin? I need it for the staff render :) 15:52 octacian Sure. Give me a moment 15:52 octacian Speaking of which, I too would like a copy of staff skins at some point, wanna try a render myself 15:52 GreenDimond Alright I can send you that 15:52 GreenDimond I wonder 15:52 GreenDimond Is IMS out? 15:52 octacian Yes 15:52 GreenDimond oki 15:52 octacian He has had his privileges revoked, though I expect that he'll possibly be back 15:52 GreenDimond He needs to be removed from staff list at spawn and you need to be added 15:53 octacian All of the signs at spawn need to be updated 15:53 GreenDimond Also should I include guardians in the render? 15:53 octacian ExeterDad needs to get a better mod for protecting spawn, one where he doesn't have to manually add people to every protector 15:53 octacian Yeah, I think so. They're still staff 15:53 GreenDimond Or just give mods prot_bypass 15:53 octacian Ah, true 15:54 octacian Though just having better protection to give some mods access to spawn might be best 15:54 octacian Though prot_bypass would remove a lot of a work for ExeterDad is other areas 15:55 GreenDimond Prot_bypass prob wont happen though. The big man takes thing into consideration VERY seriously. I doubt he will do it. 15:55 GreenDimond And I ain't gonna ask him xD 15:55 octacian heh, Me neither 15:56 GreenDimond Being a new moderator, it would be even more dangerous for you :P 15:56 GreenDimond xD 16:06 GreenDimond Having to append rigs is annoying 16:16 octacian GreenDimond: Yeah, for me to ask that would be incredibly dangerous :rofl: 16:17 octacian So, that's how you use multiple rigs in one scene? 16:17 octacian hmmm, will have to keep that in mind lol 16:17 GreenDimond not that simple 16:18 octacian heh, Well then, when I need to do it I'll come ask you :P 16:19 * octacian is gonna be away for several hours 16:20 GreenDimond did you send the skin? 16:20 GreenDimond (octacian) 16:50 red-NaN DS-minetest, thats a brilliant way to abuse the chat protocol 16:50 DS-minetest :D 16:50 red-NaN but I think I know of a way to make the inital handshake invisible to non-csm clients 16:50 red-NaN did you try and abuse the colour code system? 16:50 DS-minetest ah, not yet 16:50 DS-minetest good idea 16:51 DS-minetest but there will be an empty line 16:51 red-NaN can you not embedded it into the status display? 16:52 DS-minetest i have thought of it 16:53 DS-minetest but players would see that too 16:53 red-NaN dammit too bad my pr for custom join messages didn't get merged 16:53 DS-minetest what if i add characters that let minetest shut down when they are seen? 16:54 red-NaN I don't think minetest will display anything inside a colour code, even if the colour code is invalid 16:54 red-NaN so you could use an invaild colour code like "HAZ_CSM!" 16:54 DS-minetest ahh 16:54 DS-minetest i'll try that 16:57 red-NaN hey considering there is a moral panic over csm, maybe you make is an optinal dependency for oredected and allow servers to request oredetect to be disabled 16:58 red-NaN it would be as secure as any of the solutions people came up with 16:58 DS-minetest :/ 16:58 DS-minetest then players wont use the mod 16:59 DS-minetest hm, but more servers would 16:59 DS-minetest good idea 16:59 red-NaN lol 17:00 DS-minetest minetest.colorize("HAZ_CSM!", "Do you have csm?") 17:00 DS-minetest doesn't work 17:01 red-NaN in what way do it not work? 17:01 DS-minetest btw it would still be nice to have a function to get the modpath 17:01 DS-minetest the string is shown white 17:01 DS-minetest so, normal 17:02 red-NaN but it should contain the colour code 17:02 red-NaN colourize an empty string 17:03 red-NaN minetest.colorize("HAZ_CSM!", "") 17:04 DS-minetest doesnt help, i could use minetest.get_color_escape_sequence(color) 17:06 DS-minetest lol, with alpha 0 only the shadows are visible 17:11 red-NaN minetest.chat_send_all( minetest.get_color_escape_sequence("HAZ_CSM!", "")) is basicly invisible 17:32 Demosthenex hey folks, interested in minetest and had a question! are there any monsters? any challenge? or is it just building atm? 17:33 DS-minetest Demosthenex: minetest is an engine, you can install mods and subgames 17:33 red-NaN Demosthenex, there are multiple mods that add mobs 17:34 DS-minetest MTG is mostly sandbox 17:35 Demosthenex that's fair. i've looked at it a few times and i downloaded a copy when i saw the latest update 17:36 VanessaE Demosthenex: car analogy: Minetest is the frame, engine, and wheels of a project car. you turn it into a workable daily driver by adding minetest_game. you turn it into a hotrod by adding mods on top of that. 17:36 Demosthenex i'm a veteran minecrafter who specialized in ultra-hard servers. every see WWZ where the multi-story wave of zombies crashed into the wall? that happened on one of our servers... i was curious if there were hard mobs for minetest as a result 17:36 Demosthenex VanessaE: and i like that it's got lua and modding built in! 17:36 VanessaE yep :) 17:37 cheapie VanessaE: Yeah, except said car has a lawnmower engine... which is fine for moving just the frame, but try turning it into a luxury car or something and it won't go very fast :P 17:37 VanessaE heh 17:38 Demosthenex so are there any hard mob mods anyone recommends? 17:38 VanessaE mobs_redo has lots of monsters 17:39 Demosthenex variety != difficulty 17:39 VanessaE I get the impression some are quite hard to deal with 17:39 VanessaE I know dungeon masters are. 17:39 VanessaE as an aside, most mod authors in minetest are happy to take pull requests/contributions if you can code 17:39 VanessaE 99% of mods for minetest are open source, with permissive licenses like GPL or CC-By-SA 17:40 Fatar what's the 1% 17:40 VanessaE (many are effectively public domain w.g. WTFPL or CC0) 17:40 VanessaE Fatar: there are some mods that are all-rights-reserved for whatever stupid reason 17:40 VanessaE and there are a couple of closed-source mods that don't work anymore (not permitted by the engine) 17:41 Demosthenex oddly enough yes i do code ;] 17:42 Fatar I don't understand why people close source the mods of an open source game. 17:42 Demosthenex i even host a development server for a popular minecraft modder 17:42 red-NaN you forgot MIT 17:42 yusf[m] I'm want to do override_item but on whole groups, how can I do that? 17:43 VanessaE MIT, BSD, etc all fall under "permissive" in my book 17:43 VanessaE Fatar: because they're stingy. 17:44 VanessaE (stinjy?) 17:44 red-NaN I don't think the forum allows closed souce mods 17:44 VanessaE not in Mod Releases, no 17:44 VanessaE but the engine won't run them anyway 17:44 VanessaE binary Lua is disabled by default I believe 17:44 red-NaN so we ended up with the strange case of a GPL mod that used bytecode 17:44 VanessaE precompiled, whatever you wanna call it 17:45 VanessaE I think that one was all rights reserved 17:45 VanessaE free-as-in-beer, only. 17:45 VanessaE some shit mauvebic made I think it was 17:45 ThomasMonroe why arent there closed source mods? 17:46 Demosthenex so often they ship them closed because they are afraid of ripoffs 17:46 red-NaN there are a few with no license 17:46 VanessaE ThomasMonroe: there were. the engine doesn't permit it now. 17:46 ThomasMonroe thats what im asking, why 17:46 red-NaN which basiclly means no-one can legally refuse thier code 17:46 VanessaE ThomasMonroe: because it's selfish and doesn't flow well with the philosphy of Minetest 17:46 VanessaE philosophy* 17:46 red-NaN plus pointless 17:46 nore ThomasMonroe: because lua bytecode is insecure 17:46 VanessaE those, too 17:47 Demosthenex closed source mods were always a problem in minecraft 17:47 ThomasMonroe ok nore 17:47 ThomasMonroe ust wondering 17:47 Demosthenex its smart to try and define some parameters at the ending 17:47 Demosthenex s/ending/engine/ 17:47 VanessaE Demosthenex: mods in general kinda are, aren't they? 17:47 red-NaN lua bytecode is fairly easy to decomplie, breaks between lua versions and is a major security risk 17:48 ThomasMonroe ah, ok 17:49 ThomasMonroe question: does the lua bytecode run faster than the uncomiled? 17:49 Demosthenex so i saw a mention of modpacks, are there any difficulty oriented ones atm? 17:49 ThomasMonroe uncompiled* 17:49 red-NaN ThomasMonroe, not really 17:49 VanessaE ThomasMonroe: no, quite a lot slower in fact 17:49 ThomasMonroe ok 17:49 VanessaE because precompiled lua isn't run through luajit 17:50 red-NaN well it's faster if you use non-jit lua 17:50 ThomasMonroe they should make the bytcode run faster 17:50 red-NaN but it's not a large diffrence 17:50 VanessaE red-NaN: right, but few people do 17:51 red-NaN plus if it's embedded code it **might** make the overall file size small since you could modify your lua to only run bytecode 17:51 red-NaN smaller* 17:51 mmuller I don't expect there's much of a gain, compile to byte-code is really not very expensive. 17:51 mmuller (generally) 17:53 ThomasMonroe this is probly a stupid question, but how is a JIT faster than pre-compiled? 17:53 VanessaE ThomasMonroe: because "precompiled" isn't really compiled 17:53 VanessaE it's more like "pre-tokenized" 17:54 mmuller ThomasMonroe: precompiled = compiled to bytecode, which is then interpreted. JITted = compiled to machine code. 17:54 ThomasMonroe ah ok 17:54 ThomasMonroe ok 17:54 VanessaE ThomasMonroe: think of old 8-bitter computers 17:54 ThomasMonroe kind of like java's .jar is "pre-compiled" 17:55 VanessaE when you type in a BASIC program, it gets stored in an abbreviated, tokenized format, which is what is also saved out to disk 17:55 ThomasMonroe right 17:55 VanessaE "precompiled" lua is basically the same idea 17:56 ThomasMonroe just wondering how hard is it to create bindings to other languages? 17:57 VanessaE probably easy enough if you can code C++ :) 17:58 Demosthenex VanessaE: i see your name on many servers, and some say "survival" 17:58 VanessaE mmhmm 17:58 VanessaE not hardcore though 18:00 Demosthenex just poking around ;] 18:00 Demosthenex my extended family and gaming group was asking me to setup another hardcore MC server, but nothing new is out 18:01 VanessaE give mine a try sometime. the element of survival on the daconcepts.com:30001 is, if your computer doesn't melt down, you survived ;) 18:01 ThomasMonroe lol 18:01 ThomasMonroe mine would definetely melt 18:02 An0n3m0us lol 18:02 An0n3m0us mine got 984MB 18:02 ThomasMonroe  HexChat: 2.10.2 ** OS: Linux 4.4.0-36-generic i686 ** Distro: Ubuntu¼ iner "xenialÀ " 16.04[» 4] ** CPU: 1 x Intel(R) Pentium(R) M processor 1.60GHz (GenuineIntel) @ 1.20GHz ** RAM: Physical: 1.5GiB, 42.5% free ** Disk: Total: 71.8GiB, 40.4% free ** VGA: Intel Corporation Mobile 915GM/GMS/910GML Express Graphics Controller ** Sound: ICH4 - Intel ICH6 ** Ethernet: Marvell Technology Group Lt 18:02 ThomasMonroe d. 88E8053 PCI-E Gigabit Ethernet Controller ** Uptime: 6h 23m 29s ** 18:02 ThomasMonroe sry wrong channel 18:02 An0n3m0us My PC dies 100 times when I play minetest 18:02 ThomasMonroe lol 18:03 Fatar that's not a lot of hard drive space 18:03 An0n3m0us RAM 18:03 Demosthenex VanessaE: that the one with the public reactor? 18:03 VanessaE Demosthenex: the only major flaw Minetest has really, is that it gives the CPU too much work to do that ought be done by the GPU instead. 18:03 VanessaE Demosthenex: the same. 18:03 VanessaE there's almost 9 MEU of power on the public grid ;) 18:03 Demosthenex ha 18:03 Wuzzy What do drawtime and dtime_jitter in the debug screen mean? 18:03 Demosthenex ever try ReactorCraft, the second tier of Rotarycraft? 18:04 VanessaE Demosthenex: never played MC at all. 18:04 ThomasMonroe how do you not figure that out Wuzzy? 18:04 Demosthenex VanessaE: righto! 18:04 VanessaE Wuzzy: dtime is draw time, directly related to FPS. jitter is how much variance there is in it over some period of time 18:04 Demosthenex hrm, a world border. 18:04 VanessaE (idk what the measurement interval is) 18:04 Wuzzy and draw time is in ... what unit? 18:04 ThomasMonroe milliseconds 18:04 VanessaE milli 18:04 VanessaE ...seconds. 18:05 VanessaE ninja'd again :-/ 18:05 Wuzzy and jitter? 18:05 VanessaE Wuzzy: percent ;) 18:05 ThomasMonroe hundreths technichally 18:05 Wuzzy so a drawtime of 14 means it took 14 ms to draw the previous frame? 18:05 VanessaE I would assume percent of change in a short time, over some average ms. 18:05 VanessaE Wuzzy: yeah 18:06 Wuzzy so what does dtime_jitter of 29% mean? 18:06 VanessaE Wuzzy: I would assume 29% variance over some average? not sure. 18:06 Demosthenex means more coffee is needed to increase your jitter 18:06 ThomasMonroe lol 18:06 VanessaE Wuzzy: ask in -dev :) 18:08 ThomasMonroe 29% is good 18:08 ThomasMonroe i have average 100% 18:08 ThomasMonroe or more 18:08 Wuzzy huh? you can have more than 100% dtime_jitter? 18:08 Wuzzy what does THAT mean? 18:09 ThomasMonroe idk 18:09 ThomasMonroe id have to look at the src 18:09 VanessaE Wuzzy: if you have an average dtime of 15 and it jitters between say 14 and 16, that would be around 7 percent 18:09 VanessaE if I am guessing right 18:10 VanessaE so 100% would be if average is 15 but it occasionally shoots up past say 309 18:10 VanessaE 30* 18:11 VanessaE at least, that's how I would define it 18:13 Demosthenex thanks for letting me look around =] 18:40 Fixer situation with stutter improved recently 20:05 EDAKIRI Do things in Pipeworks pipes only get transported when you are near? 20:05 EDAKIRI So, if you put something in one end and teleport to the other, nothing happens? 20:06 EDAKIRI (on the out end , where you are) 20:07 calcul0n EDAKIRI, probably, if the other end is not loaded 20:08 EDAKIRI If you put something in the 'input' end, teleport to the 'output' end, does it come out at the output? 20:18 calcul0n i never tried, but that's what it's supposed to be 20:19 calcul0n but if the end is very far it probably won't work i guess 20:19 calcul0n because the map won't be loaded there 20:20 nore what happens is: 20:20 nore the item gets teleported 20:20 nore and continues to move 21:39 octacian The octacian is finally the back. :rofl: 21:46 EDAKIRI If all the flowers in an area are plucked, do more grow there? -- or only if some are plucked and there exists a flower still. 21:49 MinetestBot paramat: Jun-05 12:35 UTC they are still banned here yes, dunno whether that should apply to -dev too 21:50 paramat you need at least one flower to seed more around it 21:50 calcul0n EDAKIRI, no, they will only appear if there are some around 21:50 EDAKIRI Can one place a flower from another area and it shall grow? 21:50 EDAKIRI propogate? 21:50 calcul0n yes 21:51 calcul0n but only if it's placed in dirt iirc 21:51 calcul0n i have a nice flower farm here :) 22:09 paramat dirt, grass, rainforest litter, anything with group 'soil = 1' 22:10 paramat and plenty of light 22:12 paramat not dirt with snow (frozen ground)